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Message.cpp
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161 lines (136 loc) · 3.15 KB
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// ======================================================================================
// File : Message.cpp
// Author : Li Chen
// Last Change : 07/29/2010 | 15:47:52 PM | Thursday,July
// Description :
// ======================================================================================
#include "stdafx.h"
#include "Message.h"
namespace GameService
{
Message* Message::Create(MessageID messageId)
{
return GS_NEW Message(messageId);
}
void Message::Discard()
{
GS_DELETE this;
}
Message::~Message()
{
for(GS_UINT i=0;i<m_PayloadArray.Num();i++)
{
if (m_PayloadArray(i))
{
// No destructor will be called!
GS_DELETE m_PayloadArray(i);
}
}
m_PayloadArray.Empty();
}
void Message::AddTarget(MessageRecipient* target)
{
if (m_recipient)
{
GS_Assert(0);
}
else
{
if (target)
{
m_recipient = target;
}
else
{
GS_Assert(0);
}
}
}
GS_VOID Message::AddPayload( GS_BOOL payload )
{
m_PayloadArray.AddItem((GS_BYTE*)GS_NEW GS_BOOL(payload));
}
#if defined(_XBOX) || defined(_XENON) || defined(_WINDOWS)
GS_VOID Message::AddPayload( GS_DWORD payload )
{
m_PayloadArray.AddItem((GS_BYTE*)GS_NEW GS_DWORD(payload));
}
#elif defined(_PS3)
GS_VOID Message::AddPayload( GS_INT payload )
{
m_PayloadArray.AddItem((GS_BYTE*)GS_NEW GS_INT(payload));
}
#endif
GS_VOID Message::AddPayload( GS_FLOAT payload )
{
m_PayloadArray.AddItem((GS_BYTE*)GS_NEW GS_FLOAT(payload));
}
GS_VOID Message::AddPayload( GS_DOUBLE payload )
{
m_PayloadArray.AddItem((GS_BYTE*)GS_NEW GS_DOUBLE(payload));
}
GS_BYTE* Message::ReadPayload(GS_UINT index)
{
return m_PayloadArray(index);
}
void MessageHandler::AddHandler(MessageRecipient* recipient)
{
m_CallbackArray.AddItem(recipient);
}
void MessageHandler::RemoveHandler(MessageRecipient* recipient)
{
m_CallbackArray.RemoveItem(recipient);
}
void MessageHandler::ExecuteAll(Message* message)
{
MessageRecipient* Target = message->GetTarget();
for(GS_UINT i=0;i<m_CallbackArray.Num();i++)
{
if (Target)
{
if (Target == m_CallbackArray(i))
m_CallbackArray(i)->MessageResponse(message);
}
else
m_CallbackArray(i)->MessageResponse(message);
}
}
MessageMgr::MessageMgr()
{
for(GS_INT i=0;i<EMessage_MAX;i++)
{
m_MessageHandlers[i] = NULL;
}
}
MessageMgr::~MessageMgr()
{
for(GS_INT i=0;i<EMessage_MAX;i++)
{
if(m_MessageHandlers[i])
{
GS_DELETE m_MessageHandlers[i];
}
}
}
void MessageMgr::Register(MessageID messageId, MessageRecipient* recipient)
{
if(NULL == m_MessageHandlers[messageId])
{
m_MessageHandlers[messageId] = GS_NEW MessageHandler(messageId);
}
m_MessageHandlers[messageId]->AddHandler(recipient);
}
GS_BOOL MessageMgr::Send(Message *message)
{
MessageID message_id = message->GetMessageID();
GS_BOOL bSent = FALSE;
GS_Assert(message_id > EMessage_NONE && message_id < EMessage_MAX);
if(m_MessageHandlers[message_id])
{
m_MessageHandlers[message_id]->ExecuteAll(message);
bSent = TRUE;
}
message->Discard();
return bSent;
}
} // namespace GameService