BsGameObjectManager.cpp 3.8 KB

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  1. #include "BsGameObjectManager.h"
  2. #include "BsGameObject.h"
  3. namespace BansheeEngine
  4. {
  5. GameObjectManager::GameObjectManager()
  6. :mNextAvailableID(1), mIsDeserializationActive(false), mGODeserializationMode(GODM_UseNewIds | GODM_BreakExternal)
  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. void GameObjectManager::remapId(UINT64 oldId, UINT64 newId)
  33. {
  34. if (oldId == newId)
  35. return;
  36. mObjects[newId] = mObjects[oldId];
  37. mObjects.erase(oldId);
  38. }
  39. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object)
  40. {
  41. object->initialize(object, mNextAvailableID);
  42. GameObjectHandleBase handle(object);
  43. mObjects[mNextAvailableID] = handle;
  44. mNextAvailableID++;
  45. return handle;
  46. }
  47. void GameObjectManager::unregisterObject(const GameObjectHandleBase& object)
  48. {
  49. mObjects.erase(object->getInstanceId());
  50. }
  51. void GameObjectManager::startDeserialization()
  52. {
  53. assert(!mIsDeserializationActive);
  54. mIsDeserializationActive = true;
  55. }
  56. void GameObjectManager::endDeserialization()
  57. {
  58. assert(mIsDeserializationActive);
  59. for(auto& unresolvedHandle : mUnresolvedHandles)
  60. {
  61. UINT64 instanceId = unresolvedHandle.getInstanceId();
  62. bool isInternalReference = false;
  63. auto findIter = mIdMapping.find(instanceId);
  64. if (findIter != mIdMapping.end())
  65. {
  66. if ((mGODeserializationMode & GODM_UseNewIds) != 0)
  67. instanceId = findIter->second;
  68. isInternalReference = true;
  69. }
  70. if (isInternalReference || (!isInternalReference && (mGODeserializationMode & GODM_RestoreExternal) != 0))
  71. {
  72. auto findIterObj = mObjects.find(instanceId);
  73. if (findIterObj != mObjects.end())
  74. unresolvedHandle._resolve(findIterObj->second);
  75. else
  76. unresolvedHandle._resolve(nullptr);
  77. }
  78. else
  79. unresolvedHandle._resolve(nullptr);
  80. }
  81. for(auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  82. {
  83. (*iter)();
  84. }
  85. mIsDeserializationActive = false;
  86. mActiveDeserializedObject = nullptr;
  87. mIdMapping.clear();
  88. mUnresolvedHandles.clear();
  89. mEndCallbacks.clear();
  90. }
  91. void GameObjectManager::registerDeserializedId(UINT64 serializedId, UINT64 actualId)
  92. {
  93. #if BS_DEBUG_MODE
  94. if(!mIsDeserializationActive)
  95. {
  96. BS_EXCEPT(InvalidStateException, "ID mapping may only be modified while deserialization is active.");
  97. }
  98. #endif
  99. mIdMapping[serializedId] = actualId;
  100. }
  101. void GameObjectManager::registerUnresolvedHandle(const GameObjectHandleBase& object)
  102. {
  103. #if BS_DEBUG_MODE
  104. if(!mIsDeserializationActive)
  105. {
  106. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  107. }
  108. #endif
  109. mUnresolvedHandles.push_back(object);
  110. }
  111. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  112. {
  113. #if BS_DEBUG_MODE
  114. if(!mIsDeserializationActive)
  115. {
  116. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  117. }
  118. #endif
  119. mEndCallbacks.push_back(callback);
  120. }
  121. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  122. {
  123. #if BS_DEBUG_MODE
  124. if (mIsDeserializationActive)
  125. {
  126. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  127. }
  128. #endif
  129. mGODeserializationMode = gameObjectDeserializationMode;
  130. }
  131. }