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https://github.com/DarkflameUniverse/DarkflameServer
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c7c84c21ef
* Add addstrip handling add SendBehaviorBlocksToClient serialization add id generation and auto updating add behaviorlisttoclient serialization * fix crash happened if you added state 0 and 6 and nothing in between * Section off code Use proper encapsulation to hide code away and only let specific objects do certain jobs. * Organize serialization Section off into operational chunks Write data at the level most appropriate * Remove and simplify BlockDefinitions Remove pointer usage for BlockDefinitions and move to optional. * ControlBehaviors: Add addaction handling * re-organization remove const from return value change to int from uint use generic methods to reduce code clutter * add strip ui position handling * add split strip functionality * fix issues fix an issue where if you were on an empty state, the server would allow you to remain on that state fix an issue where the ui would not open on the previously opened state fix an issue where deleting strips in order caused the wrong strips to be deleted * update how you remove behaviors from models * Add remove actions and rename * migrate actions * update action and rearrange strip * merge strips * add and move to inventory * Remove dead code * simplify code * nits and move finish MoveToInventory constify serialize further include path fixes use const, comments fix amf message Update ModelComponent.cpp replace operator subscript with at * Update ModelComponent.cpp * Update MigrateActionsMessage.h * const * Move to separate translation units * include amf3 its precompiled, but just in case
68 lines
2.1 KiB
C++
68 lines
2.1 KiB
C++
#pragma once
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#ifndef __CONTROLBEHAVIORS__H__
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#define __CONTROLBEHAVIORS__H__
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#include <map>
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#include <optional>
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#include <string>
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#include "BlockDefinition.h"
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#include "Singleton.h"
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class AMFArrayValue;
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class Entity;
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class ModelComponent;
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class SystemAddress;
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// Type definition to clarify what is used where
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typedef std::string BlockName; //! A block name
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struct ControlBehaviorContext {
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ControlBehaviorContext(AMFArrayValue* args, ModelComponent* modelComponent, Entity* modelOwner) : arguments(args), modelComponent(modelComponent), modelOwner(modelOwner) {};
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operator bool() const {
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return arguments != nullptr && modelComponent != nullptr && modelOwner != nullptr;
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}
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AMFArrayValue* arguments;
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Entity* modelOwner;
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ModelComponent* modelComponent;
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};
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class ControlBehaviors: public Singleton<ControlBehaviors> {
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public:
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ControlBehaviors();
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/**
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* @brief Main driver for processing Property Behavior commands
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*
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* @param modelEntity The model that sent this command
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* @param sysAddr The SystemAddress to respond to
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* @param arguments The arguments formatted as an AMFArrayValue
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* @param command The command to perform
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* @param modelOwner The owner of the model which sent this command
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*/
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void ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner);
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/**
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* @brief Gets a blocks parameter values by the name
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* No exception will be thrown in this function.
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*
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* @param blockName The block name to get the parameters of
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*
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* @return A pair of the block parameter name to its typing
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*/
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std::optional<BlockDefinition> GetBlockInfo(const BlockName& blockName);
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private:
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void RequestUpdatedID(ControlBehaviorContext& context);
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void SendBehaviorListToClient(const ControlBehaviorContext& context);
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void SendBehaviorBlocksToClient(ControlBehaviorContext& context);
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void UpdateAction(AMFArrayValue* arguments);
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std::map<BlockName, BlockDefinition> blockTypes{};
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// If false, property behaviors will not be able to be edited.
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bool isInitialized = false;
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};
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#endif //!__CONTROLBEHAVIORS__H__
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