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yoan stamant 6d66e2376c [StateTree] moved some types to the execution types header
#rb mikko.mononen

[CL 26255567 by yoan stamant in 5.3 branch]
2023-06-27 09:09:35 -04:00

279 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InstancedStructContainer.h"
#include "StateTreeEvents.h"
#include "StateTreeTypes.h"
#include "StateTreeExecutionTypes.h"
#include "StateTreeInstanceData.generated.h"
struct FStateTreeTransitionRequest;
struct FStateTreeExecutionState;
/**
* State Tree instance data is used to store the runtime state of a State Tree. It is used together with FStateTreeExecution context to tick the state tree.
* You are supposed to use FStateTreeInstanceData as a property to store the instance data. That ensures that any UObject references will get GC'd correctly.
*
* The FStateTreeInstanceData wraps FStateTreeInstanceStorage, where the data is actually stored. This indirection is done in order to allow the FStateTreeInstanceData
* to be bitwise relocatable (e.g. you can put it in an array), and we can still allow delegates to bind to the instance data of individual tasks.
*
* Since the tasks in the instance data are stored in a array that may get resized you will need to use TStateTreeInstanceDataStructRef
* to reference a struct based task instance data. It is defined below, and has example how to use it.
*/
/** Storage for the actual instance data. */
USTRUCT()
struct STATETREEMODULE_API FStateTreeInstanceStorage
{
GENERATED_BODY()
/** @return true if the instance is correctly initialized. */
bool IsValid() const;
/** @return Number of items in the instance data. */
int32 NumStructs() const { return InstanceStructs.Num(); }
/** @return true if the specified index is valid index into the struct data container. */
bool IsValidStructIndex(const int32 Index) const { return InstanceStructs.IsValidIndex(Index); }
/** @return mutable view to the struct at specified index. */
FStructView GetMutableStruct(const int32 Index) { return InstanceStructs[Index]; }
/** @return const view to the struct at specified index. */
FConstStructView GetStruct(const int32 Index) const { return InstanceStructs[Index]; }
/** @return number of instance objects */
int32 NumObjects() const { return InstanceObjects.Num(); }
/** @return pointer to an instance object */
UObject* GetMutableObject(const int32 Index) const { return InstanceObjects[Index]; }
/** @return const pointer to an instance object */
const UObject* GetObject(const int32 Index) const { return InstanceObjects[Index]; }
/** @return reference to the event queue. */
FStateTreeEventQueue& GetMutableEventQueue() { return EventQueue; }
/** @return reference to the event queue. */
const FStateTreeEventQueue& GetEventQueue() const { return EventQueue; }
/**
* Buffers a transition request to be sent to the State Tree.
* @param Owner Optional pointer to an owner UObject that is used for logging errors.
* @param Request transition to request.
*/
void AddTransitionRequest(const UObject* Owner, const FStateTreeTransitionRequest& Request);
/** @return currently pending transition requests. */
TConstArrayView<FStateTreeTransitionRequest> GetTransitionRequests() const
{
return TransitionRequests;
}
/** Reset all pending transition requests. */
void ResetTransitionRequests();
/** @return true if all instances are valid. */
bool AreAllInstancesValid() const;
protected:
/** Struct instances */
UPROPERTY()
FInstancedStructContainer InstanceStructs;
/** Object instances. */
UPROPERTY()
TArray<TObjectPtr<UObject>> InstanceObjects;
/** Events */
UPROPERTY()
FStateTreeEventQueue EventQueue;
/** Requested transitions */
UPROPERTY()
TArray<FStateTreeTransitionRequest> TransitionRequests;
friend struct FStateTreeInstanceData;
};
/**
* StateTree instance data is used to store the runtime state of a StateTree.
* The layout of the data is described in a FStateTreeInstanceDataLayout.
*
* Note: If FStateTreeInstanceData is placed on an struct, you must call AddStructReferencedObjects() manually,
* as it is not automatically called recursively.
* Note: Serialization is supported only for FArchive::IsModifyingWeakAndStrongReferences(), that is replacing object references.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeInstanceData
{
GENERATED_BODY()
FStateTreeInstanceData();
~FStateTreeInstanceData();
/** Initializes the array with specified items. */
void Init(UObject& InOwner, TConstArrayView<FInstancedStruct> InStructs, TConstArrayView<const UObject*> InObjects);
void Init(UObject& InOwner, TConstArrayView<FConstStructView> InStructs, TConstArrayView<const UObject*> InObjects);
/** Appends new items to the instance. */
void Append(UObject& InOwner, TConstArrayView<FInstancedStruct> InStructs, TConstArrayView<const UObject*> InObjects);
void Append(UObject& InOwner, TConstArrayView<FConstStructView> InStructs, TConstArrayView<const UObject*> InObjects);
/** Shrinks the array sizes to specified lengths. Sizes must be small or equal than current size. */
void ShrinkTo(const int32 NumStructs, const int32 NumObjects);
/** Shares the layout from another instance data, and copies the data over. */
void CopyFrom(UObject& InOwner, const FStateTreeInstanceData& InOther);
/** Resets the data to empty. */
void Reset();
/** @return true if the instance is correctly initialized. */
bool IsValid() const;
/** @return Number of items in the instance data. */
int32 NumStructs() const { return GetStorage().InstanceStructs.Num(); }
/** @return true if the specified index is valid index into the struct data container. */
bool IsValidStructIndex(const int32 Index) const { return GetStorage().InstanceStructs.IsValidIndex(Index); }
/** @return mutable view to the struct at specified index. */
FStructView GetMutableStruct(const int32 Index) { return GetMutableStorage().InstanceStructs[Index]; }
/** @return const view to the struct at specified index. */
FConstStructView GetStruct(const int32 Index) const { return GetStorage().InstanceStructs[Index]; }
/** @return number of instance objects */
int32 NumObjects() const { return GetStorage().InstanceObjects.Num(); }
/** @return pointer to an instance object */
UObject* GetMutableObject(const int32 Index) { return GetMutableStorage().InstanceObjects[Index]; }
/** @return const pointer to an instance object */
const UObject* GetObject(const int32 Index) const { return GetStorage().InstanceObjects[Index]; }
/** @return pointer to StateTree execution state, or null if the instance data is not initialized. */
const FStateTreeExecutionState* GetExecutionState() const;
/** @return array to store unprocessed events. */
UE_DEPRECATED(5.2, "Use GetEventQueue() instead.")
TArray<FStateTreeEvent>& GetEvents() const;
/** @return reference to the event queue. */
FStateTreeEventQueue& GetMutableEventQueue();
const FStateTreeEventQueue& GetEventQueue() const;
/**
* Buffers a transition request to be sent to the State Tree.
* @param Owner Optional pointer to an owner UObject that is used for logging errors.
* @param Request transition to request.
*/
void AddTransitionRequest(const UObject* Owner, const FStateTreeTransitionRequest& Request);
/** @return currently pending transition requests. */
TConstArrayView<FStateTreeTransitionRequest> GetTransitionRequests() const;
/** Reset all pending transition requests. */
void ResetTransitionRequests();
/** @return true if all instances are valid. */
bool AreAllInstancesValid() const;
FStateTreeInstanceStorage& GetMutableStorage();
const FStateTreeInstanceStorage& GetStorage() const;
int32 GetEstimatedMemoryUsage() const;
int32 GetNumItems() const;
/** Type traits */
bool Identical(const FStateTreeInstanceData* Other, uint32 PortFlags) const;
void PostSerialize(const FArchive& Ar);
protected:
/** Storage for the actual instance data, always stores FStateTreeInstanceStorage. */
UPROPERTY()
FInstancedStruct InstanceStorage;
#if WITH_EDITORONLY_DATA
UPROPERTY(meta = (DeprecatedProperty))
FInstancedStructContainer InstanceStructs_DEPRECATED;
UPROPERTY(meta = (DeprecatedProperty))
TArray<TObjectPtr<UObject>> InstanceObjects_DEPRECATED;
#endif // WITH_EDITORONLY_DATA
};
template<>
struct TStructOpsTypeTraits<FStateTreeInstanceData> : public TStructOpsTypeTraitsBase2<FStateTreeInstanceData>
{
enum
{
WithIdentical = true,
WithPostSerialize = true,
};
};
/**
* Stores indexed reference to a instance data struct.
* The instance data structs may be relocated when the instance data composition changed. For that reason you cannot store pointers to the instance data.
* This is often needed for example when dealing with delegate lambda's. This helper struct stores the instance data as index to the instance data array.
* That way we can access the instance data even of the array changes.
*
* Note that the reference is valid only during the lifetime of a task (between EnterState() and ExitState()).
*
* You generally do not use this directly, but via FStateTreeExecutionContext.
*
* EStateTreeRunStatus FTestTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
* {
* FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
*
* Context.GetWorld()->GetTimerManager().SetTimer(
* InstanceData.TimerHandle,
* [InstanceDataRef = Context.GetInstanceDataStructRef()]()
* {
* FInstanceDataType& InstanceData = *InstanceDataRef;
* ...
* },
* Delay, true);
*
* return EStateTreeRunStatus::Running;
* }
*/
template <typename T>
struct TStateTreeInstanceDataStructRef
{
TStateTreeInstanceDataStructRef(FStateTreeInstanceData& InInstanceData, const T& InstanceDataStruct)
: Storage(InInstanceData.GetMutableStorage())
{
const FConstStructView InstanceDataStructView = FConstStructView::template Make(InstanceDataStruct);
// Find struct in the instance data.
for (int32 Index = 0; Index < Storage.NumStructs(); Index++)
{
if (Storage.GetStruct(Index) == InstanceDataStructView)
{
StructIndex = Index;
break;
}
}
check(StructIndex != INDEX_NONE);
}
bool IsValid() const { return Storage.IsValidStructIndex(StructIndex); }
T& operator*()
{
check(IsValid());
FStructView Struct = Storage.GetMutableStruct(StructIndex);
check(Struct.GetScriptStruct() == TBaseStructure<T>::Get());
return *reinterpret_cast<T*>(Struct.GetMemory());
}
protected:
FStateTreeInstanceStorage& Storage;
int32 StructIndex = INDEX_NONE;
};