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Added field to ModuleDefinition for priority, which can be used to process/sort them in priority order
Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
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6 changed files with 220 additions and 31 deletions
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@ -68,7 +68,8 @@ mModuleId(StringTable->EmptyString()),
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mLoadCount( 0 ),
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mScopeSet( 0 ),
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mLocked( false ),
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mpModuleManager( NULL )
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mpModuleManager( NULL ),
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mPriority(0.0f)
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{
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// Set Vector Associations.
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VECTOR_SET_ASSOCIATION( mDependencies );
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@ -111,6 +112,8 @@ void ModuleDefinition::initPersistFields()
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/// Misc.
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addProtectedField( "Signature", TypeString, 0, &defaultProtectedNotSetFn, &getSignature, &defaultProtectedNotWriteFn, "A unique signature of the module definition based upon its Id, version and build. This is read-only and is available only after the module has been registered by a module manager." );
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addProtectedField( "Priority", TypeF32, 0, &setPriority, &defaultProtectedGetFn, &defaultProtectedNotWriteFn, "A numeric value indicating execution priority for certain callback commands. 0 has the highest priority and is then sorted from there ascending in value. This is read-only and is available only after the module has been registered by a module manager.");
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}
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//-----------------------------------------------------------------------------
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