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