BsScriptComponent.cpp 11 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_GetNotifyFlags", &ScriptComponent::internal_getNotifyFlags);
  34. metaData.scriptClass->addInternalCall("Internal_SetNotifyFlags", &ScriptComponent::internal_setNotifyFlags);
  35. metaData.scriptClass->addInternalCall("Internal_Destroy", &ScriptComponent::internal_destroy);
  36. }
  37. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  38. {
  39. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  40. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  41. if (checkIfDestroyed(so))
  42. return nullptr;
  43. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  44. return mc->getManagedInstance();
  45. }
  46. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  47. {
  48. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  49. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  50. if (checkIfDestroyed(so))
  51. return nullptr;
  52. MonoType* baseType = mono_reflection_type_get_type(type);
  53. ::MonoClass* baseClass = mono_type_get_class(baseType);
  54. const Vector<HComponent>& mComponents = so->getComponents();
  55. for(auto& component : mComponents)
  56. {
  57. if(component->getTypeId() == TID_ManagedComponent)
  58. {
  59. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  60. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  61. MonoType* componentType = mono_reflection_type_get_type(componentReflType);
  62. ::MonoClass* componentClass = mono_type_get_class(componentType);
  63. if(mono_class_is_subclass_of(componentClass, baseClass, true))
  64. {
  65. return managedComponent->getManagedInstance();
  66. }
  67. }
  68. }
  69. return nullptr;
  70. }
  71. MonoArray* ScriptComponent::internal_getComponentsPerType(MonoObject* parentSceneObject, MonoReflectionType* type)
  72. {
  73. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  74. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  75. MonoType* baseType = mono_reflection_type_get_type(type);
  76. ::MonoClass* baseClass = mono_type_get_class(baseType);
  77. Vector<MonoObject*> managedComponents;
  78. if (!checkIfDestroyed(so))
  79. {
  80. const Vector<HComponent>& mComponents = so->getComponents();
  81. for (auto& component : mComponents)
  82. {
  83. if (component->getTypeId() == TID_ManagedComponent)
  84. {
  85. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  86. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  87. MonoType* componentType = mono_reflection_type_get_type(componentReflType);
  88. ::MonoClass* componentClass = mono_type_get_class(componentType);
  89. if (mono_class_is_subclass_of(componentClass, baseClass, true))
  90. managedComponents.push_back(managedComponent->getManagedInstance());
  91. }
  92. }
  93. }
  94. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  95. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  96. for (UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  97. {
  98. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  99. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  100. }
  101. return componentArray;
  102. }
  103. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  104. {
  105. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  106. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  107. Vector<MonoObject*> managedComponents;
  108. if (!checkIfDestroyed(so))
  109. {
  110. const Vector<HComponent>& mComponents = so->getComponents();
  111. for (auto& component : mComponents)
  112. {
  113. if (component->getTypeId() == TID_ManagedComponent)
  114. {
  115. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  116. managedComponents.push_back(managedComponent->getManagedInstance());
  117. }
  118. }
  119. }
  120. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  121. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  122. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  123. {
  124. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  125. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  126. }
  127. return componentArray;
  128. }
  129. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  130. {
  131. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  132. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  133. if (checkIfDestroyed(so))
  134. return;
  135. MonoType* baseType = mono_reflection_type_get_type(type);
  136. ::MonoClass* baseClass = mono_type_get_class(baseType);
  137. const Vector<HComponent>& mComponents = so->getComponents();
  138. for(auto& component : mComponents)
  139. {
  140. if(component->getTypeId() == TID_ManagedComponent)
  141. {
  142. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  143. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  144. MonoType* componentType = mono_reflection_type_get_type(componentReflType);
  145. ::MonoClass* componentClass = mono_type_get_class(componentType);
  146. if (mono_class_is_subclass_of(componentClass, baseClass, true))
  147. {
  148. managedComponent->destroy();
  149. return;
  150. }
  151. }
  152. }
  153. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  154. }
  155. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  156. {
  157. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  158. return nullptr;
  159. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  160. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  161. assert(scriptSO->getManagedInstance() != nullptr);
  162. return scriptSO->getManagedInstance();
  163. }
  164. TransformChangedFlags ScriptComponent::internal_getNotifyFlags(ScriptComponent* nativeInstance)
  165. {
  166. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  167. return nativeInstance->mManagedComponent->mNotifyFlags;
  168. return TCF_None;
  169. }
  170. void ScriptComponent::internal_setNotifyFlags(ScriptComponent* nativeInstance, TransformChangedFlags flags)
  171. {
  172. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  173. nativeInstance->mManagedComponent->mNotifyFlags = flags;
  174. }
  175. void ScriptComponent::internal_destroy(ScriptComponent* nativeInstance, bool immediate)
  176. {
  177. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  178. nativeInstance->mManagedComponent->destroy(immediate);
  179. }
  180. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  181. {
  182. if (handle.isDestroyed())
  183. {
  184. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  185. return true;
  186. }
  187. return false;
  188. }
  189. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  190. {
  191. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  192. // See if this type even still exists
  193. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  194. {
  195. mTypeMissing = true;
  196. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  197. }
  198. mTypeMissing = false;
  199. return currentObjInfo->mMonoClass->createInstance(construct);
  200. }
  201. ScriptObjectBackup ScriptComponent::beginRefresh()
  202. {
  203. ScriptGameObjectBase::beginRefresh();
  204. ScriptObjectBackup backupData;
  205. // It's possible that managed component is destroyed but a reference to it
  206. // is still kept. Don't backup such components.
  207. if (!mManagedComponent.isDestroyed(true))
  208. backupData.data = mManagedComponent->backup(true);
  209. return backupData;
  210. }
  211. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  212. {
  213. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  214. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  215. ScriptGameObjectBase::endRefresh(backupData);
  216. }
  217. void ScriptComponent::_onManagedInstanceDeleted()
  218. {
  219. mManagedInstance = nullptr;
  220. // It's possible that managed component is destroyed but a reference to it
  221. // is still kept during assembly refresh. Such components shouldn't be restored
  222. // so we delete them.
  223. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  224. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  225. }
  226. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  227. {
  228. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  229. }
  230. }