fix: universe entrance issues where entering behaviours adding more behaviours causing duplicate/missing calls

This commit is contained in:
2026-01-26 23:23:49 +03:00
parent e2820670c6
commit af6dde84fd

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@@ -11,14 +11,29 @@ public class UniverseEntranceManager : Internal.BehaviourIndependent
private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority()); private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority());
private readonly ActiveBehaviourCollectorOrdered<int, IExitUniverse> exitUniverses = new(GetPriority(), SortByAscendingPriority()); private readonly ActiveBehaviourCollectorOrdered<int, IExitUniverse> exitUniverses = new(GetPriority(), SortByAscendingPriority());
private bool isInitialCollectionDone = false;
private readonly FastListOrdered<int, IEnterUniverse> toCallEnterUniverses = new(GetPriority(), SortByAscendingPriority());
protected override void OnEnteredUniverse(IUniverse universe) protected override void OnEnteredUniverse(IUniverse universe)
{ {
// FIXME: This causes an issue when the UniverseEntranceManager is already attached to a UniverseObject then registered into a Universe,
// the enter/exit universe collectors call OnUniverseObjectRegistered internally on Assign, but since the Universe calls the OnUniverseObjectRegistered
// event it tries to call OnUniverseObjectRegistered again on the same object, causing a duplicate entry error.
Debug.Assert.AssertTrue(BehaviourController.Count == 1, $"{nameof(UniverseEntranceManager)} must be in it's own {nameof(IUniverseObject)} with no other {nameof(IBehaviour)}s attached at the moment. Failing to do so might cause instantiation or serialization issues.");
enterUniverses.Assign(universe);
exitUniverses.Assign(universe); exitUniverses.Assign(universe);
// FIXME: the isInitialCollectionDone is for the sole reason of some behaviours
// adding more behaviours during entrance calls and the internal workings of
// behaviour collector not being able to tell which behaviour was already called
// (because it just runs a for loop with the behaviour count, and priority ordering doesn't help as well)
// so it sometimes double processes or misses behaviours. A more elegant way of
// handling this would be nice but for now it works good enough.
//
// SIDE NOTE: This same issue has the potential to occur on exitUniverses as well, but I've yet to run
// into an instance of it actually happening so... I'm not gonna touch it until the edge case happens.
isInitialCollectionDone = false;
enterUniverses.Assign(universe);
isInitialCollectionDone = true;
for (int i = toCallEnterUniverses.Count - 1; i >= 0; i--)
toCallEnterUniverses[i].EnterUniverse(universe);
toCallEnterUniverses.Clear();
} }
protected override void OnExitedUniverse(IUniverse universe) protected override void OnExitedUniverse(IUniverse universe)
@@ -26,8 +41,17 @@ public class UniverseEntranceManager : Internal.BehaviourIndependent
enterUniverses.Unassign(); enterUniverses.Unassign();
exitUniverses.Unassign(); exitUniverses.Unassign();
} }
private void OnEnterUniverseCollected(IBehaviourCollector<IEnterUniverse> sender, IBehaviourCollector<IEnterUniverse>.BehaviourCollectedArguments args) private void OnEnterUniverseCollected(IBehaviourCollector<IEnterUniverse> sender, IBehaviourCollector<IEnterUniverse>.BehaviourCollectedArguments args)
=> args.BehaviourCollected.EnterUniverse(Universe); {
if (!isInitialCollectionDone)
{
toCallEnterUniverses.Add(args.BehaviourCollected);
return;
}
args.BehaviourCollected.EnterUniverse(Universe);
}
private void OnExitUniverseRemoved(IBehaviourCollector<IExitUniverse> sender, IBehaviourCollector<IExitUniverse>.BehaviourRemovedArguments args) private void OnExitUniverseRemoved(IBehaviourCollector<IExitUniverse> sender, IBehaviourCollector<IExitUniverse>.BehaviourRemovedArguments args)
=> args.BehaviourRemoved.ExitUniverse(Universe); => args.BehaviourRemoved.ExitUniverse(Universe);