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5f689104af
This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries. The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon. This is local work which has been sitting for awhile; thought someone might like to take a look at it.
73 lines
1.8 KiB
C++
73 lines
1.8 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "Entity.h"
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#include "ScriptComponent.h"
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#include "InvalidScript.h"
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ScriptComponent::ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client) : Component(parent) {
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m_Serialized = serialized;
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m_Client = client;
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SetScript(scriptName);
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}
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ScriptComponent::ScriptComponent(Entity* parent, bool serialized, bool client) : Component(parent) {
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m_Serialized = serialized;
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m_Client = client;
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m_Script = nullptr;
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}
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ScriptComponent::~ScriptComponent() {
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}
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void ScriptComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (!m_Serialized) {
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return;
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}
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if (bIsInitialUpdate) {
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const auto& networkSettings = m_Parent->GetNetworkSettings();
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auto hasNetworkSettings = !networkSettings.empty();
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outBitStream->Write(hasNetworkSettings);
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if (hasNetworkSettings) {
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// First write the most inner LDF data
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RakNet::BitStream ldfData;
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ldfData.Write<uint8_t>(0);
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ldfData.Write<uint32_t>(networkSettings.size());
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for (auto* networkSetting : networkSettings) {
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networkSetting->WriteToPacket(&ldfData);
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}
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// Finally write everything to the stream
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outBitStream->Write<uint32_t>(ldfData.GetNumberOfBytesUsed());
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outBitStream->Write(ldfData);
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}
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}
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}
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CppScripts::Script* ScriptComponent::GetScript() {
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return m_Script;
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}
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void ScriptComponent::SetScript(const std::string& scriptName) {
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//we don't need to delete the script because others may be using it :)
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/*if (m_Client) {
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m_Script = new InvalidScript();
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return;
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}*/
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m_Script = CppScripts::GetScript(m_Parent, scriptName);
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}
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void ScriptComponent::SetScript(CppScripts::Script* script) {
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m_Script = script;
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}
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