DarkflameServer/dGame/dComponents/ScriptComponent.cpp

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/*
* Darkflame Universe
* Copyright 2018
*/
#include "Entity.h"
#include "ScriptComponent.h"
ScriptComponent::ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client) : Component(parent) {
m_Serialized = serialized;
m_Client = client;
SetScript(scriptName);
}
ScriptComponent::~ScriptComponent() {
}
void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
const auto& networkSettings = m_Parent->GetNetworkSettings();
auto hasNetworkSettings = !networkSettings.empty();
outBitStream.Write(hasNetworkSettings);
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if (hasNetworkSettings) {
// First write the most inner LDF data
RakNet::BitStream ldfData;
ldfData.Write<uint8_t>(0);
ldfData.Write<uint32_t>(networkSettings.size());
for (auto* networkSetting : networkSettings) {
networkSetting->WriteToPacket(ldfData);
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}
// Finally write everything to the stream
outBitStream.Write<uint32_t>(ldfData.GetNumberOfBytesUsed());
outBitStream.Write(ldfData);
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}
}
}
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CppScripts::Script* const ScriptComponent::GetScript() {
return m_Script;
}
void ScriptComponent::SetScript(const std::string& scriptName) {
// Scripts are managed by the CppScripts class and are effecitvely singletons
// and they may also be used by other script components so DON'T delete them.
m_Script = CppScripts::GetScript(m_Parent, scriptName);
}