Move to shared pointer

This commit is contained in:
David Markowitz
2023-06-07 00:23:50 -07:00
parent ea9d0d8592
commit 9e9e4dc087
219 changed files with 743 additions and 748 deletions

View File

@@ -30,7 +30,7 @@
#include "UpdateActionMessage.h"
#include "UpdateStripUiMessage.h"
void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, ModelComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, std::shared_ptr<ModelComponent> modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
// auto behavior = modelComponent->FindBehavior(behaviorID);
// if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) {
// ObjectIDManager::Instance()->RequestPersistentID(
@@ -57,7 +57,7 @@ void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, ModelComponent* mode
}
void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner) {
auto* modelComponent = modelEntity->GetComponent<ModelComponent>();
auto modelComponent = modelEntity->GetComponent<ModelComponent>();
if (!modelComponent) return;
@@ -79,7 +79,7 @@ void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const Syste
GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", behaviorsToSerialize);
}
void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* ModelComponent) {
void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, std::shared_ptr<ModelComponent> ModelComponent) {
auto* modelTypeAmf = arguments->Get<double>("ModelType");
if (!modelTypeAmf) return;
@@ -137,7 +137,7 @@ void ControlBehaviors::Rename(Entity* modelEntity, const SystemAddress& sysAddr,
}
// TODO This is also supposed to serialize the state of the behaviors in progress but those aren't implemented yet
void ControlBehaviors::SendBehaviorBlocksToClient(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
void ControlBehaviors::SendBehaviorBlocksToClient(std::shared_ptr<ModelComponent> modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
// uint32_t behaviorID = ControlBehaviors::GetBehaviorIDFromArgument(arguments);
// auto modelBehavior = modelComponent->FindBehavior(behaviorID);
@@ -266,7 +266,7 @@ void ControlBehaviors::UpdateAction(AMFArrayValue* arguments) {
}
}
void ControlBehaviors::MoveToInventory(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
void ControlBehaviors::MoveToInventory(std::shared_ptr<ModelComponent> modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
// This closes the UI menu should it be open while the player is removing behaviors
AMFArrayValue args;
@@ -281,7 +281,7 @@ void ControlBehaviors::MoveToInventory(ModelComponent* modelComponent, const Sys
void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner) {
if (!isInitialized || !modelEntity || !modelOwner || !arguments) return;
auto* modelComponent = modelEntity->GetComponent<ModelComponent>();
auto modelComponent = modelEntity->GetComponent<ModelComponent>();
if (!modelComponent) return;