/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_GRID_H
#define TRINITY_GRID_H
/*
@class Grid
Grid is a logical segment of the game world represented inside TrinIty.
Grid is bind at compile time to a particular type of object which
we call it the object of interested. There are many types of loader,
specially, dynamic loader, static loader, or on-demand loader. There's
a subtle difference between dynamic loader and on-demand loader but
this is implementation specific to the loader class. From the
Grid's perspective, the loader meets its API requirement is suffice.
*/
#include "Platform/Define.h"
#include "Policies/ThreadingModel.h"
#include "TypeContainer.h"
#include "TypeContainerVisitor.h"
// forward declaration
template class GridLoader;
template
<
class ACTIVE_OBJECT,
class WORLD_OBJECT_TYPES,
class GRID_OBJECT_TYPES,
class ThreadModel = Trinity::SingleThreaded
>
class TRINITY_DLL_DECL Grid
{
// allows the GridLoader to access its internals
template friend class GridLoader;
public:
/** destructor to clean up its resources. This includes unloading the
grid if it has not been unload.
*/
~Grid() {}
/** an object of interested enters the grid
*/
template bool AddWorldObject(SPECIFIC_OBJECT *obj, OBJECT_HANDLE hdl)
{
return i_objects.template insert(hdl, obj);
}
/** an object of interested exits the grid
*/
template bool RemoveWorldObject(SPECIFIC_OBJECT *obj, OBJECT_HANDLE hdl)
{
return i_objects.template remove(obj, hdl);
}
/** Accessors: Returns a specific type of object in the WORDL_OBJECT_TYPES
*/
template const SPECIFIC_OBJECT* GetWorldObject(OBJECT_HANDLE hdl, SPECIFIC_OBJECT* fake) const { return i_objects.template find(hdl); }
template SPECIFIC_OBJECT* GetWorldObject(OBJECT_HANDLE hdl, SPECIFIC_OBJECT *fake) { return i_objects.template find(hdl, fake); }
/** Refreshes/update the grid. This required for remote grids.
*/
void RefreshGrid(void) { /* TBI */}
/** Locks a grid. Any object enters must wait until the grid is unlock.
*/
void LockGrid(void) { /* TBI */ }
/** Unlocks the grid.
*/
void UnlockGrid(void) { /* TBI */ }
/** Grid visitor for grid objects
*/
template void Visit(TypeContainerVisitor > &visitor)
{
visitor.Visit(i_container);
}
/** Grid visitor for world objects
*/
template void Visit(TypeContainerVisitor > &visitor)
{
visitor.Visit(i_objects);
}
/** Returns the number of object within the grid.
*/
unsigned int ActiveObjectsInGrid(void) const { return i_objects.template Count(); }
/** Accessors: Returns a specific type of object in the GRID_OBJECT_TYPES
*/
template const SPECIFIC_OBJECT* GetGridObject(OBJECT_HANDLE hdl, SPECIFIC_OBJECT *fake) const { return i_container.template find(hdl, fake); }
template SPECIFIC_OBJECT* GetGridObject(OBJECT_HANDLE hdl, SPECIFIC_OBJECT *fake) { return i_container.template find(hdl, fake); }
/** Inserts a container type object into the grid.
*/
template bool AddGridObject(SPECIFIC_OBJECT *obj, OBJECT_HANDLE hdl) { return i_container.template insert(hdl, obj); }
/** Removes a containter type object from the grid
*/
template bool RemoveGridObject(SPECIFIC_OBJECT *obj, OBJECT_HANDLE hdl) { return i_container.template remove(obj, hdl); }
private:
typedef typename ThreadModel::Lock Guard;
typedef typename ThreadModel::VolatileType VolatileType;
TypeMapContainer i_container;
TypeMapContainer i_objects;
};
#endif