128 lines
3 KiB
C++
128 lines
3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdmisc.h"
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#include "nel/misc/class_registry.h"
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#include <typeinfo>
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using namespace std;
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namespace NLMISC
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{
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// ======================================================================================================
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CClassRegistry::TClassMap *CClassRegistry::RegistredClasses = NULL;
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// ======================================================================================================
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void CClassRegistry::init()
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{
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if (RegistredClasses == NULL)
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RegistredClasses = new TClassMap;
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}
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// ======================================================================================================
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void CClassRegistry::release()
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{
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if( RegistredClasses )
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delete RegistredClasses;
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RegistredClasses = NULL;
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}
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// ======================================================================================================
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IClassable *CClassRegistry::create(const string &className) throw(ERegistry)
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{
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init();
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TClassMap::iterator it;
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it=RegistredClasses->find(className);
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if(it==RegistredClasses->end())
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return NULL;
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else
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{
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IClassable *ptr;
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ptr=it->second.Creator();
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#ifdef NL_DEBUG
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nlassert(CClassRegistry::checkObject(ptr));
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#endif
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return ptr;
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}
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}
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// ======================================================================================================
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void CClassRegistry::registerClass(const string &className, IClassable* (*creator)(), const string &typeidCheck) throw(ERegistry)
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{
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init();
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CClassNode node;
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node.Creator=creator;
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node.TypeIdCheck= typeidCheck;
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std::pair<TClassMap::iterator, bool> result;
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result = RegistredClasses->insert(TClassMap::value_type(className, node));
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if(!result.second)
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{
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nlstop;
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throw ERegisteredClass();
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}
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}
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// ======================================================================================================
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bool CClassRegistry::checkObject(IClassable* obj)
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{
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init();
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TClassMap::iterator it;
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it=RegistredClasses->find(obj->getClassName());
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if(it==RegistredClasses->end())
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return false;
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if( it->second.TypeIdCheck != string(typeid(*obj).name()) )
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return false;
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return true;
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}
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}
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