BsGameObjectManager.cpp 5.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245
  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. destroyQueuedObjects();
  12. }
  13. GameObjectHandleBase GameObjectManager::getObject(UINT64 id) const
  14. {
  15. auto iterFind = mObjects.find(id);
  16. if (iterFind != mObjects.end())
  17. return iterFind->second;
  18. return nullptr;
  19. }
  20. bool GameObjectManager::tryGetObject(UINT64 id, GameObjectHandleBase& object) const
  21. {
  22. auto iterFind = mObjects.find(id);
  23. if (iterFind != mObjects.end())
  24. {
  25. object = iterFind->second;
  26. return true;
  27. }
  28. return false;
  29. }
  30. bool GameObjectManager::objectExists(UINT64 id) const
  31. {
  32. return mObjects.find(id) != mObjects.end();
  33. }
  34. void GameObjectManager::remapId(UINT64 oldId, UINT64 newId)
  35. {
  36. if (oldId == newId)
  37. return;
  38. mObjects[newId] = mObjects[oldId];
  39. mObjects.erase(oldId);
  40. }
  41. void GameObjectManager::queueForDestroy(const GameObjectHandleBase& object)
  42. {
  43. if (object.isDestroyed())
  44. return;
  45. UINT64 instanceId = object->getInstanceId();
  46. mQueuedForDestroy[instanceId] = object;
  47. }
  48. void GameObjectManager::destroyQueuedObjects()
  49. {
  50. for (auto& objPair : mQueuedForDestroy)
  51. objPair.second->destroyInternal(objPair.second, true);
  52. mQueuedForDestroy.clear();
  53. }
  54. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object, UINT64 originalId)
  55. {
  56. object->initialize(object, mNextAvailableID);
  57. if (mIsDeserializationActive)
  58. {
  59. assert(originalId != 0 && "You must provide an original ID when registering a deserialized game object.");
  60. auto iterFind = mUnresolvedHandleData.find(originalId);
  61. if (iterFind != mUnresolvedHandleData.end())
  62. {
  63. GameObjectHandleBase handle;
  64. handle.mData = iterFind->second;
  65. handle._setHandleData(object);
  66. mObjects[mNextAvailableID] = handle;
  67. mIdMapping[originalId] = mNextAvailableID;
  68. mNextAvailableID++;
  69. return handle;
  70. }
  71. else
  72. {
  73. GameObjectHandleBase handle(object);
  74. mObjects[mNextAvailableID] = handle;
  75. mIdMapping[originalId] = mNextAvailableID;
  76. mNextAvailableID++;
  77. return handle;
  78. }
  79. }
  80. GameObjectHandleBase handle(object);
  81. mObjects[mNextAvailableID] = handle;
  82. mNextAvailableID++;
  83. return handle;
  84. }
  85. void GameObjectManager::unregisterObject(GameObjectHandleBase& object)
  86. {
  87. mObjects.erase(object->getInstanceId());
  88. onDestroyed(object);
  89. object.destroy();
  90. }
  91. void GameObjectManager::startDeserialization()
  92. {
  93. assert(!mIsDeserializationActive);
  94. mIsDeserializationActive = true;
  95. }
  96. void GameObjectManager::endDeserialization()
  97. {
  98. assert(mIsDeserializationActive);
  99. for (auto& unresolvedHandle : mUnresolvedHandles)
  100. resolveDeserializedHandle(unresolvedHandle, mGODeserializationMode);
  101. for (auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  102. {
  103. (*iter)();
  104. }
  105. mIsDeserializationActive = false;
  106. mActiveDeserializedObject = nullptr;
  107. mIdMapping.clear();
  108. mUnresolvedHandles.clear();
  109. mEndCallbacks.clear();
  110. mUnresolvedHandleData.clear();
  111. }
  112. void GameObjectManager::resolveDeserializedHandle(UnresolvedHandle& data, UINT32 flags)
  113. {
  114. assert(mIsDeserializationActive);
  115. UINT64 instanceId = data.originalInstanceId;
  116. bool isInternalReference = false;
  117. auto findIter = mIdMapping.find(instanceId);
  118. if (findIter != mIdMapping.end())
  119. {
  120. if ((flags & GODM_UseNewIds) != 0)
  121. instanceId = findIter->second;
  122. isInternalReference = true;
  123. }
  124. if (isInternalReference || (!isInternalReference && (flags & GODM_RestoreExternal) != 0))
  125. {
  126. auto findIterObj = mObjects.find(instanceId);
  127. if (findIterObj != mObjects.end())
  128. data.handle._resolve(findIterObj->second);
  129. else
  130. {
  131. if ((flags & GODM_KeepMissing) == 0)
  132. data.handle._resolve(nullptr);
  133. }
  134. }
  135. else
  136. {
  137. if ((flags & GODM_KeepMissing) == 0)
  138. data.handle._resolve(nullptr);
  139. }
  140. }
  141. void GameObjectManager::registerUnresolvedHandle(UINT64 originalId, GameObjectHandleBase& object)
  142. {
  143. #if BS_DEBUG_MODE
  144. if (!mIsDeserializationActive)
  145. {
  146. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  147. }
  148. #endif
  149. // Update the provided handle to ensure all handles pointing to the same object share the same handle data
  150. bool foundHandleData = false;
  151. // Search object that are currently being deserialized
  152. auto iterFind = mIdMapping.find(originalId);
  153. if (iterFind != mIdMapping.end())
  154. {
  155. auto iterFind2 = mObjects.find(iterFind->second);
  156. if (iterFind2 != mObjects.end())
  157. {
  158. object.mData = iterFind2->second.mData;
  159. foundHandleData = true;
  160. }
  161. }
  162. // Search previously deserialized handles
  163. if (!foundHandleData)
  164. {
  165. auto iterFind = mUnresolvedHandleData.find(originalId);
  166. if (iterFind != mUnresolvedHandleData.end())
  167. {
  168. object.mData = iterFind->second;
  169. foundHandleData = true;
  170. }
  171. }
  172. // If still not found, this is the first such handle so register its handle data
  173. mUnresolvedHandleData[originalId] = object.mData;
  174. mUnresolvedHandles.push_back({ originalId, object });
  175. }
  176. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  177. {
  178. #if BS_DEBUG_MODE
  179. if (!mIsDeserializationActive)
  180. {
  181. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  182. }
  183. #endif
  184. mEndCallbacks.push_back(callback);
  185. }
  186. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  187. {
  188. #if BS_DEBUG_MODE
  189. if (mIsDeserializationActive)
  190. {
  191. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  192. }
  193. #endif
  194. mGODeserializationMode = gameObjectDeserializationMode;
  195. }
  196. }