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forked from 0ad/0ad
0ad/source/simulation2/system/ComponentManager.h
wraitii f3aedf88a6 Introduce C++ templates replacements for DEFINE_INTERFACE_X and RegisterFunction macros
The new methods:
- aren't included in ScriptInterface.h directly, lightening that header
- don't use boost CPP
- don't need argument types or number or constness to be specified
- can work with object methods somewhat transparently
- support optional cmptPrivate (allowing removal of many UNUSED macro)
- support optional const ScriptRequest&, which is safer.

This first diff changes only some of the JSI files & the component
manager. Further diffs will update other files and finally delete the
current code.

Differential Revision: https://code.wildfiregames.com/D2818
This was SVN commit r24969.
2021-03-01 20:52:24 +00:00

340 lines
13 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_COMPONENTMANAGER
#define INCLUDED_COMPONENTMANAGER
#include "ps/Filesystem.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include <boost/random/linear_congruential.hpp>
#include <map>
#include <set>
#include <unordered_map>
class IComponent;
class CParamNode;
class CMessage;
class CSimContext;
class CDynamicSubscription;
class CComponentManager
{
NONCOPYABLE(CComponentManager);
public:
// We can't use EInterfaceId/etc directly, since scripts dynamically generate new IDs
// and casting arbitrary ints to enums is undefined behaviour, so use 'int' typedefs
typedef int InterfaceId;
typedef int ComponentTypeId;
typedef int MessageTypeId;
private:
// Component allocation types
typedef IComponent* (*AllocFunc)(const ScriptInterface& scriptInterface, JS::HandleValue ctor);
typedef void (*DeallocFunc)(IComponent*);
// ComponentTypes come in three types:
// Native: normal C++ component
// ScriptWrapper: C++ component that wraps a JS component implementation
// Script: a ScriptWrapper linked to a specific JS component implementation
enum EComponentTypeType
{
CT_Native,
CT_ScriptWrapper,
CT_Script
};
// Representation of a component type, to be used when instantiating components
struct ComponentType
{
EComponentTypeType type;
InterfaceId iid;
AllocFunc alloc;
DeallocFunc dealloc;
std::string name;
std::string schema; // RelaxNG fragment
std::unique_ptr<JS::PersistentRootedValue> ctor; // only valid if type == CT_Script
};
public:
CComponentManager(CSimContext&, shared_ptr<ScriptContext> cx, bool skipScriptFunctions = false);
~CComponentManager();
void LoadComponentTypes();
/**
* Load a script and execute it in a new function scope.
* @param filename VFS path to load
* @param hotload set to true if this script has been loaded before, and redefinitions of
* existing components should not be considered errors
*/
bool LoadScript(const VfsPath& filename, bool hotload = false);
void RegisterMessageType(MessageTypeId mtid, const char* name);
void RegisterComponentType(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*, const std::string& schema);
void RegisterComponentTypeScriptWrapper(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*, const std::string& schema);
void MarkScriptedComponentForSystemEntity(CComponentManager::ComponentTypeId cid);
/**
* Subscribe the current component type to the given message type.
* Each component's HandleMessage will be called on any BroadcastMessage of this message type,
* or on any PostMessage of this type targeted at the component's entity.
* Must only be called by a component type's ClassInit.
*/
void SubscribeToMessageType(MessageTypeId mtid);
/**
* Subscribe the current component type to all messages of the given message type.
* Each component's HandleMessage will be called on any BroadcastMessage or PostMessage of this message type,
* regardless of the entity.
* Must only be called by a component type's ClassInit.
*/
void SubscribeGloballyToMessageType(MessageTypeId mtid);
/**
* Subscribe the given component instance to all messages of the given message type.
* The component's HandleMessage will be called on any BroadcastMessage or PostMessage of
* this message type, regardless of the entity.
*
* This can be called at any time (including inside the HandleMessage callback for this message type).
*
* The component type must not have statically subscribed to this message type in its ClassInit.
*
* The subscription status is not saved or network-synchronised. Components must remember to
* resubscribe in their Deserialize methods if they still want the message.
*
* This is primarily intended for Interpolate and RenderSubmit messages, to avoid the cost of
* sending the message to components that do not currently need to do any rendering.
*/
void DynamicSubscriptionNonsync(MessageTypeId mtid, IComponent* component, bool enabled);
/**
* @param cname Requested component type name (not including any "CID" or "CCmp" prefix)
* @return The component type id, or CID__Invalid if not found
*/
ComponentTypeId LookupCID(const std::string& cname) const;
/**
* @return The name of the given component type, or "" if not found
*/
std::string LookupComponentTypeName(ComponentTypeId cid) const;
/**
* Set up an empty SYSTEM_ENTITY. Must be called after ResetState() and before GetSystemEntity().
*/
void InitSystemEntity();
/**
* Returns a CEntityHandle with id SYSTEM_ENTITY.
*/
CEntityHandle GetSystemEntity() { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
/**
* Returns a CEntityHandle with id @p ent.
* If @p allowCreate is true and there is no existing CEntityHandle, a new handle will be allocated.
*/
CEntityHandle LookupEntityHandle(entity_id_t ent, bool allowCreate = false);
/**
* Returns true if the entity with id @p ent exists.
*/
bool EntityExists(entity_id_t ent) const;
/**
* Returns a new entity ID that has never been used before.
* This affects the simulation state so it must only be called in network-synchronised ways.
*/
entity_id_t AllocateNewEntity();
/**
* Returns a new local entity ID that has never been used before.
* This entity will not be synchronised over the network, stored in saved games, etc.
*/
entity_id_t AllocateNewLocalEntity();
/**
* Returns a new entity ID that has never been used before.
* If possible, returns preferredId, and ensures this ID won't be allocated again.
* This affects the simulation state so it must only be called in network-synchronised ways.
*/
entity_id_t AllocateNewEntity(entity_id_t preferredId);
/**
* Constructs a component of type 'cid', initialised with data 'paramNode',
* and attaches it to entity 'ent'.
*
* @return true on success; false on failure, and logs an error message
*/
bool AddComponent(CEntityHandle ent, ComponentTypeId cid, const CParamNode& paramNode);
/**
* Add all system components to the system entity (skip the scripted components or the AI components on demand)
*/
void AddSystemComponents(bool skipScriptedComponents, bool skipAI);
/**
* Adds an externally-created component, so that it is returned by QueryInterface
* but does not get destroyed and does not receive messages from the component manager.
* (This is intended for unit tests that need to add mock objects the tested components
* expect to exist.)
*/
void AddMockComponent(CEntityHandle ent, InterfaceId iid, IComponent& component);
/**
* Allocates a component object of type 'cid', and attaches it to entity 'ent'.
* (The component's Init is not called here - either Init or Deserialize must be called
* before using the returned object.)
*/
IComponent* ConstructComponent(CEntityHandle ent, ComponentTypeId cid);
/**
* Constructs an entity based on the given template, and adds it the world with
* entity ID @p ent. There should not be any existing components with that entity ID.
* @return ent, or INVALID_ENTITY on error
*/
entity_id_t AddEntity(const std::wstring& templateName, entity_id_t ent);
/**
* Destroys all the components belonging to the specified entity when FlushDestroyedComponents is called.
* Has no effect if the entity does not exist, or has already been added to the destruction queue.
*/
void DestroyComponentsSoon(entity_id_t ent);
/**
* Does the actual destruction of components from DestroyComponentsSoon.
* This must not be called if the component manager is on the call stack (since it
* will break internal iterators).
*/
void FlushDestroyedComponents();
IComponent* QueryInterface(entity_id_t ent, InterfaceId iid) const;
using InterfacePair = std::pair<entity_id_t, IComponent*>;
using InterfaceList = std::vector<InterfacePair>;
using InterfaceListUnordered = std::unordered_map<entity_id_t, IComponent*>;
InterfaceList GetEntitiesWithInterface(InterfaceId iid) const;
const InterfaceListUnordered& GetEntitiesWithInterfaceUnordered(InterfaceId iid) const;
/**
* Send a message, targeted at a particular entity. The message will be received by any
* components of that entity which subscribed to the message type, and by any other components
* that subscribed globally to the message type.
*/
void PostMessage(entity_id_t ent, const CMessage& msg);
/**
* Send a message, not targeted at any particular entity. The message will be received by any
* components that subscribed (either globally or not) to the message type.
*/
void BroadcastMessage(const CMessage& msg);
/**
* Resets the dynamic simulation state (deletes all entities, resets entity ID counters;
* doesn't unload/reload component scripts).
*/
void ResetState();
/**
* Initializes the random number generator with a seed determined by the host.
*/
void SetRNGSeed(u32 seed);
// Various state serialization functions:
bool ComputeStateHash(std::string& outHash, bool quick) const;
bool DumpDebugState(std::ostream& stream, bool includeDebugInfo) const;
// FlushDestroyedComponents must be called before SerializeState (since the destruction queue
// won't get serialized)
bool SerializeState(std::ostream& stream) const;
bool DeserializeState(std::istream& stream);
std::string GenerateSchema() const;
ScriptInterface& GetScriptInterface() { return m_ScriptInterface; }
private:
// Implementations of functions exposed to scripts
void Script_RegisterComponentType_Common(int iid, const std::string& cname, JS::HandleValue ctor, bool reRegister, bool systemComponent);
void Script_RegisterComponentType(int iid, const std::string& cname, JS::HandleValue ctor);
void Script_RegisterSystemComponentType(int iid, const std::string& cname, JS::HandleValue ctor);
void Script_ReRegisterComponentType(int iid, const std::string& cname, JS::HandleValue ctor);
void Script_RegisterInterface(const std::string& name);
void Script_RegisterMessageType(const std::string& name);
void Script_RegisterGlobal(const std::string& name, JS::HandleValue value);
std::vector<int> Script_GetEntitiesWithInterface(int iid);
std::vector<IComponent*> Script_GetComponentsWithInterface(int iid);
void Script_PostMessage(int ent, int mtid, JS::HandleValue data);
void Script_BroadcastMessage(int mtid, JS::HandleValue data);
int Script_AddEntity(const std::wstring& templateName);
int Script_AddLocalEntity(const std::wstring& templateName);
CMessage* ConstructMessage(int mtid, JS::HandleValue data);
void SendGlobalMessage(entity_id_t ent, const CMessage& msg);
void FlattenDynamicSubscriptions();
void RemoveComponentDynamicSubscriptions(IComponent* component);
ComponentTypeId GetScriptWrapper(InterfaceId iid);
CEntityHandle AllocateEntityHandle(entity_id_t ent);
ScriptInterface m_ScriptInterface;
CSimContext& m_SimContext;
CEntityHandle m_SystemEntity;
ComponentTypeId m_CurrentComponent; // used when loading component types
bool m_CurrentlyHotloading;
// TODO: some of these should be vectors
std::map<ComponentTypeId, ComponentType> m_ComponentTypesById;
std::vector<CComponentManager::ComponentTypeId> m_ScriptedSystemComponents;
std::vector<std::unordered_map<entity_id_t, IComponent*> > m_ComponentsByInterface; // indexed by InterfaceId
std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> > m_ComponentsByTypeId;
std::map<MessageTypeId, std::vector<ComponentTypeId> > m_LocalMessageSubscriptions;
std::map<MessageTypeId, std::vector<ComponentTypeId> > m_GlobalMessageSubscriptions;
std::map<std::string, ComponentTypeId> m_ComponentTypeIdsByName;
std::map<std::string, MessageTypeId> m_MessageTypeIdsByName;
std::map<MessageTypeId, std::string> m_MessageTypeNamesById;
std::map<std::string, InterfaceId> m_InterfaceIdsByName;
std::map<MessageTypeId, CDynamicSubscription> m_DynamicMessageSubscriptionsNonsync;
std::map<IComponent*, std::set<MessageTypeId> > m_DynamicMessageSubscriptionsNonsyncByComponent;
std::unordered_map<entity_id_t, SEntityComponentCache*> m_ComponentCaches;
// TODO: maintaining both ComponentsBy* is nasty; can we get rid of one,
// while keeping QueryInterface and PostMessage sufficiently efficient?
std::vector<entity_id_t> m_DestructionQueue;
ComponentTypeId m_NextScriptComponentTypeId;
entity_id_t m_NextEntityId;
entity_id_t m_NextLocalEntityId;
boost::rand48 m_RNG;
friend class TestComponentManager;
};
#endif // INCLUDED_COMPONENTMANAGER