BsScriptComponent.cpp 9.8 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptComponent.h"
  4. #include "BsScriptGameObjectManager.h"
  5. #include "BsScriptObjectManager.h"
  6. #include "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 "BsScriptSceneObject.h"
  14. #include "BsManagedComponent.h"
  15. #include "BsSceneObject.h"
  16. #include "BsMonoUtil.h"
  17. namespace BansheeEngine
  18. {
  19. ScriptComponent::ScriptComponent(MonoObject* instance)
  20. :ScriptObject(instance), mTypeMissing(false)
  21. {
  22. assert(instance != nullptr);
  23. MonoUtil::getClassName(instance, mNamespace, mType);
  24. }
  25. void ScriptComponent::initRuntimeData()
  26. {
  27. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  28. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  29. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  30. metaData.scriptClass->addInternalCall("Internal_GetComponentsPerType", &ScriptComponent::internal_getComponentsPerType);
  31. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  32. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  33. metaData.scriptClass->addInternalCall("Internal_Destroy", &ScriptComponent::internal_destroy);
  34. }
  35. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  36. {
  37. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  38. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  39. if (checkIfDestroyed(so))
  40. return nullptr;
  41. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  42. return mc->getManagedInstance();
  43. }
  44. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  45. {
  46. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  47. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  48. if (checkIfDestroyed(so))
  49. return nullptr;
  50. MonoType* baseType = mono_reflection_type_get_type(type);
  51. ::MonoClass* baseClass = mono_type_get_class(baseType);
  52. const Vector<HComponent>& mComponents = so->getComponents();
  53. for(auto& component : mComponents)
  54. {
  55. if(component->getTypeId() == TID_ManagedComponent)
  56. {
  57. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  58. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  59. MonoType* componentType = mono_reflection_type_get_type(componentReflType);
  60. ::MonoClass* componentClass = mono_type_get_class(componentType);
  61. if(mono_class_is_subclass_of(componentClass, baseClass, true))
  62. {
  63. return managedComponent->getManagedInstance();
  64. }
  65. }
  66. }
  67. return nullptr;
  68. }
  69. MonoArray* ScriptComponent::internal_getComponentsPerType(MonoObject* parentSceneObject, MonoReflectionType* type)
  70. {
  71. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  72. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  73. MonoType* baseType = mono_reflection_type_get_type(type);
  74. ::MonoClass* baseClass = mono_type_get_class(baseType);
  75. Vector<MonoObject*> managedComponents;
  76. if (!checkIfDestroyed(so))
  77. {
  78. const Vector<HComponent>& mComponents = so->getComponents();
  79. for (auto& component : mComponents)
  80. {
  81. if (component->getTypeId() == TID_ManagedComponent)
  82. {
  83. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  84. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  85. MonoType* componentType = mono_reflection_type_get_type(componentReflType);
  86. ::MonoClass* componentClass = mono_type_get_class(componentType);
  87. if (mono_class_is_subclass_of(componentClass, baseClass, true))
  88. managedComponents.push_back(managedComponent->getManagedInstance());
  89. }
  90. }
  91. }
  92. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  93. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  94. for (UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  95. {
  96. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  97. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  98. }
  99. return componentArray;
  100. }
  101. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  102. {
  103. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  104. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  105. Vector<MonoObject*> managedComponents;
  106. if (!checkIfDestroyed(so))
  107. {
  108. const Vector<HComponent>& mComponents = so->getComponents();
  109. for (auto& component : mComponents)
  110. {
  111. if (component->getTypeId() == TID_ManagedComponent)
  112. {
  113. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  114. managedComponents.push_back(managedComponent->getManagedInstance());
  115. }
  116. }
  117. }
  118. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  119. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  120. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  121. {
  122. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  123. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  124. }
  125. return componentArray;
  126. }
  127. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  128. {
  129. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  130. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  131. if (checkIfDestroyed(so))
  132. return;
  133. MonoType* baseType = mono_reflection_type_get_type(type);
  134. ::MonoClass* baseClass = mono_type_get_class(baseType);
  135. const Vector<HComponent>& mComponents = so->getComponents();
  136. for(auto& component : mComponents)
  137. {
  138. if(component->getTypeId() == TID_ManagedComponent)
  139. {
  140. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  141. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  142. MonoType* componentType = mono_reflection_type_get_type(componentReflType);
  143. ::MonoClass* componentClass = mono_type_get_class(componentType);
  144. if (mono_class_is_subclass_of(componentClass, baseClass, true))
  145. {
  146. managedComponent->destroy();
  147. return;
  148. }
  149. }
  150. }
  151. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  152. }
  153. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  154. {
  155. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  156. return nullptr;
  157. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  158. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  159. assert(scriptSO->getManagedInstance() != nullptr);
  160. return scriptSO->getManagedInstance();
  161. }
  162. void ScriptComponent::internal_destroy(ScriptComponent* nativeInstance, bool immediate)
  163. {
  164. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  165. nativeInstance->mManagedComponent->destroy(immediate);
  166. }
  167. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  168. {
  169. if (handle.isDestroyed())
  170. {
  171. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  172. return true;
  173. }
  174. return false;
  175. }
  176. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  177. {
  178. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  179. // See if this type even still exists
  180. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  181. {
  182. mTypeMissing = true;
  183. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  184. }
  185. mTypeMissing = false;
  186. return currentObjInfo->mMonoClass->createInstance(construct);
  187. }
  188. ScriptObjectBackup ScriptComponent::beginRefresh()
  189. {
  190. ScriptGameObjectBase::beginRefresh();
  191. ScriptObjectBackup backupData;
  192. // It's possible that managed component is destroyed but a reference to it
  193. // is still kept. Don't backup such components.
  194. if (!mManagedComponent.isDestroyed(true))
  195. backupData.data = mManagedComponent->backup(true);
  196. return backupData;
  197. }
  198. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  199. {
  200. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  201. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  202. ScriptGameObjectBase::endRefresh(backupData);
  203. }
  204. void ScriptComponent::_onManagedInstanceDeleted()
  205. {
  206. mManagedInstance = nullptr;
  207. // It's possible that managed component is destroyed but a reference to it
  208. // is still kept during assembly refresh. Such components shouldn't be restored
  209. // so we delete them.
  210. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  211. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  212. }
  213. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  214. {
  215. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  216. }
  217. }