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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@@ -10,9 +10,11 @@
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class SystemPipeline
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{
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public:
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SystemPipeline(World* world, EventBroker* eventBroker)
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SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
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: m_World(world)
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, m_EventBroker(eventBroker)
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, m_IsClient(isClient)
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, m_IsServer(isServer)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
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@@ -35,7 +37,7 @@ public:
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m_OrderedSystemGroups.resize(updateOrderLevel + 1);
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}
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UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
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System* system = new T(m_World, m_EventBroker, args...);
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System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
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group.Systems[typeid(T).name()] = system;
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PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
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@@ -88,6 +90,8 @@ public:
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private:
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World* m_World;
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EventBroker* m_EventBroker;
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bool m_IsClient = false;
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bool m_IsServer = false;
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bool m_Paused = false;
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struct UnorderedSystems
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