迁移Tree相关代码到CMCore中
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#include<iostream>
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#include<string>
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#include<typeinfo>
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#include<hgl/TypeFunc.h>
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#include<tsl/robin_map.h>
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#include<tsl/robin_set.h>
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namespace hgl
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{
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class IDNodeManager;
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template<typename T> class TreeNodeManager;
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enum class NodeLifePhase
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{
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None=0, ///<未知
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Work, ///<工作中(一般的使用状态)
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Recycled, ///<已回收(走过了回收流程,但并未释放资源)
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WaitDestory, ///<等待销毁(已经进入真正的销毁流程)
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Destory, ///<销毁(已经被销毁,不存这种对像,只在根据ID获取状态时可以得到)
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ENUM_CLASS_RANGE(None,Destory)
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};
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class IDNode
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{
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IDNodeManager *manager; ///<管理器指针
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size_t unique_id; ///<唯一ID
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IDNode *parent_node; ///<父节点指针
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tsl::robin_map<size_t,IDNode *> child_map; ///<子节点集合
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NodeLifePhase life_phase; ///<生命周期状态
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public:
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IDNodeManager *GetManager() {return manager;} ///<获取管理器指针
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const IDNodeManager *GetManager()const{return manager;} ///<获取管理器指针
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const size_t GetManagerID ()const; ///<获取管理器ID
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const size_t GetUniqueID ()const{return unique_id;} ///<获取对象唯一ID
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const NodeLifePhase GetLifePhase()const{return life_phase;} ///<获取生命周期状态
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const bool IsWork ()const{return life_phase==NodeLifePhase::Work;} ///<可以工作
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const bool IsRecycled ()const{return life_phase==NodeLifePhase::Recycled;} ///<是否已经回收
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const bool IsWaitDestory()const{return life_phase==NodeLifePhase::WaitDestory;} ///<是否已经进入等待销毁状态
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private:
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friend class IDNodeManager;
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template<typename T> friend class TreeNode;
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template<typename T> friend class TreeNodeManager;
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IDNode(IDNodeManager *nm,const size_t uid)
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{
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manager=nm;
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unique_id=uid;
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life_phase=NodeLifePhase::None;
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parent_node=nullptr;
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}
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virtual ~IDNode();
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virtual void MarkWaitDestory()
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{
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life_phase=NodeLifePhase::WaitDestory;
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}
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public:
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virtual void OnDestory()
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{
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life_phase=NodeLifePhase::Destory; //设置为销毁状态
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delete this;
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}
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virtual void Destory();
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public: //子节点相关
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virtual void OnAttachParent(IDNode *pn){parent_node=pn;} ///<被附加到父节点时调用(参见AttachChild)
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virtual void OnDetachParent(IDNode *pn){parent_node=nullptr;} ///<被从父节点中移除时调用(参见DetachChild)
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const IDNode *GetParent()const{return parent_node;} ///<获取父节点指针
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const size_t GetChildCount()const{return child_map.size();} ///<获取子节点数量
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const bool Contains(const size_t id)const{return child_map.contains(id);} ///<根据ID判断是否包含子节点
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const bool Contains(const IDNode *node)const
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{
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if(!node)return(false);
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if(node->GetManager()!=GetManager())return(false);
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return Contains(node->GetUniqueID());
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}
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const bool AttachChild(IDNode *node)
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{
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if(!node)return(false);
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if(Contains(node))return(false);
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child_map.emplace(node->GetUniqueID(),node);
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node->OnAttachParent(this);
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return(true);
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}
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void DetachChild(IDNode *node)
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{
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if(!node)return;
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if(node->GetManager()!=GetManager())
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return;
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const size_t child_id=node->GetUniqueID();
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if(child_map.contains(child_id))
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child_map.erase(child_id);
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node->OnDetachParent(this);
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}
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void DestoryAllChild()
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{
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for(auto &it:child_map)
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{
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IDNode *node=it.second;
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if(!node)
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continue;
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child_map.erase(node->GetUniqueID()); //从子节点集合中移除
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node->OnDetachParent(this); //从父节点中移除
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node->Destory(); //销毁子节点
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}
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child_map.clear();
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}
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};//class IDNode
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class IDNodeManager
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{
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static const size_t AcquireManagerID()
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{
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static size_t id_count=0;
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return ++id_count;
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}
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private:
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size_t manager_serial;
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size_t node_serial;
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private:
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tsl::robin_map<size_t,IDNode *> node_map; ///<节点集合
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tsl::robin_set<IDNode *> wait_destory_node_set; ///<等待销毁的节点集合
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tsl::robin_set<IDNode *> destored_node_set; ///<已经销毁的节点集合
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protected:
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friend class IDNode;
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const size_t AcquireNodeID(){return ++node_serial;}
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virtual IDNode *OnCreateNode(const size_t node_id)=0; ///<创建节点时调用
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virtual void OnDestoryNode(IDNode *node)=0; ///<销毁节点时调用
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void OnNodeDirectDestory(IDNode *node) ///<直接销毁,这种情况只在对象被直接delete的情况下,一般不需要
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{
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if(!node)return;
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if(wait_destory_node_set.contains(node))
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wait_destory_node_set.erase(node);
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if(!destored_node_set.contains(node))
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destored_node_set.emplace(node);
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}
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public:
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const size_t GetMangaerID()const{return manager_serial;}
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public:
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IDNodeManager()
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{
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manager_serial=AcquireManagerID();
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node_serial=0;
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}
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virtual ~IDNodeManager(){}
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virtual void ForceClear()
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{
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if(!node_map.empty())
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{
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for(auto &it:node_map)
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{
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it.second->MarkWaitDestory();
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wait_destory_node_set.insert(it.second);
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}
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node_map.clear();
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}
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//正式的销毁可能是需要考虑node顺序的,需要根据依赖进行排序.这里暂时没做。
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if(!wait_destory_node_set.empty())
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{
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for(auto *node:wait_destory_node_set)
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OnDestoryNode(node); //销毁节点
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wait_destory_node_set.clear();
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}
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}
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IDNode *CreateNode()
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{
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const size_t node_id=AcquireNodeID();
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IDNode *node=OnCreateNode(node_id);
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if(!node)
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return(nullptr);
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node_map.emplace(node_id,node);
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return(node);
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}
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const bool ContainsNode(IDNode *tn)const
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{
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if(!tn)return(false);
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if(tn->GetManagerID()!=GetMangaerID())return(false);
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if(!node_map.contains(tn->GetUniqueID()))
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return(false);
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return(true);
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}
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bool DestoryNode(IDNode *node)
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{
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if(!node)return(false);
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if(wait_destory_node_set.contains(node))
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return(true);
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if(!ContainsNode(node))
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return(false);
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node->MarkWaitDestory();
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node_map.erase(node->GetUniqueID());
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wait_destory_node_set.insert(node);
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return(true);
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}
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IDNode *GetNode(const size_t node_id)
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{
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auto iter=node_map.find(node_id);
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if(iter==node_map.end())
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return(nullptr);
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return(iter->second);
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}
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virtual void Update()
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{
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}
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};//class IDNodeManager
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const size_t IDNode::GetManagerID()const
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{
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return manager->GetMangaerID();
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}
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void IDNode::Destory()
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{
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manager->DestoryNode(this);
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}
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IDNode::~IDNode()
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{
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if(GetChildCount())
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DestoryAllChild();
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if(parent_node)
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parent_node->DetachChild(this); //从父节点中移除
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if(life_phase<NodeLifePhase::WaitDestory) //还没有进入销毁器
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manager->OnNodeDirectDestory(this); //直接销毁
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}
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template<typename T> class TreeNode:public IDNode
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{
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T node_data;
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private:
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friend class TreeNodeManager<T>; ///<树节点管理器
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using IDNode::IDNode;
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public:
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virtual ~TreeNode()override{}
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public:
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operator T &() {return node_data;}
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operator const T &()const {return node_data;}
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T &operator *() {return node_data;}
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const T &operator *()const{return node_data;}
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T &get() {return node_data;}
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const T &get()const {return node_data;}
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T *operator ->() {return &node_data;}
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const T *operator ->()const {return &node_data;}
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T &operator = (const T &data)
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{
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node_data=data;
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return node_data;
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}
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};//class TreeNode
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template<typename T> class TreeNodeManager:public IDNodeManager
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{
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public:
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using NodeType=TreeNode<T>; ///<节点类型
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protected:
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IDNode *OnCreateNode(const size_t node_id) override
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{
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return(new NodeType(this,node_id));
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}
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void OnDestoryNode(IDNode *node)override
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{
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if(!node)return;
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node->OnDestory();
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}
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public:
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using IDNodeManager::IDNodeManager;
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virtual ~TreeNodeManager()
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{
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ForceClear();
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}
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NodeType *Create(){return (NodeType *)CreateNode();}
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};//class TreeNodeManager
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}//namespace hgl
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#include<hgl/type/TreeNode.h>
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using namespace hgl;
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@ -407,7 +40,7 @@ public:
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using TreeNode<Folder>::TreeNode;
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void OnAttachParent(IDNode *node) override
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void OnAttachParent(TreeBaseNode *node) override
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{
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TreeNode<Folder>::OnAttachParent(node);
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@ -416,7 +49,7 @@ public:
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std::cout<<(*pn)->GetPath()<<"\\"<<(*this)->GetPath()<<std::endl;
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}
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void OnDetachParent(IDNode *node) override
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void OnDetachParent(TreeBaseNode *node) override
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{
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TreeNode<Folder>::OnDetachParent(node);
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@ -449,4 +82,4 @@ int main(int,char **)
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}
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//自动释放到可以了,但是释放顺序需要处理下
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}
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}
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