walk change, parentals
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parent
4557f78175
commit
f39c91a988
2 changed files with 58 additions and 29 deletions
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@ -2,6 +2,7 @@ package engine
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import (
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"encoding/gob"
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"errors"
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"fmt"
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"io/fs"
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"reflect"
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@ -18,6 +19,11 @@ var _ interface {
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Scanner
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} = &Game{}
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var (
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errNilComponent = errors.New("nil component")
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errNilParent = errors.New("nil parent")
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)
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func init() {
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gob.Register(&Game{})
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}
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@ -97,23 +103,23 @@ func (g *Game) Query(ancestorID string, behaviour reflect.Type) map[interface{}]
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// Scan implements Scanner.
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func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
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// Walk calls v with every path of components reachable from c via Scan, for as
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// long as visit returns nil.
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func Walk(c interface{}, v func(interface{}, []interface{}) error) error {
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return walk(c, make([]interface{}, 0, 16), v)
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// Walk calls visit with every component and its parent, reachable from the
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// given component via Scan, for as long as visit returns nil. The parent of
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// the first component (as passed to visit) will be nil.
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func Walk(component interface{}, visit func(component, parent interface{}) error) error {
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return walk(component, nil, visit)
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}
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func walk(c interface{}, p []interface{}, v func(interface{}, []interface{}) error) error {
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if err := v(c, p); err != nil {
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func walk(component, parent interface{}, visit func(component, parent interface{}) error) error {
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if err := visit(component, parent); err != nil {
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return err
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}
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sc, ok := c.(Scanner)
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sc, ok := component.(Scanner)
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if !ok {
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return nil
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}
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p = append(p, c)
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for _, c := range sc.Scan() {
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if err := walk(c, p, v); err != nil {
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if err := walk(c, component, visit); err != nil {
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return err
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}
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}
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@ -125,7 +131,7 @@ func walk(c interface{}, p []interface{}, v func(interface{}, []interface{}) err
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// LoadAndPrepare must be called before any calls to Component or Query.
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func (g *Game) LoadAndPrepare(assets fs.FS) error {
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// Load all the Loaders.
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if err := Walk(g, func(c interface{}, _ []interface{}) error {
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if err := Walk(g, func(c, _ interface{}) error {
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l, ok := c.(Loader)
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if !ok {
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return nil
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@ -154,20 +160,35 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error {
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return nil
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}
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func (g *Game) registerComponent(c interface{}, path []interface{}) error {
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// RegisterComponent registers a component into the component database (as the
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// child of a given parent). Passing a nil component or parent is an error.
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// Registering multiple components with the same ID is also an error.
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func (g *Game) RegisterComopnent(component, parent interface{}) error {
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if component == nil {
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return errNilComponent
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}
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if parent == nil && component != g {
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return errNilParent
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}
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g.dbmu.Lock()
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defer g.dbmu.Unlock()
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return g.registerComponent(component, parent)
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}
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func (g *Game) registerComponent(component, parent interface{}) error {
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// register in g.par
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if l := len(path); l > 0 {
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g.par[c] = path[l-1]
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if parent != nil {
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g.par[component] = parent
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}
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// register in g.byAB
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ct := reflect.TypeOf(c)
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ct := reflect.TypeOf(component)
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for _, b := range Behaviours {
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if !ct.Implements(b) {
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continue
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}
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// TODO: this is quadratic - do better?
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for _, p := range append(path, c) {
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// TODO: better than O(len(path)^2) time and memory?
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for p := component; p != nil; p = g.par[p] {
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i, ok := p.(Identifier)
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if !ok {
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continue
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@ -176,12 +197,12 @@ func (g *Game) registerComponent(c interface{}, path []interface{}) error {
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if g.byAB[k] == nil {
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g.byAB[k] = make(map[interface{}]struct{})
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}
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g.byAB[k][c] = struct{}{}
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g.byAB[k][component] = struct{}{}
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}
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}
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// register in g.byID if needed
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i, ok := c.(Identifier)
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i, ok := component.(Identifier)
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if !ok {
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return nil
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}
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@ -194,20 +215,24 @@ func (g *Game) registerComponent(c interface{}, path []interface{}) error {
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}
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// UnregisterComponent removes the component from the component database.
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func (g *Game) UnregisterComponent(c interface{}) {
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// Passing a nil component has no effect.
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func (g *Game) UnregisterComponent(component interface{}) {
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if component == nil {
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return
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}
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g.dbmu.Lock()
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g.unregisterComponent(c)
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g.unregisterComponent(component)
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g.dbmu.Unlock()
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}
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func (g *Game) unregisterComponent(c interface{}) {
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func (g *Game) unregisterComponent(component interface{}) {
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// unregister from g.byAB, using g.par to trace the path
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ct := reflect.TypeOf(c)
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ct := reflect.TypeOf(component)
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for _, b := range Behaviours {
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if !ct.Implements(b) {
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continue
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}
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for p := c; p != nil; p = g.par[p] {
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for p := component; p != nil; p = g.par[p] {
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i, ok := p.(Identifier)
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if !ok {
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continue
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@ -216,15 +241,15 @@ func (g *Game) unregisterComponent(c interface{}) {
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if g.byAB[k] == nil {
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continue
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}
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delete(g.byAB[k], c)
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delete(g.byAB[k], component)
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}
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}
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// unregister from g.par
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delete(g.par, c)
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delete(g.par, component)
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// unregister from g.byID if needed
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i, ok := c.(Identifier)
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i, ok := component.(Identifier)
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if !ok {
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return
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}
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@ -88,10 +88,14 @@ func (g *Game) cmdTree(dst io.Writer, argv []string) {
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return
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}
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}
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Walk(c, func(c interface{}, p []interface{}) error {
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Walk(c, func(c, p interface{}) error {
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indent := ""
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if len(p) > 0 {
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indent = strings.Repeat(" ", len(p)-1) + "↳ "
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l := 0
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for ; p != nil; p = g.par[p] {
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l++
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}
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if l > 0 {
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indent = strings.Repeat(" ", l-1) + "↳ "
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}
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i, ok := c.(Identifier)
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if ok {
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