fix: universe entrance issues where entering behaviours adding more behaviours causing duplicate/missing calls
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@@ -11,14 +11,29 @@ public class UniverseEntranceManager : Internal.BehaviourIndependent
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private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority());
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private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority());
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private readonly ActiveBehaviourCollectorOrdered<int, IExitUniverse> exitUniverses = new(GetPriority(), SortByAscendingPriority());
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private readonly ActiveBehaviourCollectorOrdered<int, IExitUniverse> exitUniverses = new(GetPriority(), SortByAscendingPriority());
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private bool isInitialCollectionDone = false;
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private readonly FastListOrdered<int, IEnterUniverse> toCallEnterUniverses = new(GetPriority(), SortByAscendingPriority());
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protected override void OnEnteredUniverse(IUniverse universe)
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protected override void OnEnteredUniverse(IUniverse universe)
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{
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{
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// FIXME: This causes an issue when the UniverseEntranceManager is already attached to a UniverseObject then registered into a Universe,
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// the enter/exit universe collectors call OnUniverseObjectRegistered internally on Assign, but since the Universe calls the OnUniverseObjectRegistered
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// event it tries to call OnUniverseObjectRegistered again on the same object, causing a duplicate entry error.
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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.");
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enterUniverses.Assign(universe);
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exitUniverses.Assign(universe);
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exitUniverses.Assign(universe);
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// FIXME: the isInitialCollectionDone is for the sole reason of some behaviours
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// adding more behaviours during entrance calls and the internal workings of
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// behaviour collector not being able to tell which behaviour was already called
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// (because it just runs a for loop with the behaviour count, and priority ordering doesn't help as well)
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// so it sometimes double processes or misses behaviours. A more elegant way of
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// handling this would be nice but for now it works good enough.
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//
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// SIDE NOTE: This same issue has the potential to occur on exitUniverses as well, but I've yet to run
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// into an instance of it actually happening so... I'm not gonna touch it until the edge case happens.
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isInitialCollectionDone = false;
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enterUniverses.Assign(universe);
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isInitialCollectionDone = true;
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for (int i = toCallEnterUniverses.Count - 1; i >= 0; i--)
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toCallEnterUniverses[i].EnterUniverse(universe);
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toCallEnterUniverses.Clear();
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}
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}
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protected override void OnExitedUniverse(IUniverse universe)
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protected override void OnExitedUniverse(IUniverse universe)
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@@ -26,8 +41,17 @@ public class UniverseEntranceManager : Internal.BehaviourIndependent
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enterUniverses.Unassign();
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enterUniverses.Unassign();
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exitUniverses.Unassign();
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exitUniverses.Unassign();
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}
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}
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private void OnEnterUniverseCollected(IBehaviourCollector<IEnterUniverse> sender, IBehaviourCollector<IEnterUniverse>.BehaviourCollectedArguments args)
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private void OnEnterUniverseCollected(IBehaviourCollector<IEnterUniverse> sender, IBehaviourCollector<IEnterUniverse>.BehaviourCollectedArguments args)
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=> args.BehaviourCollected.EnterUniverse(Universe);
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{
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if (!isInitialCollectionDone)
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{
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toCallEnterUniverses.Add(args.BehaviourCollected);
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return;
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}
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args.BehaviourCollected.EnterUniverse(Universe);
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}
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private void OnExitUniverseRemoved(IBehaviourCollector<IExitUniverse> sender, IBehaviourCollector<IExitUniverse>.BehaviourRemovedArguments args)
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private void OnExitUniverseRemoved(IBehaviourCollector<IExitUniverse> sender, IBehaviourCollector<IExitUniverse>.BehaviourRemovedArguments args)
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=> args.BehaviourRemoved.ExitUniverse(Universe);
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=> args.BehaviourRemoved.ExitUniverse(Universe);
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