Example #1
0
/// Modify the name, owner, or instance index of this object.
///
/// @param[in] rParameters  Object rename parameters.
///
/// @return  True if this object was renamed successfully, false if not.
///
/// @see GetName(), GetOwner(), GetInstanceIndex()
bool GameObject::Rename( const RenameParameters& rParameters )
{
    Name name = rParameters.name;
    GameObject* pOwner = rParameters.spOwner;
    uint32_t instanceIndex = rParameters.instanceIndex;

    HELIUM_TRACE(
        TraceLevels::Debug,
        TXT("GameObject::Rename(): Renaming object \"%s\" to \"%s\" (Old Owner: \"%s\". New Owner: \"%s\".)\n"),
        *m_name,
        *rParameters.name,
        m_spOwner.ReferencesObject() ? *m_spOwner->GetPath().ToString() : TXT("[none]"),
        rParameters.spOwner.ReferencesObject() ? *rParameters.spOwner->GetPath().ToString() : TXT("[none]"));

    // Only allow setting an empty name if no owner or instance index are given and this object has no children.
    if( name.IsEmpty() )
    {
        HELIUM_ASSERT( !pOwner );
        HELIUM_ASSERT( IsInvalid( instanceIndex ) );
        if( pOwner || IsValid( instanceIndex ) )
        {
            HELIUM_TRACE(
                TraceLevels::Error,
                ( TXT( "GameObject::Rename(): Objects cannot have name information cleared if being assigned an " )
                  TXT( "owner or instance index.\n" ) ) );

            return false;
        }

        HELIUM_ASSERT( !m_wpFirstChild );
        if( m_wpFirstChild )
        {
            HELIUM_TRACE(
                TraceLevels::Error,
                TXT( "GameObject::Rename(): Cannot clear name information for objects with children.\n" ) );

            return false;
        }
    }

    // Don't allow setting the owner to ourself.
    if( pOwner == this )
    {
        HELIUM_TRACE( TraceLevels::Error, TXT( "GameObject::Rename(): Cannot set the owner of an object to itself.\n" ) );

        return false;
    }

    // Don't allow setting the owner to an object with no name information.
    if( pOwner && pOwner->m_name.IsEmpty() )
    {
        HELIUM_TRACE(
            TraceLevels::Error,
            TXT( "GameObject::Rename(): Cannot set the owner of an object to an object with no path information.\n" ) );

        return false;
    }

    if( IsPackage() )
    {
        // Don't allow package objects to be children of non-package objects.
        if( pOwner && !pOwner->IsPackage() )
        {
            HELIUM_TRACE(
                TraceLevels::Error,
                TXT( "GameObject::Rename(): Cannot set a non-package as the owner of a package.\n" ) );

            return false;
        }

        // Don't allow instance indexing for packages.
        if( IsValid( instanceIndex ) )
        {
            HELIUM_TRACE(
                TraceLevels::Error,
                TXT( "GameObject::Rename(): Instance indexing not supported for packages.\n" ) );

            return false;
        }
    }

    // Don't need to do anything if the name, owner, and instance index are not changing.
    if( name == m_name &&
        pOwner == m_spOwner &&
        ( instanceIndex == m_instanceIndex || ( instanceIndex == INSTANCE_INDEX_AUTO && IsValid( m_instanceIndex ) ) ) )
    {
        return true;
    }

    // Hold onto a reference to the current owner until we return from this function.  This is done in case this object
    // has the last strong reference to it, in which case we would encounter a deadlock if clearing its reference while
    // we still have a write lock on the object list (object destruction also requires acquiring a write lock).
    GameObjectPtr spOldOwner = m_spOwner;

    {
        // Acquire a write lock on the object list to prevent objects from being added and removed as well as keep
        // objects from being renamed while this object is being renamed.
        ScopeWriteLock scopeLock( sm_objectListLock );

        // Get the list of children belonging to the new owner.
        GameObjectWPtr& rwpOwnerFirstChild = ( pOwner ? pOwner->m_wpFirstChild : sm_wpFirstTopLevelObject );

        // Don't check for name clashes if we're clearing the object path name information.
        if( !name.IsEmpty() )
        {
            // Resolve name clashes either through the instance index lookup map (if an instance index will be assigned)
            // or through a child object search (if no instance index will be used).
            if( IsValid( instanceIndex ) )
            {
                // Get the instance index map for the requested object name.
                ChildNameInstanceIndexMap& rNameInstanceIndexMap = GetNameInstanceIndexMap();
                HELIUM_ASSERT( sm_pEmptyNameInstanceIndexMap );
                HELIUM_ASSERT( sm_pEmptyInstanceIndexSet );

                sm_pEmptyNameInstanceIndexMap->First() = ( pOwner ? pOwner->GetPath() : GameObjectPath( NULL_NAME ) );
                sm_pEmptyInstanceIndexSet->First() = name;

                ChildNameInstanceIndexMap::Accessor childNameMapAccessor;
                rNameInstanceIndexMap.Insert( childNameMapAccessor, *sm_pEmptyNameInstanceIndexMap );

                NameInstanceIndexMap::Accessor indexSetAccessor;
                childNameMapAccessor->Second().Insert( indexSetAccessor, *sm_pEmptyInstanceIndexSet );

                InstanceIndexSet& rIndexSet = indexSetAccessor->Second();
                InstanceIndexSet::ConstAccessor indexAccessor;

                if( instanceIndex == INSTANCE_INDEX_AUTO )
                {
                    // Pick an unused instance index.
                    instanceIndex = 0;
                    while( !rIndexSet.Insert( indexAccessor, instanceIndex ) )
                    {
                        ++instanceIndex;
                        HELIUM_ASSERT( instanceIndex < INSTANCE_INDEX_AUTO );
                    }
                }
                else
                {
                    // Attempt to acquire the specified instance index.
                    if( !rIndexSet.Insert( indexAccessor, instanceIndex ) )
                    {
                        HELIUM_TRACE(
                            TraceLevels::Error,
                            ( TXT( "GameObject::Rename(): Object already exists with the specified owner (%s), name " )
                              TXT( "(%s), and instance index (%" ) TPRIu32 TXT( ").\n" ) ),
                            ( pOwner ? *pOwner->GetPath().ToString() : TXT( "none" ) ),
                            *name,
                            instanceIndex );

                        return false;
                    }
                }
            }
            else
            {
                // Check each child of the new owner for a name clash.
                for( GameObject* pChild = rwpOwnerFirstChild; pChild != NULL; pChild = pChild->m_wpNextSibling )
                {
                    if( pChild->m_name == name && pChild->m_instanceIndex == instanceIndex )
                    {
                        HELIUM_TRACE(
                            TraceLevels::Error,
                            ( TXT( "GameObject::Rename(): Object already exists with the specified owner (%s) and " )
                              TXT( "name (%s).\n" ) ),
                            ( pOwner ? *pOwner->GetPath().ToString() : TXT( "none" ) ),
                            *name );

                        return false;
                    }
                }
            }
        }

        // Remove any old instance index tracking for the old path name.
        if( IsValid( m_instanceIndex ) )
        {
            GameObjectPath ownerPath = ( spOldOwner ? spOldOwner->GetPath() : GameObjectPath( NULL_NAME ) );

            ChildNameInstanceIndexMap& rNameInstanceIndexMap = GetNameInstanceIndexMap();

            ChildNameInstanceIndexMap::Accessor childMapAccessor;
            HELIUM_VERIFY( rNameInstanceIndexMap.Find( childMapAccessor, ownerPath ) );

            NameInstanceIndexMap& rNameMap = childMapAccessor->Second();
            NameInstanceIndexMap::Accessor nameMapAccessor;
            HELIUM_VERIFY( rNameMap.Find( nameMapAccessor, m_name ) );

            InstanceIndexSet& rIndexSet = nameMapAccessor->Second();
            HELIUM_VERIFY( rIndexSet.Remove( m_instanceIndex ) );

            /*
            if( rIndexSet.IsEmpty() )
            {
                HELIUM_VERIFY( rNameMap.Remove( nameMapAccessor ) );
                if( rNameMap.IsEmpty() )
                {
                    HELIUM_VERIFY( rNameInstanceIndexMap.Remove( childMapAccessor ) );
                }
            }
            */
        }

        // If the owner of this object is changing, remove this object from its old owner's list and add it to the new
        // owner.
        if( spOldOwner.Get() != pOwner || ( m_name.IsEmpty() ? !name.IsEmpty() : name.IsEmpty() ) )
        {
            // Object should not be in any child object lists if its name is empty.
            if( !m_name.IsEmpty() )
            {
                GameObjectWPtr& rwpOldOwnerFirstChild =
                    ( spOldOwner ? spOldOwner->m_wpFirstChild : sm_wpFirstTopLevelObject );

                GameObject* pPreviousChild = NULL;
                GameObject* pChild = rwpOldOwnerFirstChild;
                while( pChild )
                {
                    if( pChild == this )
                    {
                        ( pPreviousChild ? pPreviousChild->m_wpNextSibling : rwpOldOwnerFirstChild ) = m_wpNextSibling;
                        m_wpNextSibling.Release();

                        break;
                    }

                    pPreviousChild = pChild;
                    pChild = pChild->m_wpNextSibling;
                }
            }

            HELIUM_ASSERT( !m_wpNextSibling );

            // Only store the object in a child object list if it is being given a valid name.
            if( !name.IsEmpty() )
            {
                m_wpNextSibling = rwpOwnerFirstChild;
                rwpOwnerFirstChild = this;
            }
        }

        // Set the new path name.
        m_name = name;
        m_spOwner = pOwner;
        m_instanceIndex = instanceIndex;

        // Update path information for this object and its children.
        UpdatePath();
    }

    return true;
}