BsScriptManagedComponent.cpp 4.0 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptManagedComponent.h"
  4. #include "BsScriptGameObjectManager.h"
  5. #include "BsScriptObjectManager.h"
  6. #include "Serialization/BsScriptAssemblyManager.h"
  7. #include "BsScriptMeta.h"
  8. #include "BsMonoField.h"
  9. #include "BsMonoClass.h"
  10. #include "BsMonoMethod.h"
  11. #include "BsMonoManager.h"
  12. #include "BsMonoUtil.h"
  13. #include "Wrappers/BsScriptSceneObject.h"
  14. #include "Serialization/BsScriptAssemblyManager.h"
  15. #include "BsManagedComponent.h"
  16. #include "Scene/BsSceneObject.h"
  17. #include "BsMonoUtil.h"
  18. namespace bs
  19. {
  20. ScriptManagedComponent::ScriptManagedComponent(MonoObject* instance)
  21. :ScriptObject(instance), mTypeMissing(false)
  22. {
  23. assert(instance != nullptr);
  24. MonoUtil::getClassName(instance, mNamespace, mType);
  25. mGCHandle = MonoUtil::newWeakGCHandle(instance);
  26. }
  27. void ScriptManagedComponent::initRuntimeData()
  28. {
  29. metaData.scriptClass->addInternalCall("Internal_Invoke", (void*)&ScriptManagedComponent::internal_invoke);
  30. }
  31. void ScriptManagedComponent::internal_invoke(ScriptManagedComponent* nativeInstance, MonoString* name)
  32. {
  33. HManagedComponent comp = nativeInstance->mComponent;
  34. if (checkIfDestroyed(nativeInstance->mComponent))
  35. return;
  36. MonoObject* compObj = comp->getManagedInstance();
  37. MonoClass* compClass = comp->getClass();
  38. bool found = false;
  39. String methodName = MonoUtil::monoToString(name);
  40. while (compClass != nullptr)
  41. {
  42. MonoMethod* method = compClass->getMethod(methodName);
  43. if (method != nullptr)
  44. {
  45. method->invoke(compObj, nullptr);
  46. found = true;
  47. break;
  48. }
  49. // Search for methods on base class if there is one
  50. MonoClass* baseClass = compClass->getBaseClass();
  51. if (baseClass != metaData.scriptClass)
  52. compClass = baseClass;
  53. else
  54. break;
  55. }
  56. if (!found)
  57. {
  58. LOGWRN("Method invoke failed. Cannot find method \"" + methodName + "\" on component of type \"" +
  59. compClass->getTypeName() + "\".");
  60. }
  61. }
  62. MonoObject* ScriptManagedComponent::_createManagedInstance(bool construct)
  63. {
  64. SPtr<ManagedSerializableObjectInfo> currentObjInfo = nullptr;
  65. // See if this type even still exists
  66. MonoObject* instance;
  67. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  68. {
  69. mTypeMissing = true;
  70. instance = ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  71. }
  72. else
  73. {
  74. mTypeMissing = false;
  75. instance = currentObjInfo->mMonoClass->createInstance(construct);
  76. }
  77. mGCHandle = MonoUtil::newWeakGCHandle(instance);
  78. return instance;
  79. }
  80. void ScriptManagedComponent::_clearManagedInstance()
  81. {
  82. mGCHandle = 0;
  83. }
  84. ScriptObjectBackup ScriptManagedComponent::beginRefresh()
  85. {
  86. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(mComponent);
  87. ScriptObjectBackup backupData;
  88. // It's possible that managed component is destroyed but a reference to it
  89. // is still kept. Don't backup such components.
  90. if (!managedComponent.isDestroyed(true))
  91. backupData.data = managedComponent->backup(true);
  92. return backupData;
  93. }
  94. void ScriptManagedComponent::endRefresh(const ScriptObjectBackup& backupData)
  95. {
  96. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(mComponent);
  97. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  98. MonoObject* instance = MonoUtil::getObjectFromGCHandle(mGCHandle);
  99. managedComponent->restore(instance, componentBackup, mTypeMissing);
  100. }
  101. void ScriptManagedComponent::_onManagedInstanceDeleted(bool assemblyRefresh)
  102. {
  103. mGCHandle = 0;
  104. // It's possible that managed component is destroyed but a reference to it
  105. // is still kept during assembly refresh. Such components shouldn't be restored
  106. // so we delete them.
  107. if (!assemblyRefresh || mComponent.isDestroyed(true))
  108. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  109. }
  110. }