BsGameObjectManager.cpp 6.4 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. objPair.second->destroyInternal(objPair.second, true);
  52. mQueuedForDestroy.clear();
  53. }
  54. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object, UINT64 originalId)
  55. {
  56. object->initialize(object, mNextAvailableID);
  57. // If deserialization is active we must ensure all handles pointing to the same object share GameObjectHandleData,
  58. // so check if any handles referencing this object have been created. See ::registerUnresolvedHandle for
  59. // further explanation.
  60. if (mIsDeserializationActive)
  61. {
  62. assert(originalId != 0 && "You must provide an original ID when registering a deserialized game object.");
  63. auto iterFind = mUnresolvedHandleData.find(originalId);
  64. if (iterFind != mUnresolvedHandleData.end())
  65. {
  66. GameObjectHandleBase handle;
  67. handle.mData = iterFind->second;
  68. handle._setHandleData(object);
  69. mObjects[mNextAvailableID] = handle;
  70. mIdMapping[originalId] = mNextAvailableID;
  71. mNextAvailableID++;
  72. return handle;
  73. }
  74. else
  75. {
  76. GameObjectHandleBase handle(object);
  77. mObjects[mNextAvailableID] = handle;
  78. mIdMapping[originalId] = mNextAvailableID;
  79. mNextAvailableID++;
  80. return handle;
  81. }
  82. }
  83. GameObjectHandleBase handle(object);
  84. mObjects[mNextAvailableID] = handle;
  85. mNextAvailableID++;
  86. return handle;
  87. }
  88. void GameObjectManager::unregisterObject(GameObjectHandleBase& object)
  89. {
  90. mObjects.erase(object->getInstanceId());
  91. onDestroyed(object);
  92. object.destroy();
  93. }
  94. void GameObjectManager::startDeserialization()
  95. {
  96. assert(!mIsDeserializationActive);
  97. mIsDeserializationActive = true;
  98. }
  99. void GameObjectManager::endDeserialization()
  100. {
  101. assert(mIsDeserializationActive);
  102. for (auto& unresolvedHandle : mUnresolvedHandles)
  103. resolveDeserializedHandle(unresolvedHandle, mGODeserializationMode);
  104. for (auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  105. {
  106. (*iter)();
  107. }
  108. mIsDeserializationActive = false;
  109. mActiveDeserializedObject = nullptr;
  110. mIdMapping.clear();
  111. mUnresolvedHandles.clear();
  112. mEndCallbacks.clear();
  113. mUnresolvedHandleData.clear();
  114. }
  115. void GameObjectManager::resolveDeserializedHandle(UnresolvedHandle& data, UINT32 flags)
  116. {
  117. assert(mIsDeserializationActive);
  118. UINT64 instanceId = data.originalInstanceId;
  119. bool isInternalReference = false;
  120. auto findIter = mIdMapping.find(instanceId);
  121. if (findIter != mIdMapping.end())
  122. {
  123. if ((flags & GODM_UseNewIds) != 0)
  124. instanceId = findIter->second;
  125. isInternalReference = true;
  126. }
  127. if (isInternalReference || (!isInternalReference && (flags & GODM_RestoreExternal) != 0))
  128. {
  129. auto findIterObj = mObjects.find(instanceId);
  130. if (findIterObj != mObjects.end())
  131. data.handle._resolve(findIterObj->second);
  132. else
  133. {
  134. if ((flags & GODM_KeepMissing) == 0)
  135. data.handle._resolve(nullptr);
  136. }
  137. }
  138. else
  139. {
  140. if ((flags & GODM_KeepMissing) == 0)
  141. data.handle._resolve(nullptr);
  142. }
  143. }
  144. void GameObjectManager::registerUnresolvedHandle(UINT64 originalId, GameObjectHandleBase& object)
  145. {
  146. #if BS_DEBUG_MODE
  147. if (!mIsDeserializationActive)
  148. {
  149. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  150. }
  151. #endif
  152. // All handles that are deserialized during a single begin/endDeserialization session pointing to the same object
  153. // must share the same GameObjectHandleData as that makes certain operations in other systems much simpler.
  154. // Therefore we store all the unresolved handles, and if a handle pointing to the same object was already
  155. // processed, or that object was already created we replace the handle's internal GameObjectHandleData.
  156. // Update the provided handle to ensure all handles pointing to the same object share the same handle data
  157. bool foundHandleData = false;
  158. // Search object that are currently being deserialized
  159. auto iterFind = mIdMapping.find(originalId);
  160. if (iterFind != mIdMapping.end())
  161. {
  162. auto iterFind2 = mObjects.find(iterFind->second);
  163. if (iterFind2 != mObjects.end())
  164. {
  165. object.mData = iterFind2->second.mData;
  166. foundHandleData = true;
  167. }
  168. }
  169. // Search previously deserialized handles
  170. if (!foundHandleData)
  171. {
  172. auto iterFind = mUnresolvedHandleData.find(originalId);
  173. if (iterFind != mUnresolvedHandleData.end())
  174. {
  175. object.mData = iterFind->second;
  176. foundHandleData = true;
  177. }
  178. }
  179. // If still not found, this is the first such handle so register its handle data
  180. mUnresolvedHandleData[originalId] = object.mData;
  181. mUnresolvedHandles.push_back({ originalId, object });
  182. }
  183. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  184. {
  185. #if BS_DEBUG_MODE
  186. if (!mIsDeserializationActive)
  187. {
  188. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  189. }
  190. #endif
  191. mEndCallbacks.push_back(callback);
  192. }
  193. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  194. {
  195. #if BS_DEBUG_MODE
  196. if (mIsDeserializationActive)
  197. {
  198. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  199. }
  200. #endif
  201. mGODeserializationMode = gameObjectDeserializationMode;
  202. }
  203. }