Esempio n. 1
0
void Node::RemoveComponents(bool removeReplicated, bool removeLocal)
{
    unsigned numRemoved = 0;

    for (unsigned i = components_.Size() - 1; i < components_.Size(); --i)
    {
        bool remove = false;
        Component* component = components_[i];

        if (component->GetID() < FIRST_LOCAL_ID && removeReplicated)
            remove = true;
        else if (component->GetID() >= FIRST_LOCAL_ID && removeLocal)
            remove = true;

        if (remove)
        {
            RemoveComponent(components_.Begin() + i);
            ++numRemoved;
        }
    }

    // Mark node dirty in all replication states
    if (numRemoved)
        MarkReplicationDirty();
}
Esempio n. 2
0
Node* Node::CloneRecursive(Node* parent, SceneResolver& resolver, CreateMode mode)
{
    // Create clone node
    Node* cloneNode = parent->CreateChild(0, (mode == REPLICATED && id_ < FIRST_LOCAL_ID) ? REPLICATED : LOCAL);
    resolver.AddNode(id_, cloneNode);

    // Copy attributes
    const Vector<AttributeInfo>* attributes = GetAttributes();
    for (unsigned j = 0; j < attributes->Size(); ++j)
    {
        const AttributeInfo& attr = attributes->At(j);
        // Do not copy network-only attributes, as they may have unintended side effects
        if (attr.mode_ & AM_FILE)
            cloneNode->SetAttribute(j, GetAttribute(j));
    }

    // Clone components
    for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
    {
        Component* component = *i;
        Component* cloneComponent = cloneNode->SafeCreateComponent(component->GetTypeName(), component->GetType(), 
            (mode == REPLICATED && component->GetID() < FIRST_LOCAL_ID) ? REPLICATED : LOCAL, 0);
        if (!cloneComponent)
        {
            LOGERROR("Could not clone component " + component->GetTypeName());
            continue;
        }
        resolver.AddComponent(component->GetID(), cloneComponent);

        const Vector<AttributeInfo>* compAttributes = component->GetAttributes();
        if (compAttributes)
        {
            for (unsigned j = 0; j < compAttributes->Size(); ++j)
            {
                const AttributeInfo& attr = compAttributes->At(j);
                if (attr.mode_ & AM_FILE)
                    cloneComponent->SetAttribute(j, component->GetAttribute(j));
            }
        }
    }

    // Clone child nodes recursively
    for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
    {
        Node* node = *i;
        node->CloneRecursive(cloneNode, resolver, mode);
    }

    return cloneNode;
}
Esempio n. 3
0
void ScriptInstance::OnGetAttribute(const AttributeInfo& attr, Variant& dest) const
{
    AttributeInfo* attrPtr = const_cast<AttributeInfo*>(&attr);

    // Get ID's for node / component handle attributes
    if (attr.mode_ & (AM_NODEID | AM_COMPONENTID))
    {
        // If a cached ID value has been stored, return it instead of querying from the actual object
        // (the object handle is likely null at that point)
        HashMap<AttributeInfo*, unsigned>::ConstIterator i = idAttributes_.Find(attrPtr);
        if (i != idAttributes_.End())
            dest = i->second_;
        else if (attr.mode_ & AM_NODEID)
        {
            Node* node = *(reinterpret_cast<Node**>(attr.ptr_));
            unsigned nodeID = node ? node->GetID() : 0;
            dest = nodeID;
        }
        else
        {
            Component* component = *(reinterpret_cast<Component**>(attr.ptr_));
            unsigned componentID = component ? component->GetID() : 0;
            dest = componentID;
        }
    }
    else if (attr.type_ == VAR_RESOURCEREF && attr.ptr_)
    {
        Resource* resource = *(reinterpret_cast<Resource**>(attr.ptr_));
        // If resource is non-null get its type and name hash. Otherwise get type from the default value
        dest = GetResourceRef(resource, attr.defaultValue_.GetResourceRef().type_);
    }
    else
        Serializable::OnGetAttribute(attr, dest);
}
//
// write_component
//
void ClientSidePrediction::write_component(VectorBuffer& message, Component& component)
{
    // Write ID
    message.WriteUInt(component.GetID());
    // Write type
    message.WriteStringHash(component.GetType());
    // Write attributes
    write_network_attributes(component, message);
}
Esempio n. 5
0
void PageDetail::InitJun(HTREEITEM hitem)
{
	CString strSubText; //节点名称
	CString strMainText;//节点类型名称
	CString strName;
    CString strType;
	int nNum = 0;
	int nKey;
	int nID;
	HTREEITEM hMainItem = NULL;
    HTREEITEM hSubItem = NULL;
	Component *pTemp = NULL;
	for(int i=1; i< 30; i++)
	{
		nNum = 0;
		IteratorPtr<Component> iteratorPtr(m_pCompManager->CreatJunIterator());
		hMainItem = m_tree.InsertItem(strMainText,hitem);
		for(iteratorPtr->Fist();!iteratorPtr->IsDone();iteratorPtr->Next())
		{
			pTemp = &iteratorPtr->CurrentItem();
			if(i == pTemp->GetID())
			{
				nKey = iteratorPtr->CurrentKey();
				nID = pTemp->GetKey();
				strName = pTemp->GetName(m_pScenario);
				strSubText.Format(_T("J%d(%s)"),nID,strName);
				hSubItem = m_tree.InsertItem(strSubText,hMainItem);
				m_tree.SetItemData(hSubItem,nKey);
				strType = pTemp->GetTypeName();
				nNum++;
			}
		}
		if(nNum != 0)
		{
			strMainText.Format(_T("%s(%d)"),strType,nNum);
			m_tree.SetItemText(hMainItem,strMainText);
			m_tree.SetItemData(hMainItem,2);
		}
		else
		{
			m_tree.DeleteItem(hMainItem);
		}
	}
}
Esempio n. 6
0
Node* Node::CloneRecursive(Node* parent, SceneResolver& resolver, CreateMode mode)
{
    // Create clone node
    Node* cloneNode = parent->CreateChild(0, (mode == REPLICATED && id_ < FIRST_LOCAL_ID) ? REPLICATED : LOCAL);
    resolver.AddNode(id_, cloneNode);

    // Copy attributes
    unsigned numAttributes = GetNumAttributes();
    for (unsigned j = 0; j < numAttributes; ++j)
        cloneNode->SetAttribute(j, GetAttribute(j));

    // Clone components
    for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
    {
        Component* component = *i;
        Component* cloneComponent = cloneNode->CreateComponent(component->GetType(), (mode == REPLICATED && component->GetID() <
            FIRST_LOCAL_ID) ? REPLICATED : LOCAL);
        if (!cloneComponent)
        {
            LOGERROR("Could not clone component " + component->GetTypeName());
            continue;
        }
        resolver.AddComponent(component->GetID(), cloneComponent);

        numAttributes = component->GetNumAttributes();
        for (unsigned j = 0; j < numAttributes; ++j)
            cloneComponent->SetAttribute(j, component->GetAttribute(j));
    }

    // Clone child nodes recursively
    for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
    {
        Node* node = *i;
        node->CloneRecursive(cloneNode, resolver, mode);
    }

    return cloneNode;
}
Esempio n. 7
0
void Node::PrepareNetworkUpdate()
{
    // Update dependency nodes list first
    dependencyNodes_.Clear();

    // Add the parent node, but if it is local, traverse to the first non-local node
    if (parent_ && parent_ != scene_)
    {
        Node* current = parent_;
        while (current->id_ >= FIRST_LOCAL_ID)
            current = current->parent_;
        if (current && current != scene_)
            dependencyNodes_.Push(current);
    }

    // Let the components add their dependencies
    for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
    {
        Component* component = *i;
        if (component->GetID() < FIRST_LOCAL_ID)
            component->GetDependencyNodes(dependencyNodes_);
    }

    // Then check for node attribute changes
    if (!networkState_)
        AllocateNetworkState();

    const Vector<AttributeInfo>* attributes = networkState_->attributes_;
    unsigned numAttributes = attributes->Size();

    if (networkState_->currentValues_.Size() != numAttributes)
    {
        networkState_->currentValues_.Resize(numAttributes);
        networkState_->previousValues_.Resize(numAttributes);

        // Copy the default attribute values to the previous state as a starting point
        for (unsigned i = 0; i < numAttributes; ++i)
            networkState_->previousValues_[i] = attributes->At(i).defaultValue_;
    }

    // Check for attribute changes
    for (unsigned i = 0; i < numAttributes; ++i)
    {
        const AttributeInfo& attr = attributes->At(i);
        OnGetAttribute(attr, networkState_->currentValues_[i]);

        if (networkState_->currentValues_[i] != networkState_->previousValues_[i])
        {
            networkState_->previousValues_[i] = networkState_->currentValues_[i];

            // Mark the attribute dirty in all replication states that are tracking this node
            for (PODVector<ReplicationState*>::Iterator j = networkState_->replicationStates_.Begin(); j !=
                networkState_->replicationStates_.End();
                ++j)
            {
                NodeReplicationState* nodeState = static_cast<NodeReplicationState*>(*j);
                nodeState->dirtyAttributes_.Set(i);

                // Add node to the dirty set if not added yet
                if (!nodeState->markedDirty_)
                {
                    nodeState->markedDirty_ = true;
                    nodeState->sceneState_->dirtyNodes_.Insert(id_);
                }
            }
        }
    }

    // Finally check for user var changes
    for (VariantMap::ConstIterator i = vars_.Begin(); i != vars_.End(); ++i)
    {
        VariantMap::ConstIterator j = networkState_->previousVars_.Find(i->first_);
        if (j == networkState_->previousVars_.End() || j->second_ != i->second_)
        {
            networkState_->previousVars_[i->first_] = i->second_;

            // Mark the var dirty in all replication states that are tracking this node
            for (PODVector<ReplicationState*>::Iterator j = networkState_->replicationStates_.Begin(); j !=
                networkState_->replicationStates_.End(); ++j)
            {
                NodeReplicationState* nodeState = static_cast<NodeReplicationState*>(*j);
                nodeState->dirtyVars_.Insert(i->first_);

                if (!nodeState->markedDirty_)
                {
                    nodeState->markedDirty_ = true;
                    nodeState->sceneState_->dirtyNodes_.Insert(id_);
                }
            }
        }
    }

    networkUpdate_ = false;
}
Component::Component( Component& c){
    this->id = c.GetID();
    this->type = c.GetType();
    this->name = c.GetName();
}