This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwnet/networkobjectfactorymgr.cpp

201 lines
6.4 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWSaveLoad *
* *
* $Archive:: /Commando/Code/wwnet/networkobjectfactorymgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/18/01 2:35p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "networkobjectfactorymgr.h"
#include "networkobjectfactory.h"
#include "wwdebug.h"
#include <string.h>
////////////////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////////////////
NetworkObjectFactoryClass *NetworkObjectFactoryMgrClass::_FactoryListHead = 0;
////////////////////////////////////////////////////////////////////////////
//
// Find_Factory
//
////////////////////////////////////////////////////////////////////////////
NetworkObjectFactoryClass *
NetworkObjectFactoryMgrClass::Find_Factory (uint32 class_id)
{
NetworkObjectFactoryClass *factory = 0;
//
// Loop through all the factories and see if we can
// find the one who owns the corresponding class-id.
//
for ( NetworkObjectFactoryClass *curr_factory = _FactoryListHead;
(factory == 0) && (curr_factory != 0);
curr_factory = curr_factory->NextFactory) {
//
// Is this the factory we were looking for?
//
if (curr_factory->Get_Class_ID () == class_id) {
factory = curr_factory;
}
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Get_First
//
////////////////////////////////////////////////////////////////////////////
NetworkObjectFactoryClass *
NetworkObjectFactoryMgrClass::Get_First (void)
{
return _FactoryListHead;
}
////////////////////////////////////////////////////////////////////////////
//
// Get_Next
//
////////////////////////////////////////////////////////////////////////////
NetworkObjectFactoryClass *
NetworkObjectFactoryMgrClass::Get_Next (NetworkObjectFactoryClass *curr_factory)
{
NetworkObjectFactoryClass *factory = 0;
//
// Simply return the next factory in the chain
//
if (curr_factory != NULL) {
factory = curr_factory->NextFactory;
}
return factory;
}
////////////////////////////////////////////////////////////////////////////
//
// Register_Factory
//
////////////////////////////////////////////////////////////////////////////
void
NetworkObjectFactoryMgrClass::Register_Factory (NetworkObjectFactoryClass *factory)
{
WWASSERT (factory->NextFactory == 0);
WWASSERT (factory->PrevFactory == 0);
Link_Factory (factory);
return ;
}
////////////////////////////////////////////////////////////////////////////
//
// Unregister_Factory
//
////////////////////////////////////////////////////////////////////////////
void
NetworkObjectFactoryMgrClass::Unregister_Factory (NetworkObjectFactoryClass *factory)
{
WWASSERT (factory != 0);
Unlink_Factory (factory);
return ;
}
////////////////////////////////////////////////////////////////////////////
//
// Link_Factory
//
////////////////////////////////////////////////////////////////////////////
void
NetworkObjectFactoryMgrClass::Link_Factory (NetworkObjectFactoryClass *factory)
{
WWASSERT (factory->NextFactory == 0);
WWASSERT (factory->PrevFactory == 0);
// Adding this factory in front of the current head of the list
factory->NextFactory = _FactoryListHead;
// If the list wasn't empty, link the next factory back to this factory
if (factory->NextFactory != 0) {
factory->NextFactory->PrevFactory = factory;
}
// Point the head of the list at this factory now
_FactoryListHead = factory;
return ;
}
////////////////////////////////////////////////////////////////////////////
//
// Unlink_Factory
//
////////////////////////////////////////////////////////////////////////////
void
NetworkObjectFactoryMgrClass::Unlink_Factory (NetworkObjectFactoryClass *factory)
{
WWASSERT(factory != 0);
// Handle the factory's prev pointer:
if (factory->PrevFactory == 0) {
// this factory is the head
WWASSERT (_FactoryListHead == factory);
_FactoryListHead = factory->NextFactory;
} else {
// link it's prev with it's next
factory->PrevFactory->NextFactory = factory->NextFactory;
}
// Handle the factory's next pointer if its not at the end of the list:
if (factory->NextFactory != 0) {
factory->NextFactory->PrevFactory = factory->PrevFactory;
}
// factory is now un-linked
factory->NextFactory = 0;
factory->PrevFactory = 0;
return ;
}