Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h
mikko mononen 0308e0f04a StateTree: Fixed and improved transition status reporting
- Allow to specify the completion status and terminal state when calling Stop() on State Tree exection context
- Global task's execution status directly translates to stree state on global EnterState (previously could just fail)
- Report terminal state transitions for global tasks (allows to use same task erro handling on states and global)
- Tie global task exection to the tree status, global tasks get ExitState() when transitioning to terminal state
- RequestTransition() was errorneuously reporting TreeRunStatus (instead of LastTickStatus) in Transition.CurrentRunStatus, this made it impossible to detect failed transitions on ExitState()

#preflight 647dae328b08a8b7939102ab

[CL 25789064 by mikko mononen in ue5-main branch]
2023-06-05 06:33:07 -04:00

485 lines
19 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTree.h"
#include "StateTreeExecutionTypes.h"
#include "StateTreeNodeBase.h"
#include "Experimental/ConcurrentLinearAllocator.h"
struct FGameplayTag;
struct FInstancedPropertyBag;
struct FStateTreeEvaluatorBase;
struct FStateTreeTaskBase;
struct FStateTreeConditionBase;
struct FStateTreeEvent;
struct FStateTreeTransitionRequest;
struct FStateTreeInstanceDebugId;
/**
* StateTree Execution Context is a helper that is used to update and access StateTree instance data.
*
* The context is meant to be temporary, you should not store a context across multiple frames.
*
* The owner is used as the owner of the instantiated UObjects in the instance data and logging, it should have same or greater lifetime as the InstanceData.
*
* In common case you can use the constructor or Init() to initialize the context:
*
* FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
* if (SetContextRequirements(Context))
* {
* Context.Tick(DeltaTime);
* }
*
* bool UMyComponent::SetContextRequirements(FStateTreeExecutionContext& Context)
* {
* if (!Context.IsValid())
* {
* return false;
* }
* // Setup context data
* return true;
* }
*/
struct STATETREEMODULE_API FStateTreeExecutionContext
{
public:
FStateTreeExecutionContext(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData);
virtual ~FStateTreeExecutionContext();
/** Updates data view of the parameters by using the default values defined in the StateTree asset. */
void SetDefaultParameters();
/**
* Updates data view of the parameters by replacing the default values defined in the StateTree asset by the provided values.
* Note: caller is responsible to make sure external parameters lifetime matches the context.
*/
void SetParameters(const FInstancedPropertyBag& Parameters);
/** @return the StateTree asset in use. */
const UStateTree* GetStateTree() const { return &StateTree; }
/** @return const references to the instance data in use, or nullptr if the context is not valid. */
const FStateTreeInstanceData* GetInstanceData() const { return &InstanceData; }
/** @retuen mutable references to the instance data in use, or nullptr if the context is not valid. */
FStateTreeInstanceData* GetMutableInstanceData() const { return &InstanceData; }
/** @return mutable references to the instance data in use. */
const FStateTreeEventQueue& GetEventQueue() const { return InstanceData.GetEventQueue(); }
/** @return mutable references to the instance data in use. */
FStateTreeEventQueue& GetMutableEventQueue() const { return InstanceData.GetMutableEventQueue(); }
/** @return The owner of the context */
UObject* GetOwner() const { return &Owner; }
/** @return The world of the owner or nullptr if the owner is not set. */
UWorld* GetWorld() const { return Owner.GetWorld(); };
/** @return True of the the execution context is valid and initialized. */
bool IsValid() const { return StateTree.IsReadyToRun(); }
/** Start executing. */
EStateTreeRunStatus Start();
/**
* Stop executing if the tree is running.
* @param CompletionStatus Status (and terminal state) reported in the transition when the tree is stopped.
* @return Tree execution status at stop, can be CompletionStatus, or earlier status if the tree is not running.
*/
EStateTreeRunStatus Stop(const EStateTreeRunStatus CompletionStatus = EStateTreeRunStatus::Stopped);
/**
* Tick the state tree logic.
* @param DeltaTime time to advance the logic.
* @returns tree run status after the tick.
*/
EStateTreeRunStatus Tick(const float DeltaTime);
/** @return the tree run status. */
EStateTreeRunStatus GetStateTreeRunStatus() const;
/** @return the status of the last tick function */
EStateTreeRunStatus GetLastTickStatus() const;
/** @return reference to the list of currently active states. */
const FStateTreeActiveStates& GetActiveStates() const;
#if WITH_GAMEPLAY_DEBUGGER
/** @return Debug string describing the current state of the execution */
FString GetDebugInfoString() const;
#endif // WITH_GAMEPLAY_DEBUGGER
#if WITH_STATETREE_DEBUG
int32 GetStateChangeCount() const;
void DebugPrintInternalLayout();
#endif
/** @return the name of the active state. */
FString GetActiveStateName() const;
/** @return the names of all the active state. */
TArray<FName> GetActiveStateNames() const;
/** Sends event for the StateTree. */
UE_DEPRECATED(5.2, "Use AddEvent() with individual parameters instead.")
void SendEvent(const FStateTreeEvent& Event) const;
/** Sends event for the StateTree. */
void SendEvent(const FGameplayTag Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName()) const;
/** Iterates over all events. Can only be used during StateTree tick. Expects a lambda which takes const FStateTreeEvent& Event, and returns EStateTreeLoopEvents. */
template<typename TFunc>
void ForEachEvent(TFunc&& Function) const
{
for (const FStateTreeEvent& Event : EventsToProcess)
{
if (Function(Event) == EStateTreeLoopEvents::Break)
{
break;
}
}
}
/** @return events to process this tick. */
TConstArrayView<FStateTreeEvent> GetEventsToProcess() const { return EventsToProcess; }
/** @return true if there is a pending event with specified tag. */
bool HasEventToProcess(const FGameplayTag Tag) const
{
if (EventsToProcess.IsEmpty())
{
return false;
}
return EventsToProcess.ContainsByPredicate([Tag](const FStateTreeEvent& Event)
{
return Event.Tag.MatchesTag(Tag);
});
}
/** @return the currently processed state if applicable. */
FStateTreeStateHandle GetCurrentlyProcessedState() const { return CurrentlyProcessedState; }
/** @return Pointer to a State or null if state not found */
const FCompactStateTreeState* GetStateFromHandle(const FStateTreeStateHandle StateHandle) const
{
return StateTree.GetStateFromHandle(StateHandle);
}
/** @return Array view to external data descriptors associated with this context. Note: Init() must be called before calling this method. */
TConstArrayView<FStateTreeExternalDataDesc> GetExternalDataDescs() const
{
return StateTree.ExternalDataDescs;
}
/** @return Array view to named external data descriptors associated with this context. Note: Init() must be called before calling this method. */
TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const
{
return StateTree.GetContextDataDescs();
}
/** @return True if all required external data pointers are set. */
bool AreExternalDataViewsValid() const;
/** @return Handle to external data of type InStruct, or invalid handle if struct not found. */
FStateTreeExternalDataHandle GetExternalDataHandleByStruct(const UStruct* InStruct) const
{
const FStateTreeExternalDataDesc* DataDesc = StateTree.ExternalDataDescs.FindByPredicate([InStruct](const FStateTreeExternalDataDesc& Item) { return Item.Struct == InStruct; });
return DataDesc != nullptr ? DataDesc->Handle : FStateTreeExternalDataHandle::Invalid;
}
/** Sets external data view value for specific item. */
void SetExternalData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
{
check(Handle.IsValid());
DataViews[Handle.DataViewIndex.Get()] = DataView;
}
/**
* Returns reference to external data based on provided handle. The return type is deduced from the handle's template type.
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
* @return reference to external data based on handle or null if data is not set.
*/
template <typename T>
typename T::DataType& GetExternalData(const T Handle) const
{
check(Handle.IsValid());
checkSlow(StateTree.ExternalDataDescs[Handle.DataViewIndex.Get() - StateTree.ExternalDataBaseIndex].Requirement != EStateTreeExternalDataRequirement::Optional); // Optionals should query pointer instead.
return DataViews[Handle.DataViewIndex.Get()].template GetMutable<typename T::DataType>();
}
/**
* Returns pointer to external data based on provided item handle. The return type is deduced from the handle's template type.
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
* @return pointer to external data based on handle or null if item is not set or handle is invalid.
*/
template <typename T>
typename T::DataType* GetExternalDataPtr(const T Handle) const
{
return Handle.IsValid() ? DataViews[Handle.DataViewIndex.Get()].template GetMutablePtr<typename T::DataType>() : nullptr;
}
FStateTreeDataView GetExternalDataView(const FStateTreeExternalDataHandle Handle)
{
if (Handle.IsValid())
{
return DataViews[Handle.DataViewIndex.Get()];
}
return FStateTreeDataView();
}
/** @returns pointer to the instance data of specified node. */
template <typename T>
T* GetInstanceDataPtr(const FStateTreeNodeBase& Node) const
{
return DataViews[Node.DataViewIndex.Get()].template GetMutablePtr<T>();
}
/** @returns reference to the instance data of specified node. */
template <typename T>
T& GetInstanceData(const FStateTreeNodeBase& Node) const
{
return DataViews[Node.DataViewIndex.Get()].template GetMutable<T>();
}
/** @returns reference to the instance data of specified node. Infers the instance data type from the node's FInstanceDataType. */
template <typename T>
typename T::FInstanceDataType& GetInstanceData(const T& Node) const
{
static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
return DataViews[Node.DataViewIndex.Get()].template GetMutable<typename T::FInstanceDataType>();
}
/** @returns reference to instance data struct that can be passed to lambdas. See TStateTreeInstanceDataStructRef for usage. */
template <typename T>
TStateTreeInstanceDataStructRef<typename T::FInstanceDataType> GetInstanceDataStructRef(const T& Node) const
{
static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
return TStateTreeInstanceDataStructRef<typename T::FInstanceDataType>(InstanceData, DataViews[Node.DataViewIndex.Get()].template GetMutable<typename T::FInstanceDataType>());
}
/**
* Requests transition to a state.
* If called during during transition processing (e.g. from FStateTreeTaskBase::TriggerTransitions()) the transition
* is attempted to be activate immediately (it can fail e.g. because of preconditions on a target state).
* If called outside the transition handling, the request is buffered and handled at the beginning of next transition processing.
* @param Request The state to transition to.
*/
void RequestTransition(const FStateTreeTransitionRequest& Request);
protected:
#if WITH_STATETREE_DEBUGGER
FStateTreeInstanceDebugId GetInstanceDebugId() const;
#endif // WITH_STATETREE_DEBUGGER
/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, Owner name by default. */
virtual FString GetInstanceDescription() const;
UE_DEPRECATED(5.2, "Use BeginDelayedTransition() instead.")
virtual void BeginGatedTransition(const FStateTreeExecutionState& Exec) final {};
/** Callback when delayed transition is triggered. Contexts that are event based can use this to trigger a future event. */
virtual void BeginDelayedTransition(const FStateTreeTransitionDelayedState& DelayedState) {};
void UpdateInstanceData(const FStateTreeActiveStates& CurrentActiveStates, const FStateTreeActiveStates& NextActiveStates);
/**
* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
* and still active after the transition will remain intact.
* @return Run status returned by the tasks.
*/
EStateTreeRunStatus EnterState(const FStateTreeTransitionResult& Transition);
/**
* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
* and still active after the transition will remain intact.
*/
void ExitState(const FStateTreeTransitionResult& Transition);
/**
* Handles logic for signalling State completed. StateCompleted is called on current active Evaluators and Tasks in reverse order (from leaf to root).
*/
void StateCompleted();
/**
* Tick evaluators and global tasks by delta time.
*/
EStateTreeRunStatus TickEvaluatorsAndGlobalTasks(const float DeltaTime, bool bTickGlobalTasks = true);
/**
* Starts evaluators and global tasks.
* @return run status returned by the global tasks.
*/
EStateTreeRunStatus StartEvaluatorsAndGlobalTasks(FStateTreeIndex16& OutLastInitializedTaskIndex);
/**
* Stops evaluators and global tasks.
*/
void StopEvaluatorsAndGlobalTasks(const EStateTreeRunStatus CompletionStatus, const FStateTreeIndex16 LastInitializedTaskIndex = FStateTreeIndex16());
/**
* Ticks tasks of all active states starting from current state by delta time.
* @return Run status returned by the tasks.
*/
EStateTreeRunStatus TickTasks(const float DeltaTime);
/**
* Checks all conditions at given range
* @return True if all conditions pass.
*/
bool TestAllConditions(const int32 ConditionsOffset, const int32 ConditionsNum);
/**
* Requests transition to a specified state with specified priority.
*/
bool RequestTransition(const FStateTreeStateHandle NextState, const EStateTreeTransitionPriority Priority);
/**
* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
* Transition target state can point to a selector state. For that reason the result contains both the target state, as well ass
* the actual next state returned by the selector.
* @return Transition result describing the source state, state transitioned to, and next selected state.
*/
bool TriggerTransitions();
/**
* Traverses the ActiveStates from StartStateIndex to 0 and returns first linked state.
* @return Parent linked state, or invalid state if no linked state found.
*/
FStateTreeStateHandle GetParentLinkedStateHandle(const FStateTreeActiveStates& ActiveStates, const int32 StartStateIndex) const;
FStateTreeStateHandle GetParentLinkedStateHandle(const FStateTreeActiveStates& ActiveStates, const FStateTreeStateHandle StartStateHandle) const;
/**
* Runs state selection logic starting at the specified state, walking towards the leaf states.
* If a state cannot be selected, false is returned.
* If NextState is a selector state, SelectStateInternal is called recursively (depth-first) to all child states (where NextState will be one of child states).
* If NextState is a leaf state, the active states leading from root to the leaf are returned.
* @param NextState The state which we try to select next.
* @param OutNewActiveStates Active states that got selected.
* @param VisitedStates States visited so far during selection (used for detecting selection loops)
* @return True if succeeded to select new active states.
*/
bool SelectState(const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveStates, FStateTreeActiveStates& VisitedStates);
/**
* Used internally to do the recursive part of the SelectState().
*/
bool SelectStateInternal(const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveStates, FStateTreeActiveStates& VisitedStates);
/** @return StateTree execution state from the instance storage. */
FStateTreeExecutionState& GetExecState()
{
return InstanceData.GetMutableStruct(0).Get<FStateTreeExecutionState>();
}
/** @return const StateTree execution state from the instance storage. */
const FStateTreeExecutionState& GetExecState() const
{
return InstanceData.GetStruct(0).Get<const FStateTreeExecutionState>();
}
/** Sets up parameter data view for a linked state and copies bound properties. */
void UpdateLinkedStateParameters(const FCompactStateTreeState& State, const int32 ParameterInstanceIndex);
/** Sets up parameter data view for subtree state. */
void UpdateSubtreeStateParameters(const FCompactStateTreeState& State);
/** @return String describing state status for logging and debug. */
FString GetStateStatusString(const FStateTreeExecutionState& ExecState) const;
/** @return String describing state name for logging and debug. */
FString GetSafeStateName(const FStateTreeStateHandle State) const;
/** @return String describing full path of an activate state for logging and debug. */
FString DebugGetStatePath(const FStateTreeActiveStates& ActiveStates, const int32 ActiveStateIndex = INDEX_NONE) const;
/** @return String describing all events that are currently being processed for logging and debug. */
FString DebugGetEventsAsString() const;
/** Helper function to update struct or object dataview of a node. */
template<typename T>
void SetNodeDataView(T& Node, int32& InstanceStructIndex, int32& InstanceObjectIndex)
{
if (Node.bInstanceIsObject)
{
DataViews[Node.DataViewIndex.Get()] = InstanceData.GetMutableObject(InstanceObjectIndex);
InstanceObjectIndex++;
}
else
{
DataViews[Node.DataViewIndex.Get()] = InstanceData.GetMutableStruct(InstanceStructIndex);
InstanceStructIndex++;
}
}
/** Owner of the instance data. */
UObject& Owner;
/** The StateTree asset the context is initialized for */
const UStateTree& StateTree;
/** Instance data used during current tick. */
FStateTreeInstanceData& InstanceData;
/** Array of data pointers (external data, tasks, evaluators, conditions), used during evaluation. Initialized to match the number of items in the asset. */
TArray<FStateTreeDataView, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> DataViews;
/** Events to process in current tick. */
TArray<FStateTreeEvent, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> EventsToProcess;
/** Shared instance data for the duration of the context. */
TSharedPtr<FStateTreeInstanceData> SharedInstanceData;
/** Next transition, used by RequestTransition(). */
FStateTreeTransitionResult NextTransition;
/** Current state we're processing, or invalid if not applicable. */
FStateTreeStateHandle CurrentlyProcessedState;
/** True if transitions are allowed to be requested directly instead of buffering. */
bool bAllowDirectTransitions = false;
/** Helper struct to track when it is allowed to request transitions. */
struct FAllowDirectTransitionsScope
{
FAllowDirectTransitionsScope(FStateTreeExecutionContext& InContext)
: Context(InContext)
{
Context.bAllowDirectTransitions = true;
}
~FAllowDirectTransitionsScope()
{
Context.bAllowDirectTransitions = false;
}
FStateTreeExecutionContext& Context;
};
/** Helper struct to track currently processed state. */
struct FCurrentlyProcessedStateScope
{
FCurrentlyProcessedStateScope(FStateTreeExecutionContext& InContext, const FStateTreeStateHandle State)
: Context(InContext)
{
Context.CurrentlyProcessedState = State;
}
~FCurrentlyProcessedStateScope()
{
Context.CurrentlyProcessedState = FStateTreeStateHandle::Invalid;
}
FStateTreeExecutionContext& Context;
};
};