Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTreeInstanceData.cpp
mikko mononen 16962d6a2f StateTree: Added Linked Asset state type, which allows to link another asset as subtree.
- Added LinkedAsset State Tree State Type
- Allow to pick nested tree asset on LinkedAsset states
- Changed how linked state params are accessed using ParentFrame
- Added temporary instance data
- Temporaries are kept around until state selection
- Create temp instance data during state selection for state parameters (allows to create enter conditions based on subtree state params)
- Instantiate and Start linked State Trees global tasks and evaluators during state selection
- Matching temporary instances created during state selection are moved to instance data on state change (rest are discarded)
- Per node instance data is looked up just once, and FStateTreeExecutionContext::GetInstanceData() only serves the specific instance data.

#rb Mieszko.Zielinski, Yoan.StAmant

[CL 30012308 by mikko mononen in ue5-main branch]
2023-11-30 07:03:20 -05:00

451 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeInstanceData.h"
#include "StateTreeExecutionTypes.h"
#include "Serialization/MemoryReader.h"
#include "Serialization/MemoryWriter.h"
#include "VisualLogger/VisualLogger.h"
#include "StateTree.h"
#include "Serialization/ObjectAndNameAsStringProxyArchive.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeInstanceData)
namespace UE::StateTree
{
/**
* Duplicates object, and tries to covert old BP classes (REINST_*) to their newer version.
*/
UObject* DuplicateNodeInstance(const UObject& Instance, UObject& InOwner)
{
const UClass* InstanceClass = Instance.GetClass();
if (InstanceClass->HasAnyClassFlags(CLASS_NewerVersionExists))
{
const UClass* AuthoritativeClass = InstanceClass->GetAuthoritativeClass();
UObject* NewInstance = NewObject<UObject>(&InOwner, AuthoritativeClass);
// Try to copy the values over using serialization
// FObjectAndNameAsStringProxyArchive is used to store and restore names and objects as memory writer does not support UObject references at all.
TArray<uint8> Data;
FMemoryWriter Writer(Data);
FObjectAndNameAsStringProxyArchive WriterProxy(Writer, /*bInLoadIfFindFails*/true);
UObject& NonConstInstance = const_cast<UObject&>(Instance);
NonConstInstance.Serialize(WriterProxy);
FMemoryReader Reader(Data);
FObjectAndNameAsStringProxyArchive ReaderProxy(Reader, /*bInLoadIfFindFails*/true);
NewInstance->Serialize(ReaderProxy);
const UStateTree* OuterStateTree = Instance.GetTypedOuter<UStateTree>();
UE_LOG(LogStateTree, Display, TEXT("FStateTreeInstanceData: Duplicating '%s' with old class '%s' as '%s', potential data loss. Please resave State Tree asset %s."),
*GetFullNameSafe(&Instance), *GetNameSafe(InstanceClass), *GetNameSafe(AuthoritativeClass), *GetFullNameSafe(OuterStateTree));
return NewInstance;
}
return DuplicateObject(&Instance, &InOwner);
}
} // UE::StateTree
//----------------------------------------------------------------//
// FStateTreeInstanceStorage
//----------------------------------------------------------------//
void FStateTreeInstanceStorage::AddTransitionRequest(const UObject* Owner, const FStateTreeTransitionRequest& Request)
{
constexpr int32 MaxPendingTransitionRequests = 32;
if (TransitionRequests.Num() >= MaxPendingTransitionRequests)
{
UE_VLOG_UELOG(Owner, LogStateTree, Error, TEXT("%s: Too many transition requests sent to '%s' (%d pending). Dropping request."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), TransitionRequests.Num());
return;
}
TransitionRequests.Add(Request);
}
void FStateTreeInstanceStorage::ResetTransitionRequests()
{
TransitionRequests.Reset();
}
bool FStateTreeInstanceStorage::AreAllInstancesValid() const
{
for (FConstStructView Instance : InstanceStructs)
{
if (!Instance.IsValid())
{
return false;
}
if (const FStateTreeInstanceObjectWrapper* Wrapper = Instance.GetPtr<const FStateTreeInstanceObjectWrapper>())
{
if (!Wrapper->InstanceObject)
{
return false;
}
}
}
return true;
}
FStructView FStateTreeInstanceStorage::AddTemporaryInstance(UObject& InOwner, const FStateTreeExecutionFrame& Frame, const FStateTreeIndex16 OwnerNodeIndex, const FStateTreeDataHandle DataHandle, FConstStructView NewInstanceData)
{
FStateTreeTemporaryInstanceData* TempInstance = TemporaryInstances.FindByPredicate([&Frame, &OwnerNodeIndex, &DataHandle](const FStateTreeTemporaryInstanceData& TempInstance)
{
return TempInstance.StateTree == Frame.StateTree
&& TempInstance.RootState == Frame.RootState
&& TempInstance.OwnerNodeIndex == OwnerNodeIndex
&& TempInstance.DataHandle == DataHandle;
});
if (TempInstance)
{
if (TempInstance->Instance.GetScriptStruct() != NewInstanceData.GetScriptStruct())
{
TempInstance->Instance = NewInstanceData;
}
}
else
{
TempInstance = &TemporaryInstances.AddDefaulted_GetRef();
check(TempInstance);
TempInstance->StateTree = Frame.StateTree;
TempInstance->RootState = Frame.RootState;
TempInstance->OwnerNodeIndex = OwnerNodeIndex;
TempInstance->DataHandle = DataHandle;
TempInstance->Instance = NewInstanceData;
}
if (FStateTreeInstanceObjectWrapper* Wrapper = TempInstance->Instance.GetMutablePtr<FStateTreeInstanceObjectWrapper>())
{
if (Wrapper->InstanceObject)
{
Wrapper->InstanceObject = UE::StateTree::DuplicateNodeInstance(*Wrapper->InstanceObject, InOwner);
}
}
return TempInstance->Instance;
}
FStructView FStateTreeInstanceStorage::GetMutableTemporaryStruct(const FStateTreeExecutionFrame& Frame, const FStateTreeDataHandle DataHandle)
{
FStateTreeTemporaryInstanceData* ExistingInstance = TemporaryInstances.FindByPredicate([&Frame, &DataHandle](const FStateTreeTemporaryInstanceData& TempInstance)
{
return TempInstance.StateTree == Frame.StateTree
&& TempInstance.RootState == Frame.RootState
&& TempInstance.DataHandle == DataHandle;
});
return ExistingInstance ? FStructView(ExistingInstance->Instance) : FStructView();
}
UObject* FStateTreeInstanceStorage::GetMutableTemporaryObject(const FStateTreeExecutionFrame& Frame, const FStateTreeDataHandle DataHandle)
{
FStateTreeTemporaryInstanceData* ExistingInstance = TemporaryInstances.FindByPredicate([&Frame, &DataHandle](const FStateTreeTemporaryInstanceData& TempInstance)
{
return TempInstance.StateTree == Frame.StateTree
&& TempInstance.RootState == Frame.RootState
&& TempInstance.DataHandle == DataHandle;
});
if (ExistingInstance)
{
const FStateTreeInstanceObjectWrapper& Wrapper = ExistingInstance->Instance.Get<FStateTreeInstanceObjectWrapper>();
return Wrapper.InstanceObject;
}
return nullptr;
}
void FStateTreeInstanceStorage::ResetTemporaryInstances()
{
TemporaryInstances.Reset();
}
//----------------------------------------------------------------//
// FStateTreeInstanceData
//----------------------------------------------------------------//
FStateTreeInstanceData::FStateTreeInstanceData()
{
InstanceStorage.InitializeAs<FStateTreeInstanceStorage>();
}
FStateTreeInstanceData::~FStateTreeInstanceData()
{
Reset();
}
const FStateTreeInstanceStorage& FStateTreeInstanceData::GetStorage() const
{
check(InstanceStorage.GetMemory() != nullptr);
return *reinterpret_cast<const FStateTreeInstanceStorage*>(InstanceStorage.GetMemory());
}
FStateTreeInstanceStorage& FStateTreeInstanceData::GetMutableStorage()
{
check(InstanceStorage.GetMemory() != nullptr);
return *reinterpret_cast<FStateTreeInstanceStorage*>(InstanceStorage.GetMutableMemory());
}
FStateTreeEventQueue& FStateTreeInstanceData::GetMutableEventQueue()
{
return GetMutableStorage().EventQueue;
}
const FStateTreeEventQueue& FStateTreeInstanceData::GetEventQueue() const
{
return GetStorage().EventQueue;
}
void FStateTreeInstanceData::AddTransitionRequest(const UObject* Owner, const FStateTreeTransitionRequest& Request)
{
GetMutableStorage().AddTransitionRequest(Owner, Request);
}
TConstArrayView<FStateTreeTransitionRequest> FStateTreeInstanceData::GetTransitionRequests() const
{
return GetStorage().GetTransitionRequests();
}
void FStateTreeInstanceData::ResetTransitionRequests()
{
GetMutableStorage().ResetTransitionRequests();
}
bool FStateTreeInstanceData::AreAllInstancesValid() const
{
return GetStorage().AreAllInstancesValid();
}
int32 FStateTreeInstanceData::GetEstimatedMemoryUsage() const
{
const FStateTreeInstanceStorage& Storage = GetStorage();
int32 Size = sizeof(FStateTreeInstanceData);
Size += Storage.InstanceStructs.GetAllocatedMemory();
for (FConstStructView Instance : Storage.InstanceStructs)
{
if (const FStateTreeInstanceObjectWrapper* Wrapper = Instance.GetPtr<const FStateTreeInstanceObjectWrapper>())
{
if (Wrapper->InstanceObject)
{
Size += Wrapper->InstanceObject->GetClass()->GetStructureSize();
}
}
}
return Size;
}
bool FStateTreeInstanceData::Identical(const FStateTreeInstanceData* Other, uint32 PortFlags) const
{
if (Other == nullptr)
{
return false;
}
// Identical if both are uninitialized.
if (!IsValid() && !Other->IsValid())
{
return true;
}
// Not identical if one is valid and other is not.
if (IsValid() != Other->IsValid())
{
return false;
}
const FStateTreeInstanceStorage& Storage = GetStorage();
const FStateTreeInstanceStorage& OtherStorage = Other->GetStorage();
// Not identical if structs are different.
if (Storage.InstanceStructs.Identical(&OtherStorage.InstanceStructs, PortFlags) == false)
{
return false;
}
// Check that the instance object contents are identical.
// Copied from object property.
auto AreObjectsIdentical = [](UObject* A, UObject* B, uint32 PortFlags) -> bool
{
if ((PortFlags & PPF_DuplicateForPIE) != 0)
{
return false;
}
if (A == B)
{
return true;
}
// Resolve the object handles and run the deep comparison logic
if ((PortFlags & (PPF_DeepCompareInstances | PPF_DeepComparison)) != 0)
{
return FObjectPropertyBase::StaticIdentical(A, B, PortFlags);
}
return true;
};
bool bResult = true;
for (int32 Index = 0; Index < Storage.InstanceStructs.Num(); Index++)
{
const FStateTreeInstanceObjectWrapper* Wrapper = Storage.InstanceStructs[Index].GetPtr<const FStateTreeInstanceObjectWrapper>();
const FStateTreeInstanceObjectWrapper* OtherWrapper = OtherStorage.InstanceStructs[Index].GetPtr<const FStateTreeInstanceObjectWrapper>();
if (Wrapper)
{
if (!OtherWrapper)
{
bResult = false;
break;
}
if (Wrapper->InstanceObject && OtherWrapper->InstanceObject)
{
if (!AreObjectsIdentical(Wrapper->InstanceObject, OtherWrapper->InstanceObject, PortFlags))
{
bResult = false;
break;
}
}
}
}
return bResult;
}
void FStateTreeInstanceData::CopyFrom(UObject& InOwner, const FStateTreeInstanceData& InOther)
{
if (&InOther == this)
{
return;
}
FStateTreeInstanceStorage& Storage = GetMutableStorage();
const FStateTreeInstanceStorage& OtherStorage = InOther.GetStorage();
// Copy structs
Storage.InstanceStructs = OtherStorage.InstanceStructs;
// Copy instance objects.
for (FStructView Instance : Storage.InstanceStructs)
{
if (FStateTreeInstanceObjectWrapper* Wrapper = Instance.GetPtr<FStateTreeInstanceObjectWrapper>())
{
if (Wrapper->InstanceObject)
{
Wrapper->InstanceObject = UE::StateTree::DuplicateNodeInstance(*Wrapper->InstanceObject, InOwner);
}
}
}
}
void FStateTreeInstanceData::Init(UObject& InOwner, TConstArrayView<FInstancedStruct> InStructs)
{
Reset();
Append(InOwner, InStructs);
}
void FStateTreeInstanceData::Init(UObject& InOwner, TConstArrayView<FConstStructView> InStructs)
{
Reset();
Append(InOwner, InStructs);
}
void FStateTreeInstanceData::Append(UObject& InOwner, TConstArrayView<FInstancedStruct> InStructs)
{
FStateTreeInstanceStorage& Storage = GetMutableStorage();
const int32 StartIndex = Storage.InstanceStructs.Num();
Storage.InstanceStructs.Append(InStructs);
for (int32 Index = StartIndex; Index < Storage.InstanceStructs.Num(); Index++)
{
if (FStateTreeInstanceObjectWrapper* Wrapper = Storage.InstanceStructs[Index].GetPtr<FStateTreeInstanceObjectWrapper>())
{
if (Wrapper->InstanceObject)
{
Wrapper->InstanceObject = UE::StateTree::DuplicateNodeInstance(*Wrapper->InstanceObject, InOwner);
}
}
}
}
void FStateTreeInstanceData::Append(UObject& InOwner, TConstArrayView<FConstStructView> InStructs)
{
FStateTreeInstanceStorage& Storage = GetMutableStorage();
const int32 StartIndex = Storage.InstanceStructs.Num();
Storage.InstanceStructs.Append(InStructs);
for (int32 Index = StartIndex; Index < Storage.InstanceStructs.Num(); Index++)
{
if (FStateTreeInstanceObjectWrapper* Wrapper = Storage.InstanceStructs[Index].GetPtr<FStateTreeInstanceObjectWrapper>())
{
if (Wrapper->InstanceObject)
{
Wrapper->InstanceObject = UE::StateTree::DuplicateNodeInstance(*Wrapper->InstanceObject, InOwner);
}
}
}
}
void FStateTreeInstanceData::Append(UObject& InOwner, TConstArrayView<FConstStructView> InStructs, TConstArrayView<FInstancedStruct*> InInstancesToMove)
{
check(InStructs.Num() == InInstancesToMove.Num());
FStateTreeInstanceStorage& Storage = GetMutableStorage();
const int32 StartIndex = Storage.InstanceStructs.Num();
Storage.InstanceStructs.Append(InStructs);
for (int32 Index = StartIndex; Index < Storage.InstanceStructs.Num(); Index++)
{
FStructView Struct = Storage.InstanceStructs[Index];
FInstancedStruct* Source = InInstancesToMove[Index - StartIndex];
// The source is used to move temporary instance data into instance data. Not all entries may have it.
// If the source is specified, move it to the instance data. We assume that if the source is object wrapper, it is already the instance we want.
if (Source && Source->IsValid())
{
check(Struct.GetScriptStruct() == Source->GetScriptStruct());
FMemory::Memswap(Struct.GetMemory(), Source->GetMutableMemory(), Struct.GetScriptStruct()->GetStructureSize());
Source->Reset();
}
else if (FStateTreeInstanceObjectWrapper* Wrapper = Storage.InstanceStructs[Index].GetPtr<FStateTreeInstanceObjectWrapper>())
{
if (Wrapper->InstanceObject)
{
Wrapper->InstanceObject = UE::StateTree::DuplicateNodeInstance(*Wrapper->InstanceObject, InOwner);
}
}
}
}
void FStateTreeInstanceData::ShrinkTo(const int32 NumStructs)
{
FStateTreeInstanceStorage& Storage = GetMutableStorage();
check(NumStructs <= Storage.InstanceStructs.Num());
Storage.InstanceStructs.SetNum(NumStructs);
}
bool FStateTreeInstanceData::IsValid() const
{
return InstanceStorage.IsValid();
}
void FStateTreeInstanceData::Reset()
{
FStateTreeInstanceStorage& Storage = GetMutableStorage();
Storage.InstanceStructs.Reset();
Storage.EventQueue.Reset();
Storage.ExecutionState.Reset();
Storage.TemporaryInstances.Reset();
}