BsGameObjectManager.cpp 6.7 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Scene/BsGameObjectManager.h"
  4. #include "Scene/BsGameObject.h"
  5. namespace bs
  6. {
  7. GameObjectManager::GameObjectManager()
  8. :mNextAvailableID(1), mIsDeserializationActive(false), mGODeserializationMode(GODM_UseNewIds | GODM_BreakExternal)
  9. {
  10. }
  11. GameObjectManager::~GameObjectManager()
  12. {
  13. destroyQueuedObjects();
  14. }
  15. GameObjectHandleBase GameObjectManager::getObject(UINT64 id) const
  16. {
  17. auto iterFind = mObjects.find(id);
  18. if (iterFind != mObjects.end())
  19. return iterFind->second;
  20. return nullptr;
  21. }
  22. bool GameObjectManager::tryGetObject(UINT64 id, GameObjectHandleBase& object) const
  23. {
  24. auto iterFind = mObjects.find(id);
  25. if (iterFind != mObjects.end())
  26. {
  27. object = iterFind->second;
  28. return true;
  29. }
  30. return false;
  31. }
  32. bool GameObjectManager::objectExists(UINT64 id) const
  33. {
  34. return mObjects.find(id) != mObjects.end();
  35. }
  36. void GameObjectManager::remapId(UINT64 oldId, UINT64 newId)
  37. {
  38. if (oldId == newId)
  39. return;
  40. mObjects[newId] = mObjects[oldId];
  41. mObjects.erase(oldId);
  42. }
  43. void GameObjectManager::queueForDestroy(const GameObjectHandleBase& object)
  44. {
  45. if (object.isDestroyed())
  46. return;
  47. UINT64 instanceId = object->getInstanceId();
  48. mQueuedForDestroy[instanceId] = object;
  49. }
  50. void GameObjectManager::destroyQueuedObjects()
  51. {
  52. for (auto& objPair : mQueuedForDestroy)
  53. objPair.second->destroyInternal(objPair.second, true);
  54. mQueuedForDestroy.clear();
  55. }
  56. GameObjectHandleBase GameObjectManager::registerObject(const SPtr<GameObject>& object, UINT64 originalId)
  57. {
  58. object->initialize(object, mNextAvailableID);
  59. // If deserialization is active we must ensure all handles pointing to the same object share GameObjectHandleData,
  60. // so check if any handles referencing this object have been created. See ::registerUnresolvedHandle for
  61. // further explanation.
  62. if (mIsDeserializationActive)
  63. {
  64. assert(originalId != 0 && "You must provide an original ID when registering a deserialized game object.");
  65. auto iterFind = mUnresolvedHandleData.find(originalId);
  66. if (iterFind != mUnresolvedHandleData.end())
  67. {
  68. GameObjectHandleBase handle;
  69. handle.mData = iterFind->second;
  70. handle._setHandleData(object);
  71. mObjects[mNextAvailableID] = handle;
  72. mIdMapping[originalId] = mNextAvailableID;
  73. mNextAvailableID++;
  74. return handle;
  75. }
  76. else
  77. {
  78. GameObjectHandleBase handle(object);
  79. mObjects[mNextAvailableID] = handle;
  80. mIdMapping[originalId] = mNextAvailableID;
  81. mNextAvailableID++;
  82. return handle;
  83. }
  84. }
  85. GameObjectHandleBase handle(object);
  86. mObjects[mNextAvailableID] = handle;
  87. mNextAvailableID++;
  88. return handle;
  89. }
  90. void GameObjectManager::unregisterObject(GameObjectHandleBase& object)
  91. {
  92. mObjects.erase(object->getInstanceId());
  93. onDestroyed(object);
  94. object.destroy();
  95. }
  96. void GameObjectManager::startDeserialization()
  97. {
  98. assert(!mIsDeserializationActive);
  99. mIsDeserializationActive = true;
  100. }
  101. void GameObjectManager::endDeserialization()
  102. {
  103. assert(mIsDeserializationActive);
  104. for (auto& unresolvedHandle : mUnresolvedHandles)
  105. resolveDeserializedHandle(unresolvedHandle, mGODeserializationMode);
  106. for (auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  107. {
  108. (*iter)();
  109. }
  110. mIsDeserializationActive = false;
  111. mActiveDeserializedObject = nullptr;
  112. mIdMapping.clear();
  113. mUnresolvedHandles.clear();
  114. mEndCallbacks.clear();
  115. mUnresolvedHandleData.clear();
  116. }
  117. void GameObjectManager::resolveDeserializedHandle(UnresolvedHandle& data, UINT32 flags)
  118. {
  119. assert(mIsDeserializationActive);
  120. UINT64 instanceId = data.originalInstanceId;
  121. bool isInternalReference = false;
  122. auto findIter = mIdMapping.find(instanceId);
  123. if (findIter != mIdMapping.end())
  124. {
  125. if ((flags & GODM_UseNewIds) != 0)
  126. instanceId = findIter->second;
  127. isInternalReference = true;
  128. }
  129. if (isInternalReference || (!isInternalReference && (flags & GODM_RestoreExternal) != 0))
  130. {
  131. auto findIterObj = mObjects.find(instanceId);
  132. if (findIterObj != mObjects.end())
  133. data.handle._resolve(findIterObj->second);
  134. else
  135. {
  136. if ((flags & GODM_KeepMissing) == 0)
  137. data.handle._resolve(nullptr);
  138. }
  139. }
  140. else
  141. {
  142. if ((flags & GODM_KeepMissing) == 0)
  143. data.handle._resolve(nullptr);
  144. }
  145. }
  146. void GameObjectManager::registerUnresolvedHandle(UINT64 originalId, GameObjectHandleBase& object)
  147. {
  148. #if BS_DEBUG_MODE
  149. if (!mIsDeserializationActive)
  150. {
  151. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  152. }
  153. #endif
  154. // All handles that are deserialized during a single begin/endDeserialization session pointing to the same object
  155. // must share the same GameObjectHandleData as that makes certain operations in other systems much simpler.
  156. // Therefore we store all the unresolved handles, and if a handle pointing to the same object was already
  157. // processed, or that object was already created we replace the handle's internal GameObjectHandleData.
  158. // Update the provided handle to ensure all handles pointing to the same object share the same handle data
  159. bool foundHandleData = false;
  160. // Search object that are currently being deserialized
  161. auto iterFind = mIdMapping.find(originalId);
  162. if (iterFind != mIdMapping.end())
  163. {
  164. auto iterFind2 = mObjects.find(iterFind->second);
  165. if (iterFind2 != mObjects.end())
  166. {
  167. object.mData = iterFind2->second.mData;
  168. foundHandleData = true;
  169. }
  170. }
  171. // Search previously deserialized handles
  172. if (!foundHandleData)
  173. {
  174. auto iterFind = mUnresolvedHandleData.find(originalId);
  175. if (iterFind != mUnresolvedHandleData.end())
  176. {
  177. object.mData = iterFind->second;
  178. foundHandleData = true;
  179. }
  180. }
  181. // If still not found, this is the first such handle so register its handle data
  182. if (!foundHandleData)
  183. mUnresolvedHandleData[originalId] = object.mData;
  184. mUnresolvedHandles.push_back({ originalId, object });
  185. }
  186. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  187. {
  188. #if BS_DEBUG_MODE
  189. if (!mIsDeserializationActive)
  190. {
  191. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  192. }
  193. #endif
  194. mEndCallbacks.push_back(callback);
  195. }
  196. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  197. {
  198. #if BS_DEBUG_MODE
  199. if (mIsDeserializationActive)
  200. {
  201. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  202. }
  203. #endif
  204. mGODeserializationMode = gameObjectDeserializationMode;
  205. }
  206. }