BsGameObjectManager.cpp 4.4 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. {
  52. unregisterObject(objPair.second);
  53. objPair.second.destroy();
  54. }
  55. mQueuedForDestroy.clear();
  56. }
  57. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object)
  58. {
  59. object->initialize(object, mNextAvailableID);
  60. GameObjectHandleBase handle(object);
  61. mObjects[mNextAvailableID] = handle;
  62. mNextAvailableID++;
  63. return handle;
  64. }
  65. void GameObjectManager::unregisterObject(const GameObjectHandleBase& object)
  66. {
  67. mObjects.erase(object->getInstanceId());
  68. }
  69. void GameObjectManager::startDeserialization()
  70. {
  71. assert(!mIsDeserializationActive);
  72. mIsDeserializationActive = true;
  73. }
  74. void GameObjectManager::endDeserialization()
  75. {
  76. assert(mIsDeserializationActive);
  77. for(auto& unresolvedHandle : mUnresolvedHandles)
  78. resolveDeserializedHandle(unresolvedHandle, mGODeserializationMode);
  79. for(auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  80. {
  81. (*iter)();
  82. }
  83. mIsDeserializationActive = false;
  84. mActiveDeserializedObject = nullptr;
  85. mIdMapping.clear();
  86. mUnresolvedHandles.clear();
  87. mEndCallbacks.clear();
  88. }
  89. void GameObjectManager::resolveDeserializedHandle(GameObjectHandleBase& handle, UINT32 flags)
  90. {
  91. assert(mIsDeserializationActive);
  92. UINT64 instanceId = handle.getInstanceId();
  93. bool isInternalReference = false;
  94. auto findIter = mIdMapping.find(instanceId);
  95. if (findIter != mIdMapping.end())
  96. {
  97. if ((flags & GODM_UseNewIds) != 0)
  98. instanceId = findIter->second;
  99. isInternalReference = true;
  100. }
  101. if (isInternalReference || (!isInternalReference && (flags & GODM_RestoreExternal) != 0))
  102. {
  103. auto findIterObj = mObjects.find(instanceId);
  104. if (findIterObj != mObjects.end())
  105. handle._resolve(findIterObj->second);
  106. else
  107. {
  108. if ((flags & GODM_KeepMissing) == 0)
  109. handle._resolve(nullptr);
  110. }
  111. }
  112. else
  113. {
  114. if ((flags & GODM_KeepMissing) == 0)
  115. handle._resolve(nullptr);
  116. }
  117. }
  118. void GameObjectManager::registerDeserializedId(UINT64 serializedId, UINT64 actualId)
  119. {
  120. #if BS_DEBUG_MODE
  121. if(!mIsDeserializationActive)
  122. {
  123. BS_EXCEPT(InvalidStateException, "ID mapping may only be modified while deserialization is active.");
  124. }
  125. #endif
  126. mIdMapping[serializedId] = actualId;
  127. }
  128. void GameObjectManager::registerUnresolvedHandle(const GameObjectHandleBase& object)
  129. {
  130. #if BS_DEBUG_MODE
  131. if(!mIsDeserializationActive)
  132. {
  133. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  134. }
  135. #endif
  136. mUnresolvedHandles.push_back(object);
  137. }
  138. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  139. {
  140. #if BS_DEBUG_MODE
  141. if(!mIsDeserializationActive)
  142. {
  143. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  144. }
  145. #endif
  146. mEndCallbacks.push_back(callback);
  147. }
  148. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  149. {
  150. #if BS_DEBUG_MODE
  151. if (mIsDeserializationActive)
  152. {
  153. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  154. }
  155. #endif
  156. mGODeserializationMode = gameObjectDeserializationMode;
  157. }
  158. }