CmGameObjectManager.cpp 2.8 KB

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  1. #include "CmGameObjectManager.h"
  2. #include "CmGameObject.h"
  3. namespace CamelotFramework
  4. {
  5. GameObjectManager::GameObjectManager()
  6. :mNextAvailableID(1), mIsDeserializationActive(false)
  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::objectExists(UINT64 id) const
  19. {
  20. return mObjects.find(id) != mObjects.end();
  21. }
  22. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object)
  23. {
  24. object->initialize(object, mNextAvailableID);
  25. GameObjectHandleBase handle(object);
  26. mObjects[mNextAvailableID] = handle;
  27. mNextAvailableID++;
  28. return handle;
  29. }
  30. void GameObjectManager::unregisterObject(const GameObjectHandleBase& object)
  31. {
  32. mObjects.erase(object->getInstanceId());
  33. }
  34. void GameObjectManager::startDeserialization()
  35. {
  36. assert(!mIsDeserializationActive);
  37. mIsDeserializationActive = true;
  38. }
  39. void GameObjectManager::endDeserialization()
  40. {
  41. assert(mIsDeserializationActive);
  42. for(auto& unresolvedHandle : mUnresolvedHandles)
  43. {
  44. UINT64 instanceId = unresolvedHandle.getInstanceId();
  45. auto findIter = mIdMapping.find(instanceId);
  46. if(findIter != mIdMapping.end())
  47. {
  48. instanceId = findIter->second;
  49. }
  50. auto findIterObj = mObjects.find(instanceId);
  51. if(findIterObj != mObjects.end())
  52. unresolvedHandle.resolve(findIterObj->second);
  53. else
  54. unresolvedHandle.resolve(nullptr);
  55. }
  56. for(auto iter = mEndCallbacks.begin(); iter != mEndCallbacks.end(); ++iter)
  57. {
  58. (*iter)();
  59. }
  60. mIsDeserializationActive = false;
  61. mActiveDeserializedObject = nullptr;
  62. mIdMapping.clear();
  63. mUnresolvedHandles.clear();
  64. mEndCallbacks.clear();
  65. }
  66. void GameObjectManager::registerDeserializedId(UINT64 serializedId, UINT64 actualId)
  67. {
  68. #if CM_DEBUG_MODE
  69. if(!mIsDeserializationActive)
  70. {
  71. CM_EXCEPT(InvalidStateException, "ID mapping may only be modified while deserialization is active.");
  72. }
  73. #endif
  74. mIdMapping[serializedId] = actualId;
  75. }
  76. void GameObjectManager::registerUnresolvedHandle(const GameObjectHandleBase& object)
  77. {
  78. #if CM_DEBUG_MODE
  79. if(!mIsDeserializationActive)
  80. {
  81. CM_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  82. }
  83. #endif
  84. mUnresolvedHandles.push_back(object);
  85. }
  86. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  87. {
  88. #if CM_DEBUG_MODE
  89. if(!mIsDeserializationActive)
  90. {
  91. CM_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  92. }
  93. #endif
  94. mEndCallbacks.push_back(callback);
  95. }
  96. }