Line data Source code
1 : /* Copyright (C) 2020 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_DYNAMICSUBSCRIPTION
19 : #define INCLUDED_DYNAMICSUBSCRIPTION
20 :
21 : #include "IComponent.h"
22 :
23 : #include <set>
24 : #include <vector>
25 :
26 : /**
27 : * A list of components that are dynamically subscribed to a particular
28 : * message. The components list is sorted by (entity_id, ComponentTypeId),
29 : * with no duplicates.
30 : *
31 : * To cope with changes to the subscription list while a message is still
32 : * being broadcast, all changes are stored in the added/removed sets. The
33 : * next time a message is sent, they will be merged into the main components
34 : * list.
35 : */
36 2 : class CDynamicSubscription
37 : {
38 : struct CompareIComponent
39 : {
40 8 : bool operator()(const IComponent* cmpA, const IComponent* cmpB) const
41 : {
42 8 : entity_id_t entityA = cmpA->GetEntityId();
43 8 : entity_id_t entityB = cmpB->GetEntityId();
44 8 : if (entityA < entityB)
45 0 : return true;
46 8 : if (entityB < entityA)
47 0 : return false;
48 8 : int cidA = cmpA->GetComponentTypeId();
49 8 : int cidB = cmpB->GetComponentTypeId();
50 8 : if (cidA < cidB)
51 2 : return true;
52 6 : return false;
53 : }
54 : };
55 : public:
56 : void Add(IComponent* cmp);
57 : void Remove(IComponent* cmp);
58 : void Flatten();
59 : const std::vector<IComponent*>& GetComponents();
60 : void DebugDump();
61 :
62 : private:
63 : std::vector<IComponent*> m_Components; // always in CompareIComponent order
64 : std::set<IComponent*, CompareIComponent> m_Added;
65 : std::set<IComponent*, CompareIComponent> m_Removed;
66 : };
67 :
68 : #endif // INCLUDED_DYNAMICSUBSCRIPTION
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