CmGameObjectManager.cpp 2.9 KB

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  1. #include "CmGameObjectManager.h"
  2. #include "CmGameObject.h"
  3. namespace BansheeEngine
  4. {
  5. GameObjectManager::GameObjectManager()
  6. :mNextAvailableID(1), mIsDeserializationActive(false)
  7. {
  8. }
  9. GameObjectManager::~GameObjectManager()
  10. { }
  11. GameObjectHandleBase GameObjectManager::getObject(UINT64 id) const
  12. {
  13. auto iterFind = mObjects.find(id);
  14. if(iterFind != mObjects.end())
  15. return iterFind->second;
  16. return nullptr;
  17. }
  18. bool GameObjectManager::tryGetObject(UINT64 id, GameObjectHandleBase& object) const
  19. {
  20. auto iterFind = mObjects.find(id);
  21. if(iterFind != mObjects.end())
  22. {
  23. object = iterFind->second;
  24. return true;
  25. }
  26. return false;
  27. }
  28. bool GameObjectManager::objectExists(UINT64 id) const
  29. {
  30. return mObjects.find(id) != mObjects.end();
  31. }
  32. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object)
  33. {
  34. object->initialize(object, mNextAvailableID);
  35. GameObjectHandleBase handle(object);
  36. mObjects[mNextAvailableID] = handle;
  37. mNextAvailableID++;
  38. return handle;
  39. }
  40. void GameObjectManager::unregisterObject(const GameObjectHandleBase& object)
  41. {
  42. mObjects.erase(object->getInstanceId());
  43. }
  44. void GameObjectManager::startDeserialization()
  45. {
  46. assert(!mIsDeserializationActive);
  47. mIsDeserializationActive = true;
  48. }
  49. void GameObjectManager::endDeserialization()
  50. {
  51. assert(mIsDeserializationActive);
  52. for(auto& unresolvedHandle : mUnresolvedHandles)
  53. {
  54. UINT64 instanceId = unresolvedHandle.getInstanceId();
  55. auto findIter = mIdMapping.find(instanceId);
  56. if(findIter != mIdMapping.end())
  57. {
  58. instanceId = findIter->second;
  59. }
  60. auto findIterObj = mObjects.find(instanceId);
  61. if(findIterObj != mObjects.end())
  62. unresolvedHandle._resolve(findIterObj->second);
  63. else
  64. unresolvedHandle._resolve(nullptr);
  65. }
  66. for(auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  67. {
  68. (*iter)();
  69. }
  70. mIsDeserializationActive = false;
  71. mActiveDeserializedObject = nullptr;
  72. mIdMapping.clear();
  73. mUnresolvedHandles.clear();
  74. mEndCallbacks.clear();
  75. }
  76. void GameObjectManager::registerDeserializedId(UINT64 serializedId, UINT64 actualId)
  77. {
  78. #if BS_DEBUG_MODE
  79. if(!mIsDeserializationActive)
  80. {
  81. BS_EXCEPT(InvalidStateException, "ID mapping may only be modified while deserialization is active.");
  82. }
  83. #endif
  84. mIdMapping[serializedId] = actualId;
  85. }
  86. void GameObjectManager::registerUnresolvedHandle(const GameObjectHandleBase& object)
  87. {
  88. #if BS_DEBUG_MODE
  89. if(!mIsDeserializationActive)
  90. {
  91. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  92. }
  93. #endif
  94. mUnresolvedHandles.push_back(object);
  95. }
  96. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  97. {
  98. #if BS_DEBUG_MODE
  99. if(!mIsDeserializationActive)
  100. {
  101. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  102. }
  103. #endif
  104. mEndCallbacks.push_back(callback);
  105. }
  106. }