DarkflameServer/dScripts/ScriptComponent.cpp
David Markowitz 6f057204be Rename some variables
- Add order for loading Components
- Enforce all components have Entity* in the first argument
2023-06-09 02:46:01 -07:00

57 lines
1.4 KiB
C++

/*
* 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, unsigned int& flags) {
if (bIsInitialUpdate) {
const auto& networkSettings = m_ParentEntity->GetNetworkSettings();
auto hasNetworkSettings = !networkSettings.empty();
outBitStream->Write(hasNetworkSettings);
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);
}
// Finally write everything to the stream
outBitStream->Write<uint32_t>(ldfData.GetNumberOfBytesUsed());
outBitStream->Write(ldfData);
}
}
}
CppScripts::Script* ScriptComponent::GetScript() {
return m_Script;
}
void ScriptComponent::SetScript(const std::string& scriptName) {
//we don't need to delete the script because others may be using it :)
/*if (m_Client) {
m_Script = new InvalidScript();
return;
}*/
m_Script = CppScripts::GetScript(m_ParentEntity, scriptName);
}