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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeNodeClassCache.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeNodeClassCache.h"
#include "Blueprint/BlueprintSupport.h"
#include "Misc/FeedbackContext.h"
#include "Modules/ModuleManager.h"
#include "UObject/UObjectIterator.h"
#include "Misc/PackageName.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/Blueprint.h"
#include "Editor.h"
#include "AssetRegistry/ARFilter.h"
#include "Logging/MessageLog.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Misc/EnumerateRange.h"
#include "StateTreeNodeBase.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeNodeClassCache)
#define LOCTEXT_NAMESPACE "StateTreeEditor"
FStateTreeNodeClassData::FStateTreeNodeClassData(UStruct* InStruct) :
Struct(InStruct)
{
if (InStruct)
{
StructName = InStruct->GetFName();
}
}
FStateTreeNodeClassData::FStateTreeNodeClassData(const FString& InClassAssetName, const FString& InClassPackageName, const FName InStructName, UStruct* InStruct) :
Struct(InStruct),
StructName(InStructName),
ClassAssetName(InClassAssetName),
ClassPackageName(InClassPackageName)
{
}
UStruct* FStateTreeNodeClassData::GetStruct(bool bSilent)
{
UStruct* Ret = Struct.Get();
if (Ret == nullptr && ClassPackageName.Len())
{
GWarn->BeginSlowTask(LOCTEXT("LoadPackage", "Loading Package..."), true);
UPackage* Package = LoadPackage(nullptr, *ClassPackageName, LOAD_NoRedirects);
if (Package)
{
Package->FullyLoad();
UObject* Object = FindObject<UObject>(Package, *ClassAssetName);
GWarn->EndSlowTask();
if (UBlueprint* BlueprintOb = Cast<UBlueprint>(Object))
{
Ret = *BlueprintOb->GeneratedClass;
}
else if (Object != nullptr)
{
Ret = Object->GetClass();
}
Struct = Ret;
}
else
{
GWarn->EndSlowTask();
if (!bSilent)
{
FMessageLog EditorErrors("EditorErrors");
EditorErrors.Error(LOCTEXT("PackageLoadFail", "Package Load Failed"));
EditorErrors.Info(FText::FromString(ClassPackageName));
EditorErrors.Notify(LOCTEXT("PackageLoadFail", "Package Load Failed"));
}
}
}
return Ret;
}
const UStruct* FStateTreeNodeClassData::GetInstanceDataStruct(bool bSilent /*= false*/)
{
if (!InstanceDataStruct.IsValid())
{
if (const UScriptStruct* ScriptStruct = GetScriptStruct(bSilent))
{
TInstancedStruct<FStateTreeNodeBase> NodeInstance;
NodeInstance.InitializeAsScriptStruct(ScriptStruct);
InstanceDataStruct = NodeInstance.Get().GetInstanceDataType();
}
}
return InstanceDataStruct.Get();
}
//----------------------------------------------------------------------//
// FStateTreeNodeClassCache
//----------------------------------------------------------------------//
FStateTreeNodeClassCache::FStateTreeNodeClassCache()
{
// Register with the Asset Registry to be informed when it is done loading up files.
FAssetRegistryModule& AssetRegistryModule = FModuleManager::GetModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
AssetRegistryModule.Get().OnFilesLoaded().AddRaw(this, &FStateTreeNodeClassCache::InvalidateCache);
AssetRegistryModule.Get().OnAssetAdded().AddRaw(this, &FStateTreeNodeClassCache::OnAssetAdded);
AssetRegistryModule.Get().OnAssetRemoved().AddRaw(this, &FStateTreeNodeClassCache::OnAssetRemoved);
// Register to have Populate called when doing a Reload.
FCoreUObjectDelegates::ReloadCompleteDelegate.AddRaw(this, &FStateTreeNodeClassCache::OnReloadComplete);
// Register to have Populate called when a Blueprint is compiled.
check(GEditor);
GEditor->OnBlueprintCompiled().AddRaw(this, &FStateTreeNodeClassCache::InvalidateCache);
GEditor->OnClassPackageLoadedOrUnloaded().AddRaw(this, &FStateTreeNodeClassCache::InvalidateCache);
}
FStateTreeNodeClassCache::~FStateTreeNodeClassCache()
{
// Unregister with the Asset Registry to be informed when it is done loading up files.
if (FModuleManager::Get().IsModuleLoaded(TEXT("AssetRegistry")))
{
IAssetRegistry* AssetRegistry = FModuleManager::GetModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).TryGet();
if (AssetRegistry)
{
AssetRegistry->OnFilesLoaded().RemoveAll(this);
AssetRegistry->OnAssetAdded().RemoveAll(this);
AssetRegistry->OnAssetRemoved().RemoveAll(this);
}
// Unregister to have Populate called when doing a Reload.
FCoreUObjectDelegates::ReloadCompleteDelegate.RemoveAll(this);
// Unregister to have Populate called when a Blueprint is compiled.
if (GEditor != nullptr)
{
// GEditor can't have been destructed before we call this or we'll crash.
GEditor->OnBlueprintCompiled().RemoveAll(this);
GEditor->OnClassPackageLoadedOrUnloaded().RemoveAll(this);
}
}
}
void FStateTreeNodeClassCache::AddRootStruct(UStruct* RootStruct)
{
if (RootClasses.ContainsByPredicate([RootStruct](const FRootClassContainer& RootClass){ return RootClass.BaseStruct == RootStruct; }))
{
return;
}
RootClasses.Emplace(RootStruct);
InvalidateCache();
}
void FStateTreeNodeClassCache::GetStructs(const UStruct* BaseStruct, TArray<TSharedPtr<FStateTreeNodeClassData>>& AvailableClasses)
{
AvailableClasses.Reset();
const int32 RootClassIndex = RootClasses.IndexOfByPredicate([BaseStruct](const FRootClassContainer& RootClass){ return RootClass.BaseStruct == BaseStruct; });
if (RootClassIndex != INDEX_NONE)
{
const FRootClassContainer& RootClass = RootClasses[RootClassIndex];
if (!RootClass.bUpdated)
{
CacheClasses();
}
AvailableClasses.Append(RootClass.ClassData);
}
}
void FStateTreeNodeClassCache::OnAssetAdded(const FAssetData& AssetData)
{
UpdateBlueprintClass(AssetData);
}
void FStateTreeNodeClassCache::OnAssetRemoved(const FAssetData& AssetData)
{
FString AssetClassName;
FString AssetNativeParentClassName;
if (AssetData.GetTagValue(FBlueprintTags::GeneratedClassPath, AssetClassName) && AssetData.GetTagValue(FBlueprintTags::NativeParentClassPath, AssetNativeParentClassName))
{
ConstructorHelpers::StripObjectClass(AssetClassName);
AssetClassName = FPackageName::ObjectPathToObjectName(AssetClassName);
if (const int32* RootClassIndex = ClassNameToRootIndex.Find(AssetNativeParentClassName))
{
FRootClassContainer& RootClass = RootClasses[*RootClassIndex];
const FName ClassName(AssetClassName);
RootClass.ClassData.RemoveAll([&ClassName](const TSharedPtr<FStateTreeNodeClassData>& ClassData) { return ClassData->GetStructName() == ClassName; });
}
}
}
void FStateTreeNodeClassCache::InvalidateCache()
{
for (FRootClassContainer& RootClass : RootClasses)
{
RootClass.ClassData.Reset();
RootClass.bUpdated = false;
}
ClassNameToRootIndex.Reset();
}
void FStateTreeNodeClassCache::OnReloadComplete(EReloadCompleteReason Reason)
{
InvalidateCache();
}
void FStateTreeNodeClassCache::UpdateBlueprintClass(const FAssetData& AssetData)
{
FString AssetClassName;
FString AssetNativeParentClassName;
if (AssetData.GetTagValue(FBlueprintTags::GeneratedClassPath, AssetClassName) && AssetData.GetTagValue(FBlueprintTags::NativeParentClassPath, AssetNativeParentClassName))
{
UObject* AssetClassPackage = nullptr;
ResolveName(AssetClassPackage, AssetClassName, false, false);
UObject* AssetNativeParentClassPackage = nullptr;
ResolveName(AssetNativeParentClassPackage, AssetNativeParentClassName, false, false);
if (const int32* RootClassIndex = ClassNameToRootIndex.Find(AssetNativeParentClassName))
{
FRootClassContainer& RootClass = RootClasses[*RootClassIndex];
const FName ClassName(AssetClassName);
const int32 ClassDataIndex = RootClass.ClassData.IndexOfByPredicate([&ClassName](const TSharedPtr<FStateTreeNodeClassData>& ClassData) { return ClassData->GetStructName() == ClassName; });
if (ClassDataIndex == INDEX_NONE)
{
UObject* AssetOb = AssetData.IsAssetLoaded() ? AssetData.GetAsset() : nullptr;
UBlueprint* AssetBP = Cast<UBlueprint>(AssetOb);
UClass* AssetClass = AssetBP ? *AssetBP->GeneratedClass : AssetOb ? AssetOb->GetClass() : nullptr;
TSharedPtr<FStateTreeNodeClassData> NewData = MakeShareable(new FStateTreeNodeClassData(AssetData.AssetName.ToString(), AssetData.PackageName.ToString(), ClassName, AssetClass));
RootClass.ClassData.Add(NewData);
}
}
}
}
void FStateTreeNodeClassCache::CacheClasses()
{
for (TEnumerateRef<FRootClassContainer> RootClass : EnumerateRange(RootClasses))
{
RootClass->ClassData.Reset();
RootClass->bUpdated = true;
// gather all native classes
if (const UClass* Class = Cast<UClass>(RootClass->BaseStruct))
{
for (TObjectIterator<UClass> It; It; ++It)
{
UClass* TestClass = *It;
if (TestClass->HasAnyClassFlags(CLASS_Native) && TestClass->IsChildOf(Class))
{
RootClass->ClassData.Add(MakeShareable(new FStateTreeNodeClassData(TestClass)));
ClassNameToRootIndex.Add(TestClass->GetName(), RootClass.GetIndex());
}
}
}
else if (const UScriptStruct* ScriptStruct = Cast<UScriptStruct>(RootClass->BaseStruct))
{
for (TObjectIterator<UScriptStruct> It; It; ++It)
{
UScriptStruct* TestStruct = *It;
if (TestStruct->IsChildOf(ScriptStruct))
{
RootClass->ClassData.Add(MakeShareable(new FStateTreeNodeClassData(TestStruct)));
ClassNameToRootIndex.Add(TestStruct->GetName(), RootClass.GetIndex());
}
}
}
}
// gather all blueprints
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
TArray<FAssetData> BlueprintList;
FARFilter Filter;
Deprecating ANY_PACKAGE. This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
AssetRegistryModule.Get().GetAssets(Filter, BlueprintList);
for (int32 i = 0; i < BlueprintList.Num(); i++)
{
UpdateBlueprintClass(BlueprintList[i]);
}
}
#undef LOCTEXT_NAMESPACE