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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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 3 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plKeyImp_inc
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#define plKeyImp_inc
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#include "plKey.h"
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#include "hsTemplates.h"
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#include "plUoid.h"
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#include "hsBitVector.h"
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#include "plRefFlags.h"
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//------------------------------------
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// plKey is a handle to a keyedObject
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//------------------------------------
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class plKeyImp : public plKeyData
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{
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public:
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plKeyImp();
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plKeyImp(plUoid, UInt32 pos,UInt32 len);
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virtual ~plKeyImp();
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virtual const plUoid& GetUoid() const { return fUoid; }
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virtual const char* GetName() const;
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virtual hsKeyedObject* GetObjectPtr();
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virtual hsKeyedObject* ObjectIsLoaded() const;
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virtual hsKeyedObject* VerifyLoaded();
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// called before writing to disk so that static keys can have faster lookups (int compare instead of string compare)
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void SetObjectID(UInt32 id) {fUoid.SetObjectID(id);}
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//----------------------
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// I/O
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// ResMgr performs read, so it can search for an existing instance....
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//----------------------
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void Read(hsStream* s);
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void Write(hsStream* s);
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void WriteObject(hsStream* s);
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// For when you need to skip over a key in a stream
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static void SkipRead(hsStream* s);
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UInt32 GetStartPos() const { return fStartPos; } // for ResMgr to read the Objects
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UInt32 GetDataLen() const { return fDataLen; } // for ResMgr to read the Objects
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//----------------------
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// Allow a keyed object to behave as if it has an active ref when in fact the object
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// should only be active ref'ed by a non-keyed parent. Essentially just bumps/decs
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// the active ref count to facilitate normal object creation/destruction
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//----------------------
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virtual hsKeyedObject* RefObject(plRefFlags::Type flags = plRefFlags::kActiveRef);
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virtual void UnRefObject(plRefFlags::Type flags = plRefFlags::kActiveRef);
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//----------------------
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// Release has two behaviors, depending on whether the ref is active or passive:
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// Active - Release decs the ActiveRefCnt. When it gets to zero, the object will be deleted.
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// Passive - Unregisters my interest in when the object is created or destroyed.
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//----------------------
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virtual void Release(plKey targetKey);
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void UnRegister();
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void SetUoid(const plUoid& uoid);
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void SetupNotify(plRefMsg* msg, plRefFlags::Type flags);
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// hsKeyedObject use only!
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hsKeyedObject* SetObjectPtr(hsKeyedObject* p);
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////////////////////////////////////////////////////////////////////////////
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// ResManager/Registry use only!
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//
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//----------------------
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// Clone access
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//----------------------
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void AddClone(plKeyImp* c);
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void RemoveClone(plKeyImp* c) const;
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plKey GetClone(UInt32 playerID, UInt32 cloneID) const;
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void CopyForClone(const plKeyImp* p, UInt32 playerID, UInt32 cloneID); // Copy the contents of p for cloning process
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UInt32 GetNumClones();
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plKey GetCloneByIdx(UInt32 idx);
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plKey GetCloneOwner() { return fCloneOwner; }
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void NotifyCreated();
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void ISetupNotify(plRefMsg* msg, plRefFlags::Type flags); // Setup notifcations for reference, don't send anything.
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void AddRef(plKeyImp* key) const;
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UInt16 GetNumRefs() const { return fRefs.GetCount(); }
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plKeyImp* GetRef(int i) const { return fRefs[i]; }
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void RemoveRef(plKeyImp *key) const;
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virtual UInt16 GetActiveRefs() const { return fNumActiveRefs; }
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virtual UInt16 GetNumNotifyCreated() const { return fNotifyCreated.GetCount(); }
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virtual plRefMsg* GetNotifyCreated(int i) const { return fNotifyCreated[i]; }
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virtual const hsBitVector& GetActiveBits() const { return fActiveRefs; }
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protected:
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void AddNotifyCreated(plRefMsg* msg, plRefFlags::Type flags);
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void ClearNotifyCreated();
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UInt16 GetNumNotifyCreated() { return fNotifyCreated.GetCount(); }
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plRefMsg* GetNotifyCreated(int i) { return fNotifyCreated[i]; }
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void RemoveNotifyCreated(int i);
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UInt16 IncActiveRefs() { return ++fNumActiveRefs; }
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UInt16 DecActiveRefs() { return fNumActiveRefs ? --fNumActiveRefs : 0; }
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hsBool IsActiveRef(int i) const { return fActiveRefs.IsBitSet(i) != 0; }
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void SetActiveRef(int i, hsBool on=true) { fActiveRefs.SetBit(i, on); }
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hsBool IsNotified(int i) const { return fNotified.IsBitSet(i) != 0; }
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void SetNotified(int i, hsBool on=true) { fNotified.SetBit(i, on); }
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void SatisfyPending(plRefMsg* msg) const;
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void SatisfyPending() const;
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void INotifySelf(hsKeyedObject* ko);
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void INotifyDestroyed();
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void IClearRefs();
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void IRelease(plKeyImp* keyImp);
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hsKeyedObject* fObjectPtr;
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// These fields are the ones actually saved to disk
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plUoid fUoid;
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UInt32 fStartPos; // where I live in the Datafile
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UInt32 fDataLen; // Length in the Datafile
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// Following used by hsResMgr to notify on defered load or when a passive ref is destroyed.
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UInt16 fNumActiveRefs; // num active refs on me
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hsBitVector fActiveRefs; // Which of notify created are active refs
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hsBitVector fNotified; // which of notifycreated i've already notified.
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hsTArray<plRefMsg*> fNotifyCreated; // people to notify when I'm created or destroyed
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mutable hsTArray<plKeyImp*> fRefs; // refs I've made (to be released when I'm unregistered).
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mutable Int16 fPendingRefs; // Outstanding requests I have out.
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mutable hsTArray<plKeyImp*> fClones; // clones of me
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mutable plKey fCloneOwner; // pointer for clones back to the owning key
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};
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#endif // hsRegistry_inc
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