BsScriptComponent.cpp 7.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225
  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().getScriptSceneObject(sceneObject);
  126. if (scriptSO == nullptr)
  127. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  128. assert(scriptSO->getManagedInstance() != nullptr);
  129. return scriptSO->getManagedInstance();
  130. }
  131. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  132. {
  133. if (handle.isDestroyed())
  134. {
  135. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  136. return true;
  137. }
  138. return false;
  139. }
  140. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  141. {
  142. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  143. // See if this type even still exists
  144. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  145. {
  146. mTypeMissing = true;
  147. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  148. }
  149. mTypeMissing = false;
  150. return currentObjInfo->mMonoClass->createInstance(construct);
  151. }
  152. ScriptObjectBackup ScriptComponent::beginRefresh()
  153. {
  154. ScriptGameObjectBase::beginRefresh();
  155. ScriptObjectBackup backupData;
  156. // It's possible that managed component is destroyed but a reference to it
  157. // is still kept. Don't backup such components.
  158. if (!mManagedComponent.isDestroyed(true))
  159. backupData.data = mManagedComponent->backup(true);
  160. return backupData;
  161. }
  162. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  163. {
  164. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  165. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  166. ScriptGameObjectBase::endRefresh(backupData);
  167. }
  168. void ScriptComponent::_onManagedInstanceDeleted()
  169. {
  170. mManagedInstance = nullptr;
  171. // It's possible that managed component is destroyed but a reference to it
  172. // is still kept during assembly refresh. Such components shouldn't be restored
  173. // so we delete them.
  174. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  175. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  176. }
  177. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  178. {
  179. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  180. }
  181. }