The Nebula Device 3: BaseGameFeature::EntityManager Class Reference

The Nebula Device 3

BaseGameFeature::EntityManager Class Reference

#include <entitymanager.h>

Inheritance diagram for BaseGameFeature::EntityManager:

Game::Manager Messaging::Dispatcher Messaging::Port Core::RefCounted

Detailed Description

The entity manager object keeps track of all active game entities and calls their per-frame-update methods to keep them alive. It also contains methods to iterate through existing entities. Derive from this class if your application needs different or more advanced game entity management, but make sure that all methods which are defined in entity manager still do the expected thing in your derived class.

(C) 2007 Radon Labs GmbH

Public Member Functions

 EntityManager ()
 constructor
virtual ~EntityManager ()
 destructor
void SetMaxTriggerDistance (float d)
 TEMP HACK: set the maximum-trigger-distance (default is 100 meters).
float GetMaxTriggerDistance () const
 TEMP HACK: get the maximum-trigger-distance.
virtual void OnDeactivate ()
 called when removed from game server
void OnStart ()
 called on start by game server
virtual void OnBeginFrame ()
 called per-frame by game server
virtual void OnEndFrame ()
 called per-frame by game server
virtual void OnLoad ()
 called after level loaded
virtual void OnSave ()
 called before saving game state
void OnRenderDebug ()
 called if a render debug visulalization is requested
void Cleanup ()
 cleanup the entity manager, removes/deactivates all entities
bool HasActiveEntities () const
 return true if at least one active entity exists in the world
const Util::Array< Ptr< Game::Entity > > & GetEntities () const
 get currently active entities
void AttachEntity (const Ptr< Game::Entity > &entity)
 immediately attach an entity to the world
void RemoveEntity (const Ptr< Game::Entity > &entity)
 remove an entity from the world, delayed until end of frame
void DeleteEntity (const Ptr< Game::Entity > &entity)
 delete an entity from the world (also deletes the entity from DB!), delayed until end of frame
void RemoveEntityImmediate (const Ptr< Game::Entity > &entity)
 remove an entity from the world, calling restrictions apply
void DeleteEntityImmediate (const Ptr< Game::Entity > &entity)
 delete an entity from the world (also deletes the entity from DB!), calling restrictions apply
bool ExistsEntityByUniqueId (Game::Entity::EntityId id) const
 return true if a entity with the given unique id exists
Ptr< Game::EntityGetEntityByUniqueId (Game::Entity::EntityId id) const
 get the entity for the given unique id
bool ExistsEntityByAttr (const Attr::Attribute &attr) const
 return true if at least one entity exists with the given attribute
Util::Array< Ptr< Game::Entity > > GetEntitiesByAttr (const Attr::Attribute &attr, bool onlyFirstEntity=false)
 get the entities for the given attribute
Util::Array< Ptr< Game::Entity > > GetEntitiesByAttrs (const Util::Array< Attr::Attribute > &attr, bool onlyFirstEntity=false)
 get a single entity by multiple matching attributes
Ptr< Game::EntityGetEntityByAttr (const Attr::Attribute &attr, bool failOnError=true)
 get a single entity by a single attribute
Ptr< Game::EntityGetEntityByAttrs (const Util::Array< Attr::Attribute > &attr, bool failOnError=true)
 get a single entity by multiple matching attributes
void GetEntitiesInActivityBubble (Util::Array< Ptr< Game::Entity > > &outEntities)
 fill provided array with all entities inside the activity bubble
bool IsEntityInDelayedJobs (const Ptr< Game::Entity > &entity)
 returns true if entity is in delayed jobs for delete or remove
virtual void OnActivate ()
 called when attached to game server
bool IsActive () const
 return true if currently active
virtual void OnFrame ()
 called per-frame by the game server
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message (distribute to ports which accept the message)
void AttachPort (const Ptr< Port > &port)
 attach a message port
void RemovePort (const Ptr< Port > &port)
 remove a message port
bool HasPort (const Ptr< Port > &port) const
 return true if a port exists
virtual void SetupAcceptedMessages ()
 override to register accepted messages
void AttachHandler (const Ptr< Handler > &h)
 attach a message handler to the port
void RemoveHandler (const Ptr< Handler > &h)
 remove a message handler from the port
void RemoveAllHandlers ()
 remove all message handler from the port
SizeT GetNumHandlers () const
 return number of handlers attached to the port
const Ptr< Handler > & GetHandlerAtIndex (IndexT i) const
 get a message handler by index
virtual void Send (const Ptr< Message > &msg)
 send a message to the port
const Util::Array< const Id * > & GetAcceptedMessages () const
 get the array of accepted messages (sorted)
bool AcceptsMessage (const Id &msgId) const
 return true if port accepts this msg
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Types

enum  DelayedJobType
 delayed job types

Protected Member Functions

void StartEntities ()
 call OnStart() on all entities
void ActivateEntity (const Ptr< Game::Entity > &entity)
 activate an entity
void DeactivateEntity (const Ptr< Game::Entity > &entity)
 deactivate an entity
void AddDelayedJob (DelayedJobType type, const Ptr< Game::Entity > &entity)
 add a delayed job (Remove or Delete entity)
void HandleDelayedJobs ()
 handle all queued up delayed jobs, called at beginning and end of frame
void RemoveNullEntriesFromArrays ()
 remove all null entries from the internal arrays
void UpdateTriggeredEntities ()
 update both arrays
bool IsInFocus (const Ptr< Game::Entity > &entity, Math::point &focusEntityPos)
 check if entity is near focus entity
void RemoveEntityFromTriggered (const Ptr< Game::Entity > &entity)
 remove entity from triggerd/untriggered arrays
void RegisterMessage (const Id &msgId)
 register a single accepted message

Data Structures

class  DelayedJob
 delayed jobs More...

Member Function Documentation

void BaseGameFeature::EntityManager::OnBeginFrame (  )  [virtual]

called per-frame by game server

Handles delayed jobs, like removing entities. Calls OnBeginFrame and OnMoveBefore on all Entities. OnMoveAfter and OnRender is called in OnEndFrame of the EntityManager to allow any physics system to step its world.

Reimplemented from Game::Manager.

void BaseGameFeature::EntityManager::OnEndFrame (  )  [virtual]

called per-frame by game server

Calls OnMoveAfter and OnRender on all Entities.

Reimplemented from Game::Manager.

void BaseGameFeature::EntityManager::Cleanup (  ) 

cleanup the entity manager, removes/deactivates all entities

This immediately removes and deactivates all entities from the entity manager. This method is usually only called at the end of a level.

bool BaseGameFeature::EntityManager::HasActiveEntities (  )  const

return true if at least one active entity exists in the world

Return true if there is at least one active entity in the world.

const Util::Array< Ptr< Game::Entity > > & BaseGameFeature::EntityManager::GetEntities (  )  const

get currently active entities

Get the array of currently active entities.

void BaseGameFeature::EntityManager::AttachEntity ( const Ptr< Game::Entity > &  entity  ) 

immediately attach an entity to the world

Immediately attach (and activate) a game entity.

void BaseGameFeature::EntityManager::RemoveEntity ( const Ptr< Game::Entity > &  entity  ) 

remove an entity from the world, delayed until end of frame

Remove a game entity from the entity manager. This will just mark the entity as dismissed, deactivation will happen at the beginning of the next frame to prevent any data incosistencies. The entity will just function as usual for the rest of the frame.

void BaseGameFeature::EntityManager::DeleteEntity ( const Ptr< Game::Entity > &  entity  ) 

delete an entity from the world (also deletes the entity from DB!), delayed until end of frame

Delete an entity (remove it from the world and delete it from the database) at the beginning of the next frame.

void BaseGameFeature::EntityManager::RemoveEntityImmediate ( const Ptr< Game::Entity > &  entity  ) 

remove an entity from the world, calling restrictions apply

Immediately remove an entity from the entity manager. This method is more restrictive then RemoveEntity() because it must not be called from inside the game loop.

void BaseGameFeature::EntityManager::DeleteEntityImmediate ( const Ptr< Game::Entity > &  entity  ) 

delete an entity from the world (also deletes the entity from DB!), calling restrictions apply

Immediately delete an entity (remove from world and delete from database). This method is more restrictive then DeleteEntity() because it must not be called from inside the game loop.

Ptr< Game::Entity > BaseGameFeature::EntityManager::GetEntityByUniqueId ( Game::Entity::EntityId  uniqueId  )  const

get the entity for the given unique id

Return entity by unique id or an invalid Ptr<> if the entity doesn't exist.

void BaseGameFeature::EntityManager::GetEntitiesInActivityBubble ( Util::Array< Ptr< Game::Entity > > &  outEntities  ) 

fill provided array with all entities inside the activity bubble

This updates updates the activityBubbleEntities array which contains all entities around the current viewer which should be triggered.

25-Jan-07 floh added optional per-entity trigger radius

void BaseGameFeature::EntityManager::StartEntities (  )  [protected]

call OnStart() on all entities

Invoke the OnStart() method on all active entities.

void BaseGameFeature::EntityManager::DeactivateEntity ( const Ptr< Game::Entity > &  entity  )  [protected]

deactivate an entity

Deactivate an entity. This will remove the entity from the world and call its OnDeactivate() method. This is a private helper method and will be called from RemoveEntity() or RemoveDismissedEntities().

void BaseGameFeature::EntityManager::AddDelayedJob ( DelayedJobType  type,
const Ptr< Game::Entity > &  entity 
) [protected]

add a delayed job (Remove or Delete entity)

Add a new delayed job to the internal job queue. Delayed jobs are executed at the beginning of the next frame.

void BaseGameFeature::EntityManager::HandleDelayedJobs (  )  [protected]

handle all queued up delayed jobs, called at beginning and end of frame

This handles all delayed jobs. This method is executed once at the end of each frame.

void BaseGameFeature::EntityManager::RemoveNullEntriesFromArrays (  )  [protected]

remove all null entries from the internal arrays

This method should be called once at the end of the frame. It will check the internal arrays for null entries, and remove those entries. Null entries are written by the RemoveEntityImmediate() method because it may be dangerous to change array layouts while an iteration is running over the array.

void BaseGameFeature::EntityManager::UpdateTriggeredEntities (  )  [protected]

update both arrays

This updates updates the triggeredEntities/untriggeredEntities arrays that divide all entities around the current viewer in those who should be triggered and those who shouldnt be triggered.

bool BaseGameFeature::EntityManager::IsInFocus ( const Ptr< Game::Entity > &  curEntity,
Math::point focusEntityPos 
) [protected]

check if entity is near focus entity

Checks if an entity is "in reach" of the focus entity, i.e. within Attr::EntityTriggerRadius + this->maxTriggerDistance.

Note: will also return true on entities without transform attribute

void BaseGameFeature::EntityManager::RemoveEntityFromTriggered ( const Ptr< Game::Entity > &  entity  )  [protected]

remove entity from triggerd/untriggered arrays

Immediately remove an entity from the entity manager. This method is more restrictive then RemoveEntity() because it must not be called from inside the game loop.

void Game::Manager::OnActivate (  )  [virtual, inherited]

called when attached to game server

This method is called when the manager is attached to the game server. The manager base class will register its message port with the message server.

Reimplemented in BaseGameFeature::TimeManager, BaseGameFeature::CategoryManager, BaseGameFeature::EnvQueryManager, BaseGameFeature::GlobalAttrsManager, Script::DialogManager, and Script::ScriptManager.

void Messaging::Dispatcher::HandleMessage ( const Ptr< Messaging::Message > &  msg  )  [virtual, inherited]

handle a single message (distribute to ports which accept the message)

Handle a message. The message will only be distributed to ports which accept the message.

Reimplemented from Messaging::Port.

Reimplemented in Script::DialogManager.

void Messaging::Dispatcher::AttachPort ( const Ptr< Port > &  port  )  [inherited]

attach a message port

Attach a new message port.

Parameters:
port pointer to a message port object

void Messaging::Dispatcher::RemovePort ( const Ptr< Port > &  port  )  [inherited]

remove a message port

Remove a message port object.

Parameters:
handler pointer to message port object to be removed

bool Messaging::Dispatcher::HasPort ( const Ptr< Port > &  port  )  const [inherited]

return true if a port exists

Return true if a port is already attached.

void Messaging::Port::AttachHandler ( const Ptr< Handler > &  h  )  [inherited]

attach a message handler to the port

Attach a message handler to the port.

void Messaging::Port::RemoveHandler ( const Ptr< Handler > &  h  )  [inherited]

remove a message handler from the port

Remove a message handler from the port.

void Messaging::Port::Send ( const Ptr< Message > &  msg  )  [virtual, inherited]

send a message to the port

Send a message to the port. This will immediately call the HandleMessage() method of all attached handlers. If the message has been handled by at least one of the handlers, the Handled() flag of the message will be set to true.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.