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DoObjectComponentLoad walks the client's load order and calls the type's allocator from a table, like ObjectLoader2, instead of one 76-case switch. Components with rules of their own have a static Allocator (the client's LWOxComponent::Allocator); the rest share a registry allocator. The load state moves to ObjectLoadState.h so the allocators can take it. Construction bytes are identical for all 15,962 LOTs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
102 lines
3.2 KiB
C++
102 lines
3.2 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SCRIPTCOMPONENT_H
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#define SCRIPTCOMPONENT_H
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#include "CppScripts.h"
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#include "Component.h"
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#include "GameMessages.h"
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#include <functional>
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#include <map>
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#include <string>
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#include "eReplicaComponentType.h"
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struct ObjectLoadState;
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class Entity;
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/**
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* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
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* here they're written in C++
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*/
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class ScriptComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
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// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
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static void Allocator(Entity& entity, ObjectLoadState& state);
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ScriptComponent(Entity* parent, const int32_t componentID, const std::string& scriptName, bool serialized, bool client = false);
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// One the object's registry or level config gives (LWOScriptComponent's allocator): its script comes from the
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// ScriptComponent row and custom_script_server / custom_script_client
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ScriptComponent(Entity* parent, const int32_t componentID);
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void LoadDataFromTemplate() override;
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void LoadConfigData() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Returns the script that's attached to this entity
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* @return the script that's attached to this entity
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*/
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CppScripts::Script* const GetScript();
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/**
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* Sets whether the component is serialized (false: a server-only script the client has no component for)
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* @param var whether the entity should be serialized
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*/
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void SetSerialized(const bool var) { m_Serialized = var; }
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/**
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* Sets the script using a path by looking through dScripts for a script that matches
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* @param scriptName the name of the script to find
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*/
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void SetScript(const std::string& scriptName);
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bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
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// Registers a message from a script to be listened for on the parent object
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template<typename ScriptClass, typename DerivedMsgType>
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void RegisterMsg(ScriptClass* scriptThis, bool (ScriptClass::*scriptHandler)(Entity&, DerivedMsgType&)) {
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static_assert(std::is_base_of_v<GameMessages::GameMsg, DerivedMsgType>, "DerivedMsgType must derive from GameMessages::GameMsg base class.");
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const auto boundMsg = std::bind(scriptHandler, scriptThis, std::placeholders::_1, std::placeholders::_2);
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auto* const parent = m_Parent;
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const auto castWrapper = [parent, boundMsg](GameMessages::GameMsg& msg) {
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return boundMsg(*parent, static_cast<DerivedMsgType&>(msg));
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};
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DerivedMsgType msg;
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m_Parent->RegisterMsg(msg.msgId, castWrapper);
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}
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private:
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/**
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* The script attached to this entity
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*/
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CppScripts::Script* m_Script;
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/**
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* Whether the component is serialized (false: a server-only script the client has no component for)
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*/
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bool m_Serialized;
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/**
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* Whether or not this script is a client script
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*/
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bool m_Client;
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std::string m_ScriptName;
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// Made from the registry / level config: LoadDataFromTemplate and LoadConfigData pick the script
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bool m_FromObject = false;
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// The row's client script name (the client runs one when there is no server script)
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std::string m_ClientScriptName;
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};
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#endif // SCRIPTCOMPONENT_H
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