mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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146 lines
6.2 KiB
C++
146 lines
6.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MESSAGE_H_
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#define _MESSAGE_H_
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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#ifndef _NETCONNECTION_H_
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#include "sim/netConnection.h"
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#endif
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// Forward Refs
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class MessageQueue;
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/// @addtogroup msgsys Message System
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///
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/// Most of the message system docs are currently just stubs and will
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/// be fleshed out soon.
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///
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// @{
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//-----------------------------------------------------------------------------
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// Message Base Class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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/// @brief Base class for messages
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///
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/// Message is the base class for C++ defined messages, and may also be used
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/// in script for script defined messages if no C++ subclass is appropriate.
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///
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/// Messages are reference counted and will be automatically deleted when
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/// their reference count reaches zero. When you dispatch a message, a
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/// reference will be added before the dispatch and freed after the dispatch.
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/// This allows for temporary messages with no additional code. If you want
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/// to keep the message around, for example to dispatch it to multiple
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/// queues, call addReference() before dispatching it and freeReference()
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/// when you are done with it. Never delete a Message object directly
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/// unless addReference() has not been called or the message has not been
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/// dispatched.
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///
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/// Message IDs are pooled similarly to datablocks, with the exception that
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/// IDs are reused. If you keep a message for longer than a single dispatch,
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/// then you should ensure that you clear any script variables that refer
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/// to it after the last freeReference(). If you don't, then it is probable
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/// that the object ID will become valid again in the future and could cause
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/// hard to track down bugs.
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///
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/// Messages have a unique type to simplify message handling code. For object
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/// messages, the type is defined as either the script defined class name
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/// or the C++ class name if no script class was defined. The message type
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/// may be obtained through the getType() method.
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///
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/// By convention, any data for the message is held in script accessible
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/// fields. Messages that need to be handled in C++ as well as script
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/// provide the relevant data through persistent fields in a subclass of
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/// Message to provide best performance on the C++ side. Script defined
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/// messages usually their through dynamic fields, and may be accessed in
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/// C++ using the SimObject::getDataField() method.
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//-----------------------------------------------------------------------------
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class Message : public SimObject
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{
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typedef SimObject Parent;
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public:
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Message();
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DECLARE_CONOBJECT(Message);
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DECLARE_CALLBACK( void, onAdd, () );
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DECLARE_CALLBACK( void, onRemove, () );
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//-----------------------------------------------------------------------------
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/// @brief Obtain next available #SimObjectId for messages
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///
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/// This is used in combination with the newmsg script operator to provide
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/// ID pooling for messages and works similarly to datablock IDs.
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///
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/// By default, the 64 IDs following the datablock IDs are used for messages.
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/// As message objects generally have a short life time this prevents them
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/// from eating object IDs as if they haven't eaten for a year.
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///
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/// Note that unlike SimObjects and datablocks, Messages IDs are re-used.
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/// If you store a message object in script and do not clear the variable
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/// containing the object ID after freeing the message, it is probable that
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/// the object ID will become valid again.
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///
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/// @return Next available SimObjectId
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//-----------------------------------------------------------------------------
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static SimObjectId getNextMessageID();
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virtual bool onAdd();
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virtual void onRemove();
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//-----------------------------------------------------------------------------
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/// @brief Get the type of the message
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///
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/// The message type is either the script class name or the C++ class name
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/// if it has not been overridden in script. This allows easy identification
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/// of message types with minimum effort.
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///
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/// @return Type of message
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//-----------------------------------------------------------------------------
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const char *getType();
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//-----------------------------------------------------------------------------
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/// @brief Add a reference to the reference count of this message
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///
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/// Use freeReference() to free the reference when you are done with it.
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///
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/// @see freeReference()
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//-----------------------------------------------------------------------------
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void addReference() { incRefCount(); }
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//-----------------------------------------------------------------------------
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/// @brief Free a reference to this message
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///
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/// @see addReference()
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//-----------------------------------------------------------------------------
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void freeReference() { decRefCount(); }
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};
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// @}
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#endif // _MESSAGE_H_
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