`UUID` generally stands for "universally unique identifier". The session identifier that we use is neither universally unique, nor does it follow the standard. Therefor, the term "session uuid" is confusing and should be replaced. In #116888 we briefly talked about a better name and ended up with "session uid". The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender already. This patch changes all uses of "uuid" to "uid" where it's used in the context of a "session uid". It's not always trivial to see whether a specific mention of "uuid" refers to an actual uuid or something else. Therefore, I might have missed some renames. I can't think of an automated way to differentiate the case. BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`) but there it also does not mean "session uid", so it's *not* changed by this patch. Pull Request: https://projects.blender.org/blender/blender/pulls/117350
62 lines
2.4 KiB
C++
62 lines
2.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*
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* API to generate and use a mapping from [ID type & name] to [id pointer], within a given Main
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* data-base.
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*
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* \note `BKE_main` files are for operations over the Main database itself, or generating extra
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* temp data to help working with it. Those should typically not affect the data-blocks themselves.
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*
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* \section Function Names
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*
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* - `BKE_main_idmap_` Should be used for functions in that file.
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*/
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#include "BLI_compiler_attrs.h"
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struct ID;
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struct IDNameLib_Map;
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struct Main;
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enum {
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MAIN_IDMAP_TYPE_NAME = 1 << 0,
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MAIN_IDMAP_TYPE_UID = 1 << 1,
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};
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/**
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* Generate mapping from ID type/name to ID pointer for given \a bmain.
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*
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* \note When used during undo/redo, there is no guaranty that ID pointers from UI area are not
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* pointing to freed memory (when some IDs have been deleted). To avoid crashes in those cases, one
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* can provide the 'old' (aka current) Main database as reference. #BKE_main_idmap_lookup_id will
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* then check that given ID does exist in \a old_bmain before trying to use it.
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*
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* \param create_valid_ids_set: If \a true, generate a reference to prevent freed memory accesses.
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* \param old_bmain: If not NULL, its IDs will be added the valid references set.
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*/
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IDNameLib_Map *BKE_main_idmap_create(Main *bmain,
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bool create_valid_ids_set,
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Main *old_bmain,
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int idmap_types) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
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void BKE_main_idmap_destroy(IDNameLib_Map *id_map) ATTR_NONNULL();
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void BKE_main_idmap_insert_id(IDNameLib_Map *id_map, ID *id) ATTR_NONNULL();
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void BKE_main_idmap_remove_id(IDNameLib_Map *id_map, ID *id) ATTR_NONNULL();
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Main *BKE_main_idmap_main_get(IDNameLib_Map *id_map) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
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ID *BKE_main_idmap_lookup_name(IDNameLib_Map *id_map,
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short id_type,
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const char *name,
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const Library *lib) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1, 3);
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ID *BKE_main_idmap_lookup_id(IDNameLib_Map *id_map, const ID *id) ATTR_WARN_UNUSED_RESULT
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ATTR_NONNULL(1, 2);
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ID *BKE_main_idmap_lookup_uid(IDNameLib_Map *id_map, uint session_uid) ATTR_WARN_UNUSED_RESULT
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ATTR_NONNULL(1);
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