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- Added owner track to hold instance tracks as sub tracks. This will regroup all statetree instances running on the same owner during a recorded session. - Instance tracks are marked as stale at the end of the session but owner track can be reactivated from a subsequent PIE sessions (i.e. same owners as previous session) - Added some placeholders icons for the two track types #rnx #rb mikko.mononen [CL 25895424 by yoan stamant in ue5-main branch]
240 lines
10 KiB
C++
240 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_STATETREE_DEBUGGER
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#include "IStateTreeTraceProvider.h"
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#include "StateTree.h"
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#include "StateTreeDebuggerTypes.h"
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#include "StateTreeTypes.h"
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#include "Tickable.h"
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#include "TraceServices/Model/AnalysisSession.h"
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#include "TraceServices/Model/Diagnostics.h"
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#include "TraceServices/Model/Frames.h"
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namespace UE::Trace
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{
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class FStoreClient;
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}
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class IStateTreeModule;
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class UStateTreeState;
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class UStateTree;
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DECLARE_DELEGATE_OneParam(FOnStateTreeDebuggerScrubStateChanged, const UE::StateTreeDebugger::FScrubState& ScrubState);
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DECLARE_DELEGATE_TwoParams(FOnStateTreeDebuggerBreakpointHit, FStateTreeInstanceDebugId InstanceId, FStateTreeStateHandle StateHandle);
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DECLARE_DELEGATE_OneParam(FOnStateTreeDebuggerBreakpointsChanged, TConstArrayView<FStateTreeStateHandle> Breakpoints);
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DECLARE_DELEGATE_OneParam(FOnStateTreeDebuggerActiveStatesChanges, TConstArrayView<FStateTreeStateHandle> ActiveStates);
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DECLARE_DELEGATE_OneParam(FOnStateTreeDebuggerNewInstance, FStateTreeInstanceDebugId InstanceId);
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DECLARE_DELEGATE(FOnStateTreeDebuggerDebuggedInstanceSet);
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struct STATETREEMODULE_API FStateTreeDebugger : FTickableGameObject
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{
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struct FTraceDescriptor
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{
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FTraceDescriptor() = default;
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FTraceDescriptor(const FString& Name, const uint32 Id) : Name(Name), TraceId(Id) {}
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bool operator==(const FTraceDescriptor& Other) const { return Other.TraceId == TraceId; }
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bool operator!=(const FTraceDescriptor& Other) const { return !(Other == *this); }
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bool IsValid() const { return TraceId != INDEX_NONE; }
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FString Name;
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uint32 TraceId = INDEX_NONE;
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TraceServices::FSessionInfo SessionInfo;
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};
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FStateTreeDebugger();
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virtual ~FStateTreeDebugger() override;
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const UStateTree* GetAsset() const { return StateTreeAsset.Get(); }
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void SetAsset(const UStateTree* InStateTreeAsset) { StateTreeAsset = InStateTreeAsset; }
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/** Stops reading traces every frame to preserve current state. */
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void Pause();
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/** Indicates that the debugger was explicitly paused and is no longer fetching new events from the analysis session. */
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bool IsPaused() const { return bPaused; }
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/** Resumes reading traces every frame. */
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void Unpause();
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/** Forces a single refresh to latest state. Useful when simulation is paused. */
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void SyncToCurrentSessionDuration();
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bool CanStepBackToPreviousStateWithEvents() const;
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void StepBackToPreviousStateWithEvents();
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bool CanStepForwardToNextStateWithEvents() const;
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void StepForwardToNextStateWithEvents();
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bool CanStepBackToPreviousStateChange() const;
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void StepBackToPreviousStateChange();
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bool CanStepForwardToNextStateChange() const;
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void StepForwardToNextStateChange();
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bool IsAnalysisSessionActive() const { return GetAnalysisSession() != nullptr; }
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const TraceServices::IAnalysisSession* GetAnalysisSession() const;
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bool IsActiveInstance(double Time, FStateTreeInstanceDebugId InstanceId) const;
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FText GetInstanceName(FStateTreeInstanceDebugId InstanceId) const;
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FText GetInstanceDescription(FStateTreeInstanceDebugId InstanceId) const;
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void SelectInstance(const FStateTreeInstanceDebugId InstanceId);
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FStateTreeInstanceDebugId GetSelectedInstanceId() const { return SelectedInstanceId; }
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const UE::StateTreeDebugger::FInstanceDescriptor* GetInstanceDescriptor(const FStateTreeInstanceDebugId InstanceId) const ;
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const UE::StateTreeDebugger::FInstanceDescriptor* GetSelectedInstanceDescriptor() const { return GetInstanceDescriptor(SelectedInstanceId); }
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static FText DescribeTrace(const FTraceDescriptor& TraceDescriptor);
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static FText DescribeInstance(const UE::StateTreeDebugger::FInstanceDescriptor& StateTreeInstanceDesc);
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/**
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* Finds and returns the event collection associated to a given instance Id.
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* An invalid empty collection is returned if not found (IsValid needs to be called).
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* @param InstanceId Id of the instance for which the event collection is returned.
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* @return Event collection associated to the provided Id or an invalid one if not found.
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*/
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const UE::StateTreeDebugger::FInstanceEventCollection& GetEventCollection(FStateTreeInstanceDebugId InstanceId) const;
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/** Returns the recording duration in world recorded time. */
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double GetRecordingDuration() const { return RecordingDuration; }
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/** Returns the duration of the analysis session. This is not related to the world simulation time. */
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double GetAnalysisDuration() const { return AnalysisDuration; }
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/** Returns the time (based on the recording duration) associated to the selected frame. */
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double GetScrubTime() const { return ScrubState.GetScrubTime(); }
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void SetScrubTime(double ScrubTime);
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void GetLiveTraces(TArray<FTraceDescriptor>& OutTraceDescriptors) const;
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/**
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* Queue a request to auto start an analysis session on the next available live trace.
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* This will replace the current analysis session if any.
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*/
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void RequestAnalysisOfNextLiveSession();
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bool StartSessionAnalysis(const FTraceDescriptor& TraceDescriptor);
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void StopAnalysis();
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FTraceDescriptor GetSelectedTraceDescriptor() const { return ActiveSessionTraceDescriptor; }
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FText GetSelectedTraceDescription() const;
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void ToggleBreakpoints(const TConstArrayView<FStateTreeStateHandle> SelectedStates);
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FOnStateTreeDebuggerNewInstance OnNewInstance;
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FOnStateTreeDebuggerDebuggedInstanceSet OnSelectedInstanceCleared;
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FOnStateTreeDebuggerScrubStateChanged OnScrubStateChanged;
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FOnStateTreeDebuggerBreakpointHit OnBreakpointHit;
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FOnStateTreeDebuggerBreakpointsChanged OnBreakpointsChanged;
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FOnStateTreeDebuggerActiveStatesChanges OnActiveStatesChanged;
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protected:
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virtual void Tick(float DeltaTime) override;
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virtual bool IsTickable() const override { return true; }
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virtual bool IsTickableWhenPaused() const override { return true; }
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virtual bool IsTickableInEditor() const override { return true; }
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virtual TStatId GetStatId() const override { RETURN_QUICK_DECLARE_CYCLE_STAT(FStateTreeDebugger, STATGROUP_Tickables); }
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private:
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void ReadTrace(double ScrubTime);
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void ReadTrace(uint64 FrameIndex);
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void ReadTrace(
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const TraceServices::IAnalysisSession& Session,
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const TraceServices::IFrameProvider& FrameProvider,
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const TraceServices::FFrame& Frame
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);
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void SendNotifications();
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void SetActiveStates(const TConstArrayView<FStateTreeStateHandle> NewActiveStates);
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/**
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* Looks for a new live traces to start an analysis session.
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* On failure, if 'RetryPollingDuration is > 0', will retry connecting every frame for 'RetryPollingDuration' seconds
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* @param RetryPollingDuration - On failure, how many seconds to retry connecting during FStateTreeDebugger::Tick
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* @return True if the analysis was successfully started; false otherwise.
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*/
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bool TryStartNewLiveSessionAnalysis(float RetryPollingDuration);
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/**
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* Recompute index of the span that contains the active states change event and update the active states.
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* This method handles unselected instances in which case it will reset the active states and set the span index to INDEX_NONE
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* */
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void RefreshActiveStates();
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UE::Trace::FStoreClient* GetStoreClient() const;
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void GetSessionInstances(TArray<UE::StateTreeDebugger::FInstanceDescriptor>& OutInstances) const;
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void UpdateInstances();
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bool ProcessEvent(const FStateTreeInstanceDebugId InstanceId, const TraceServices::FFrame& Frame, const FStateTreeTraceEventVariantType& Event);
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void AddEvents(double StartTime, double EndTime, const TraceServices::IFrameProvider& FrameProvider, const IStateTreeTraceProvider& StateTreeTraceProvider);
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void UpdateMetadata(FTraceDescriptor& TraceDescriptor) const;
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/** Module used to access the store client and analysis sessions .*/
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IStateTreeModule& StateTreeModule;
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/** The StateTree asset associated to this debugger. All instances will be using this asset. */
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TWeakObjectPtr<const UStateTree> StateTreeAsset;
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/** The trace analysis session. */
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TSharedPtr<const TraceServices::IAnalysisSession> AnalysisSession;
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/** Descriptor of the currently selected session */
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FTraceDescriptor ActiveSessionTraceDescriptor;
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/** Descriptors for all instances of the StateTree asset that have traces in the analysis session and still active. */
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TArray<UE::StateTreeDebugger::FInstanceDescriptor> InstanceDescs;
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/** Processed events for each instance. */
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TArray<UE::StateTreeDebugger::FInstanceEventCollection> EventCollections;
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/** Specific instance selected for more details */
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FStateTreeInstanceDebugId SelectedInstanceId;
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/** Handles of states on which a breakpoint has been set. This is per asset and not specific to an instance. */
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TArray<FStateTreeStateHandle> StatesWithBreakpoint;
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/** List of currently active states in the selected instance */
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TArray<FStateTreeStateHandle> ActiveStates;
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/**
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* When auto-connecting on next live session it is possible that a few frames are required for the tracing session to be accessible and connected to.
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* This is to keep track of the previous last live session id so we can detect when the new one is available.
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*/
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int32 LastLiveSessionId = INDEX_NONE;
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/**
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* When auto-connecting on next live session it is possible that a few frames are required for the tracing session to be accessible and connected to.
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* This is to keep track of the time window where we will retry.
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*/
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float RetryLoadNextLiveSessionTimer = 0.0f;
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/** Recording duration of the analysis session in world recorded time. */
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double RecordingDuration = 0;
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/** Duration of the analysis session. This is not related to the world simulation time. */
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double AnalysisDuration = 0;
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/** Last time in the recording that we use to fetch events and we will use for the next read. */
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double LastTraceReadTime = 0;
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/** Combined information regarding current scrub time (e.g. frame index, event collection index, etc.) */
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UE::StateTreeDebugger::FScrubState ScrubState;
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/** Indicates the instance for which a breakpoint has been hit */
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FStateTreeInstanceDebugId HitBreakpointInstanceId = FStateTreeInstanceDebugId::Invalid;
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/** Indicates the state for which a breakpoint has been hit */
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int32 HitBreakpointStateIndex = INDEX_NONE;
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/** List of new instances discovered by processing event in the analysis session. */
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TArray<FStateTreeInstanceDebugId> NewInstances;
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/** Indicates that the debugger was explicitly paused and will wait before fetching new events from the analysis session provider. */
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bool bPaused = false;
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};
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#endif // WITH_STATETREE_DEBUGGER
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