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Alundra

SetOwner + Remove Best Practice

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Hi all,

I have a scene manager who has array of actor who has array of actor component, modern design.

ActorComponent has SetOwner/GetOwner functions, Actor has AddComponen/RemoveComponent.

Here the actual code of the SetOwner, AddComponent and RemoveComponent :

void IActorComponent::SetOwner( IActor* Actor )
{
  // Check if the owner is the same.
  if( m_Owner == Actor )
    return;

  // Remove the affector from the owner.
  if( m_Owner != NULL )
  {
    for( UInt32 i = 0; i < m_Owner->GetComponentCount(); ++i )
    {
      if( m_Owner->GetComponent( i ) == this )
      {
        m_Owner->RemoveComponent( i );
        break;
      }
    }
  }

  // Set the new owner.
  m_Owner = Actor;
}

void IActor::AddComponent( IActorComponent* Component )
{
  Component->SetOwner( this );
  m_ActorComponentArray.Add( Component );
}

void IActor::RemoveComponent( const UInt32 Index )
{
  m_ActorComponentArray[ Index ]->SetOwner( NULL );
}

That works but SetOwner does a for-loop for nothing since the index is already knew.

The best practice is to have a boolean on SetOwner to avoid the for-loop and Remove using index in RemoveComponent ?

if( RemoveFromOwner && (m_Owner != NULL) )

Another solution is to not manage remove/add in SetOwner and have :

void IActor::RemoveComponent( const UInt32 Index )
{
  m_ActorComponentArray[ Index ]->SetOwner( NULL );
  m_ActorComponentArray.Remove( Index );
}

Thanks for your opinion

 

---

EDIT : I just realized that AddComponent should just be :

Component->SetOwner( this );

Because SetOwner should add the component to the new owner.

Edited by Alundra

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