Move entities to hashmap
This commit is contained in:
@@ -6,6 +6,7 @@
|
||||
#include <utils.hpp>
|
||||
#include <object/entity.hpp>
|
||||
#include <mutex>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace Game::State {
|
||||
class GameState {
|
||||
@@ -16,22 +17,19 @@ namespace Game::State {
|
||||
template<typename Fn>
|
||||
void withEntitiesLocked(Fn&& fn) {
|
||||
std::scoped_lock lock(mMutex);
|
||||
fn(mEntities);
|
||||
fn(mEntityMap);
|
||||
}
|
||||
|
||||
void sort(); // Sort entities by zIndex for correct rendering order
|
||||
void wipe();
|
||||
Object::Entity* getEntityByName(const std::string& name); // Get an entity by name, returns nullptr if no entity with the name exists
|
||||
std::vector<Object::Entity*> getEntitiesSnapshot(bool sortByZIndex = false); // Get a stable snapshot of entity pointers for iteration outside the lock
|
||||
|
||||
// Update entity at index, by REFERENCE.
|
||||
Object::Entity* getAtIndex(size_t at);
|
||||
// Add an entity to the gamestate; Returns a temporary pointer to the entity added. Note that the validity of this pointer cannot be guaranteed after the first call.
|
||||
// Add an entity to the gamestate; returns a pointer to the stored entity.
|
||||
Object::Entity* addEntity(std::unique_ptr<Object::Entity> entity);
|
||||
bool removeEntity(const std::string& name);
|
||||
|
||||
private:
|
||||
mutable std::mutex mMutex; // Shared mutex for thread safety
|
||||
std::vector<std::unique_ptr<Object::Entity>> mEntities;
|
||||
std::unordered_map<std::string, std::unique_ptr<Object::Entity>> mEntityMap; // Own entities while allowing O(1) lookup by name
|
||||
};
|
||||
}
|
||||
@@ -3,22 +3,13 @@
|
||||
#include <iostream>
|
||||
|
||||
namespace Game::State {
|
||||
Object::Entity* GameState::getAtIndex(size_t at) {
|
||||
std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety
|
||||
try {
|
||||
return mEntities.at(at).get();
|
||||
} catch (const std::out_of_range& e) {
|
||||
WARN("Tried to access entity from GameState out of range!");
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
Object::Entity* GameState::addEntity(std::unique_ptr<Object::Entity> entity) {
|
||||
Object::Entity* addedEntity = nullptr;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety
|
||||
mEntities.push_back(std::move(entity));
|
||||
addedEntity = mEntities.back().get();
|
||||
const std::string name = entity->getName();
|
||||
auto [it, inserted] = mEntityMap.emplace(name, std::move(entity));
|
||||
addedEntity = it->second.get();
|
||||
}
|
||||
|
||||
addedEntity->start(); // Initialize the entity after insertion without holding the GameState lock.
|
||||
@@ -28,40 +19,33 @@ namespace Game::State {
|
||||
|
||||
bool GameState::removeEntity(const std::string& name) {
|
||||
std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety
|
||||
for (size_t i = 0; i < mEntities.size(); i++) {
|
||||
if (mEntities[i]->getName() == name) {
|
||||
mEntities[i]->destroyed();
|
||||
mEntities.erase(mEntities.begin() + i);
|
||||
return true;
|
||||
auto it = mEntityMap.find(name);
|
||||
if (it != mEntityMap.end()) {
|
||||
if (it->second) {
|
||||
it->second->destroyed();
|
||||
}
|
||||
mEntityMap.erase(it);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void GameState::sort() {
|
||||
std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety
|
||||
std::sort(mEntities.begin(), mEntities.end(), [](const std::unique_ptr<Object::Entity>& a, const std::unique_ptr<Object::Entity>& b) {
|
||||
return a->getZIndex() < b->getZIndex();
|
||||
});
|
||||
}
|
||||
|
||||
void GameState::wipe() {
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
for (const auto& entity : mEntities) {
|
||||
if (entity) {
|
||||
entity->destroyed();
|
||||
for (const auto& pair : mEntityMap) {
|
||||
if (pair.second) {
|
||||
pair.second->destroyed();
|
||||
}
|
||||
}
|
||||
mEntities.clear();
|
||||
mEntityMap.clear();
|
||||
}
|
||||
|
||||
Object::Entity* GameState::getEntityByName(const std::string& name) {
|
||||
std::lock_guard<std::mutex> lock(mMutex); // Lock the mutex for thread safety
|
||||
for (const auto& entity : mEntities) {
|
||||
if (entity->getName() == name) {
|
||||
return entity.get();
|
||||
}
|
||||
auto it = mEntityMap.find(name);
|
||||
if (it != mEntityMap.end()) {
|
||||
return it->second.get();
|
||||
}
|
||||
return nullptr; // Return nullptr if no entity with the name exists
|
||||
}
|
||||
@@ -70,9 +54,9 @@ namespace Game::State {
|
||||
std::vector<Object::Entity*> snapshot;
|
||||
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
snapshot.reserve(mEntities.size());
|
||||
for (const auto& entity : mEntities) {
|
||||
snapshot.push_back(entity.get());
|
||||
snapshot.reserve(mEntityMap.size());
|
||||
for (const auto& entity : mEntityMap) {
|
||||
snapshot.push_back(entity.second.get());
|
||||
}
|
||||
|
||||
if (sortByZIndex) {
|
||||
|
||||
Reference in New Issue
Block a user