コード例 #1
0
bool ConsoleGame::Init()
{
	//Initialise the RuntimeObjectSystem
	m_pRuntimeObjectSystem = new RuntimeObjectSystem;
	m_pCompilerLogger = new StdioLogSystem();
	if( !m_pRuntimeObjectSystem->Initialise(m_pCompilerLogger, 0) )
    {
        m_pRuntimeObjectSystem = 0;
        return false;
    }
	m_pRuntimeObjectSystem->GetObjectFactorySystem()->AddListener(this);


	// construct first object
	IObjectConstructor* pCtor = m_pRuntimeObjectSystem->GetObjectFactorySystem()->GetConstructor( "RuntimeObject01" );
	if( pCtor )
	{
		IObject* pObj = pCtor->Construct();
		pObj->GetInterface( &m_pUpdateable );
		if( 0 == m_pUpdateable )
		{
			delete pObj;
			m_pCompilerLogger->LogError("Error - no updateable interface found\n");
			return false;
		}
		m_ObjectId = pObj->GetObjectId();

	}

	return true;
}
コード例 #2
0
void Game::DeleteObjects()
{
    m_pConsole->DestroyContext();

    delete IObjectUtils::GetUniqueObject( "MainObject" );


#ifdef _DEBUG
    // Do a check to verify that all objects have been destroyed at this point
    int totalObjectCount = 0;
    AUDynArray<IObjectConstructor*> constructors;
    m_pEnv->sys->pObjectFactorySystem->GetAll(constructors);
    for (size_t i=0; i<constructors.Size(); ++i)
    {
        IObjectConstructor* pConstructor = constructors[i];

        size_t count = pConstructor->GetNumberConstructedObjects();

        // Need to iterate through all objects and check if they're valid
        // since GetNumConstructedObjects isn't accurate, can return some null pointers
        for (size_t j=0; j<count; ++j)
        {
            if (pConstructor->GetConstructedObject(j) != NULL)
            {
                totalObjectCount++;
            }
        }

        // Do an assert check here so it's easy to figure out which object type wasn't deleted
        AU_ASSERT( totalObjectCount == 0 );
    }

#endif
}
コード例 #3
0
IObject* ObjectFactorySystem::GetObject( ObjectId id ) const
{
    IObjectConstructor* pConstructor = ObjectFactorySystem::GetConstructor( id.m_ConstructorId );
    if( pConstructor )
    {
        return pConstructor->GetConstructedObject( id.m_PerTypeId );
    }
    return 0;
}
コード例 #4
0
void ObjectFactorySystem::ProtectedObjectSwapper::ProtectedFunc()
{
    m_ProtectedPhase = PHASE_SERIALIZEOUT;

    // serialize all out
    if( m_pLogger ) m_pLogger->LogInfo( "Serializing out from %d old constructors...", (int)m_ConstructorsOld.size());

    // use a temporary serializer in case there is an exception, so preserving any old state (if there is any)
    m_Serializer.SetIsLoading( false );
    for( size_t i = 0; i < m_ConstructorsOld.size(); ++i )
    {
        IObjectConstructor* pOldConstructor = m_ConstructorsOld[i];
        size_t numObjects = pOldConstructor->GetNumberConstructedObjects();
        for( size_t j = 0; j < numObjects; ++j )
        {
            IObject* pOldObject = pOldConstructor->GetConstructedObject( j );
            if (pOldObject)
            {
                m_Serializer.Serialize( pOldObject );
            }
        }
    }
    // swap serializer
    if( m_pLogger ) m_pLogger->LogInfo( "Swapping in and creating objects for %d new constructors...", (int)m_ConstructorsToAdd.size());

    m_ProtectedPhase = PHASE_CONSTRUCTNEW;
    TConstructors& constructorsNew = m_pObjectFactorySystem->m_Constructors;
    std::vector<IObject*> old_objects;
    //swap old constructors with new ones and create new objects
    for( size_t i = 0; i < m_ConstructorsToAdd.size(); ++i )
    {
        IObjectConstructor* pConstructor = m_ConstructorsToAdd[i];
        //replace constructor, but if one exists then replace objects
        IObjectConstructor* pOldConstructor = m_pObjectFactorySystem->GetConstructor( pConstructor->GetName() );

        if( pOldConstructor == pConstructor )
        {
            // don't add constructor if it's already in existance
            continue;
        }

        // Reconstruct objects, starting at end to reduce overhead in factory container
        if( pOldConstructor )
        {
            // replace and construct
            pConstructor->SetConstructorId( pOldConstructor->GetConstructorId() );
            constructorsNew[ pConstructor->GetConstructorId() ] = pConstructor;
            for( PerTypeObjectId objId = 0; objId < pOldConstructor->GetNumberConstructedObjects(); ++ objId )
            {
                // create new object

                if(IObject* old_object = pOldConstructor->GetConstructedObject( objId ) )
                {
                    old_objects.push_back(old_object);
                    auto state = pOldConstructor->GetState(objId);
                    pConstructor->Construct(state);
                }
                else
                {
                    pConstructor->ConstructNull();
                }
            }
            m_ConstructorsReplaced.push_back( pOldConstructor );
        }
        else
        {
            ConstructorId id = constructorsNew.size();
            m_pObjectFactorySystem->m_ConstructorIds[ pConstructor->GetName() ] = id;
            constructorsNew.push_back( pConstructor );
            pConstructor->SetConstructorId( id );
        }
    }

    if( m_pLogger ) m_pLogger->LogInfo( "Serialising in...");

    //serialize back
    m_ProtectedPhase = PHASE_SERIALIZEIN;
    m_Serializer.SetIsLoading( true );
    for( size_t i = 0; i < constructorsNew.size(); ++i )
    {
        IObjectConstructor* pConstructor = constructorsNew[i];
        for( PerTypeObjectId objId = 0; objId < pConstructor->GetNumberConstructedObjects(); ++ objId )
        {
            // Serialize new object
            IObject* pObject = pConstructor->GetConstructedObject( objId );
            if (pObject)
            {
                m_Serializer.Serialize( pObject );
            }
        }
    }

    // auto construct singletons
    // now in 2 phases - construct then init
    m_ProtectedPhase = PHASE_AUTOCONSTRUCTSINGLETONS;
    std::vector<bool> bSingletonConstructed( constructorsNew.size(), false );
    if( m_pLogger ) m_pLogger->LogInfo( "Auto Constructing Singletons...");
    for( size_t i = 0; i < constructorsNew.size(); ++i )
    {
        IObjectConstructor* pConstructor = constructorsNew[i];
        if( pConstructor->GetIsAutoConstructSingleton() )
        {
            if( 0 == pConstructor->GetNumberConstructedObjects() )
            {
                pConstructor->GetSingleton();
                bSingletonConstructed[i] = true;
            }
        }
    }


    // Do a second pass, initializing objects now that they've all been serialized
    // and testing serialization if required
    m_ProtectedPhase = PHASE_INITANDSERIALIZEOUTTEST;
    if( m_bTestSerialization )
    {
        if( m_pLogger ) m_pLogger->LogInfo( "Initialising and testing new serialisation...");
    }
    else
    {
        if( m_pLogger ) m_pLogger->LogInfo( "Initialising...");
    }

    for( size_t i = 0; i < constructorsNew.size(); ++i )
    {
        IObjectConstructor* pConstructor = constructorsNew[i];
        for( PerTypeObjectId objId = 0; objId < pConstructor->GetNumberConstructedObjects(); ++ objId )
        {
            IObject* pObject = pConstructor->GetConstructedObject( objId );
            if (pObject)
            {
                // if a singleton was newly constructed in earlier phase, pass true to init.
                pObject->Init( bSingletonConstructed[i] );
                if( m_bTestSerialization && ( m_ConstructorsOld.size() <= i || m_ConstructorsOld[ i ] != constructorsNew[ i ] ) )
                {
                    //test serialize out for all new objects, we assume old objects are OK.
                    SimpleSerializer tempSerializer;
                    tempSerializer.SetIsLoading( false );
                    tempSerializer.Serialize( pObject );
                }
            }
        }
    }

    m_ProtectedPhase = PHASE_DELETEOLD;
    //delete old objects which have been replaced
    for(auto pOldObject: old_objects)
    {
        pOldObject->_isRuntimeDelete = true;
        delete pOldObject;
    }
}
コード例 #5
0
void ObjectFactorySystem::CompleteConstructorSwap( ProtectedObjectSwapper& swapper )
{
    if( swapper.HasHadException() && PHASE_DELETEOLD != swapper.m_ProtectedPhase )
    {
        if( m_pLogger )
        {
            m_pLogger->LogError( "Exception during object swapping, switching back to previous objects." );
            switch( swapper.m_ProtectedPhase  )
            {
            case PHASE_NONE:
                AU_ASSERT( false );
                break;
            case PHASE_SERIALIZEOUT:
                m_pLogger->LogError( "\tError occured during serialize out old objects phase." );
                break;
            case PHASE_CONSTRUCTNEW:
                m_pLogger->LogError( "\tError occured during constructing new objects phase." );
                break;
            case PHASE_SERIALIZEIN:
                m_pLogger->LogError( "\tError occured during serialize into the new objects phase." );
                break;
            case PHASE_AUTOCONSTRUCTSINGLETONS:
                m_pLogger->LogError( "\tError occured during auto construct singletons phase." );
                break;
            case PHASE_INITANDSERIALIZEOUTTEST:
                if( m_bTestSerialization )
                {
                    m_pLogger->LogError( "\tError occured during Initialization and serialize test of new objects phase." );
                }
                else
                {
                    m_pLogger->LogError( "\tError occured during Initialization phase." );
                }
                break;
           case PHASE_DELETEOLD:
                break;
             }
        }

        //swap back to new constructors before everything is serialized back in
        m_Constructors = swapper.m_ConstructorsOld;
        if( PHASE_SERIALIZEOUT != swapper.m_ProtectedPhase )
        {
            //serialize back with old objects - could cause exception which isn't handled, but hopefully not.
            swapper.m_Serializer.SetIsLoading( true );
            for( size_t i = 0; i < m_Constructors.size(); ++i )
            {
                IObjectConstructor* pConstructor = m_Constructors[i];
                for( PerTypeObjectId objId = 0; objId < pConstructor->GetNumberConstructedObjects(); ++ objId )
                {
                    // Iserialize new object
                    IObject* pObject = pConstructor->GetConstructedObject( objId );
                    if (pObject)
                    {
                        swapper.m_Serializer.Serialize( pObject );
                    }
                }
            }

            // Do a second pass, initializing objects now that they've all been serialized
            for( size_t i = 0; i < m_Constructors.size(); ++i )
            {
                IObjectConstructor* pConstructor = m_Constructors[i];
                for( PerTypeObjectId objId = 0; objId < pConstructor->GetNumberConstructedObjects(); ++ objId )
                {
                    IObject* pObject = pConstructor->GetConstructedObject( objId );
                    if (pObject)
                    {
                        pObject->Init(false);
                    }
                }
            }
        }
    }
    else
    {
        if( m_pLogger ) m_pLogger->LogInfo( "Object swap completed");
        if( swapper.HasHadException() && PHASE_DELETEOLD == swapper.m_ProtectedPhase )
        {
            if( m_pLogger ) m_pLogger->LogError( "Exception during object destruction of old objects, leaking." );
        }
    }

    // Notify any listeners that constructors have changed
    TObjectFactoryListeners::iterator it = m_Listeners.begin();
    TObjectFactoryListeners::iterator itEnd = m_Listeners.end();
    while (it != itEnd)
    {
        (*it)->OnConstructorsAdded();
        ++it;
    }
}