Added global iterator for behaviors
Imported Behaviors to the engine to allow them to properly clean up their level list. Restrict Behaviors from being new'd in ZScript as they need an owner to function.
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parent
e27bf38165
commit
14f7a10ae6
9 changed files with 140 additions and 45 deletions
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@ -180,6 +180,14 @@ IMPLEMENT_POINTERS_START(AActor)
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IMPLEMENT_POINTER(modelData)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_CLASS(DBehavior, false, true)
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IMPLEMENT_POINTERS_START(DBehavior)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(DBehavior, Owner)
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DEFINE_FIELD(DBehavior, Level)
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//==========================================================================
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//
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// Make sure Actors can never have their networking disabled.
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@ -205,8 +213,8 @@ void AActor::EnableNetworking(const bool enable)
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size_t AActor::PropagateMark()
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{
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TMap<FName, DObject*>::Iterator it = { Behaviors };
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TMap<FName, DObject*>::Pair* pair = nullptr;
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TMap<FName, DBehavior*>::Iterator it = { Behaviors };
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TMap<FName, DBehavior*>::Pair* pair = nullptr;
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while (it.NextPair(pair))
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GC::Mark(pair->Value);
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@ -468,6 +476,21 @@ void AActor::PostSerialize()
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//
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//==========================================================================
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void DBehavior::Serialize(FSerializer& arc)
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{
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Super::Serialize(arc);
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arc("owner", Owner)
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("level", Level);
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}
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void DBehavior::OnDestroy()
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{
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if (Level != nullptr)
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Level->RemoveActorBehavior(*this);
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Super::OnDestroy();
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}
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bool AActor::RemoveBehavior(const PClass& type)
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{
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if (Behaviors.CheckKey(type.TypeName))
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@ -493,11 +516,11 @@ static int RemoveBehavior(AActor* self, PClass* type)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, RemoveBehavior, RemoveBehavior)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_NOT_NULL(type, DObject);
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PARAM_CLASS_NOT_NULL(type, DBehavior);
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ACTION_RETURN_BOOL(self->RemoveBehavior(*type));
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}
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DObject* AActor::AddBehavior(PClass& type)
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DBehavior* AActor::AddBehavior(PClass& type)
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{
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if (type.bAbstract || !type.IsDescendantOf(NAME_Behavior))
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return nullptr;
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@ -505,14 +528,13 @@ DObject* AActor::AddBehavior(PClass& type)
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auto b = FindBehavior(type);
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if (b == nullptr)
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{
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b = type.CreateNew();
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b = dyn_cast<DBehavior>(type.CreateNew());
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if (b == nullptr)
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return nullptr;
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auto& owner = b->PointerVar<AActor>(NAME_Owner);
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owner = this;
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b->Owner = this;
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Behaviors[type.TypeName] = b;
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Level->AddActorBehavior(*b);
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IFOVERRIDENVIRTUALPTRNAME(b, NAME_Behavior, Initialize)
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{
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VMValue params[] = { b };
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@ -543,7 +565,7 @@ DObject* AActor::AddBehavior(PClass& type)
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return b;
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}
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static DObject* AddBehavior(AActor* self, PClass* type)
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static DBehavior* AddBehavior(AActor* self, PClass* type)
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{
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return self->AddBehavior(*type);
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}
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@ -551,17 +573,17 @@ static DObject* AddBehavior(AActor* self, PClass* type)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, AddBehavior, AddBehavior)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_NOT_NULL(type, DObject);
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PARAM_CLASS_NOT_NULL(type, DBehavior);
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ACTION_RETURN_OBJECT(self->AddBehavior(*type));
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}
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void AActor::TickBehaviors()
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{
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TArray<FName> toRemove = {};
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TArray<DObject*> toTick = {};
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TArray<DBehavior*> toTick = {};
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TMap<FName, DObject*>::Iterator it = { Behaviors };
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TMap<FName, DObject*>::Pair* pair = nullptr;
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TMap<FName, DBehavior*>::Iterator it = { Behaviors };
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TMap<FName, DBehavior*>::Pair* pair = nullptr;
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while (it.NextPair(pair))
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{
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auto b = pair->Value;
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@ -576,8 +598,7 @@ void AActor::TickBehaviors()
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for (auto& b : toTick)
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{
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auto& owner = b->PointerVar<AActor>(NAME_Owner);
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if (owner != this)
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if (b->Owner != this)
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{
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toRemove.Push(pair->Key);
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continue;
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@ -609,7 +630,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, TickBehaviors, TickBehaviors)
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return 0;
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}
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static DObject* FindBehavior(AActor* self, PClass* type)
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static DBehavior* FindBehavior(AActor* self, PClass* type)
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{
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return self->FindBehavior(*type);
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}
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@ -617,7 +638,7 @@ static DObject* FindBehavior(AActor* self, PClass* type)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, FindBehavior, FindBehavior)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_NOT_NULL(type, DObject);
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PARAM_CLASS_NOT_NULL(type, DBehavior);
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ACTION_RETURN_OBJECT(self->FindBehavior(*type));
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}
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@ -632,8 +653,8 @@ void AActor::MoveBehaviors(AActor& from)
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// Clean up any empty behaviors that remained as well while
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// changing the owner.
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TMap<FName, DObject*>::Iterator it = { Behaviors };
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TMap<FName, DObject*>::Pair* pair = nullptr;
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TMap<FName, DBehavior*>::Iterator it = { Behaviors };
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TMap<FName, DBehavior*>::Pair* pair = nullptr;
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while (it.NextPair(pair))
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{
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auto b = pair->Value;
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@ -643,8 +664,12 @@ void AActor::MoveBehaviors(AActor& from)
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continue;
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}
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auto& owner = b->PointerVar<AActor>(NAME_Owner);
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owner = this;
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b->Owner = this;
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if (b->Level != b->Owner->Level)
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{
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b->Level->RemoveActorBehavior(*b);
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b->Owner->Level->AddActorBehavior(*b);
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}
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}
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for (auto& type : toRemove)
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@ -668,8 +693,8 @@ void AActor::ClearBehaviors()
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{
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TArray<FName> toRemove = {};
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TMap<FName, DObject*>::Iterator it = { Behaviors };
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TMap<FName, DObject*>::Pair* pair = nullptr;
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TMap<FName, DBehavior*>::Iterator it = { Behaviors };
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TMap<FName, DBehavior*>::Pair* pair = nullptr;
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while (it.NextPair(pair))
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toRemove.Push(pair->Key);
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