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- Added support for shared event buffer, so that multiple instance data can use the same - Added API to consume events - Removed double buffering from events - Treat TriggerTransitions() as event handler (events flushed after each call to the method) - Event handlers (including tasks) are executed in priority order - Transitions and event capturing states can consume events on successful selection - Added API to tick a StateTree in two passes (update tasks and trigger transitions) - Change parallel tree tasks to do the task update in Tick(), and event handling in TriggerTransitions() - Small improvements to the ST debugger to display events - NOTE: this is breaking change for implementations that has relied events emitted during tick to be available on next EnterState() #okfirgithub public #rb Yoan.StAmant [CL 32924765 by mikko mononen in ue5-main branch]
150 lines
4.9 KiB
C++
150 lines
4.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Tasks/StateTreeRunParallelStateTreeTask.h"
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#include "StateTreeExecutionContext.h"
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#define LOCTEXT_NAMESPACE "StateTree"
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FStateTreeRunParallelStateTreeTask::FStateTreeRunParallelStateTreeTask()
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{
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bShouldCopyBoundPropertiesOnTick = false;
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bShouldCopyBoundPropertiesOnExitState = false;
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bShouldAffectTransitions = true;
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}
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EStateTreeRunStatus FStateTreeRunParallelStateTreeTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transitions) const
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{
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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const FStateTreeReference& StateTreeToRun = GetStateTreeToRun(Context, InstanceData);
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if (!StateTreeToRun.IsValid())
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{
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return EStateTreeRunStatus::Failed;
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}
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// Share event queue with parent tree.
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if (FStateTreeInstanceData* OuterInstanceData = Context.GetMutableInstanceData())
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{
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InstanceData.TreeInstanceData.SetSharedEventQueue(OuterInstanceData->GetSharedMutableEventQueue());
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}
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InstanceData.RunningStateTree = StateTreeToRun.GetStateTree();
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FStateTreeExecutionContext ParallelTreeContext(Context, *InstanceData.RunningStateTree, InstanceData.TreeInstanceData);
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if (!ParallelTreeContext.IsValid())
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{
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return EStateTreeRunStatus::Failed;
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}
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return ParallelTreeContext.Start(&StateTreeToRun.GetParameters());
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}
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EStateTreeRunStatus FStateTreeRunParallelStateTreeTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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if (!InstanceData.RunningStateTree)
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{
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return EStateTreeRunStatus::Failed;
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}
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FStateTreeExecutionContext ParallelTreeContext(Context, *InstanceData.RunningStateTree, InstanceData.TreeInstanceData);
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if (!ParallelTreeContext.IsValid())
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{
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return EStateTreeRunStatus::Failed;
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}
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return ParallelTreeContext.TickUpdateTasks(DeltaTime);
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}
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void FStateTreeRunParallelStateTreeTask::TriggerTransitions(FStateTreeExecutionContext& Context) const
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{
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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if (!InstanceData.RunningStateTree)
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{
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return;
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}
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FStateTreeExecutionContext ParallelTreeContext(Context, *InstanceData.RunningStateTree, InstanceData.TreeInstanceData);
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if (!ParallelTreeContext.IsValid())
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{
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return;
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}
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ParallelTreeContext.TickTriggerTransitions();
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}
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void FStateTreeRunParallelStateTreeTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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if (!InstanceData.RunningStateTree)
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{
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return;
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}
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FStateTreeExecutionContext ParallelTreeContext(Context, *InstanceData.RunningStateTree, InstanceData.TreeInstanceData);
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if (!ParallelTreeContext.IsValid())
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{
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return;
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}
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ParallelTreeContext.Stop();
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}
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const FStateTreeReference& FStateTreeRunParallelStateTreeTask::GetStateTreeToRun(FStateTreeExecutionContext& Context, FInstanceDataType& InstanceData) const
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{
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if (StateTreeOverrideTag.IsValid())
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{
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if (const FStateTreeReference* Override = Context.GetLinkedStateTreeOverrideForTag(StateTreeOverrideTag))
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{
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return *Override;
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}
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}
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return InstanceData.StateTree;
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}
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#if WITH_EDITOR
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EDataValidationResult FStateTreeRunParallelStateTreeTask::Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages)
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{
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TransitionHandlingPriority = EventHandlingPriority;
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return EDataValidationResult::Valid;
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}
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void FStateTreeRunParallelStateTreeTask::PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView)
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{
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if (PropertyChangedEvent.Property && PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(FStateTreeRunParallelStateTreeTaskInstanceData, StateTree))
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{
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InstanceDataView.GetMutable<FInstanceDataType>().StateTree.SyncParameters();
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}
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}
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void FStateTreeRunParallelStateTreeTask::PostLoad(FStateTreeDataView InstanceDataView)
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{
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if (FInstanceDataType* DataType = InstanceDataView.GetMutablePtr<FInstanceDataType>())
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{
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DataType->StateTree.SyncParameters();
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}
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}
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FText FStateTreeRunParallelStateTreeTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
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{
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const FInstanceDataType* InstanceData = InstanceDataView.GetPtr<FInstanceDataType>();
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check(InstanceData);
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FText StateTreeValue = BindingLookup.GetBindingSourceDisplayName(FStateTreePropertyPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, StateTree)), Formatting);
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if (StateTreeValue.IsEmpty())
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{
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StateTreeValue = FText::FromString(GetNameSafe(InstanceData->StateTree.GetStateTree()));
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}
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const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
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? LOCTEXT("RunParallelRich", "<b>Run Parallel</> {Asset}")
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: LOCTEXT("RunParallel", "Run Parallel {Asset}");
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return FText::FormatNamed(Format,
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TEXT("Asset"), StateTreeValue);
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}
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#endif // WITH_EDITOR
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#undef LOCTEXT_NAMESPACE
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