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UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectSubsystem.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectSubsystem.h"
#include "SmartObjectDefinition.h"
#include "SmartObjectComponent.h"
#include "SmartObjectCollection.h"
#include "EngineUtils.h"
#include "VisualLogger/VisualLogger.h"
#if WITH_EDITOR
#include "Engine/LevelBounds.h"
#include "WorldPartition/WorldPartition.h"
#endif
namespace UE::SmartObject
{
USmartObjectComponent* FindSmartObjectComponent(const AActor& SmartObjectActor)
{
return SmartObjectActor.FindComponentByClass<USmartObjectComponent>();
}
namespace Debug
{
#if WITH_SMARTOBJECT_DEBUG
static FAutoConsoleCommandWithWorld RegisterAllSmartObjectsCmd(
TEXT("ai.debug.so.RegisterAllSmartObjects"),
TEXT("Force register all objects registered in the subsystem to simulate & debug runtime flows (will ignore already registered components)."),
FConsoleCommandWithWorldDelegate::CreateLambda([](const UWorld* InWorld)
{
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(InWorld))
{
Subsystem->DebugRegisterAllSmartObjects();
}
})
);
static FAutoConsoleCommandWithWorld UnregisterAllSmartObjectsCmd(
TEXT("ai.debug.so.UnregisterAllSmartObjects"),
TEXT("Force unregister all objects registered in the subsystem to simulate & debug runtime flows (will ignore already unregistered components)."),
FConsoleCommandWithWorldDelegate::CreateLambda([](const UWorld* InWorld)
{
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(InWorld))
{
Subsystem->DebugUnregisterAllSmartObjects();
}
})
);
#endif // WITH_SMARTOBJECT_DEBUG
}
} // UE::SmartObject
//----------------------------------------------------------------------//
// USmartObjectSubsystem
//----------------------------------------------------------------------//
const FSmartObjectOctree& USmartObjectSubsystem::GetOctree() const
{
return SmartObjectOctree;
}
USmartObjectSubsystem::USmartObjectSubsystem()
{
using namespace UE::SmartObject;
NextFreeUserID = InvalidID + 1;
}
void USmartObjectSubsystem::OnWorldComponentsUpdated(UWorld& World)
{
// Register collections that were unable to register since they got loaded before the subsystem got created/initialized.
RegisterCollectionInstances();
#if WITH_EDITOR
SpawnMissingCollection();
if (!World.IsGameWorld())
{
ComputeBounds(World, *MainCollection);
}
#endif
UE_CVLOG_UELOG(!IsValid(MainCollection), this, LogSmartObject, Error, TEXT("Collection is expected to be set once world components are updated."));
}
USmartObjectSubsystem* USmartObjectSubsystem::GetCurrent(const UWorld* World)
{
return UWorld::GetSubsystem<USmartObjectSubsystem>(World);
}
void USmartObjectSubsystem::AddToSimulation(const FSmartObjectID ID, const USmartObjectDefinition& Definition, const FTransform& Transform, const FBox& Bounds)
{
if (!ensureMsgf(ID.IsValid(), TEXT("SmartObject needs a valid ID to be added to the simulation")))
{
return;
}
if (!ensureMsgf(RuntimeSmartObjects.Find(ID) == nullptr, TEXT("ID '%s' already registered in runtime simulation"), *ID.Describe()))
{
return;
}
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Adding SmartObject '%s' to runtime simulation."), *ID.Describe());
FSmartObjectRuntime& Runtime = RuntimeSmartObjects.Emplace(ID, FSmartObjectRuntime(Definition));
Runtime.SetRegisteredID(ID);
// Transfer spatial information to the runtime instance
Runtime.SetTransform(Transform);
Runtime.SetBounds(Bounds);
// Insert instance in the octree
const FSmartObjectOctreeIDSharedRef SharedOctreeID = MakeShareable(new FSmartObjectOctreeID());
Runtime.SetOctreeID(SharedOctreeID);
SmartObjectOctree.AddNode(Runtime.GetBounds(), ID, SharedOctreeID);
}
void USmartObjectSubsystem::AddToSimulation(const FSmartObjectCollectionEntry& Entry, const USmartObjectDefinition& Definition)
{
AddToSimulation(Entry.GetID(), Definition, Entry.GetTransform(), Entry.GetBounds());
}
void USmartObjectSubsystem::AddToSimulation(const USmartObjectComponent& Component)
{
if (ensureMsgf(Component.GetDefinition() != nullptr, TEXT("Component must have a valid definition asset to register to the simulation")))
{
AddToSimulation(Component.GetRegisteredID(), *Component.GetDefinition(), Component.GetComponentTransform(), Component.GetSmartObjectBounds());
}
}
void USmartObjectSubsystem::RemoveFromSimulation(const FSmartObjectID ID)
{
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Removing SmartObject '%s' from runtime simulation."), *ID.Describe());
FSmartObjectRuntime SmartObjectRuntime;
if (RuntimeSmartObjects.RemoveAndCopyValue(ID, SmartObjectRuntime))
{
AbortAll(SmartObjectRuntime);
}
FSmartObjectOctreeID& SharedOctreeID = SmartObjectRuntime.GetSharedOctreeID().Get();
if (SharedOctreeID.ID.IsValidId())
{
SmartObjectOctree.RemoveNode(SharedOctreeID.ID);
SharedOctreeID.ID = {};
}
}
void USmartObjectSubsystem::RemoveFromSimulation(const FSmartObjectCollectionEntry& Entry)
{
RemoveFromSimulation(Entry.GetID());
}
void USmartObjectSubsystem::RemoveFromSimulation(const USmartObjectComponent& SmartObjectComponent)
{
RemoveFromSimulation(SmartObjectComponent.GetRegisteredID());
}
bool USmartObjectSubsystem::RegisterSmartObject(USmartObjectComponent& SmartObjectComponent)
{
// Main collection may not assigned until world components are updated (active level set and actors registered)
// In this case objects will be part of the loaded collection or collection will be rebuilt from registered components
if (IsValid(MainCollection))
{
const UWorld& World = GetWorldRef();
bool bAddToCollection = true;
#if WITH_EDITOR
if (!World.IsGameWorld())
{
// For "build on demand collections" we wait an explicit build request to clear and repopulate
if (MainCollection->IsBuildOnDemand())
{
bAddToCollection = false;
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not added to collection that is built on demand only."), *GetNameSafe(SmartObjectComponent.GetOwner()));
}
// For partition world we don't alter the collection unless we are explicitly building the collection
else if(World.IsPartitionedWorld() && !MainCollection->IsBuildingForWorldPartition())
{
bAddToCollection = false;
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not added to collection that is owned by partitioned world."), *GetNameSafe(SmartObjectComponent.GetOwner()));
}
}
#endif // WITH_EDITOR
if (bAddToCollection)
{
const bool bIsNewEntry = MainCollection->AddSmartObject(SmartObjectComponent);
// At runtime we only add new collection entries to the simulation. All existing entries were added on WorldBeginPlay
if (World.IsGameWorld() && bInitialCollectionAddedToSimulation && bIsNewEntry)
{
RuntimeCreatedEntries.Add(SmartObjectComponent.GetRegisteredID());
AddToSimulation(SmartObjectComponent);
}
}
}
#if WITH_EDITOR
if (RegisteredSOComponents.Find(&SmartObjectComponent) != INDEX_NONE)
{
UE_VLOG_UELOG(SmartObjectComponent.GetOwner(), LogSmartObject, Error, TEXT("Trying to register SmartObject %s more than once."), *GetNameSafe(SmartObjectComponent.GetOwner()));
return false;
}
RegisteredSOComponents.Add(&SmartObjectComponent);
#endif // WITH_EDITOR
#if WITH_SMARTOBJECT_DEBUG
DebugRegisteredComponents.Add(&SmartObjectComponent);
#endif
return true;
}
bool USmartObjectSubsystem::UnregisterSmartObject(USmartObjectComponent& SmartObjectComponent)
{
if (IsValid(MainCollection))
{
const UWorld& World = GetWorldRef();
bool bRemoveFromCollection = true;
#if WITH_EDITOR
if (!World.IsGameWorld())
{
// For "build on demand collections" we wait an explicit build request to clear and repopulate
if (MainCollection->IsBuildOnDemand())
{
bRemoveFromCollection = false;
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not removed from collection that is built on demand only."), *GetNameSafe(SmartObjectComponent.GetOwner()));
}
// For partition world we never remove from the collection since it is built incrementally
else if(World.IsPartitionedWorld())
{
bRemoveFromCollection = false;
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not removed from collection that is owned by partitioned world."), *GetNameSafe(SmartObjectComponent.GetOwner()));
}
}
#endif // WITH_EDITOR
// At runtime, only entries created outside the initial collection are removed from simulation and collection
if (World.IsGameWorld() && bInitialCollectionAddedToSimulation)
{
bRemoveFromCollection = RuntimeCreatedEntries.Find(SmartObjectComponent.GetRegisteredID()) != INDEX_NONE;
if (bRemoveFromCollection)
{
RemoveFromSimulation(SmartObjectComponent);
}
}
if (bRemoveFromCollection)
{
MainCollection->RemoveSmartObject(SmartObjectComponent);
}
}
#if WITH_EDITOR
if (RegisteredSOComponents.Remove(&SmartObjectComponent) == 0)
{
UE_VLOG_UELOG(SmartObjectComponent.GetOwner(), LogSmartObject, Error, TEXT("Trying to unregister SmartObject %s but it wasn't registered."), *GetNameSafe(SmartObjectComponent.GetOwner()));
return false;
}
#endif // WITH_EDITOR
#if WITH_SMARTOBJECT_DEBUG
DebugRegisteredComponents.Remove(&SmartObjectComponent);
#endif // WITH_SMARTOBJECT_DEBUG
return true;
}
bool USmartObjectSubsystem::RegisterSmartObjectActor(const AActor& SmartObjectActor)
{
USmartObjectComponent* SOComponent = UE::SmartObject::FindSmartObjectComponent(SmartObjectActor);
if (SOComponent == nullptr)
{
UE_VLOG_UELOG(&SmartObjectActor, LogSmartObject, Error, TEXT("Failed to register SmartObject for %s. USmartObjectComponent is missing."), *SmartObjectActor.GetName());
return false;
}
return RegisterSmartObject(*SOComponent);
}
bool USmartObjectSubsystem::UnregisterSmartObjectActor(const AActor& SmartObjectActor)
{
USmartObjectComponent* SOComponent = UE::SmartObject::FindSmartObjectComponent(SmartObjectActor);
if (SOComponent == nullptr)
{
UE_VLOG_UELOG(&SmartObjectActor, LogSmartObject, Error, TEXT("Failed to unregister SmartObject for %s. USmartObjectComponent is missing."), *SmartObjectActor.GetName());
return false;
}
return UnregisterSmartObject(*SOComponent);
}
FSmartObjectClaimHandle USmartObjectSubsystem::Claim(const FSmartObjectID ID, const FSmartObjectRequestFilter& Filter)
{
ensureMsgf(ID.IsValid(), TEXT("SmartObject ID should be valid: %s"), *(ID.Describe()));
FSmartObjectRuntime* SORuntime = RuntimeSmartObjects.Find(ID);
if (!ensureMsgf(SORuntime != nullptr, TEXT("A SmartObjectRuntime must be created for ID %s"), *ID.Describe()))
{
return FSmartObjectClaimHandle::InvalidHandle;
}
const FSmartObjectSlotIndex SlotIndex = FindSlot(*SORuntime, Filter);
if (!SlotIndex.IsValid())
{
return FSmartObjectClaimHandle::InvalidHandle;
}
const FSmartObjectUserID User(NextFreeUserID++);
const FSmartObjectClaimHandle ClaimHandle(ID, SlotIndex, User);
const bool bClaimed = SORuntime->ClaimSlot(ClaimHandle);
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Claim %s for handle %s"), bClaimed ? TEXT("SUCCEEDED") : TEXT("FAILED"), *ClaimHandle.Describe());
return (bClaimed) ? ClaimHandle : FSmartObjectClaimHandle::InvalidHandle;
}
FSmartObjectClaimHandle USmartObjectSubsystem::Claim(const FSmartObjectRequestResult& RequestResult)
{
if (!ensureMsgf(RequestResult.IsValid(), TEXT("Must claim with a valid result: %s"), *RequestResult.Describe()))
{
return FSmartObjectClaimHandle::InvalidHandle;
}
FSmartObjectRuntime* SORuntime = RuntimeSmartObjects.Find(RequestResult.SmartObjectID);
if (!ensureMsgf(SORuntime != nullptr, TEXT("A SmartObjectRuntime must be created for ID %s"), *RequestResult.SmartObjectID.Describe()))
{
return FSmartObjectClaimHandle::InvalidHandle;
}
const FSmartObjectUserID User(NextFreeUserID++);
const FSmartObjectClaimHandle ClaimHandle(RequestResult.SmartObjectID, RequestResult.SlotIndex, User);
return (SORuntime->ClaimSlot(ClaimHandle)) ? ClaimHandle : FSmartObjectClaimHandle::InvalidHandle;
}
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::Use(const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass)
{
if (!ClaimHandle.IsValid())
{
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Must use with a valid claim handle"));
return nullptr;
}
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(ClaimHandle.SmartObjectID);
if (!ensureMsgf(SmartObjectRuntime != nullptr, TEXT("A SmartObjectRuntime must be created for ID %s"), *ClaimHandle.SmartObjectID.Describe()))
{
return nullptr;
}
return Use(*SmartObjectRuntime, ClaimHandle, DefinitionClass);
}
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::Use(FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass)
{
const USmartObjectDefinition& Definition = SmartObjectRuntime.GetDefinition();
const USmartObjectBehaviorDefinition* BehaviorDefinition = Definition.GetBehaviorDefinition(ClaimHandle.SlotIndex, DefinitionClass);
if (BehaviorDefinition == nullptr)
{
const UClass* ClassPtr = DefinitionClass.Get();
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Unable to find a behavior definition of type %s in %s"), ClassPtr != nullptr ? *ClassPtr->GetName(): TEXT("Null"), *Definition.Describe());
return nullptr;
}
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Start using handle %s"), *ClaimHandle.Describe());
UE_VLOG_LOCATION(this, LogSmartObject, Display, SmartObjectRuntime.GetTransform().GetLocation(), 50.f, FColor::Green, TEXT("Use"));
SmartObjectRuntime.UseSlot(ClaimHandle);
return BehaviorDefinition;
}
bool USmartObjectSubsystem::Release(const FSmartObjectClaimHandle& ClaimHandle)
{
if (!ClaimHandle.IsValid())
{
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Must release slot using a valid handle"));
return false;
}
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(ClaimHandle.SmartObjectID);
if (SmartObjectRuntime == nullptr)
{
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Unable to find runtime data for handle: %s"), *ClaimHandle.Describe());
return false;
}
const bool bSuccess = SmartObjectRuntime->ReleaseSlot(ClaimHandle, /*bAborted*/ false);
UE_CVLOG_UELOG(bSuccess, this, LogSmartObject, Verbose, TEXT("Released using handle %s"), *ClaimHandle.Describe());
UE_CVLOG_LOCATION(bSuccess, this, LogSmartObject, Display, SmartObjectRuntime->GetTransform().GetLocation(), 50.f, FColor::Red, TEXT("Release"));
return bSuccess;
}
TOptional<FVector> USmartObjectSubsystem::GetSlotLocation(const FSmartObjectID SmartObjectID, const FSmartObjectSlotIndex SlotIndex) const
{
TOptional<FTransform> Transform = GetSlotTransform(SmartObjectID, SlotIndex);
return (Transform.IsSet() ? Transform.GetValue().GetLocation() : TOptional<FVector>());
}
TOptional<FVector> USmartObjectSubsystem::GetSlotLocation(const FSmartObjectClaimHandle& ClaimHandle) const
{
if (ensureMsgf(ClaimHandle.IsValid(), TEXT("Requesting slot location from an invalid claim handle.")))
{
return GetSlotLocation(ClaimHandle.SmartObjectID, ClaimHandle.SlotIndex);
}
return TOptional<FVector>();
}
bool USmartObjectSubsystem::GetSlotLocation(const FSmartObjectClaimHandle& ClaimHandle, FVector& OutSlotLocation) const
{
const TOptional<FVector> OptionalLocation = GetSlotLocation(ClaimHandle);
OutSlotLocation = OptionalLocation.Get(FVector::ZeroVector);
return OptionalLocation.IsSet();
}
TOptional<FVector> USmartObjectSubsystem::GetSlotLocation(const FSmartObjectRequestResult& Result) const
{
if (ensureMsgf(Result.IsValid(), TEXT("Requesting slot location from an invalid request result.")))
{
return GetSlotLocation(Result.SmartObjectID, Result.SlotIndex);
}
return TOptional<FVector>();
}
TOptional<FTransform> USmartObjectSubsystem::GetSlotTransform(const FSmartObjectID SmartObjectID, const FSmartObjectSlotIndex SlotIndex) const
{
TOptional<FTransform> Transform;
if (!ensureMsgf(SmartObjectID.IsValid(), TEXT("Requesting slot transform for an invalid Id")))
{
return Transform;
}
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectID);
if (SmartObjectRuntime == nullptr)
{
return Transform;
}
Transform = SmartObjectRuntime->GetDefinition().GetSlotTransform(SmartObjectRuntime->GetTransform(), SlotIndex);
return Transform;
}
TOptional<FTransform> USmartObjectSubsystem::GetSlotTransform(const FSmartObjectClaimHandle& ClaimHandle) const
{
if (ensureMsgf(ClaimHandle.IsValid(), TEXT("Requesting slot transform from an invalid claim handle.")))
{
return GetSlotTransform(ClaimHandle.SmartObjectID, ClaimHandle.SlotIndex);
}
return TOptional<FTransform>();
}
bool USmartObjectSubsystem::GetSlotTransform(const FSmartObjectClaimHandle& ClaimHandle, FTransform& OutSlotTransform) const
{
const TOptional<FTransform> OptionalLocation = GetSlotTransform(ClaimHandle);
OutSlotTransform = OptionalLocation.Get(FTransform::Identity);
return OptionalLocation.IsSet();
}
TOptional<FTransform> USmartObjectSubsystem::GetSlotTransform(const FSmartObjectRequestResult& Result) const
{
if (ensureMsgf(Result.IsValid(), TEXT("Requesting slot transform from an invalid request result.")))
{
return GetSlotTransform(Result.SmartObjectID, Result.SlotIndex);
}
return TOptional<FTransform>();
}
FSmartObjectSlotRuntimeData* USmartObjectSubsystem::GetMutableRuntimeSlot(const FSmartObjectClaimHandle& ClaimHandle)
{
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(ClaimHandle.SmartObjectID);
if (SmartObjectRuntime == nullptr)
{
return nullptr;
}
FSmartObjectSlotRuntimeData* SlotRuntimeData = SmartObjectRuntime->SlotsRuntimeData.FindByPredicate([&ClaimHandle](const FSmartObjectSlotRuntimeData& SlotRuntimeData)
{
return SlotRuntimeData.SlotIndex == ClaimHandle.SlotIndex;
});
return SlotRuntimeData;
}
void USmartObjectSubsystem::RegisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle, const FOnSlotInvalidated& Callback)
{
FSmartObjectSlotRuntimeData* Slot = GetMutableRuntimeSlot(ClaimHandle);
if (Slot != nullptr)
{
Slot->OnSlotInvalidatedDelegate = Callback;
}
}
void USmartObjectSubsystem::UnregisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle)
{
FSmartObjectSlotRuntimeData* Slot = GetMutableRuntimeSlot(ClaimHandle);
if (Slot != nullptr)
{
Slot->OnSlotInvalidatedDelegate.Unbind();
}
}
FSmartObjectSlotIndex USmartObjectSubsystem::FindSlot(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectRequestFilter& Filter) const
{
const FSmartObjectSlotIndex InvalidIndex;
const USmartObjectDefinition& Definition = SmartObjectRuntime.GetDefinition();
const int32 NumSlotDefinitions = Definition.GetSlots().Num();
if (!ensureMsgf(NumSlotDefinitions > 0, TEXT("Definition should contain slot definitions at this point")))
{
return InvalidIndex;
}
const UClass* RequiredDefinitionClass = *Filter.BehaviorDefinitionClass;
if (!ensureMsgf(RequiredDefinitionClass != nullptr, TEXT("Filter needs to provide required behavior definition type")))
{
return InvalidIndex;
}
// Validate if any available slots
if (SmartObjectRuntime.SlotsRuntimeData.Num() == NumSlotDefinitions)
{
bool bAnyFreeSlot = false;
for (const FSmartObjectSlotRuntimeData& SlotRuntimeData : SmartObjectRuntime.SlotsRuntimeData)
{
if (SlotRuntimeData.State == ESmartObjectSlotState::Free)
{
bAnyFreeSlot = true;
break;
}
}
if (bAnyFreeSlot == false)
{
return InvalidIndex;
}
}
const FGameplayTagContainer& ObjectTags = SmartObjectRuntime.GetTags();
auto MatchesTagQueryFunc = [](const FGameplayTagQuery& Requirements, const FGameplayTagContainer& Tags)-> bool
{
return Requirements.IsEmpty() || Requirements.Matches(Tags);
};
if (MatchesTagQueryFunc(Filter.ActivityRequirements, Definition.GetActivityTags())
&& MatchesTagQueryFunc(Definition.GetObjectTagFilter(), ObjectTags)
&& MatchesTagQueryFunc(Definition.GetUserTagFilter(), Filter.UserTags))
{
TBitArray<> FreeSlots;
SmartObjectRuntime.FindFreeSlots(FreeSlots);
const TConstArrayView<FSmartObjectSlot> Slots = Definition.GetSlots();
for (int i = 0; i < Slots.Num(); ++i)
{
const FSmartObjectSlot& Slot = Slots[i];
if (FreeSlots[i] == false)
{
continue;
}
if (Definition.GetBehaviorDefinition(FSmartObjectSlotIndex(i), Filter.BehaviorDefinitionClass) == nullptr)
{
continue;
}
if (MatchesTagQueryFunc(Slot.UserTagFilter, Filter.UserTags) == false)
{
continue;
}
return FSmartObjectSlotIndex(i);
}
}
return InvalidIndex;
}
void USmartObjectSubsystem::AbortAll(FSmartObjectRuntime& SmartObjectRuntime)
{
for (FSmartObjectSlotRuntimeData& SlotRuntimeData : SmartObjectRuntime.SlotsRuntimeData)
{
switch (SlotRuntimeData.State)
{
case ESmartObjectSlotState::Claimed:
case ESmartObjectSlotState::Occupied:
{
FSmartObjectClaimHandle ClaimHandle(SmartObjectRuntime.GetRegisteredID(), SlotRuntimeData.SlotIndex, SlotRuntimeData.User);
const bool bFunctionWasExecuted = SlotRuntimeData.OnSlotInvalidatedDelegate.ExecuteIfBound(ClaimHandle, SlotRuntimeData.State);
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Slot invalidated callback was%scalled for slot %s"), bFunctionWasExecuted ? TEXT(" ") : TEXT(" not "), *SlotRuntimeData.Describe());
break;
}
case ESmartObjectSlotState::Free: // falling through on purpose
default:
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Smart object %s used by %s while the slot it's assigned to is not marked Claimed nor Occupied"), *SmartObjectRuntime.GetDefinition().Describe(), *SlotRuntimeData.User.Describe());
break;
}
}
SmartObjectRuntime.SlotsRuntimeData.Reset();
}
FSmartObjectRequestResult USmartObjectSubsystem::FindSmartObject(const FSmartObjectRequest& Request)
{
// find X instances, ignore distance as long as in range, accept first available
FSmartObjectRequestResult Result;
const FSmartObjectRequestFilter& Filter = Request.Filter;
SmartObjectOctree.FindFirstElementWithBoundsTest(Request.QueryBox,
[&Result, &Filter, this](const FSmartObjectOctreeElement& Element)
{
Result = FindSlot(Element.SmartObjectID, Filter);
const bool bContinueTraversal = !Result.IsValid();
return bContinueTraversal;
});
return Result;
}
bool USmartObjectSubsystem::FindSmartObjects(const FSmartObjectRequest& Request, TArray<FSmartObjectRequestResult>& OutResults)
{
FSmartObjectRequestResult Result;
const FSmartObjectRequestFilter& Filter = Request.Filter;
SmartObjectOctree.FindFirstElementWithBoundsTest(Request.QueryBox,
[&Result, &Filter, &OutResults, this](const FSmartObjectOctreeElement& Element)
{
Result = FindSlot(Element.SmartObjectID, Filter);
if (Result.IsValid())
{
OutResults.Add(Result);
}
return true;
});
return (OutResults.Num() > 0);
}
FSmartObjectRequestResult USmartObjectSubsystem::FindSlot(const FSmartObjectID ID, const FSmartObjectRequestFilter& Filter) const
{
const FSmartObjectRequestResult InvalidResult;
if (!ID.IsValid())
{
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Requesting a valid use for an invalid smart object."));
return InvalidResult;
}
if (Filter.Predicate && !Filter.Predicate(ID))
{
return InvalidResult;
}
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(ID);
if (!ensureMsgf(SmartObjectRuntime != nullptr, TEXT("RuntimeData should exist at this point")))
{
return InvalidResult;
}
const FSmartObjectSlotIndex FoundIndex = FindSlot(*SmartObjectRuntime, Filter);
if (!FoundIndex.IsValid())
{
return InvalidResult;
}
return FSmartObjectRequestResult(ID, FoundIndex);
}
void USmartObjectSubsystem::RegisterCollectionInstances()
{
for (TActorIterator<ASmartObjectCollection> It(GetWorld()); It; ++It)
{
ASmartObjectCollection* Collection = (*It);
if (IsValid(Collection) && Collection->IsRegistered() == false)
{
UE_VLOG_UELOG(Collection, LogSmartObject, Log, TEXT("Collection '%s' registers from USmartObjectSubsystem initialization - Succeeded"), *Collection->GetName());
RegisterCollection(*Collection);
}
}
}
void USmartObjectSubsystem::RegisterCollection(ASmartObjectCollection& InCollection)
{
if (!IsValid(&InCollection))
{
return;
}
if (InCollection.IsRegistered())
{
UE_VLOG_UELOG(&InCollection, LogSmartObject, Error, TEXT("Trying to register collection '%s' more than once"), *InCollection.GetName());
return;
}
if (InCollection.GetLevel()->IsPersistentLevel())
{
ensureMsgf(!IsValid(MainCollection), TEXT("Not expecting to set the main collection more than once"));
MainCollection = &InCollection;
#if WITH_EDITOR
OnMainCollectionChanged.Broadcast();
// For a collection that is automatically updated, it gets rebuilt on registration in the Edition world.
const UWorld& World = GetWorldRef();
if (!World.IsGameWorld() &&
!World.IsPartitionedWorld() &&
!MainCollection->IsBuildOnDemand())
{
RebuildCollection(InCollection);
}
#endif // WITH_EDITOR
InCollection.OnRegistered();
}
else
{
InCollection.MarkAsGarbage();
}
}
void USmartObjectSubsystem::UnregisterCollection(ASmartObjectCollection& InCollection)
{
if (MainCollection != &InCollection)
{
UE_VLOG_UELOG(&InCollection, LogSmartObject, Verbose, TEXT("Ignoring unregistration of collection '%s' since this is not the main collection."), *InCollection.GetName());
return;
}
InCollection.OnUnregistered();
}
USmartObjectComponent* USmartObjectSubsystem::GetSmartObjectComponent(const FSmartObjectClaimHandle& ClaimHandle) const
{
return (IsValid(MainCollection) ? MainCollection->GetSmartObjectComponent(ClaimHandle.SmartObjectID) : nullptr);
}
void USmartObjectSubsystem::OnWorldBeginPlay(UWorld& World)
{
Super::OnWorldBeginPlay(World);
if (!IsValid(MainCollection))
{
if (MainCollection != nullptr && !MainCollection->bNetLoadOnClient && World.IsNetMode(NM_Client))
{
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Collection not loaded on client. Initialization skipped in %s."), ANSI_TO_TCHAR(__FUNCTION__));
}
else
{
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Missing collection during %s."), ANSI_TO_TCHAR(__FUNCTION__));
}
return;
}
// Initialize octree using collection bounds
FVector Center, Extents;
MainCollection->GetBounds().GetCenterAndExtents(Center, Extents);
new(&SmartObjectOctree) FSmartObjectOctree(Center, Extents.Size2D());
// Perform all validations at once since multiple entries can share the same definition
MainCollection->ValidateDefinitions();
// Build all runtime from collection
for (const FSmartObjectCollectionEntry& Entry : MainCollection->GetEntries())
{
const USmartObjectDefinition* Definition = MainCollection->GetDefinitionForEntry(Entry);
USmartObjectComponent* Component = Entry.GetComponent();
if (Definition == nullptr || Definition->IsValid() == false)
{
UE_CVLOG_UELOG(Component != nullptr, Component->GetOwner(), LogSmartObject, Error,
TEXT("Skipped runtime data creation for SmartObject %s: Invalid definition"), *GetNameSafe(Component->GetOwner()));
continue;
}
// Create a runtime instance of that definition using that ID
if (Component != nullptr)
{
Component->SetRegisteredID(Entry.GetID());
}
AddToSimulation(Entry, *Definition);
}
// Until this point all runtime entries were created from the collection, start tracking newly created
RuntimeCreatedEntries.Reset();
// Note that we use our own flag instead of relying on World.HasBegunPlay() since world might not be marked
// as BegunPlay immediately after subsystem OnWorldBeingPlay gets called (e.g. waiting game mode to be ready on clients)
bInitialCollectionAddedToSimulation = true;
}
#if WITH_EDITOR
void USmartObjectSubsystem::ComputeBounds(const UWorld& World, ASmartObjectCollection& Collection) const
{
FBox Bounds(ForceInitToZero);
if (const UWorldPartition* WorldPartition = World.GetWorldPartition())
{
Bounds = WorldPartition->GetWorldBounds();
}
else if (const ULevel* PersistentLevel = World.PersistentLevel.Get())
{
if (PersistentLevel->LevelBoundsActor.IsValid())
{
Bounds = PersistentLevel->LevelBoundsActor.Get()->GetComponentsBoundingBox();
}
else
{
Bounds = ALevelBounds::CalculateLevelBounds(PersistentLevel);
}
}
else
{
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Unable to determine world bounds: no world partition or persistent level."));
}
Collection.SetBounds(Bounds);
}
void USmartObjectSubsystem::RebuildCollection(ASmartObjectCollection& InCollection)
{
InCollection.RebuildCollection(RegisteredSOComponents);
}
void USmartObjectSubsystem::SpawnMissingCollection()
{
if (IsValid(MainCollection))
{
return;
}
UWorld& World = GetWorldRef();
FActorSpawnParameters SpawnInfo;
SpawnInfo.OverrideLevel = World.PersistentLevel;
SpawnInfo.bAllowDuringConstructionScript = true;
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Spawning missing collection for world '%s'."), *World.GetName());
World.SpawnActor<ASmartObjectCollection>(ASmartObjectCollection::StaticClass(), SpawnInfo);
checkf(IsValid(MainCollection), TEXT("MainCollection must be assigned after spawning"));
}
#endif // WITH_EDITOR
#if WITH_SMARTOBJECT_DEBUG
void USmartObjectSubsystem::DebugUnregisterAllSmartObjects()
{
for (TWeakObjectPtr<USmartObjectComponent>& WeakComponent : DebugRegisteredComponents)
{
if (const USmartObjectComponent* Cmp = WeakComponent.Get())
{
RemoveFromSimulation(*Cmp);
}
}
}
void USmartObjectSubsystem::DebugRegisterAllSmartObjects()
{
for (TWeakObjectPtr<USmartObjectComponent>& WeakComponent : DebugRegisteredComponents)
{
if (const USmartObjectComponent* Cmp = WeakComponent.Get())
{
AddToSimulation(*Cmp);
}
}
}
#endif // WITH_SMARTOBJECT_DEBUG