SpawnActor stuff
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@@ -1,7 +1,9 @@
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using System.Text;
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Math;
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using Prospect.Unreal.Core.Names;
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using Prospect.Unreal.Core.Objects;
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using Prospect.Unreal.Exceptions;
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using Prospect.Unreal.Net;
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using Prospect.Unreal.Net.Actors;
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@@ -63,7 +65,7 @@ public partial class UWorld
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return SpawnActor(clazz, transform, spawnParameters);
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}
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public AActor SpawnActor(UClass? clazz, FTransform userTransform, FActorSpawnParameters spawnParameters)
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public AActor SpawnActor(UClass? clazz, FTransform? userTransformPtr, FActorSpawnParameters spawnParameters)
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{
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if (clazz == null)
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{
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@@ -84,10 +86,91 @@ public partial class UWorld
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if (template == null)
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{
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// template = clazz.GetDefaultObject();
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template = (AActor)clazz.GetDefaultObject<AActor>();
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}
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if (newActorName == EName.None)
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{
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// If we are using a template object and haven't specified a name, create a name relative to the template, otherwise let the default object naming behavior in Stat
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if (!template.HasAnyFlags(EObjectFlags.RF_ClassDefaultObject))
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{
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throw new NotImplementedException();
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}
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}
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/* else if (StaticFindObjectFast(nullptr, LevelToSpawnIn, NewActorName)) */
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// See if we can spawn on ded.server/client only etc (check NeedsLoadForClient & NeedsLoadForServer)
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// TODO: CanCreateInCurrentContext
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var userTransform = userTransformPtr ?? new FTransform(); // TODO: FTransform::Identity
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var collisionHandlingOverride = spawnParameters.SpawnCollisionHandlingOverride;
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// "no fail" take preedence over collision handling settings that include fails
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if (spawnParameters.bNoFail)
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{
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// maybe upgrade to disallow fail
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if (collisionHandlingOverride == ESpawnActorCollisionHandlingMethod.AdjustIfPossibleButDontSpawnIfColliding)
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{
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collisionHandlingOverride = ESpawnActorCollisionHandlingMethod.AdjustIfPossibleButAlwaysSpawn;
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}
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else if (collisionHandlingOverride == ESpawnActorCollisionHandlingMethod.DontSpawnIfColliding)
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{
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collisionHandlingOverride = ESpawnActorCollisionHandlingMethod.AlwaysSpawn;
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}
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}
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// use override if set, else fall back to actor's preference
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var collisionHandlingMethod = (collisionHandlingOverride == ESpawnActorCollisionHandlingMethod.Undefined)
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? template.SpawnCollisionHandlingMethod
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: collisionHandlingOverride;
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// see if we can avoid spawning altogether by checking native components
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// note: we can't handle all cases here, since we don't know the full component hierarchy until after the actor is spawned
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if (collisionHandlingMethod == ESpawnActorCollisionHandlingMethod.DontSpawnIfColliding)
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{
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throw new NotImplementedException();
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}
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var actorFlags = spawnParameters.ObjectFlags;
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UPackage? externalPackage = null;
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// actually make the actor object
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var actor = UObjectGlobals.NewObject<AActor>(levelToSpawnIn, clazz, newActorName, actorFlags, template, false, null, externalPackage);
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if (actor == null)
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{
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throw new UnrealException("Failed to create actor");
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}
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if (actor.GetLevel() != levelToSpawnIn)
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{
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throw new UnrealException("Actor spawned with the incorrect level");
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}
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return null;
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// tell the actor what method to use, in case it was overridden
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actor.SpawnCollisionHandlingMethod = collisionHandlingMethod;
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actor.PostSpawnInitialize(userTransform, spawnParameters.Owner, spawnParameters.Instigator, spawnParameters.bRemoteOwned, spawnParameters.bNoFail, spawnParameters.bDeferConstruction);
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// if we are spawning an external actor, clear the dirty flag after post spawn initialize which might have dirtied the level package through running construction scripts
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if (externalPackage != null)
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{
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throw new NotImplementedException();
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}
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if (actor.IsPendingKill() && !spawnParameters.bNoFail)
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{
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// TODO: GetPathName
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Logger.Debug("SpawnActor failed because the spawned actor %s IsPendingKill");
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return null;
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}
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actor.CheckDefaultSubobjects();
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// Add this newly spawned actor to the network actor list. Do this after PostSpawnInitialize so that actor has "finished" spawning.
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AddNetworkActor(actor);
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return actor;
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}
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public T SpawnActor<T>(UClass? clazz, FActorSpawnParameters spawnParameters) where T : AActor
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@@ -34,6 +34,8 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
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_owningGameInstance = null;
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_authorityGameMode = null;
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_levels = new List<ULevel>();
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Url = new FUrl();
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}
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/// <summary>
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@@ -64,7 +66,7 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
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/// <summary>
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/// The URL that was used when loading this World.
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/// </summary>
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public FUrl? Url { get; private set; }
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public FUrl Url { get; private set; }
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/// <summary>
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/// Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.
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@@ -156,7 +158,7 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
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var options = inUrl.OptionsToString();
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// Set level info.
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if (!string.IsNullOrEmpty(inUrl.GetOption("load", null)))
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if (string.IsNullOrEmpty(inUrl.GetOption("load", null)))
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{
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Url = inUrl;
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}
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@@ -446,6 +448,49 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
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connection.SetClientLoginState(EClientLoginState.Welcomed);
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}
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private void AddNetworkActor(AActor? actor)
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{
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if (actor == null)
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{
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Logger.Verbose("Failed to add actor, null");
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return;
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}
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if (actor.IsPendingKillPending())
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{
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Logger.Verbose("Failed to add actor, IsPendingKillPending");
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return;
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}
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var level = actor.GetLevel();
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if (level == null || !ContainsLevel(level))
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{
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Logger.Verbose("Failed to add actor, world does not contain level");
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return;
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}
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if (NetDriver != null)
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{
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NetDriver.AddNetworkActor(actor);
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}
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}
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private void RemoveNetworkActor(AActor? actor)
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{
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if (actor != null)
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{
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if (NetDriver != null)
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{
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NetDriver.RemoveNetworkActor(actor);
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}
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}
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}
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private bool ContainsLevel(ULevel inLevel)
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{
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return _levels.Contains(inLevel);
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}
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public bool IsServer()
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{
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if (NetDriver != null)
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