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* Add automatic lua obj serialization function dispatch * Implement fundamental and object de/serialization * Proper default case for package deserialization * Add No Multi func * Add Serialization part * Fix max encoding size for userdata * Implement exception handling * Start Implementing lua RPC * Prepare waitAsync for RPC * Add packet order enforcing and forwarding * Add RPC registry * Make RPCs callable * Add waitRPC * Add serializers * Fix GCC error * Explicitly specify lua_net_exception * Fix Warnings * Replace Seriliaze fundamental with cross-platform data types * Appease Clang * Prevent serialization CTD on invalid objects * Actually use the temporaries assigned * Fix OSWPT shadow * Fix table deserialize order * Incorporate Feedback * Fix Warnigs * ix WArnings 2 * Add sanity checks for OSWPT wing serialization * Multi Bump * Forgot we have american-style dates there
33 lines
667 B
C++
33 lines
667 B
C++
#pragma once
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#ifndef FS2_OPEN_GAMESTATE_H
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#define FS2_OPEN_GAMESTATE_H
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#include "scripting/ade_api.h"
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#include "gamesequence/gamesequence.h"
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namespace scripting {
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namespace api {
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class gamestate_h {
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private:
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int sdx;
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public:
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gamestate_h();
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gamestate_h(int n_state);
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bool IsValid();
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int Get();
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void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& value, ubyte* data, int& packet_size);
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void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset);
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};
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DECLARE_ADE_OBJ(l_GameState, gamestate_h);
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}
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}
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#endif // FS2_OPEN_GAMESTATE_H
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