Service interface for cross-mod communication

Like feature suggestions, but you've actually written code to make it happen. More likely to make it into the game than some random request in feature suggestions.

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Re: Service interface for cross-mod communication

Postby m8f » Tue Nov 03, 2020 1:32 pm

I've changed the implementation so the service iterator accepts partial name matches too.
So, modA1 defines "HealthService_A1", modA2 defines "HealthService_A2", modB searches for "HealthService" and finds both.

I had to remove the convenience method ServiceIterator.ServiceExists(). Now the only way to know if there are no Services found is to count how many times Next() returns not NULL.

I updated the PR, and here is the standalone preview:

There are four directories in this archive, each is meant to be loaded separately, with service directory first.
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Re: Service interface for cross-mod communication

Postby Major Cooke » Tue Dec 15, 2020 11:34 am

I'll implement this into QZDoom soon. Sorry for not responding sooner. Just been busy with RL but things have finally settled down.
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