RemoteEvent.cpp 2.3 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Connection.h"
  25. #include "Log.h"
  26. #include "Protocol.h"
  27. #include "Scene.h"
  28. #include "StringUtils.h"
  29. #include <set>
  30. #include "DebugNew.h"
  31. void RemoteEvent::Write(Serializer& dest) const
  32. {
  33. dest.WriteUShort(frameNumber_);
  34. if (nodeID_)
  35. WriteNetID(dest, nodeID_);
  36. dest.WriteStringHash(eventType_);
  37. dest.WriteVariantMap(eventData_);
  38. }
  39. void RemoteEvent::Read(Deserializer& source, bool hasEntity)
  40. {
  41. frameNumber_ = source.ReadUShort();
  42. if (hasEntity)
  43. nodeID_ = ReadNetID(source);
  44. else
  45. nodeID_ = 0;
  46. eventType_ = source.ReadStringHash();
  47. eventData_ = source.ReadVariantMap();
  48. }
  49. bool RemoteEvent::Dispatch(Connection* sender, Scene* scene)
  50. {
  51. if ((!sender) || (!scene))
  52. return false;
  53. /// \todo Add fixed blacklist check for event type, so that it is not an internal engine event
  54. if (!nodeID_)
  55. sender->SendEvent(eventType_, eventData_);
  56. else
  57. {
  58. Node* node = scene->GetNodeByID(nodeID_);
  59. if (!node)
  60. return false;
  61. else
  62. sender->SendEvent(node, eventType_, eventData_);
  63. }
  64. return true;
  65. }