BsScriptComponent.cpp 7.1 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. void ScriptComponent::setManagedComponent(const GameObjectHandle<ManagedComponent>& managedComponent)
  32. {
  33. mManagedComponent = managedComponent;
  34. }
  35. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  36. {
  37. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  38. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  39. if (checkIfDestroyed(so))
  40. return nullptr;
  41. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  42. return mc->getManagedInstance();
  43. }
  44. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  45. {
  46. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  47. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  48. if (checkIfDestroyed(so))
  49. return nullptr;
  50. const Vector<HComponent>& mComponents = so->getComponents();
  51. for(auto& component : mComponents)
  52. {
  53. if(component->getTypeId() == TID_ManagedComponent)
  54. {
  55. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  56. if(managedComponent->getRuntimeType() == type)
  57. {
  58. return managedComponent->getManagedInstance();
  59. }
  60. }
  61. }
  62. return nullptr;
  63. }
  64. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  65. {
  66. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  67. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  68. Vector<MonoObject*> managedComponents;
  69. if (!checkIfDestroyed(so))
  70. {
  71. const Vector<HComponent>& mComponents = so->getComponents();
  72. for (auto& component : mComponents)
  73. {
  74. if (component->getTypeId() == TID_ManagedComponent)
  75. {
  76. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  77. managedComponents.push_back(managedComponent->getManagedInstance());
  78. }
  79. }
  80. }
  81. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  82. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  83. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  84. {
  85. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  86. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  87. }
  88. return componentArray;
  89. }
  90. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  91. {
  92. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  93. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  94. if (checkIfDestroyed(so))
  95. return;
  96. // We only allow single component per type
  97. const Vector<HComponent>& mComponents = so->getComponents();
  98. for(auto& component : mComponents)
  99. {
  100. if(component->getTypeId() == TID_ManagedComponent)
  101. {
  102. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  103. if(managedComponent->getRuntimeType() == type)
  104. {
  105. managedComponent->destroy();
  106. return;
  107. }
  108. }
  109. }
  110. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  111. }
  112. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  113. {
  114. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  115. return nullptr;
  116. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  117. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  118. if (scriptSO == nullptr)
  119. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  120. return scriptSO->getManagedInstance();
  121. }
  122. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  123. {
  124. if (handle.isDestroyed())
  125. {
  126. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  127. return true;
  128. }
  129. return false;
  130. }
  131. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  132. {
  133. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  134. // See if this type even still exists
  135. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  136. {
  137. mTypeMissing = true;
  138. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  139. }
  140. mTypeMissing = false;
  141. return currentObjInfo->mMonoClass->createInstance(construct);
  142. }
  143. ScriptObjectBackup ScriptComponent::beginRefresh()
  144. {
  145. ScriptGameObjectBase::beginRefresh();
  146. ScriptObjectBackup backupData;
  147. // It's possible that managed component is destroyed but a reference to it
  148. // is still kept. Don't backup such components.
  149. if (!mManagedComponent.isDestroyed(true))
  150. backupData.data = mManagedComponent->backup(true);
  151. return backupData;
  152. }
  153. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  154. {
  155. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  156. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  157. ScriptGameObjectBase::endRefresh(backupData);
  158. }
  159. void ScriptComponent::_onManagedInstanceDeleted()
  160. {
  161. mManagedInstance = nullptr;
  162. // It's possible that managed component is destroyed but a reference to it
  163. // is still kept during assembly refresh. Such components shouldn't be restored
  164. // so we delete them.
  165. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  166. ScriptGameObjectManager::instance().destroyScriptGameObject(this);
  167. }
  168. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  169. {
  170. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  171. }
  172. }