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making sure the ID of an object in the Selection list is unique and more refined debugging

samcake committed 8 years ago

Commit ace8e151 parent 298b9be4 files · +13 −156Browse files

Showing the changes to interface/src/scripting/SelectionScriptingInterface.cpp (1 of 4 files). Show all

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interface/src/scripting/SelectionScriptingInterface.cpp+9−3
@@ -18,7 +18,9 @@ GameplayObjects::GameplayObjects() { · 17 unmodified lines
18 18
19bool GameplayObjects::addToGameplayObjects(const QUuid& avatarID) {19bool GameplayObjects::addToGameplayObjects(const QUuid& avatarID) {
20 containsData = true;20 containsData = true;
21 _avatarIDs.push_back(avatarID);21 if (std::find(_avatarIDs.begin(), _avatarIDs.end(), avatarID) == _avatarIDs.end()) {
22 _avatarIDs.push_back(avatarID);
23 }
22 return true;24 return true;
23}25}
24bool GameplayObjects::removeFromGameplayObjects(const QUuid& avatarID) {26bool GameplayObjects::removeFromGameplayObjects(const QUuid& avatarID) {
@@ -28,7 +30,9 @@ bool GameplayObjects::removeFromGameplayObjects(const QUuid& avatarID) { · 3 unmodified lines
28 30
29bool GameplayObjects::addToGameplayObjects(const EntityItemID& entityID) {31bool GameplayObjects::addToGameplayObjects(const EntityItemID& entityID) {
30 containsData = true;32 containsData = true;
31 _entityIDs.push_back(entityID);33 if (std::find(_entityIDs.begin(), _entityIDs.end(), entityID) == _entityIDs.end()) {
34 _entityIDs.push_back(entityID);
35 }
32 return true;36 return true;
33}37}
34bool GameplayObjects::removeFromGameplayObjects(const EntityItemID& entityID) {38bool GameplayObjects::removeFromGameplayObjects(const EntityItemID& entityID) {
@@ -38,7 +42,9 @@ bool GameplayObjects::removeFromGameplayObjects(const EntityItemID& entityID) { · 3 unmodified lines
38 42
39bool GameplayObjects::addToGameplayObjects(const OverlayID& overlayID) {43bool GameplayObjects::addToGameplayObjects(const OverlayID& overlayID) {
40 containsData = true;44 containsData = true;
41 _overlayIDs.push_back(overlayID);45 if (std::find(_overlayIDs.begin(), _overlayIDs.end(), overlayID) == _overlayIDs.end()) {
46 _overlayIDs.push_back(overlayID);
47 }
42 return true;48 return true;
43}49}
44bool GameplayObjects::removeFromGameplayObjects(const OverlayID& overlayID) {50bool GameplayObjects::removeFromGameplayObjects(const OverlayID& overlayID) {