BsScriptComponent.cpp 7.3 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptObjectManager.h"
  4. #include "BsScriptAssemblyManager.h"
  5. #include "BsScriptMeta.h"
  6. #include "BsMonoField.h"
  7. #include "BsMonoClass.h"
  8. #include "BsMonoMethod.h"
  9. #include "BsMonoManager.h"
  10. #include "BsMonoUtil.h"
  11. #include "BsScriptSceneObject.h"
  12. #include "BsManagedComponent.h"
  13. #include "BsSceneObject.h"
  14. #include "BsMonoUtil.h"
  15. namespace BansheeEngine
  16. {
  17. ScriptComponent::ScriptComponent(MonoObject* instance)
  18. :ScriptObject(instance), mTypeMissing(false)
  19. {
  20. assert(instance != nullptr);
  21. MonoUtil::getClassName(instance, mNamespace, mType);
  22. }
  23. void ScriptComponent::initRuntimeData()
  24. {
  25. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  26. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  27. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  28. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  29. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  30. }
  31. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  32. {
  33. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  34. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  35. if (checkIfDestroyed(so))
  36. return nullptr;
  37. const Vector<HComponent>& mComponents = so->getComponents();
  38. for (auto& component : mComponents)
  39. {
  40. if (component->getTypeId() == TID_ManagedComponent)
  41. {
  42. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  43. if (managedComponent->getRuntimeType() == type)
  44. {
  45. return managedComponent->getManagedInstance();
  46. }
  47. }
  48. }
  49. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  50. return mc->getManagedInstance();
  51. }
  52. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  53. {
  54. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  55. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  56. if (checkIfDestroyed(so))
  57. return nullptr;
  58. const Vector<HComponent>& mComponents = so->getComponents();
  59. for(auto& component : mComponents)
  60. {
  61. if(component->getTypeId() == TID_ManagedComponent)
  62. {
  63. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  64. if(managedComponent->getRuntimeType() == type)
  65. {
  66. return managedComponent->getManagedInstance();
  67. }
  68. }
  69. }
  70. return nullptr;
  71. }
  72. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  73. {
  74. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  75. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  76. Vector<MonoObject*> managedComponents;
  77. if (!checkIfDestroyed(so))
  78. {
  79. const Vector<HComponent>& mComponents = so->getComponents();
  80. for (auto& component : mComponents)
  81. {
  82. if (component->getTypeId() == TID_ManagedComponent)
  83. {
  84. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  85. managedComponents.push_back(managedComponent->getManagedInstance());
  86. }
  87. }
  88. }
  89. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  90. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  91. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  92. {
  93. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  94. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  95. }
  96. return componentArray;
  97. }
  98. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  99. {
  100. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  101. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  102. if (checkIfDestroyed(so))
  103. return;
  104. // We only allow single component per type
  105. const Vector<HComponent>& mComponents = so->getComponents();
  106. for(auto& component : mComponents)
  107. {
  108. if(component->getTypeId() == TID_ManagedComponent)
  109. {
  110. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  111. if(managedComponent->getRuntimeType() == type)
  112. {
  113. managedComponent->destroy();
  114. return;
  115. }
  116. }
  117. }
  118. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  119. }
  120. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  121. {
  122. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  123. return nullptr;
  124. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  125. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  126. assert(scriptSO->getManagedInstance() != nullptr);
  127. return scriptSO->getManagedInstance();
  128. }
  129. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  130. {
  131. if (handle.isDestroyed())
  132. {
  133. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  134. return true;
  135. }
  136. return false;
  137. }
  138. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  139. {
  140. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  141. // See if this type even still exists
  142. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  143. {
  144. mTypeMissing = true;
  145. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  146. }
  147. mTypeMissing = false;
  148. return currentObjInfo->mMonoClass->createInstance(construct);
  149. }
  150. ScriptObjectBackup ScriptComponent::beginRefresh()
  151. {
  152. ScriptGameObjectBase::beginRefresh();
  153. ScriptObjectBackup backupData;
  154. // It's possible that managed component is destroyed but a reference to it
  155. // is still kept. Don't backup such components.
  156. if (!mManagedComponent.isDestroyed(true))
  157. backupData.data = mManagedComponent->backup(true);
  158. return backupData;
  159. }
  160. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  161. {
  162. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  163. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  164. ScriptGameObjectBase::endRefresh(backupData);
  165. }
  166. void ScriptComponent::_onManagedInstanceDeleted()
  167. {
  168. mManagedInstance = nullptr;
  169. // It's possible that managed component is destroyed but a reference to it
  170. // is still kept during assembly refresh. Such components shouldn't be restored
  171. // so we delete them.
  172. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  173. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  174. }
  175. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  176. {
  177. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  178. }
  179. }