Removed World*Unsafe handlers (merged with WorldLoaded/WorldUnloading); Removed the concept of 'map-local static' handlers, static handlers are now only those that run globally.

This commit is contained in:
ZZYZX 2017-01-30 07:50:09 +02:00
parent 3e44109ad1
commit 09ca1f610d
5 changed files with 72 additions and 31 deletions

View file

@ -19,7 +19,10 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
if (handler->next)
handler->next->prev = handler;
E_FirstEventHandler = handler;
if (handler->IsStatic() && !handler->isMapScope) handler->ObjectFlags |= OF_Fixed;
if (handler->IsStatic())
{
handler->ObjectFlags |= OF_Fixed;
}
return true;
}
@ -36,10 +39,10 @@ bool E_UnregisterHandler(DStaticEventHandler* handler)
handler->next->prev = handler->prev;
if (handler == E_FirstEventHandler)
E_FirstEventHandler = handler->next;
if (handler->IsStatic() && !handler->isMapScope)
if (handler->IsStatic())
{
handler->ObjectFlags |= OF_YesReallyDelete;
delete handler;
handler->ObjectFlags &= ~OF_Fixed;
handler->Destroy();
}
return true;
}
@ -114,13 +117,13 @@ static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
{
if (type == nullptr)
{
Printf("%cGWarning: unknown event handler class %s in MAPINFO!", TEXTCOLOR_ESCAPE, typestring.GetChars());
Printf("%cGWarning: unknown event handler class %s in MAPINFO!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
return;
}
if (!E_IsStaticType(type))
if (!E_IsStaticType(type) && !map)
{
Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!", TEXTCOLOR_ESCAPE, typestring.GetChars());
Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nGameInfo event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
return;
}
@ -137,21 +140,15 @@ static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
if (typeExists) return;
DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
handler->isMapScope = map;
E_RegisterHandler(handler);
}
void E_InitStaticHandlers(bool map)
{
// remove existing
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic() && handler->isMapScope == map)
handler->Destroy();
}
if (savegamerestore)
return;
// add new
if (map)
if (map) // don't initialize map handlers if restoring from savegame.
{
for (unsigned int i = 0; i < level.info->EventHandlers.Size(); i++)
{
@ -162,6 +159,13 @@ void E_InitStaticHandlers(bool map)
}
else
{
// delete old static handlers if any.
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic())
handler->Destroy();
}
for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++)
{
FString typestring = gameinfo.EventHandlers[i];
@ -177,10 +181,47 @@ void E_InitStaticHandlers(bool map)
handler->name(); \
}
DEFINE_EVENT_LOOPER(WorldLoaded)
DEFINE_EVENT_LOOPER(WorldUnloading)
DEFINE_EVENT_LOOPER(WorldLoadedUnsafe)
DEFINE_EVENT_LOOPER(WorldUnloadingUnsafe)
// note for the functions below.
// *Unsafe is executed on EVERY map load/close, including savegame loading, etc.
// There is no point in allowing non-static handlers to receive unsafe event separately, as there is no point in having static handlers receive safe event.
// Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames.
void E_WorldLoaded()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic()) continue;
if (handler->isFromSaveGame) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
handler->WorldLoaded();
}
}
void E_WorldUnloading()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic()) continue;
handler->WorldUnloading();
}
}
void E_WorldLoadedUnsafe()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (!handler->IsStatic()) continue;
handler->WorldLoaded();
}
}
void E_WorldUnloadingUnsafe()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (!handler->IsStatic()) continue;
handler->WorldUnloading();
}
}
DEFINE_EVENT_LOOPER(RenderFrame)
// declarations
@ -273,8 +314,6 @@ void cls::funcname(args) \
DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldLoaded,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloading,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldLoadedUnsafe, )
DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloadingUnsafe, )
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame, )
//

View file

@ -35,11 +35,16 @@ class DStaticEventHandler : public DObject // make it a part of normal GC proces
{
DECLARE_CLASS(DStaticEventHandler, DObject)
public:
DStaticEventHandler()
{
prev = 0;
next = 0;
isFromSaveGame = false;
}
DStaticEventHandler* prev;
DStaticEventHandler* next;
DStaticEventHandler* unregPrev;
DStaticEventHandler* unregNext;
bool isMapScope; // this is only used with IsStatic=true
bool isFromSaveGame; // this gets set to true if this object was received using serializator
virtual bool IsStatic() { return true; }
// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
@ -49,6 +54,7 @@ public:
if (arc.isReading())
{
Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
isFromSaveGame = true;
}
else
{
@ -62,8 +68,6 @@ public:
virtual void WorldLoaded();
virtual void WorldUnloading();
virtual void WorldLoadedUnsafe();
virtual void WorldUnloadingUnsafe();
virtual void RenderFrame();
};
class DEventHandler : public DStaticEventHandler

View file

@ -1077,6 +1077,8 @@ void G_DoLoadLevel (int position, bool autosave)
E_InitStaticHandlers(true);
// unsafe world load
E_WorldLoadedUnsafe();
// regular world load (savegames are handled internally)
E_WorldLoaded();
P_DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)

View file

@ -1443,8 +1443,6 @@ void P_SpawnSpecials (void)
break;
}
}
// [ZZ] safe world load
E_WorldLoaded();
// [RH] Start running any open scripts on this map
FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
}

View file

@ -1,9 +1,7 @@
class StaticEventHandler : Object native
{
virtual native void WorldLoaded();
virtual native void WorldLoadedUnsafe();
virtual native void WorldUnloading();
virtual native void WorldUnloadingUnsafe();
virtual native void RenderFrame();
}