openmw-tes3coop/apps/openmw-mp/processors/ActorProcessor.cpp
Koncord 2d0840cb3a [General] Modernize Script API
This commit changes the style of tes3mp serverside scripting mods. Short list of changes:
* Break compatibility with old server mods
* OOP style lua API
* Basic dependency checker, allowing the installation of multiple server mods without changing configs
* Remove support for C++ plugins
* Change outdated LuaBridge to [sol2](https://github.com/ThePhD/sol2);
* Support GCC, Clang and MSVC compilers
* New environment variables: "TES3MP_SERVER_DIR" and "TES3MP_SERVER_USERDIR";
* New entity "Command controller" for registering new chat commands;
* New Event system
* Simplified Timer API
* All Lua mods now run in their own environments
* Add global namespace - Data that can be used for communicating between mods
* Player and Actor inherit base class NetActor
2017-08-28 00:15:56 +08:00

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1.3 KiB
C++

#include "ActorProcessor.hpp"
#include "Networking.hpp"
using namespace mwmp;
template<class T>
typename BasePacketProcessor<T>::processors_t BasePacketProcessor<T>::processors;
void ActorProcessor::Do(ActorPacket &packet, std::shared_ptr<Player> player, BaseActorList &actorList)
{
packet.Send(true);
}
bool ActorProcessor::Process(RakNet::Packet &packet, BaseActorList &actorList) noexcept
{
// Clear our BaseActorList before loading new data in it
actorList.cell.blank();
actorList.baseActors.clear();
actorList.guid = packet.guid;
for (auto &processor : processors)
{
if (processor.first == packet.data[0])
{
auto player = Players::getPlayerByGUID(packet.guid);
ActorPacket *myPacket = Networking::get().getActorPacketController()->GetPacket(packet.data[0]);
myPacket->setActorList(&actorList);
actorList.isValid = true;
if (!processor.second->avoidReading)
myPacket->Read();
if (actorList.isValid)
processor.second->Do(*myPacket, player, actorList);
else
LOG_MESSAGE_SIMPLE(Log::LOG_ERROR, "Received %s that failed integrity check and was ignored!", processor.second->strPacketID.c_str());
return true;
}
}
return false;
}