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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 plKey_h_inc
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#define plKey_h_inc
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#include "HeadSpin.h"
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#include "plRefFlags.h"
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#include "plString.h"
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class hsKeyedObject;
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class plRefMsg;
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class plUoid;
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class hsBitVector;
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//// plKey ///////////////////////////////////////////////////////////////////
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// Pointer to a plKeyData struct, which is a handle to a keyedObject
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class plKeyData;
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class plKeyImp;
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class plKey
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{
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public:
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// Constructors and destructors and copy stuff
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plKey();
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plKey(const plKey& rhs);
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plKey(void* ptr); // For constructing a nil key
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~plKey();
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plKey& operator=(const plKey& rhs);
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bool operator==(const plKey& rhs) const;
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bool operator==(const plKeyData* rhs) const;
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bool operator!=(const plKey& rhs) const { return !(*this == rhs); }
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bool operator!=(const plKeyData* rhs) const { return !(*this == rhs); }
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plKeyData* operator->() const;
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plKeyData& operator*() const;
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operator plKeyImp*() const { return (plKeyImp*)fKeyData; }
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static plKey Make(plKeyData* data) { return plKey(data, false); }
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protected:
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// Pointer to our real key
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plKeyData* fKeyData;
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void IIncRef();
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void IDecRef();
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// Internal constructor, extra param is to distinguish it from the void* constructor
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plKey(plKeyData* data, bool ignore);
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};
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//// plKeyData ///////////////////////////////////////////////////////////////
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// Base virtual class that provides the essential functionality you would
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// want from a plKey-ish thing.
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class plKeyData
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{
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public:
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virtual const plUoid& GetUoid() const=0;
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virtual const plString& GetName() const=0;
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virtual hsKeyedObject* GetObjectPtr()=0;
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virtual hsKeyedObject* ObjectIsLoaded() const=0;
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virtual hsKeyedObject* VerifyLoaded() = 0;
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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)=0;
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virtual void UnRefObject(plRefFlags::Type flags = plRefFlags::kActiveRef)=0;
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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)=0;
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virtual uint16_t GetActiveRefs() const = 0;
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virtual uint16_t GetNumNotifyCreated() const = 0;
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virtual plRefMsg* GetNotifyCreated(int i) const = 0;
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virtual const hsBitVector& GetActiveBits() const = 0;
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protected:
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// Protected so only the registry can create it
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plKeyData();
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virtual ~plKeyData();
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#ifdef HS_DEBUGGING
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// Debugging info fields
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plString fIDName;
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const char* fClassType;
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#endif
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//// RefCount Stuff //////////////////////////////////////////////////////////
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// The refcounts on plKeyData/plKeyImps are zero-based. When you first create
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// a new plKeyImp (which should ONLY ever be done inside the resMgr), it gets
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// a refcount of zero. Assigning a new plKey to represent it bumps it to 1,
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// and when that key goes away, the refcount drops to zero and the ResManager
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// is notified of the fact and may delete the keyImp.
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// So the only refcounts on keys outside of the resMgr should be one or more;
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// only inside the resMgr should there EVER exist keys with a refcount of 0.
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//
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// Using our own refCount system instead of hsRefCnt allows us to make it all
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// protected, so that only plKey can actually ref/unref, which is as it should
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// be.
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// Only one class should ever touch this...
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friend class plKey;
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// Refcount--the number of plKeys that have pointers to us.
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uint16_t fRefCount;
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};
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#endif // plKey_h_inc
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