Added LuaCall.h
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@@ -6,6 +6,7 @@
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#include "GameFramework/GameModeBase.h"
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#include "lpx-enginewrapper.hpp"
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#include "DebugPrint.h"
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#include "StringDecoder.h"
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#include "TangibleManager.h"
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#include "LuprexSockets.h"
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#include "TriggeredTask.h"
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@@ -42,8 +43,17 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void InvokeEngioMove(const FString &action, const FVector &xyz, double facing);
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// Assemble a lua call. To call into lua:
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//
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// * Use LuaCallBegin
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// * Get the lua call buffer.
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// * Add a class name and a function name to the buffer.
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// * Add parameters to the buffer.
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// * Use LuaCallInvoke.
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//
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void LuaCallBegin() { LuaCallBuffer.clear(); }
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FlxStreamBuffer &LuaCallGetBuffer() { return LuaCallBuffer; }
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void LuaCallInvoke(bool background);
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// Execute a debugging command, typed on the GUI.
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void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
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@@ -62,6 +72,11 @@ public:
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// to update luprex sockets and update luprex itself.
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virtual uint32 Run() override;
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// Get the AIntegrationGameModeBase given any UObject
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// If there is no AIntegrationGameModeBase in that world context, fatal error
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static AIntegrationGameModeBase *GetFromWorld(UWorld *world);
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static AIntegrationGameModeBase *GetFromContext(UObject *context);
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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@@ -72,6 +87,9 @@ public:
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// To access it, construct a FlxLockedWrapper.
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FlxLockableWrapper 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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