48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GES_LogChannels.h"
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#include "UObject/Object.h"
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#include "GameFramework/Actor.h"
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#include "Components/ActorComponent.h"
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DEFINE_LOG_CATEGORY(LogGES)
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FString GetGESLogContextString(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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if (AActor* ActorOwner = Cast<AActor>(Component->GetOuter()))
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{
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Role = ActorOwner->GetLocalRole();
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Name = ActorOwner->GetName();
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}
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else
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{
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const AActor* Owner = Component->GetOwner();
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Role = IsValid(Owner) ? Owner->GetLocalRole() : ROLE_None;
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Name = IsValid(Owner) ? Owner->GetName() : TEXT("None");
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}
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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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