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Changed context index mapping to fix issues with multi-PIE debugging in 4.25.
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@ -6,35 +6,26 @@
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// Utilities mapping worlds to indices that we use to identify ImGui contexts.
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// Editor and standalone games have context index 0 while PIE worlds have indices starting from 1 for server and 2+ for
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// clients.
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namespace Utilities
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{
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// Invalid context index for parameters that cannot be resolved to a valid world.
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static constexpr int32 INVALID_CONTEXT_INDEX = -1;
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static constexpr int32 INVALID_CONTEXT_INDEX = -10;
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// Standalone context index.
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static constexpr int32 STANDALONE_GAME_CONTEXT_INDEX = 0;
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static constexpr int32 STANDALONE_GAME_CONTEXT_INDEX = -2;
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#if WITH_EDITOR
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// Editor context index.
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static constexpr int32 EDITOR_CONTEXT_INDEX = 0;
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// Editor context index. We are lacking flexibility here, so we might need to change it somehow.
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static constexpr int32 EDITOR_CONTEXT_INDEX = -1;
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FORCEINLINE int32 GetWorldContextIndex(const FWorldContext& WorldContext)
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{
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// In standalone game (WorldType = Game) we have only one context with index 0 (see GAME_CONTEXT_INDEX).
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// In editor, we keep 0 for editor and use PIEInstance to index worlds. In simulation or standalone single-PIE
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// sessions PIEInstance is 0, but since there is only one world we can change it without causing any conflicts.
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// In single-PIE with dedicated server or multi-PIE sessions worlds have PIEInstance starting from 1 for server
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// and 2+ for clients, what maps directly to our index.
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switch (WorldContext.WorldType)
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{
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case EWorldType::PIE:
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return FMath::Max(WorldContext.PIEInstance, 1);
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return WorldContext.PIEInstance;
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case EWorldType::Game:
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return STANDALONE_GAME_CONTEXT_INDEX;
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case EWorldType::Editor:
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