BF2 Internals
The BF2 engine has been written in C++ and also make heavy use of STL.
Reference Counting
A lot of the internal components of the game use intrusive reference counting through inheritance. The base class would look something like this:
class RefCounted { public: RefCounted() : m_refCount(1) {} virtual ~RefCounted() {} virtual int addRef() { return ++m_refCount; } virtual int getRefCount() const { return m_refCount; } // Unsure if there actually is a base implementation of this method, // this is almost always points to a unique function in the vtable but follows this pattern. virtual int release() { if (--m_refCount == 0) { delete (RefCounted*)this; } return m_refCount; } private: int m_refCount; };
Do note that this class is not thread-safe, as in the actual implementation.
ClassManager
The program contains a single ClassManager instance which is used to dynamically access different subsystems within the game. These subsystems are registered via a string identifier(class name), an instance pointer, the class id and another unknown integer, they can then later be accessed using the class name. The following classes are registered in BF2.exe:
- GameServerSettings
- HudInformationLayer
- DistributedLightRenderer
- LocalProfileManager
- ProfileManager
- RankManager
- ClanManager
- NewsManager
- AutoPatch
- Persistence
- MenuTeamManager
- GlobalSettings
- VideoSettings
- AudioSettings
- ControlSettings
- GeneralSettings
- HapticSettings
- ServerBrowserManager
- SwiffHost
- DemoLibrary
- ServerLogoManager
- ModInfo
The rendering module(RendDX9.dll) also registers the following classes:
- SwiffRenderer
- Terrain
- LightManager
- GeometryTemplateManager
- StaticMeshRenderer
- SkinnedMeshRenderer
- ParticleSystemManager
- HemiMapManager
- DecalManager
- DecalShadowManager
- RoadCompiledRenderer
- RoadEditableRenderer
- NametagManager
- SkyDome
- UndergrowthSystem
- LightingManager
- WeatherManager
- RainManager
- RenderView
- EnvMapManager