Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
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@@ -6,20 +6,38 @@
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#include "EntityWrapper.h"
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#include "ComponentWrapper.h"
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struct SystemParams
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{
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SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
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: World(World)
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, EventBroker(EventBroker)
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, IsClient(IsClient)
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, IsServer(IsServer)
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{ }
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::World* World;
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::EventBroker* EventBroker;
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bool IsClient = false;
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bool IsServer = false;
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};
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class System
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{
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friend class SystemPipeline;
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protected:
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System(World* world, EventBroker) { }
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System(World* world, EventBroker* eventBroker)
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: m_World(world)
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, m_EventBroker(eventBroker)
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System(SystemParams params)
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: m_World(params.World)
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, m_EventBroker(params.EventBroker)
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, IsClient(params.IsClient)
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, IsServer(params.IsServer)
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{ }
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virtual ~System() = default;
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World* m_World;
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EventBroker* m_EventBroker;
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bool IsClient = false;
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bool IsServer = false;
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};
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class PureSystem : public virtual System
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