dupes now an error

This commit is contained in:
Josh Deprez 2021-08-27 14:30:39 +10:00
parent 6e43d600b5
commit 6fcf57fad1
2 changed files with 11 additions and 39 deletions

View file

@ -2,8 +2,8 @@ package engine
import ( import (
"encoding/gob" "encoding/gob"
"fmt"
"io/fs" "io/fs"
"log"
"sync" "sync"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@ -23,13 +23,8 @@ type Game struct {
ScreenHeight int ScreenHeight int
Root DrawUpdater // typically a *Scene or SceneRef though Root DrawUpdater // typically a *Scene or SceneRef though
// Components by ID
dbmu sync.RWMutex dbmu sync.RWMutex
db map[string]interface{} db map[string]interface{} // Components by ID
// Collision domains - all Collider subcomponents
cdmu sync.RWMutex
cd map[string]map[Collider]struct{}
} }
// Draw draws the entire thing, with default draw options. // Draw draws the entire thing, with default draw options.
@ -53,39 +48,22 @@ func (g *Game) Update() error {
return g.Root.Update() return g.Root.Update()
} }
// RegisterComponent tells the game there is a new component. Currently this is func (g *Game) registerComponent(c interface{}, p []interface{}) error {
// only necessary for components with IDs.
func (g *Game) RegisterComponent(c interface{}) {
i, ok := c.(Identifier) i, ok := c.(Identifier)
if !ok { if !ok {
return return nil
} }
id := i.Ident() id := i.Ident()
if id == "" { if id == "" {
return return nil
} }
g.dbmu.Lock() g.dbmu.Lock()
if _, exists := g.db[id]; exists { if _, exists := g.db[id]; exists {
log.Printf("duplicate id %q", id) return fmt.Errorf("duplicate id %q", id)
} }
g.db[id] = c g.db[id] = c
g.dbmu.Unlock() g.dbmu.Unlock()
} return nil
// UnregisterComponent tells the game the component is no more.
// Note this does not remove any references held by other components.
func (g *Game) UnregisterComponent(c interface{}) {
i, ok := c.(Identifier)
if !ok {
return
}
id := i.Ident()
if id == "" {
return
}
g.dbmu.Lock()
delete(g.db, id)
g.dbmu.Unlock()
} }
// Component returns the component with a given ID, or nil if there is none. // Component returns the component with a given ID, or nil if there is none.
@ -137,19 +115,12 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error {
return err return err
} }
g.cdmu.Lock()
g.cd = make(map[string]map[Collider]struct{})
g.cdmu.Unlock()
g.dbmu.Lock() g.dbmu.Lock()
g.db = make(map[string]interface{}) g.db = make(map[string]interface{})
g.dbmu.Unlock() g.dbmu.Unlock()
// -> here <- is the moment in time where db is empty. // -> here <- is the moment in time where db is empty.
Walk(g.Root, func(c interface{}, p []interface{}) error { Walk(g.Root, g.registerComponent)
g.RegisterComponent(c)
return nil
})
Walk(g.Root, func(c interface{}, _ []interface{}) error { Walk(g.Root, func(c interface{}, _ []interface{}) error {
if p, ok := c.(Prepper); ok { if p, ok := c.(Prepper); ok {
p.Prepare(g) p.Prepare(g)

View file

@ -12,7 +12,8 @@ import (
// REPL runs a read-evaluate-print-loop. Commands are taken from src and output // REPL runs a read-evaluate-print-loop. Commands are taken from src and output
// is written to dst. assets is needed for commands like reload. // is written to dst. assets is needed for commands like reload.
func (g *Game) REPL(src io.Reader, dst io.Writer, assets fs.FS) error { func (g *Game) REPL(src io.Reader, dst io.Writer, assets fs.FS) error {
fmt.Fprint(dst, "game>") const prompt = "game> "
fmt.Fprint(dst, prompt)
sc := bufio.NewScanner(src) sc := bufio.NewScanner(src)
for sc.Scan() { for sc.Scan() {
argv := strings.Split(sc.Text(), " ") argv := strings.Split(sc.Text(), " ")
@ -33,7 +34,7 @@ func (g *Game) REPL(src io.Reader, dst io.Writer, assets fs.FS) error {
case "tree": case "tree":
g.cmdTree(dst, argv) g.cmdTree(dst, argv)
} }
fmt.Fprint(dst, "game>") fmt.Fprint(dst, prompt)
} }
return sc.Err() return sc.Err()
} }