751f678a8a
do them later in the update. This allows threadsafety (sending messages from other threadS), and will eventually be merged with ScreenMessages. This doesn't mean that all messages have to be delayed; we can send messages to an actor directly, like SendMessageToTopScreen. This only affects broadcasted messages, which act like PostMessageToTopScreen(x, 0).
243 lines
6.0 KiB
C++
243 lines
6.0 KiB
C++
#include "global.h"
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#include "MessageManager.h"
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#include "Foreach.h"
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#include "RageUtil.h"
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#include "RageThreads.h"
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#include "EnumHelper.h"
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#include <set>
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#include <map>
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MessageManager* MESSAGEMAN = NULL; // global and accessable from anywhere in our program
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static const CString MessageNames[] = {
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"CurrentStyleChanged",
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"CurrentSongChanged",
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"CurrentStepsP1Changed",
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"CurrentStepsP2Changed",
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"CurrentCourseChanged",
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"CurrentTrailP1Changed",
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"CurrentTrailP2Changed",
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"EditStepsTypeChanged",
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"EditSourceStepsChanged",
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"EditSourceStepsTypeChanged",
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"EditPreferredDifficutyP1Changed",
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"EditPreferredDifficutyP2Changed",
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"EditPreferredCourseDifficutyP1Changed",
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"EditPreferredCourseDifficutyP2Changed",
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"EditCourseEntryIndexChanged",
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"GoalCompleteP1",
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"GoalCompleteP2",
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"NoteCrossed",
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"NoteWillCrossIn500Ms",
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"NoteWillCrossIn1000Ms",
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"NoteWillCrossIn1500Ms",
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"CardRemovedP1",
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"CardRemovedP2",
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"BeatCrossed",
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"MenuUpP1",
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"MenuUpP2",
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"MenuDownP1",
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"MenuDownP2",
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"MenuLeftP1",
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"MenuLeftP2",
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"MenuRightP1",
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"MenuRightP2",
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"MadeChoiceP1",
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"MadeChoiceP2",
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"CoinInserted",
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"SideJoinedP1",
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"SideJoinedP2",
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"PlayersFinalized",
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"AssistTickChanged",
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"AutosyncChanged",
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"PreferredSongGroupChanged",
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"PreferredCourseGroupChanged",
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};
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XToString( Message, NUM_MESSAGES );
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static RageMutex g_Mutex( "MessageManager" );
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typedef set<IMessageSubscriber*> SubscribersSet;
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static map<CString,SubscribersSet> g_MessageToSubscribers;
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MessageManager::MessageManager()
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{
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}
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MessageManager::~MessageManager()
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{
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}
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void MessageManager::Subscribe( IMessageSubscriber* pSubscriber, const CString& sMessage )
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{
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LockMut(g_Mutex);
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SubscribersSet& subs = g_MessageToSubscribers[sMessage];
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#if _DEBUG
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SubscribersSet::iterator iter = subs.find(pSubscriber);
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ASSERT_M( iter == subs.end(), "already subscribed" );
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#endif
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subs.insert( pSubscriber );
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}
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void MessageManager::Subscribe( IMessageSubscriber* pSubscriber, Message m )
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{
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Subscribe( pSubscriber, MessageToString(m) );
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}
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void MessageManager::Unsubscribe( IMessageSubscriber* pSubscriber, const CString& sMessage )
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{
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LockMut(g_Mutex);
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SubscribersSet& subs = g_MessageToSubscribers[sMessage];
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SubscribersSet::iterator iter = subs.find(pSubscriber);
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ASSERT( iter != subs.end() );
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subs.erase( iter );
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}
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void MessageManager::Unsubscribe( IMessageSubscriber* pSubscriber, Message m )
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{
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Unsubscribe( pSubscriber, MessageToString(m) );
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}
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void MessageManager::Broadcast( const CString& sMessage ) const
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{
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ASSERT( !sMessage.empty() );
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LockMut(g_Mutex);
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map<CString,SubscribersSet>::const_iterator iter = g_MessageToSubscribers.find( sMessage );
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if( iter == g_MessageToSubscribers.end() )
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return;
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FOREACHS_CONST( IMessageSubscriber*, iter->second, p )
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{
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IMessageSubscriber *pSub = *p;
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pSub->HandleMessageInternal( sMessage );
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}
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}
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void MessageManager::Broadcast( Message m ) const
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{
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Broadcast( MessageToString(m) );
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}
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void IMessageSubscriber::ClearMessages( const CString sMessage )
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{
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LockMut(g_Mutex);
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if( sMessage.empty() )
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{
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m_aMessages.clear();
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return;
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}
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for( int i=m_aMessages.size()-1; i>=0; i-- )
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if( m_aMessages[i].sMessage == sMessage )
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m_aMessages.erase( m_aMessages.begin()+i );
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}
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void IMessageSubscriber::HandleMessageInternal( const CString& sMessage )
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{
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QueuedMessage QM;
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QM.sMessage = sMessage;
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QM.fDelayRemaining = 0;
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g_Mutex.Lock();
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m_aMessages.push_back( QM );
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g_Mutex.Unlock();
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}
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void IMessageSubscriber::ProcessMessages( float fDeltaTime )
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{
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/* Important optimization for the vast majority of cases: don't lock the
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* mutex if we have no messages. */
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if( m_aMessages.empty() )
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return;
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g_Mutex.Lock();
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for( unsigned i=0; i<m_aMessages.size(); i++ )
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m_aMessages[i].fDelayRemaining -= fDeltaTime;
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for( unsigned i = 0; i < m_aMessages.size(); ++i )
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{
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/* Remove the message from the list. */
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const CString sMessage = m_aMessages[i].sMessage;
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m_aMessages.erase( m_aMessages.begin()+i );
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--i;
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unsigned iSize = m_aMessages.size();
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g_Mutex.Unlock();
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HandleMessage( sMessage );
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g_Mutex.Lock();
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/* If the size changed, start over. */
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if( iSize != m_aMessages.size() )
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i = 0;
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}
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g_Mutex.Unlock();
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}
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// lua start
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#include "LuaBinding.h"
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class LunaMessageManager: public Luna<MessageManager>
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{
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public:
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LunaMessageManager() { LUA->Register( Register ); }
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static int Broadcast( T* p, lua_State *L )
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{
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p->Broadcast( SArg(1) );
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return 0;
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}
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static void Register(lua_State *L)
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{
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ADD_METHOD( Broadcast )
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Luna<T>::Register( L );
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// Add global singleton if constructed already. If it's not constructed yet,
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// then we'll register it later when we reinit Lua just before
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// initializing the display.
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if( MESSAGEMAN )
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{
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lua_pushstring(L, "MESSAGEMAN");
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MESSAGEMAN->PushSelf( L );
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lua_settable(L, LUA_GLOBALSINDEX);
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}
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}
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};
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LUA_REGISTER_CLASS( MessageManager )
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// lua end
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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