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# include "ControlBehaviors.h"
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# include "Amf3.h"
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# include "Entity.h"
# include "Game.h"
# include "GameMessages.h"
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# include "ModelBehaviorComponent.h"
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# include "../../dWorldServer/ObjectIDManager.h"
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# include "dLogger.h"
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# include "BehaviorStates.h"
# include "AssetManager.h"
# include "BlockDefinition.h"
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# include "User.h"
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# include "tinyxml2.h"
# include "CDClientDatabase.h"
// Message includes
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# include "Action.h"
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# include "AddActionMessage.h"
# include "AddStripMessage.h"
# include "AddMessage.h"
# include "MigrateActionsMessage.h"
# include "MoveToInventoryMessage.h"
# include "MergeStripsMessage.h"
# include "RearrangeStripMessage.h"
# include "RemoveActionsMessage.h"
# include "RemoveStripMessage.h"
# include "RenameMessage.h"
# include "SplitStripMessage.h"
# include "UpdateActionMessage.h"
# include "UpdateStripUiMessage.h"
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void ControlBehaviors : : RequestUpdatedID ( int32_t behaviorID , ModelBehaviorComponent * modelComponent , Entity * modelOwner , const SystemAddress & sysAddr ) {
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// auto behavior = modelComponent->FindBehavior(behaviorID);
// if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) {
// ObjectIDManager::Instance()->RequestPersistentID(
// [behaviorID, behavior, modelComponent, modelOwner, sysAddr](uint32_t persistentId) {
// behavior->SetShouldGetNewID(false);
// behavior->SetIsTemplated(false);
// behavior->SetBehaviorID(persistentId);
// // This updates the behavior ID of the behavior should this be a new behavior
// AMFArrayValue args;
// AMFStringValue* behaviorIDString = new AMFStringValue();
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// behaviorIDString->SetValue(std::to_string(persistentId));
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// args.InsertValue("behaviorID", behaviorIDString);
// AMFStringValue* objectIDAsString = new AMFStringValue();
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// objectIDAsString->SetValue(std::to_string(modelComponent->GetOwningEntity()->GetObjectID()));
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// args.InsertValue("objectID", objectIDAsString);
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
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// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetOwningEntity(), sysAddr, modelOwner);
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// });
// }
}
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void ControlBehaviors : : SendBehaviorListToClient ( Entity * modelEntity , const SystemAddress & sysAddr , Entity * modelOwner ) {
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auto * modelComponent = modelEntity - > GetComponent < ModelBehaviorComponent > ( ) ;
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if ( ! modelComponent ) return ;
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AMFArrayValue behaviorsToSerialize ;
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/**
* The behaviors AMFArray will have up to 5 elements in the dense portion .
* Each element in the dense portion will be made up of another AMFArray
* with the following information mapped in the associative portion
* " id " : Behavior ID cast to an AMFString
* " isLocked " : AMFTrue or AMFFalse of whether or not the behavior is locked
* " isLoot " : AMFTrue or AMFFalse of whether or not the behavior is a custom behavior ( true if custom )
* " name " : The name of the behavior formatted as an AMFString
*/
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behaviorsToSerialize . Insert ( " behaviors " ) ;
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behaviorsToSerialize . Insert ( " objectID " , std : : to_string ( modelComponent - > GetOwningEntity ( ) - > GetObjectID ( ) ) ) ;
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GameMessages : : SendUIMessageServerToSingleClient ( modelOwner , sysAddr , " UpdateBehaviorList " , behaviorsToSerialize ) ;
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}
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void ControlBehaviors : : ModelTypeChanged ( AMFArrayValue * arguments , ModelBehaviorComponent * ModelComponent ) {
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auto * modelTypeAmf = arguments - > Get < double > ( " ModelType " ) ;
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if ( ! modelTypeAmf ) return ;
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uint32_t modelType = static_cast < uint32_t > ( modelTypeAmf - > GetValue ( ) ) ;
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//TODO Update the model type here
}
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void ControlBehaviors : : ToggleExecutionUpdates ( ) {
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//TODO do something with this info
}
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void ControlBehaviors : : AddStrip ( AMFArrayValue * arguments ) {
AddStripMessage addStripMessage ( arguments ) ;
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}
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void ControlBehaviors : : RemoveStrip ( AMFArrayValue * arguments ) {
RemoveStripMessage removeStrip ( arguments ) ;
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}
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void ControlBehaviors : : MergeStrips ( AMFArrayValue * arguments ) {
MergeStripsMessage mergeStripsMessage ( arguments ) ;
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}
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void ControlBehaviors : : SplitStrip ( AMFArrayValue * arguments ) {
SplitStripMessage splitStripMessage ( arguments ) ;
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}
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void ControlBehaviors : : UpdateStripUI ( AMFArrayValue * arguments ) {
UpdateStripUiMessage updateStripUiMessage ( arguments ) ;
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}
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void ControlBehaviors : : AddAction ( AMFArrayValue * arguments ) {
AddActionMessage addActionMessage ( arguments ) ;
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}
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void ControlBehaviors : : MigrateActions ( AMFArrayValue * arguments ) {
MigrateActionsMessage migrateActionsMessage ( arguments ) ;
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}
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void ControlBehaviors : : RearrangeStrip ( AMFArrayValue * arguments ) {
RearrangeStripMessage rearrangeStripMessage ( arguments ) ;
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}
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void ControlBehaviors : : Add ( AMFArrayValue * arguments ) {
AddMessage addMessage ( arguments ) ;
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}
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void ControlBehaviors : : RemoveActions ( AMFArrayValue * arguments ) {
RemoveActionsMessage removeActionsMessage ( arguments ) ;
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}
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void ControlBehaviors : : Rename ( Entity * modelEntity , const SystemAddress & sysAddr , Entity * modelOwner , AMFArrayValue * arguments ) {
RenameMessage renameMessage ( arguments ) ;
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}
// TODO This is also supposed to serialize the state of the behaviors in progress but those aren't implemented yet
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void ControlBehaviors : : SendBehaviorBlocksToClient ( ModelBehaviorComponent * modelComponent , const SystemAddress & sysAddr , Entity * modelOwner , AMFArrayValue * arguments ) {
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// uint32_t behaviorID = ControlBehaviors::GetBehaviorIDFromArgument(arguments);
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// auto modelBehavior = modelComponent->FindBehavior(behaviorID);
// if (!modelBehavior) return;
// modelBehavior->VerifyStates();
// auto states = modelBehavior->GetBehaviorStates();
// // Begin serialization.
// /**
// * for each state
// * strip id
// * ui info
// * x
// * y
// * actions
// * action1
// * action2
// * ...
// * behaviorID of strip
// * objectID of strip
// */
// LWOOBJID targetObjectID = LWOOBJID_EMPTY;
// behaviorID = 0;
// AMFArrayValue behaviorInfo;
// AMFArrayValue* stateSerialize = new AMFArrayValue();
// for (auto it = states.begin(); it != states.end(); it++) {
// Game::logger->Log("PropertyBehaviors", "Begin serialization of state %i!\n", it->first);
// AMFArrayValue* state = new AMFArrayValue();
// AMFDoubleValue* stateAsDouble = new AMFDoubleValue();
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// stateAsDouble->SetValue(it->first);
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// state->InsertValue("id", stateAsDouble);
// AMFArrayValue* strips = new AMFArrayValue();
// auto stripsInState = it->second->GetStrips();
// for (auto strip = stripsInState.begin(); strip != stripsInState.end(); strip++) {
// Game::logger->Log("PropertyBehaviors", "Begin serialization of strip %i!\n", strip->first);
// AMFArrayValue* thisStrip = new AMFArrayValue();
// AMFDoubleValue* stripID = new AMFDoubleValue();
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// stripID->SetValue(strip->first);
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// thisStrip->InsertValue("id", stripID);
// AMFArrayValue* uiArray = new AMFArrayValue();
// AMFDoubleValue* yPosition = new AMFDoubleValue();
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// yPosition->SetValue(strip->second->GetYPosition());
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// uiArray->InsertValue("y", yPosition);
// AMFDoubleValue* xPosition = new AMFDoubleValue();
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// xPosition->SetValue(strip->second->GetXPosition());
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// uiArray->InsertValue("x", xPosition);
// thisStrip->InsertValue("ui", uiArray);
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// targetObjectID = modelComponent->GetOwningEntity()->GetObjectID();
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// behaviorID = modelBehavior->GetBehaviorID();
// AMFArrayValue* stripSerialize = new AMFArrayValue();
// for (auto behaviorAction : strip->second->GetActions()) {
// Game::logger->Log("PropertyBehaviors", "Begin serialization of action %s!\n", behaviorAction->actionName.c_str());
// AMFArrayValue* thisAction = new AMFArrayValue();
// AMFStringValue* actionName = new AMFStringValue();
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// actionName->SetValue(behaviorAction->actionName);
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// thisAction->InsertValue("Type", actionName);
// if (behaviorAction->parameterValueString != "")
// {
// AMFStringValue* valueAsString = new AMFStringValue();
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// valueAsString->SetValue(behaviorAction->parameterValueString);
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// thisAction->InsertValue(behaviorAction->parameterName, valueAsString);
// }
// else if (behaviorAction->parameterValueDouble != 0.0)
// {
// AMFDoubleValue* valueAsDouble = new AMFDoubleValue();
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// valueAsDouble->SetValue(behaviorAction->parameterValueDouble);
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// thisAction->InsertValue(behaviorAction->parameterName, valueAsDouble);
// }
// stripSerialize->PushBackValue(thisAction);
// }
// thisStrip->InsertValue("actions", stripSerialize);
// strips->PushBackValue(thisStrip);
// }
// state->InsertValue("strips", strips);
// stateSerialize->PushBackValue(state);
// }
// behaviorInfo.InsertValue("states", stateSerialize);
// AMFStringValue* objectidAsString = new AMFStringValue();
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// objectidAsString->SetValue(std::to_string(targetObjectID));
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// behaviorInfo.InsertValue("objectID", objectidAsString);
// AMFStringValue* behaviorIDAsString = new AMFStringValue();
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// behaviorIDAsString->SetValue(std::to_string(behaviorID));
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// behaviorInfo.InsertValue("BehaviorID", behaviorIDAsString);
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorBlocks", &behaviorInfo);
}
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void ControlBehaviors : : UpdateAction ( AMFArrayValue * arguments ) {
UpdateActionMessage updateActionMessage ( arguments ) ;
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auto * blockDefinition = GetBlockInfo ( updateActionMessage . GetAction ( ) . GetType ( ) ) ;
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if ( ! blockDefinition ) {
Game : : logger - > Log ( " ControlBehaviors " , " Received undefined block type %s. Ignoring. " , updateActionMessage . GetAction ( ) . GetType ( ) . c_str ( ) ) ;
return ;
}
if ( updateActionMessage . GetAction ( ) . GetValueParameterString ( ) . size ( ) > 0 ) {
if ( updateActionMessage . GetAction ( ) . GetValueParameterString ( ) . size ( ) < blockDefinition - > GetMinimumValue ( ) | |
updateActionMessage . GetAction ( ) . GetValueParameterString ( ) . size ( ) > blockDefinition - > GetMaximumValue ( ) ) {
Game : : logger - > Log ( " ControlBehaviors " , " Updated block %s is out of range. Ignoring update " , updateActionMessage . GetAction ( ) . GetType ( ) . c_str ( ) ) ;
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return ;
}
} else {
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if ( updateActionMessage . GetAction ( ) . GetValueParameterDouble ( ) < blockDefinition - > GetMinimumValue ( ) | |
updateActionMessage . GetAction ( ) . GetValueParameterDouble ( ) > blockDefinition - > GetMaximumValue ( ) ) {
Game : : logger - > Log ( " ControlBehaviors " , " Updated block %s is out of range. Ignoring update " , updateActionMessage . GetAction ( ) . GetType ( ) . c_str ( ) ) ;
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return ;
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}
}
}
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void ControlBehaviors : : MoveToInventory ( ModelBehaviorComponent * modelComponent , const SystemAddress & sysAddr , Entity * modelOwner , AMFArrayValue * arguments ) {
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// This closes the UI menu should it be open while the player is removing behaviors
AMFArrayValue args ;
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args . Insert ( " visible " , false ) ;
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GameMessages : : SendUIMessageServerToSingleClient ( modelOwner , modelOwner - > GetParentUser ( ) - > GetSystemAddress ( ) , " ToggleBehaviorEditor " , args ) ;
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MoveToInventoryMessage moveToInventoryMessage ( arguments ) ;
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SendBehaviorListToClient ( modelComponent - > GetOwningEntity ( ) , sysAddr , modelOwner ) ;
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}
void ControlBehaviors : : ProcessCommand ( Entity * modelEntity , const SystemAddress & sysAddr , AMFArrayValue * arguments , std : : string command , Entity * modelOwner ) {
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if ( ! isInitialized | | ! modelEntity | | ! modelOwner | | ! arguments ) return ;
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auto * modelComponent = modelEntity - > GetComponent < ModelBehaviorComponent > ( ) ;
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if ( ! modelComponent ) return ;
if ( command = = " sendBehaviorListToClient " )
SendBehaviorListToClient ( modelEntity , sysAddr , modelOwner ) ;
else if ( command = = " modelTypeChanged " )
ModelTypeChanged ( arguments , modelComponent ) ;
else if ( command = = " toggleExecutionUpdates " )
ToggleExecutionUpdates ( ) ;
else if ( command = = " addStrip " )
AddStrip ( arguments ) ;
else if ( command = = " removeStrip " )
RemoveStrip ( arguments ) ;
else if ( command = = " mergeStrips " )
MergeStrips ( arguments ) ;
else if ( command = = " splitStrip " )
SplitStrip ( arguments ) ;
else if ( command = = " updateStripUI " )
UpdateStripUI ( arguments ) ;
else if ( command = = " addAction " )
AddAction ( arguments ) ;
else if ( command = = " migrateActions " )
MigrateActions ( arguments ) ;
else if ( command = = " rearrangeStrip " )
RearrangeStrip ( arguments ) ;
else if ( command = = " add " )
Add ( arguments ) ;
else if ( command = = " removeActions " )
RemoveActions ( arguments ) ;
else if ( command = = " rename " )
Rename ( modelEntity , sysAddr , modelOwner , arguments ) ;
else if ( command = = " sendBehaviorBlocksToClient " )
SendBehaviorBlocksToClient ( modelComponent , sysAddr , modelOwner , arguments ) ;
else if ( command = = " moveToInventory " )
MoveToInventory ( modelComponent , sysAddr , modelOwner , arguments ) ;
else if ( command = = " updateAction " )
UpdateAction ( arguments ) ;
else
Game : : logger - > Log ( " ControlBehaviors " , " Unknown behavior command (%s) \n " , command . c_str ( ) ) ;
}
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ControlBehaviors : : ControlBehaviors ( ) {
auto blocksDefStreamBuffer = Game : : assetManager - > GetFileAsBuffer ( " ui \\ ingame \\ blocksdef.xml " ) ;
if ( ! blocksDefStreamBuffer . m_Success ) {
Game : : logger - > Log ( " ControlBehaviors " , " failed to open blocksdef " ) ;
return ;
}
std : : istream blocksBuffer ( & blocksDefStreamBuffer ) ;
if ( ! blocksBuffer . good ( ) ) {
Game : : logger - > Log ( " ControlBehaviors " , " Blocks buffer is not good! " ) ;
return ;
}
tinyxml2 : : XMLDocument m_Doc ;
std : : string read { } ;
std : : string buffer { } ;
bool commentBlockStart = false ;
while ( std : : getline ( blocksBuffer , read ) ) {
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// tinyxml2 should handle comment blocks but the client has one that fails the processing.
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// This preprocessing just removes all comments from the read file out of an abundance of caution.
if ( read . find ( " <!-- " ) ! = std : : string : : npos ) {
commentBlockStart = true ;
}
if ( read . find ( " --> " ) ! = std : : string : : npos ) {
commentBlockStart = false ;
continue ;
}
if ( ! commentBlockStart ) buffer + = read ;
}
auto ret = m_Doc . Parse ( buffer . c_str ( ) ) ;
if ( ret = = tinyxml2 : : XML_SUCCESS ) {
Game : : logger - > LogDebug ( " ControlBehaviors " , " Successfully parsed the blocksdef file! " ) ;
} else {
Game : : logger - > Log ( " Character " , " Failed to parse BlocksDef xmlData due to error %i! " , ret ) ;
return ;
}
auto * blockLibrary = m_Doc . FirstChildElement ( ) ;
if ( ! blockLibrary ) {
Game : : logger - > Log ( " ControlBehaviors " , " No Block Library child element found. " ) ;
return ;
}
// Now parse the blocksdef for the cheat detection server side.
// The client does these checks, but a bad actor can bypass the client checks
auto * blockSections = blockLibrary - > FirstChildElement ( ) ;
while ( blockSections ) {
auto * block = blockSections - > FirstChildElement ( ) ;
std : : string blockName { } ;
while ( block ) {
blockName = block - > Name ( ) ;
BlockDefinition * blockDefinition = new BlockDefinition ( ) ;
std : : string name { } ;
std : : string typeName { } ;
auto * argument = block - > FirstChildElement ( " Argument " ) ;
if ( argument ) {
auto * defaultDefinition = argument - > FirstChildElement ( " DefaultValue " ) ;
if ( defaultDefinition ) blockDefinition - > SetDefaultValue ( defaultDefinition - > GetText ( ) ) ;
auto * typeDefinition = argument - > FirstChildElement ( " Type " ) ;
if ( typeDefinition ) typeName = typeDefinition - > GetText ( ) ;
auto * nameDefinition = argument - > FirstChildElement ( " Name " ) ;
if ( nameDefinition ) name = nameDefinition - > GetText ( ) ;
// Now we parse the blocksdef file for the relevant information
if ( typeName = = " String " ) {
blockDefinition - > SetMaximumValue ( 50 ) ; // The client has a hardcoded limit of 50 characters in a string field
} else if ( typeName = = " Float " | | typeName = = " Integer " ) {
auto * maximumDefinition = argument - > FirstChildElement ( " Maximum " ) ;
if ( maximumDefinition ) blockDefinition - > SetMaximumValue ( std : : stof ( maximumDefinition - > GetText ( ) ) ) ;
auto * minimumDefinition = argument - > FirstChildElement ( " Minimum " ) ;
if ( minimumDefinition ) blockDefinition - > SetMinimumValue ( std : : stof ( minimumDefinition - > GetText ( ) ) ) ;
} else if ( typeName = = " Enumeration " ) {
auto * values = argument - > FirstChildElement ( " Values " ) ;
if ( values ) {
auto * value = values - > FirstChildElement ( " Value " ) ;
while ( value ) {
if ( value - > GetText ( ) = = blockDefinition - > GetDefaultValue ( ) ) blockDefinition - > GetDefaultValue ( ) = std : : to_string ( blockDefinition - > GetMaximumValue ( ) ) ;
blockDefinition - > SetMaximumValue ( blockDefinition - > GetMaximumValue ( ) + 1 ) ;
value = value - > NextSiblingElement ( " Value " ) ;
}
blockDefinition - > SetMaximumValue ( blockDefinition - > GetMaximumValue ( ) - 1 ) ; // Maximum value is 0 indexed
} else {
values = argument - > FirstChildElement ( " EnumerationSource " ) ;
if ( ! values ) {
Game : : logger - > Log ( " ControlBehaviors " , " Failed to parse EnumerationSource from block (%s) " , blockName . c_str ( ) ) ;
continue ;
}
auto * serviceNameNode = values - > FirstChildElement ( " ServiceName " ) ;
if ( ! serviceNameNode ) {
Game : : logger - > Log ( " ControlBehaviors " , " Failed to parse ServiceName from block (%s) " , blockName . c_str ( ) ) ;
continue ;
}
std : : string serviceName = serviceNameNode - > GetText ( ) ;
if ( serviceName = = " GetBehaviorSoundList " ) {
auto res = CDClientDatabase : : ExecuteQuery ( " SELECT MAX(id) as countSounds FROM UGBehaviorSounds; " ) ;
blockDefinition - > SetMaximumValue ( res . getIntField ( " countSounds " ) ) ;
blockDefinition - > SetDefaultValue ( " 0 " ) ;
} else {
Game : : logger - > Log ( " ControlBehaviors " , " Unsupported Enumeration ServiceType (%s) " , serviceName . c_str ( ) ) ;
continue ;
}
}
} else {
Game : : logger - > Log ( " ControlBehaviors " , " Unsupported block value type (%s)! " , typeName . c_str ( ) ) ;
continue ;
}
}
blockTypes . insert ( std : : make_pair ( blockName , blockDefinition ) ) ;
block = block - > NextSiblingElement ( ) ;
}
blockSections = blockSections - > NextSiblingElement ( ) ;
}
isInitialized = true ;
Game : : logger - > LogDebug ( " ControlBehaviors " , " Created all base block classes " ) ;
for ( auto b : blockTypes ) {
Game : : logger - > LogDebug ( " ControlBehaviors " , " block name is %s default %s min %f max %f " , b . first . c_str ( ) , b . second - > GetDefaultValue ( ) . c_str ( ) , b . second - > GetMinimumValue ( ) , b . second - > GetMaximumValue ( ) ) ;
}
}
BlockDefinition * ControlBehaviors : : GetBlockInfo ( const BlockName & blockName ) {
auto blockDefinition = blockTypes . find ( blockName ) ;
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return blockDefinition ! = blockTypes . end ( ) ? blockDefinition - > second : nullptr ;
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}