UnrealScript library and basis for all Acedia Framework mods
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/**
* One of the two classes that make up a core of event system in Acedia.
* `Signal`s, along with `Slot`s, are used for communication between
* objects. Signals can be connected to slots of appropriate class and emitted.
* When a signal is emitted, all connected slots are notified and their handler
* is called.
* This `Signal`-`Slot` system is essentially a wrapper for delegates
* (`Slot` wraps over a single delegate, allowing us to store them in array),
* but, unlike them, makes it possible to add several handlers for any event in
* a convenient to use way, e.g..:
* `_.unreal.OnTick(self).connect = myTickHandler`
* To create your own `Signal` you need to:
* 1. Make a non-abstract child class of `Signal`;
* 2. Use one of the templates presented in this file below;
* 3. Create a paired `Slot` class and set it's class to `relatedSlotClass`
* in `defaultproperties`.
* 4. (Recommended) Provide a standard interface by defining an event
* method (similar to `_.unreal.OnTick()`) in an object that will own
* this signal, example of definition is also listed below.
* More detailed information can be found in documentation.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class Signal extends AcediaObject
abstract;
// Class of the slot that can catch your `Signal` class
var public const class<Slot> relatedSlotClass;
// We want to always return a non-`none` slot to avoid "Access 'none'"
// errors.
// So if provided signal receiver is invalid - we still create a `Slot`
// for it, but remember it in this array of slots we aren't going to use
// in order to dispose of them later.
var private array<Slot> failedSlots;
// Set to `true` when we are in the process of deleting our `Slot`s.
// Once `Slot` is deallocated, it notifies it's `Signal` (us) that it
// should be removed.
// But if it's deallocated because we are removing it we want to ignore
// their notification and this flag helps us do that.
var private bool doingSelfCleaning;
// Used to provide iterating interface (`StartIterating()` / `GetNextSlot()`).
// Points at the next slot to return.
var private int nextSlotIndex;
// These arrays could be defined as one array of `struct`s with four
// elements.
// We use four different arrays instead for performance reasons.
// They must have the same length at all times and elements with the
// same index correspond to the same "record".
// Reference to registered `Slot`
var private array<Slot> registeredSlots;
// Life version of the registered `Slot`, to track unexpected deallocations
var private array<int> slotLifeVersions;
// Receiver, associated with the `Slot`: when it's deallocated,
// corresponding `Slot` should be removed
var private array<AcediaObject> slotReceivers;
// Life version of the registered receiver, to track it's deallocation
var private array<int> slotReceiversLifeVersions;
/* TEMPLATE for handlers without returned values:
public final function Emit(<PARAMETERS>)
{
local Slot nextSlot;
StartIterating();
nextSlot = GetNextSlot();
while (nextSlot != none)
{
<SLOT_CLASS>(nextSlot).connect(<PARAMETERS>);
nextSlot = GetNextSlot();
}
CleanEmptySlots();
}
*/
/* TEMPLATE for handlers with returned values:
public final function int Emit(<PARAMETERS>)
{
local <RETURN_TYPE> newValue;
local Slot nextSlot;
StartIterating();
nextSlot = GetNextSlot();
while (nextSlot != none)
{
newValue = <SLOT_CLASS>(nextSlot).connect(<PARAMETERS>);
// This check if necessary before using returned value
if (!nextSlot.IsEmpty())
{
// Now handle `newValue` however you see fit
}
nextSlot = GetNextSlot();
}
CleanEmptySlots();
return value;
}
*/
/* TEMPLATE for the interface method:
var private <SIGNAL_CLASS> mySignal;
public final function <SLOT_CLASS> OnMyEvent(AcediaObject receiver)
{
return <SLOT_CLASS>(mySignal.NewSlot(receiver));
}
*/
protected function Finalizer()
{
doingSelfCleaning = true;
_.memory.FreeMany(registeredSlots);
doingSelfCleaning = false;
registeredSlots.length = 0;
slotLifeVersions.length = 0;
slotReceivers.length = 0;
slotReceiversLifeVersions.length = 0;
}
/**
* Creates a new slot for `receiver` to catch emitted signals.
* Supposed to be used inside a special interface method only.
*
* @param receiver Receiver to which new `Slot` would be connected.
* Method connected to a `Slot` generated by this method must belong to
* the `receiver`, otherwise behavior of `Signal`-`Slot` system is
* undefined.
* Must be a properly allocated `AcediaObject`.
* @return New `Slot` object that will be connected to the caller `Signal` if
* provided `receiver` is correct. Guaranteed to have class
* `relatedSlotClass`.
*/
public final function Slot NewSlot(AcediaObject receiver)
{
local Slot newSlot;
newSlot = Slot(_.memory.Allocate(relatedSlotClass));
newSlot.Initialize(self);
AddSlot(newSlot, receiver);
return newSlot;
}
/**
* Disconnects all of the `receiver`'s `Slot`s from the caller `Signal`.
*
* @param receiver Object to disconnect from the caller `Signal`.
*/
public final function Disconnect(AcediaObject receiver)
{
local int i;
doingSelfCleaning = true;
while (i < slotReceivers.length)
{
if (slotReceivers[i] == none || slotReceivers[i] == receiver)
{
_.memory.Free(registeredSlots[i]);
registeredSlots.Remove(i, 1);
slotLifeVersions.Remove(i, 1);
slotReceivers.Remove(i, 1);
slotReceiversLifeVersions.Remove(i, 1);
}
else {
i += 1;
}
}
doingSelfCleaning = false;
}
/**
* Adds new `Slot` `newSlot` with receiver `receiver` to the caller `Signal`.
*
* Does nothing if `newSlot` is already added to the caller `Signal`.
*
* @param newSlot Slot to add. Must be initialize for the caller `Signal`.
* @param receiver Receiver to which new `Slot` would be connected.
* Method connected to a `Slot` generated by this method must belong to
* the `receiver`, otherwise behavior of `Signal`-`Slot` system is
* undefined.
* Must be a properly allocated `AcediaObject`.
*/
protected final function AddSlot(Slot newSlot, AcediaObject receiver)
{
local int i;
local int newSlotIndex;
if (newSlot == none) return;
if (newSlot.class != relatedSlotClass) return;
if (!newSlot.IsOwnerSignal(self)) return;
if (receiver == none || !receiver.IsAllocated())
{
failedSlots[failedSlots.length] = newSlot;
return;
}
for (i = 0; i < registeredSlots.length; i += 1)
{
if (registeredSlots[i] != newSlot) {
continue;
}
if (slotLifeVersions[i] != newSlot.GetLifeVersion())
{
slotLifeVersions[i] = newSlot.GetLifeVersion();
slotReceivers[i] = receiver;
if (receiver != none) {
slotReceiversLifeVersions[i] = receiver.GetLifeVersion();
}
}
return;
}
newSlotIndex = registeredSlots.length;
registeredSlots[newSlotIndex] = newSlot;
slotLifeVersions[newSlotIndex] = newSlot.GetLifeVersion();
slotReceivers[newSlotIndex] = receiver;
slotReceiversLifeVersions[newSlotIndex] = receiver.GetLifeVersion();
}
/**
* Removes given `slotToRemove` if it was connected to the caller `Signal`.
*
* Does not deallocate `slotToRemove`.
*
* Cannot fail.
*
* @param slotToRemove Slot to be removed.
*/
public final function RemoveSlot(Slot slotToRemove)
{
local int i;
if (slotToRemove == none) return;
if (doingSelfCleaning) return;
for (i = 0; i < registeredSlots.length; i += 1)
{
if (registeredSlots[i] == slotToRemove)
{
registeredSlots.Remove(i, 1);
slotLifeVersions.Remove(i, 1);
slotReceivers.Remove(i, 1);
slotReceiversLifeVersions.Remove(i, 1);
return;
}
}
}
/**
* One of two methods that provide an iterator access to the private array of
* `Slot`s and perform all the necessary safety checks.
*
* Must be called before each new iterating cycle.
*
* There cannot be any `Slot` additions or removal during one iteration cycle.
*/
protected final function StartIterating()
{
nextSlotIndex = 0;
}
/**
* One of two methods that provide an iterator access to the private array of
* `Slot`s and perform all the necessary safety checks.
*
* `StartIterating()` must be called to initialize iteration cycle, then this
* method can be called until it returns `none`.
*
* There cannot be any `Slot` additions or removal during one iteration cycle.
*
* @return Next `Slot` that must receive emitted signal. `none` means that
* there are no more `Slot`s to iterate over.
*/
protected final function Slot GetNextSlot()
{
local bool isNextSlotValid;
local int nextSlotLifeVersion, nextReceiverLifeVersion;
local Slot nextSlot;
local AcediaObject nextReceiver;
doingSelfCleaning = true;
while (nextSlotIndex < registeredSlots.length)
{
nextSlot = registeredSlots[nextSlotIndex];
nextSlotLifeVersion = slotLifeVersions[nextSlotIndex];
nextReceiver = slotReceivers[nextSlotIndex];
nextReceiverLifeVersion = slotReceiversLifeVersions[nextSlotIndex];
isNextSlotValid = (nextSlot.GetLifeVersion() == nextSlotLifeVersion)
&& (nextReceiver.GetLifeVersion() == nextReceiverLifeVersion);
if (isNextSlotValid)
{
nextSlotIndex += 1;
return nextSlot;
}
else
{
registeredSlots.Remove(nextSlotIndex, 1);
slotLifeVersions.Remove(nextSlotIndex, 1);
slotReceivers.Remove(nextSlotIndex, 1);
slotReceiversLifeVersions.Remove(nextSlotIndex, 1);
_.memory.Free(nextSlot);
}
}
doingSelfCleaning = false;
return none;
}
/**
* In case it's detected that some of the slots do not actually have any
* handler setup - this method will clean them up.
*/
protected final function CleanEmptySlots()
{
local int index;
_.memory.FreeMany(failedSlots);
failedSlots.length = 0;
doingSelfCleaning = true;
while (index < registeredSlots.length)
{
if (registeredSlots[index].IsEmpty())
{
registeredSlots[index].FreeSelf(slotLifeVersions[index]);
_.memory.Free(registeredSlots[index]);
registeredSlots.Remove(index, 1);
slotLifeVersions.Remove(index, 1);
slotReceivers.Remove(index, 1);
slotReceiversLifeVersions.Remove(index, 1);
}
else {
index += 1;
}
}
doingSelfCleaning = false;
}
defaultproperties
{
relatedSlotClass = class'Slot'
}