240 lines
8.8 KiB
C++
240 lines
8.8 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_COMPONENTMANAGER
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#define INCLUDED_COMPONENTMANAGER
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#include "Entity.h"
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#include "Components.h"
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#include "scriptinterface/ScriptInterface.h"
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#include <map>
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class IComponent;
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class CParamNode;
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class CMessage;
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class CSimContext;
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class CComponentManager
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{
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NONCOPYABLE(CComponentManager);
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public:
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// We can't use EInterfaceId/etc directly, since scripts dynamically generate new IDs
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// and casting arbitrary ints to enums is undefined behaviour, so use 'int' typedefs
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typedef int InterfaceId;
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typedef int ComponentTypeId;
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typedef int MessageTypeId;
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private:
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// Component allocation types
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typedef IComponent* (*AllocFunc)(ScriptInterface& scriptInterface, jsval ctor);
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typedef void (*DeallocFunc)(IComponent*);
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// ComponentTypes come in three types:
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// Native: normal C++ component
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// ScriptWrapper: C++ component that wraps a JS component implementation
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// Script: a ScriptWrapper linked to a specific JS component implementation
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enum EComponentTypeType
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{
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CT_Native,
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CT_ScriptWrapper,
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CT_Script
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};
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// Representation of a component type, to be used when instantiating components
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struct ComponentType
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{
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EComponentTypeType type;
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InterfaceId iid;
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AllocFunc alloc;
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DeallocFunc dealloc;
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std::string name;
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jsval ctor; // only valid if type == CT_Script
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};
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public:
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CComponentManager(const CSimContext&, bool skipScriptFunctions = false);
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~CComponentManager();
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void LoadComponentTypes();
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/**
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* Load a script and execute it in a new function scope.
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* @param filename VFS path to load
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* @param hotload set to true if this script has been loaded before, and redefinitions of
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* existing components should not be considered errors
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*/
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bool LoadScript(const std::wstring& filename, bool hotload = false);
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void RegisterMessageType(MessageTypeId mtid, const char* name);
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void RegisterComponentType(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*);
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void RegisterComponentTypeScriptWrapper(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*);
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void SubscribeToMessageType(MessageTypeId);
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void SubscribeGloballyToMessageType(MessageTypeId);
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/**
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* @param cname Requested component type name (not including any "CID" or "CCmp" prefix)
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* @return The component type id, or CID__Invalid if not found
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*/
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ComponentTypeId LookupCID(const std::string& cname) const;
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/**
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* @return The name of the given component type, or "" if not found
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*/
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std::string LookupComponentTypeName(ComponentTypeId cid) const;
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/**
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* Returns a new entity ID that has never been used before.
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* This affects the simulation state so it must only be called in network-synchronised ways.
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*/
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entity_id_t AllocateNewEntity();
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/**
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* Returns a new local entity ID that has never been used before.
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* This entity will not be synchronised over the network, stored in saved games, etc.
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*/
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entity_id_t AllocateNewLocalEntity();
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/**
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* Returns a new entity ID that has never been used before.
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* If possible, returns preferredId, and ensures this ID won't be allocated again.
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* This affects the simulation state so it must only be called in network-synchronised ways.
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*/
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entity_id_t AllocateNewEntity(entity_id_t preferredId);
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/**
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* Constructs a component of type 'cid', initialised with data 'paramNode',
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* and attaches it to entity 'ent'.
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*
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* @return true on success; false on failure, and logs an error message
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*/
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bool AddComponent(entity_id_t ent, ComponentTypeId cid, const CParamNode& paramNode);
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/**
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* Adds an externally-created component, so that it is returned by QueryInterface
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* but does not get destroyed and does not receive messages from the component manager.
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* (This is intended for unit tests that need to add mock objects the tested components
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* expect to exist.)
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*/
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void AddMockComponent(entity_id_t ent, InterfaceId iid, IComponent& component);
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/**
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* Allocates a component object of type 'cid', and attaches it to entity 'ent'.
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* (The component's Init is not called here - either Init or Deserialize must be called
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* before using the returned object.)
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*/
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IComponent* ConstructComponent(entity_id_t ent, ComponentTypeId cid);
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/**
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* Constructs an entity based on the given template, and adds it the world with
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* entity ID @p ent. There should not be any existing components with that entity ID.
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* @return ent, or INVALID_ENTITY on error
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*/
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entity_id_t AddEntity(const std::wstring& templateName, entity_id_t ent);
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/**
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* Destroys all the components belonging to the specified entity when FlushDestroyedComponents is called.
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* Has no effect if the entity does not exist, or has already been added to the destruction queue.
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*/
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void DestroyComponentsSoon(entity_id_t ent);
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/**
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* Does the actual destruction of components from DestroyComponentsSoon.
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* This must not be called if the component manager is on the call stack (since it
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* will break internal iterators).
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*/
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void FlushDestroyedComponents();
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IComponent* QueryInterface(entity_id_t ent, InterfaceId iid) const;
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const std::map<entity_id_t, IComponent*>& GetEntitiesWithInterface(InterfaceId iid) const;
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/**
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* Send a message, targeted at a particular entity. The message will be received by any
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* components of that entity which subscribed to the message type, and by any other components
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* that subscribed globally to the message type.
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*/
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void PostMessage(entity_id_t ent, const CMessage& msg) const;
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/**
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* Send a message, not targeted at any particular entity. The message will be received by any
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* components that subscribed (either globally or not) to the message type.
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*/
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void BroadcastMessage(const CMessage& msg) const;
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/**
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* Resets the dynamic simulation state (deletes all entities, resets entity ID counters;
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* doesn't unload/reload component scripts).
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*/
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void ResetState();
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// Various state serialization functions:
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bool ComputeStateHash(std::string& outHash);
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bool DumpDebugState(std::ostream& stream);
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// FlushDestroyedComponents must be called before SerializeState (since the destruction queue
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// won't get serialized)
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bool SerializeState(std::ostream& stream);
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bool DeserializeState(std::istream& stream);
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ScriptInterface& GetScriptInterface() { return m_ScriptInterface; }
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private:
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// Implementations of functions exposed to scripts
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static void Script_RegisterComponentType(void* cbdata, int iid, std::string cname, CScriptVal ctor);
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static void Script_RegisterInterface(void* cbdata, std::string name);
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static void Script_RegisterGlobal(void* cbdata, std::string name, CScriptVal value);
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static IComponent* Script_QueryInterface(void* cbdata, int ent, int iid);
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static void Script_PostMessage(void* cbdata, int ent, int mtid, CScriptVal data);
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static void Script_BroadcastMessage(void* cbdata, int mtid, CScriptVal data);
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static int Script_AddEntity(void* cbdata, std::string templateName);
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static int Script_AddLocalEntity(void* cbdata, std::string templateName);
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static void Script_DestroyEntity(void* cbdata, int ent);
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void SendGlobalMessage(const CMessage& msg) const;
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ComponentTypeId GetScriptWrapper(InterfaceId iid);
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ScriptInterface m_ScriptInterface;
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const CSimContext& m_SimContext;
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ComponentTypeId m_CurrentComponent; // used when loading component types
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bool m_CurrentlyHotloading;
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// TODO: some of these should be vectors
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std::map<ComponentTypeId, ComponentType> m_ComponentTypesById;
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std::map<InterfaceId, std::map<entity_id_t, IComponent*> > m_ComponentsByInterface;
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std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> > m_ComponentsByTypeId;
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std::map<MessageTypeId, std::vector<ComponentTypeId> > m_LocalMessageSubscriptions;
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std::map<MessageTypeId, std::vector<ComponentTypeId> > m_GlobalMessageSubscriptions;
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std::map<std::string, ComponentTypeId> m_ComponentTypeIdsByName;
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std::map<std::string, MessageTypeId> m_MessageTypeIdsByName;
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std::map<std::string, InterfaceId> m_InterfaceIdsByName;
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// TODO: maintaining both ComponentsBy* is nasty; can we get rid of one,
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// while keeping QueryInterface and PostMessage sufficiently efficient?
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std::vector<entity_id_t> m_DestructionQueue;
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ComponentTypeId m_NextScriptComponentTypeId;
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entity_id_t m_NextEntityId;
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entity_id_t m_NextLocalEntityId;
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friend class TestComponentManager;
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};
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#endif // INCLUDED_COMPONENTMANAGER
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