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- Enabled GameplayDebuggerCategory in Test builds - Added debug labels when UE_DEBUG_DRAWING is not defined so at least we can have text at smartobject/slot locations #jira UE-211487 #rb Mieszko.Zielinski, mikko.mononen [CL 32853860 by yoan stamant in ue5-main branch]
3109 lines
119 KiB
C++
3109 lines
119 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectSubsystem.h"
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#include "Math/ColorList.h"
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#include "SmartObjectComponent.h"
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#include "SmartObjectUserComponent.h"
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#include "SmartObjectTypes.h"
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#include "EngineUtils.h"
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#include "SmartObjectHashGrid.h"
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#include "WorldConditionContext.h"
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#include "VisualLogger/VisualLogger.h"
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#include "Engine/LevelStreaming.h"
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#include "NavigationSystem.h"
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#include "AI/Navigation/NavigationTypes.h"
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#include "NavFilters/NavigationQueryFilter.h"
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#include "Annotations/SmartObjectSlotEntranceAnnotation.h"
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#include "Annotations/SmartObjectAnnotation_SlotUserCollision.h"
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#include "Misc/EnumerateRange.h"
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#include "Types/TargetingSystemTypes.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectSubsystem)
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#if UE_ENABLE_DEBUG_DRAWING
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#include "SmartObjectSubsystemRenderingActor.h"
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#endif
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#if WITH_SMARTOBJECT_DEBUG
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#endif
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#if WITH_EDITOR
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#include "Engine/LevelBounds.h"
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#include "WorldPartition/WorldPartition.h"
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#endif
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#if WITH_EDITORONLY_DATA
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#include "SmartObjectCollection.h"
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#endif // WITH_EDITORONLY_DATA
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namespace UE::SmartObject
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{
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// Indicates that runtime shouldn't be initialized.
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// This flag must be set BEFORE launching the game and not toggled after.
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bool bDisableRuntime = false;
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FAutoConsoleVariableRef CVarDisableRuntime(
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TEXT("ai.smartobject.DisableRuntime"),
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bDisableRuntime,
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TEXT("If enabled, runtime instances won't be created for baked collection entries or runtime added ones from component registration."),
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ECVF_Default);
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#if WITH_SMARTOBJECT_DEBUG
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namespace Debug
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{
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static FAutoConsoleCommandWithWorld RegisterAllSmartObjectsCmd
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(
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TEXT("ai.debug.so.RegisterAllSmartObjects"),
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TEXT("Force register all objects registered in the subsystem to simulate & debug runtime flows (will ignore already registered components)."),
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FConsoleCommandWithWorldDelegate::CreateLambda([](const UWorld* InWorld)
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(InWorld))
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{
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Subsystem->DebugRegisterAllSmartObjects();
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}
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})
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);
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static FAutoConsoleCommandWithWorld UnregisterAllSmartObjectsCmd
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(
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TEXT("ai.debug.so.UnregisterAllSmartObjects"),
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TEXT("Force unregister all objects registered in the subsystem to simulate & debug runtime flows (will ignore already unregistered components)."),
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FConsoleCommandWithWorldDelegate::CreateLambda([](const UWorld* InWorld)
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(InWorld))
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{
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Subsystem->DebugUnregisterAllSmartObjects();
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}
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})
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);
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} // UE::SmartObject::Debug
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#endif // WITH_SMARTOBJECT_DEBUG
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FString DebugGetComponentName(const USmartObjectComponent& SmartObjectComponent)
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{
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const AActor* Owner = SmartObjectComponent.GetOwner();
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return SmartObjectComponent.GetFullName(Owner != nullptr
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? Owner->GetOwner() // Get path relative to the owner's owner to get a good compromise between not enough and too many details
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: nullptr); // Get fully qualified pathname
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}
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} // UE::SmartObject
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/**
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* Internal helper struct for all the data needed for smart object entrance validation.
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*/
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struct FSmartObjectValidationContext
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{
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const ANavigationData* NavigationData = nullptr;
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FSharedConstNavQueryFilter NavigationFilter = nullptr;
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FVector NavigationSearchExtents = FVector::ZeroVector;
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const USmartObjectSlotValidationFilter* ValidationFilter = nullptr;
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const FSmartObjectSlotValidationParams* ValidationParams = nullptr;
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FSmartObjectUserCapsuleParams UserCapsuleParams;
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FSmartObjectTraceParams GroundTraceParams;
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FSmartObjectTraceParams TransitionTraceParams;
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FCollisionQueryParams GroundTraceQueryParams;
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FCollisionQueryParams TransitionTraceQueryParams;
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bool Init(const UWorld* World, const FSmartObjectSlotEntranceLocationRequest& Request, const AActor* SmartObjectActor)
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{
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const UObject* LogOwner = USmartObjectSubsystem::GetCurrent(World);
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if (!LogOwner)
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{
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LogOwner = World;
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}
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TSubclassOf<USmartObjectSlotValidationFilter> ValidationFilterClass = Request.ValidationFilter;
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NavigationData = Request.NavigationData;
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if (Request.UserActor)
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{
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// If user actor is present, try to query some data automatically from interfaces and components.
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if (!ValidationFilterClass.Get())
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{
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if (const USmartObjectUserComponent* UserComponent = Request.UserActor->GetComponentByClass<USmartObjectUserComponent>())
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{
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ValidationFilterClass = UserComponent->GetValidationFilter();
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}
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}
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if (!NavigationData)
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{
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NavigationData = UE::SmartObject::Annotations::GetNavDataForActor(*World, Request.UserActor);
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}
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}
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if (!ValidationFilterClass.Get())
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{
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UE_VLOG_UELOG(LogOwner, LogSmartObject, Warning,
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TEXT("%hs: Invalid validation filter for user actor %s."),
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__FUNCTION__, *GetNameSafe(Request.UserActor));
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return false;
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}
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ValidationFilter = ValidationFilterClass.GetDefaultObject();
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check(ValidationFilter);
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ValidationParams = &ValidationFilter->GetValidationParams(Request.LocationType);
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const bool bRequiresValidUserCapsule = Request.bCheckSlotLocationOverlap || Request.bCheckEntranceLocationOverlap;
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if (bRequiresValidUserCapsule)
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{
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if (Request.UserCapsuleParams.IsValid())
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{
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UserCapsuleParams = ValidationParams->GetUserCapsule(Request.UserCapsuleParams);
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}
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else if (Request.UserActor)
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{
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if (!ValidationParams->GetUserCapsuleForActor(*Request.UserActor, UserCapsuleParams))
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{
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UE_VLOG_UELOG(LogOwner, LogSmartObject, Error,
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TEXT("%hs: Could not resolve user capsule size. Failed to access navigation parameters for user actor %s."),
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__FUNCTION__, *GetNameSafe(Request.UserActor));
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return false;
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}
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}
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else
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{
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// Fallback to the capsule size from validation params.
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UserCapsuleParams = ValidationParams->GetUserCapsule();
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}
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}
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// Navdata must be valid when testing for navigable.
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if (Request.bProjectNavigationLocation)
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{
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if (!NavigationData)
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{
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UE_VLOG_UELOG(LogOwner, LogSmartObject, Error,
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TEXT("%hs: ProjectNavigationLocation is requested, expecting valid navigation data, NavigationData is not set."),
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__FUNCTION__);
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return false;
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}
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// Filter must be valid if specified.
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if (ValidationParams->GetNavigationFilter().Get())
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{
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NavigationFilter = UNavigationQueryFilter::GetQueryFilter(*NavigationData, Request.UserActor, ValidationParams->GetNavigationFilter());
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if (!NavigationFilter.IsValid())
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{
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UE_VLOG_UELOG(LogOwner, LogSmartObject, Error,
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TEXT("%hs: Navigation filter was specified was failed to resolve it."),
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__FUNCTION__);
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return false;
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}
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}
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}
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NavigationSearchExtents = FVector(ValidationParams->GetSearchExtents());
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GroundTraceParams = ValidationParams->GetGroundTraceParameters();
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TransitionTraceParams = ValidationParams->GetTransitionTraceParameters();
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GroundTraceQueryParams = FCollisionQueryParams(SCENE_QUERY_STAT(SmartObjectTrace), GroundTraceParams.bTraceComplex);
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TransitionTraceQueryParams = FCollisionQueryParams(SCENE_QUERY_STAT(SmartObjectTrace), TransitionTraceParams.bTraceComplex);
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GroundTraceQueryParams.bIgnoreTouches = true;
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TransitionTraceQueryParams.bIgnoreTouches = true;
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if (SmartObjectActor)
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{
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GroundTraceQueryParams.AddIgnoredActor(SmartObjectActor);
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TransitionTraceQueryParams.AddIgnoredActor(SmartObjectActor);
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}
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if (Request.UserActor)
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{
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GroundTraceQueryParams.AddIgnoredActor(Request.UserActor);
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TransitionTraceQueryParams.AddIgnoredActor(Request.UserActor);
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}
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return true;
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}
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};
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//----------------------------------------------------------------------//
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// USmartObjectSubsystem
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//----------------------------------------------------------------------//
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/*__________________________________________________________________________________________________________________________________________________________________________________
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[Registration flows]
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+----------------------------+ +-------------------------------------+
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| CreateSmartObject() |------------------------------------------------------------------------------->| CreateRuntimeInstance() |
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+----------------------------+ / +-------------------------------------+
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+----------------------------+ +----------------------------+ (no comp) /
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| RegisterCollection() |---->| AddContainerToSimulation() |------------- /
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+----------------------------+ +----------------------------+ \ +----------------------------------+
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\ ->| AddCollectionEntryToSimulation() |
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(comp) \ +----------------------------+ (1) / +----------------------------------+
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-> | AddComponentToSimulation() |----
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(not registered & not in collection) / +----------------------------+ (2) \
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/ \
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+----------------------------+ +----------------------------+ \ +-------------------------------------+
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| RegisterSmartObjectActor() |---->| RegisterSmartObject() |-------------------------------------------->| BindComponentToSimulationInternal() |
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+----------------------------+ +----------------------------+ (registered | already in collection) +-------------------------------------+
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____________________________________________________________________________________________________________________________________________________________________________________
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[Unregistration flows]
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+------------------------------+
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| UnregisterCollection() |-------------------------------------------------------------------------------
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+------------------------------+ \
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+------------------------------+ +-------------------------+ \
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| UnregisterSmartObjectActor() |---->| UnregisterSmartObject() | \
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+------------------------------+ +-------------------------+ \
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\ \
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\ +-------------------------------+ (keep runtime) \ +-----------------------------------------+
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->| UnregisterSmartObjectInternal |---------------------------------------------> | UnbindComponentFromSimulationInternal() |
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/ +-------------------------------+ / +-----------------------------------------+
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/ \ (destroy runtime) /
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+------------------------------+ +-------------------------+ \ +---------------------------------+ /
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| RemoveSmartObjectActor() |---->| RemoveSmartObject() | -> | RemoveComponentFromSimulation() | /
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+------------------------------+ / +-------------------------+ +---------------------------------+ /
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/ (comp) \ /
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+------------------------------+/ \ +---------------------------------------+ +-----------------------------------------+
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| DestroySmartObject() |--------------------------------------------------> | RemoveRuntimeInstanceFromSimulation() |---->| DestroyRuntimeInstanceInternal() |
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+------------------------------+ (no comp) +---------------------------------------+ +-----------------------------------------+
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__________________________________________________________________________________________________________________________________________________________________________________*/
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USmartObjectSubsystem::USmartObjectSubsystem()
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: SmartObjectContainer(this)
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{
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}
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void USmartObjectSubsystem::OnWorldComponentsUpdated(UWorld& World)
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{
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#if WITH_EDITORONLY_DATA
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bIsPartitionedWorld = World.IsPartitionedWorld();
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#endif // WITH_EDITORONLY_DATA
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// Load class required to instantiate the space partition structure
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UE_CVLOG_UELOG(!SpacePartitionClassName.IsValid(), this, LogSmartObject, Error, TEXT("A valid space partition class name is required."));
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if (SpacePartitionClassName.IsValid())
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{
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SpacePartitionClass = LoadClass<USmartObjectSpacePartition>(nullptr, *SpacePartitionClassName.ToString());
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UE_CVLOG_UELOG(*SpacePartitionClass == nullptr, this, LogSmartObject, Error, TEXT("Unable to load class %s"), *SpacePartitionClassName.ToString());
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}
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// Class not specified or invalid, use some default
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if (SpacePartitionClass.Get() == nullptr)
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{
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SpacePartitionClassName = FSoftClassPath(USmartObjectHashGrid::StaticClass());
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SpacePartitionClass = USmartObjectHashGrid::StaticClass();
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UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Using default class %s"), *SpacePartitionClassName.ToString());
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}
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#if UE_ENABLE_DEBUG_DRAWING
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// Spawn the rendering actor
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if (RenderingActor == nullptr)
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{
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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RenderingActor = World.SpawnActor<ASmartObjectSubsystemRenderingActor>(SpawnInfo);
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}
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#endif // UE_ENABLE_DEBUG_DRAWING
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// Register collections that were unable to register since they got loaded before the subsystem got created/initialized.
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RegisterCollectionInstances();
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#if WITH_EDITOR
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if (!World.IsGameWorld() && bAutoInitializeEditorInstances)
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{
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// calculating world bounds first since InitializeRuntime is using that data to create the USmartObjectSpacePartition
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// instance. Note that we use the World-calculated bounds only for editor worlds, since Runtime SmartObjectContainer's
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// bounds will rely on existing SmartObjectCollections. In editor we use world's size to not resize the
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// USmartObjectSpacePartition with SO operations
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SmartObjectContainer.SetBounds(ComputeBounds(World));
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InitializeRuntime();
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}
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#endif // WITH_EDITOR
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}
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USmartObjectSubsystem* USmartObjectSubsystem::GetCurrent(const UWorld* World)
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{
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return UWorld::GetSubsystem<USmartObjectSubsystem>(World);
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}
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FSmartObjectRuntime* USmartObjectSubsystem::AddComponentToSimulation(
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USmartObjectComponent& SmartObjectComponent,
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const FSmartObjectCollectionEntry& NewEntry
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)
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{
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checkf(SmartObjectComponent.GetDefinition() != nullptr, TEXT("Shouldn't reach this point with an invalid definition asset"));
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FSmartObjectRuntime* SmartObjectRuntime = AddCollectionEntryToSimulation(NewEntry, *SmartObjectComponent.GetDefinition(), &SmartObjectComponent);
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if (SmartObjectRuntime != nullptr)
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{
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BindComponentToSimulationInternal(SmartObjectComponent, *SmartObjectRuntime);
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}
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return SmartObjectRuntime;
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}
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bool USmartObjectSubsystem::UpdateSmartObjectTransform(const FSmartObjectHandle Handle, const FTransform& NewTransform)
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{
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FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Handle);
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if (!SmartObjectRuntime)
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{
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return false;
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}
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check(SpacePartition);
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// Remove from old location in spatial partition.
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if (SmartObjectRuntime->SpatialEntryData.IsValid())
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{
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SpacePartition->Remove(Handle, SmartObjectRuntime->SpatialEntryData);
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}
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// Set transform and register back to spatial partition.
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SmartObjectRuntime->SetTransform(NewTransform);
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const FBox Bounds = SmartObjectRuntime->GetDefinition().GetBounds().TransformBy(NewTransform);
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SpacePartition->Add(Handle, Bounds, SmartObjectRuntime->SpatialEntryData);
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#if UE_ENABLE_DEBUG_DRAWING
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// Refresh debug draw
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SmartObjectRuntime->Bounds = Bounds;
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if (RenderingActor != nullptr)
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{
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RenderingActor->MarkComponentsRenderStateDirty();
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}
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#endif // UE_ENABLE_DEBUG_DRAWING
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return true;
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}
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void USmartObjectSubsystem::BindComponentToSimulationInternal(USmartObjectComponent& SmartObjectComponent, FSmartObjectRuntime& SmartObjectRuntime) const
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{
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ensureMsgf(SmartObjectComponent.GetRegisteredHandle().IsValid(), TEXT("%hs expects parameter SmartObjectComponent to be already registered."), __FUNCTION__);
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// It is possible that the component is already linked to the runtime instance when the collection entry was initially added.
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const USmartObjectComponent* CurrentComponent = SmartObjectRuntime.GetOwnerComponent();
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ensureMsgf(CurrentComponent == nullptr || CurrentComponent == &SmartObjectComponent,
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TEXT("Different OwnerComponent (was %s) when binding SmartObjectComponent %s. This might indicate multiple objects using the same handle."),
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*GetFullNameSafe(CurrentComponent), *SmartObjectComponent.GetFullName());
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SmartObjectRuntime.OwnerComponent = &SmartObjectComponent;
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// Set the component's owner as the runtime owner if it is not already set (e.g. instance created by an instanced actor)
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if (!SmartObjectRuntime.OwnerData.IsValid())
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{
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SmartObjectRuntime.OwnerData = FConstStructView::Make(FSmartObjectActorUserData(SmartObjectComponent.GetOwner()));
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}
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// Notify the component to bind to its runtime counterpart
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SmartObjectComponent.OnRuntimeInstanceBound(SmartObjectRuntime);
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UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("'%s' using definition '%s' bound to simulation instance with handle '%s'."),
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*UE::SmartObject::DebugGetComponentName(SmartObjectComponent),
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*SmartObjectComponent.GetDefinition()->GetPathName(),
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*LexToString(SmartObjectComponent.GetRegisteredHandle()));
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if (SmartObjectRuntime.OnEvent.IsBound())
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{
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FSmartObjectEventData Data;
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Data.SmartObjectHandle = SmartObjectRuntime.GetRegisteredHandle();
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Data.Reason = ESmartObjectChangeReason::OnComponentBound;
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SmartObjectRuntime.OnEvent.Broadcast(Data);
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}
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}
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void USmartObjectSubsystem::UnbindComponentFromSimulationInternal(USmartObjectComponent& SmartObjectComponent, FSmartObjectRuntime& SmartObjectRuntime) const
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{
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if (SmartObjectRuntime.OnEvent.IsBound())
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{
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FSmartObjectEventData Data;
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Data.SmartObjectHandle = SmartObjectRuntime.GetRegisteredHandle();
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Data.Reason = ESmartObjectChangeReason::OnComponentUnbound;
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SmartObjectRuntime.OnEvent.Broadcast(Data);
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}
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SmartObjectComponent.OnRuntimeInstanceUnbound(SmartObjectRuntime);
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SmartObjectRuntime.OwnerComponent = nullptr;
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UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("'%s' unbound from simulation instance '%s'."),
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*GetNameSafe(SmartObjectComponent.GetOwner()),
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*LexToString(SmartObjectRuntime.GetRegisteredHandle()));
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}
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FSmartObjectRuntime* USmartObjectSubsystem::AddCollectionEntryToSimulation(
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const FSmartObjectCollectionEntry& Entry,
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const USmartObjectDefinition& Definition,
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USmartObjectComponent* OwnerComponent
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)
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{
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const FSmartObjectHandle Handle = Entry.GetHandle();
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UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Creating SmartObject using handle '%s' from collection entry using definition '%s'%s."),
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*LexToString(Handle),
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*Definition.GetName(),
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(OwnerComponent != nullptr) ? *FString::Printf(TEXT(" for '%s'"), *GetNameSafe(OwnerComponent->GetOwner())) : TEXT(""));
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FSmartObjectRuntime* Runtime = CreateRuntimeInstance(Handle, Definition, Entry.GetBounds(), OwnerComponent);
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if (Runtime != nullptr)
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{
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Runtime->SetTransform(Entry.GetTransform());
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Runtime->Tags = Entry.GetTags();
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}
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return Runtime;
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}
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FSmartObjectRuntime* USmartObjectSubsystem::CreateRuntimeInstance(const FSmartObjectHandle Handle, const USmartObjectDefinition& Definition, const FBox Bounds, USmartObjectComponent* OwnerComponent)
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{
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ensure(IsInGameThread() || IsInParallelGameThread());
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if (!ensureMsgf(Handle.IsValid(), TEXT("SmartObject needs a valid Handle to be added to the simulation")))
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{
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return nullptr;
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}
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if (!ensureMsgf(RuntimeSmartObjects.Find(Handle) == nullptr, TEXT("Handle '%s' already registered in runtime simulation"), *LexToString(Handle)))
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{
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return nullptr;
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}
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FSmartObjectRuntime& Runtime = RuntimeSmartObjects.Emplace(Handle, FSmartObjectRuntime(Definition));
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Runtime.SetRegisteredHandle(Handle);
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Runtime.OwnerComponent = OwnerComponent;
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#if UE_ENABLE_DEBUG_DRAWING
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Runtime.Bounds = Bounds;
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#endif
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FWorldConditionContextData ConditionContextData(*Definition.GetWorldConditionSchema());
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SetupConditionContextCommonData(ConditionContextData, Runtime);
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// Always initialize state (handles empty conditions)
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Runtime.PreconditionState.Initialize(*this, Definition.GetPreconditions());
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// Activate preconditions only if associated actor is available, otherwise we wait on hydration since
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// many world conditions relies on actor at the moment.
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const bool bActivateConditions = Runtime.GetOwnerActor(ETrySpawnActorIfDehydrated::No) != nullptr;
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if (bActivateConditions)
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{
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ActivateObjectPreconditions(ConditionContextData, Runtime);
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}
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// Create runtime data and entity for each slot
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Runtime.Slots.Reserve(Definition.GetSlots().Num());
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int32 SlotIndex = 0;
|
|
for (const FSmartObjectSlotDefinition& SlotDefinition : Definition.GetSlots())
|
|
{
|
|
FSmartObjectRuntimeSlot& Slot = Runtime.Slots.AddDefaulted_GetRef();
|
|
|
|
// Setup initial state from slot definition and current object state
|
|
Slot.Offset = SlotDefinition.Offset;
|
|
Slot.Rotation = SlotDefinition.Rotation;
|
|
Slot.bSlotEnabled = SlotDefinition.bEnabled;
|
|
Slot.Tags = SlotDefinition.RuntimeTags;
|
|
Slot.bObjectEnabled = Runtime.IsEnabled();
|
|
|
|
// Always initialize state (handles empty conditions)
|
|
Slot.PreconditionState.Initialize(*this, SlotDefinition.SelectionPreconditions);
|
|
|
|
if (bActivateConditions)
|
|
{
|
|
ActivateSlotPreconditions(ConditionContextData, Slot, FSmartObjectSlotHandle(Handle, SlotIndex));
|
|
}
|
|
|
|
SlotIndex++;
|
|
}
|
|
|
|
// Insert to the spatial representation structure and store associated data
|
|
checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition->Add(Handle, Bounds, Runtime.SpatialEntryData);
|
|
|
|
// Notify that the object became in use.
|
|
if (Runtime.OnEvent.IsBound())
|
|
{
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = Runtime.GetRegisteredHandle();
|
|
Data.Reason = ESmartObjectChangeReason::OnObjectEnabled;
|
|
Runtime.OnEvent.Broadcast(Data);
|
|
}
|
|
|
|
return &Runtime;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RemoveRuntimeInstanceFromSimulation(FSmartObjectRuntime& SmartObjectRuntime, USmartObjectComponent* SmartObjectComponent)
|
|
{
|
|
const FSmartObjectHandle Handle = SmartObjectRuntime.GetRegisteredHandle();
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Removing SmartObject '%s' using definition '%s' from runtime simulation%s."),
|
|
*LexToString(Handle),
|
|
*SmartObjectRuntime.GetDefinition().GetName(),
|
|
(SmartObjectComponent != nullptr) ? *FString::Printf(TEXT(" for '%s'"), *GetNameSafe(SmartObjectComponent->GetOwner())) : TEXT(""));
|
|
|
|
if (SmartObjectComponent != nullptr)
|
|
{
|
|
UnbindComponentFromSimulationInternal(*SmartObjectComponent, SmartObjectRuntime);
|
|
}
|
|
|
|
DestroyRuntimeInstanceInternal(Handle, SmartObjectRuntime);
|
|
|
|
// Remove object runtime data
|
|
RuntimeSmartObjects.Remove(Handle);
|
|
|
|
return true;
|
|
}
|
|
|
|
void USmartObjectSubsystem::DestroyRuntimeInstanceInternal(
|
|
const FSmartObjectHandle Handle,
|
|
FSmartObjectRuntime& SmartObjectRuntime
|
|
)
|
|
{
|
|
// Abort everything before removing since abort flow may require access to runtime data
|
|
AbortAll(Handle, SmartObjectRuntime);
|
|
|
|
// Notify that the object is not in use anymore.
|
|
if (SmartObjectRuntime.OnEvent.IsBound())
|
|
{
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = SmartObjectRuntime.GetRegisteredHandle();
|
|
Data.Reason = ESmartObjectChangeReason::OnObjectDisabled;
|
|
SmartObjectRuntime.OnEvent.Broadcast(Data);
|
|
}
|
|
|
|
// Remove from space partition
|
|
checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition->Remove(Handle, SmartObjectRuntime.SpatialEntryData);
|
|
|
|
if (SmartObjectRuntime.PreconditionState.AreConditionsActivated())
|
|
{
|
|
FWorldConditionContextData ConditionContextData(*SmartObjectRuntime.GetDefinition().GetWorldConditionSchema());
|
|
SetupConditionContextCommonData(ConditionContextData, SmartObjectRuntime);
|
|
|
|
// Deactivate object and slot Preconditions
|
|
const FWorldConditionContext ObjectContext(SmartObjectRuntime.PreconditionState, ConditionContextData);
|
|
ObjectContext.Deactivate();
|
|
|
|
const USmartObjectWorldConditionSchema* DefaultWorldConditionSchema = GetDefault<USmartObjectWorldConditionSchema>();
|
|
for (TConstEnumerateRef<FSmartObjectRuntimeSlot> RuntimeSlot : EnumerateRange(SmartObjectRuntime.Slots))
|
|
{
|
|
const FSmartObjectSlotHandle SlotHandle(Handle, RuntimeSlot.GetIndex());
|
|
ensureMsgf(ConditionContextData.SetContextData(DefaultWorldConditionSchema->GetSlotHandleRef(), &SlotHandle),
|
|
TEXT("Expecting USmartObjectWorldConditionSchema::SlotHandleRef to be valid."));
|
|
|
|
// Deactivate slot Preconditions (if successfully initialized)
|
|
const FWorldConditionContext SlotContext(RuntimeSlot->PreconditionState, ConditionContextData);
|
|
SlotContext.Deactivate();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RemoveCollectionEntryFromSimulation(const FSmartObjectCollectionEntry& Entry)
|
|
{
|
|
return DestroySmartObject(Entry.GetHandle());
|
|
}
|
|
|
|
void USmartObjectSubsystem::RemoveComponentFromSimulation(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
const FSmartObjectHandle Handle = SmartObjectComponent.GetRegisteredHandle();
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Handle))
|
|
{
|
|
if (RemoveRuntimeInstanceFromSimulation(*SmartObjectRuntime, &SmartObjectComponent))
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("%hs call succeeded for %s"), __FUNCTION__, *GetNameSafe(SmartObjectComponent.GetOwner()));
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("%hs call failed for %s"), __FUNCTION__, *GetNameSafe(SmartObjectComponent.GetOwner()));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#if WITH_SMARTOBJECT_DEBUG
|
|
ensureMsgf(false, TEXT("RemoveComponentFromSimulation is an internal call and should only be used for objects still part of the simulation"));
|
|
#endif // WITH_SMARTOBJECT_DEBUG
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("%hs called with %s handle and no corresponding SmartObjectRuntime")
|
|
, __FUNCTION__
|
|
, Handle.IsValid() ? *FString::Printf(TEXT("a VALID '%s'"), *LexToString(Handle)) : TEXT("an INVALID"));
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::AbortAll(const FSmartObjectHandle Handle, FSmartObjectRuntime& SmartObjectRuntime) const
|
|
{
|
|
for (TEnumerateRef<FSmartObjectRuntimeSlot> RuntimeSlot : EnumerateRange(SmartObjectRuntime.Slots))
|
|
{
|
|
const FSmartObjectSlotHandle SlotHandle(Handle, RuntimeSlot.GetIndex());
|
|
|
|
switch (RuntimeSlot->State)
|
|
{
|
|
case ESmartObjectSlotState::Claimed:
|
|
case ESmartObjectSlotState::Occupied:
|
|
{
|
|
const FSmartObjectClaimHandle ClaimHandle(SmartObjectRuntime.GetRegisteredHandle(), SlotHandle, RuntimeSlot->User);
|
|
|
|
// Keep user data to be used as payload in the notification event
|
|
// since it will be released by the following call to Slot.Release
|
|
const FInstancedStruct Payload(MoveTemp(RuntimeSlot->UserData));
|
|
if (RuntimeSlot->Release(ClaimHandle, /* bAborted */true))
|
|
{
|
|
OnSlotChanged(SmartObjectRuntime, *RuntimeSlot, SlotHandle, ESmartObjectChangeReason::OnReleased, Payload);
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Slot %s released by an abort"), *LexToString(ClaimHandle.SlotHandle));
|
|
UE_VLOG_LOCATION(this, LogSmartObject, Display, SmartObjectRuntime.Transform.TransformPosition(FVector(RuntimeSlot->Offset)), /*Radius*/50, FColor::Red, TEXT("Released by abort"));
|
|
}
|
|
break;
|
|
}
|
|
case ESmartObjectSlotState::Free: // falling through on purpose
|
|
default:
|
|
UE_CVLOG_UELOG(RuntimeSlot->User.IsValid(), this, LogSmartObject, Warning,
|
|
TEXT("SmartObject '%s' using definition '%s' used by %s while the slot it's assigned to is not marked Claimed nor Occupied"),
|
|
*LexToString(Handle),
|
|
*LexToString(SmartObjectRuntime.GetDefinition()),
|
|
*LexToString(RuntimeSlot->User));
|
|
break;
|
|
}
|
|
RuntimeSlot->State = ESmartObjectSlotState::Free;
|
|
}
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RegisterSmartObject(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
const USmartObjectDefinition* Definition = SmartObjectComponent.GetDefinition();
|
|
if (Definition == nullptr)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Attempting to register '%s' while its DefinitionAsset is not set. Bailing out."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
return false;
|
|
}
|
|
|
|
if (Definition->HasBeenValidated() == false)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Attempting to register '%s' while its DefinitionAsset has not been Validated. Validating now."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
Definition->Validate();
|
|
}
|
|
|
|
if (Definition->IsDefinitionValid() == false)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Attempting to register '%s' while its DefinitionAsset fails validation test. Bailing out."
|
|
" Resave asset '%s' to see the errors and fix the problem."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent),
|
|
*GetPathNameSafe(Definition));
|
|
return false;
|
|
}
|
|
|
|
if (Definition->GetSlots().IsEmpty())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Attempting to register '%s' while its DefinitionAsset doesn't contain any slots. Bailing out."
|
|
" Resave asset '%s' to see the errors and fix the problem."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent),
|
|
*GetPathNameSafe(Definition));
|
|
return false;
|
|
}
|
|
|
|
if (RegisteredSOComponents.Contains(&SmartObjectComponent))
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Failed to register '%s'. Already registered"), *UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
return false;
|
|
}
|
|
|
|
// until the runtime is initialized we're not ready to register SmartObject. We collect them in PendingSmartObjectRegistration
|
|
// and process them in InitializeRuntime call.
|
|
if (bRuntimeInitialized)
|
|
{
|
|
if (SmartObjectComponent.GetRegisteredHandle().IsValid())
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
|
|
if (ensureAlwaysMsgf(SmartObjectRuntime != nullptr, TEXT("Unable to bind '%s' with handle '%s' since an associated runtime doesn't exist."),
|
|
*SmartObjectComponent.GetFullName(),
|
|
*LexToString(SmartObjectComponent.GetRegisteredHandle())))
|
|
{
|
|
// Simply bind the newly available component to its active runtime instance
|
|
BindComponentToSimulationInternal(SmartObjectComponent, *SmartObjectRuntime);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bAlreadyInCollection = false;
|
|
if (const FSmartObjectCollectionEntry* Entry = SmartObjectContainer.AddSmartObject(SmartObjectComponent, bAlreadyInCollection))
|
|
{
|
|
if (bAlreadyInCollection)
|
|
{
|
|
SmartObjectComponent.SetRegisteredHandle(Entry->GetHandle(), ESmartObjectRegistrationType::BindToExistingInstance);
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
|
|
if (ensureAlwaysMsgf(SmartObjectRuntime != nullptr, TEXT("Unable to bind '%s' with handle '%s' since an associated runtime doesn't exist."),
|
|
*SmartObjectComponent.GetFullName(),
|
|
*LexToString(SmartObjectComponent.GetRegisteredHandle())))
|
|
{
|
|
BindComponentToSimulationInternal(SmartObjectComponent, *SmartObjectRuntime);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SmartObjectComponent.SetRegisteredHandle(Entry->GetHandle(), ESmartObjectRegistrationType::Dynamic);
|
|
AddComponentToSimulation(SmartObjectComponent, *Entry);
|
|
#if WITH_EDITOR
|
|
OnMainCollectionDirtied.Broadcast();
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
ensureMsgf(RegisteredSOComponents.Find(&SmartObjectComponent) == INDEX_NONE
|
|
, TEXT("Adding '%s' to list of registered components, but it has already been added. Missing unregister call?"), *UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
RegisteredSOComponents.Add(&SmartObjectComponent);
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
// Refresh debug draw
|
|
if (RenderingActor != nullptr)
|
|
{
|
|
RenderingActor->MarkComponentsRenderStateDirty();
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose,
|
|
TEXT("'%s' not registered since InitializeRuntime has not been called yet. Storing component for registration during InitializeRuntime call.")
|
|
, *UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
PendingSmartObjectRegistration.Add(&SmartObjectComponent);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FSmartObjectHandle USmartObjectSubsystem::CreateSmartObject(const USmartObjectDefinition& Definition, const FTransform& Transform, const FConstStructView OwnerData)
|
|
{
|
|
if (!ensureMsgf(bRuntimeInitialized, TEXT("")))
|
|
{
|
|
return FSmartObjectHandle::Invalid;
|
|
}
|
|
|
|
FSmartObjectHandle Handle = FSmartObjectHandleFactory::CreateHandleForDynamicObject();
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Creating SmartObject '%s' using definition '%s'."),
|
|
*LexToString(Handle),
|
|
*Definition.GetName());
|
|
|
|
if (FSmartObjectRuntime* Runtime = CreateRuntimeInstance(Handle, Definition, Definition.GetBounds().TransformBy(Transform)))
|
|
{
|
|
Runtime->SetTransform(Transform);
|
|
Runtime->OwnerData = OwnerData;
|
|
}
|
|
else
|
|
{
|
|
Handle.Invalidate();
|
|
}
|
|
|
|
return Handle;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::DestroySmartObject(const FSmartObjectHandle Handle)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Destroying SmartObject using handle '%s'."), *LexToString(Handle));
|
|
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = GetRuntimeInstance(Handle))
|
|
{
|
|
if (USmartObjectComponent* Component = SmartObjectRuntime->GetOwnerComponent())
|
|
{
|
|
RemoveSmartObject(*Component);
|
|
}
|
|
else
|
|
{
|
|
return RemoveRuntimeInstanceFromSimulation(*SmartObjectRuntime);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RemoveSmartObject(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
if (RegisteredSOComponents.Contains(&SmartObjectComponent))
|
|
{
|
|
return UnregisterSmartObjectInternal(SmartObjectComponent, /*bDestroyRuntimeState=*/true);
|
|
}
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Failed to remove '%s' since it doesn't seem registered or has already been unregistered."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::UnregisterSmartObject(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
if (RegisteredSOComponents.Contains(&SmartObjectComponent))
|
|
{
|
|
return UnregisterSmartObjectInternal(SmartObjectComponent,
|
|
/*bDestroyRuntimeState=*/SmartObjectComponent.GetRegistrationType() == ESmartObjectRegistrationType::Dynamic);
|
|
}
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Failed to unregister '%s' since it doesn't seem registered or has already been unregistered."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent));
|
|
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::UnregisterSmartObjectInternal(USmartObjectComponent& SmartObjectComponent, const bool bDestroyRuntimeState)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("Unregistering '%s' using definition '%s' associated to '%s'."),
|
|
*LexToString(SmartObjectComponent.GetRegisteredHandle()),
|
|
*GetNameSafe(SmartObjectComponent.GetDefinition()),
|
|
*GetNameSafe(SmartObjectComponent.GetOwner()));
|
|
|
|
if (bRuntimeInitialized)
|
|
{
|
|
ensure(SmartObjectComponent.GetRegisteredHandle().IsValid());
|
|
|
|
if (SmartObjectComponent.IsBoundToSimulation())
|
|
{
|
|
if (bDestroyRuntimeState)
|
|
{
|
|
RemoveComponentFromSimulation(SmartObjectComponent);
|
|
SmartObjectContainer.RemoveSmartObject(SmartObjectComponent);
|
|
}
|
|
// otherwise we keep all the runtime entries in place - those will be removed along with the collection that has added them
|
|
else
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
|
|
if (ensureAlwaysMsgf(SmartObjectRuntime != nullptr, TEXT("Unable to unbind '%s' using handle '%s' since an associated runtime doesn't exist."),
|
|
*SmartObjectComponent.GetFullName(),
|
|
*LexToString(SmartObjectComponent.GetRegisteredHandle())))
|
|
{
|
|
// Unbind the component from its associated runtime instance
|
|
UnbindComponentFromSimulationInternal(SmartObjectComponent, *SmartObjectRuntime);
|
|
}
|
|
}
|
|
}
|
|
|
|
RegisteredSOComponents.Remove(&SmartObjectComponent);
|
|
}
|
|
else
|
|
{
|
|
PendingSmartObjectRegistration.RemoveSingleSwap(&SmartObjectComponent);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RegisterSmartObjectActor(const AActor& SmartObjectActor)
|
|
{
|
|
TArray<USmartObjectComponent*> Components;
|
|
SmartObjectActor.GetComponents(Components);
|
|
UE_CVLOG_UELOG(Components.Num() == 0, &SmartObjectActor, LogSmartObject, Log,
|
|
TEXT("Failed to register SmartObject components for '%s'. No components found."), *SmartObjectActor.GetFullName(SmartObjectActor.GetOwner()));
|
|
|
|
int32 NumSuccess = 0;
|
|
for (USmartObjectComponent* SOComponent : Components)
|
|
{
|
|
if (RegisterSmartObject(*SOComponent))
|
|
{
|
|
NumSuccess++;
|
|
}
|
|
}
|
|
return NumSuccess > 0 && NumSuccess == Components.Num();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::UnregisterSmartObjectActor(const AActor& SmartObjectActor)
|
|
{
|
|
TArray<USmartObjectComponent*> Components;
|
|
SmartObjectActor.GetComponents(Components);
|
|
UE_CVLOG_UELOG(Components.Num() == 0, &SmartObjectActor, LogSmartObject, Log,
|
|
TEXT("Failed to unregister SmartObject components for '%s'. No components found."), *SmartObjectActor.GetFullName(SmartObjectActor.GetOwner()));
|
|
|
|
int32 NumSuccess = 0;
|
|
for (USmartObjectComponent* SOComponent : Components)
|
|
{
|
|
if (UnregisterSmartObject(*SOComponent))
|
|
{
|
|
NumSuccess++;
|
|
}
|
|
}
|
|
return NumSuccess > 0 && NumSuccess == Components.Num();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RemoveSmartObjectActor(const AActor& SmartObjectActor)
|
|
{
|
|
TArray<USmartObjectComponent*> Components;
|
|
SmartObjectActor.GetComponents(Components);
|
|
UE_CVLOG_UELOG(Components.Num() == 0, &SmartObjectActor, LogSmartObject, Log,
|
|
TEXT("Failed to remove SmartObject components runtime data for '%s'. No components found."), *SmartObjectActor.GetFullName());
|
|
|
|
int32 NumSuccess = 0;
|
|
for (USmartObjectComponent* SOComponent : Components)
|
|
{
|
|
if (RemoveSmartObject(*SOComponent))
|
|
{
|
|
NumSuccess++;
|
|
}
|
|
}
|
|
return NumSuccess > 0 && NumSuccess == Components.Num();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::SetSmartObjectActorEnabled(const AActor& SmartObjectActor, const bool bEnabled)
|
|
{
|
|
TArray<USmartObjectComponent*> Components;
|
|
SmartObjectActor.GetComponents(Components);
|
|
UE_CVLOG_UELOG(Components.Num() == 0, this, LogSmartObject, Log,
|
|
TEXT("Failed to change SmartObject components enabled state for '%s'. No components found."), *SmartObjectActor.GetFullName());
|
|
|
|
int32 NumSuccess = 0;
|
|
for (const USmartObjectComponent* SOComponent : Components)
|
|
{
|
|
if (SetEnabledForReason(SOComponent->GetRegisteredHandle(), UE::SmartObject::EnabledReason::Gameplay, bEnabled))
|
|
{
|
|
NumSuccess++;
|
|
}
|
|
}
|
|
|
|
return NumSuccess > 0 && NumSuccess == Components.Num();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::SetEnabled(const FSmartObjectHandle Handle, const bool bEnabled)
|
|
{
|
|
return SetEnabledForReason(Handle, UE::SmartObject::EnabledReason::Gameplay, bEnabled);
|
|
}
|
|
|
|
bool USmartObjectSubsystem::SetEnabledForReason(const FSmartObjectHandle Handle, const FGameplayTag ReasonTag, const bool bEnabled)
|
|
{
|
|
if (!ensureMsgf(ReasonTag.IsValid(), TEXT("All code paths are expected to provide a specific reason tag.")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = GetRuntimeInstance(Handle);
|
|
if (SmartObjectRuntime == nullptr)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log,
|
|
TEXT("Failed to change SmartObject enabled state for '%s'. No associated runtime instance found."), *LexToString(Handle));
|
|
|
|
return false;
|
|
}
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose,
|
|
TEXT("%s Tag %s"), bEnabled ? TEXT("Removing") : TEXT("Adding"), *ReasonTag.ToString());
|
|
|
|
// Keep track of our previous state
|
|
const uint16 OldFlags = SmartObjectRuntime->DisableFlags;
|
|
const uint16 ReasonFlag = UE::SmartObject::GetMaskForEnabledReasonTag(ReasonTag);
|
|
const bool bWasEnabled = !(OldFlags & ReasonFlag);
|
|
|
|
if (bWasEnabled == bEnabled)
|
|
{
|
|
// Already in the proper state, nothing to notify
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log,
|
|
TEXT("Object is already in the desired state for Tag %s. That might indicates assymetrical calls to SetEnabledForReason(..., ReasonX, true|false)"), *ReasonTag.ToString());
|
|
return true;
|
|
}
|
|
|
|
// Apply the mask
|
|
SmartObjectRuntime->SetEnabled(bEnabled, ReasonFlag);
|
|
if (!OldFlags == !SmartObjectRuntime->DisableFlags)
|
|
{
|
|
// Already in the proper state for other reasons, nothing to notify
|
|
return true;
|
|
}
|
|
|
|
// Notify if needed
|
|
if (SmartObjectRuntime->OnEvent.IsBound())
|
|
{
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = SmartObjectRuntime->GetRegisteredHandle();
|
|
Data.Reason = bEnabled ? ESmartObjectChangeReason::OnObjectEnabled : ESmartObjectChangeReason::OnObjectDisabled;
|
|
SmartObjectRuntime->OnEvent.Broadcast(Data);
|
|
}
|
|
|
|
// Propagate object enabled state to slots and notify if needed.
|
|
for (TEnumerateRef<FSmartObjectRuntimeSlot> RuntimeSlot : EnumerateRange(SmartObjectRuntime->Slots))
|
|
{
|
|
const FSmartObjectSlotHandle SlotHandle(Handle, RuntimeSlot.GetIndex());
|
|
|
|
// Using 'IsEnabled' to combine slot enable and smart object enable
|
|
const bool bSlotPreviousValue = RuntimeSlot->IsEnabled();
|
|
|
|
// Always set object enabled state even if combined result might not be affected
|
|
RuntimeSlot->bObjectEnabled = bEnabled;
|
|
|
|
// Using new combined value to detect changes
|
|
if (RuntimeSlot->IsEnabled() != bSlotPreviousValue)
|
|
{
|
|
OnSlotChanged(*SmartObjectRuntime, *RuntimeSlot, SlotHandle, RuntimeSlot->IsEnabled() ? ESmartObjectChangeReason::OnSlotEnabled : ESmartObjectChangeReason::OnSlotDisabled, RuntimeSlot->UserData);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsEnabled(const FSmartObjectHandle Handle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetRuntimeInstance(Handle);
|
|
UE_CVLOG_UELOG(SmartObjectRuntime == nullptr, this, LogSmartObject, Log,
|
|
TEXT("Failed to get the SmartObject enabled state for '%s'. No associated runtime instance found."), *LexToString(Handle));
|
|
|
|
return SmartObjectRuntime && SmartObjectRuntime->IsEnabled();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsEnabledForReason(const FSmartObjectHandle Handle, const FGameplayTag ReasonTag) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetRuntimeInstance(Handle);
|
|
UE_CVLOG_UELOG(SmartObjectRuntime == nullptr, this, LogSmartObject, Log,
|
|
TEXT("Failed to get the SmartObject enabled state for '%s'. No associated runtime instance found."), *LexToString(Handle));
|
|
|
|
return SmartObjectRuntime && SmartObjectRuntime->IsEnabledForReason(ReasonTag);
|
|
}
|
|
|
|
void USmartObjectSubsystem::SetupConditionContextCommonData(FWorldConditionContextData& ContextData, const FSmartObjectRuntime& SmartObjectRuntime) const
|
|
{
|
|
const USmartObjectWorldConditionSchema* DefaultSchema = GetDefault<USmartObjectWorldConditionSchema>();
|
|
ensureMsgf(ContextData.SetContextData(DefaultSchema->GetSmartObjectActorRef(), SmartObjectRuntime.GetOwnerActor()),
|
|
TEXT("Expecting USmartObjectWorldConditionSchema::GetSmartObjectActorRef to be valid."));
|
|
ensureMsgf(ContextData.SetContextData(DefaultSchema->GetSmartObjectHandleRef(), &SmartObjectRuntime.RegisteredHandle),
|
|
TEXT("Expecting USmartObjectWorldConditionSchema::SmartObjectHandleRef to be valid."));
|
|
ensureMsgf(ContextData.SetContextData(DefaultSchema->GetSubsystemRef(), this),
|
|
TEXT("Expecting USmartObjectWorldConditionSchema::SubsystemRef to be valid."));
|
|
}
|
|
|
|
void USmartObjectSubsystem::BindPropertiesFromStruct(FWorldConditionContextData& ContextData, const FConstStructView& UserData) const
|
|
{
|
|
const UWorldConditionSchema* Schema = ContextData.GetSchema();
|
|
check(Schema);
|
|
|
|
// @todo SO: could create a cache of layouts since user data types shouldn't vary much
|
|
// @todo SO: consider moving this into FWorldConditionContextData
|
|
|
|
for (TFieldIterator<FProperty> It(UserData.GetScriptStruct()); It; ++It)
|
|
{
|
|
const FProperty* Property = *It;
|
|
if (const FStructProperty* StructProperty = CastField<FStructProperty>(Property))
|
|
{
|
|
const FWorldConditionContextDataRef Ref = Schema->GetContextDataRefByName(Property->GetFName(), StructProperty->Struct);
|
|
if (Ref.IsValid())
|
|
{
|
|
const FConstStructView StructView(StructProperty->Struct, UserData.GetMemory() + Property->GetOffset_ForInternal());
|
|
ContextData.SetContextData(Ref, StructView);
|
|
}
|
|
}
|
|
else if (const FObjectPropertyBase* ObjectProperty = CastField<FObjectPropertyBase>(Property))
|
|
{
|
|
const FWorldConditionContextDataRef Ref = Schema->GetContextDataRefByName(Property->GetFName(), ObjectProperty->PropertyClass);
|
|
if (Ref.IsValid())
|
|
{
|
|
const UObject* Object = ObjectProperty->GetObjectPropertyValue(UserData.GetMemory() + Property->GetOffset_ForInternal());
|
|
ContextData.SetContextData(Ref, Object);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool USmartObjectSubsystem::ActivateObjectPreconditions(const FWorldConditionContextData& ContextData, const FSmartObjectRuntime& SmartObjectRuntime) const
|
|
{
|
|
if (SmartObjectRuntime.PreconditionState.GetNumConditions() == 0)
|
|
{
|
|
// Nothing to activate is considered a success
|
|
SmartObjectRuntime.PreconditionState.SetConditionsActivated(true);
|
|
return true;
|
|
}
|
|
|
|
const FWorldConditionContext ObjectContext(SmartObjectRuntime.PreconditionState, ContextData);
|
|
if (!ObjectContext.Activate())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Failed to activate Preconditions on SmartObject '%s'."),
|
|
*LexToString(SmartObjectRuntime.GetRegisteredHandle()));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::ActivateSlotPreconditions(FWorldConditionContextData& ContextData, const FSmartObjectRuntimeSlot& Slot, const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
if (Slot.PreconditionState.GetNumConditions() == 0)
|
|
{
|
|
// Nothing to activate is considered a success
|
|
Slot.PreconditionState.SetConditionsActivated(true);
|
|
return true;
|
|
}
|
|
|
|
// Activate slot Preconditions if any
|
|
ensureMsgf(ContextData.SetContextData(CastChecked<const USmartObjectWorldConditionSchema>(ContextData.GetSchema())->GetSlotHandleRef(), &SlotHandle),
|
|
TEXT("Expecting USmartObjectWorldConditionSchema::SlotHandleRef to be valid."));
|
|
|
|
const FWorldConditionContext SlotContext(Slot.PreconditionState, ContextData);
|
|
if (!SlotContext.Activate())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Error,
|
|
TEXT("Failed to activate Preconditions on SmartObject '%s' slot '%s'."), *LexToString(SlotHandle.GetSmartObjectHandle()), *LexToString(SlotHandle));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::TryActivatePreconditions(const FSmartObjectRuntime& SmartObjectRuntime) const
|
|
{
|
|
if (SmartObjectRuntime.PreconditionState.AreConditionsActivated())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (!SmartObjectRuntime.ResolveOwnerActor())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Preconditions for owning SmartObject '%s' can't be activated: no owner actor"),
|
|
*LexToString(SmartObjectRuntime.GetRegisteredHandle()));
|
|
return false;
|
|
}
|
|
|
|
FWorldConditionContextData ContextData(*SmartObjectRuntime.GetDefinition().GetWorldConditionSchema());
|
|
SetupConditionContextCommonData(ContextData, SmartObjectRuntime);
|
|
|
|
if (!ActivateObjectPreconditions(ContextData, SmartObjectRuntime))
|
|
{
|
|
// No need to continue with slot preconditions, we already failed. Errors are reported by ActivateObjectPreconditions.
|
|
return false;
|
|
}
|
|
|
|
int32 SlotIndex = 0;
|
|
for (const FSmartObjectRuntimeSlot& Slot : SmartObjectRuntime.Slots)
|
|
{
|
|
if (!ActivateSlotPreconditions(ContextData, Slot, FSmartObjectSlotHandle(SmartObjectRuntime.GetRegisteredHandle(), SlotIndex)))
|
|
{
|
|
// No need to continue with other slots preconditions, we already failed. Errors are reported by ActivateSlotPreconditions.
|
|
return false;
|
|
}
|
|
SlotIndex++;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::EvaluateObjectConditions(const FWorldConditionContextData& ConditionContextData, const FSmartObjectRuntime& SmartObjectRuntime) const
|
|
{
|
|
// Evaluate object conditions. Note that unsuccessfully initialized conditions is supported (i.e. error during activation)
|
|
|
|
// We only want to evaluate the world condition on the server because, even if a client evaluates a false positive world condition,
|
|
// the server will reconcile that failure when the replication data gets updated anyway. At the moment it isn't worth the cost
|
|
// of replicating the world condition across clients to make it work.
|
|
// The world condition context's FWorldConditionQueryState will never be initialized on the client (bIsInitialized) will always be false
|
|
// because FWorldConditionQueryState::InitializeInternal is always going to be called with a null InSharedDefinition param.
|
|
|
|
if (!IsRunningOnServer() || SmartObjectRuntime.PreconditionState.GetNumConditions() == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Preconditions activation might have been delayed for dehydrated actors
|
|
if (!TryActivatePreconditions(SmartObjectRuntime))
|
|
{
|
|
// Errors are reported by TryActivatePreconditions.
|
|
return false;
|
|
}
|
|
|
|
const FWorldConditionContext Context(SmartObjectRuntime.PreconditionState, ConditionContextData);
|
|
if (!Context.IsTrue())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Preconditions for owning SmartObject '%s' failed."), *LexToString(SmartObjectRuntime.GetRegisteredHandle()));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::EvaluateSlotConditions(
|
|
FWorldConditionContextData& ConditionContextData,
|
|
const FSmartObjectRuntime& SmartObjectRuntime,
|
|
const FSmartObjectSlotHandle SlotHandle
|
|
) const
|
|
{
|
|
FWorldConditionQueryState& QueryState = SmartObjectRuntime.Slots[SlotHandle.GetSlotIndex()].PreconditionState;
|
|
|
|
if (!IsRunningOnServer() || QueryState.GetNumConditions() == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Preconditions activation might have been delayed for dehydrated actors
|
|
// We try activate also for slots since the object might not have preconditions so it didn't need to activate any.
|
|
if (!TryActivatePreconditions(SmartObjectRuntime))
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Preconditions for owning SmartObject '%s' can't be activated."), *LexToString(SmartObjectRuntime.GetRegisteredHandle()));
|
|
return false;
|
|
}
|
|
|
|
// Add slot data to the context
|
|
const USmartObjectWorldConditionSchema* DefaultSchema = GetDefault<USmartObjectWorldConditionSchema>();
|
|
ensureMsgf(ConditionContextData.SetContextData(DefaultSchema->GetSlotHandleRef(), &SlotHandle),
|
|
TEXT("Expecting USmartObjectWorldConditionSchema::SlotHandleRef to be valid."));
|
|
|
|
// Evaluate slot conditions. Note that unsuccessfully initialized conditions is supported (i.e. error during activation)
|
|
const FWorldConditionContext Context(QueryState, ConditionContextData);
|
|
if (!Context.IsTrue())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("Preconditions for slot '%s' failed."), *LexToString(SlotHandle));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FSmartObjectClaimHandle USmartObjectSubsystem::MarkSlotAsClaimed(const FSmartObjectSlotHandle SlotHandle, const FConstStructView UserData)
|
|
{
|
|
return MarkSlotAsClaimed(SlotHandle, ESmartObjectClaimPriority::Normal, UserData);
|
|
}
|
|
|
|
FSmartObjectClaimHandle USmartObjectSubsystem::MarkSlotAsClaimed(const FSmartObjectSlotHandle SlotHandle, ESmartObjectClaimPriority ClaimPriority, const FConstStructView UserData)
|
|
{
|
|
if (!SlotHandle.IsValid())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Claiming using an unset SmartObject slot handle. Returning invalid FSmartObjectClaimHandle."));
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (!GetValidatedMutableRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
// Fast test to see if slot can be claimed (Parent smart object is enabled AND slot is free and enabled)
|
|
if (!Slot->CanBeClaimed(ClaimPriority))
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log,
|
|
TEXT("Can't claim slot handle '%s' since it is, or its owning SmartObject '%s', disabled or not free."), *LexToString(SlotHandle), *LexToString(SlotHandle.GetSmartObjectHandle()));
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
// We're overriding a claim, notify current listeners about the release.
|
|
bool bIsClaimOverridden = false;
|
|
if (Slot->GetState() == ESmartObjectSlotState::Claimed)
|
|
{
|
|
const FInstancedStruct Payload(MoveTemp(Slot->UserData));
|
|
const FSmartObjectClaimHandle ExistingClaim(SlotHandle.SmartObjectHandle, SlotHandle, Slot->User);
|
|
|
|
ensureMsgf(Slot->Release(ExistingClaim, /*bAborted*/ true), TEXT("Expecting the release to always succeed, since the slot can be claimed based on earlier check."));
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Released using handle '%s' due to claim override"), *LexToString(ExistingClaim));
|
|
UE_VLOG_LOCATION(this, LogSmartObject, Display, GetSlotLocation(ExistingClaim).GetValue(), 50, FColor::White, TEXT("Released (Override)"));
|
|
OnSlotChanged(*SmartObjectRuntime, *Slot, ExistingClaim.SlotHandle, ESmartObjectChangeReason::OnReleased, Payload);
|
|
|
|
bIsClaimOverridden = true;
|
|
}
|
|
|
|
const FSmartObjectUserHandle User(NextFreeUserID++);
|
|
const bool bClaimed = Slot->Claim(User, ClaimPriority);
|
|
|
|
const FSmartObjectClaimHandle ClaimHandle(SlotHandle.GetSmartObjectHandle(), SlotHandle, User);
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Claim %s for handle '%s'. Slot State is '%s'"),
|
|
bClaimed ? TEXT("SUCCEEDED") : TEXT("FAILED"),
|
|
*LexToString(ClaimHandle),
|
|
*UEnum::GetValueAsString(Slot->GetState()));
|
|
UE_CVLOG_LOCATION(bClaimed, this, LogSmartObject, Display, GetSlotLocation(ClaimHandle).GetValue(), 50, FColor::Yellow, TEXT("Claim %s"), bIsClaimOverridden ? TEXT("[Override]") : TEXT(""));
|
|
|
|
if (bClaimed)
|
|
{
|
|
Slot->UserData = UserData;
|
|
OnSlotChanged(*SmartObjectRuntime, *Slot, SlotHandle, ESmartObjectChangeReason::OnClaimed, Slot->UserData);
|
|
return ClaimHandle;
|
|
}
|
|
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::CanBeClaimed(const FSmartObjectSlotHandle SlotHandle, ESmartObjectClaimPriority ClaimPriority) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return Slot->CanBeClaimed(ClaimPriority);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsSmartObjectValid(const FSmartObjectHandle SmartObjectHandle) const
|
|
{
|
|
return SmartObjectHandle.IsValid() && RuntimeSmartObjects.Find(SmartObjectHandle) != nullptr;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsClaimedSmartObjectValid(const FSmartObjectClaimHandle& ClaimHandle) const
|
|
{
|
|
return ClaimHandle.IsValid() && RuntimeSmartObjects.Find(ClaimHandle.SmartObjectHandle) != nullptr;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsSlotValidVerbose(const FSmartObjectSlotHandle SlotHandle, const ANSICHAR* LogContext) const
|
|
{
|
|
UE_CVLOG_UELOG(!SlotHandle.IsValid(), this, LogSmartObject, Log,
|
|
TEXT("%hs failed. SlotHandle is not set."), LogContext);
|
|
return IsSmartObjectSlotValid(SlotHandle);
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::GetBehaviorDefinition(
|
|
const FSmartObjectClaimHandle& ClaimHandle,
|
|
TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass
|
|
)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(ClaimHandle.SmartObjectHandle, __FUNCTION__);
|
|
return SmartObjectRuntime != nullptr ? GetBehaviorDefinition(*SmartObjectRuntime, ClaimHandle.SlotHandle, DefinitionClass) : nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::GetBehaviorDefinitionByRequestResult(
|
|
const FSmartObjectRequestResult& RequestResult,
|
|
TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass
|
|
)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(RequestResult.SmartObjectHandle, __FUNCTION__);
|
|
return SmartObjectRuntime != nullptr ? GetBehaviorDefinition(*SmartObjectRuntime, RequestResult.SlotHandle, DefinitionClass) : nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::GetBehaviorDefinition(
|
|
const FSmartObjectRuntime& SmartObjectRuntime,
|
|
const FSmartObjectSlotHandle SlotHandle,
|
|
TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass
|
|
)
|
|
{
|
|
const USmartObjectDefinition& Definition = SmartObjectRuntime.GetDefinition();
|
|
return Definition.GetBehaviorDefinition(SlotHandle.GetSlotIndex(), DefinitionClass);
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::MarkSlotAsOccupied(
|
|
const FSmartObjectClaimHandle& ClaimHandle,
|
|
TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass
|
|
)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = GetValidatedMutableRuntime(ClaimHandle.SmartObjectHandle, __FUNCTION__);
|
|
return SmartObjectRuntime != nullptr ? MarkSlotAsOccupied(*SmartObjectRuntime, ClaimHandle, DefinitionClass) : nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::MarkSlotAsOccupied(
|
|
FSmartObjectRuntime& SmartObjectRuntime,
|
|
const FSmartObjectClaimHandle& ClaimHandle,
|
|
const TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass
|
|
)
|
|
{
|
|
checkf(ClaimHandle.IsValid(), TEXT("This is an internal method that should only be called with an assigned claim handle"));
|
|
|
|
if (!SmartObjectRuntime.IsEnabled())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Can't use handle '%s' since associated object is disabled."), *LexToString(ClaimHandle));
|
|
return nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* BehaviorDefinition = GetBehaviorDefinition(SmartObjectRuntime, ClaimHandle.SlotHandle, DefinitionClass);
|
|
if (BehaviorDefinition == nullptr)
|
|
{
|
|
const UClass* ClassPtr = DefinitionClass.Get();
|
|
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Unable to find a behavior definition of type '%s' in '%s'"),
|
|
ClassPtr != nullptr ? *ClassPtr->GetName(): TEXT("Null"), *SmartObjectRuntime.GetDefinition().GetPathName());
|
|
return nullptr;
|
|
}
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Start using handle '%s'"), *LexToString(ClaimHandle));
|
|
UE_VLOG_LOCATION(this, LogSmartObject, Display, GetSlotLocation(ClaimHandle).GetValue(), 50, FColor::Green, TEXT("Use"));
|
|
|
|
FSmartObjectRuntimeSlot& Slot = SmartObjectRuntime.Slots[ClaimHandle.SlotHandle.GetSlotIndex()];
|
|
|
|
if (ensureMsgf(Slot.GetState() == ESmartObjectSlotState::Claimed, TEXT("Should have been claimed first: %s"), *LexToString(ClaimHandle)) &&
|
|
ensureMsgf(Slot.User == ClaimHandle.UserHandle, TEXT("Attempt to use slot '%s' from handle '%s' but already assigned to '%s'"),
|
|
*LexToString(Slot), *LexToString(ClaimHandle), *LexToString(Slot.User)))
|
|
{
|
|
Slot.State = ESmartObjectSlotState::Occupied;
|
|
OnSlotChanged(SmartObjectRuntime, Slot, ClaimHandle.SlotHandle, ESmartObjectChangeReason::OnOccupied, Slot.UserData);
|
|
return BehaviorDefinition;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::MarkSlotAsFree(const FSmartObjectClaimHandle& ClaimHandle)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (!GetValidatedMutableRuntimeAndSlot(ClaimHandle.SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Keep user data to be used as payload in the notification event
|
|
// since it will be released by the following call to Slot.Release
|
|
const FInstancedStruct Payload(MoveTemp(Slot->UserData));
|
|
const bool bSuccess = Slot->Release(ClaimHandle, /*bAborted*/ false);
|
|
if (bSuccess)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Released using handle '%s'"), *LexToString(ClaimHandle));
|
|
UE_VLOG_LOCATION(this, LogSmartObject, Display, GetSlotLocation(ClaimHandle).GetValue(), 50, FColor::White, TEXT("Released"));
|
|
OnSlotChanged(*SmartObjectRuntime, *Slot, ClaimHandle.SlotHandle, ESmartObjectChangeReason::OnReleased, Payload);
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
ESmartObjectSlotState USmartObjectSubsystem::GetSlotState(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return Slot->GetState();
|
|
}
|
|
return ESmartObjectSlotState::Invalid;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetSlotLocation(const FSmartObjectClaimHandle& ClaimHandle, FVector& OutSlotLocation) const
|
|
{
|
|
const TOptional<FVector> OptionalLocation = GetSlotLocation(ClaimHandle);
|
|
OutSlotLocation = OptionalLocation.Get(FVector::ZeroVector);
|
|
return OptionalLocation.IsSet();
|
|
}
|
|
|
|
TOptional<FVector> USmartObjectSubsystem::GetSlotLocation(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return SmartObjectRuntime->Transform.TransformPosition(FVector(Slot->Offset));
|
|
}
|
|
return {};
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetSlotTransform(const FSmartObjectClaimHandle& ClaimHandle, FTransform& OutSlotTransform) const
|
|
{
|
|
const TOptional<FTransform> OptionalTransform = GetSlotTransform(ClaimHandle);
|
|
OutSlotTransform = OptionalTransform.Get(FTransform::Identity);
|
|
return OptionalTransform.IsSet();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetSlotTransformFromRequestResult(const FSmartObjectRequestResult& RequestResult, FTransform& OutSlotTransform) const
|
|
{
|
|
const TOptional<FTransform> OptionalTransform = GetSlotTransform(RequestResult);
|
|
OutSlotTransform = OptionalTransform.Get(FTransform::Identity);
|
|
return OptionalTransform.IsSet();
|
|
}
|
|
|
|
TOptional<FTransform> USmartObjectSubsystem::GetSlotTransform(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return Slot->GetSlotWorldTransform(SmartObjectRuntime->Transform);
|
|
}
|
|
return {};
|
|
}
|
|
|
|
FTransform USmartObjectSubsystem::GetSlotTransformChecked(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
verify(GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__));
|
|
return Slot->GetSlotLocalTransform() * SmartObjectRuntime->Transform;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetValidatedMutableRuntimeAndSlot(const FSmartObjectSlotHandle SlotHandle, FSmartObjectRuntime*& OutSmartObjectRuntime, FSmartObjectRuntimeSlot*& OutSlot, const ANSICHAR* Context)
|
|
{
|
|
const FSmartObjectRuntime* ConstSmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* ConstSlot = nullptr;
|
|
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, ConstSmartObjectRuntime, ConstSlot, Context))
|
|
{
|
|
OutSmartObjectRuntime = const_cast<FSmartObjectRuntime*>(ConstSmartObjectRuntime);
|
|
OutSlot = const_cast<FSmartObjectRuntimeSlot*>(ConstSlot);
|
|
return true;
|
|
}
|
|
|
|
OutSmartObjectRuntime = nullptr;
|
|
OutSlot = nullptr;
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetValidatedRuntimeAndSlot(const FSmartObjectSlotHandle SlotHandle, const FSmartObjectRuntime*& OutSmartObjectRuntime, const FSmartObjectRuntimeSlot*& OutSlot, const ANSICHAR* Context) const
|
|
{
|
|
if (SlotHandle.IsValid())
|
|
{
|
|
if (const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SlotHandle.GetSmartObjectHandle()))
|
|
{
|
|
if (SmartObjectRuntime->Slots.IsValidIndex(SlotHandle.GetSlotIndex()))
|
|
{
|
|
OutSmartObjectRuntime = SmartObjectRuntime;
|
|
OutSlot = SmartObjectRuntime != nullptr ? &SmartObjectRuntime->Slots[SlotHandle.GetSlotIndex()] : nullptr;
|
|
return true;
|
|
}
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("%hs Invalid slot index %d (%d slots)."), Context, SlotHandle.GetSlotIndex(), SmartObjectRuntime->Slots.Num());
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("%hs failed using handle '%s'. SmartObject is no longer part of the simulation."), Context, *LexToString(SlotHandle));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("%hs failed. Handle is not set."), Context);
|
|
}
|
|
|
|
OutSmartObjectRuntime = nullptr;
|
|
OutSlot = nullptr;
|
|
return false;
|
|
}
|
|
|
|
FSmartObjectRuntime* USmartObjectSubsystem::GetValidatedMutableRuntime(const FSmartObjectHandle Handle, const ANSICHAR* Context) const
|
|
{
|
|
return const_cast<FSmartObjectRuntime*>(GetValidatedRuntime(Handle, Context));
|
|
}
|
|
|
|
const FSmartObjectRuntime* USmartObjectSubsystem::GetValidatedRuntime(const FSmartObjectHandle Handle, const ANSICHAR* Context) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Handle);
|
|
UE_CVLOG_UELOG(!Handle.IsValid(), this, LogSmartObject, Log, TEXT("%hs failed. Handle is not set."), Context);
|
|
UE_CVLOG_UELOG(Handle.IsValid() && SmartObjectRuntime == nullptr, this, LogSmartObject, Log,
|
|
TEXT("%hs failed using handle '%s'. SmartObject is no longer part of the simulation."), Context, *LexToString(Handle));
|
|
|
|
return SmartObjectRuntime;
|
|
}
|
|
|
|
FOnSmartObjectEvent* USmartObjectSubsystem::GetEventDelegate(const FSmartObjectHandle SmartObjectHandle)
|
|
{
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = GetValidatedMutableRuntime(SmartObjectHandle, __FUNCTION__))
|
|
{
|
|
return &SmartObjectRuntime->GetMutableEventDelegate();
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const FGameplayTagContainer& USmartObjectSubsystem::GetInstanceTags(const FSmartObjectHandle Handle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(Handle, __FUNCTION__);
|
|
return SmartObjectRuntime != nullptr ? SmartObjectRuntime->GetTags() : FGameplayTagContainer::EmptyContainer;
|
|
}
|
|
|
|
void USmartObjectSubsystem::AddTagToInstance(const FSmartObjectHandle Handle, const FGameplayTag& Tag)
|
|
{
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = GetValidatedMutableRuntime(Handle, __FUNCTION__))
|
|
{
|
|
AddTagToInstance(*SmartObjectRuntime, Tag);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::RemoveTagFromInstance(const FSmartObjectHandle Handle, const FGameplayTag& Tag)
|
|
{
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = GetValidatedMutableRuntime(Handle, __FUNCTION__))
|
|
{
|
|
RemoveTagFromInstance(*SmartObjectRuntime, Tag);
|
|
}
|
|
}
|
|
|
|
const FGameplayTagContainer& USmartObjectSubsystem::GetSlotTags(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
static const FGameplayTagContainer EmptyTags;
|
|
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return Slot->Tags;
|
|
}
|
|
|
|
return EmptyTags;
|
|
}
|
|
|
|
|
|
void USmartObjectSubsystem::AddTagToSlot(const FSmartObjectSlotHandle SlotHandle, const FGameplayTag& Tag)
|
|
{
|
|
if (!Tag.IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
if (!Slot->Tags.HasTag(Tag))
|
|
{
|
|
Slot->Tags.AddTagFast(Tag);
|
|
OnSlotChanged(*SmartObjectRuntime, *Slot, SlotHandle, ESmartObjectChangeReason::OnTagAdded, Slot->GetUserData(), Tag);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RemoveTagFromSlot(const FSmartObjectSlotHandle SlotHandle, const FGameplayTag& Tag)
|
|
{
|
|
if (!Tag.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
if (Slot->Tags.RemoveTag(Tag))
|
|
{
|
|
OnSlotChanged(*SmartObjectRuntime, *Slot, SlotHandle, ESmartObjectChangeReason::OnTagRemoved, Slot->GetUserData(), Tag);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::SetSlotEnabled(const FSmartObjectSlotHandle SlotHandle, const bool bEnabled)
|
|
{
|
|
bool bPreviousValue = false;
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
// Using 'IsEnabled' that combines both slot and smart object enabled state
|
|
bPreviousValue = Slot->IsEnabled();
|
|
|
|
// Always set slot enabled state even if combined result might not be affected
|
|
Slot->bSlotEnabled = bEnabled;
|
|
|
|
// Using new combined value to detect changes
|
|
if (Slot->IsEnabled() != bPreviousValue)
|
|
{
|
|
OnSlotChanged(*SmartObjectRuntime, *Slot, SlotHandle,
|
|
Slot->IsEnabled() ? ESmartObjectChangeReason::OnSlotEnabled : ESmartObjectChangeReason::OnSlotDisabled, Slot->UserData);
|
|
}
|
|
}
|
|
|
|
return bPreviousValue;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::SendSlotEvent(const FSmartObjectSlotHandle SlotHandle, const FGameplayTag EventTag, const FConstStructView Payload)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
// Runtime slot lifetime is bound to the runtime smart object so it should always be available.
|
|
if (SmartObjectRuntime->GetEventDelegate().IsBound())
|
|
{
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = SlotHandle.GetSmartObjectHandle();
|
|
Data.SlotHandle = SlotHandle;
|
|
Data.Reason = ESmartObjectChangeReason::OnEvent;
|
|
Data.Tag = EventTag;
|
|
Data.EventPayload = Payload;
|
|
SmartObjectRuntime->GetEventDelegate().Broadcast(Data);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void USmartObjectSubsystem::AddTagToInstance(FSmartObjectRuntime& SmartObjectRuntime, const FGameplayTag& Tag)
|
|
{
|
|
if (!SmartObjectRuntime.Tags.HasTag(Tag))
|
|
{
|
|
SmartObjectRuntime.Tags.AddTagFast(Tag);
|
|
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = SmartObjectRuntime.GetRegisteredHandle();
|
|
Data.Reason = ESmartObjectChangeReason::OnTagAdded;
|
|
Data.Tag = Tag;
|
|
SmartObjectRuntime.OnEvent.Broadcast(Data);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::RemoveTagFromInstance(FSmartObjectRuntime& SmartObjectRuntime, const FGameplayTag& Tag)
|
|
{
|
|
if (SmartObjectRuntime.Tags.RemoveTag(Tag))
|
|
{
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = SmartObjectRuntime.GetRegisteredHandle();
|
|
Data.Reason = ESmartObjectChangeReason::OnTagRemoved;
|
|
Data.Tag = Tag;
|
|
SmartObjectRuntime.OnEvent.Broadcast(Data);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::OnSlotChanged(
|
|
const FSmartObjectRuntime& SmartObjectRuntime,
|
|
const FSmartObjectRuntimeSlot& Slot,
|
|
const FSmartObjectSlotHandle SlotHandle,
|
|
const ESmartObjectChangeReason Reason,
|
|
const FConstStructView Payload,
|
|
const FGameplayTag ChangedTag
|
|
)
|
|
{
|
|
if (SmartObjectRuntime.GetEventDelegate().IsBound())
|
|
{
|
|
FSmartObjectEventData Data;
|
|
Data.SmartObjectHandle = SlotHandle.GetSmartObjectHandle();
|
|
Data.SlotHandle = SlotHandle;
|
|
Data.Reason = Reason;
|
|
Data.Tag = ChangedTag;
|
|
Data.EventPayload = Payload;
|
|
SmartObjectRuntime.GetEventDelegate().Broadcast(Data);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::RegisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle, const FOnSlotInvalidated& Callback)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(ClaimHandle.SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
Slot->OnSlotInvalidatedDelegate = Callback;
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::UnregisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(ClaimHandle.SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
Slot->OnSlotInvalidatedDelegate.Unbind();
|
|
}
|
|
}
|
|
|
|
FOnSmartObjectEvent* USmartObjectSubsystem::GetSlotEventDelegate(const FSmartObjectSlotHandle SlotHandle)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedMutableRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return &SmartObjectRuntime->GetMutableEventDelegate();
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
void USmartObjectSubsystem::DebugDraw(FDebugRenderSceneProxy* DebugProxy) const
|
|
{
|
|
if (!bRuntimeInitialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition->Draw(DebugProxy);
|
|
|
|
for (auto It(RuntimeSmartObjects.CreateConstIterator()); It; ++It)
|
|
{
|
|
const FSmartObjectRuntime& Runtime = It.Value();
|
|
DebugProxy->Boxes.Emplace(Runtime.Bounds, GColorList.Blue);
|
|
}
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
|
|
void USmartObjectSubsystem::AddSlotData(const FSmartObjectClaimHandle& ClaimHandle, const FConstStructView InData)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (!GetValidatedMutableRuntimeAndSlot(ClaimHandle.SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we have a data of same type, override, else add.
|
|
bool bFound = false;
|
|
for (FStructView Data : Slot->StateData)
|
|
{
|
|
if (Data.GetScriptStruct() == InData.GetScriptStruct())
|
|
{
|
|
Data.GetScriptStruct()->CopyScriptStruct(Data.GetMemory(), InData.GetMemory());
|
|
bFound = true;
|
|
break;;
|
|
}
|
|
}
|
|
|
|
if (!bFound)
|
|
{
|
|
Slot->StateData.Append({ InData });
|
|
}
|
|
}
|
|
|
|
FSmartObjectSlotView USmartObjectSubsystem::GetSlotView(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return FSmartObjectSlotView(SlotHandle, *const_cast<FSmartObjectRuntime*>(SmartObjectRuntime), *const_cast<FSmartObjectRuntimeSlot*>(Slot));
|
|
}
|
|
return {};
|
|
}
|
|
|
|
void USmartObjectSubsystem::FindSlots(const FSmartObjectHandle Handle, const FSmartObjectRequestFilter& Filter, TArray<FSmartObjectSlotHandle>& OutSlots, const FConstStructView UserData) const
|
|
{
|
|
if (const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(Handle, __FUNCTION__))
|
|
{
|
|
FindSlots(Handle, *SmartObjectRuntime, Filter, OutSlots, UserData);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::GetAllSlots(const FSmartObjectHandle Handle, TArray<FSmartObjectSlotHandle>& OutSlots) const
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_STR("SmartObject_FilterSlots");
|
|
|
|
OutSlots.Reset();
|
|
if (const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(Handle, __FUNCTION__))
|
|
{
|
|
OutSlots.Reserve(SmartObjectRuntime->Slots.Num());
|
|
for (int32 Index = 0; Index < SmartObjectRuntime->Slots.Num(); Index++)
|
|
{
|
|
OutSlots.Add(FSmartObjectSlotHandle(Handle, Index));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool USmartObjectSubsystem::EvaluateConditionsForFiltering(
|
|
const FSmartObjectRuntime& SmartObjectRuntime,
|
|
const FSmartObjectSlotHandle SlotHandle,
|
|
FWorldConditionContextData& ContextData,
|
|
const FConstStructView UserData,
|
|
TPair<const FSmartObjectRuntime*, bool>& LastEvaluatedRuntime
|
|
) const
|
|
{
|
|
// Evaluate preconditions on the parent object only once if all slots have the same one (usual case)
|
|
if (&SmartObjectRuntime != LastEvaluatedRuntime.Key)
|
|
{
|
|
LastEvaluatedRuntime.Key = &SmartObjectRuntime;
|
|
|
|
// Set context schema and bind user data only if not set or changed
|
|
const UWorldConditionSchema* PrevSchema = ContextData.GetSchema();
|
|
if (PrevSchema == nullptr || PrevSchema != SmartObjectRuntime.GetDefinition().GetWorldConditionSchema())
|
|
{
|
|
ContextData.SetSchema(*SmartObjectRuntime.GetDefinition().GetWorldConditionSchema());
|
|
|
|
// Setup some context data using user data
|
|
BindPropertiesFromStruct(ContextData, UserData);
|
|
}
|
|
|
|
// Setup system related data (object runtime, slot, subsystem, etc.)
|
|
SetupConditionContextCommonData(ContextData, SmartObjectRuntime);
|
|
|
|
// Evaluate object conditions.
|
|
LastEvaluatedRuntime.Value = EvaluateObjectConditions(ContextData, SmartObjectRuntime);
|
|
}
|
|
|
|
// Evaluate slot conditions only if parent runtime passed its own selection conditions
|
|
return LastEvaluatedRuntime.Value ? EvaluateSlotConditions(ContextData, SmartObjectRuntime, SlotHandle) : false;
|
|
}
|
|
|
|
TArray<FSmartObjectSlotHandle> USmartObjectSubsystem::FilterSlotsBySelectionConditions(
|
|
const TConstArrayView<FSmartObjectSlotHandle>& SlotsToFilter,
|
|
const FConstStructView UserData
|
|
) const
|
|
{
|
|
TArray<FSmartObjectSlotHandle> Result;
|
|
Result.Reserve(SlotsToFilter.Num());
|
|
|
|
FWorldConditionContextData ContextData;
|
|
TPair<const FSmartObjectRuntime*, bool> LastEvaluatedSmartObjectRuntime = {nullptr, false};
|
|
|
|
const FSmartObjectRuntime* CurrentRuntime = nullptr;
|
|
FSmartObjectHandle CurrentRuntimeHandle = {};
|
|
|
|
bool bSlotIsValid = false;
|
|
for (const FSmartObjectSlotHandle SlotHandle : SlotsToFilter)
|
|
{
|
|
if (!CurrentRuntime || CurrentRuntimeHandle != SlotHandle.GetSmartObjectHandle())
|
|
{
|
|
CurrentRuntime = GetValidatedRuntime(SlotHandle.GetSmartObjectHandle(), __FUNCTION__);
|
|
CurrentRuntimeHandle = SlotHandle.GetSmartObjectHandle();
|
|
}
|
|
if (!CurrentRuntime || !CurrentRuntime->Slots.IsValidIndex(SlotHandle.GetSlotIndex()))
|
|
{
|
|
bSlotIsValid = false;
|
|
}
|
|
UE_CVLOG_UELOG(bSlotIsValid == false, this, LogSmartObject, Log,
|
|
TEXT("%hs failed using handle '%s'. Slot is no longer part of the simulation. Consider calling IsSmartObjectSlotValid to avoid this message."),
|
|
__FUNCTION__, *LexToString(SlotHandle));
|
|
|
|
if (bSlotIsValid && EvaluateConditionsForFiltering(*CurrentRuntime, SlotHandle, ContextData, UserData, LastEvaluatedSmartObjectRuntime))
|
|
{
|
|
Result.Add(SlotHandle);
|
|
}
|
|
}
|
|
|
|
Result.Shrink();
|
|
return MoveTemp(Result);
|
|
}
|
|
|
|
TArray<FSmartObjectRequestResult> USmartObjectSubsystem::FilterResultsBySelectionConditions(
|
|
const TConstArrayView<FSmartObjectRequestResult>& ResultsToFilter,
|
|
const FConstStructView UserData
|
|
) const
|
|
{
|
|
TArray<FSmartObjectRequestResult> Result;
|
|
Result.Reserve(ResultsToFilter.Num());
|
|
|
|
FWorldConditionContextData ContextData;
|
|
TPair<const FSmartObjectRuntime*, bool> LastEvaluatedSmartObjectRuntime = {nullptr, false};
|
|
|
|
const FSmartObjectRuntime* CurrentRuntime = nullptr;
|
|
FSmartObjectHandle CurrentRuntimeHandle = {};
|
|
|
|
bool bSlotIsValid = false;
|
|
for (const FSmartObjectRequestResult RequestResult : ResultsToFilter)
|
|
{
|
|
if (!CurrentRuntime || CurrentRuntimeHandle != RequestResult.SlotHandle.GetSmartObjectHandle())
|
|
{
|
|
CurrentRuntime = GetValidatedRuntime(RequestResult.SlotHandle.GetSmartObjectHandle(), __FUNCTION__);
|
|
CurrentRuntimeHandle = RequestResult.SlotHandle.GetSmartObjectHandle();
|
|
}
|
|
if (!CurrentRuntime || !CurrentRuntime->Slots.IsValidIndex(RequestResult.SlotHandle.GetSlotIndex()))
|
|
{
|
|
bSlotIsValid = false;
|
|
}
|
|
|
|
UE_CVLOG_UELOG(bSlotIsValid == false, this, LogSmartObject, Log,
|
|
TEXT("%hs failed using handle '%s'. Slot is no longer part of the simulation. Consider calling IsSmartObjectSlotValid to avoid this message."),
|
|
__FUNCTION__, *LexToString(RequestResult.SlotHandle));
|
|
|
|
if (bSlotIsValid && EvaluateConditionsForFiltering(*CurrentRuntime, RequestResult.SlotHandle, ContextData, UserData, LastEvaluatedSmartObjectRuntime))
|
|
{
|
|
Result.Add(RequestResult);
|
|
}
|
|
}
|
|
|
|
Result.Shrink();
|
|
return MoveTemp(Result);
|
|
}
|
|
|
|
bool USmartObjectSubsystem::EvaluateSelectionConditions(const FSmartObjectSlotHandle SlotHandle, const FConstStructView UserData) const
|
|
{
|
|
FWorldConditionContextData ContextData;
|
|
TPair<const FSmartObjectRuntime*, bool> LastEvaluatedSmartObjectRuntime = {nullptr, false};
|
|
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* Slot = nullptr;
|
|
if (GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, Slot, __FUNCTION__))
|
|
{
|
|
return EvaluateConditionsForFiltering(*SmartObjectRuntime, SlotHandle, ContextData, UserData, LastEvaluatedSmartObjectRuntime);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::FindEntranceLocationForSlot(const FSmartObjectSlotHandle SlotHandle, const FSmartObjectSlotEntranceLocationRequest& Request, FSmartObjectSlotEntranceLocationResult& Result) const
|
|
{
|
|
return FindEntranceLocationInternal(SlotHandle, FSmartObjectSlotEntranceHandle(), Request, Result);
|
|
}
|
|
|
|
bool USmartObjectSubsystem::UpdateEntranceLocation(const FSmartObjectSlotEntranceHandle EntranceHandle, const FSmartObjectSlotEntranceLocationRequest& Request, FSmartObjectSlotEntranceLocationResult& Result) const
|
|
{
|
|
return FindEntranceLocationInternal(EntranceHandle.GetSlotHandle(), EntranceHandle, Request, Result);
|
|
}
|
|
|
|
bool USmartObjectSubsystem::FindEntranceLocationInternal(
|
|
const FSmartObjectSlotHandle SlotHandle,
|
|
const FSmartObjectSlotEntranceHandle SlotEntranceHandle,
|
|
const FSmartObjectSlotEntranceLocationRequest& Request,
|
|
FSmartObjectSlotEntranceLocationResult& Result
|
|
) const
|
|
{
|
|
Result = {};
|
|
|
|
const FSmartObjectRuntime* SmartObjectRuntime = nullptr;
|
|
const FSmartObjectRuntimeSlot* RuntimeSlot = nullptr;
|
|
if (!GetValidatedRuntimeAndSlot(SlotHandle, SmartObjectRuntime, RuntimeSlot, __FUNCTION__))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
UWorld* World = GetWorld();
|
|
|
|
FSmartObjectValidationContext ValidationContext;
|
|
if (!ValidationContext.Init(World, Request, SmartObjectRuntime->GetOwnerActor()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const FSmartObjectSlotDefinition& SlotDefinition = SmartObjectRuntime->GetDefinition().GetSlot(SlotHandle.GetSlotIndex());
|
|
const FTransform& SlotTransform = RuntimeSlot->GetSlotWorldTransform(SmartObjectRuntime->Transform);
|
|
|
|
bool bHasResult = false;
|
|
|
|
QueryValidatedSlotEntranceLocationsInternal(
|
|
World, ValidationContext, Request, SlotHandle, SlotDefinition, SlotTransform, SlotEntranceHandle,
|
|
[&OutResult = Result, &bHasResult](const FSmartObjectSlotEntranceLocationResult& Result)
|
|
{
|
|
if (Result.bIsValid)
|
|
{
|
|
OutResult = Result;
|
|
bHasResult = true;
|
|
return false; // Stop iterating
|
|
}
|
|
return true; // Continue
|
|
});
|
|
|
|
return bHasResult;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::QueryAllValidatedEntranceLocations(
|
|
const UWorld* World,
|
|
const USmartObjectDefinition& SmartObjectDefinition,
|
|
const FTransform& SmartObjectTransform,
|
|
const AActor* SkipActor,
|
|
const FSmartObjectSlotEntranceLocationRequest& Request,
|
|
TArray<FSmartObjectSlotEntranceLocationResult>& Results
|
|
)
|
|
{
|
|
FSmartObjectValidationContext ValidationContext;
|
|
if (!ValidationContext.Init(World, Request, SkipActor))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
TConstArrayView<FSmartObjectSlotDefinition> SlotDefinitions = SmartObjectDefinition.GetSlots();
|
|
for (TConstEnumerateRef<const FSmartObjectSlotDefinition> SlotDefinition : EnumerateRange(SlotDefinitions))
|
|
{
|
|
const FTransform& SlotTransform = SmartObjectDefinition.GetSlotWorldTransform(SlotDefinition.GetIndex(), SmartObjectTransform);
|
|
const FSmartObjectSlotHandle SlotHandle({}, SlotDefinition.GetIndex());
|
|
|
|
QueryValidatedSlotEntranceLocationsInternal(
|
|
World, ValidationContext, Request, SlotHandle, *SlotDefinition, SlotTransform, {},
|
|
[&Results](const FSmartObjectSlotEntranceLocationResult& Result)
|
|
{
|
|
Results.Add(Result);
|
|
return true; // Continue
|
|
});
|
|
}
|
|
|
|
return Results.Num() > 0;
|
|
}
|
|
|
|
void USmartObjectSubsystem::QueryValidatedSlotEntranceLocationsInternal(
|
|
const UWorld* World,
|
|
FSmartObjectValidationContext& ValidationContext,
|
|
const FSmartObjectSlotEntranceLocationRequest& Request,
|
|
const FSmartObjectSlotHandle SlotHandle,
|
|
const FSmartObjectSlotDefinition& SlotDefinition,
|
|
const FTransform& SlotTransform,
|
|
const FSmartObjectSlotEntranceHandle SlotEntranceHandle,
|
|
TFunctionRef<bool(const FSmartObjectSlotEntranceLocationResult&)> ResultFunc
|
|
)
|
|
{
|
|
struct FSmartObjectSlotEntranceCandidate
|
|
{
|
|
FVector Location;
|
|
FRotator Rotation;
|
|
NavNodeRef NodeRef;
|
|
FVector::FReal DistanceSqr = 0.0;
|
|
const FSmartObjectSlotEntranceAnnotation* EntranceAnnotation = nullptr;
|
|
ESmartObjectEntrancePriority SelectionPriority = ESmartObjectEntrancePriority::Normal;
|
|
bool bTraceGroundLocation = false;
|
|
bool bCheckTransitionTrajectory = false;
|
|
FSmartObjectSlotEntranceHandle Handle;
|
|
};
|
|
|
|
TArray<FSmartObjectAnnotationCollider> SlotColliders;
|
|
TArray<FSmartObjectSlotEntranceCandidate, TInlineAllocator<8>> Candidates;
|
|
|
|
const bool bIncludeEntries = Request.LocationType == ESmartObjectSlotNavigationLocationType::Entry;
|
|
const bool bIncludeExits = Request.LocationType == ESmartObjectSlotNavigationLocationType::Exit;
|
|
|
|
for (TConstEnumerateRef<const FSmartObjectDefinitionDataProxy> DataProxy : EnumerateRange(SlotDefinition.DefinitionData))
|
|
{
|
|
if (const FSmartObjectSlotEntranceAnnotation* EntranceAnnotation = DataProxy->Data.GetPtr<FSmartObjectSlotEntranceAnnotation>())
|
|
{
|
|
// If specific entry location was requested and this is not the one, skip it.
|
|
if (SlotEntranceHandle.Type == FSmartObjectSlotEntranceHandle::EType::Entrance
|
|
&& SlotEntranceHandle.Index != DataProxy.GetIndex())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ((EntranceAnnotation->bIsEntry == bIncludeEntries
|
|
|| EntranceAnnotation->bIsExit == bIncludeExits)
|
|
&& EntranceAnnotation->HasTransform())
|
|
{
|
|
const FTransform EntryTransform = EntranceAnnotation->GetAnnotationWorldTransform(SlotTransform);
|
|
FSmartObjectSlotEntranceCandidate& Candidate = Candidates.AddDefaulted_GetRef();
|
|
Candidate.Location = EntryTransform.GetLocation();
|
|
Candidate.Rotation = EntryTransform.GetRotation().Rotator();
|
|
Candidate.EntranceAnnotation = EntranceAnnotation;
|
|
Candidate.bTraceGroundLocation = EntranceAnnotation->bTraceGroundLocation;
|
|
Candidate.bCheckTransitionTrajectory = EntranceAnnotation->bCheckTransitionTrajectory;
|
|
Candidate.SelectionPriority = EntranceAnnotation->SelectionPriority;
|
|
Candidate.Handle = FSmartObjectSlotEntranceHandle(SlotHandle, FSmartObjectSlotEntranceHandle::EType::Entrance, DataProxy.GetIndex());
|
|
}
|
|
}
|
|
else if (const FSmartObjectAnnotation_SlotUserCollision* UserCollisionAnnotation = DataProxy->Data.GetPtr<FSmartObjectAnnotation_SlotUserCollision>())
|
|
{
|
|
UserCollisionAnnotation->GetColliders(ValidationContext.UserCapsuleParams, SlotTransform, SlotColliders);
|
|
}
|
|
}
|
|
|
|
if ((Candidates.IsEmpty() && Request.bUseSlotLocationAsFallback)
|
|
|| SlotEntranceHandle.Type == FSmartObjectSlotEntranceHandle::EType::Slot)
|
|
{
|
|
FSmartObjectSlotEntranceCandidate& Candidate = Candidates.AddDefaulted_GetRef();
|
|
Candidate.Location = SlotTransform.GetLocation();
|
|
Candidate.Rotation = SlotTransform.GetRotation().Rotator();
|
|
Candidate.bTraceGroundLocation = true; // Use ground project by default on slots (this seems to match the users expectation). Entrances have specific bool to turn it off.
|
|
Candidate.Handle = FSmartObjectSlotEntranceHandle(SlotHandle, FSmartObjectSlotEntranceHandle::EType::Slot);
|
|
}
|
|
|
|
// Early out if nothing to report.
|
|
if (Candidates.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Sort candidates so that the best candidate is first.
|
|
if (Candidates.Num() > 1)
|
|
{
|
|
if (Request.SelectMethod == FSmartObjectSlotEntrySelectionMethod::NearestToSearchLocation)
|
|
{
|
|
for (FSmartObjectSlotEntranceCandidate& Candidate : Candidates)
|
|
{
|
|
Candidate.DistanceSqr = FVector::DistSquared(Request.SearchLocation, Candidate.Location);
|
|
}
|
|
|
|
Candidates.Sort([](const FSmartObjectSlotEntranceCandidate& A, const FSmartObjectSlotEntranceCandidate& B)
|
|
{
|
|
if (A.SelectionPriority == B.SelectionPriority)
|
|
{
|
|
return A.DistanceSqr < B.DistanceSqr;
|
|
}
|
|
return A.SelectionPriority > B.SelectionPriority;
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// Use stable sort to keep initial order.
|
|
Candidates.StableSort([](const FSmartObjectSlotEntranceCandidate& A, const FSmartObjectSlotEntranceCandidate& B)
|
|
{
|
|
return A.SelectionPriority > B.SelectionPriority;
|
|
});
|
|
}
|
|
}
|
|
|
|
check(Candidates.Num() > 0);
|
|
|
|
// If the slot location should be free of collisions, check it now since it's shared for all entries.
|
|
bool bIsSlotCollisionsValid = true;
|
|
if (Request.bCheckSlotLocationOverlap
|
|
&& !SlotColliders.IsEmpty())
|
|
{
|
|
if (UE::SmartObject::Annotations::TestCollidersOverlap(*World, SlotColliders, ValidationContext.TransitionTraceParams, ValidationContext.TransitionTraceQueryParams))
|
|
{
|
|
bIsSlotCollisionsValid = false;
|
|
}
|
|
}
|
|
|
|
// Candidates are now in order of preference, validate each for hard requirements.
|
|
// In order to save performance, we stop validating as soon as the first hard test fails.
|
|
// Results are generated for both valid and invalid results, which allows the callback to decide
|
|
// to pick first valid result or all results (e.g. for visualization).
|
|
for (FSmartObjectSlotEntranceCandidate& Candidate : Candidates)
|
|
{
|
|
const FBox SearchBounds(Candidate.Location - ValidationContext.NavigationSearchExtents, Candidate.Location + ValidationContext.NavigationSearchExtents);
|
|
|
|
bool bIsValid = bIsSlotCollisionsValid;
|
|
|
|
// Check and adjust the location on navigable space.
|
|
if (bIsValid
|
|
&& Request.bProjectNavigationLocation)
|
|
{
|
|
FNavLocation NavLocation;
|
|
if (!UE::SmartObject::Annotations::ProjectNavigationLocation(*ValidationContext.NavigationData, Candidate.Location, SearchBounds, ValidationContext.NavigationFilter, Request.UserActor, NavLocation))
|
|
{
|
|
// If no navigable area found, skip the candidate.
|
|
bIsValid = false;
|
|
}
|
|
else
|
|
{
|
|
Candidate.Location = NavLocation.Location;
|
|
Candidate.NodeRef = NavLocation.NodeRef;
|
|
}
|
|
}
|
|
|
|
// Check that the entry location is free of collisions if requested.
|
|
if (bIsValid
|
|
&& Request.bCheckEntranceLocationOverlap)
|
|
{
|
|
const FSmartObjectAnnotationCollider Collider = ValidationContext.UserCapsuleParams.GetAsCollider(Candidate.Location, Candidate.Rotation.Quaternion());
|
|
if (UE::SmartObject::Annotations::TestCollidersOverlap(*World, { Collider }, ValidationContext.TransitionTraceParams, ValidationContext.TransitionTraceQueryParams))
|
|
{
|
|
// If the colliders overlap, skip the candidate.
|
|
bIsValid = false;
|
|
}
|
|
}
|
|
|
|
// Check and adjust the location on ground.
|
|
if (bIsValid
|
|
&& Request.bTraceGroundLocation
|
|
&& Candidate.bTraceGroundLocation)
|
|
{
|
|
FVector GroundLocation;
|
|
if (!UE::SmartObject::Annotations::TraceGroundLocation(*World, Candidate.Location, SearchBounds, ValidationContext.GroundTraceParams, ValidationContext.GroundTraceQueryParams, GroundLocation))
|
|
{
|
|
// If not ground location found, skip the candidate.
|
|
bIsValid = false;
|
|
}
|
|
else
|
|
{
|
|
Candidate.Location = GroundLocation;
|
|
}
|
|
}
|
|
|
|
// Check that there's no collision during transition to slot location.
|
|
if (bIsValid
|
|
&& Request.bCheckTransitionTrajectory
|
|
&& Candidate.bCheckTransitionTrajectory
|
|
&& Candidate.EntranceAnnotation)
|
|
{
|
|
// @todo: we're currently _not_ using the adjusted location (Candidate.Location), consider if we should.
|
|
TArray<FSmartObjectAnnotationCollider> Colliders;
|
|
Candidate.EntranceAnnotation->GetTrajectoryColliders(SlotTransform, Colliders);
|
|
|
|
if (UE::SmartObject::Annotations::TestCollidersOverlap(*World, Colliders, ValidationContext.TransitionTraceParams, ValidationContext.TransitionTraceQueryParams))
|
|
{
|
|
// If the colliders overlap, skip the candidate.
|
|
bIsValid = false;
|
|
}
|
|
}
|
|
|
|
// Make result for the validated data, the callback will decide to use the data or not, or to keep on validating the next entrances.
|
|
FSmartObjectSlotEntranceLocationResult Result;
|
|
|
|
Result.Location = Candidate.Location;
|
|
Result.Rotation = Candidate.Rotation;
|
|
Result.NodeRef = INVALID_NAVNODEREF;
|
|
if (Candidate.EntranceAnnotation)
|
|
{
|
|
Result.Tags = Candidate.EntranceAnnotation->Tags;
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
Result.Tag = Result.Tags.First();
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
if (Request.LocationType == ESmartObjectSlotNavigationLocationType::Exit)
|
|
{
|
|
// Reverse direction for exits.
|
|
Result.Rotation = Result.Rotation.Add(0.0, 180.0, 0.0).Clamp();
|
|
}
|
|
|
|
Result.EntranceHandle = Candidate.Handle;
|
|
Result.bIsValid = bIsValid;
|
|
|
|
const bool bShouldContinue = ResultFunc(Result);
|
|
if (!bShouldContinue)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::FindSlots(const FSmartObjectHandle Handle, const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectRequestFilter& Filter, TArray<FSmartObjectSlotHandle>& OutResults, const FConstStructView UserData) const
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_STR("SmartObject_FilterSlots");
|
|
|
|
// Use the high level flag, no need to dig into each slot state since they are also all disabled.
|
|
if (!SmartObjectRuntime.IsEnabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
const USmartObjectDefinition& Definition = SmartObjectRuntime.GetDefinition();
|
|
const int32 NumSlots = Definition.GetSlots().Num();
|
|
checkf(NumSlots > 0, TEXT("Definition should contain slot definitions at this point"));
|
|
checkf(SmartObjectRuntime.Slots.Num() == NumSlots, TEXT("Number of runtime slot handles should match number of slot definitions"));
|
|
|
|
// Applying caller's predicate
|
|
if (Filter.Predicate && !Filter.Predicate(SmartObjectRuntime.GetRegisteredHandle()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply definition level filtering (Tags and BehaviorDefinition)
|
|
// This could be improved to cache results between a single query against multiple instances of the same definition
|
|
TArray<int32> ValidSlotIndices;
|
|
FindMatchingSlotDefinitionIndices(Definition, Filter, ValidSlotIndices);
|
|
|
|
FWorldConditionContextData ConditionContextData;
|
|
ConditionContextData.SetSchema(*Definition.GetWorldConditionSchema());
|
|
|
|
// Setup default data
|
|
SetupConditionContextCommonData(ConditionContextData, SmartObjectRuntime);
|
|
|
|
// Setup additional data related to requester
|
|
BindPropertiesFromStruct(ConditionContextData, UserData);
|
|
|
|
// Check object conditions.
|
|
if (Filter.bShouldEvaluateConditions && !EvaluateObjectConditions(ConditionContextData, SmartObjectRuntime))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Build list of available slot indices (filter out occupied or reserved slots or disabled slots)
|
|
for (const int32 SlotIndex : ValidSlotIndices)
|
|
{
|
|
const FSmartObjectRuntimeSlot& RuntimeSlot = SmartObjectRuntime.GetSlot(SlotIndex);
|
|
|
|
if (!Filter.bShouldIncludeDisabledSlots && !RuntimeSlot.IsEnabled())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (Filter.bShouldIncludeClaimedSlots
|
|
|| RuntimeSlot.State == ESmartObjectSlotState::Free
|
|
|| (RuntimeSlot.State == ESmartObjectSlotState::Claimed
|
|
&& RuntimeSlot.ClaimedPriority < Filter.ClaimPriority))
|
|
{
|
|
const FSmartObjectSlotHandle SlotHandle(Handle, SlotIndex);
|
|
|
|
// Check slot conditions.
|
|
if (Filter.bShouldEvaluateConditions && !EvaluateSlotConditions(ConditionContextData, SmartObjectRuntime, SlotHandle))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
OutResults.Add(SlotHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::FindMatchingSlotDefinitionIndices(const USmartObjectDefinition& Definition, const FSmartObjectRequestFilter& Filter, TArray<int32>& OutValidIndices)
|
|
{
|
|
const ESmartObjectTagFilteringPolicy UserTagsFilteringPolicy = Definition.GetUserTagsFilteringPolicy();
|
|
|
|
// Define our Tags filtering predicate
|
|
auto MatchesTagQueryFunc = [](const FGameplayTagQuery& Query, const FGameplayTagContainer& Tags){ return Query.IsEmpty() || Query.Matches(Tags); };
|
|
|
|
// When filter policy is to use combined we can validate the user tag query of the parent object first
|
|
// since they can't be merge so we need to apply them one after the other.
|
|
// For activity requirements we have to merge parent and slot tags together before testing.
|
|
if (UserTagsFilteringPolicy == ESmartObjectTagFilteringPolicy::Combine
|
|
&& !MatchesTagQueryFunc(Definition.GetUserTagFilter(), Filter.UserTags))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply filter to individual slots
|
|
const TConstArrayView<FSmartObjectSlotDefinition> SlotDefinitions = Definition.GetSlots();
|
|
OutValidIndices.Reserve(SlotDefinitions.Num());
|
|
for (int i = 0; i < SlotDefinitions.Num(); ++i)
|
|
{
|
|
const FSmartObjectSlotDefinition& Slot = SlotDefinitions[i];
|
|
|
|
// Filter out mismatching behavior type (if specified)
|
|
if (!Filter.BehaviorDefinitionClasses.IsEmpty())
|
|
{
|
|
bool bMatchesAny = false;
|
|
for (const TSubclassOf<USmartObjectBehaviorDefinition>& BehaviorDefinitionClass : Filter.BehaviorDefinitionClasses)
|
|
{
|
|
if (Definition.GetBehaviorDefinition(i, BehaviorDefinitionClass) != nullptr)
|
|
{
|
|
bMatchesAny = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!bMatchesAny)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Filter out slots based on their activity tags
|
|
FGameplayTagContainer ActivityTags;
|
|
Definition.GetSlotActivityTags(Slot, ActivityTags);
|
|
if (!MatchesTagQueryFunc(Filter.ActivityRequirements, ActivityTags))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Filter out slots based on their TagQuery applied on provided User Tags
|
|
// - override: we only run query from the slot if provided otherwise we run the one from the parent object
|
|
// - combine: we run slot query (parent query was applied before processing individual slots)
|
|
if (UserTagsFilteringPolicy == ESmartObjectTagFilteringPolicy::Combine
|
|
&& !MatchesTagQueryFunc(Slot.UserTagFilter, Filter.UserTags))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (UserTagsFilteringPolicy == ESmartObjectTagFilteringPolicy::Override
|
|
&& !MatchesTagQueryFunc((Slot.UserTagFilter.IsEmpty() ? Definition.GetUserTagFilter() : Slot.UserTagFilter), Filter.UserTags))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
OutValidIndices.Add(i);
|
|
}
|
|
}
|
|
|
|
FSmartObjectRequestResult USmartObjectSubsystem::FindSmartObject(const FSmartObjectRequest& Request, const FConstStructView UserData) const
|
|
{
|
|
TArray<FSmartObjectRequestResult> Results;
|
|
FindSmartObjects(Request, Results, UserData);
|
|
|
|
return Results.Num() ? Results.Top() : FSmartObjectRequestResult();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::FindSmartObjects(const FSmartObjectRequest& Request, TArray<FSmartObjectRequestResult>& OutResults, const FConstStructView UserData) const
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_STR("SmartObject_FindAllResults");
|
|
|
|
if (!bRuntimeInitialized)
|
|
{
|
|
// Do not report warning if runtime was explicitly disabled by CVar
|
|
UE_CVLOG_UELOG(!UE::SmartObject::bDisableRuntime, this, LogSmartObject, Warning,
|
|
TEXT("Can't find smart objet before runtime gets initialized (i.e. InitializeRuntime gets called)."));
|
|
return false;
|
|
}
|
|
|
|
const FSmartObjectRequestFilter& Filter = Request.Filter;
|
|
TArray<FSmartObjectHandle> QueryResults;
|
|
|
|
checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition->Find(Request.QueryBox, QueryResults);
|
|
|
|
for (const FSmartObjectHandle SmartObjectHandle : QueryResults)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectHandle);
|
|
checkf(SmartObjectRuntime != nullptr, TEXT("Results returned by the space partition are expected to be valid."));
|
|
|
|
if (!Request.QueryBox.IsInside(SmartObjectRuntime->GetTransform().GetLocation()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
TArray<FSmartObjectSlotHandle> SlotHandles;
|
|
FindSlots(SmartObjectHandle, *SmartObjectRuntime, Filter, SlotHandles, UserData);
|
|
OutResults.Reserve(OutResults.Num() + SlotHandles.Num());
|
|
for (FSmartObjectSlotHandle SlotHandle: SlotHandles)
|
|
{
|
|
OutResults.Emplace(SmartObjectHandle, SlotHandle);
|
|
}
|
|
}
|
|
|
|
return (OutResults.Num() > 0);
|
|
}
|
|
|
|
bool USmartObjectSubsystem::FindSmartObjectsInList(const FSmartObjectRequestFilter& Filter, TConstArrayView<AActor*> ActorList, TArray<FSmartObjectRequestResult>& OutResults, const FConstStructView UserData) const
|
|
{
|
|
// Iterate the actor list, if it has a Smart Object Component in it, then find all the slots and populate our results
|
|
// We don't want to use a Query Box here because that could include smart objects from outside of this ActorList.
|
|
for (const AActor* SearchActor : ActorList)
|
|
{
|
|
if (!SearchActor)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const USmartObjectComponent* FoundComponent = SearchActor->GetComponentByClass<USmartObjectComponent>();
|
|
if (!FoundComponent)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FSmartObjectHandle SmartObjectHandle = FoundComponent->GetRegisteredHandle();
|
|
const FSmartObjectRuntime* SmartObjectRuntime = SmartObjectHandle.IsValid() ? RuntimeSmartObjects.Find(SmartObjectHandle) : nullptr;
|
|
if (!SmartObjectRuntime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// We found a valid smart object runtime, populate our results with it's slots
|
|
TArray<FSmartObjectSlotHandle> SlotHandles;
|
|
FindSlots(SmartObjectHandle, *SmartObjectRuntime, Filter, SlotHandles, UserData);
|
|
OutResults.Reserve(OutResults.Num() + SlotHandles.Num());
|
|
|
|
for (FSmartObjectSlotHandle SlotHandle : SlotHandles)
|
|
{
|
|
OutResults.Emplace(SmartObjectHandle, SlotHandle);
|
|
}
|
|
}
|
|
|
|
// Successful if we found some smart objects
|
|
return (OutResults.Num() > 0);
|
|
}
|
|
|
|
bool USmartObjectSubsystem::FindSmartObjectsInTargetingRequest(const FSmartObjectRequestFilter& Filter, const FTargetingRequestHandle TargetingHandle, TArray<FSmartObjectRequestResult>& OutResults, const FConstStructView UserData) const
|
|
{
|
|
if (FTargetingDefaultResultsSet* Results = FTargetingDefaultResultsSet::Find(TargetingHandle))
|
|
{
|
|
for (const FTargetingDefaultResultData& Data : Results->TargetResults)
|
|
{
|
|
AActor* ResultActor = Data.HitResult.GetActor();
|
|
if (!ResultActor)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const USmartObjectComponent* FoundComponent = ResultActor->GetComponentByClass<USmartObjectComponent>();
|
|
if (!FoundComponent)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const FSmartObjectHandle SmartObjectHandle = FoundComponent->GetRegisteredHandle();
|
|
const FSmartObjectRuntime* SmartObjectRuntime = SmartObjectHandle.IsValid() ? RuntimeSmartObjects.Find(SmartObjectHandle) : nullptr;
|
|
if (!SmartObjectRuntime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// We found a valid smart object runtime, populate our results with it's slots
|
|
TArray<FSmartObjectSlotHandle> SlotHandles;
|
|
FindSlots(SmartObjectHandle, *SmartObjectRuntime, Filter, SlotHandles, UserData);
|
|
OutResults.Reserve(OutResults.Num() + SlotHandles.Num());
|
|
|
|
for (FSmartObjectSlotHandle SlotHandle : SlotHandles)
|
|
{
|
|
OutResults.Emplace(SmartObjectHandle, SlotHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Successful if we found some smart objects
|
|
return (OutResults.Num() > 0);
|
|
}
|
|
|
|
void USmartObjectSubsystem::RegisterCollectionInstances()
|
|
{
|
|
for (TActorIterator<ASmartObjectPersistentCollection> It(GetWorld()); It; ++It)
|
|
{
|
|
ASmartObjectPersistentCollection* Collection = (*It);
|
|
if (IsValid(Collection) && Collection->IsRegistered() == false)
|
|
{
|
|
const ESmartObjectCollectionRegistrationResult Result = RegisterCollection(*Collection);
|
|
UE_VLOG_UELOG(Collection, LogSmartObject, Log,
|
|
TEXT("Collection '%s' registration from USmartObjectSubsystem initialization - %s"), *Collection->GetPathName(), *UEnum::GetValueAsString(Result));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
ESmartObjectCollectionRegistrationResult USmartObjectSubsystem::RegisterCollection(ASmartObjectPersistentCollection& InCollection)
|
|
{
|
|
if (!IsValid(&InCollection))
|
|
{
|
|
return ESmartObjectCollectionRegistrationResult::Failed_InvalidCollection;
|
|
}
|
|
|
|
if (InCollection.IsRegistered())
|
|
{
|
|
UE_VLOG_UELOG(&InCollection, LogSmartObject, Error, TEXT("Trying to register collection '%s' more than once"), *InCollection.GetPathName());
|
|
return ESmartObjectCollectionRegistrationResult::Failed_AlreadyRegistered;
|
|
}
|
|
|
|
ESmartObjectCollectionRegistrationResult Result = ESmartObjectCollectionRegistrationResult::Succeeded;
|
|
|
|
UE_VLOG_UELOG(&InCollection, LogSmartObject, Log, TEXT("Adding collection '%s' registered with %d entries"), *InCollection.GetName(), InCollection.GetEntries().Num());
|
|
|
|
InCollection.GetMutableSmartObjectContainer().ValidateDefinitions();
|
|
|
|
SmartObjectContainer.Append(InCollection.GetSmartObjectContainer());
|
|
RegisteredCollections.Add(&InCollection);
|
|
|
|
// We want to add the new collection to the "simulation" only if the Runtime part of the subsystem has been initialized.
|
|
// SmartObjectContainer is added to simulation in one go in InitializeRuntime.
|
|
if (bRuntimeInitialized)
|
|
{
|
|
AddContainerToSimulation(InCollection.GetSmartObjectContainer());
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// Broadcast after rebuilding so listeners will be able to access up-to-date data
|
|
OnMainCollectionChanged.Broadcast();
|
|
#endif // WITH_EDITOR
|
|
|
|
InCollection.OnRegistered();
|
|
Result = ESmartObjectCollectionRegistrationResult::Succeeded;
|
|
|
|
return Result;
|
|
}
|
|
|
|
void USmartObjectSubsystem::UnregisterCollection(ASmartObjectPersistentCollection& InCollection)
|
|
{
|
|
if (RegisteredCollections.Remove(&InCollection))
|
|
{
|
|
SmartObjectContainer.Remove(InCollection.GetSmartObjectContainer());
|
|
|
|
for (const FSmartObjectCollectionEntry& Entry : InCollection.GetSmartObjectContainer().GetEntries())
|
|
{
|
|
FSmartObjectRuntime SORuntime;
|
|
// even though we did add this entry to RuntimeSmartObjects at some point it could have been removed
|
|
// when the smart object in question got disabled or removed
|
|
if (RuntimeSmartObjects.RemoveAndCopyValue(Entry.GetHandle(), SORuntime))
|
|
{
|
|
if (USmartObjectComponent* SOComponent = Entry.GetComponent())
|
|
{
|
|
UnbindComponentFromSimulationInternal(*SOComponent, SORuntime);
|
|
}
|
|
DestroyRuntimeInstanceInternal(Entry.GetHandle(), SORuntime);
|
|
}
|
|
}
|
|
|
|
InCollection.OnUnregistered();
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(&InCollection, LogSmartObject, Verbose,
|
|
TEXT("Ignoring unregistration of collection '%s' since this is not one of the previously registered collections."), *InCollection.GetPathName());
|
|
return;
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::AddContainerToSimulation(const FSmartObjectContainer& InSmartObjectContainer)
|
|
{
|
|
if (!ensureMsgf(bRuntimeInitialized, TEXT("%hs called before InitializeRuntime, this is not expected to happen."), __FUNCTION__))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (const FSmartObjectCollectionEntry& Entry : InSmartObjectContainer.GetEntries())
|
|
{
|
|
const USmartObjectDefinition* Definition = InSmartObjectContainer.GetDefinitionForEntry(Entry);
|
|
USmartObjectComponent* Component = Entry.GetComponent();
|
|
|
|
if (Definition == nullptr || Definition->IsDefinitionValid() == false)
|
|
{
|
|
UE_CVLOG_UELOG(Component != nullptr, Component->GetOwner(), LogSmartObject, Error,
|
|
TEXT("Skipped runtime data creation for SmartObject %s: Invalid definition"), *GetNameSafe(Component->GetOwner()));
|
|
continue;
|
|
}
|
|
|
|
if (Component != nullptr)
|
|
{
|
|
if (const USmartObjectDefinition* ComponentDefinition = Component->GetDefinition())
|
|
{
|
|
UE_CVLOG_UELOG(ComponentDefinition != Definition, this, LogSmartObject, Warning,
|
|
TEXT("Definition '%s' specified in component for '%s' differs from '%s' specified in the collection entry. Collection should be rebuild."),
|
|
*ComponentDefinition->GetPathName(),
|
|
*UE::SmartObject::DebugGetComponentName(*Component),
|
|
*Definition->GetFullName());
|
|
|
|
// When component is available we add it to the simulation along with its collection entry to create the runtime instance and bound them together.
|
|
Component->SetRegisteredHandle(Entry.GetHandle(), ESmartObjectRegistrationType::BindToExistingInstance);
|
|
AddComponentToSimulation(*Component, Entry);
|
|
continue;
|
|
}
|
|
|
|
UE_VLOG_UELOG(Component->GetOwner(), LogSmartObject, Error,
|
|
TEXT("Component in '%s' doesn't have a valid definition. Adding based on the collection entry but collection should be rebuild."),
|
|
*UE::SmartObject::DebugGetComponentName(*Component));
|
|
}
|
|
|
|
// Otherwise we create the runtime instance based on the information from the collection and component will be bound later (e.g. on load)
|
|
AddCollectionEntryToSimulation(Entry, *Definition, nullptr);
|
|
}
|
|
}
|
|
|
|
USmartObjectComponent* USmartObjectSubsystem::GetSmartObjectComponent(const FSmartObjectClaimHandle& ClaimHandle, const ETrySpawnActorIfDehydrated TrySpawnActorIfDehydrated) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(ClaimHandle.SmartObjectHandle);
|
|
return SmartObjectRuntime != nullptr ? SmartObjectRuntime->GetOwnerComponent(TrySpawnActorIfDehydrated) : nullptr;
|
|
}
|
|
|
|
USmartObjectComponent* USmartObjectSubsystem::GetSmartObjectComponentByRequestResult(const FSmartObjectRequestResult& Result, const ETrySpawnActorIfDehydrated TrySpawnActorIfDehydrated) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Result.SmartObjectHandle);
|
|
return SmartObjectRuntime != nullptr ? SmartObjectRuntime->GetOwnerComponent(TrySpawnActorIfDehydrated) : nullptr;
|
|
}
|
|
|
|
void USmartObjectSubsystem::InitializeRuntime()
|
|
{
|
|
if (UE::SmartObject::bDisableRuntime)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Runtime explicitly disabled by CVar. Initialization skipped in %hs."), __FUNCTION__);
|
|
return;
|
|
}
|
|
|
|
// Initialize spatial representation structure
|
|
checkfSlow(*SpacePartitionClass != nullptr, TEXT("Partition class is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition = NewObject<USmartObjectSpacePartition>(this, SpacePartitionClass);
|
|
SpacePartition->SetBounds(SmartObjectContainer.GetBounds());
|
|
|
|
// Note that we use our own flag instead of relying on World.HasBegunPlay() since world might not be marked
|
|
// as BegunPlay immediately after subsystem OnWorldBeingPlay gets called (e.g. waiting game mode to be ready on clients)
|
|
// Setting bRuntimeInitialized at this point since the following code assumes the SpatialPartition has been created
|
|
// and EntityManager cached.
|
|
bRuntimeInitialized = true;
|
|
|
|
AddContainerToSimulation(SmartObjectContainer);
|
|
|
|
UE_CVLOG_UELOG(PendingSmartObjectRegistration.Num() > 0, this, LogSmartObject, VeryVerbose,
|
|
TEXT("SmartObjectSubsystem: Handling %d pending registrations during runtime initialization."), PendingSmartObjectRegistration.Num());
|
|
|
|
for (TObjectPtr<USmartObjectComponent>& SOComponent : PendingSmartObjectRegistration)
|
|
{
|
|
// ensure the SOComponent is still valid - things could have happened to it between adding to PendingSmartObjectRegistration and it being processed here
|
|
if (SOComponent && IsValid(SOComponent))
|
|
{
|
|
RegisterSmartObject(*SOComponent);
|
|
}
|
|
}
|
|
PendingSmartObjectRegistration.Empty();
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
// Refresh debug draw
|
|
if (RenderingActor != nullptr)
|
|
{
|
|
RenderingActor->MarkComponentsRenderStateDirty();
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
}
|
|
|
|
void USmartObjectSubsystem::CleanupRuntime()
|
|
{
|
|
// Process component list first so they can be notified before we destroy their associated runtime instance
|
|
for (USmartObjectComponent* Component : RegisteredSOComponents)
|
|
{
|
|
// Make sure component was registered to simulation (e.g. Valid associated definition)
|
|
if (Component != nullptr && Component->IsBoundToSimulation())
|
|
{
|
|
RemoveComponentFromSimulation(*Component);
|
|
}
|
|
}
|
|
|
|
// Cleanup all remaining entries (e.g. associated to unloaded SmartObjectComponents)
|
|
for (auto It(RuntimeSmartObjects.CreateIterator()); It; ++It)
|
|
{
|
|
DestroyRuntimeInstanceInternal(It.Key(), It.Value());
|
|
}
|
|
|
|
RuntimeSmartObjects.Reset();
|
|
|
|
bRuntimeInitialized = false;
|
|
|
|
RegisteredCollections.Reset();
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
// Refresh debug draw
|
|
if (RenderingActor != nullptr)
|
|
{
|
|
RenderingActor->MarkComponentsRenderStateDirty();
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
}
|
|
|
|
void USmartObjectSubsystem::OnWorldBeginPlay(UWorld& World)
|
|
{
|
|
Super::OnWorldBeginPlay(World);
|
|
|
|
InitializeRuntime();
|
|
}
|
|
|
|
void USmartObjectSubsystem::Deinitialize()
|
|
{
|
|
CleanupRuntime();
|
|
Super::Deinitialize();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::ShouldCreateSubsystem(UObject* Outer) const
|
|
{
|
|
if (Super::ShouldCreateSubsystem(Outer))
|
|
{
|
|
if (const UWorld* OuterWorld = Cast<UWorld>(Outer))
|
|
{
|
|
return OuterWorld->IsNetMode(NM_Client) == false;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsRunningOnServer() const
|
|
{
|
|
if (const UWorld* World = GetWorld())
|
|
{
|
|
return World->GetNetMode() < NM_Client;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
FBox USmartObjectSubsystem::ComputeBounds(const UWorld& World) const
|
|
{
|
|
FBox Bounds(ForceInitToZero);
|
|
|
|
if (const UWorldPartition* WorldPartition = World.GetWorldPartition())
|
|
{
|
|
Bounds = WorldPartition->GetRuntimeWorldBounds();
|
|
}
|
|
else if (const ULevel* PersistentLevel = World.PersistentLevel.Get())
|
|
{
|
|
if (PersistentLevel->LevelBoundsActor.IsValid())
|
|
{
|
|
Bounds = PersistentLevel->LevelBoundsActor.Get()->GetComponentsBoundingBox();
|
|
}
|
|
else
|
|
{
|
|
Bounds = ALevelBounds::CalculateLevelBounds(PersistentLevel);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Unable to determine world bounds: no world partition or persistent level."));
|
|
}
|
|
|
|
return Bounds;
|
|
}
|
|
|
|
void USmartObjectSubsystem::PopulateCollection(ASmartObjectPersistentCollection& InCollection) const
|
|
{
|
|
TArray<USmartObjectComponent*> RelevantComponents;
|
|
if (GetRegisteredSmartObjectsCompatibleWithCollection(InCollection, RelevantComponents) > 0)
|
|
{
|
|
InCollection.AppendToCollection(RelevantComponents);
|
|
}
|
|
}
|
|
|
|
int32 USmartObjectSubsystem::GetRegisteredSmartObjectsCompatibleWithCollection(
|
|
const ASmartObjectPersistentCollection& InCollection,
|
|
TArray<USmartObjectComponent*>& OutRelevantComponents
|
|
) const
|
|
{
|
|
const int32 InitialCount = OutRelevantComponents.Num();
|
|
|
|
if (bIsPartitionedWorld == false)
|
|
{
|
|
const ULevel* MyLevel = InCollection.GetLevel();
|
|
const ULevelStreaming* MyLevelStreaming = ULevelStreaming::FindStreamingLevel(MyLevel);
|
|
const bool bCollectionShouldAlwaysBeLoaded = (MyLevelStreaming == nullptr) || MyLevelStreaming->ShouldBeAlwaysLoaded();
|
|
|
|
const ULevel* PreviousLevel = nullptr;
|
|
bool bPreviousLevelValid = false;
|
|
for (const TObjectPtr<USmartObjectComponent>& Component : RegisteredSOComponents)
|
|
{
|
|
check(Component);
|
|
if (Component->GetCanBePartOfCollection() == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const ULevel* OwnerLevel = Component->GetComponentLevel();
|
|
bool bValid = bPreviousLevelValid;
|
|
|
|
if (OwnerLevel != PreviousLevel)
|
|
{
|
|
const ULevelStreaming* LevelStreaming = ULevelStreaming::FindStreamingLevel(OwnerLevel);
|
|
bValid = (MyLevelStreaming == LevelStreaming)
|
|
|| (bCollectionShouldAlwaysBeLoaded && LevelStreaming && LevelStreaming->ShouldBeAlwaysLoaded());
|
|
}
|
|
|
|
if (bValid)
|
|
{
|
|
OutRelevantComponents.Add(Component);
|
|
}
|
|
bPreviousLevelValid = bValid;
|
|
PreviousLevel = OwnerLevel;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TArray<const UDataLayerInstance*> DataLayers = InCollection.GetDataLayerInstances();
|
|
const bool bPersistentLevelCollection = (DataLayers.Num() == 0);
|
|
|
|
for (const TObjectPtr<USmartObjectComponent>& Component : RegisteredSOComponents)
|
|
{
|
|
check(Component);
|
|
if (Component->GetCanBePartOfCollection() == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (const AActor* Owner = Component->GetOwner())
|
|
{
|
|
const bool bInPersistentLayer = (Owner->HasDataLayers() == false);
|
|
if (bPersistentLevelCollection == bInPersistentLayer)
|
|
{
|
|
if (bPersistentLevelCollection)
|
|
{
|
|
OutRelevantComponents.Add(Component);
|
|
}
|
|
else
|
|
{
|
|
for (const UDataLayerInstance* DataLayerInstance : DataLayers)
|
|
{
|
|
if (Owner->ContainsDataLayer(DataLayerInstance))
|
|
{
|
|
OutRelevantComponents.Add(Component);
|
|
// breaking here since at the moment we only support registering smart objects only
|
|
// with a single collection
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return (OutRelevantComponents.Num() - InitialCount);
|
|
}
|
|
|
|
void USmartObjectSubsystem::IterativelyBuildCollections()
|
|
{
|
|
ensureMsgf(bIsPartitionedWorld, TEXT("%hs expected to be called in World Partitioned worlds"), __FUNCTION__);
|
|
|
|
if (RegisteredSOComponents.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TArray<USmartObjectComponent*> ComponentsToRestore = RegisteredSOComponents;
|
|
TArray<USmartObjectComponent*> RelevantComponents;
|
|
for (TWeakObjectPtr<ASmartObjectPersistentCollection>& WeakCollection : RegisteredCollections)
|
|
{
|
|
if (ASmartObjectPersistentCollection* Collection = WeakCollection.Get())
|
|
{
|
|
RelevantComponents.Reset();
|
|
|
|
if (GetRegisteredSmartObjectsCompatibleWithCollection(*Collection, RelevantComponents) > 0)
|
|
{
|
|
Collection->AppendToCollection(RelevantComponents);
|
|
|
|
// A component can belong to only a single collection.
|
|
// We remove objects added to the collection so that they do not get added to another collection.
|
|
// Also, the subsequent GetRegisteredSmartObjectsCompatibleWithCollection calls get less data to consider.
|
|
for (USmartObjectComponent* SOComponent : RelevantComponents)
|
|
{
|
|
RegisteredSOComponents.RemoveSingleSwap(SOComponent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Restore registered components so they can be unregistered properly by the normal streaming flow (i.e. not reporting any warnings/errors)
|
|
RegisteredSOComponents = MoveTemp(ComponentsToRestore);
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
void USmartObjectSubsystem::CreatePersistentCollectionFromDeprecatedData(UWorld& World, const ADEPRECATED_SmartObjectCollection& DeprecatedCollection)
|
|
{
|
|
if (DeprecatedCollection.CollectionEntries.Num() == 0)
|
|
{
|
|
// we ignore the empty deprecated collections - we used to always create these even if no smart objects were being used
|
|
// and an empty collection is an indication of such a case. No point in creating a replacement for such a collection.
|
|
return;
|
|
}
|
|
|
|
FActorSpawnParameters SpawnParams;
|
|
SpawnParams.OverrideLevel = DeprecatedCollection.GetLevel();
|
|
|
|
if (ASmartObjectPersistentCollection* NewCollection = World.SpawnActor<ASmartObjectPersistentCollection>(SpawnParams))
|
|
{
|
|
NewCollection->SmartObjectContainer.Bounds = DeprecatedCollection.Bounds;
|
|
NewCollection->SmartObjectContainer.CollectionEntries = DeprecatedCollection.CollectionEntries;
|
|
NewCollection->SmartObjectContainer.RegisteredIdToObjectMap = DeprecatedCollection.RegisteredIdToObjectMap;
|
|
NewCollection->SmartObjectContainer.Definitions = DeprecatedCollection.Definitions;
|
|
NewCollection->bUpdateCollectionOnSmartObjectsChange = DeprecatedCollection.bBuildCollectionAutomatically;
|
|
}
|
|
}
|
|
#endif // WITH_EDITORONLY_DATA
|
|
|
|
#if WITH_SMARTOBJECT_DEBUG
|
|
void USmartObjectSubsystem::DebugUnregisterAllSmartObjects()
|
|
{
|
|
for (USmartObjectComponent* Cmp : RegisteredSOComponents)
|
|
{
|
|
if (Cmp != nullptr && RuntimeSmartObjects.Find(Cmp->GetRegisteredHandle()) != nullptr)
|
|
{
|
|
RemoveComponentFromSimulation(*Cmp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::DebugRegisterAllSmartObjects()
|
|
{
|
|
for (USmartObjectComponent* Cmp : RegisteredSOComponents)
|
|
{
|
|
if (Cmp != nullptr)
|
|
{
|
|
const FSmartObjectCollectionEntry* Entry = SmartObjectContainer.GetEntries().FindByPredicate(
|
|
[Handle=Cmp->GetRegisteredHandle()](const FSmartObjectCollectionEntry& CollectionEntry)
|
|
{
|
|
return CollectionEntry.GetHandle() == Handle;
|
|
});
|
|
|
|
// In this debug command we register back components that were already part of the simulation but
|
|
// removed using debug command 'ai.debug.so.UnregisterAllSmartObjects'.
|
|
// We need to find associated collection entry and pass it back so the callbacks can be bound properly
|
|
if (Entry && RuntimeSmartObjects.Find(Entry->GetHandle()) == nullptr)
|
|
{
|
|
AddComponentToSimulation(*Cmp, *Entry);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::DebugInitializeRuntime()
|
|
{
|
|
// do not initialize more than once or on a GameWorld
|
|
if (bRuntimeInitialized || GetWorldRef().IsGameWorld())
|
|
{
|
|
return;
|
|
}
|
|
InitializeRuntime();
|
|
}
|
|
|
|
void USmartObjectSubsystem::DebugCleanupRuntime()
|
|
{
|
|
// do not cleanup more than once or on a GameWorld
|
|
if (!bRuntimeInitialized || GetWorldRef().IsGameWorld())
|
|
{
|
|
return;
|
|
}
|
|
CleanupRuntime();
|
|
}
|
|
|
|
#endif // WITH_SMARTOBJECT_DEBUG
|
|
|
|
//----------------------------------------------------------------------//
|
|
// deprecated functions implementations
|
|
//----------------------------------------------------------------------//
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
|
|
bool USmartObjectSubsystem::RegisterSmartObjectInternal(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
return RegisterSmartObject((SmartObjectComponent));
|
|
}
|
|
|
|
void USmartObjectSubsystem::BindComponentToSimulation(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
|
|
if (ensureAlwaysMsgf(SmartObjectRuntime != nullptr, TEXT("Unable to bind %s using handle '%s' since an associated runtime doesn't exist."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent),
|
|
*LexToString(SmartObjectComponent.GetRegisteredHandle())))
|
|
{
|
|
// Simply bind the newly available component to its active runtime instance
|
|
BindComponentToSimulationInternal(SmartObjectComponent, *SmartObjectRuntime);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::UnbindComponentFromSimulation(USmartObjectComponent& SmartObjectComponent)
|
|
{
|
|
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
|
|
if (ensureAlwaysMsgf(SmartObjectRuntime != nullptr, TEXT("Unable to bind %s using handle '%s' since an associated runtime doesn't exist."),
|
|
*UE::SmartObject::DebugGetComponentName(SmartObjectComponent),
|
|
*LexToString(SmartObjectComponent.GetRegisteredHandle())))
|
|
{
|
|
UnbindComponentFromSimulationInternal(SmartObjectComponent, *SmartObjectRuntime);
|
|
}
|
|
}
|
|
|
|
bool USmartObjectSubsystem::RemoveRuntimeInstanceFromSimulation(const FSmartObjectHandle Handle, USmartObjectComponent* SmartObjectComponent)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Removing SmartObject '%s' from runtime simulation%s."),
|
|
*LexToString(Handle),
|
|
SmartObjectComponent ? *FString::Printf(TEXT(" associated to %s"), *SmartObjectComponent->GetName()) : TEXT(""));
|
|
|
|
FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Handle);
|
|
#if WITH_SMARTOBJECT_DEBUG
|
|
ensureMsgf(SmartObjectRuntime != nullptr, TEXT("RemoveFromSimulation is an internal call and should only be used for objects still part of the simulation"));
|
|
#endif // WITH_SMARTOBJECT_DEBUG
|
|
|
|
if (SmartObjectRuntime == nullptr)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("%hs called with %s handle and no corresponding SmartObjectRuntime")
|
|
, __FUNCTION__
|
|
, Handle.IsValid() ? *FString::Printf(TEXT("a VALID '%s'"), *LexToString(Handle)) : TEXT("an INVALID"));
|
|
|
|
return false;
|
|
}
|
|
|
|
return RemoveRuntimeInstanceFromSimulation(*SmartObjectRuntime, SmartObjectComponent);
|
|
}
|
|
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|