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UnrealEngineUWP/Engine/Source/Runtime/MovieScene/Private/EntitySystem/MovieSceneEntitySystemGraphs.cpp
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

833 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EntitySystem/MovieSceneEntitySystemGraphs.h"
#include "EntitySystem/MovieSceneEntitySystem.h"
#include "EntitySystem/MovieSceneEntitySystemLinker.h"
#include "EntitySystem/MovieSceneSystemTaskDependencies.h"
#include "Templates/SubclassOf.h"
#include "Algo/IndexOf.h"
#include "Algo/Reverse.h"
#include "Algo/RemoveIf.h"
#include "Algo/BinarySearch.h"
FMovieSceneEntitySystemDirectedGraph::FDepthFirstSearch::FDepthFirstSearch(const FMovieSceneEntitySystemDirectedGraph* InGraph)
: Visited(false, InGraph->Nodes.Num())
, IsVisiting(false, InGraph->Nodes.Num())
{
Graph = InGraph;
PostNodes.Reserve(InGraph->Nodes.CountSetBits());
check(!Graph->bHasDanglingEdges);
}
void FMovieSceneEntitySystemDirectedGraph::FDepthFirstSearch::Search(uint16 InNodeID)
{
IsVisiting[InNodeID] = true;
for (FMovieSceneEntitySystemDirectedGraph::FDirectionalEdge Edge : Graph->GetEdgesFrom(InNodeID))
{
if (Visited[Edge.ToNode] == false)
{
if (!ensureMsgf(IsVisiting[Edge.ToNode] == false, TEXT("Cycle found in graph.")))
{
return;
}
Visited[Edge.ToNode] = true;
Search(Edge.ToNode);
}
}
PostNodes.Add(InNodeID);
IsVisiting[InNodeID] = false;
}
FMovieSceneEntitySystemDirectedGraph::FBreadthFirstSearch::FBreadthFirstSearch(const FMovieSceneEntitySystemDirectedGraph* InGraph)
: Visited(false, InGraph->Nodes.Num())
, StackIndex(0)
{
Graph = InGraph;
Nodes.Reserve(InGraph->Nodes.CountSetBits());
check(!InGraph->bHasDanglingEdges);
}
void FMovieSceneEntitySystemDirectedGraph::FBreadthFirstSearch::Search(uint16 InNodeID)
{
if (Visited[InNodeID] == true)
{
return;
}
Nodes.Reset();
StackIndex = 0;
Visited[InNodeID] = true;
Nodes.Add(InNodeID);
while (StackIndex < Nodes.Num())
{
const int32 StackEnd = Nodes.Num();
for ( ; StackIndex < StackEnd; ++StackIndex)
{
const uint16 NodeID = Nodes[StackIndex];
// Visit all nodes this points to
for (FMovieSceneEntitySystemDirectedGraph::FDirectionalEdge Edge : Graph->GetEdgesFrom(NodeID))
{
if (Visited[Edge.ToNode] == false)
{
Visited[Edge.ToNode] = true;
Nodes.Add(Edge.ToNode);
}
}
}
}
}
FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges::FDiscoverCyclicEdges(const FMovieSceneEntitySystemDirectedGraph* InGraph)
: CyclicEdges(false, InGraph->SortedEdges.Num())
, VisitedEdges(false, InGraph->SortedEdges.Num())
{
Graph = InGraph;
check(!Graph->bHasDanglingEdges);
}
void FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges::Search()
{
for (uint16 EdgeIndex = 0; EdgeIndex < Graph->SortedEdges.Num(); ++EdgeIndex)
{
if (VisitedEdges[EdgeIndex] == false)
{
EdgeChain.Reset();
EdgeChain.Add(EdgeIndex);
SearchFrom(Graph->SortedEdges[EdgeIndex].FromNode);
VisitedEdges[EdgeIndex] = true;
}
}
}
void FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges::SearchFrom(uint16 NodeID)
{
TBitArray<> VisitedNodes(false, Graph->Nodes.Num());
VisitedNodes[NodeID] = true;
DiscoverCycles(NodeID, VisitedNodes);
}
void FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges::DiscoverCycles(uint16 NodeID, TBitArray<>& VisitedNodes)
{
// Iterate all edges from this node
for (int32 SubsequentEdge = Graph->FindEdgeStart(NodeID); SubsequentEdge < Graph->SortedEdges.Num() && Graph->SortedEdges[SubsequentEdge].FromNode == NodeID; ++SubsequentEdge)
{
if (VisitedEdges[SubsequentEdge] == true)
{
continue;
}
VisitedEdges[SubsequentEdge] = true;
EdgeChain.Add(SubsequentEdge);
const uint16 SubsequentNode = Graph->SortedEdges[SubsequentEdge].ToNode;
if (VisitedNodes[SubsequentNode] == true)
{
TagCyclicChain(SubsequentNode);
}
else
{
VisitedNodes[SubsequentNode] = true;
DiscoverCycles(SubsequentNode, VisitedNodes);
VisitedNodes[SubsequentNode] = false;
}
EdgeChain.Pop();
}
}
void FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges::TagCyclicChain(uint16 CyclicNodeID)
{
// Found a cycle
for (int32 EdgeChainIndex = EdgeChain.Num() - 1; EdgeChainIndex >= 0; --EdgeChainIndex)
{
const uint16 UpstreamEdgeIndex = EdgeChain[EdgeChainIndex];
CyclicEdges.PadToNum(UpstreamEdgeIndex + 1, false);
CyclicEdges[UpstreamEdgeIndex] = true;
if (Graph->SortedEdges[UpstreamEdgeIndex].FromNode == CyclicNodeID)
{
return;
}
}
}
void FMovieSceneEntitySystemGraphNodes::AddStructReferencedObjects(FReferenceCollector& Collector) const
{
for (FMovieSceneEntitySystemGraphNode& Node : const_cast<TSparseArray<FMovieSceneEntitySystemGraphNode>&>(Array))
{
Collector.AddReferencedObject(Node.System);
}
}
void FMovieSceneEntitySystemDirectedGraph::AllocateNode(uint16 NodeID)
{
CleanUpDanglingEdges();
Nodes.PadToNum(NodeID + 1, false);
Nodes[NodeID] = true;
}
bool FMovieSceneEntitySystemDirectedGraph::IsNodeAllocated(uint16 NodeID) const
{
return Nodes.IsValidIndex(NodeID) && Nodes[NodeID] == true;
}
void FMovieSceneEntitySystemDirectedGraph::RemoveNode(uint16 NodeID)
{
check(NodeID != TNumericLimits<uint16>::Max() && IsNodeAllocated(NodeID));
// Remove the node from the graph
Nodes[NodeID] = false;
bHasDanglingEdges = true;
}
void FMovieSceneEntitySystemDirectedGraph::CleanUpDanglingEdges()
{
if (!bHasDanglingEdges)
{
return;
}
bHasDanglingEdges = false;
for (int32 Index = 0; Index < SortedEdges.Num(); )
{
FDirectionalEdge Edge = SortedEdges[Index];
if (!IsNodeAllocated(Edge.ToNode) || !IsNodeAllocated(Edge.FromNode))
{
SortedEdges.RemoveAt(Index, 1, false);
}
else
{
++Index;
}
}
}
bool FMovieSceneEntitySystemDirectedGraph::IsCyclic() const
{
TBitArray<> Visited(false, Nodes.Num());
for (FDirectionalEdge Edge : SortedEdges)
{
if (Visited[Edge.ToNode] == true)
{
continue;
}
TBitArray<> Visiting(false, Nodes.Num());
if (IsCyclicImpl(Edge.ToNode, Visiting))
{
return true;
}
Visited.CombineWithBitwiseOR(Visiting, EBitwiseOperatorFlags::MaxSize);
}
return false;
}
bool FMovieSceneEntitySystemDirectedGraph::IsCyclicImpl(uint16 NodeID, TBitArray<>& Visiting) const
{
if (Visiting[NodeID] == true)
{
return true;
}
Visiting[NodeID] = true;
for (FDirectionalEdge Edge : GetEdgesFrom(NodeID))
{
if (IsCyclicImpl(Edge.ToNode, Visiting))
{
return true;
}
}
Visiting[NodeID] = false;
return false;
}
void FMovieSceneEntitySystemDirectedGraph::MakeEdge(uint16 FromNode, uint16 ToNode)
{
FDirectionalEdge NewEdge(FromNode, ToNode);
const int32 InsertIndex = FindEdgeIndex(NewEdge);
if (!SortedEdges.IsValidIndex(InsertIndex) || SortedEdges[InsertIndex] != NewEdge)
{
SortedEdges.Insert(NewEdge, InsertIndex);
}
}
void FMovieSceneEntitySystemDirectedGraph::DestroyEdge(uint16 FromNode, uint16 ToNode)
{
FDirectionalEdge Edge(FromNode, ToNode);
const int32 RemoveIndex = Algo::BinarySearch(SortedEdges, Edge);
if (RemoveIndex != INDEX_NONE)
{
SortedEdges.RemoveAt(RemoveIndex, 1, false);
}
}
int32 FMovieSceneEntitySystemDirectedGraph::FindEdgeStart(uint16 FromNode) const
{
return Algo::LowerBoundBy(SortedEdges, FromNode, &FDirectionalEdge::FromNode);
}
TArrayView<const FMovieSceneEntitySystemDirectedGraph::FDirectionalEdge> FMovieSceneEntitySystemDirectedGraph::GetEdges() const
{
check(!bHasDanglingEdges);
return SortedEdges;
}
bool FMovieSceneEntitySystemDirectedGraph::HasEdgeFrom(uint16 InNode) const
{
const int32 ExpectedIndex = FindEdgeStart(InNode);
return SortedEdges.IsValidIndex(ExpectedIndex) && SortedEdges[ExpectedIndex].FromNode == InNode;
}
bool FMovieSceneEntitySystemDirectedGraph::HasEdgeTo(uint16 InNode) const
{
check(InNode != TNumericLimits<uint16>::Max());
return Algo::FindBy(SortedEdges, InNode, &FDirectionalEdge::ToNode) != nullptr;
}
TArrayView<const FMovieSceneEntitySystemDirectedGraph::FDirectionalEdge> FMovieSceneEntitySystemDirectedGraph::GetEdgesFrom(uint16 InNodeID) const
{
check(!bHasDanglingEdges);
const int32 EdgeIndex = FindEdgeStart(InNodeID);
int32 Num = 0;
while (EdgeIndex + Num < SortedEdges.Num() && SortedEdges[EdgeIndex + Num].FromNode == InNodeID)
{
++Num;
}
if (Num > 0)
{
return MakeArrayView(SortedEdges.GetData() + EdgeIndex, Num);
}
return TArrayView<const FDirectionalEdge>();
}
TBitArray<> FMovieSceneEntitySystemDirectedGraph::FindEdgeUpstreamNodes() const
{
check(!bHasDanglingEdges);
TBitArray<> EdgeNodes(true, Nodes.Num());
// Unmark nodes that have edges pointing towards them
for (uint16 EdgeIndex = 0; EdgeIndex < SortedEdges.Num(); ++EdgeIndex)
{
const uint16 ToNode = SortedEdges[EdgeIndex].ToNode;
EdgeNodes[ToNode] = false;
}
// Mask with nodes that are actually allocated
return TBitArray<>::BitwiseAND(EdgeNodes, Nodes, EBitwiseOperatorFlags::MaxSize);
}
int32 FMovieSceneEntitySystemDirectedGraph::FindEdgeIndex(const FDirectionalEdge& Edge) const
{
check(!bHasDanglingEdges);
return Algo::LowerBound(SortedEdges, Edge);
}
bool FMovieSceneEntitySystemDirectedGraph::EdgeExists(const FDirectionalEdge& Edge) const
{
check(!bHasDanglingEdges);
const int32 EdgeIndex = FindEdgeIndex(Edge);
return EdgeIndex < SortedEdges.Num() && SortedEdges[EdgeIndex] == Edge;
}
void FMovieSceneEntitySystemGraph::AddSystem(UMovieSceneEntitySystem* InSystem)
{
checkf(ReentrancyGuard == 0, TEXT("Attempting to add a system to the graph recursively."));
checkSlow(InSystem->GetGraphID() == TNumericLimits<uint16>::Max() && Nodes.Array.GetMaxIndex() < TNumericLimits<uint16>::Max() - 1);
const int32 NewIndex = Nodes.Array.Add(FMovieSceneEntitySystemGraphNode(InSystem));
check(NewIndex >= 0 && NewIndex < TNumericLimits<uint16>::Max());
const uint16 NewNodeID = static_cast<uint16>(NewIndex);
FlowGraph.AllocateNode(NewNodeID);
ReferenceGraph.AllocateNode(NewNodeID);
InSystem->SetGraphID(NewNodeID);
++SerialNumber;
}
int32 FMovieSceneEntitySystemGraph::NumSubsequents(UMovieSceneEntitySystem* InSystem) const
{
const uint16 GraphID = InSystem->GetGraphID();
check(GraphID != TNumericLimits<uint16>::Max());
return FlowGraph.GetEdgesFrom(GraphID).Num();
}
void FMovieSceneEntitySystemGraph::AddPrerequisite(UMovieSceneEntitySystem* Upstream, UMovieSceneEntitySystem* Downstream)
{
const uint16 UpstreamID = Upstream->GetGraphID();
const uint16 DownstreamID = Downstream->GetGraphID();
check(UpstreamID != TNumericLimits<uint16>::Max() && DownstreamID != TNumericLimits<uint16>::Max());
FlowGraph.MakeEdge(UpstreamID, DownstreamID);
++SerialNumber;
}
void FMovieSceneEntitySystemGraph::AddReference(UMovieSceneEntitySystem* FromReference, UMovieSceneEntitySystem* ToReference)
{
const uint16 FromID = FromReference->GetGraphID();
const uint16 ToID = ToReference->GetGraphID();
check(FromID != TNumericLimits<uint16>::Max() && ToID != TNumericLimits<uint16>::Max());
ReferenceGraph.MakeEdge(FromID, ToID);
}
void FMovieSceneEntitySystemGraph::RemoveReference(UMovieSceneEntitySystem* FromReference, UMovieSceneEntitySystem* ToReference)
{
const uint16 FromID = FromReference->GetGraphID();
const uint16 ToID = ToReference->GetGraphID();
check(FromID != TNumericLimits<uint16>::Max() && ToID != TNumericLimits<uint16>::Max());
ReferenceGraph.DestroyEdge(FromID, ToID);
}
void FMovieSceneEntitySystemGraph::RemoveSystem(UMovieSceneEntitySystem* InSystem)
{
checkf(ReentrancyGuard == 0, TEXT("Attempting to remove a system from the graph recursively."));
++ReentrancyGuard;
const uint16 NodeID = InSystem->GetGraphID();
check(NodeID != TNumericLimits<uint16>::Max());
FlowGraph.RemoveNode(NodeID);
ReferenceGraph.RemoveNode(NodeID);
Nodes.Array.RemoveAt(NodeID);
InSystem->SetGraphID(TNumericLimits<uint16>::Max());
++SerialNumber;
--ReentrancyGuard;
FlowGraph.CleanUpDanglingEdges();
ReferenceGraph.CleanUpDanglingEdges();
}
int32 FMovieSceneEntitySystemGraph::RemoveIrrelevantSystems(UMovieSceneEntitySystemLinker* Linker)
{
checkf(ReentrancyGuard == 0, TEXT("Attempting to remove a system from the graph recursively."));
++ReentrancyGuard;
check(PreviousSerialNumber == SerialNumber);
int32 NumRemoved = 0;
bool bHasUnreferecedIntermediateSystems = false;
FMovieSceneEntitySystemDirectedGraph::FBreadthFirstSearch Search(&ReferenceGraph);
// Search from all non-intermediate systems and mark systems that are still referenced
for (const FMovieSceneEntitySystemGraphNode& Node : Nodes.Array)
{
const uint16 GraphID = Node.System->GetGraphID();
if (Search.GetVisited()[GraphID] == false && Node.System->IsRelevant(Linker))
{
Search.Search(GraphID);
}
}
const bool bAnyNotVisited = Search.GetVisited().Num() < Nodes.Array.GetMaxIndex() || Search.GetVisited().Find(false) != INDEX_NONE;
if (bAnyNotVisited)
{
for (int32 Index = 0; Index < Nodes.Array.GetMaxIndex(); ++Index)
{
if (Nodes.Array.IsAllocated(Index) && Search.GetVisited()[Index] == false)
{
const uint16 NodeID = Index;
FlowGraph.RemoveNode(NodeID);
ReferenceGraph.RemoveNode(NodeID);
UMovieSceneEntitySystem* System = Nodes.Array[NodeID].System;
Nodes.Array.RemoveAt(NodeID);
// Remove this system from the graph to ensure we are not re-entrant
System->SetGraphID(TNumericLimits<uint16>::Max());
System->Unlink();
++NumRemoved;
}
}
}
if (NumRemoved > 0)
{
++SerialNumber;
FlowGraph.CleanUpDanglingEdges();
ReferenceGraph.CleanUpDanglingEdges();
}
--ReentrancyGuard;
return NumRemoved;
}
void FMovieSceneEntitySystemGraph::UpdateCache()
{
using namespace UE::MovieScene;
if (PreviousSerialNumber == SerialNumber)
{
return;
}
FlowGraph.CleanUpDanglingEdges();
ReferenceGraph.CleanUpDanglingEdges();
checkf(!FlowGraph.IsCyclic(), TEXT("Cycle detected in system flow graph.\n")
TEXT("----------------------------------------------------------------------------------\n")
TEXT("%s\n")
TEXT("----------------------------------------------------------------------------------\n"),
*ToString());
checkf(!ReferenceGraph.IsCyclic(), TEXT("Cycle detected in system reference graph.\n")
TEXT("----------------------------------------------------------------------------------\n")
TEXT("%s\n")
TEXT("----------------------------------------------------------------------------------\n"),
*ToString());
SpawnPhase.Empty();
InstantiationPhase.Empty();
EvaluationPhase.Empty();
FinalizationPhase.Empty();
FMovieSceneEntitySystemDirectedGraph::FDepthFirstSearch DepthFirstSearch(&FlowGraph);
TBitArray<> EdgeNodes = FlowGraph.FindEdgeUpstreamNodes();
for (TConstSetBitIterator<> EdgeNodeIt(EdgeNodes); EdgeNodeIt; ++EdgeNodeIt)
{
const uint16 NodeID = static_cast<uint16>(EdgeNodeIt.GetIndex());
check(Nodes.Array.IsAllocated(NodeID));
DepthFirstSearch.Search(NodeID);
}
Algo::Reverse(DepthFirstSearch.PostNodes);
for (uint16 NodeID : DepthFirstSearch.PostNodes)
{
ESystemPhase SystemPhase = Nodes.Array[NodeID].System->GetPhase();
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Spawn))
{
SpawnPhase.Emplace(NodeID);
}
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Instantiation))
{
InstantiationPhase.Emplace(NodeID);
}
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Evaluation))
{
EvaluationPhase.Emplace(NodeID);
}
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Finalization))
{
FinalizationPhase.Emplace(NodeID);
}
}
PreviousSerialNumber = SerialNumber;
}
void FMovieSceneEntitySystemGraph::DebugPrint() const
{
const TCHAR FormatString[] =
TEXT("----------------------------------------------------------------------------------\n")
TEXT("%s\n")
TEXT("----------------------------------------------------------------------------------\n");
GLog->Log(TEXT("Printing debug graph for Entity System Graph (in standard graphviz syntax):"));
GLog->Log(FString::Printf(FormatString, *ToString()));
}
FString FMovieSceneEntitySystemGraph::ToString() const
{
using namespace UE::MovieScene;
FString String;
String += TEXT("\ndigraph FMovieSceneEntitySystemGraph {\n");
String += TEXT("\tnode [shape=record,height=.1];\n");
FString FlowStrings[] =
{
TEXT("\tsubgraph cluster_flow_0 { label=\"Spawn\"; color=\"#0e868c\";\n"),
TEXT("\tsubgraph cluster_flow_1 { label=\"Instantiation\"; color=\"#96c74c\";\n"),
TEXT("\tsubgraph cluster_flow_2 { label=\"Evaluation\"; color=\"#6dc74c\";\n"),
TEXT("\tsubgraph cluster_flow_3 { label=\"Finalization\"; color=\"#aa42f5\";\n"),
};
FString ReferenceGraphString = TEXT("\tsubgraph cluster_references { label=\"Explicit Reference Graph (connections imply ownership)\"; color=\"#bfc74c\";\n");
for (int32 SystemIndex = 0; SystemIndex < this->Nodes.Array.GetMaxIndex(); ++SystemIndex)
{
if (Nodes.Array.IsAllocated(SystemIndex))
{
UMovieSceneEntitySystem* System = Nodes.Array[SystemIndex].System;
ESystemPhase SystemPhase = System->GetPhase();
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Spawn))
{
FlowStrings[0] += FString::Printf(TEXT("\t\tflow_node%d_0[label=\"%s\"];\n"), SystemIndex, *System->GetName());
}
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Instantiation))
{
FlowStrings[1] += FString::Printf(TEXT("\t\tflow_node%d_1[label=\"%s\"];\n"), SystemIndex, *System->GetName());
}
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Evaluation))
{
FlowStrings[2] += FString::Printf(TEXT("\t\tflow_node%d_2[label=\"%s\"];\n"), SystemIndex, *System->GetName());
}
if (EnumHasAnyFlags(SystemPhase, ESystemPhase::Finalization))
{
FlowStrings[3] += FString::Printf(TEXT("\t\tflow_node%d_3[label=\"%s\"];\n"), SystemIndex, *System->GetName());
}
ReferenceGraphString += FString::Printf(TEXT("\t\treference_node%d[label=\"%s\"];\n"), SystemIndex, *System->GetName());
}
}
for (FString& FlowString : FlowStrings)
{
String += FlowString;
String += TEXT("\t}\n");
}
String += ReferenceGraphString;
String += TEXT("\t}\n");
{
FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges CyclicEdges(&FlowGraph);
CyclicEdges.Search();
TArrayView<const FDirectionalEdge> FlowEdges = FlowGraph.GetEdges();
for (int32 EdgeIndex = 0; EdgeIndex < FlowEdges.Num(); ++EdgeIndex)
{
FDirectionalEdge Edge = FlowEdges[EdgeIndex];
const bool bIsCyclic = CyclicEdges.IsCyclic(EdgeIndex);
ESystemPhase FromPhase = Nodes.Array[Edge.FromNode].System->GetPhase();
ESystemPhase ToPhase = Nodes.Array[Edge.ToNode].System->GetPhase();
if (EnumHasAnyFlags(FromPhase, ESystemPhase::Spawn) && EnumHasAnyFlags(ToPhase, ESystemPhase::Spawn))
{
String += FString::Printf(TEXT("\tflow_node%d_0 -> flow_node%d_0 [color=\"%s\"];\n"), (int32)Edge.FromNode, (int32)Edge.ToNode, bIsCyclic ? TEXT("#FF0000") : TEXT("#39ad3b"));
}
if (EnumHasAnyFlags(FromPhase, ESystemPhase::Instantiation) && EnumHasAnyFlags(ToPhase, ESystemPhase::Instantiation))
{
String += FString::Printf(TEXT("\tflow_node%d_1 -> flow_node%d_1 [color=\"%s\"];\n"), (int32)Edge.FromNode, (int32)Edge.ToNode, bIsCyclic ? TEXT("#FF0000") : TEXT("#39ad3b"));
}
if (EnumHasAnyFlags(FromPhase, ESystemPhase::Evaluation) && EnumHasAnyFlags(ToPhase, ESystemPhase::Evaluation))
{
String += FString::Printf(TEXT("\tflow_node%d_2 -> flow_node%d_2 [color=\"%s\"];\n"), (int32)Edge.FromNode, (int32)Edge.ToNode, bIsCyclic ? TEXT("#FF0000") : TEXT("#39ad3b"));
}
if (EnumHasAnyFlags(FromPhase, ESystemPhase::Finalization) && EnumHasAnyFlags(ToPhase, ESystemPhase::Finalization))
{
String += FString::Printf(TEXT("\tflow_node%d_3 -> flow_node%d_3 [color=\"%s\"];\n"), (int32)Edge.FromNode, (int32)Edge.ToNode, bIsCyclic ? TEXT("#FF0000") : TEXT("#39ad3b"));
}
}
}
{
FMovieSceneEntitySystemDirectedGraph::FDiscoverCyclicEdges CyclicEdges(&ReferenceGraph);
CyclicEdges.Search();
TArrayView<const FDirectionalEdge> ReferenceEdges = ReferenceGraph.GetEdges();
for (int32 EdgeIndex = 0; EdgeIndex < ReferenceEdges.Num(); ++EdgeIndex)
{
FDirectionalEdge Edge = ReferenceEdges[EdgeIndex];
const bool bIsCyclic = CyclicEdges.IsCyclic(EdgeIndex);
String += FString::Printf(TEXT("\treference_node%d -> reference_node%d [color=\"%s\"];\n"), (int32)Edge.FromNode, (int32)Edge.ToNode, bIsCyclic ? TEXT("#FF0000") : TEXT("#3992ad"));
}
}
String += TEXT("}");
return String;
}
TArray<UMovieSceneEntitySystem*> FMovieSceneEntitySystemGraph::GetSystems() const
{
TArray<UMovieSceneEntitySystem*> Systems;
for (const FMovieSceneEntitySystemGraphNode& Node : Nodes.Array)
{
Systems.Add(Node.System);
}
return Systems;
}
UMovieSceneEntitySystem* FMovieSceneEntitySystemGraph::FindSystemOfType(TSubclassOf<UMovieSceneEntitySystem> InClassType) const
{
UClass* ClassType = InClassType.Get();
for (const FMovieSceneEntitySystemGraphNode& Node : Nodes.Array)
{
if (Node.System->GetClass() == ClassType)
{
return Node.System;
}
}
return nullptr;
}
void FMovieSceneEntitySystemGraph::ExecutePhase(UE::MovieScene::ESystemPhase Phase, UMovieSceneEntitySystemLinker* Linker, FGraphEventArray& OutTasks)
{
UpdateCache();
switch (Phase)
{
case UE::MovieScene::ESystemPhase::Spawn: ExecutePhase(SpawnPhase, Linker, OutTasks); break;
case UE::MovieScene::ESystemPhase::Instantiation: ExecutePhase(InstantiationPhase, Linker, OutTasks); break;
case UE::MovieScene::ESystemPhase::Evaluation: ExecutePhase(EvaluationPhase, Linker, OutTasks); break;
case UE::MovieScene::ESystemPhase::Finalization: ExecutePhase(FinalizationPhase, Linker, OutTasks); break;
default: ensureMsgf(false, TEXT("Invalid phase specified for execution.")); break;
}
}
void FMovieSceneEntitySystemGraph::IteratePhase(UE::MovieScene::ESystemPhase Phase, TFunctionRef<void(UMovieSceneEntitySystem*)> InIter)
{
UpdateCache();
TArrayView<const uint16> Array;
switch (Phase)
{
case UE::MovieScene::ESystemPhase::Spawn: Array = SpawnPhase; break;
case UE::MovieScene::ESystemPhase::Instantiation: Array = InstantiationPhase; break;
case UE::MovieScene::ESystemPhase::Evaluation: Array = EvaluationPhase; break;
case UE::MovieScene::ESystemPhase::Finalization: Array = FinalizationPhase; break;
default: ensureMsgf(false, TEXT("Invalid phase specified for iteration.")); return;
}
for (uint16 NodeID : Array)
{
InIter(Nodes.Array[NodeID].System);
}
}
template<typename ArrayType>
void FMovieSceneEntitySystemGraph::ExecutePhase(const ArrayType& SortedEntries, UMovieSceneEntitySystemLinker* Linker, FGraphEventArray& OutTasks)
{
using namespace UE::MovieScene;
FSystemSubsequentTasks DownstreamTasks(this, &OutTasks);
FSystemTaskPrerequisites NoPrerequisites;
const bool bStructureCanChange = !Linker->EntityManager.IsLockedDown();
for (int32 CurrentIndex = 0; CurrentIndex < SortedEntries.Num(); ++CurrentIndex)
{
const uint16 NodeID = SortedEntries[CurrentIndex];
UMovieSceneEntitySystem* System = Nodes.Array[NodeID].System;
checkSlow(System);
// Initilaize downstream task structure for this system
DownstreamTasks.ResetNode(NodeID);
TSharedPtr<FSystemTaskPrerequisites> Prerequisites = Nodes.Array[NodeID].Prerequisites;
System->Run(Prerequisites ? *Prerequisites : NoPrerequisites, DownstreamTasks);
if (bStructureCanChange)
{
Linker->AutoLinkRelevantSystems();
}
// If we linked any new systems, we may have to move our current offset
if (SerialNumber != PreviousSerialNumber)
{
#if DO_CHECK
// Cache the systems we've already run
TArray<uint16> HeadList(SortedEntries.GetData(), CurrentIndex+1);
#endif
// This may actually change the SortedEntries array
UpdateCache();
CurrentIndex = Algo::IndexOf(SortedEntries, NodeID);
checkf(CurrentIndex != INDEX_NONE, TEXT("System has removed itself while being Run. This is not supported."));
#if DO_CHECK
for (int32 NewIndex = 0; NewIndex < CurrentIndex; ++NewIndex)
{
ensureMsgf(HeadList.Contains(SortedEntries[NewIndex]), TEXT("New system has been added upstream to the same execution phase as is currently in-flight - this will not be run this frame"));
}
#endif
}
// Don't need prerequisites now
if (Prerequisites)
{
Prerequisites->Empty();
}
// Propagate subsequent tasks
if (DownstreamTasks.Subsequents && DownstreamTasks.Subsequents->Num() != 0)
{
SCOPE_CYCLE_COUNTER(MovieSceneEval_SystemDependencyCost)
for (FDirectionalEdge Edge : FlowGraph.GetEdgesFrom(NodeID))
{
FMovieSceneEntitySystemGraphNode& ToNode = Nodes.Array[Edge.ToNode];
if (!ToNode.Prerequisites)
{
ToNode.Prerequisites = MakeShared<FSystemTaskPrerequisites>();
}
ToNode.Prerequisites->Consume(*DownstreamTasks.Subsequents);
}
}
}
}
void FMovieSceneEntitySystemGraph::Shutdown()
{
checkf(ReentrancyGuard == 0, TEXT("Attempting to shutdown the system graph while it is in use."));
++ReentrancyGuard;
for (int32 Index = 0; Index < Nodes.Array.GetMaxIndex(); ++Index)
{
if (Nodes.Array.IsAllocated(Index))
{
Nodes.Array[Index].System->Abandon();
}
}
--ReentrancyGuard;
*this = FMovieSceneEntitySystemGraph();
}
uint16 FMovieSceneEntitySystemGraph::GetGraphID(const UMovieSceneEntitySystem* InSystem)
{
return InSystem->GetGraphID();
}