Much more stable and simplified subsystem architecture

This commit is contained in:
WiggleWizard
2024-09-18 21:20:14 +01:00
parent 510b577f49
commit 066b2998ac
15 changed files with 183 additions and 66 deletions
+41 -13
View File
@@ -14,14 +14,13 @@
#include "src/Threading/JobSystem.h"
#include "src/Core/RegisterCoreTypes.h"
#include "src/Modules/Modules.h"
#include "src/Subsystems/EngineSubsystemScriptable.h"
#include <GLFW/glfw3.h>
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
#include <Tracy.hpp>
#include "src/Subsystems/EngineSubsystemScript.h"
#include "src/Subsystems/TickableEngineSubsystem.h"
namespace Nuake
@@ -97,20 +96,27 @@ namespace Nuake
}
}
float scaledTimeStep = timeStep * timeScale;
// Tick all subsystems
for (auto subsystem : tickableSubsystems)
if (Engine::IsPlayMode())
{
if (subsystem != nullptr)
for (auto subsystem : subsystems)
{
subsystem->Tick();
if (subsystem == nullptr)
continue;
if (subsystem->CanEverTick())
{
subsystem->Tick(scaledTimeStep);
}
}
}
// Dont update if no scene is loaded.
if (currentWindow->GetScene())
{
float scaledTimeStep = timeStep * timeScale;
currentWindow->Update(scaledTimeStep);
// Play mode update all the entities, Editor does not.
@@ -136,12 +142,14 @@ namespace Nuake
void Engine::EnterPlayMode()
{
SetGameState(GameState::Loading);
lastFrameTime = (float)glfwGetTime(); // Reset timestep timer.
// Dont trigger init if already in player mode.
if (GetGameState() == GameState::Playing)
if (GetGameState() == GameState::Playing || GetGameState() == GameState::Loading)
{
Logger::Log("Cannot enter play mode if is already in play mode.", "engine", WARNING);
Logger::Log("Cannot enter play mode if is already in play mode or is loading.", "engine", WARNING);
return;
}
@@ -155,6 +163,9 @@ namespace Nuake
{
Logger::Log("Cannot enter play mode. Scene OnInit failed", "engine", CRITICAL);
GetCurrentScene()->OnExit();
// Precautionary measure
SetGameState(GameState::Stopped);
}
}
@@ -231,7 +242,7 @@ namespace Nuake
return currentProject;
}
Ref<EngineSubsystemScript> Engine::GetScriptedSubsystem(const std::string& subsystemName)
Ref<EngineSubsystemScriptable> Engine::GetScriptedSubsystem(const std::string& subsystemName)
{
if (scriptedSubsystemMap.contains(subsystemName))
{
@@ -240,18 +251,32 @@ namespace Nuake
return nullptr;
}
Ref<EngineSubsystemScriptable> Engine::GetScriptedSubsystem(const int subsystemId)
{
if (subsystemId >= subsystems.size())
{
return nullptr;
}
return std::reinterpret_pointer_cast<EngineSubsystemScriptable>(subsystems[subsystemId]);
}
void Engine::InitializeCoreSubsystems()
{
}
void Engine::OnScriptingEngineGameAssemblyLoaded()
{
if (!Engine::IsPlayMode() && Engine::GetGameState() != GameState::Loading)
{
return;
}
subsystems.clear();
scriptedSubsystemMap.clear();
auto& gameAssembly = ScriptingEngineNet::Get().GetGameAssembly();
auto scriptTypeEngineSubsystem = gameAssembly.GetType("Nuake.Net.EngineSubsystem");
const Coral::ManagedAssembly& gameAssembly = ScriptingEngineNet::Get().GetGameAssembly();
const auto scriptTypeEngineSubsystem = gameAssembly.GetType("Nuake.Net.EngineSubsystem");
const auto& types = gameAssembly.GetTypes();
for (const auto& type : types)
@@ -263,10 +288,13 @@ namespace Nuake
Logger::Log("Creating Scripted Subsystem " + typeName);
Coral::ManagedObject scriptedSubsystem = type->CreateInstance();
Ref<EngineSubsystemScript> subsystemScript = CreateRef<EngineSubsystemScript>(scriptedSubsystem);
scriptedSubsystem.SetPropertyValue("EngineSubsystemID", subsystems.size());
Ref<EngineSubsystemScriptable> subsystemScript = CreateRef<EngineSubsystemScriptable>(scriptedSubsystem);
subsystems.push_back(subsystemScript);
scriptedSubsystemMap[typeName] = subsystemScript;
subsystemScript->Initialize();
}
}
}