tge/engine/console/consoleObject.h
2017-04-17 06:17:10 -06:00

745 lines
26 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _CONSOLEOBJECT_H_
#define _CONSOLEOBJECT_H_
//Includes
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
#ifndef _STRINGTABLE_H_
#include "core/stringTable.h"
#endif
#ifndef _BITSET_H_
#include "core/bitSet.h"
#endif
#ifndef _CONSOLE_H_
#include "console/console.h"
#endif
class Namespace;
class ConsoleObject;
enum NetClassTypes {
NetClassTypeObject = 0,
NetClassTypeDataBlock,
NetClassTypeEvent,
NetClassTypesCount,
};
enum NetClassGroups {
NetClassGroupGame = 0,
NetClassGroupCommunity,
NetClassGroup3,
NetClassGroup4,
NetClassGroupsCount,
};
enum NetClassMasks {
NetClassGroupGameMask = BIT(NetClassGroupGame),
NetClassGroupCommunityMask = BIT(NetClassGroupCommunity),
};
enum NetDirection
{
NetEventDirAny,
NetEventDirServerToClient,
NetEventDirClientToServer,
};
class SimObject;
class TypeValidator;
/// Core functionality for class manipulation.
///
/// @section AbstractClassRep_intro Introduction (or, Why AbstractClassRep?)
///
/// Many of Torque's subsystems, especially network, console, and sim,
/// require the ability to programatically instantiate classes. For instance,
/// when objects are ghosted, the networking layer needs to be able to create
/// an instance of the object on the client. When the console scripting
/// language runtime encounters the "new" keyword, it has to be able to fill
/// that request.
///
/// Since standard C++ doesn't provide a function to create a new instance of
/// an arbitrary class at runtime, one must be created. This is what
/// AbstractClassRep and ConcreteClassRep are all about. They allow the registration
/// and instantiation of arbitrary classes at runtime.
///
/// In addition, ACR keeps track of the fields (registered via addField() and co.) of
/// a class, allowing programmatic access of class fields.
///
/// @see ConsoleObject
///
/// @note In general, you will only access the functionality implemented in this class via
/// ConsoleObject::create(). Most of the time, you will only ever need to use this part
/// part of the engine indirectly - ie, you will use the networking system or the console,
/// or ConsoleObject, and they will indirectly use this code. <b>The following discussion
/// is really only relevant for advanced engine users.</b>
///
/// @section AbstractClassRep_netstuff NetClasses and Class IDs
///
/// Torque supports a notion of group, type, and direction for objects passed over
/// the network. Class IDs are assigned sequentially per-group, per-type, so that, for instance,
/// the IDs assigned to Datablocks are seperate from the IDs assigned to NetObjects or NetEvents.
/// This can translate into significant bandwidth savings (especially since the size of the fields
/// for transmitting these bits are determined at run-time based on the number of IDs given out.
///
/// @section AbstractClassRep_details AbstractClassRep Internals
///
/// Much like ConsoleConstructor, ACR does some preparatory work at runtime before execution
/// is passed to main(). In actual fact, this preparatory work is done by the ConcreteClassRep
/// template. Let's examine this more closely.
///
/// If we examine ConsoleObject, we see that two macros must be used in the definition of a
/// properly integrated objects. From the ConsoleObject example:
///
/// @code
/// // This is from inside the class definition...
/// DECLARE_CONOBJECT(TorqueObject);
///
/// // And this is from outside the class definition...
/// IMPLEMENT_CONOBJECT(TorqueObject);
/// @endcode
///
/// What do these things actually do?
///
/// Not all that much, in fact. They expand to code something like this:
///
/// @code
/// // This is from inside the class definition...
/// static ConcreteClassRep<TorqueObject> dynClassRep;
/// static AbstractClassRep* getParentStaticClassRep();
/// static AbstractClassRep* getStaticClassRep();
/// virtual AbstractClassRep* getClassRep() const;
/// @endcode
///
/// @code
/// // And this is from outside the class definition...
/// AbstractClassRep* TorqueObject::getClassRep() const { return &TorqueObject::dynClassRep; }
/// AbstractClassRep* TorqueObject::getStaticClassRep() { return &dynClassRep; }
/// AbstractClassRep* TorqueObject::getParentStaticClassRep() { return Parent::getStaticClassRep(); }
/// ConcreteClassRep<TorqueObject> TorqueObject::dynClassRep("TorqueObject", 0, -1, 0);
/// @endcode
///
/// As you can see, getClassRep(), getStaticClassRep(), and getParentStaticClassRep() are just
/// accessors to allow access to various ConcreteClassRep instances. This is where the Parent
/// typedef comes into play as well - it lets getParentStaticClassRep() get the right
/// class rep.
///
/// In addition, dynClassRep is declared as a member of TorqueObject, and defined later
/// on. Much like ConsoleConstructor, ConcreteClassReps add themselves to a global linked
/// list in their constructor.
///
/// Then, when AbstractClassRep::initialize() is called, from Con::init(), we iterate through
/// the list and perform the following tasks:
/// - Sets up a Namespace for each class.
/// - Call the init() method on each ConcreteClassRep. This method:
/// - Links namespaces between parent and child classes, using Con::classLinkNamespaces.
/// - Calls initPersistFields() and consoleInit().
/// - As a result of calling initPersistFields, the field list for the class is populated.
/// - Assigns network IDs for classes based on their NetGroup membership. Determines
/// bit allocations for network ID fields.
///
/// @nosubgrouping
class AbstractClassRep
{
friend class ConsoleObject;
public:
/// @name 'Tructors
/// @{
AbstractClassRep()
{
VECTOR_SET_ASSOCIATION(mFieldList);
parentClass = NULL;
}
virtual ~AbstractClassRep() { }
/// @}
/// @name Representation Interface
/// @{
S32 mClassGroupMask; ///< Mask indicating in which NetGroups this object belongs.
S32 mClassType; ///< Stores the NetClass of this class.
S32 mNetEventDir; ///< Stores the NetDirection of this class.
S32 mClassId[NetClassGroupsCount]; ///< Stores the IDs assigned to this class for each group.
S32 getClassId (U32 netClassGroup) const;
static U32 getClassCRC (U32 netClassGroup);
const char* getClassName() const;
static AbstractClassRep* getClassList();
Namespace* getNameSpace();
AbstractClassRep* getNextClass();
AbstractClassRep* getParentClass();
/// Helper class to see if we are a given class, or a subclass thereof.
bool isClass(AbstractClassRep *acr)
{
AbstractClassRep *walk = this;
// Walk up parents, checking for equivalence.
while(walk)
{
if(walk == acr)
return true;
walk = walk->parentClass;
};
return false;
}
virtual ConsoleObject* create () const = 0;
protected:
virtual void init() const = 0;
const char * mClassName;
AbstractClassRep * nextClass;
AbstractClassRep * parentClass;
Namespace * mNamespace;
/// @}
/// @name Fields
/// @{
public:
/// This is a function pointer typedef to support get/set callbacks for fields
typedef bool (*SetDataNotify)( void *obj, const char *data );
typedef const char *(*GetDataNotify)( void *obj, const char *data );
enum ACRFieldTypes
{
StartGroupFieldType = 0xFFFFFFFD,
EndGroupFieldType = 0xFFFFFFFE,
DepricatedFieldType = 0xFFFFFFFF
};
struct Field {
const char* pFieldname; ///< Name of the field.
const char* pGroupname; ///< Optionally filled field containing the group name.
///
/// This is filled when type is StartField or EndField
const char* pFieldDocs; ///< Documentation about this field; see consoleDoc.cc.
bool groupExpand; ///< Flag to track expanded/not state of this group in the editor.
U32 type; ///< A type ID. @see ACRFieldTypes
U32 offset; ///< Memory offset from beginning of class for this field.
S32 elementCount; ///< Number of elements, if this is an array.
EnumTable * table; ///< If this is an enum, this points to the table defining it.
BitSet32 flag; ///< Stores various flags
TypeValidator *validator; ///< Validator, if any.
SetDataNotify setDataFn; ///< Set data notify Fn
GetDataNotify getDataFn; ///< Get data notify Fn
};
typedef Vector<Field> FieldList;
FieldList mFieldList;
bool mDynamicGroupExpand;
const Field *findField(StringTableEntry fieldName) const;
/// @}
/// @name Abstract Class Database
/// @{
protected:
static AbstractClassRep ** classTable[NetClassGroupsCount][NetClassTypesCount];
static AbstractClassRep * classLinkList;
static U32 classCRC[NetClassGroupsCount];
static bool initialized;
static ConsoleObject* create(const char* in_pClassName);
static ConsoleObject* create(const U32 groupId, const U32 typeId, const U32 in_classId);
public:
static U32 NetClassCount [NetClassGroupsCount][NetClassTypesCount];
static U32 NetClassBitSize[NetClassGroupsCount][NetClassTypesCount];
static void registerClassRep(AbstractClassRep*);
static void initialize(); // Called from Con::init once on startup
/// @}
};
inline AbstractClassRep *AbstractClassRep::getClassList()
{
return classLinkList;
}
inline U32 AbstractClassRep::getClassCRC(U32 group)
{
return classCRC[group];
}
inline AbstractClassRep *AbstractClassRep::getNextClass()
{
return nextClass;
}
inline AbstractClassRep *AbstractClassRep::getParentClass()
{
return parentClass;
}
inline S32 AbstractClassRep::getClassId(U32 group) const
{
return mClassId[group];
}
inline const char* AbstractClassRep::getClassName() const
{
return mClassName;
}
inline Namespace *AbstractClassRep::getNameSpace()
{
return mNamespace;
}
//------------------------------------------------------------------------------
//-------------------------------------- ConcreteClassRep
//
/// Helper class for AbstractClassRep.
///
/// @see AbtractClassRep
/// @see ConsoleObject
template <class T>
class ConcreteClassRep : public AbstractClassRep
{
public:
ConcreteClassRep(const char *name, S32 netClassGroupMask, S32 netClassType, S32 netEventDir, AbstractClassRep *parent)
{
// name is a static compiler string so no need to worry about copying or deleting
mClassName = name;
// Clean up mClassId
for(U32 i = 0; i < NetClassGroupsCount; i++)
mClassId[i] = -1;
// Set properties for this ACR
mClassType = netClassType;
mClassGroupMask = netClassGroupMask;
mNetEventDir = netEventDir;
parentClass = parent;
// Finally, register ourselves.
registerClassRep(this);
};
/// Perform class specific initialization tasks.
///
/// Link namespaces, call initPersistFields() and consoleInit().
void init() const
{
// Get handle to our parent class, if any, and ourselves (we are our parent's child).
AbstractClassRep *parent = T::getParentStaticClassRep();
AbstractClassRep *child = T::getStaticClassRep ();
// If we got reps, then link those namespaces! (To get proper inheritance.)
if(parent && child)
Con::classLinkNamespaces(parent->getNameSpace(), child->getNameSpace());
// Finally, do any class specific initialization...
T::initPersistFields();
T::consoleInit();
}
/// Wrap constructor.
ConsoleObject* create() const { return new T; }
};
//------------------------------------------------------------------------------
// Forward declaration of this function so it can be used in the class
const char *defaultProtectedGetFn( void *obj, const char *data );
/// Interface class to the console.
///
/// @section ConsoleObject_basics The Basics
///
/// Any object which you want to work with the console system should derive from this,
/// and access functionality through the static interface.
///
/// This class is always used with the DECLARE_CONOBJECT and IMPLEMENT_* macros.
///
/// @code
/// // A very basic example object. It will do nothing!
/// class TorqueObject : public ConsoleObject {
/// // Must provide a Parent typedef so the console system knows what we inherit from.
/// typedef ConsoleObject Parent;
///
/// // This does a lot of menial declaration for you.
/// DECLARE_CONOBJECT(TorqueObject);
///
/// // This is for us to register our fields in.
/// static void initPersistFields();
///
/// // A sample field.
/// S8 mSample;
/// }
/// @endcode
///
/// @code
/// // And the accordant implementation...
/// IMPLEMENT_CONOBJECT(TorqueObject);
///
/// void TorqueObject::initPersistFields()
/// {
/// // If you want to inherit any fields from the parent (you do), do this:
/// Parent::initPersistFields();
///
/// // Pass the field, the type, the offset, and a usage string.
/// addField("sample", TypeS8, Offset(mSample, TorqueObject), "A test field.");
/// }
/// @endcode
///
/// That's all you need to do to get a class registered with the console system. At this point,
/// you can instantiate it via script, tie methods to it using ConsoleMethod, register fields,
/// and so forth. You can also register any global variables related to the class by creating
/// a consoleInit() method.
///
/// You will need to use different IMPLEMENT_ macros in different cases; for instance, if you
/// are making a NetObject (for ghosting), a DataBlock, or a NetEvent.
///
/// @see AbstractClassRep for gory implementation details.
/// @nosubgrouping
class ConsoleObject
{
protected:
/// @deprecated This is disallowed.
ConsoleObject() { /* disallowed */ }
/// @deprecated This is disallowed.
ConsoleObject(const ConsoleObject&);
protected:
/// Get a reference to a field by name.
const AbstractClassRep::Field *findField(StringTableEntry fieldName) const;
public:
/// Gets the ClassRep.
virtual AbstractClassRep* getClassRep() const;
/// Set the value of a field.
bool setField(const char *fieldName, const char *value);
virtual ~ConsoleObject();
public:
/// @name Object Creation
/// @{
static ConsoleObject* create(const char* in_pClassName);
static ConsoleObject* create(const U32 groupId, const U32 typeId, const U32 in_classId);
/// @}
public:
/// Get the classname from a class tag.
static const char* lookupClassName(const U32 in_classTag);
protected:
/// @name Fields
/// @{
/// Mark the beginning of a group of fields.
///
/// This is used in the consoleDoc system.
/// @see console_autodoc
static void addGroup(const char* in_pGroupname, const char* in_pGroupDocs = NULL);
/// Mark the end of a group of fields.
///
/// This is used in the consoleDoc system.
/// @see console_autodoc
static void endGroup(const char* in_pGroupname);
/// Register a complex field.
///
/// @param in_pFieldname Name of the field.
/// @param in_fieldType Type of the field. @see ConsoleDynamicTypes
/// @param in_fieldOffset Offset to the field from the start of the class; calculated using the Offset() macro.
/// @param in_elementCount Number of elements in this field. Arrays of elements are assumed to be contiguous in memory.
/// @param in_table An EnumTable, if this is an enumerated field.
/// @param in_pFieldDocs Usage string for this field. @see console_autodoc
static void addField(const char* in_pFieldname,
const U32 in_fieldType,
const dsize_t in_fieldOffset,
const U32 in_elementCount = 1,
EnumTable * in_table = NULL,
const char* in_pFieldDocs = NULL);
/// Register a simple field.
///
/// @param in_pFieldname Name of the field.
/// @param in_fieldType Type of the field. @see ConsoleDynamicTypes
/// @param in_fieldOffset Offset to the field from the start of the class; calculated using the Offset() macro.
/// @param in_pFieldDocs Usage string for this field. @see console_autodoc
static void addField(const char* in_pFieldname,
const U32 in_fieldType,
const dsize_t in_fieldOffset,
const char* in_pFieldDocs);
/// Register a validated field.
///
/// A validated field is just like a normal field except that you can't
/// have it be an array, and that you give it a pointer to a TypeValidator
/// subclass, which is then used to validate any value placed in it. Invalid
/// values are ignored and an error is printed to the console.
///
/// @see addField
/// @see typeValidators.h
static void addFieldV(const char* in_pFieldname,
const U32 in_fieldType,
const dsize_t in_fieldOffset,
TypeValidator *v,
const char * in_pFieldDocs = NULL);
/// Register a complex protected field.
///
/// @param in_pFieldname Name of the field.
/// @param in_fieldType Type of the field. @see ConsoleDynamicTypes
/// @param in_fieldOffset Offset to the field from the start of the class; calculated using the Offset() macro.
/// @param in_setDataFn When this field gets set, it will call the callback provided. @see console_protected
/// @param in_getDataFn When this field is accessed for it's data, it will return the value of this function
/// @param in_elementCount Number of elements in this field. Arrays of elements are assumed to be contiguous in memory.
/// @param in_table An EnumTable, if this is an enumerated field.
/// @param in_pFieldDocs Usage string for this field. @see console_autodoc
static void addProtectedField(const char* in_pFieldname,
const U32 in_fieldType,
const dsize_t in_fieldOffset,
AbstractClassRep::SetDataNotify in_setDataFn,
AbstractClassRep::GetDataNotify in_getDataFn = &defaultProtectedGetFn,
const U32 in_elementCount = 1,
EnumTable * in_table = NULL,
const char* in_pFieldDocs = NULL);
/// Register a simple protected field.
///
/// @param in_pFieldname Name of the field.
/// @param in_fieldType Type of the field. @see ConsoleDynamicTypes
/// @param in_fieldOffset Offset to the field from the start of the class; calculated using the Offset() macro.
/// @param in_setDataFn When this field gets set, it will call the callback provided. @see console_protected
/// @param in_getDataFn When this field is accessed for it's data, it will return the value of this function
/// @param in_pFieldDocs Usage string for this field. @see console_autodoc
static void addProtectedField(const char* in_pFieldname,
const U32 in_fieldType,
const dsize_t in_fieldOffset,
AbstractClassRep::SetDataNotify in_setDataFn,
AbstractClassRep::GetDataNotify in_getDataFn = &defaultProtectedGetFn,
const char* in_pFieldDocs = NULL);
/// Add a deprecated field.
///
/// A deprecated field will always be undefined, even if you assign a value to it. This
/// is useful when you need to make sure that a field is not being used anymore.
static void addDepricatedField(const char *fieldName);
/// Remove a field.
///
/// Sometimes, you just have to remove a field!
/// @returns True on success.
static bool removeField(const char* in_pFieldname);
/// @}
public:
/// Register dynamic fields in a subclass of ConsoleObject.
///
/// @see addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup()
static void initPersistFields();
/// Register global constant variables and do other one-time initialization tasks in
/// a subclass of ConsoleObject.
///
/// @deprecated You should use ConsoleMethod and ConsoleFunction, not this, to
/// register methods or commands.
/// @see console
static void consoleInit();
/// @name Field List
/// @{
/// Get a list of all the fields. This information cannot be modified.
const AbstractClassRep::FieldList& getFieldList() const;
/// Get a list of all the fields, set up so we can modify them.
///
/// @note This is a bad trick to pull if you aren't very careful,
/// since you can blast field data!
AbstractClassRep::FieldList& getModifiableFieldList();
/// Get a handle to a boolean telling us if we expanded the dynamic group.
///
/// @see GuiInspector::Inspect()
bool& getDynamicGroupExpand();
/// @}
/// @name ConsoleObject Implementation
///
/// These functions are implemented in every subclass of
/// ConsoleObject by an IMPLEMENT_CONOBJECT or IMPLEMENT_CO_* macro.
/// @{
/// Get the abstract class information for this class.
static AbstractClassRep *getStaticClassRep() { return NULL; }
/// Get the abstract class information for this class's superclass.
static AbstractClassRep *getParentStaticClassRep() { return NULL; }
/// Get our network-layer class id.
///
/// @param netClassGroup The net class for which we want our ID.
/// @see
S32 getClassId(U32 netClassGroup) const;
/// Get our compiler and platform independent class name.
///
/// @note This name can be used to instantiate another instance using create()
const char *getClassName() const;
/// @}
};
// Deprecated? -pw
// Nope, not in TGE - THB
#define addNamedField(fieldName,type,className) addField(#fieldName, type, Offset(fieldName,className))
#define addNamedFieldV(fieldName,type,className, validator) addFieldV(#fieldName, type, Offset(fieldName,className), validator)
//------------------------------------------------------------------------------
//-------------------------------------- Inlines
//
inline S32 ConsoleObject::getClassId(U32 netClassGroup) const
{
AssertFatal(getClassRep() != NULL,"Cannot get tag from non-declared dynamic class!");
return getClassRep()->getClassId(netClassGroup);
}
inline const char * ConsoleObject::getClassName() const
{
AssertFatal(getClassRep() != NULL,
"Cannot get tag from non-declared dynamic class");
return getClassRep()->getClassName();
}
inline const AbstractClassRep::Field * ConsoleObject::findField(StringTableEntry name) const
{
AssertFatal(getClassRep() != NULL,
avar("Cannot get field '%s' from non-declared dynamic class.", name));
return getClassRep()->findField(name);
}
inline bool ConsoleObject::setField(const char *fieldName, const char *value)
{
//sanity check
if ((! fieldName) || (! fieldName[0]) || (! value))
return false;
if (! getClassRep())
return false;
const AbstractClassRep::Field *myField = getClassRep()->findField(StringTable->insert(fieldName));
if (! myField)
return false;
Con::setData(
myField->type,
(void *) (((const char *)(this)) + myField->offset),
0,
1,
&value,
myField->table,
myField->flag);
return true;
}
inline ConsoleObject* ConsoleObject::create(const char* in_pClassName)
{
return AbstractClassRep::create(in_pClassName);
}
inline ConsoleObject* ConsoleObject::create(const U32 groupId, const U32 typeId, const U32 in_classId)
{
return AbstractClassRep::create(groupId, typeId, in_classId);
}
inline const AbstractClassRep::FieldList& ConsoleObject::getFieldList() const
{
return getClassRep()->mFieldList;
}
inline AbstractClassRep::FieldList& ConsoleObject::getModifiableFieldList()
{
return getClassRep()->mFieldList;
}
inline bool& ConsoleObject::getDynamicGroupExpand()
{
return getClassRep()->mDynamicGroupExpand;
}
/// @name ConsoleObject Macros
/// @{
#define DECLARE_CONOBJECT(className) \
static ConcreteClassRep<className> dynClassRep; \
static AbstractClassRep* getParentStaticClassRep(); \
static AbstractClassRep* getStaticClassRep(); \
virtual AbstractClassRep* getClassRep() const
#define IMPLEMENT_CONOBJECT(className) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep<className> className::dynClassRep(#className, 0, -1, 0, className::getParentStaticClassRep())
#define IMPLEMENT_CO_NETOBJECT_V1(className) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep<className> className::dynClassRep(#className, NetClassGroupGameMask, NetClassTypeObject, 0, className::getParentStaticClassRep())
#define IMPLEMENT_CO_DATABLOCK_V1(className) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep<className> className::dynClassRep(#className, NetClassGroupGameMask, NetClassTypeDataBlock, 0, className::getParentStaticClassRep())
/// @}
//------------------------------------------------------------------------------
// Protected field default get/set functions
//
// The reason for these functions is that it will save one branch per console
// data request and script functions will still execute at the same speed as
// before the modifications to allow protected static fields. These will just
// inline and the code should be roughly the same size, and just as fast as
// before the modifications. -pw
inline bool defaultProtectedSetFn( void *obj, const char *data )
{
return true;
}
inline const char *defaultProtectedGetFn( void *obj, const char *data )
{
return data;
}
#endif //_CONSOLEOBJECT_H_