text: ﻿//-----------------------------------------------------------------------------
  // Copyright (c) 2013 GarageGames, LLC
  //
  // 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.
  //-----------------------------------------------------------------------------
  
  ConsoleMethodGroupBeginWithDocs(NetObject, SimObject)
  
  /*! Use the scopeToClient method to force this object to be SCOPE_ALWAYS on client.
      When an object is SCOPE_ALWAYS it is always ghosted. Therefore, if you have an object that should always be ghosted to a client, use this method.
      @param client The ID of the client to force this object to be SCOPE_ALWAYS for.
      @return No return value.
      @sa clearScopeToClient, setScopeAlways
  */
  ConsoleMethodWithDocs(NetObject,scopeToClient, ConsoleVoid,3,3, ( client ))
  {
     NetConnection *conn;
     if(!Sim::findObject(argv[2], conn))
     {
        Con::errorf(ConsoleLogEntry::General, "NetObject::scopeToClient: Couldn't find connection %s", argv[2]);
        return;
     }
     conn->objectLocalScopeAlways(object);
  }
  
  /*! Use the clearScopeToClient method to undo the effects of a previous call to scopeToClient.
      @param client The ID of the client to stop forcing scoping this object for.
      @return No return value.
      @sa scopeToClient
  */
  ConsoleMethodWithDocs(NetObject,clearScopeToClient, ConsoleVoid,3,3, ( client ))
  {
     NetConnection *conn;
     if(!Sim::findObject(argv[2], conn))
     {
        Con::errorf(ConsoleLogEntry::General, "NetObject::clearScopeToClient: Couldn't find connection %s", argv[2]);
        return;
     }
     conn->objectLocalClearAlways(object);
  }
  
  /*! Use the setScopeAlways method to force an object to be SCOPE_ALWAYS for all clients.
      When an object is SCOPE_ALWAYS it is always ghosted. Therefore, if you have an object that should always be ghosted to all clients, use this method.
      @return No return value.
      @sa scopeToClient
  */
  ConsoleMethodWithDocs(NetObject,setScopeAlways, ConsoleVoid,2,2, ())
  {
     object->setScopeAlways();
  }
  
  /*!  @return Returns the ghost ID of the object
  */
  ConsoleMethodWithDocs( NetObject, getGhostID, ConsoleInt, 2, 2, ())
  {
     return object->getNetIndex();
  }
  
  ConsoleMethodGroupEndWithDocs(NetObject)
  
  extern "C" {
     DLL_PUBLIC NetObject* NetObjectCreateInstance()
     {
        return new NetObject();
     }
  
     DLL_PUBLIC void NetObjectScopeToClient(NetObject* netObj, NetConnection* client)
     {
        client->objectLocalScopeAlways(netObj);
     }
  
     DLL_PUBLIC void NetObjectClearScopeToClient(NetObject* netObj, NetConnection* client)
     {
        client->objectLocalClearAlways(netObj);
     }
  
     DLL_PUBLIC void NetObjectSetScopeAlways(NetObject* netObj)
     {
        netObj->setScopeAlways();
     }
  
     DLL_PUBLIC int NetObjectGetGhostID(NetObject* netObj)
     {
        return netObj->getNetIndex();
     }
  }