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Engine directory for ticket #1
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462
Engine/source/sim/netObject.cpp
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462
Engine/source/sim/netObject.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "console/simBase.h"
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#include "core/dnet.h"
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#include "sim/netConnection.h"
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#include "sim/netObject.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT(NetObject);
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// More information can be found in the Torque Manual (CHM)
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ConsoleDocClass( NetObject,
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"@brief Superclass for all ghostable networked objects.\n\n"
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"@ingroup Networking\n");
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//----------------------------------------------------------------------------
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NetObject *NetObject::mDirtyList = NULL;
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NetObject::NetObject()
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{
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// netFlags will clear itself to 0
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mNetIndex = U32(-1);
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mFirstObjectRef = NULL;
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mPrevDirtyList = NULL;
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mNextDirtyList = NULL;
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mDirtyMaskBits = 0;
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}
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NetObject::~NetObject()
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{
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if(mDirtyMaskBits)
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{
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if(mPrevDirtyList)
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mPrevDirtyList->mNextDirtyList = mNextDirtyList;
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else
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mDirtyList = mNextDirtyList;
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if(mNextDirtyList)
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mNextDirtyList->mPrevDirtyList = mPrevDirtyList;
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}
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}
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String NetObject::describeSelf() const
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{
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String desc = Parent::describeSelf();
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if( isClientObject() )
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desc += "|net: client";
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else
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desc += "|net: server";
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return desc;
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}
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void NetObject::setMaskBits(U32 orMask)
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{
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AssertFatal(orMask != 0, "Invalid net mask bits set.");
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AssertFatal(mDirtyMaskBits == 0 || (mPrevDirtyList != NULL || mNextDirtyList != NULL || mDirtyList == this), "Invalid dirty list state.");
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if(!mDirtyMaskBits)
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{
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AssertFatal(mNextDirtyList == NULL && mPrevDirtyList == NULL, "Object with zero mask already in list.");
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if(mDirtyList)
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{
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mNextDirtyList = mDirtyList;
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mDirtyList->mPrevDirtyList = this;
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}
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mDirtyList = this;
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}
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mDirtyMaskBits |= orMask;
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AssertFatal(mDirtyMaskBits == 0 || (mPrevDirtyList != NULL || mNextDirtyList != NULL || mDirtyList == this), "Invalid dirty list state.");
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}
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void NetObject::clearMaskBits(U32 orMask)
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{
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if(isDeleted())
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return;
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if(mDirtyMaskBits)
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{
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mDirtyMaskBits &= ~orMask;
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if(!mDirtyMaskBits)
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{
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if(mPrevDirtyList)
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mPrevDirtyList->mNextDirtyList = mNextDirtyList;
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else
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mDirtyList = mNextDirtyList;
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if(mNextDirtyList)
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mNextDirtyList->mPrevDirtyList = mPrevDirtyList;
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mNextDirtyList = mPrevDirtyList = NULL;
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}
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}
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for(GhostInfo *walk = mFirstObjectRef; walk; walk = walk->nextObjectRef)
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{
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if(walk->updateMask && walk->updateMask == orMask)
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{
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walk->updateMask = 0;
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walk->connection->ghostPushToZero(walk);
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}
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else
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walk->updateMask &= ~orMask;
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}
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}
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void NetObject::collapseDirtyList()
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{
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#ifdef TORQUE_DEBUG
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Vector<NetObject *> tempV;
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for(NetObject *t = mDirtyList; t; t = t->mNextDirtyList)
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tempV.push_back(t);
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#endif
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for(NetObject *obj = mDirtyList; obj; )
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{
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NetObject *next = obj->mNextDirtyList;
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U32 dirtyMask = obj->mDirtyMaskBits;
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obj->mNextDirtyList = NULL;
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obj->mPrevDirtyList = NULL;
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obj->mDirtyMaskBits = 0;
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if(!obj->isDeleted() && dirtyMask)
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{
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for(GhostInfo *walk = obj->mFirstObjectRef; walk; walk = walk->nextObjectRef)
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{
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U32 orMask = obj->filterMaskBits(dirtyMask,walk->connection);
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if(!walk->updateMask && orMask)
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{
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walk->updateMask = orMask;
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walk->connection->ghostPushNonZero(walk);
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}
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else
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walk->updateMask |= orMask;
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}
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}
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obj = next;
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}
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mDirtyList = NULL;
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#ifdef TORQUE_DEBUG
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for(U32 i = 0; i < tempV.size(); i++)
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{
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AssertFatal(tempV[i]->mNextDirtyList == NULL && tempV[i]->mPrevDirtyList == NULL && tempV[i]->mDirtyMaskBits == 0, "Error in collapse");
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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DefineEngineMethod( NetObject, scopeToClient, void, ( NetConnection* client),,
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"@brief Cause the NetObject to be forced as scoped on the specified NetConnection.\n\n"
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"@param client The connection this object will always be scoped to\n\n"
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"@tsexample\n"
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"// Called to create new cameras in TorqueScript\n"
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"// %this - The active GameConnection\n"
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"// %spawnPoint - The spawn point location where we creat the camera\n"
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"function GameConnection::spawnCamera(%this, %spawnPoint)\n"
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"{\n"
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" // If this connection's camera exists\n"
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" if(isObject(%this.camera))\n"
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" {\n"
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" // Add it to the mission group to be cleaned up later\n"
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" MissionCleanup.add( %this.camera );\n\n"
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" // Force it to scope to the client side\n"
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" %this.camera.scopeToClient(%this);\n"
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" }\n"
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"}\n"
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"@endtsexample\n\n"
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"@see clearScopeToClient()\n")
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{
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if(!client)
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{
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Con::errorf(ConsoleLogEntry::General, "NetObject::scopeToClient: Couldn't find connection %s", client);
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return;
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}
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client->objectLocalScopeAlways(object);
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}
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//ConsoleMethod(NetObject,scopeToClient,void,3,3,"(NetConnection %client)"
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// "Cause the NetObject to be forced as scoped on the specified NetConnection.")
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//{
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// TORQUE_UNUSED(argc);
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// NetConnection *conn;
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// if(!Sim::findObject(argv[2], conn))
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// {
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// Con::errorf(ConsoleLogEntry::General, "NetObject::scopeToClient: Couldn't find connection %s", argv[2]);
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// return;
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// }
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// conn->objectLocalScopeAlways(object);
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//}
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DefineEngineMethod( NetObject, clearScopeToClient, void, ( NetConnection* client),,
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"@brief Undo the effects of a scopeToClient() call.\n\n"
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"@param client The connection to remove this object's scoping from \n\n"
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"@see scopeToClient()\n")
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{
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if(!client)
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{
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Con::errorf(ConsoleLogEntry::General, "NetObject::clearScopeToClient: Couldn't find connection %s", client);
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return;
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}
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client->objectLocalClearAlways(object);
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}
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//ConsoleMethod(NetObject,clearScopeToClient,void,3,3,"clearScopeToClient(%client)"
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// "Undo the effects of a scopeToClient() call.")
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//{
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// TORQUE_UNUSED(argc);
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// NetConnection *conn;
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// if(!Sim::findObject(argv[2], conn))
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// {
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// Con::errorf(ConsoleLogEntry::General, "NetObject::clearScopeToClient: Couldn't find connection %s", argv[2]);
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// return;
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// }
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// conn->objectLocalClearAlways(object);
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//}
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DefineEngineMethod( NetObject, setScopeAlways, void, (),,
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"@brief Always scope this object on all connections.\n\n"
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"The object is marked as ScopeAlways and is immediately ghosted to "
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"all active connections. This function has no effect if the object "
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"is not marked as Ghostable.\n\n")
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{
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object->setScopeAlways();
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}
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//ConsoleMethod(NetObject,setScopeAlways,void,2,2,"Always scope this object on all connections.")
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//{
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// TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
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// object->setScopeAlways();
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//}
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void NetObject::setScopeAlways()
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{
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if(mNetFlags.test(Ghostable) && !mNetFlags.test(IsGhost))
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{
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mNetFlags.set(ScopeAlways);
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// if it's a ghost always object, add it to the ghost always set
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// for ClientReps created later.
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Sim::getGhostAlwaysSet()->addObject(this);
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// add it to all Connections that already exist.
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SimGroup *clientGroup = Sim::getClientGroup();
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SimGroup::iterator i;
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for(i = clientGroup->begin(); i != clientGroup->end(); i++)
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{
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NetConnection *con = (NetConnection *) (*i);
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if(con->isGhosting())
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con->objectInScope(this);
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}
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}
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}
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void NetObject::clearScopeAlways()
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{
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if(!mNetFlags.test(IsGhost))
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{
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mNetFlags.clear(ScopeAlways);
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Sim::getGhostAlwaysSet()->removeObject(this);
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// Un ghost this object from all the connections
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while(mFirstObjectRef)
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mFirstObjectRef->connection->detachObject(mFirstObjectRef);
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}
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}
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bool NetObject::onAdd()
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{
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if(mNetFlags.test(ScopeAlways))
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setScopeAlways();
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return Parent::onAdd();
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}
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void NetObject::onRemove()
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{
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while(mFirstObjectRef)
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mFirstObjectRef->connection->detachObject(mFirstObjectRef);
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Parent::onRemove();
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}
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//-----------------------------------------------------------------------------
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F32 NetObject::getUpdatePriority(CameraScopeQuery*, U32, S32 updateSkips)
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{
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return F32(updateSkips) * 0.1;
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}
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U32 NetObject::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
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{
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return 0;
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}
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void NetObject::unpackUpdate(NetConnection*, BitStream*)
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{
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}
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void NetObject::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery* /*camInfo*/)
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{
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// default behavior -
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// ghost everything that is ghostable
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for (SimSetIterator obj(Sim::getRootGroup()); *obj; ++obj)
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{
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NetObject* nobj = dynamic_cast<NetObject*>(*obj);
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if (nobj)
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{
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AssertFatal(!nobj->mNetFlags.test(NetObject::Ghostable) || !nobj->mNetFlags.test(NetObject::IsGhost),
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"NetObject::onCameraScopeQuery: object marked both ghostable and as ghost");
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// Some objects don't ever want to be ghosted
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if (!nobj->mNetFlags.test(NetObject::Ghostable))
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continue;
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if (!nobj->mNetFlags.test(NetObject::ScopeAlways))
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{
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// it's in scope...
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cr->objectInScope(nobj);
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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void NetObject::initPersistFields()
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{
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Parent::initPersistFields();
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}
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DefineEngineMethod( NetObject, getGhostID, S32, (),,
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"@brief Get the ghost index of this object from the server.\n\n"
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"@returns The ghost ID of this NetObject on the server\n"
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"@tsexample\n"
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"%ghostID = LocalClientConnection.getGhostId( %serverObject );\n"
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"@endtsexample\n\n")
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{
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return object->getNetIndex();
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}
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//ConsoleMethod( NetObject, getGhostID, S32, 2, 2, "")
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//{
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// return object->getNetIndex();
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//}
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DefineEngineMethod( NetObject, getClientObject, S32, (),,
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"@brief Returns a pointer to the client object when on a local connection.\n\n"
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"Short-Circuit-Networking: this is only valid for a local-client / singleplayer situation.\n\n"
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"@returns the SimObject ID of the client object.\n"
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"@tsexample\n"
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"// Psuedo-code, some values left out for this example\n"
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"%node = new ParticleEmitterNode(){};\n"
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"%clientObject = %node.getClientObject();\n"
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"if(isObject(%clientObject)\n"
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" %clientObject.setTransform(\"0 0 0\");\n\n"
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"@endtsexample\n\n"
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"@see @ref local_connections")
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{
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NetObject *obj = object->getClientObject();
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if ( obj )
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return obj->getId();
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return NULL;
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}
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//ConsoleMethod( NetObject, getClientObject, S32, 2, 2, "Short-Circuit-Netorking: this is only valid for a local-client / singleplayer situation." )
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//{
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// NetObject *obj = object->getClientObject();
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// if ( obj )
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// return obj->getId();
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//
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// return NULL;
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//}
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DefineEngineMethod( NetObject, getServerObject, S32, (),,
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"@brief Returns a pointer to the client object when on a local connection.\n\n"
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"Short-Circuit-Netorking: this is only valid for a local-client / singleplayer situation.\n\n"
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"@returns The SimObject ID of the server object.\n"
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"@tsexample\n"
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"// Psuedo-code, some values left out for this example\n"
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"%node = new ParticleEmitterNode(){};\n"
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"%serverObject = %node.getServerObject();\n"
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"if(isObject(%serverObject)\n"
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" %serverObject.setTransform(\"0 0 0\");\n\n"
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"@endtsexample\n\n"
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"@see @ref local_connections")
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{
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NetObject *obj = object->getServerObject();
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if ( obj )
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return obj->getId();
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return NULL;
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}
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//ConsoleMethod( NetObject, getServerObject, S32, 2, 2, "Short-Circuit-Netorking: this is only valid for a local-client / singleplayer situation." )
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//{
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// NetObject *obj = object->getServerObject();
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// if ( obj )
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// return obj->getId();
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//
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// return NULL;
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//}
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DefineEngineMethod( NetObject, isClientObject, bool, (),,
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"@brief Called to check if an object resides on the clientside.\n\n"
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"@return True if the object resides on the client, false otherwise.")
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{
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return object->isClientObject();
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}
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//ConsoleMethod( NetObject, isClientObject, bool, 2, 2, "Return true for client-side objects." )
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//{
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// return object->isClientObject();
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//}
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DefineEngineMethod( NetObject, isServerObject, bool, (),,
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"@brief Checks if an object resides on the server.\n\n"
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"@return True if the object resides on the server, false otherwise.")
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{
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return object->isServerObject();
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}
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//ConsoleMethod( NetObject, isServerObject, bool, 2, 2, "Return true for client-side objects." )
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//{
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// return object->isServerObject();
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//}
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