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1 #ifndef MSP_GAME_SYSTEM_H_
2 #define MSP_GAME_SYSTEM_H_
3
4 #include <functional>
5 #include <msp/time/timedelta.h>
6 #include "accessguard.h"
7 #include "component.h"
8 #include "reflection.h"
9 #include "stage.h"
10
11 namespace Msp::Game {
12
13 class System
14 {
15 public:
16         enum DependencyFlags
17         {
18                 NO_DEPENDENCY = 0,
19                 READ_OLD = 1,
20                 READ_FRESH = 3,
21                 WRITE = 4,
22                 UPDATE = READ_OLD | WRITE,
23                 CHAINED_UPDATE = READ_FRESH | WRITE,
24                 DATA_MASK = 7,
25                 RUN_BEFORE = 8,
26                 RUN_AFTER = 16,
27                 ORDER_MASK = 24
28         };
29
30         class Dependency
31         {
32                 friend class System;
33
34         private:
35                 DependencyFlags flags = NO_DEPENDENCY;
36                 const Reflection::ClassBase &type;
37                 void (*prepare)(Stage &) = nullptr;
38                 void (*commit)(Stage &) = nullptr;
39                 void (*unblock)(DependencyFlags) = nullptr;
40                 void (*block)(DependencyFlags) = nullptr;
41
42         public:
43                 Dependency(const Reflection::ClassBase &t): type(t) { }
44
45                 DependencyFlags get_flags() const { return flags; }
46                 const Reflection::ClassBase &get_type() const { return type; }
47         };
48
49         class Activator: public NonCopyable
50         {
51         private:
52                 System &system;
53
54         public:
55                 Activator(System &s): system(s) { system.begin_tick(); }
56                 ~Activator() { system.end_tick(); }
57         };
58
59 protected:
60         Stage &stage;
61         std::vector<std::function<void()>> deferred_queue;
62         std::vector<Dependency> dependencies;
63
64         static thread_local System *active;
65
66         System(Stage &s): stage(s) { }
67 public:
68         virtual ~System() = default;
69
70         Stage &get_stage() const { return stage; }
71
72 protected:
73         template<typename T>
74         void declare_dependency(DependencyFlags);
75
76 public:
77         const std::vector<Dependency> &get_dependencies() const { return dependencies; }
78
79         void begin_tick();
80         virtual void tick(Time::TimeDelta) = 0;
81         void end_tick();
82         virtual void deferred_tick();
83
84 protected:
85         template<typename F>
86         void defer(F &&f) { deferred_queue.emplace_back(std::forward<F>(f)); }
87 };
88
89
90 template<typename T>
91 inline void System::declare_dependency(DependencyFlags flags)
92 {
93         if((flags&DATA_MASK) && !std::is_base_of_v<Component, T>)
94                 throw std::invalid_argument("System::declare_dependency");
95         if((flags&ORDER_MASK) && !std::is_base_of_v<System, T>)
96                 throw std::invalid_argument("System::declare_dependency");
97
98         const Reflection::ClassBase &type = stage.get_reflector().get_or_create_class<T>();
99         auto i = find_if(dependencies, [&type](const Dependency &d){ return &d.type==&type; });
100
101         if(i!=dependencies.end())
102                 flags = static_cast<DependencyFlags>(flags|i->flags);
103         if((flags&RUN_BEFORE) && (flags&RUN_AFTER))
104                 throw std::logic_error("conflicting order flags");
105
106         Dependency &dep = (i!=dependencies.end() ? *i : dependencies.emplace_back(type));
107         dep.flags = flags;
108         if constexpr(requires(T &c) { typename T::Data; c.prepare_tick(); c.commit_tick(); })
109         {
110 #ifdef DEBUG
111                 dep.unblock = +[](DependencyFlags f){
112                         if(f&READ_OLD) AccessGuard::get_instance().unblock<AccessGuard::Read<typename T::Data>>();
113                         if(f&WRITE) AccessGuard::get_instance().unblock<AccessGuard::Write<typename T::Data>>();
114                 };
115                 dep.block = +[](DependencyFlags f){
116                         if(f&READ_OLD) AccessGuard::get_instance().block<AccessGuard::Read<typename T::Data>>();
117                         if(f&WRITE) AccessGuard::get_instance().block<AccessGuard::Write<typename T::Data>>();
118                 };
119 #endif
120                 if(flags&WRITE)
121                 {
122                         dep.prepare = +[](Stage &s){ s.iterate_objects<T>([](T &c){ c.prepare_tick(); }); };
123                         dep.commit = +[](Stage &s){ s.iterate_objects<T>([](T &c){ c.commit_tick(); }); };
124                 }
125         }
126 }
127
128 } // namespace Msp::Game
129
130 #endif