mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
28ce8ac54d
resolves a memory leak in BrickDatabase, adds stability to character save doc. Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected. The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
540 lines
15 KiB
C++
540 lines
15 KiB
C++
#pragma once
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#include <map>
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#include <functional>
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#include <typeinfo>
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#include <type_traits>
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#include <unordered_map>
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#include <vector>
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "LDFFormat.h"
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#include "eKillType.h"
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namespace Loot {
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class Info;
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};
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namespace tinyxml2 {
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class XMLDocument;
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};
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class Player;
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class EntityInfo;
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class User;
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class Spawner;
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class ScriptComponent;
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class dpEntity;
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class EntityTimer;
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class Component;
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class Item;
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class Character;
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class EntityCallbackTimer;
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class PositionUpdate;
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enum class eTriggerEventType;
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enum class eGameMasterLevel : uint8_t;
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enum class eReplicaComponentType : uint32_t;
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enum class eReplicaPacketType : uint8_t;
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enum class eCinematicEvent : uint32_t;
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namespace CppScripts {
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class Script;
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};
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/**
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* An entity in the world. Has multiple components.
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*/
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class Entity {
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public:
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explicit Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser = nullptr, Entity* parentEntity = nullptr);
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~Entity();
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void Initialize();
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bool operator==(const Entity& other) const;
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bool operator!=(const Entity& other) const;
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/**
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* Getters
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*/
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const LWOOBJID& GetObjectID() const { return m_ObjectID; }
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const LOT GetLOT() const { return m_TemplateID; }
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Character* GetCharacter() const { return m_Character; }
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eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
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uint8_t GetCollectibleID() const;
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Entity* GetParentEntity() const { return m_ParentEntity; }
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std::vector<std::string>& GetGroups() { return m_Groups; };
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Spawner* GetSpawner() const { return m_Spawner; }
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LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
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const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
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const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
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bool GetIsDead() const;
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bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
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bool GetIsGhostingCandidate() const;
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void SetIsGhostingCandidate(bool value) { m_IsGhostingCandidate = value; };
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int8_t GetObservers() const;
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uint16_t GetNetworkId() const;
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Entity* GetOwner() const;
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const NiPoint3& GetDefaultPosition() const;
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const NiQuaternion& GetDefaultRotation() const;
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float GetDefaultScale() const;
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const NiPoint3& GetPosition() const;
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const NiQuaternion& GetRotation() const;
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const SystemAddress& GetSystemAddress() const;
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/**
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* Setters
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*/
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void SetCharacter(Character* value) { m_Character = value; }
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void SetGMLevel(eGameMasterLevel value);
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void SetOwnerOverride(LWOOBJID value);
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void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
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void SetObservers(int8_t value);
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void SetNetworkId(uint16_t id);
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void SetPosition(const NiPoint3& position);
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void SetRotation(const NiQuaternion& rotation);
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void SetRespawnPos(const NiPoint3& position);
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void SetRespawnRot(const NiQuaternion& rotation);
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/**
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* Component management
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*/
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Component* GetComponent(eReplicaComponentType componentID) const;
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template<typename T>
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T* GetComponent() const;
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template<typename T>
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bool TryGetComponent(eReplicaComponentType componentId, T*& component) const;
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bool HasComponent(eReplicaComponentType componentId) const;
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void AddComponent(eReplicaComponentType componentId, Component* component);
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// This is expceted to never return nullptr, an assert checks this.
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CppScripts::Script* const GetScript();
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void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
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void Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName);
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void SetProximityRadius(float proxRadius, std::string name);
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void SetProximityRadius(dpEntity* entity, std::string name);
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void AddChild(Entity* child);
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void RemoveChild(Entity* child);
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void RemoveParent();
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// Adds a timer to start next frame with the given name and time.
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void AddTimer(std::string name, float time);
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void AddCallbackTimer(float time, std::function<void()> callback);
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bool HasTimer(const std::string& name);
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void CancelCallbackTimers();
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void CancelAllTimers();
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void CancelTimer(const std::string& name);
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void AddToGroup(const std::string& group);
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bool IsPlayer() const;
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std::unordered_map<eReplicaComponentType, Component*>& GetComponents() { return m_Components; } // TODO: Remove
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void WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacketType packetType);
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void WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType);
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void UpdateXMLDoc(tinyxml2::XMLDocument& doc);
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void Update(float deltaTime);
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// Events
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void OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status);
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void OnCollisionPhantom(LWOOBJID otherEntity);
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void OnCollisionLeavePhantom(LWOOBJID otherEntity);
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void OnFireEventServerSide(Entity* sender, std::string args, int32_t param1 = -1, int32_t param2 = -1, int32_t param3 = -1);
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void OnActivityStateChangeRequest(const LWOOBJID senderID, const int32_t value1, const int32_t value2,
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const std::u16string& stringValue);
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void OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
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float_t pathTime, float_t totalTime, int32_t waypoint);
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void NotifyObject(Entity* sender, const std::string& name, int32_t param1 = 0, int32_t param2 = 0);
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void OnEmoteReceived(int32_t emote, Entity* target);
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void OnUse(Entity* originator);
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void OnHitOrHealResult(Entity* attacker, int32_t damage);
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void OnHit(Entity* attacker);
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void OnZonePropertyEditBegin();
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void OnZonePropertyEditEnd();
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void OnZonePropertyModelEquipped();
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void OnZonePropertyModelPlaced(Entity* player);
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void OnZonePropertyModelPickedUp(Entity* player);
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void OnZonePropertyModelRemoved(Entity* player);
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void OnZonePropertyModelRemovedWhileEquipped(Entity* player);
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void OnZonePropertyModelRotated(Entity* player);
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void OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData);
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void OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier);
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void RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled);
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void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
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void Kill(Entity* murderer = nullptr, const eKillType killType = eKillType::SILENT);
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void AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
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void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback);
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void AddDieCallback(const std::function<void()>& callback);
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void Resurrect();
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void AddLootItem(const Loot::Info& info);
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void PickupItem(const LWOOBJID& objectID);
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bool CanPickupCoins(uint64_t count);
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void RegisterCoinDrop(uint64_t count);
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void ScheduleKillAfterUpdate(Entity* murderer = nullptr);
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void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
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void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
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const NiPoint3& GetRespawnPosition() const;
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const NiQuaternion& GetRespawnRotation() const;
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void Sleep();
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void Wake();
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bool IsSleeping() const;
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/*
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* Utility
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*/
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/**
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* Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
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*
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*/
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void RetroactiveVaultSize();
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bool GetBoolean(const std::u16string& name) const;
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int32_t GetI32(const std::u16string& name) const;
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int64_t GetI64(const std::u16string& name) const;
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void SetBoolean(const std::u16string& name, bool value);
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void SetI32(const std::u16string& name, int32_t value);
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void SetI64(const std::u16string& name, int64_t value);
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bool HasVar(const std::u16string& name) const;
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template<typename T>
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const T& GetVar(const std::u16string& name) const;
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template<typename T>
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void SetVar(const std::u16string& name, T value);
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void SendNetworkVar(const std::string& data, const SystemAddress& sysAddr);
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template<typename T>
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void SetNetworkVar(const std::u16string& name, T value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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template<typename T>
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void SetNetworkVar(const std::u16string& name, std::vector<T> value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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template<typename T>
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T GetNetworkVar(const std::u16string& name);
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/**
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* Get the LDF value and cast it as T.
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*/
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template<typename T>
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T GetVarAs(const std::u16string& name) const;
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template<typename ComponentType, typename... VaArgs>
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ComponentType* AddComponent(VaArgs... args);
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/**
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* Get the LDF data.
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*/
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LDFBaseData* GetVarData(const std::u16string& name) const;
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/**
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* Get the LDF value and convert it to a string.
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*/
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std::string GetVarAsString(const std::u16string& name) const;
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/*
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* Collision
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*/
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std::vector<LWOOBJID> GetTargetsInPhantom();
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Entity* GetScheduledKiller() { return m_ScheduleKiller; }
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void ProcessPositionUpdate(PositionUpdate& update);
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// Scale will only be communicated to the client when the construction packet is sent
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void SetScale(const float scale) { m_Scale = scale; };
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protected:
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LWOOBJID m_ObjectID;
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LOT m_TemplateID;
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std::vector<LDFBaseData*> m_Settings;
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std::vector<LDFBaseData*> m_NetworkSettings;
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NiPoint3 m_DefaultPosition;
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NiQuaternion m_DefaultRotation;
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float m_Scale;
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Spawner* m_Spawner;
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LWOOBJID m_SpawnerID;
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bool m_HasSpawnerNodeID;
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uint32_t m_SpawnerNodeID;
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Character* m_Character;
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Entity* m_ParentEntity; //For spawners and the like
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std::vector<Entity*> m_ChildEntities;
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eGameMasterLevel m_GMLevel;
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uint16_t m_CollectibleID;
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std::vector<std::string> m_Groups;
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uint16_t m_NetworkID;
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std::vector<std::function<void()>> m_DieCallbacks;
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std::vector<std::function<void(Entity* target)>> m_PhantomCollisionCallbacks;
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std::unordered_map<eReplicaComponentType, Component*> m_Components;
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std::vector<EntityTimer> m_Timers;
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std::vector<EntityTimer> m_PendingTimers;
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std::vector<EntityCallbackTimer> m_CallbackTimers;
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std::vector<EntityCallbackTimer> m_PendingCallbackTimers;
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bool m_ShouldDestroyAfterUpdate = false;
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LWOOBJID m_OwnerOverride;
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Entity* m_ScheduleKiller;
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bool m_PlayerIsReadyForUpdates = false;
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bool m_IsGhostingCandidate = false;
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int8_t m_Observers = 0;
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bool m_IsParentChildDirty = true;
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/*
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* Collision
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*/
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std::vector<LWOOBJID> m_TargetsInPhantom;
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};
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/**
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* Template definitions.
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*/
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template<typename T>
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bool Entity::TryGetComponent(const eReplicaComponentType componentId, T*& component) const {
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const auto& index = m_Components.find(componentId);
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if (index == m_Components.end()) {
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component = nullptr;
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return false;
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}
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component = dynamic_cast<T*>(index->second);
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return true;
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}
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template <typename T>
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T* Entity::GetComponent() const {
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return dynamic_cast<T*>(GetComponent(T::ComponentType));
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}
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template<typename T>
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const T& Entity::GetVar(const std::u16string& name) const {
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auto* data = GetVarData(name);
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if (data == nullptr) {
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return LDFData<T>::Default;
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}
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auto* typed = dynamic_cast<LDFData<T>*>(data);
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if (typed == nullptr) {
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return LDFData<T>::Default;
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}
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return typed->GetValue();
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}
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template<typename T>
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T Entity::GetVarAs(const std::u16string& name) const {
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const auto data = GetVarAsString(name);
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return GeneralUtils::TryParse<T>(data).value_or(LDFData<T>::Default);
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}
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template<typename T>
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void Entity::SetVar(const std::u16string& name, T value) {
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auto* data = GetVarData(name);
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if (data == nullptr) {
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auto* data = new LDFData<T>(name, value);
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m_Settings.push_back(data);
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return;
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}
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auto* typed = dynamic_cast<LDFData<T>*>(data);
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if (typed == nullptr) {
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return;
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}
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typed->SetValue(value);
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}
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template<typename T>
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void Entity::SetNetworkVar(const std::u16string& name, T value, const SystemAddress& sysAddr) {
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LDFData<T>* newData = nullptr;
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for (auto* data : m_NetworkSettings) {
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if (data->GetKey() != name)
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continue;
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newData = dynamic_cast<LDFData<T>*>(data);
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if (newData != nullptr) {
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newData->SetValue(value);
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} else { // If we're changing types
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m_NetworkSettings.erase(
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std::remove(m_NetworkSettings.begin(), m_NetworkSettings.end(), data), m_NetworkSettings.end()
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);
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delete data;
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}
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break;
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}
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if (newData == nullptr) {
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newData = new LDFData<T>(name, value);
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}
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m_NetworkSettings.push_back(newData);
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SendNetworkVar(newData->GetString(true), sysAddr);
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}
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template<typename T>
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void Entity::SetNetworkVar(const std::u16string& name, std::vector<T> values, const SystemAddress& sysAddr) {
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std::stringstream updates;
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auto index = 1;
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for (const auto& value : values) {
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LDFData<T>* newData = nullptr;
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const auto& indexedName = name + u"." + GeneralUtils::to_u16string(index);
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for (auto* data : m_NetworkSettings) {
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if (data->GetKey() != indexedName)
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continue;
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newData = dynamic_cast<LDFData<T>*>(data);
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newData->SetValue(value);
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break;
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}
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if (newData == nullptr) {
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newData = new LDFData<T>(indexedName, value);
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}
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m_NetworkSettings.push_back(newData);
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if (index == values.size()) {
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updates << newData->GetString(true);
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} else {
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updates << newData->GetString(true) << "\n";
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}
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index++;
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}
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SendNetworkVar(updates.str(), sysAddr);
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}
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template<typename T>
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T Entity::GetNetworkVar(const std::u16string& name) {
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for (auto* data : m_NetworkSettings) {
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if (data == nullptr || data->GetKey() != name)
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continue;
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auto* typed = dynamic_cast<LDFData<T>*>(data);
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if (typed == nullptr)
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continue;
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return typed->GetValue();
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}
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return LDFData<T>::Default;
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}
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/**
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* @brief Adds a component of type ComponentType to this entity and forwards the arguments to the constructor.
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*
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* @tparam ComponentType The component class type to add. Must derive from Component.
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* @tparam VaArgs The argument types to forward to the constructor.
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* @param args The arguments to forward to the constructor. The first argument passed to the ComponentType constructor will be this entity.
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* @return ComponentType* The added component. Will never return null.
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*/
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template<typename ComponentType, typename... VaArgs>
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inline ComponentType* Entity::AddComponent(VaArgs... args) {
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static_assert(std::is_base_of_v<Component, ComponentType>, "ComponentType must be a Component");
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// Get the component if it already exists, or default construct a nullptr
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auto*& componentToReturn = m_Components[ComponentType::ComponentType];
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// If it doesn't exist, create it and forward the arguments to the constructor
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if (!componentToReturn) {
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componentToReturn = new ComponentType(this, std::forward<VaArgs>(args)...);
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} else {
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// In this case the block is already allocated and ready for use
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// so we use a placement new to construct the component again as was requested by the caller.
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// Placement new means we already have memory allocated for the object, so this just calls its constructor again.
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// This is useful for when we want to create a new object in the same memory location as an old one.
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componentToReturn->~Component();
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new(componentToReturn) ComponentType(this, std::forward<VaArgs>(args)...);
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}
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// Finally return the created or already existing component.
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|
// Because of the assert above, this should always be a ComponentType* but I need a way to guarantee the map cannot be modifed outside this function
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|
// To allow a static cast here instead of a dynamic one.
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|
return dynamic_cast<ComponentType*>(componentToReturn);
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|
}
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