BsGameObjectManager.cpp 4.5 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. 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)
  55. {
  56. object->initialize(object, mNextAvailableID);
  57. GameObjectHandleBase handle(object);
  58. mObjects[mNextAvailableID] = handle;
  59. mNextAvailableID++;
  60. return handle;
  61. }
  62. void GameObjectManager::unregisterObject(const GameObjectHandleBase& object)
  63. {
  64. mObjects.erase(object->getInstanceId());
  65. onDestroyed(object);
  66. }
  67. void GameObjectManager::startDeserialization()
  68. {
  69. assert(!mIsDeserializationActive);
  70. mIsDeserializationActive = true;
  71. }
  72. void GameObjectManager::endDeserialization()
  73. {
  74. assert(mIsDeserializationActive);
  75. for(auto& unresolvedHandle : mUnresolvedHandles)
  76. resolveDeserializedHandle(unresolvedHandle, mGODeserializationMode);
  77. for(auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  78. {
  79. (*iter)();
  80. }
  81. mIsDeserializationActive = false;
  82. mActiveDeserializedObject = nullptr;
  83. mIdMapping.clear();
  84. mUnresolvedHandles.clear();
  85. mEndCallbacks.clear();
  86. }
  87. void GameObjectManager::resolveDeserializedHandle(UnresolvedHandle& data, UINT32 flags)
  88. {
  89. assert(mIsDeserializationActive);
  90. UINT64 instanceId = data.originalInstanceId;
  91. bool isInternalReference = false;
  92. auto findIter = mIdMapping.find(instanceId);
  93. if (findIter != mIdMapping.end())
  94. {
  95. if ((flags & GODM_UseNewIds) != 0)
  96. instanceId = findIter->second;
  97. isInternalReference = true;
  98. }
  99. if (isInternalReference || (!isInternalReference && (flags & GODM_RestoreExternal) != 0))
  100. {
  101. auto findIterObj = mObjects.find(instanceId);
  102. if (findIterObj != mObjects.end())
  103. data.handle._resolve(findIterObj->second);
  104. else
  105. {
  106. if ((flags & GODM_KeepMissing) == 0)
  107. data.handle._resolve(nullptr);
  108. }
  109. }
  110. else
  111. {
  112. if ((flags & GODM_KeepMissing) == 0)
  113. data.handle._resolve(nullptr);
  114. }
  115. }
  116. void GameObjectManager::registerDeserializedId(UINT64 serializedId, UINT64 actualId)
  117. {
  118. #if BS_DEBUG_MODE
  119. if(!mIsDeserializationActive)
  120. {
  121. BS_EXCEPT(InvalidStateException, "ID mapping may only be modified while deserialization is active.");
  122. }
  123. #endif
  124. mIdMapping[serializedId] = actualId;
  125. }
  126. void GameObjectManager::registerUnresolvedHandle(UINT64 originalId, const GameObjectHandleBase& object)
  127. {
  128. #if BS_DEBUG_MODE
  129. if(!mIsDeserializationActive)
  130. {
  131. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  132. }
  133. #endif
  134. mUnresolvedHandles.push_back({ originalId, object });
  135. }
  136. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  137. {
  138. #if BS_DEBUG_MODE
  139. if(!mIsDeserializationActive)
  140. {
  141. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  142. }
  143. #endif
  144. mEndCallbacks.push_back(callback);
  145. }
  146. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  147. {
  148. #if BS_DEBUG_MODE
  149. if (mIsDeserializationActive)
  150. {
  151. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  152. }
  153. #endif
  154. mGODeserializationMode = gameObjectDeserializationMode;
  155. }
  156. }