#ifndef NET_ACTION_PROCESSOR_H #define NET_ACTION_PROCESSOR_H /*************************************************************************/ /* net_action_processor.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/string/ustring.h" #include "core/variant/array.h" namespace NetUtility { struct NodeData; }; typedef uint32_t NetActionId; struct NetActionProcessor { NetUtility::NodeData *nd; NetActionId action_id; Array vars; NetActionProcessor() = default; NetActionProcessor( NetUtility::NodeData *p_nd, NetActionId p_action_id, const Array &p_vars) : nd(p_nd), action_id(p_action_id), vars(p_vars) {} void execute(); bool server_validate() const; operator String() const; }; struct TokenizedNetActionProcessor { uint32_t action_token; NetActionProcessor processor; bool operator==(const TokenizedNetActionProcessor &p_other) const { return action_token == p_other.action_token; } TokenizedNetActionProcessor() = default; TokenizedNetActionProcessor(uint32_t p_at, NetActionProcessor p_p) : action_token(p_at), processor(p_p) {} }; #endif