work around problem where EntityItem::setActionData is called before the entity tree is set up

This commit is contained in:
Seth Alves 2015-07-01 12:26:51 -07:00
parent 5ab2c8d724
commit 593ed9f998
2 changed files with 48 additions and 8 deletions

View file

@ -576,7 +576,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
READ_ENTITY_PROPERTY(PROP_DIMENSIONS, glm::vec3, updateDimensions);
READ_ENTITY_PROPERTY(PROP_DENSITY, float, updateDensity);
READ_ENTITY_PROPERTY(PROP_GRAVITY, glm::vec3, updateGravity);
READ_ENTITY_PROPERTY(PROP_DAMPING, float, updateDamping);
READ_ENTITY_PROPERTY(PROP_RESTITUTION, float, updateRestitution);
READ_ENTITY_PROPERTY(PROP_FRICTION, float, updateFriction);
@ -1411,7 +1411,15 @@ void EntityItem::clearSimulationOwnership() {
}
bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) {
if (!_serializedActionsProcessed) {
setActionData(_serializedActions);
if (!_serializedActionsProcessed) {
return false;
}
}
assert(action);
assert(simulation);
auto actionOwnerEntity = action->getOwnerEntity().lock();
assert(actionOwnerEntity);
assert(actionOwnerEntity.get() == this);
@ -1429,6 +1437,13 @@ bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer act
}
bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) {
if (!_serializedActionsProcessed) {
setActionData(_serializedActions);
if (!_serializedActionsProcessed) {
return false;
}
}
if (!_objectActions.contains(actionID)) {
return false;
}
@ -1441,6 +1456,13 @@ bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionI
}
bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) {
if (!_serializedActionsProcessed) {
setActionData(_serializedActions);
if (!_serializedActionsProcessed) {
return false;
}
}
if (_objectActions.contains(actionID)) {
EntityActionPointer action = _objectActions[actionID];
_objectActions.remove(actionID);
@ -1471,13 +1493,12 @@ void EntityItem::setActionData(QByteArray actionData) {
// return;
// }
_serializedActions = actionData;
if (_serializedActions.size() == 0) {
return;
}
QVector<QByteArray> serializedActions;
QDataStream serializedActionsStream(actionData);
serializedActionsStream >> serializedActions;
if (_serializedActions.size() > 0) {
QDataStream serializedActionsStream(actionData);
serializedActionsStream >> serializedActions;
}
// Keep track of which actions got added or updated by the new actionData
QSet<QUuid> updated;
@ -1500,10 +1521,13 @@ void EntityItem::setActionData(QByteArray actionData) {
EntityTree* entityTree = _element ? _element->getTree() : nullptr;
EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
if (entityTree) {
if (simulation) {
_serializedActionsProcessed = true;
EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id);
actionFactory->factoryBA(simulation, entity, serializedAction);
} else {
// we can't yet add the action. This method will be called later.
_serializedActionsProcessed = false;
}
}
}
@ -1528,6 +1552,10 @@ void EntityItem::setActionData(QByteArray actionData) {
}
bool EntityItem::serializeActions() const {
if (!_serializedActionsProcessed) {
return false;
}
if (_objectActions.size() == 0) {
_serializedActions = QByteArray();
return true;
@ -1562,6 +1590,14 @@ const QByteArray EntityItem::getActionData() const {
QVariantMap EntityItem::getActionArguments(const QUuid& actionID) {
QVariantMap result;
if (!_serializedActionsProcessed) {
setActionData(_serializedActions);
if (!_serializedActionsProcessed) {
return result;
}
}
if (_objectActions.contains(actionID)) {
EntityActionPointer action = _objectActions[actionID];
result = action->getArguments();

View file

@ -472,6 +472,10 @@ protected:
QHash<QUuid, EntityActionPointer> _objectActions;
static int _maxActionsDataSize;
mutable QByteArray _serializedActions;
// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
// ready. This means we can't find our EntityItemPointer or add the action to the simulation. This
// flag is used to keep track of and work around this situation.
bool _serializedActionsProcessed = false;
};
#endif // hifi_EntityItem_h