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- Added buffered instance lifetime event in case recording is started of channel enabled after simulation is running with ticking instances. - Fixed display issue for inactive instances - Fixed edge case where we receive StateTree events before the first game frame of the FrameProvider for late recording sessions. #rnx #rb mikko.mononen [CL 25898111 by yoan stamant in ue5-main branch]
87 lines
4.2 KiB
C++
87 lines
4.2 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 "Trace/Trace.h"
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class UStateTree;
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struct FStateTreeDataView;
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struct FStateTreeActiveStates;
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struct FStateTreeInstanceDebugId;
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struct FStateTreeIndex16;
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struct FStateTreeStateHandle;
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enum class EStateTreeStateSelectionBehavior : uint8;
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enum class EStateTreeRunStatus : uint8;
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enum class EStateTreeTraceEventType : uint8;
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enum class EStateTreeUpdatePhase : uint8;
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UE_TRACE_CHANNEL_EXTERN(StateTreeDebugChannel, STATETREEMODULE_API)
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namespace UE::StateTreeTrace
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{
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void RegisterGlobalDelegates();
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void UnregisterGlobalDelegates();
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void ProcessPhaseScopeEvent(FStateTreeInstanceDebugId InstanceId, EStateTreeUpdatePhase Phase, EStateTreeTraceEventType EventType);
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void OutputInstanceLifetimeEvent(FStateTreeInstanceDebugId InstanceId, const UStateTree* StateTree, const TCHAR* InstanceName, EStateTreeTraceEventType EventType);
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void OutputLogEventTrace(FStateTreeInstanceDebugId InstanceId, const TCHAR* Fmt, ...);
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void OutputStateEventTrace(FStateTreeInstanceDebugId InstanceId, FStateTreeStateHandle StateHandle, EStateTreeTraceEventType EventType, EStateTreeStateSelectionBehavior SelectionBehavior);
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void OutputTaskEventTrace(FStateTreeInstanceDebugId InstanceId, FStateTreeIndex16 TaskIdx, FStateTreeDataView DataView, EStateTreeTraceEventType EventType, EStateTreeRunStatus Status);
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void OutputConditionEventTrace(FStateTreeInstanceDebugId InstanceId, FStateTreeIndex16 ConditionIdx, FStateTreeDataView DataView, EStateTreeTraceEventType EventType);
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void OutputTransitionEventTrace(FStateTreeInstanceDebugId InstanceId, FStateTreeIndex16 TransitionIdx, EStateTreeTraceEventType EventType);
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void OutputActiveStatesEventTrace(FStateTreeInstanceDebugId InstanceId, const FStateTreeActiveStates& ActiveStates);
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}
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#define TRACE_STATETREE_INSTANCE_EVENT(InstanceID, StateTree, InstanceName, EventType) \
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UE::StateTreeTrace::OutputInstanceLifetimeEvent(InstanceID, StateTree, InstanceName, EventType);
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#define TRACE_STATETREE_PHASE_EVENT(InstanceID, Phase, EventType) \
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UE::StateTreeTrace::ProcessPhaseScopeEvent(InstanceID, Phase, EventType); \
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#define TRACE_STATETREE_LOG_EVENT(InstanceId, Format, ...) \
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if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel)) \
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{ \
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UE::StateTreeTrace::OutputLogEventTrace(InstanceId, Format, ##__VA_ARGS__); \
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}
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#define TRACE_STATETREE_STATE_EVENT(InstanceId, StateHandle, EventType, SelectionBehavior) \
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if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel)) \
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{ \
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UE::StateTreeTrace::OutputStateEventTrace(InstanceId, StateHandle, EventType, SelectionBehavior); \
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}
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#define TRACE_STATETREE_TASK_EVENT(InstanceId, TaskIdx, DataView, EventType, Status) \
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if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel)) \
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{ \
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UE::StateTreeTrace::OutputTaskEventTrace(InstanceId, TaskIdx, DataView, EventType, Status); \
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}
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#define TRACE_STATETREE_CONDITION_EVENT(InstanceId, ConditionIdx, DataView, EventType) \
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if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel)) \
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{ \
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UE::StateTreeTrace::OutputConditionEventTrace(InstanceId, ConditionIdx, DataView, EventType); \
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}
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#define TRACE_STATETREE_TRANSITION_EVENT(InstanceId, TransitionIdx, EventType) \
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if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel)) \
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{ \
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UE::StateTreeTrace::OutputTransitionEventTrace(InstanceId, TransitionIdx, EventType); \
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}
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#define TRACE_STATETREE_ACTIVE_STATES_EVENT(InstanceId, ActivateStates) \
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UE::StateTreeTrace::OutputActiveStatesEventTrace(InstanceId, ActivateStates);
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#else //STATETREE_DEBUG_TRACE_ENABLED
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#define TRACE_STATETREE_INSTANCE_EVENT(InstanceID, StateTree, InstanceName, EventType)
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#define TRACE_STATETREE_PHASE_EVENT(InstanceID, Phase, EventType)
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#define TRACE_STATETREE_LOG_EVENT(InstanceId, Format, ...)
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#define TRACE_STATETREE_STATE_EVENT(InstanceId, StateHandle, EventType, SelectionBehavior)
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#define TRACE_STATETREE_TASK_EVENT(InstanceId, TaskIdx, DataView, EventType, Status)
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#define TRACE_STATETREE_CONDITION_EVENT(InstanceId, ConditionIdx, DataView, EventType)
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#define TRACE_STATETREE_TRANSITION_EVENT(InstanceId, TransitionIdx, EventType)
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#define TRACE_STATETREE_ACTIVE_STATES_EVENT(InstanceId, ActivateStates)
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#endif // STATETREE_DEBUG_TRACE_ENABLED
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