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MovieScene was targeted as its headers were at the top of profiling ShooterGame builds. Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s #jira none #rb josh.adams #preflight 624c97a63661c8f04a191889 [CL 19634779 by christopher waters in ue5-main branch]
214 lines
8.1 KiB
C++
214 lines
8.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EntitySystem/MovieSceneSpawnablesSystem.h"
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#include "EntitySystem/MovieSceneEntitySystemTypes.h"
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#include "EntitySystem/MovieSceneEntitySystemLinker.h"
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#include "EntitySystem/MovieSceneEntityRange.h"
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#include "EntitySystem/MovieSceneEntitySystemTask.h"
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#include "EntitySystem/MovieSceneEntityInstantiatorSystem.h"
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#include "EntitySystem/BuiltInComponentTypes.h"
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#include "Evaluation/MovieSceneEvaluationOperand.h"
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#include "MovieScene.h"
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#include "MovieSceneSequence.h"
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#include "MovieSceneExecutionToken.h"
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#include "IMovieScenePlayer.h"
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#include "IMovieScenePlaybackClient.h"
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namespace UE
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{
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namespace MovieScene
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{
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DECLARE_CYCLE_STAT(TEXT("Spawnables System"), MovieSceneEval_SpawnablesSystem, STATGROUP_MovieSceneECS);
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DECLARE_CYCLE_STAT(TEXT("Spawnables: Spawn"), MovieSceneEval_SpawnSpawnables, STATGROUP_MovieSceneEval);
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DECLARE_CYCLE_STAT(TEXT("Spawnables: Destroy"), MovieSceneEval_DestroySpawnables, STATGROUP_MovieSceneEval);
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struct FSpawnTrackPreAnimatedTokenProducer : IMovieScenePreAnimatedTokenProducer
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{
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FMovieSceneEvaluationOperand Operand;
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FSpawnTrackPreAnimatedTokenProducer(FMovieSceneEvaluationOperand InOperand) : Operand(InOperand) {}
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virtual IMovieScenePreAnimatedTokenPtr CacheExistingState(UObject& Object) const
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{
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struct FToken : IMovieScenePreAnimatedToken
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{
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FMovieSceneEvaluationOperand OperandToDestroy;
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FToken(FMovieSceneEvaluationOperand InOperand) : OperandToDestroy(InOperand) {}
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virtual void RestoreState(UObject& Object, const UE::MovieScene::FRestoreStateParams& Params) override
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{
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IMovieScenePlayer* Player = Params.GetTerminalPlayer();
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if (!ensure(Player))
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{
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return;
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}
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if (!Player->GetSpawnRegister().DestroySpawnedObject(OperandToDestroy.ObjectBindingID, OperandToDestroy.SequenceID, *Player))
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{
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// This branch should only be taken for Externally owned spawnables that have been 'forgotten',
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// but still had RestoreState tokens generated for them (ie, in FSequencer, or if bRestoreState is enabled)
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// on a UMovieSceneSequencePlayer
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Player->GetSpawnRegister().DestroyObjectDirectly(Object);
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}
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}
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};
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return FToken(Operand);
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}
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};
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const FMovieSceneAnimTypeID SpawnableAnimTypeID = FMovieSceneAnimTypeID::Unique();
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} // namespace MovieScene
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} // namespace UE
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UMovieSceneSpawnablesSystem::UMovieSceneSpawnablesSystem(const FObjectInitializer& ObjInit)
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: Super(ObjInit)
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{
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Phase = UE::MovieScene::ESystemPhase::Spawn;
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RelevantComponent = UE::MovieScene::FBuiltInComponentTypes::Get()->SpawnableBinding;
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}
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FMovieSceneAnimTypeID UMovieSceneSpawnablesSystem::GetAnimTypeID()
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{
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return UE::MovieScene::SpawnableAnimTypeID;
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}
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void UMovieSceneSpawnablesSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
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{
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using namespace UE::MovieScene;
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SCOPE_CYCLE_COUNTER(MovieSceneEval_SpawnablesSystem)
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FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
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FInstanceRegistry* InstanceRegistry = Linker->GetInstanceRegistry();
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// Re-link any spawnables that were invalidated
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if (InstanceRegistry->HasInvalidatedBindings())
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{
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TArray<FMovieSceneEntityID> StaleSpawnables;
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auto GatherStaleSpawnables = [InstanceRegistry, &StaleSpawnables](FMovieSceneEntityID EntityID, FInstanceHandle InstanceHandle, const FGuid& InObjectBindingID)
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{
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if (InstanceRegistry->IsBindingInvalidated(InObjectBindingID, InstanceHandle))
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{
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StaleSpawnables.Add(EntityID);
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}
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};
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// Invalidate any spawnables that have been invalidated or destroyed
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FEntityTaskBuilder()
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.ReadEntityIDs()
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.Read(BuiltInComponents->InstanceHandle)
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.Read(BuiltInComponents->SpawnableBinding)
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.FilterNone({ BuiltInComponents->Tags.NeedsUnlink })
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.Iterate_PerEntity(&Linker->EntityManager, GatherStaleSpawnables);
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for (FMovieSceneEntityID Entity : StaleSpawnables)
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{
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// Tag this as needs link, and all children as needs unlink
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Linker->EntityManager.AddComponent(Entity, BuiltInComponents->Tags.NeedsLink);
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Linker->EntityManager.AddComponent(Entity, BuiltInComponents->Tags.NeedsUnlink, EEntityRecursion::Children);
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}
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}
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// ----------------------------------------------------------------------------------------------------------------------------------------
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// Step 1 - iterate all pending spawnables and spawn their objects if necessary
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auto SpawnNewObjects = [InstanceRegistry](FInstanceHandle InstanceHandle, const FGuid& SpawnableBindingID)
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{
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SCOPE_CYCLE_COUNTER(MovieSceneEval_SpawnSpawnables)
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const FSequenceInstance& SequenceInstance = InstanceRegistry->GetInstance(InstanceHandle);
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FMovieSceneSequenceID SequenceID = SequenceInstance.GetSequenceID();
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IMovieScenePlayer* Player = SequenceInstance.GetPlayer();
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const FMovieSceneEvaluationOperand SpawnableOperand(SequenceID, SpawnableBindingID);
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if (const FMovieSceneEvaluationOperand* OperandOverride = Player->BindingOverrides.Find(SpawnableOperand))
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{
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// Don't do anything if this operand was overriden... someone else will take care of it (either another spawn track, or
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// some possessable).
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return;
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}
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// Check if we already have a spawned object in the sapwn register - if we have we use that
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if (UObject* ExistingSpawnedObject = Player->GetSpawnRegister().FindSpawnedObject(SpawnableBindingID, SequenceID).Get())
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{
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return;
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}
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// Check whether the binding is overridden - if it is we cannot spawn a new object
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if (const IMovieScenePlaybackClient* PlaybackClient = Player->GetPlaybackClient())
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{
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TArray<UObject*, TInlineAllocator<1>> FoundObjects;
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bool bUseDefaultBinding = PlaybackClient->RetrieveBindingOverrides(SpawnableBindingID, SequenceID, FoundObjects);
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if (!bUseDefaultBinding)
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{
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// This spawnable is overridden so don't try and spawn anything
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return;
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}
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}
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// At this point we've decided that we need to spawn a whole new object
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const UMovieSceneSequence* Sequence = Player->State.FindSequence(SequenceID);
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if (!Sequence)
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{
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return;
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}
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UObject* SpawnedObject = Player->GetSpawnRegister().SpawnObject(SpawnableBindingID, *Sequence->GetMovieScene(), SequenceID, *Player);
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if (SpawnedObject)
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{
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FMovieSceneEvaluationOperand Operand(SequenceID, SpawnableBindingID);
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Player->OnObjectSpawned(SpawnedObject, Operand);
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Player->SavePreAnimatedState(*SpawnedObject, SpawnableAnimTypeID, FSpawnTrackPreAnimatedTokenProducer(Operand));
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}
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InstanceRegistry->InvalidateObjectBinding(SpawnableBindingID, InstanceHandle);
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};
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FEntityTaskBuilder()
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.Read(BuiltInComponents->InstanceHandle)
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.Read(BuiltInComponents->SpawnableBinding)
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.FilterAll({ BuiltInComponents->Tags.NeedsLink })
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.Iterate_PerEntity(&Linker->EntityManager, SpawnNewObjects);
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// ----------------------------------------------------------------------------------------------------------------------------------------
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// Step 2 - destroy any spawnable objects that are no longer relevant
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auto DestroyOldSpawnables = [InstanceRegistry](FInstanceHandle InstanceHandle, const FGuid& SpawnableObjectID)
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{
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SCOPE_CYCLE_COUNTER(MovieSceneEval_DestroySpawnables)
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if (ensure(InstanceRegistry->IsHandleValid(InstanceHandle)))
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{
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const FSequenceInstance& Instance = InstanceRegistry->GetInstance(InstanceHandle);
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IMovieScenePlayer* Player = Instance.GetPlayer();
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// If the sequence instance has finished and it is a sub sequence, we do not destroy the spawnable
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// if it is owned by the master sequence or externally. These will get destroyed or forgotten by the player when it ends
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if (Instance.HasFinished() && Instance.IsSubSequence())
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{
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const UMovieSceneSequence* Sequence = Player->State.FindSequence(Instance.GetSequenceID());
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FMovieSceneSpawnable* Spawnable = Sequence ? Sequence->GetMovieScene()->FindSpawnable(SpawnableObjectID) : nullptr;
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if (!Spawnable || Spawnable->GetSpawnOwnership() != ESpawnOwnership::InnerSequence)
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{
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return;
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}
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}
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Player->GetSpawnRegister().DestroySpawnedObject(SpawnableObjectID, Instance.GetSequenceID(), *Player);
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}
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};
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FEntityTaskBuilder()
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.Read(BuiltInComponents->InstanceHandle)
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.Read(BuiltInComponents->SpawnableBinding)
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.FilterAll({ BuiltInComponents->Tags.NeedsUnlink })
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.Iterate_PerEntity(&Linker->EntityManager, DestroyOldSpawnables);
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}
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