BsScriptComponent.cpp 6.9 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. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  38. return mc->getManagedInstance();
  39. }
  40. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  41. {
  42. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  43. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  44. if (checkIfDestroyed(so))
  45. return nullptr;
  46. const Vector<HComponent>& mComponents = so->getComponents();
  47. for(auto& component : mComponents)
  48. {
  49. if(component->getTypeId() == TID_ManagedComponent)
  50. {
  51. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  52. if(managedComponent->getRuntimeType() == type)
  53. {
  54. return managedComponent->getManagedInstance();
  55. }
  56. }
  57. }
  58. return nullptr;
  59. }
  60. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  61. {
  62. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  63. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  64. Vector<MonoObject*> managedComponents;
  65. if (!checkIfDestroyed(so))
  66. {
  67. const Vector<HComponent>& mComponents = so->getComponents();
  68. for (auto& component : mComponents)
  69. {
  70. if (component->getTypeId() == TID_ManagedComponent)
  71. {
  72. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  73. managedComponents.push_back(managedComponent->getManagedInstance());
  74. }
  75. }
  76. }
  77. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  78. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  79. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  80. {
  81. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  82. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  83. }
  84. return componentArray;
  85. }
  86. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  87. {
  88. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  89. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  90. if (checkIfDestroyed(so))
  91. return;
  92. // We only allow single component per type
  93. const Vector<HComponent>& mComponents = so->getComponents();
  94. for(auto& component : mComponents)
  95. {
  96. if(component->getTypeId() == TID_ManagedComponent)
  97. {
  98. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  99. if(managedComponent->getRuntimeType() == type)
  100. {
  101. managedComponent->destroy();
  102. return;
  103. }
  104. }
  105. }
  106. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  107. }
  108. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  109. {
  110. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  111. return nullptr;
  112. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  113. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  114. if (scriptSO == nullptr)
  115. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  116. return scriptSO->getManagedInstance();
  117. }
  118. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  119. {
  120. if (handle.isDestroyed())
  121. {
  122. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  123. return true;
  124. }
  125. return false;
  126. }
  127. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  128. {
  129. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  130. // See if this type even still exists
  131. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  132. {
  133. mTypeMissing = true;
  134. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  135. }
  136. mTypeMissing = false;
  137. return currentObjInfo->mMonoClass->createInstance(construct);
  138. }
  139. ScriptObjectBackup ScriptComponent::beginRefresh()
  140. {
  141. ScriptGameObjectBase::beginRefresh();
  142. ScriptObjectBackup backupData;
  143. // It's possible that managed component is destroyed but a reference to it
  144. // is still kept. Don't backup such components.
  145. if (!mManagedComponent.isDestroyed(true))
  146. backupData.data = mManagedComponent->backup(true);
  147. return backupData;
  148. }
  149. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  150. {
  151. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  152. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  153. ScriptGameObjectBase::endRefresh(backupData);
  154. }
  155. void ScriptComponent::_onManagedInstanceDeleted()
  156. {
  157. mManagedInstance = nullptr;
  158. // It's possible that managed component is destroyed but a reference to it
  159. // is still kept during assembly refresh. Such components shouldn't be restored
  160. // so we delete them.
  161. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  162. ScriptGameObjectManager::instance().destroyScriptGameObject(this);
  163. }
  164. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  165. {
  166. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  167. }
  168. }