#include "KingSystem/ActorSystem/actActorParam.h" #include #include #include "KingSystem/ActorSystem/actActorParamMgr.h" #include "KingSystem/ActorSystem/actActorTemplate.h" #include "KingSystem/Utils/Byaml.h" namespace ksys::act { ActorParam::Resources ActorParam::sDummyResources; void ActorParam::resetDummyResources() { sDummyResources = {}; } ActorParam::ActorParam() { mRes = {}; mNumHandles = {}; mEvent.resetSignal(); } ActorParam::~ActorParam() { deleteData(); } void ActorParam::deleteData() { auto lock = sead::makeScopedLock(mCS); if (mActorName.isEmpty()) return; for (size_t i = 0; i < mNumHandles.size(); ++i) { for (s32 handle_idx = 0; handle_idx < mNumHandles[i]; ++handle_idx) mHandles[i][handle_idx].requestUnload(); mNumHandles[i] = 0; } deleteResHandles(); mActorName = ""; mRefCount = 0; _a = 0; mRes = {}; mEvent.resetSignal(); } void ActorParam::deleteResHandles() { for (auto& handles : mHandles) handles.freeBuffer(); } bool ActorParam::isDummyParam(res::ActorLink::Users::User user) const { return mRes.mActorLink->getUsers().getUserName(user) == "Dummy"; } void ActorParam::allocResHandles(sead::Heap* heap, u32 buffer_idx, s32 count) { SEAD_ASSERT(buffer_idx == 0 || buffer_idx == 1); mHandles[buffer_idx].allocBufferAssert(count, heap); mNumHandles[buffer_idx] = 0; } s32 ActorParam::incrementRef() { auto lock = sead::makeScopedLock(mCS); return ++mRefCount; } s32 ActorParam::decrementRef() { auto lock = sead::makeScopedLock(mCS); if (mActorName.isEmpty()) return 0; if (--mRefCount == 0) deleteData(); return mRefCount; } void ActorParam::setEventSignal() { mEvent.setSignal(); } void ActorParam::waitForEvent() { mEvent.wait(); } bool ActorParam::isSignalSet() const { return mEvent.isSignalSet(); } res::Handle* ActorParam::allocHandle() { const auto idx = mNumHandles[mActiveBufferIdx]; ++mNumHandles[mActiveBufferIdx]; return &mHandles[mActiveBufferIdx][idx]; } void ActorParam::freeLastHandle() { --mNumHandles[mActiveBufferIdx]; } void ActorParam::setResource(ResourceType type, ParamIO* param_io) { const auto idx = u32(type); mRes.mArray[idx] = param_io; param_io->setIndex(idx); } bool ActorParam::setPriority(const sead::SafeString& priority) { if (priority == "PlayerBefore") { mPriority = Priority::PlayerBefore; return true; } if (priority == "Player") { mPriority = Priority::Player; return true; } if (priority == "PlayerAfter") { mPriority = Priority::PlayerAfter; return true; } if (priority == "AllAfter") { mPriority = Priority::AllAfter; return true; } return false; } void ActorParam::setProfileAndPriority(const char* profile, const char* priority) { mProfile = profile; al::ByamlIter* root = ActorTemplate::instance()->getRootIter(); al::ByamlIter iter; if (root->tryGetIterByKey(&iter, profile)) { const char* profile_priority; iter.tryGetStringByKey(&mClassName, "class"); iter.tryGetStringByKey(&profile_priority, "priority"); if (setPriority(priority)) return; if (setPriority(profile_priority)) return; ActorParamMgr::instance()->getDebugMessage().log( "[%s] アクタテンプレート %s の 処理順指定[%s:%s]は定義されていません", mActorName.cstr(), profile, priority, profile_priority); } else { ActorParamMgr::instance()->getDebugMessage().log( "[%s] アクタテンプレートに %s は定義されていません", mActorName.cstr(), profile); setProfileAndPriority("Dummy", priority); } } } // namespace ksys::act