Files
RobustToolbox/Robust.Shared/GameObjects/EntitySystemManager.cs
T

158 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Systems;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
public class EntitySystemManager : IEntitySystemManager
{
#pragma warning disable 649
[Dependency] private readonly IReflectionManager _reflectionManager;
[Dependency] private readonly IDynamicTypeFactory _typeFactory;
[Dependency] private readonly IEntityManager _entityManager;
#pragma warning restore 649
/// <summary>
/// Maps system types to instances.
/// </summary>
private readonly Dictionary<Type, IEntitySystem> _systems = new Dictionary<Type, IEntitySystem>();
/// <summary>
/// Maps system supertypes to instances.
/// </summary>
private readonly Dictionary<Type, IEntitySystem> _supertypeSystems = new Dictionary<Type, IEntitySystem>();
[ViewVariables]
private IReadOnlyCollection<IEntitySystem> AllSystems => _systems.Values;
/// <exception cref="InvalidEntitySystemException">Thrown if the provided type is not registered.</exception>
public T GetEntitySystem<T>()
where T : IEntitySystem
{
var type = typeof(T);
// check using exact match first, then check using the supertype
if (!_systems.ContainsKey(type))
{
if (!_supertypeSystems.ContainsKey(type))
{
throw new InvalidEntitySystemException();
}
else
{
return (T) _supertypeSystems[type];
}
}
return (T)_systems[type];
}
/// <inheritdoc />
public bool TryGetEntitySystem<T>(out T entitySystem)
where T : IEntitySystem
{
if (_systems.TryGetValue(typeof(T), out var system))
{
entitySystem = (T) system;
return true;
}
if (_supertypeSystems.TryGetValue(typeof(T), out var systemFromSupertype))
{
entitySystem = (T) systemFromSupertype;
return true;
}
entitySystem = default;
return false;
}
/// <inheritdoc />
public void Initialize()
{
HashSet<Type> excludedTypes = new HashSet<Type>();
foreach (var type in _reflectionManager.GetAllChildren<IEntitySystem>())
{
Logger.DebugS("go.sys", "Initializing entity system {0}", type);
// Force IoC inject of all systems
var instance = _typeFactory.CreateInstance<IEntitySystem>(type);
_systems.Add(type, instance);
// also register systems under their supertypes, so they can be retrieved by their supertype.
// We don't do this if there are multiple subtype systems of that supertype though, otherwise
// it wouldn't be clear which instance to return when asking for the supertype
foreach (var baseType in GetBaseTypes(type))
{
// already known that there are multiple subtype systems of this type,
// so don't register under the supertype because it would be unclear
// which instance to return if we retrieved it by the supertype
if (excludedTypes.Contains(baseType)) continue;
if (_supertypeSystems.ContainsKey(baseType))
{
_supertypeSystems.Remove(baseType);
excludedTypes.Add(baseType);
}
else
{
_supertypeSystems.Add(baseType, instance);
}
}
}
foreach (var system in _systems.Values)
{
system.Initialize();
}
}
private static IEnumerable<Type> GetBaseTypes(Type type) {
if(type.BaseType == null) return type.GetInterfaces();
return Enumerable.Repeat(type.BaseType, 1)
.Concat(type.GetInterfaces())
.Concat(type.GetInterfaces().SelectMany<Type, Type>(GetBaseTypes))
.Concat(GetBaseTypes(type.BaseType));
}
/// <inheritdoc />
public void Shutdown()
{
// System.Values is modified by RemoveSystem
foreach (var system in _systems.Values)
{
system.Shutdown();
_entityManager.EventBus.UnsubscribeEvents(system);
}
_systems.Clear();
_supertypeSystems.Clear();
}
/// <inheritdoc />
public void Update(float frameTime)
{
foreach (var system in _systems.Values)
{
system.Update(frameTime);
}
}
/// <inheritdoc />
public void FrameUpdate(float frameTime)
{
foreach (var system in _systems.Values)
{
system.FrameUpdate(frameTime);
}
}
}
public class InvalidEntitySystemException : Exception { }
}