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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GGS_LogChannels.h"
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#include "GameFramework/Actor.h"
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#include "Components/ActorComponent.h"
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#include "GameplayBehavior.h"
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#include "GameplayTask.h"
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#include "Abilities/GameplayAbility.h"
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#include "GameplayTask.h"
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DEFINE_LOG_CATEGORY(LogGGS)
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FString GetGGSLogContextString(const UObject* ContextObject)
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{
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ENetRole Role = ROLE_None;
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FString RoleName = TEXT("None");
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FString Name = "None";
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if (const AActor* Actor = Cast<AActor>(ContextObject))
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{
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Role = Actor->GetLocalRole();
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Name = Actor->GetName();
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}
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else if (const UActorComponent* Component = Cast<UActorComponent>(ContextObject))
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{
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Role = Component->GetOwnerRole();
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Name = Component->GetOwner()->GetName();
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}
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else if (const UGameplayBehavior* Behavior = Cast<UGameplayBehavior>(ContextObject))
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{
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Role = Behavior->GetAvatar()->GetLocalRole();
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Name = Behavior->GetAvatar()->GetName();
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}
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else if (const UGameplayTask* Task = Cast<UGameplayTask>(ContextObject))
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{
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Role = Task->GetAvatarActor()->GetLocalRole();
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Name = Task->GetAvatarActor()->GetName();
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}
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else if (const UGameplayAbility* Ability = Cast<UGameplayAbility>(ContextObject))
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{
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Role = Ability->GetAvatarActorFromActorInfo()->GetLocalRole();
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Name = Ability->GetAvatarActorFromActorInfo()->GetName();
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}
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else if (IsValid(ContextObject))
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{
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Name = ContextObject->GetName();
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}
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if (Role != ROLE_None)
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{
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RoleName = (Role == ROLE_Authority) ? TEXT("Server") : TEXT("Client");
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}
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return FString::Printf(TEXT("[%s] (%s)"), *RoleName, *Name);
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}
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