queue object destruction
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@@ -56,6 +56,7 @@ namespace Game {
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static T* getEntityByName(const std::string& name);
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template<typename T>
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static void destroyEntity(T* entity);
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static void processPendingEntityRemovals();
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private:
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int mTargetUpdatesPerSecond = TARGET_UPDATE_RATE;
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@@ -140,7 +141,8 @@ namespace Game {
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void GameManager::destroyEntity(T* entity) {
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static_assert(std::is_base_of_v<Object::Entity, T>, "T must derive from Object::Entity");
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if (entity) {
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State::GameState::getInstance().removeEntity(entity->getName());
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entity->setActive(false);
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State::GameState::getInstance().queueEntityRemoval(entity->getName());
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}
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}
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}
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@@ -7,6 +7,7 @@
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#include <object/entity.hpp>
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#include <mutex>
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#include <unordered_map>
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#include <vector>
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namespace Game::State {
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class GameState {
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@@ -23,6 +24,8 @@ namespace Game::State {
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void wipe();
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Object::Entity* getEntityByName(const std::string& name); // Get an entity by name, returns nullptr if no entity with the name exists
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std::vector<Object::Entity*> getEntitiesSnapshot(bool sortByZIndex = false); // Get a stable snapshot of entity pointers for iteration outside the lock
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void queueEntityRemoval(const std::string& name);
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void processPendingRemovals();
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// Add an entity to the gamestate; returns a pointer to the stored entity.
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Object::Entity* addEntity(std::unique_ptr<Object::Entity> entity);
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@@ -31,5 +34,6 @@ namespace Game::State {
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private:
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mutable std::mutex mMutex; // Shared mutex for thread safety
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std::unordered_map<std::string, std::unique_ptr<Object::Entity>> mEntityMap; // Own entities while allowing O(1) lookup by name
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std::vector<std::string> mPendingRemovals;
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};
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}
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