0ad/source/simulation2/system/IComponent.h
Ykkrosh d936bde74a Dynamic message subscriptions.
Allow components to individually subscribe/unsubscribe to messages,
instead of statically subscribing the entire component type. Use this
for most Interpolate/RenderSubmit messages, to avoid the performance
cost of passing those messages to a large number of components that will
just ignore them anyway.

On Azure Coast this reduces total time per frame by about 30% on a
CPU-bound system.

This was SVN commit r15400.
2014-06-19 23:20:12 +00:00

68 lines
2 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICOMPONENT
#define INCLUDED_ICOMPONENT
#include "Components.h"
#include "Message.h"
#include "Entity.h"
#include "SimContext.h"
#include "scriptinterface/ScriptTypes.h"
class CParamNode;
class CMessage;
class ISerializer;
class IDeserializer;
class IComponent
{
public:
virtual ~IComponent();
static std::string GetSchema();
virtual void Init(const CParamNode& paramNode) = 0;
virtual void Deinit() = 0;
virtual void HandleMessage(const CMessage& msg, bool global);
CEntityHandle GetEntityHandle() const { return m_EntityHandle; }
void SetEntityHandle(CEntityHandle ent) { m_EntityHandle = ent; }
entity_id_t GetEntityId() const { return m_EntityHandle.GetId(); }
CEntityHandle GetSystemEntity() const { return m_SimContext->GetSystemEntity(); }
const CSimContext& GetSimContext() const { return *m_SimContext; }
void SetSimContext(const CSimContext& context) { m_SimContext = &context; }
static u8 GetSerializationVersion() { return 0; }
virtual void Serialize(ISerializer& serialize) = 0;
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) = 0;
virtual JSClass* GetJSClass() const;
virtual jsval GetJSInstance() const;
virtual int GetComponentTypeId() const = 0;
private:
CEntityHandle m_EntityHandle;
const CSimContext* m_SimContext;
};
#endif // INCLUDED_ICOMPONENT