Files
UnrealEngineUWP/Engine/Source/Runtime/AIModule/Private/Perception/AIPerceptionSystem.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

649 lines
19 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "Perception/AIPerceptionSystem.h"
#include "EngineGlobals.h"
#include "TimerManager.h"
#include "Engine/Engine.h"
#include "AISystem.h"
#include "Perception/AISense_Hearing.h"
#include "Perception/AISenseConfig.h"
#include "Perception/AIPerceptionComponent.h"
#include "VisualLogger/VisualLogger.h"
#include "Perception/AISenseEvent.h"
DECLARE_CYCLE_STAT(TEXT("Perception System"),STAT_AI_PerceptionSys,STATGROUP_AI);
DEFINE_LOG_CATEGORY(LogAIPerception);
//----------------------------------------------------------------------//
// UAISenseConfig
//----------------------------------------------------------------------//
FAISenseID UAISenseConfig::GetSenseID() const
{
TSubclassOf<UAISense> SenseClass = GetSenseImplementation();
return UAISense::GetSenseID(SenseClass);
}
//----------------------------------------------------------------------//
// UAIPerceptionSystem
//----------------------------------------------------------------------//
UAIPerceptionSystem::UAIPerceptionSystem(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, PerceptionAgingRate(0.3f)
, bSomeListenersNeedUpdateDueToStimuliAging(false)
, bStimuliSourcesRefreshRequired(false)
, bHandlePawnNotification(false)
, CurrentTime(0.f)
{
StimuliSourceEndPlayDelegate.BindDynamic(this, &UAIPerceptionSystem::OnPerceptionStimuliSourceEndPlay);
}
FAISenseID UAIPerceptionSystem::RegisterSenseClass(TSubclassOf<UAISense> SenseClass)
{
check(SenseClass);
FAISenseID SenseID = UAISense::GetSenseID(SenseClass);
if (SenseID.IsValid() == false)
{
UAISense* SenseCDO = GetMutableDefault<UAISense>(SenseClass);
SenseID = SenseCDO->UpdateSenseID();
if (SenseID.IsValid() == false)
{
// @todo log a message here
return FAISenseID::InvalidID();
}
}
if (SenseID.Index >= Senses.Num())
{
const int32 ItemsToAdd = SenseID.Index - Senses.Num() + 1;
Senses.AddZeroed(ItemsToAdd);
}
if (Senses[SenseID] == nullptr)
{
Senses[SenseID] = NewObject<UAISense>(this, SenseClass);
check(Senses[SenseID]);
bHandlePawnNotification |= Senses[SenseID]->ShouldAutoRegisterAllPawnsAsSources() || Senses[SenseID]->WantsNewPawnNotification();
if (Senses[SenseID]->ShouldAutoRegisterAllPawnsAsSources())
{
UWorld* World = GetWorld();
if (World->HasBegunPlay())
{
RegisterAllPawnsAsSourcesForSense(SenseID);
}
// otherwise it will get called in StartPlay()
}
// make senses v-log to perception system's log
REDIRECT_OBJECT_TO_VLOG(Senses[SenseID], this);
UE_VLOG(this, LogAIPerception, Log, TEXT("Registering sense %s"), *Senses[SenseID]->GetName());
}
return SenseID;
}
UWorld* UAIPerceptionSystem::GetWorld() const
{
return Cast<UWorld>(GetOuter());
}
void UAIPerceptionSystem::PostInitProperties()
{
Super::PostInitProperties();
}
TStatId UAIPerceptionSystem::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(UAIPerceptionSystem, STATGROUP_Tickables);
}
void UAIPerceptionSystem::RegisterSource(FAISenseID SenseID, AActor& SourceActor)
{
ensure(IsSenseInstantiated(SenseID));
SourcesToRegister.AddUnique(FPerceptionSourceRegistration(SenseID, &SourceActor));
}
void UAIPerceptionSystem::PerformSourceRegistration()
{
SCOPE_CYCLE_COUNTER(STAT_AI_PerceptionSys);
for (const FPerceptionSourceRegistration& PercSource : SourcesToRegister)
{
AActor* SourceActor = PercSource.Source.Get();
if (SourceActor != nullptr && SourceActor->IsPendingKillPending() == false && Senses[PercSource.SenseID] != nullptr)
{
Senses[PercSource.SenseID]->RegisterSource(*SourceActor);
// hook into notification about actor's EndPlay to remove it as a source
SourceActor->OnEndPlay.AddUnique(StimuliSourceEndPlayDelegate);
// store information we have this actor as given sense's source
FPerceptionStimuliSource& StimuliSource = RegisteredStimuliSources.FindOrAdd(SourceActor);
StimuliSource.SourceActor = SourceActor;
StimuliSource.RelevantSenses.AcceptChannel(PercSource.SenseID);
}
}
SourcesToRegister.Reset();
}
void UAIPerceptionSystem::OnNewListener(const FPerceptionListener& NewListener)
{
UAISense** SenseInstance = Senses.GetData();
for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
{
// @todo filter out the ones that do not declare using this sense
if (*SenseInstance != nullptr && NewListener.HasSense((*SenseInstance)->GetSenseID()))
{
(*SenseInstance)->OnNewListener(NewListener);
}
}
}
void UAIPerceptionSystem::OnListenerUpdate(const FPerceptionListener& UpdatedListener)
{
UAISense** SenseInstance = Senses.GetData();
for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
{
if (*SenseInstance != nullptr)
{
(*SenseInstance)->OnListenerUpdate(UpdatedListener);
}
}
}
void UAIPerceptionSystem::Tick(float DeltaSeconds)
{
SCOPE_CYCLE_COUNTER(STAT_AI_PerceptionSys);
SCOPE_CYCLE_COUNTER(STAT_AI_Overall);
// if no new stimuli
// and it's not time to remove stimuli from "know events"
UWorld* World = GEngine->GetWorldFromContextObject(GetOuter());
check(World);
if (World->bPlayersOnly == false)
{
// cache it
CurrentTime = World->GetTimeSeconds();
bool bNeedsUpdate = false;
if (bStimuliSourcesRefreshRequired == true)
{
// this is a bit naive, but we don't get notifications from the engine which Actor ended play,
// we just know one did. Let's just refresh the map removing all no-longer-valid instances
// @todo: we should be just calling senses directly here to unregister specific source
// but at this point source actor is invalid already so we can't really pin and use it
// this will go away once OnEndPlay broadcast passes in its instigator
FPerceptionChannelWhitelist SensesToUpdate;
for (auto It = RegisteredStimuliSources.CreateIterator(); It; ++It)
{
if (It->Value.SourceActor.IsValid() == false)
{
SensesToUpdate.MergeFilterIn(It->Value.RelevantSenses);
It.RemoveCurrent();
}
}
for (FPerceptionChannelWhitelist::FConstIterator It(SensesToUpdate); It && Senses.IsValidIndex(*It); ++It)
{
if (Senses[*It] != nullptr)
{
Senses[*It]->CleanseInvalidSources();
}
}
bStimuliSourcesRefreshRequired = false;
}
if (SourcesToRegister.Num() > 0)
{
PerformSourceRegistration();
}
{
UAISense** SenseInstance = Senses.GetData();
for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
{
bNeedsUpdate |= *SenseInstance != nullptr && (*SenseInstance)->ProgressTime(DeltaSeconds);
}
}
if (bNeedsUpdate)
{
// first update cached location of all listener, and remove invalid listeners
for (AIPerception::FListenerMap::TIterator ListenerIt(ListenerContainer); ListenerIt; ++ListenerIt)
{
if (ListenerIt->Value.Listener.IsValid())
{
ListenerIt->Value.CacheLocation();
}
else
{
OnListenerRemoved(ListenerIt->Value);
ListenerIt.RemoveCurrent();
}
}
UAISense** SenseInstance = Senses.GetData();
for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
{
if (*SenseInstance != nullptr)
{
(*SenseInstance)->Tick();
}
}
}
/** no point in soring in no new stimuli was processed */
bool bStimuliDelivered = DeliverDelayedStimuli(bNeedsUpdate ? RequiresSorting : NoNeedToSort);
if (bNeedsUpdate || bStimuliDelivered || bSomeListenersNeedUpdateDueToStimuliAging)
{
for (AIPerception::FListenerMap::TIterator ListenerIt(ListenerContainer); ListenerIt; ++ListenerIt)
{
check(ListenerIt->Value.Listener.IsValid())
if (ListenerIt->Value.HasAnyNewStimuli())
{
ListenerIt->Value.ProcessStimuli();
}
}
bSomeListenersNeedUpdateDueToStimuliAging = false;
}
}
}
void UAIPerceptionSystem::AgeStimuli()
{
// age all stimuli in all listeners by PerceptionAgingRate
const float ConstPerceptionAgingRate = PerceptionAgingRate;
for (AIPerception::FListenerMap::TIterator ListenerIt(ListenerContainer); ListenerIt; ++ListenerIt)
{
FPerceptionListener& Listener = ListenerIt->Value;
if (Listener.Listener.IsValid())
{
// AgeStimuli will return true if this listener requires an update after stimuli aging
if (Listener.Listener->AgeStimuli(ConstPerceptionAgingRate))
{
Listener.MarkForStimulusProcessing();
bSomeListenersNeedUpdateDueToStimuliAging = true;
}
}
}
}
UAIPerceptionSystem* UAIPerceptionSystem::GetCurrent(UObject* WorldContextObject)
{
UWorld* World = Cast<UWorld>(WorldContextObject);
if (World == nullptr && WorldContextObject != nullptr)
{
World = GEngine->GetWorldFromContextObject(WorldContextObject);
}
if (World && World->GetAISystem())
{
check(Cast<UAISystem>(World->GetAISystem()));
UAISystem* AISys = (UAISystem*)(World->GetAISystem());
return AISys->GetPerceptionSystem();
}
return nullptr;
}
void UAIPerceptionSystem::UpdateListener(UAIPerceptionComponent& Listener)
{
SCOPE_CYCLE_COUNTER(STAT_AI_PerceptionSys);
if (Listener.IsPendingKill())
{
UnregisterListener(Listener);
return;
}
const FPerceptionListenerID ListenerId = Listener.GetListenerId();
if (ListenerId != FPerceptionListenerID::InvalidID())
{
FPerceptionListener& ListenerEntry = ListenerContainer[ListenerId];
ListenerEntry.UpdateListenerProperties(Listener);
OnListenerUpdate(ListenerEntry);
}
else
{
const FPerceptionListenerID NewListenerId = FPerceptionListenerID::GetNextID();
Listener.StoreListenerId(NewListenerId);
FPerceptionListener& ListenerEntry = ListenerContainer.Add(NewListenerId, FPerceptionListener(Listener));
ListenerEntry.CacheLocation();
OnNewListener(ListenerContainer[NewListenerId]);
}
}
void UAIPerceptionSystem::UnregisterListener(UAIPerceptionComponent& Listener)
{
SCOPE_CYCLE_COUNTER(STAT_AI_PerceptionSys);
const FPerceptionListenerID ListenerId = Listener.GetListenerId();
// can already be removed from ListenerContainer as part of cleaning up
// listeners with invalid WeakObjectPtr to UAIPerceptionComponent
if (ListenerId != FPerceptionListenerID::InvalidID() && ListenerContainer.Contains(ListenerId))
{
check(ListenerContainer[ListenerId].Listener.IsValid() == false
|| ListenerContainer[ListenerId].Listener.Get() == &Listener);
OnListenerRemoved(ListenerContainer[ListenerId]);
ListenerContainer.Remove(ListenerId);
// mark it as unregistered
Listener.StoreListenerId(FPerceptionListenerID::InvalidID());
}
}
void UAIPerceptionSystem::UnregisterSource(AActor& SourceActor, const TSubclassOf<UAISense> Sense)
{
FPerceptionStimuliSource* StimuliSource = RegisteredStimuliSources.Find(&SourceActor);
if (StimuliSource)
{
// single sense case
if (Sense)
{
const FAISenseID SenseID = UAISense::GetSenseID(Sense);
if (Senses[SenseID] != nullptr && StimuliSource->RelevantSenses.ShouldRespondToChannel(Senses[SenseID]->GetSenseID()))
{
Senses[SenseID]->UnregisterSource(SourceActor);
StimuliSource->RelevantSenses.FilterOutChannel(SenseID);
}
}
else // unregister from all senses
{
for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID)
{
if (Senses[SenseID] != nullptr && StimuliSource->RelevantSenses.ShouldRespondToChannel(Senses[SenseID]->GetSenseID()))
{
Senses[SenseID]->UnregisterSource(SourceActor);
}
}
StimuliSource->RelevantSenses.Clear();
}
if (StimuliSource->RelevantSenses.IsEmpty())
{
SourceActor.OnEndPlay.Remove(StimuliSourceEndPlayDelegate);
RegisteredStimuliSources.Remove(&SourceActor);
}
}
else
{
UE_VLOG(this, LogAIPerception, Log, TEXT("UnregisterSource called for %s but it doesn't seem to be registered as a source"), *SourceActor.GetName());
}
}
void UAIPerceptionSystem::OnListenerRemoved(const FPerceptionListener& NewListener)
{
UAISense** SenseInstance = Senses.GetData();
for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
{
if (*SenseInstance != nullptr && NewListener.HasSense((*SenseInstance)->GetSenseID()))
{
(*SenseInstance)->OnListenerRemoved(NewListener);
}
}
}
void UAIPerceptionSystem::OnListenerForgetsActor(const UAIPerceptionComponent& Listener, AActor& ActorToForget)
{
const FPerceptionListenerID ListenerId = Listener.GetListenerId();
if (ListenerId != FPerceptionListenerID::InvalidID())
{
FPerceptionListener& ListenerEntry = ListenerContainer[ListenerId];
for (UAISense* Sense : Senses)
{
if (Sense != nullptr && Sense->NeedsNotificationOnForgetting() && ListenerEntry.HasSense(Sense->GetSenseID()))
{
Sense->OnListenerForgetsActor(ListenerEntry, ActorToForget);
}
}
}
}
void UAIPerceptionSystem::OnListenerForgetsAll(const UAIPerceptionComponent& Listener)
{
const FPerceptionListenerID ListenerId = Listener.GetListenerId();
if (ListenerId != FPerceptionListenerID::InvalidID())
{
FPerceptionListener& ListenerEntry = ListenerContainer[ListenerId];
for (UAISense* Sense : Senses)
{
if (Sense != nullptr && Sense->NeedsNotificationOnForgetting() && ListenerEntry.HasSense(Sense->GetSenseID()))
{
Sense->OnListenerForgetsAll(ListenerEntry);
}
}
}
}
void UAIPerceptionSystem::RegisterDelayedStimulus(FPerceptionListenerID ListenerId, float Delay, AActor* Instigator, const FAIStimulus& Stimulus)
{
FDelayedStimulus DelayedStimulus;
DelayedStimulus.DeliveryTimestamp = CurrentTime + Delay;
DelayedStimulus.ListenerId = ListenerId;
DelayedStimulus.Instigator = Instigator;
DelayedStimulus.Stimulus = Stimulus;
DelayedStimuli.Add(DelayedStimulus);
}
bool UAIPerceptionSystem::DeliverDelayedStimuli(UAIPerceptionSystem::EDelayedStimulusSorting Sorting)
{
struct FTimestampSort
{
bool operator()(const FDelayedStimulus& A, const FDelayedStimulus& B) const
{
return A.DeliveryTimestamp < B.DeliveryTimestamp;
}
};
if (DelayedStimuli.Num() <= 0)
{
return false;
}
if (Sorting == RequiresSorting)
{
DelayedStimuli.Sort(FTimestampSort());
}
int Index = 0;
while (Index < DelayedStimuli.Num() && DelayedStimuli[Index].DeliveryTimestamp < CurrentTime)
{
FDelayedStimulus& DelayedStimulus = DelayedStimuli[Index];
if (DelayedStimulus.ListenerId != FPerceptionListenerID::InvalidID() && ListenerContainer.Contains(DelayedStimulus.ListenerId))
{
FPerceptionListener& ListenerEntry = ListenerContainer[DelayedStimulus.ListenerId];
// this has been already checked during tick, so if it's no longer the case then it's a bug
check(ListenerEntry.Listener.IsValid());
// deliver
ListenerEntry.RegisterStimulus(DelayedStimulus.Instigator.Get(), DelayedStimulus.Stimulus);
}
++Index;
}
DelayedStimuli.RemoveAt(0, Index, /*bAllowShrinking=*/false);
return Index > 0;
}
void UAIPerceptionSystem::MakeNoiseImpl(AActor* NoiseMaker, float Loudness, APawn* NoiseInstigator, const FVector& NoiseLocation, float MaxRange, FName Tag)
{
UE_CLOG(NoiseMaker == nullptr && NoiseInstigator == nullptr, LogAIPerception, Warning
, TEXT("UAIPerceptionSystem::MakeNoiseImpl called with both NoiseMaker and NoiseInstigator being null. Unable to resolve UWorld context!"));
UWorld* World = NoiseMaker ? NoiseMaker->GetWorld() : (NoiseInstigator ? NoiseInstigator->GetWorld() : nullptr);
if (World)
{
UAIPerceptionSystem::OnEvent(World, FAINoiseEvent(NoiseInstigator ? NoiseInstigator : NoiseMaker
, NoiseLocation
, Loudness
, MaxRange
, Tag));
}
}
void UAIPerceptionSystem::OnNewPawn(APawn& Pawn)
{
if (bHandlePawnNotification == false)
{
return;
}
for (UAISense* Sense : Senses)
{
if (Sense == nullptr)
{
continue;
}
if (Sense->WantsNewPawnNotification())
{
Sense->OnNewPawn(Pawn);
}
if (Sense->ShouldAutoRegisterAllPawnsAsSources())
{
FAISenseID SenseID = Sense->GetSenseID();
check(IsSenseInstantiated(SenseID));
RegisterSource(SenseID, Pawn);
}
}
}
void UAIPerceptionSystem::StartPlay()
{
for (UAISense* Sense : Senses)
{
if (Sense != nullptr && Sense->ShouldAutoRegisterAllPawnsAsSources())
{
FAISenseID SenseID = Sense->GetSenseID();
RegisterAllPawnsAsSourcesForSense(SenseID);
}
}
UWorld* World = GetWorld();
if (World)
{
World->GetTimerManager().SetTimer(AgeStimuliTimerHandle, this, &UAIPerceptionSystem::AgeStimuli, PerceptionAgingRate, /*inbLoop=*/true);
}
}
void UAIPerceptionSystem::RegisterAllPawnsAsSourcesForSense(FAISenseID SenseID)
{
UWorld* World = GetWorld();
for (auto PawnIt = World->GetPawnIterator(); PawnIt; ++PawnIt)
{
if (PawnIt->Get())
{
RegisterSource(SenseID, **PawnIt);
}
}
}
bool UAIPerceptionSystem::RegisterPerceptionStimuliSource(UObject* WorldContext, TSubclassOf<UAISense> Sense, AActor* Target)
{
bool bResult = false;
if (Sense && Target)
{
UWorld* World = GEngine->GetWorldFromContextObject(WorldContext);
if (World && World->GetAISystem())
{
UAISystem* AISys = Cast<UAISystem>(World->GetAISystem());
if (AISys != nullptr && AISys->GetPerceptionSystem() != nullptr)
{
// just a cache
UAIPerceptionSystem* PerceptionSys = AISys->GetPerceptionSystem();
PerceptionSys->RegisterSourceForSenseClass(Sense, *Target);
bResult = true;
}
}
}
return bResult;
}
void UAIPerceptionSystem::RegisterSourceForSenseClass(TSubclassOf<UAISense> Sense, AActor& Target)
{
FAISenseID SenseID = UAISense::GetSenseID(Sense);
if (IsSenseInstantiated(SenseID) == false)
{
SenseID = RegisterSenseClass(Sense);
}
RegisterSource(SenseID, Target);
}
void UAIPerceptionSystem::OnPerceptionStimuliSourceEndPlay(AActor* Actor, EEndPlayReason::Type EndPlayReason)
{
// this tells us just that _a_ source has been removed. We need to parse through all sources and find which one was it
// this is a fall-back behavior, if source gets unregistered manually this function won't get called
// note, the actual work will be done on system's tick
bStimuliSourcesRefreshRequired = true;
}
TSubclassOf<UAISense> UAIPerceptionSystem::GetSenseClassForStimulus(UObject* WorldContext, const FAIStimulus& Stimulus)
{
TSubclassOf<UAISense> Result = nullptr;
UAIPerceptionSystem* PercSys = GetCurrent(WorldContext);
if (PercSys && PercSys->Senses.IsValidIndex(Stimulus.Type) && PercSys->Senses[Stimulus.Type] != nullptr)
{
Result = PercSys->Senses[Stimulus.Type]->GetClass();
}
return Result;
}
//----------------------------------------------------------------------//
// Blueprint API
//----------------------------------------------------------------------//
void UAIPerceptionSystem::ReportEvent(UAISenseEvent* PerceptionEvent)
{
if (PerceptionEvent)
{
const FAISenseID SenseID = PerceptionEvent->GetSenseID();
if (SenseID.IsValid() && Senses.IsValidIndex(SenseID) && Senses[SenseID] != nullptr)
{
Senses[SenseID]->RegisterWrappedEvent(*PerceptionEvent);
}
else
{
UE_VLOG(this, LogAIPerception, Log, TEXT("Skipping perception event %s since related sense class has not been registered (no listeners)")
, *PerceptionEvent->GetName());
PerceptionEvent->DrawToVLog(*this);
}
}
}
void UAIPerceptionSystem::ReportPerceptionEvent(UObject* WorldContext, UAISenseEvent* PerceptionEvent)
{
UAIPerceptionSystem* PerceptionSys = GetCurrent(WorldContext);
if (PerceptionSys != nullptr)
{
PerceptionSys->ReportEvent(PerceptionEvent);
}
}