| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Utility/BsModule.h" |
| 7 | #include "Scene/BsGameObject.h" |
| 8 | |
| 9 | namespace bs |
| 10 | { |
| 11 | /** @addtogroup Scene-Internal |
| 12 | * @{ |
| 13 | */ |
| 14 | |
| 15 | /** Possible modes to use when deserializing game objects. */ |
| 16 | enum GameObjectDeserializationModeFlags |
| 17 | { |
| 18 | /** All handles will point to old ID that were restored from the deserialized file. */ |
| 19 | GODM_UseOriginalIds = 0x01, |
| 20 | /** All handles will point to new IDs that were given to the deserialized GameObjects. */ |
| 21 | GODM_UseNewIds = 0x02, |
| 22 | /** Handles pointing to GameObjects outside of the currently deserialized set |
| 23 | will attempt to be restored in case those objects are still active. */ |
| 24 | GODM_RestoreExternal = 0x04, |
| 25 | /** Handles pointing to GameObjects outside of the currently deserialized set |
| 26 | will be broken. */ |
| 27 | GODM_BreakExternal = 0x08, |
| 28 | /** Handles pointing to GameObjects that cannot be found will not be set to null. */ |
| 29 | GODM_KeepMissing = 0x10, |
| 30 | /** When enabled, new UUIDs will be generated for all deserialized game objects. */ |
| 31 | GODM_UseNewUUID = 0x20 |
| 32 | }; |
| 33 | |
| 34 | /** |
| 35 | * Tracks GameObject creation and destructions. Also resolves GameObject references from GameObject handles. |
| 36 | * |
| 37 | * @note Sim thread only. |
| 38 | */ |
| 39 | class BS_CORE_EXPORT GameObjectManager : public Module<GameObjectManager> |
| 40 | { |
| 41 | public: |
| 42 | GameObjectManager() = default; |
| 43 | ~GameObjectManager(); |
| 44 | |
| 45 | /** |
| 46 | * Registers a new GameObject and returns the handle to the object. |
| 47 | * |
| 48 | * @param[in] object Constructed GameObject to wrap in the handle and initialize. |
| 49 | * @return Handle to the GameObject. |
| 50 | * |
| 51 | * @note Thread safe. |
| 52 | */ |
| 53 | GameObjectHandleBase registerObject(const SPtr<GameObject>& object); |
| 54 | |
| 55 | /** |
| 56 | * Unregisters a GameObject. Handles to this object will no longer be valid after this call. This should be called |
| 57 | * whenever a GameObject is destroyed. |
| 58 | * |
| 59 | * @note Thread safe. |
| 60 | */ |
| 61 | void unregisterObject(GameObjectHandleBase& object); |
| 62 | |
| 63 | /** |
| 64 | * Attempts to find a GameObject handle based on the GameObject instance ID. Returns empty handle if ID cannot be |
| 65 | * found. |
| 66 | * |
| 67 | * @note Thread safe. |
| 68 | */ |
| 69 | GameObjectHandleBase getObject(UINT64 id) const; |
| 70 | |
| 71 | /** |
| 72 | * Attempts to find a GameObject handle based on the GameObject instance ID. Returns true if object with the |
| 73 | * specified ID is found, false otherwise. |
| 74 | * |
| 75 | * @note Thread safe. |
| 76 | */ |
| 77 | bool tryGetObject(UINT64 id, GameObjectHandleBase& object) const; |
| 78 | |
| 79 | /** |
| 80 | * Checks if the GameObject with the specified instance ID exists. |
| 81 | * |
| 82 | * @note Thread safe. |
| 83 | */ |
| 84 | bool objectExists(UINT64 id) const; |
| 85 | |
| 86 | /** |
| 87 | * Changes the instance ID by which an object can be retrieved by. |
| 88 | * |
| 89 | * @note Caller is required to update the object itself with the new ID. |
| 90 | * @note Thread safe. |
| 91 | */ |
| 92 | void remapId(UINT64 oldId, UINT64 newId); |
| 93 | |
| 94 | /** |
| 95 | * Allocates a new unique game object ID. |
| 96 | * |
| 97 | * @note Thread safe. |
| 98 | */ |
| 99 | UINT64 reserveId(); |
| 100 | |
| 101 | /** Queues the object to be destroyed at the end of a GameObject update cycle. */ |
| 102 | void queueForDestroy(const GameObjectHandleBase& object); |
| 103 | |
| 104 | /** Destroys any GameObjects that were queued for destruction. */ |
| 105 | void destroyQueuedObjects(); |
| 106 | |
| 107 | /** Triggered when a game object is being destroyed. */ |
| 108 | Event<void(const HGameObject&)> onDestroyed; |
| 109 | |
| 110 | private: |
| 111 | std::atomic<UINT64> mNextAvailableID = { 1 } ; // 0 is not a valid ID |
| 112 | Map<UINT64, GameObjectHandleBase> mObjects; |
| 113 | Map<UINT64, GameObjectHandleBase> mQueuedForDestroy; |
| 114 | |
| 115 | mutable Mutex mMutex; |
| 116 | }; |
| 117 | |
| 118 | /** Resolves game object handles and ID during deserialization of a game object hierarchy. */ |
| 119 | class BS_CORE_EXPORT GameObjectDeserializationState |
| 120 | { |
| 121 | private: |
| 122 | /** Contains data for an yet unresolved game object handle. */ |
| 123 | struct UnresolvedHandle |
| 124 | { |
| 125 | UINT64 originalInstanceId; |
| 126 | GameObjectHandleBase handle; |
| 127 | }; |
| 128 | |
| 129 | public: |
| 130 | /** |
| 131 | * Starts game object deserialization. |
| 132 | * |
| 133 | * @param[in] options One or a combination of GameObjectDeserializationModeFlags, controlling how |
| 134 | * are game objects deserialized. |
| 135 | */ |
| 136 | GameObjectDeserializationState(UINT32 options = GODM_UseNewIds | GODM_BreakExternal); |
| 137 | ~GameObjectDeserializationState(); |
| 138 | |
| 139 | /** Queues the specified handle and resolves it when deserialization ends. */ |
| 140 | void registerUnresolvedHandle(UINT64 originalId, GameObjectHandleBase& object); |
| 141 | |
| 142 | /** Notifies the system about a new deserialized game object and its original ID. */ |
| 143 | void registerObject(UINT64 originalId, GameObjectHandleBase& object); |
| 144 | |
| 145 | /** Registers a callback that will be triggered when GameObject serialization ends. */ |
| 146 | void registerOnDeserializationEndCallback(std::function<void()> callback); |
| 147 | |
| 148 | /** Resolves all registered handles and objects, and triggers end callbacks. */ |
| 149 | void resolve(); |
| 150 | |
| 151 | private: |
| 152 | UnorderedMap<UINT64, UINT64> mIdMapping; |
| 153 | UnorderedMap<UINT64, SPtr<GameObjectHandleData>> mUnresolvedHandleData; |
| 154 | UnorderedMap<UINT64, GameObjectHandleBase> mDeserializedObjects; |
| 155 | Vector<UnresolvedHandle> mUnresolvedHandles; |
| 156 | Vector<std::function<void()>> mEndCallbacks; |
| 157 | UINT32 mOptions; |
| 158 | }; |
| 159 | |
| 160 | /** @} */ |
| 161 | } |