The Nebula Device 3: BaseGameFeature::FactoryManager Class Reference

The Nebula Device 3

BaseGameFeature::FactoryManager Class Reference

#include <factorymanager.h>

Inheritance diagram for BaseGameFeature::FactoryManager:

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

Detailed Description

The FactoryManager is responsible for creating new game entities. FactoryManager must be extended by Mangalore applications if the application needs new game entity classes.

The FactoryManager loads the file

data:tables/blueprints.xml

on creation, which contains the construction blueprints for the entity types of your application. This file defines entity types by the properties which are added to them.

(C) 2007 Radon Labs GmbH

Public Member Functions

 FactoryManager ()
 constructor
virtual ~FactoryManager ()
 destructor
virtual Ptr< Game::EntityCreateEntityByClassName (const Util::String &cppClassName) const
 create a new raw game entity by type name, extend this method in subclasses for new types
virtual Ptr< Game::EntityCreateEntityByCategory (const Util::String &categoryName, const Ptr< Db::ValueTable > &attrTable, IndexT attrTableRowIndex, bool onlyDistributedProperties=false) const
 create a new entity from its category name
virtual Ptr< Game::EntityCreateEntityByAttrs (const Util::String &categoryName, const Util::Array< Attr::Attribute > &attrs, bool onlyDistributedProperties=false) const
 create a new entity from scratch and initialize it with the provided attributes
virtual Ptr< Game::EntityCreateEntityByTemplate (const Util::String &categoryName, const Util::String &templateName, bool onlyDistributedProperties=false) const
 create a new entity from a database template entry
virtual Ptr< Game::EntityCreateEntityByTemplateAsCategory (const Util::String &categoryName, const Util::String &templateName, const Util::String &targetCategory) const
 create a new entity from a database template entry, and add it into a different category
virtual Ptr< Game::EntityCreateEntityByEntity (const Ptr< Game::Entity > &sourceEntity) const
 create a new entity cloning an existing one
virtual Ptr< Game::EntityCreateEntityByEntityAsCategory (const Ptr< Game::Entity > &sourceEntity, const Util::String &targetCategory, bool createMissingAttributes=false) const
 create a new entity in a different category cloning an existing one
virtual Ptr< Game::EntityCreateEntityByKeyAttr (const Attr::Attribute &key) const
 create new entity from world database using any key attribute
virtual Ptr< Game::EntityCreateEntityByGuid (const Util::Guid &guid) const
 create new entity from world database using GUID as key attribute
virtual Ptr< Game::PropertyCreateProperty (const Util::String &type) const
 create a new property by type name, extend in subclass for new types
void AddProperties (const Ptr< Game::Entity > &entity, const Util::String &categoryName, bool onlyRemoteProperties) const
 add properties to entity according to blue print
virtual void SetupAttributes ()
 setup attributes on properties
virtual void OnActivate ()
 called when attached to game server
virtual void OnDeactivate ()
 called when removed from game server
bool IsActive () const
 return true if currently active
virtual void OnBeginFrame ()
 called before frame by the game server
virtual void OnFrame ()
 called per-frame by the game server
virtual void OnEndFrame ()
 called after frame by the game server
virtual void OnLoad ()
 called after loading game state
virtual void OnSave ()
 called before saving game state
virtual void OnStart ()
 called by Game::Server::Start() when the world is started
virtual void OnRenderDebug ()
 render a debug visualization
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 SetBlueprintsFilename (const Util::String &name)
 set a optional blueprints.xml, which is used instead of standard blieprint.xml
static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

bool ParseBluePrints ()
 parse entity blueprints file
IndexT FindBluePrint (const Util::String &entityType) const
 find blueprint index by property type
void RegisterMessage (const Id &msgId)
 register a single accepted message

Data Structures

struct  PropertyEntry
 an entity blueprint, these are created by ParseBlueprints() More...

Member Function Documentation

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByClassName ( const Util::String cppClassName  )  const [virtual]

create a new raw game entity by type name, extend this method in subclasses for new types

Create a raw entity by its C++ class name name. This method should be extended by subclasses if a Mangalore application implements new Game::Entity subclasses.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByCategory ( const Util::String categoryName,
const Ptr< Db::ValueTable > &  attrTable,
IndexT  attrTableRowIndex,
bool  onlyRemoteProperties = false 
) const [virtual]

create a new entity from its category name

Create an entity from its category name. The category name is looked up in the blueprints.xml file to check what properties must be attached to the entity. All required properties will be attached, and all attributes will be initialised according to the attribute table.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByAttrs ( const Util::String categoryName,
const Util::Array< Attr::Attribute > &  attrs,
bool  onlyRemoteProperties = false 
) const [virtual]

create a new entity from scratch and initialize it with the provided attributes

Create a new entity from scratch and initialize it with the provided attributes.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByTemplate ( const Util::String categoryName,
const Util::String templateName,
bool  onlyRemoteProperties = false 
) const [virtual]

create a new entity from a database template entry

Create an entity from a template in the database. The template is defined by category name and the template name defined by the the Attr::Id attribute. This will create a complete entity with properties and attributes initialized to the values from the template. A new GUID will be assigned to the entity.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByTemplateAsCategory ( const Util::String categoryName,
const Util::String templateName,
const Util::String targetCategory 
) const [virtual]

create a new entity from a database template entry, and add it into a different category

Create a new entity from a template, but put the entity into a different category.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByEntity ( const Ptr< Game::Entity > &  sourceEntity  )  const [virtual]

create a new entity cloning an existing one

Create a entity as a clone of a existing one. A new GUID will be assigned.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByEntityAsCategory ( const Ptr< Game::Entity > &  sourceEntity,
const Util::String targetCategory,
bool  createMissingAttributes = false 
) const [virtual]

create a new entity in a different category cloning an existing one

Create a entity as a clone of a existing one but in a different category as the original entity. A new GUID will be assigned.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByKeyAttr ( const Attr::Attribute &  key  )  const [virtual]

create new entity from world database using any key attribute

This will 'load' a new entity from the world database. This will create a new entity, attach properties as described by blueprints.xml, and update the entity attributes from the database. Changes to attributes can later be written back to the database by calling the Entity::Save() method.

NOTE: this method will not call the Entity::OnLoad() method, which may be required to finally initialize the entity. The OnLoad() method expects that all other entities in the level have already been loaded, so this must be done after loading in a separate pass.

NOTE: use this method only if you know there's only one matching entity in the database (for instance by Guid attribute), otherwise, use the CreateEntitiesByKeyAttr() method, which checks all matches.

Ptr< Entity > BaseGameFeature::FactoryManager::CreateEntityByGuid ( const Util::Guid guid  )  const [virtual]

create new entity from world database using GUID as key attribute

Creates a new entity from the world database using a GUID as key. Simply calls CreateEntityByKeyAttr().

Ptr< Property > BaseGameFeature::FactoryManager::CreateProperty ( const Util::String type  )  const [virtual]

create a new property by type name, extend in subclass for new types

Create a property by its type name. This method should be extended by subclasses if a Mangalore application implements new properties.

void BaseGameFeature::FactoryManager::AddProperties ( const Ptr< Game::Entity > &  entity,
const Util::String categoryName,
bool  onlyRemoteProperties 
) const

add properties to entity according to blue print

This method checks if a blueprint for the provided entity exists, and adds the properties defined in the blue print to the entity. If no matching blueprint exists, the entity will not be altered.

void BaseGameFeature::FactoryManager::SetupAttributes (  )  [virtual]

setup attributes on properties

Create the properties of every category and call SetupDefaultAttributes on it.

bool BaseGameFeature::FactoryManager::ParseBluePrints (  )  [protected]

parse entity blueprints file

This method parses the file data:tables/blueprints.xml into the bluePrints array.

IndexT BaseGameFeature::FactoryManager::FindBluePrint ( const Util::String entityType  )  const [protected]

find blueprint index by property type

This method finds a blueprint index by entity type name. Returns InvalidIndex if blueprint doesn't exist.

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 Game::Manager::OnDeactivate (  )  [virtual, inherited]

called when removed from game server

This method is called when the manager is removed from the game server. It will unregister its message port from the message server at this point.

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

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

called before frame by the game server

Called before frame, override in subclasses

Reimplemented in BaseGameFeature::EntityManager.

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

called after frame by the game server

Called after frame, override in subclasses

Reimplemented in BaseGameFeature::EntityManager.

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.