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Implemented hard separation between playsim ConsoleEvent and networked ConsoleEvent (ConsoleProcess, NetworkProcess)
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parent
43d3e3e5c3
commit
a924564bf3
2 changed files with 39 additions and 14 deletions
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@ -630,6 +630,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, ConsoleProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess);
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// ===========================================
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//
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@ -1040,22 +1041,45 @@ static DConsoleEvent* E_SetupConsoleEvent()
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void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3)
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{
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IFVIRTUAL(DStaticEventHandler, ConsoleProcess)
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if (player < 0)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_ConsoleProcess_VMPtr)
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return;
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DConsoleEvent* e = E_SetupConsoleEvent();
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IFVIRTUAL(DStaticEventHandler, ConsoleProcess)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_ConsoleProcess_VMPtr)
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return;
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DConsoleEvent* e = E_SetupConsoleEvent();
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//
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e->Player = player;
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e->Name = name;
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e->Args[0] = arg1;
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e->Args[1] = arg2;
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e->Args[2] = arg3;
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//
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e->Player = player;
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e->Name = name;
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e->Args[0] = arg1;
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e->Args[1] = arg2;
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e->Args[2] = arg3;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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else
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{
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IFVIRTUAL(DStaticEventHandler, NetworkProcess)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_NetworkProcess_VMPtr)
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return;
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DConsoleEvent* e = E_SetupConsoleEvent();
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//
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e->Player = player;
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e->Name = name;
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e->Args[0] = arg1;
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e->Args[1] = arg2;
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e->Args[2] = arg3;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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}
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@ -321,7 +321,8 @@ class StaticEventHandler : Object native play
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virtual native bool InputProcess(InputEvent e);
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//
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virtual native clearscope void ConsoleProcess(ConsoleEvent e);
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virtual native ui void ConsoleProcess(ConsoleEvent e);
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virtual native void NetworkProcess(ConsoleEvent e);
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// this value will be queried on Register() to decide the relative order of this handler to every other.
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// this is most useful in UI systems.
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