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// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_STATETREE_TRACE_DEBUGGER
#include "Debugger/StateTreeTraceProvider.h"
#include "Debugger/StateTreeDebugger.h"
FName FStateTreeTraceProvider::ProviderName("StateTreeDebuggerProvider");
#define LOCTEXT_NAMESPACE "StateTreeDebuggerProvider"
FStateTreeTraceProvider::FStateTreeTraceProvider(TraceServices::IAnalysisSession& InSession)
: Session(InSession)
{
}
bool FStateTreeTraceProvider::ReadTimelines(const FStateTreeInstanceDebugId InstanceId, const TFunctionRef<void(const FStateTreeInstanceDebugId ProcessedInstanceId, const FEventsTimeline&)> Callback) const
{
Session.ReadAccessCheck();
// Read specific timeline if specified
if (InstanceId.IsValid())
{
const uint32* IndexPtr = InstanceIdToDebuggerEntryTimelines.Find(InstanceId);
if (IndexPtr != nullptr && EventsTimelines.IsValidIndex(*IndexPtr))
{
Callback(InstanceId, *EventsTimelines[*IndexPtr]);
return true;
}
}
else
{
for(auto It = InstanceIdToDebuggerEntryTimelines.CreateConstIterator(); It; ++It)
{
if (EventsTimelines.IsValidIndex(It.Value()))
{
Callback(It.Key(), *EventsTimelines[It.Value()]);
}
}
return EventsTimelines.Num() > 0;
}
return false;
}
bool FStateTreeTraceProvider::ReadTimelines(const UStateTree& StateTree, TFunctionRef<void(const FStateTreeInstanceDebugId ProcessedInstanceId, const FEventsTimeline&)> Callback) const
{
Session.ReadAccessCheck();
for (auto It = InstanceIdToDebuggerEntryTimelines.CreateConstIterator(); It; ++It)
{
check(EventsTimelines.IsValidIndex(It.Value()));
check(Descriptors.Num() == EventsTimelines.Num());
if (Descriptors[It.Value()].StateTree == &StateTree)
{
Callback(Descriptors[It.Value()].Id, *EventsTimelines[It.Value()]);
}
}
return EventsTimelines.Num() > 0;
}
void FStateTreeTraceProvider::AppendEvent(const FStateTreeInstanceDebugId InInstanceId, const double InTime, const FStateTreeTraceEventVariantType& InEvent)
{
Session.WriteAccessCheck();
// It is currently possible to receive events from an instance without receiving event `EStateTreeTraceEventType::Push` first
// (i.e. traces were activated after the statetree instance execution was started).
// We plan to buffer the Instance events (Started/Stopped) to address this but for now we ignore events related to that instance.
if (const uint32* IndexPtr = InstanceIdToDebuggerEntryTimelines.Find(InInstanceId))
{
EventsTimelines[*IndexPtr]->AppendEvent(InTime, InEvent);
}
Session.UpdateDurationSeconds(InTime);
}
void FStateTreeTraceProvider::AppendInstanceEvent(
const FStateTreeIndex16 AssetDebugId,
const FStateTreeInstanceDebugId InInstanceId,
const TCHAR* InInstanceName,
const double InTime,
const double InWorldRecordingTime,
const EStateTreeTraceEventType InEventType)
{
if (InEventType == EStateTreeTraceEventType::Push)
{
TWeakObjectPtr<const UStateTree> WeakStateTree;
if (GetAssetFromDebugId(AssetDebugId, WeakStateTree))
{
if (const UStateTree* StateTree = WeakStateTree.Get())
{
Descriptors.Emplace(StateTree, InInstanceId, InInstanceName, TRange<double>(InWorldRecordingTime, std::numeric_limits<double>::max()));
check(InstanceIdToDebuggerEntryTimelines.Find(InInstanceId) == nullptr);
InstanceIdToDebuggerEntryTimelines.Add(InInstanceId, EventsTimelines.Num());
EventsTimelines.Emplace(MakeShared<TraceServices::TPointTimeline<FStateTreeTraceEventVariantType>>(Session.GetLinearAllocator()));
}
else
{
UE_LOG(LogStateTree, Error, TEXT("Instance event refers to an unloaded asset."));
}
}
else
{
UE_LOG(LogStateTree, Error, TEXT("Instance event refers to an asset Id that wasn't added previously."));
}
}
else if (InEventType == EStateTreeTraceEventType::Pop)
{
// Process only if timeline can be found. See details in AppendEvent comment.
if (const uint32* Index = InstanceIdToDebuggerEntryTimelines.Find(InInstanceId))
{
check(Descriptors.IsValidIndex(*Index));
Descriptors[*Index].Lifetime.SetUpperBound(InWorldRecordingTime);
}
}
Session.UpdateDurationSeconds(InTime);
}
void FStateTreeTraceProvider::AppendAssetDebugId(const UStateTree* InStateTree, const FStateTreeIndex16 AssetDebugId)
{
TWeakObjectPtr<const UStateTree> WeakStateTree;
if (ensureMsgf(AssetDebugId.IsValid(), TEXT("Expecting valid asset debug Id."))
&& !GetAssetFromDebugId(AssetDebugId, WeakStateTree))
{
StateTreeAssets.Emplace(FStateTreeDebugIdPair(InStateTree, AssetDebugId));
}
}
bool FStateTreeTraceProvider::GetAssetFromDebugId(const FStateTreeIndex16 AssetDebugId, TWeakObjectPtr<const UStateTree>& WeakStateTree) const
{
verifyf(AssetDebugId.IsValid(), TEXT("Expecting valid asset debug Id."));
const FStateTreeDebugIdPair* ExistingPair = StateTreeAssets.FindByPredicate([AssetDebugId](const FStateTreeDebugIdPair& Pair)
{
return Pair.Id == AssetDebugId;
});
WeakStateTree = ExistingPair ? ExistingPair->WeakStateTree : nullptr;
return ExistingPair != nullptr;
}
bool FStateTreeTraceProvider::GetAssetFromInstanceId(const FStateTreeInstanceDebugId InstanceId, TWeakObjectPtr<const UStateTree>& WeakStateTree) const
{
if (const uint32* IndexPtr = InstanceIdToDebuggerEntryTimelines.Find(InstanceId))
{
check(Descriptors.Num() == EventsTimelines.Num());
WeakStateTree = Descriptors[*IndexPtr].StateTree;
return true;
}
return false;
}
void FStateTreeTraceProvider::GetInstances(TArray<UE::StateTreeDebugger::FInstanceDescriptor>& OutInstances) const
{
OutInstances = Descriptors;
}
#undef LOCTEXT_NAMESPACE
#endif // WITH_STATETREE_TRACE_DEBUGGER