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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "Precompiled.h"
- #include "Connection.h"
- #include "Log.h"
- #include "Protocol.h"
- #include "Scene.h"
- #include "StringUtils.h"
- #include <set>
- #include "DebugNew.h"
- void RemoteEvent::Write(Serializer& dest) const
- {
- dest.WriteUShort(frameNumber_);
- if (nodeID_)
- WriteNetID(dest, nodeID_);
- dest.WriteStringHash(eventType_);
- dest.WriteVariantMap(eventData_);
- }
- void RemoteEvent::Read(Deserializer& source, bool hasEntity)
- {
- frameNumber_ = source.ReadUShort();
- if (hasEntity)
- nodeID_ = ReadNetID(source);
- else
- nodeID_ = 0;
- eventType_ = source.ReadStringHash();
- eventData_ = source.ReadVariantMap();
- }
- bool RemoteEvent::Dispatch(Connection* sender, Scene* scene)
- {
- if ((!sender) || (!scene))
- return false;
-
- /// \todo Add fixed blacklist check for event type, so that it is not an internal engine event
- if (!nodeID_)
- sender->SendEvent(eventType_, eventData_);
- else
- {
- Node* node = scene->GetNodeByID(nodeID_);
- if (!node)
- return false;
- else
- sender->SendEvent(node, eventType_, eventData_);
- }
- return true;
- }
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