//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "T3D/components/game/controlObjectComponent.h" ////////////////////////////////////////////////////////////////////////// // Constructor/Destructor ////////////////////////////////////////////////////////////////////////// ControlObjectComponent::ControlObjectComponent() : Component(), mOwnerConnection(nullptr), mOwnerConnectionId(0) { mFriendlyName = "Control Object"; mComponentType = "Game"; mDescription = getDescriptionText("Allows owner entity to be controlled by a client."); } ControlObjectComponent::~ControlObjectComponent() { } IMPLEMENT_CO_NETOBJECT_V1(ControlObjectComponent); bool ControlObjectComponent::onAdd() { if (!Parent::onAdd()) return false; return true; } void ControlObjectComponent::onRemove() { Parent::onRemove(); } //This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior void ControlObjectComponent::onComponentAdd() { Parent::onComponentAdd(); if (mOwnerConnection && mOwnerConnection->getControlObject() == nullptr) { mOwnerConnection->setControlObject(mOwner); mOwnerConnectionId = mOwnerConnection->getId(); } } void ControlObjectComponent::onComponentRemove() { Parent::onComponentRemove(); if (mOwnerConnection) { mOwnerConnection->setControlObject(nullptr); mOwnerConnectionId = 0; } } void ControlObjectComponent::initPersistFields() { Parent::initPersistFields(); addField("clientOwner", TypeS32, Offset(mOwnerConnectionId, ControlObjectComponent), "Client connection ID"); } void ControlObjectComponent::setConnectionControlObject(GameConnection* conn) { if (conn) { if (conn->getControlObject() == nullptr) { conn->setControlObject(mOwner); mOwnerConnectionId = conn->getId(); } else { //Inform the old control object it's no longer in control? conn->setControlObject(mOwner); mOwnerConnectionId = conn->getId(); } } } void ControlObjectComponent::onClientConnect(GameConnection* conn) { if (conn && conn->getControlObject() == nullptr) { conn->setControlObject(mOwner); mOwnerConnectionId = conn->getId(); } } void ControlObjectComponent::onClientDisconnect(GameConnection* conn) { if (conn && conn->getControlObject() == mOwner) { conn->setControlObject(nullptr); mOwnerConnectionId = 0; } } DefineEngineMethod(ControlObjectComponent, onClientConnect, void, (GameConnection* conn), (nullAsType()), "Triggers a signal call to all components for a certain function.") { if (conn == nullptr) return; object->onClientConnect(conn); } DefineEngineMethod(ControlObjectComponent, onClientDisconnect, void, (GameConnection* conn), (nullAsType()), "Triggers a signal call to all components for a certain function.") { if (conn == nullptr) return; object->onClientDisconnect(conn); } DefineEngineMethod(ControlObjectComponent, setConnectionControlObject, void, (GameConnection* conn), (nullAsType()), "Triggers a signal call to all components for a certain function.") { if (conn == nullptr) return; object->setConnectionControlObject(conn); }