BsScriptManagedComponent.cpp 4.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptManagedComponent.h"
  4. #include "BsScriptGameObjectManager.h"
  5. #include "BsScriptObjectManager.h"
  6. #include "Serialization/BsScriptAssemblyManager.h"
  7. #include "BsScriptMeta.h"
  8. #include "BsMonoField.h"
  9. #include "BsMonoClass.h"
  10. #include "BsMonoMethod.h"
  11. #include "BsMonoManager.h"
  12. #include "BsMonoUtil.h"
  13. #include "Wrappers/BsScriptSceneObject.h"
  14. #include "Serialization/BsScriptAssemblyManager.h"
  15. #include "BsManagedComponent.h"
  16. #include "Scene/BsSceneObject.h"
  17. #include "BsMonoUtil.h"
  18. namespace bs
  19. {
  20. ScriptManagedComponent::ScriptManagedComponent(MonoObject* instance, const HManagedComponent& component)
  21. :ScriptObject(instance), mComponent(component), mTypeMissing(false)
  22. {
  23. assert(instance != nullptr);
  24. MonoUtil::getClassName(instance, mNamespace, mType);
  25. mGCHandle = MonoUtil::newGCHandle(instance, false);
  26. component->initialize(this);
  27. }
  28. void ScriptManagedComponent::initRuntimeData()
  29. {
  30. metaData.scriptClass->addInternalCall("Internal_Invoke", (void*)&ScriptManagedComponent::internal_invoke);
  31. }
  32. void ScriptManagedComponent::internal_invoke(ScriptManagedComponent* nativeInstance, MonoString* name)
  33. {
  34. HManagedComponent comp = nativeInstance->mComponent;
  35. if (checkIfDestroyed(nativeInstance->mComponent))
  36. return;
  37. MonoObject* compObj = comp->getManagedInstance();
  38. MonoClass* compClass = comp->getClass();
  39. bool found = false;
  40. String methodName = MonoUtil::monoToString(name);
  41. while (compClass != nullptr)
  42. {
  43. MonoMethod* method = compClass->getMethod(methodName);
  44. if (method != nullptr)
  45. {
  46. method->invoke(compObj, nullptr);
  47. found = true;
  48. break;
  49. }
  50. // Search for methods on base class if there is one
  51. MonoClass* baseClass = compClass->getBaseClass();
  52. if (baseClass != metaData.scriptClass)
  53. compClass = baseClass;
  54. else
  55. break;
  56. }
  57. if (!found)
  58. {
  59. LOGWRN("Method invoke failed. Cannot find method \"" + methodName + "\" on component of type \"" +
  60. compClass->getTypeName() + "\".");
  61. }
  62. }
  63. MonoObject* ScriptManagedComponent::_createManagedInstance(bool construct)
  64. {
  65. SPtr<ManagedSerializableObjectInfo> currentObjInfo = nullptr;
  66. // See if this type even still exists
  67. MonoObject* instance;
  68. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  69. {
  70. mTypeMissing = true;
  71. instance = ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  72. }
  73. else
  74. {
  75. mTypeMissing = false;
  76. instance = currentObjInfo->mMonoClass->createInstance(construct);
  77. }
  78. mGCHandle = MonoUtil::newGCHandle(instance, false);
  79. return instance;
  80. }
  81. void ScriptManagedComponent::_clearManagedInstance()
  82. {
  83. freeManagedInstance();
  84. }
  85. ScriptObjectBackup ScriptManagedComponent::beginRefresh()
  86. {
  87. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(mComponent);
  88. ScriptObjectBackup backupData;
  89. // It's possible that managed component is destroyed but a reference to it
  90. // is still kept. Don't backup such components.
  91. if (!managedComponent.isDestroyed(true))
  92. backupData.data = managedComponent->backup(true);
  93. return backupData;
  94. }
  95. void ScriptManagedComponent::endRefresh(const ScriptObjectBackup& backupData)
  96. {
  97. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(mComponent);
  98. RawBackupData componentBackup = any_cast<RawBackupData>(backupData.data);
  99. managedComponent->restore(componentBackup, mTypeMissing);
  100. }
  101. void ScriptManagedComponent::_onManagedInstanceDeleted(bool assemblyRefresh)
  102. {
  103. mGCHandle = 0;
  104. // It's possible that managed component is destroyed but a reference to it
  105. // is still kept during assembly refresh. Such components shouldn't be restored
  106. // so we delete them.
  107. if (!assemblyRefresh || mComponent.isDestroyed(true))
  108. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  109. }
  110. void ScriptManagedComponent::_notifyDestroyed()
  111. {
  112. freeManagedInstance();
  113. }
  114. }