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refactor(component): the script component picks its own script
The ScriptComponent row (server and client script) loads in LoadDataFromTemplate and custom_script_server / custom_script_client in LoadConfigData, out of Entity::Initialize, which only decides whether there is one (a registry entry, a character or a custom script), as the client's allocator does. Same scripts and bytes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -5,6 +5,8 @@
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#include "Entity.h"
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#include "ScriptComponent.h"
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#include "CDClientManager.h"
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#include "CDScriptComponentTable.h"
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#include "GameMessages.h"
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#include "Amf3.h"
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@@ -19,6 +21,38 @@ ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, cons
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Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
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}
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ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_Serialized = true;
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m_Client = false;
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m_FromObject = true;
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m_Script = nullptr;
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Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
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}
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// The ScriptComponent row's server and client scripts (a character has neither)
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void ScriptComponent::LoadDataFromTemplate() {
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if (!m_FromObject || m_ComponentID <= 0 || m_Parent->GetCharacter()) return;
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const auto row = CDClientManager::GetTable<CDScriptComponentTable>()->GetByID(m_ComponentID);
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m_ScriptName = row.script_name;
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m_ClientScriptName = row.client_script_name;
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}
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// custom_script_server replaces a missing server script; a client script (the row's or custom_script_client, or
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// any object's without a server script) makes it a client script component
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void ScriptComponent::LoadConfigData() {
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if (!m_FromObject) return;
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const bool isCharacter = m_Parent->GetCharacter() != nullptr;
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bool client = false;
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if ((m_ComponentID > 0 || isCharacter) && m_ScriptName.empty() && !isCharacter) client = true;
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const auto customScriptServer = m_Parent->GetVarAsString(u"custom_script_server");
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if (!m_Parent->GetVarAsString(u"custom_script_client").empty()) client = true;
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if (!customScriptServer.empty() && m_ScriptName.empty()) m_ScriptName = customScriptServer;
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m_Client = client && m_ScriptName.empty();
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SetScript(m_ScriptName);
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}
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void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// A server-only script (the zone control object's) sends nothing: the client made no script component for it
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if (!m_Serialized) return;
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