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_Invoke", &ScriptComponent::internal_invoke);
  36. metaData.scriptClass->addInternalCall("Internal_Destroy", &ScriptComponent::internal_destroy);
  37. }
  38. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  39. {
  40. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  41. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  42. if (checkIfDestroyed(so))
  43. return nullptr;
  44. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  45. return mc->getManagedInstance();
  46. }
  47. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  48. {
  49. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  50. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  51. if (checkIfDestroyed(so))
  52. return nullptr;
  53. ::MonoClass* baseClass = MonoUtil::getClass(type);
  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. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  62. if(MonoUtil::isSubClassOf(componentClass, baseClass))
  63. {
  64. return managedComponent->getManagedInstance();
  65. }
  66. }
  67. }
  68. return nullptr;
  69. }
  70. MonoArray* ScriptComponent::internal_getComponentsPerType(MonoObject* parentSceneObject, MonoReflectionType* type)
  71. {
  72. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  73. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  74. ::MonoClass* baseClass = MonoUtil::getClass(type);
  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. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  86. if (MonoUtil::isSubClassOf(componentClass, baseClass))
  87. managedComponents.push_back(managedComponent->getManagedInstance());
  88. }
  89. }
  90. }
  91. ScriptArray scriptArray(metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  92. for (UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  93. scriptArray.set(i, managedComponents[i]);
  94. return scriptArray.getInternal();
  95. }
  96. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  97. {
  98. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  99. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  100. Vector<MonoObject*> managedComponents;
  101. if (!checkIfDestroyed(so))
  102. {
  103. const Vector<HComponent>& mComponents = so->getComponents();
  104. for (auto& component : mComponents)
  105. {
  106. if (component->getTypeId() == TID_ManagedComponent)
  107. {
  108. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  109. managedComponents.push_back(managedComponent->getManagedInstance());
  110. }
  111. }
  112. }
  113. ScriptArray scriptArray(metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  114. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  115. scriptArray.set(i, managedComponents[i]);
  116. return scriptArray.getInternal();
  117. }
  118. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  119. {
  120. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  121. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  122. if (checkIfDestroyed(so))
  123. return;
  124. ::MonoClass* baseClass = MonoUtil::getClass(type);
  125. const Vector<HComponent>& mComponents = so->getComponents();
  126. for(auto& component : mComponents)
  127. {
  128. if(component->getTypeId() == TID_ManagedComponent)
  129. {
  130. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  131. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  132. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  133. if (MonoUtil::isSubClassOf(componentClass, baseClass))
  134. {
  135. managedComponent->destroy();
  136. return;
  137. }
  138. }
  139. }
  140. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  141. }
  142. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  143. {
  144. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  145. return nullptr;
  146. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  147. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  148. assert(scriptSO->getManagedInstance() != nullptr);
  149. return scriptSO->getManagedInstance();
  150. }
  151. TransformChangedFlags ScriptComponent::internal_getNotifyFlags(ScriptComponent* nativeInstance)
  152. {
  153. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  154. return nativeInstance->mManagedComponent->mNotifyFlags;
  155. return TCF_None;
  156. }
  157. void ScriptComponent::internal_setNotifyFlags(ScriptComponent* nativeInstance, TransformChangedFlags flags)
  158. {
  159. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  160. nativeInstance->mManagedComponent->mNotifyFlags = flags;
  161. }
  162. void ScriptComponent::internal_invoke(ScriptComponent* nativeInstance, MonoString* name)
  163. {
  164. HManagedComponent comp = nativeInstance->mManagedComponent;
  165. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  166. return;
  167. MonoObject* compObj = comp->getManagedInstance();
  168. MonoClass* compClass = comp->getClass();
  169. bool found = false;
  170. String methodName = MonoUtil::monoToString(name);
  171. while (compClass != nullptr)
  172. {
  173. MonoMethod* method = compClass->getMethod(methodName);
  174. if (method != nullptr)
  175. {
  176. method->invoke(compObj, nullptr);
  177. found = true;
  178. break;
  179. }
  180. // Search for methods on base class if there is one
  181. MonoClass* baseClass = compClass->getBaseClass();
  182. if (baseClass != metaData.scriptClass)
  183. compClass = baseClass;
  184. else
  185. break;
  186. }
  187. if (!found)
  188. {
  189. LOGWRN("Method invoke failed. Cannot find method \"" + methodName + "\" on component of type \"" +
  190. compClass->getTypeName() + "\".");
  191. }
  192. }
  193. void ScriptComponent::internal_destroy(ScriptComponent* nativeInstance, bool immediate)
  194. {
  195. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  196. nativeInstance->mManagedComponent->destroy(immediate);
  197. }
  198. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  199. {
  200. if (handle.isDestroyed())
  201. {
  202. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + toString(handle.getInstanceId()));
  203. return true;
  204. }
  205. return false;
  206. }
  207. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  208. {
  209. SPtr<ManagedSerializableObjectInfo> currentObjInfo = nullptr;
  210. // See if this type even still exists
  211. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  212. {
  213. mTypeMissing = true;
  214. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  215. }
  216. mTypeMissing = false;
  217. return currentObjInfo->mMonoClass->createInstance(construct);
  218. }
  219. ScriptObjectBackup ScriptComponent::beginRefresh()
  220. {
  221. ScriptGameObjectBase::beginRefresh();
  222. ScriptObjectBackup backupData;
  223. // It's possible that managed component is destroyed but a reference to it
  224. // is still kept. Don't backup such components.
  225. if (!mManagedComponent.isDestroyed(true))
  226. backupData.data = mManagedComponent->backup(true);
  227. return backupData;
  228. }
  229. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  230. {
  231. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  232. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  233. ScriptGameObjectBase::endRefresh(backupData);
  234. }
  235. void ScriptComponent::_onManagedInstanceDeleted()
  236. {
  237. mManagedInstance = nullptr;
  238. // It's possible that managed component is destroyed but a reference to it
  239. // is still kept during assembly refresh. Such components shouldn't be restored
  240. // so we delete them.
  241. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  242. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  243. }
  244. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  245. {
  246. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  247. }
  248. }