The Nebula Device 3: BaseGameFeature::CategoryManager Class Reference

The Nebula Device 3

BaseGameFeature::CategoryManager Class Reference

#include <categorymanager.h>

Inheritance diagram for BaseGameFeature::CategoryManager:

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


Detailed Description

Wraps entity categories and provides access to category template and instance tables.

(C) 2007 Radon Labs GmbH

Public Member Functions

 CategoryManager ()
 constructor
virtual ~CategoryManager ()
 destructor
virtual void OnActivate ()
 called when attached to game server
virtual void OnDeactivate ()
 called when removed from game server
void CommitChangesToDatabase ()
 commit changes back into database
void LoadInstances (const Util::String &levelName)
 load all instances with the given level attribute
Util::Array< Ptr
< Db::Dataset > > 
FindInstances (const Util::String &levelName)
 find all instances with the given level attribute
Entry CreateDummyInstance ()
 create a dummy instance which will never be saved to the database
Entry CreateInstanceFromTemplate (const Util::String &categoryName, const Util::String &id)
 create a new instance from a template
Entry CreateInstanceFromTemplateAsCategory (const Util::String &categoryName, const Util::String &id, const Util::String &targetCategory)
 create a new instance from a template as a different category
Entry CreateInstanceFromAttrs (const Util::String &categoryName, const Util::Array< Attr::Attribute > &attrs)
 create a new instance from a template and override attributes
Entry CreateInstanceFromInstance (const Entry &source)
 create a new instance as a copy from another instance of the same category
Entry CreateInstanceFromInstanceAsCategory (const Entry &source, const Util::String &targetCategory, bool createMissingAttributes=false)
 create a new instance as a copy from another instance, but in a different category
Util::Array< EntryGetInstancesByAttr (const Attr::Attribute &attrs, bool loadedOnly, bool firstMatchOnly)
 find and/or create new instance by matching a key attribute, this method can be quite slow!
Util::Array< EntryGetInstancesByAttrs (const Util::Array< Attr::Attribute > &attrs, bool loadedOnly, bool firstMatchOnly)
 find and/or create new instance by matching a key attribute, this method can be quite slow!
void DeleteInstance (const Entry &source)
 delete an instance identified by GUID
int GetNumInstances () const
 get current overall number of instances
void SetInstanceEntity (const Entry &instance, const Ptr< Game::Entity > &entity)
 bind entity pointer to instance
Ptr< Game::EntityGetInstanceEntity (const Entry &instance) const
 get instance entity pointer (can be 0!)
bool HasCategory (const Util::String &categoryName) const
 return true if a category exists
SizeT GetNumCategories () const
 get number of categories
const CategoryGetCategoryByIndex (IndexT index) const
 access to category attributes by index
const CategoryGetCategoryByName (const Util::String &categoryName) const
 access to category attributes by name
void BeginAddCategoryAttrs (const Util::String &categoryName)
 begin adding category attributes
void AddCategoryAttr (const Attr::AttrId &attrId)
 add a category attribute
void EndAddCategoryAttrs ()
 end adding category attributes
bool HasTemplateTable (const Util::String &categoryName) const
 return true if a template table for a category exists
const Ptr
< Db::ValueTable > & 
GetTemplateTable (const Util::String &categoryName) const
 get template value table by category name
Entry FindTemplate (const Util::String &categoryName, const Util::String &id) const
 find a template entry by category name and id
Entry FindTemplateByAttr (const Attr::Attribute &attr, const Util::String &categoryName="") const
 find a single template by attribute
bool HasInstanceTable (const Util::String &categoryName) const
 return true if an instance table for a category exists
const Ptr
< Db::ValueTable > & 
GetInstanceTable (const Util::String &categoryName) const
 get instance value table by category name
void DuplicateLevel (const Util::String &levelName, const Util::String &duplicateName)
 duplicates a complete level in the databes
void DeleteLevel (const Util::String &levelName)
 deletes a complete level from database
void RenameLevel (const Util::String &levelName, const Util::String &newLevelName)
 renames a complete level in the database
bool LevelExists (const Util::String &levelName)
 return true if level is found in _Instance_Levels table
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
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 Member Functions

void RegisterMessage (const Id &msgId)
 register a single accepted message

Data Structures

class  Category
 describes a category More...
class  Entry
 describes an entry in a value table More...

Member Function Documentation

void BaseGameFeature::CategoryManager::OnActivate (  )  [virtual]

called when attached to game server

NOTE: The category manager must be re-activated when the world database is opened so that it may read the categories from the world database.

Reimplemented from Game::Manager.

void BaseGameFeature::CategoryManager::OnDeactivate (  )  [virtual]

called when removed from game server

This unloads everything.

Reimplemented from Game::Manager.

void BaseGameFeature::CategoryManager::CommitChangesToDatabase (  ) 

commit changes back into database

This commits changes to the instance data back into the database. Call this method right before creating a save game.

CategoryManager::Entry BaseGameFeature::CategoryManager::CreateDummyInstance (  ) 

create a dummy instance which will never be saved to the database

Create an instance in the dummy category, this is for entities which are created as helper entities and should never show up in the database (i.e. the global environment entity).

CategoryManager::Entry BaseGameFeature::CategoryManager::CreateInstanceFromTemplate ( const Util::String categoryName,
const Util::String id 
)

create a new instance from a template

This creates a new instance from a category name and id and returns its location.

CategoryManager::Entry BaseGameFeature::CategoryManager::CreateInstanceFromTemplateAsCategory ( const Util::String categoryName,
const Util::String id,
const Util::String targetCategory 
)

create a new instance from a template as a different category

This creates a new instance from a category name and id, but puts the instance into a different category's instance table.

CategoryManager::Entry BaseGameFeature::CategoryManager::CreateInstanceFromAttrs ( const Util::String categoryName,
const Util::Array< Attr::Attribute > &  attrs 
)

create a new instance from a template and override attributes

This creates a new instance from scratch and fills it with the provided attributes.

CategoryManager::Entry BaseGameFeature::CategoryManager::CreateInstanceFromInstance ( const Entry source  ) 

create a new instance as a copy from another instance of the same category

This creates a new instance as a copy of another instance of the same category.

CategoryManager::Entry BaseGameFeature::CategoryManager::CreateInstanceFromInstanceAsCategory ( const Entry source,
const Util::String targetCategory,
bool  createMissingAttributes = false 
)

create a new instance as a copy from another instance, but in a different category

This creates a new instance in a different category as a copy of another instance.

Util::Array< CategoryManager::Entry > BaseGameFeature::CategoryManager::GetInstancesByAttr ( const Attr::Attribute attrs,
bool  loadedOnly,
bool  firstMatchOnly 
)

find and/or create new instance by matching a key attribute, this method can be quite slow!

Create new instances by a matching attribute. This method can do several database access, and thus can be slow if the requested attribute doesn't map to an indexed database column.

If you know that there is only one instance in the database, set the firstMatchOnly parameter to true to avoid unessecary database accesses.

Matching instances which already loaded will not be correctly ignored, this is done by checking against the primary attribute (Attr::Guid) of the table.

Util::Array< CategoryManager::Entry > BaseGameFeature::CategoryManager::GetInstancesByAttrs ( const Util::Array< Attr::Attribute > &  attrs,
bool  loadedOnly,
bool  firstMatchOnly 
)

find and/or create new instance by matching a key attribute, this method can be quite slow!

Create new instances by a multiple matching attributes.

void BaseGameFeature::CategoryManager::DeleteInstance ( const Entry entry  ) 

delete an instance identified by GUID

This deletes an instance from the database.

int BaseGameFeature::CategoryManager::GetNumInstances (  )  const

get current overall number of instances

This returns the overall number of loaded instances.

void BaseGameFeature::CategoryManager::SetInstanceEntity ( const Entry instance,
const Ptr< Game::Entity > &  entity 
)

bind entity pointer to instance

Associate a game entity pointer with an instance. This uses the ValueTable's per-row user data field to store the pointer.

Ptr< Game::Entity > BaseGameFeature::CategoryManager::GetInstanceEntity ( const Entry instance  )  const

get instance entity pointer (can be 0!)

Get the game entity pointer associated with an instance.

void BaseGameFeature::CategoryManager::BeginAddCategoryAttrs ( const Util::String categoryName  ) 

begin adding category attributes

Begin adding category attributes.

void BaseGameFeature::CategoryManager::AddCategoryAttr ( const Attr::AttrId attrId  ) 

add a category attribute

This adds an attribute to a category. Will extend the template and instance table of the category by the new attribute and update the attr/category mapping table.

void BaseGameFeature::CategoryManager::EndAddCategoryAttrs (  ) 

end adding category attributes

End adding attributes to a category.

CategoryManager::Entry BaseGameFeature::CategoryManager::FindTemplateByAttr ( const Attr::Attribute attr,
const Util::String categoryName = "" 
) const

find a single template by attribute

Find the first template which has the matching attribute. If categoryName is given, only search in this category, otherwise in all categories which have the attribute.

WARNING: this method does linear searches on the value tables and thus can be slow.

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.

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.