Refactoring to move things from GameMode into UlxEngineWrapper subsystem.
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@@ -5,8 +5,6 @@
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#include "CoreMinimal.h"
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#include "Engine/HitResult.h"
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#include "GameFramework/GameModeBase.h"
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#include "lpx-enginewrapper.hpp"
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#include "StreamBuffer.h"
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#include "LuprexSockets.h"
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#include "TriggeredTask.h"
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#include "BreakToDebugger.h"
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@@ -66,13 +64,6 @@ public:
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void LookAtChanged();
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// The Lua Call Assembly Buffer. Used by
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// UlxLuaCallLibrary to build up a call across
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// multiple UFUNCTION invocations.
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//
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FlxStreamBuffer &GetLuaCallBuffer() { return LuaCallBuffer; }
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -104,24 +95,12 @@ public:
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UPROPERTY()
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FHitResult CurrentLookAt;
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bool MustCallLookAtChanged;
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bool MustCallLookAtChanged = false;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
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// The Luprex EngineWrapper, with a Mutex to protect it.
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// To access it, construct a FlxLockedWrapper.
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//
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FlxLockableWrapper LockableWrapper;
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// Get the LockableWrapper.
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//
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FlxLockableWrapper& GetLockableWrapper() { return LockableWrapper; }
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// The Lua Call Assembly Buffer.
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FlxStreamBuffer LuaCallBuffer;
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// This utility runs the luprex update and socket update in a thread.
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FTriggeredTask LuprexUpdateTask;
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@@ -129,19 +108,19 @@ public:
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TUniquePtr<FlxSockets> Sockets;
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// True if 'BeginPlay' has been successfully completed.
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bool Playing;
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bool Playing = false;
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// This is always true unless you use the debugger to set it to false.
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bool TickEnabled;
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bool TickEnabled = true;
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// Current Player ID
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int64 PlayerId;
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int64 PlayerId = 0;
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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float EngineSeconds = 0.0f;
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// When do we next rotate the cube.
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float NextRotateCube;
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float NextRotateCube = 1.0f;
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// These allow us to pre-tick and post-tick.
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FDelegateHandle OnWorldPreActorTickHandle;
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