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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- /*
- ** Alive and Ticking
- ** (c) Copyright 2006 Burnt Wasp
- ** All Rights Reserved.
- **
- ** Filename: messageQueue.cc
- ** Author: Tom Bampton
- ** Created: 19/8/2006
- ** Purpose:
- ** Message
- **
- */
- #include "platform/platform.h"
- #include "console/consoleTypes.h"
- #include "messaging/message.h"
- #include "memory/safeDelete.h"
- #include "io/bitStream.h"
- #include "message_ScriptBinding.h"
- //////////////////////////////////////////////////////////////////////////
- namespace Sim
- {
- extern SimIdDictionary *gIdDictionary;
- }
- //////////////////////////////////////////////////////////////////////////
- // Constructor/Destructor
- //////////////////////////////////////////////////////////////////////////
- Message::Message()
- {
- mRefCount = 0;
- }
- IMPLEMENT_CONOBJECT(Message);
- //////////////////////////////////////////////////////////////////////////
- // Public Methods
- //////////////////////////////////////////////////////////////////////////
- SimObjectId Message::getNextMessageID()
- {
- for(S32 i = MessageObjectIdFirst;i < MessageObjectIdLast;i++)
- {
- if(Sim::gIdDictionary->find(i) == NULL)
- return i;
- }
- // Oh shit ...
- return 0xffffffff;
- }
- //////////////////////////////////////////////////////////////////////////
- const char *Message::getType()
- {
- if(mClassName && mClassName[0] != 0)
- return mClassName;
- return getClassName();
- }
- //////////////////////////////////////////////////////////////////////////
- void Message::addReference()
- {
- mRefCount++;
- }
- void Message::freeReference()
- {
- AssertFatal(mRefCount >= 0, "Negative refcount ? Someone's not cleaning up properly!");
- mRefCount--;
- if(mRefCount <= 0)
- {
- // [tom, 8/26/2006] When messages are dispatched, the calling code assumes
- // that dispatchMessage() will free the message unless a reference has been
- // added.
- //
- // It is possible if dispatchMessage() fails for the message to not get added
- // to the sim, and thus we need to delete this; in that case.
- if( isProperlyAdded() )
- deleteObject();
- else
- delete this;
- return;
- }
- }
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