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4333 lines
173 KiB
C++
4333 lines
173 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeExecutionContext.h"
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#include "StateTreeTaskBase.h"
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#include "StateTreeEvaluatorBase.h"
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#include "StateTreeConditionBase.h"
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#include "StateTreePropertyFunctionBase.h"
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#include "StateTreeReference.h"
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#include "Containers/StaticArray.h"
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#include "Debugger/StateTreeTrace.h"
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#include "Debugger/StateTreeTraceTypes.h"
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#include "Misc/ScopeExit.h"
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#include "VisualLogger/VisualLogger.h"
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#include "ProfilingDebugging/CsvProfiler.h"
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#include "Logging/LogScopedVerbosityOverride.h"
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#include "Engine/World.h"
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#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG_ALWAYS_UELOG(GetOwner(), LogStateTree, Verbosity, TEXT("%s: ") Format, *GetInstanceDescription(), ##__VA_ARGS__)
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#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG_ALWAYS_UELOG((Condition), GetOwner(), LogStateTree, Verbosity, TEXT("%s: ") Format, *GetInstanceDescription(), ##__VA_ARGS__)
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#define STATETREE_LOG_AND_TRACE(LogVerbosity, TraceVerbosity, Format, ...) \
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UE_VLOG_ALWAYS_UELOG(GetOwner(), LogStateTree, LogVerbosity, TEXT("%s: ") Format, *GetInstanceDescription(), ##__VA_ARGS__); \
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STATETREE_TRACE_LOG_EVENT(TraceVerbosity, Format, ##__VA_ARGS__)
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#if WITH_STATETREE_TRACE
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#define ID_NAME PREPROCESSOR_JOIN(InstanceId,__LINE__) \
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#define STATETREE_TRACE_SCOPED_PHASE(Phase) \
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FStateTreeInstanceDebugId ID_NAME = GetInstanceDebugId(); \
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TRACE_STATETREE_PHASE_EVENT(ID_NAME, Phase, EStateTreeTraceEventType::Push, FStateTreeStateHandle::Invalid) \
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ON_SCOPE_EXIT { TRACE_STATETREE_PHASE_EVENT(ID_NAME, Phase, EStateTreeTraceEventType::Pop, FStateTreeStateHandle::Invalid) }
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#define STATETREE_TRACE_SCOPED_STATE(StateHandle) \
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FStateTreeInstanceDebugId ID_NAME = GetInstanceDebugId(); \
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TRACE_STATETREE_PHASE_EVENT(ID_NAME, EStateTreeUpdatePhase::Unset, EStateTreeTraceEventType::Push, StateHandle) \
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ON_SCOPE_EXIT { TRACE_STATETREE_PHASE_EVENT(ID_NAME, EStateTreeUpdatePhase::Unset, EStateTreeTraceEventType::Pop, StateHandle) }
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#define STATETREE_TRACE_SCOPED_STATE_PHASE(StateHandle, Phase) \
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FStateTreeInstanceDebugId ID_NAME = GetInstanceDebugId(); \
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TRACE_STATETREE_PHASE_EVENT(ID_NAME, Phase, EStateTreeTraceEventType::Push, StateHandle) \
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ON_SCOPE_EXIT { TRACE_STATETREE_PHASE_EVENT(ID_NAME, Phase, EStateTreeTraceEventType::Pop, StateHandle) }
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#define STATETREE_TRACE_INSTANCE_EVENT(EventType) TRACE_STATETREE_INSTANCE_EVENT(GetInstanceDebugId(), GetStateTree(), *GetInstanceDescription(), EventType);
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#define STATETREE_TRACE_INSTANCE_FRAME_EVENT(InstanceDebugId, Frame) TRACE_STATETREE_INSTANCE_FRAME_EVENT(InstanceDebugId, Frame);
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#define STATETREE_TRACE_PHASE_BEGIN(Phase) TRACE_STATETREE_PHASE_EVENT(GetInstanceDebugId(), Phase, EStateTreeTraceEventType::Push, FStateTreeStateHandle::Invalid)
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#define STATETREE_TRACE_PHASE_END(Phase) TRACE_STATETREE_PHASE_EVENT(GetInstanceDebugId(), Phase, EStateTreeTraceEventType::Pop, FStateTreeStateHandle::Invalid)
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#define STATETREE_TRACE_ACTIVE_STATES_EVENT(ActiveFrames) TRACE_STATETREE_ACTIVE_STATES_EVENT(GetInstanceDebugId(), ActiveFrames);
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#define STATETREE_TRACE_LOG_EVENT(TraceVerbosity, Format, ...) TRACE_STATETREE_LOG_EVENT(GetInstanceDebugId(), TraceVerbosity, Format, ##__VA_ARGS__)
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#define STATETREE_TRACE_STATE_EVENT(StateHandle, EventType) TRACE_STATETREE_STATE_EVENT(GetInstanceDebugId(), StateHandle, EventType);
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#define STATETREE_TRACE_TASK_EVENT(Index, DataView, EventType, Status) TRACE_STATETREE_TASK_EVENT(GetInstanceDebugId(), FStateTreeIndex16(Index), DataView, EventType, Status);
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#define STATETREE_TRACE_EVALUATOR_EVENT(Index, DataView, EventType) TRACE_STATETREE_EVALUATOR_EVENT(GetInstanceDebugId(), FStateTreeIndex16(Index), DataView, EventType);
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#define STATETREE_TRACE_CONDITION_EVENT(Index, DataView, EventType) TRACE_STATETREE_CONDITION_EVENT(GetInstanceDebugId(), FStateTreeIndex16(Index), DataView, EventType);
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#define STATETREE_TRACE_TRANSITION_EVENT(Source, EventType) TRACE_STATETREE_TRANSITION_EVENT(GetInstanceDebugId(), Source, EventType);
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#else
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#define STATETREE_TRACE_SCOPED_PHASE(Phase)
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#define STATETREE_TRACE_SCOPED_STATE(StateHandle)
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#define STATETREE_TRACE_SCOPED_STATE_PHASE(StateHandle, Phase)
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#define STATETREE_TRACE_INSTANCE_EVENT(EventType)
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#define STATETREE_TRACE_INSTANCE_FRAME_EVENT(InstanceDebugId, Frame)
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#define STATETREE_TRACE_PHASE_BEGIN(Phase)
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#define STATETREE_TRACE_PHASE_END(Phase)
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#define STATETREE_TRACE_ACTIVE_STATES_EVENT(ActiveFrames)
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#define STATETREE_TRACE_LOG_EVENT(TraceVerbosity, Format, ...)
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#define STATETREE_TRACE_STATE_EVENT(StateHandle, EventType)
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#define STATETREE_TRACE_TASK_EVENT(Index, DataView, EventType, Status)
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#define STATETREE_TRACE_EVALUATOR_EVENT(Index, DataView, EventType)
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#define STATETREE_TRACE_CONDITION_EVENT(Index, DataView, EventType)
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#define STATETREE_TRACE_TRANSITION_EVENT(Source, EventType)
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#endif // WITH_STATETREE_TRACE
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namespace UE::StateTree
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{
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constexpr int32 DebugIndentSize = 2; // Debug printing indent for hierarchical data.
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}; // UE::StateTree
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FStateTreeExecutionContext::FCurrentlyProcessedFrameScope::FCurrentlyProcessedFrameScope(FStateTreeExecutionContext& InContext, const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame): Context(InContext)
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{
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check(CurrentFrame.StateTree);
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FStateTreeInstanceStorage* SharedInstanceDataStorage = &CurrentFrame.StateTree->GetSharedInstanceData()->GetMutableStorage();
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SavedFrame = Context.CurrentlyProcessedFrame;
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SavedParentFrame = Context.CurrentlyProcessedParentFrame;
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SavedSharedInstanceDataStorage = Context.CurrentlyProcessedSharedInstanceStorage;
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Context.CurrentlyProcessedFrame = &CurrentFrame;
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Context.CurrentlyProcessedParentFrame = CurrentParentFrame;
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Context.CurrentlyProcessedSharedInstanceStorage = SharedInstanceDataStorage;
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STATETREE_TRACE_INSTANCE_FRAME_EVENT(Context.GetInstanceDebugId(), Context.CurrentlyProcessedFrame);
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}
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FStateTreeExecutionContext::FCurrentlyProcessedFrameScope::~FCurrentlyProcessedFrameScope()
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{
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Context.CurrentlyProcessedFrame = SavedFrame;
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Context.CurrentlyProcessedParentFrame = SavedParentFrame;
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Context.CurrentlyProcessedSharedInstanceStorage = SavedSharedInstanceDataStorage;
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if (Context.CurrentlyProcessedFrame)
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{
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STATETREE_TRACE_INSTANCE_FRAME_EVENT(Context.GetInstanceDebugId(), Context.CurrentlyProcessedFrame);
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}
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}
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FStateTreeExecutionContext::FStateTreeExecutionContext(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData, const FOnCollectStateTreeExternalData& InCollectExternalDataDelegate)
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: Owner(InOwner)
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, RootStateTree(InStateTree)
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, InstanceData(InInstanceData)
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, CollectExternalDataDelegate(InCollectExternalDataDelegate)
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{
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if (InStateTree.IsReadyToRun())
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{
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// Initialize data views for all possible items.
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ContextAndExternalDataViews.SetNum(RootStateTree.GetNumContextDataViews());
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InstanceDataStorage = &InstanceData.GetMutableStorage();
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check(InstanceDataStorage);
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EventQueue = InstanceData.GetSharedMutableEventQueue();
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}
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else
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{
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STATETREE_LOG(Warning, TEXT("%hs: StateTree asset is not valid ('%s' using StateTree '%s')"),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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}
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}
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FStateTreeExecutionContext::FStateTreeExecutionContext(const FStateTreeExecutionContext& InContextToCopy, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData)
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: FStateTreeExecutionContext(InContextToCopy.Owner, InStateTree, InInstanceData, InContextToCopy.CollectExternalDataDelegate)
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{
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LinkedStateTreeOverrides = InContextToCopy.LinkedStateTreeOverrides;
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const bool bIsSameSchema = RootStateTree.GetSchema()->GetClass() == InContextToCopy.GetStateTree()->GetSchema()->GetClass();
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if (bIsSameSchema)
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{
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for (const FStateTreeExternalDataDesc& TargetDataDesc : GetContextDataDescs())
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{
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const int32 TargetIndex = TargetDataDesc.Handle.DataHandle.GetIndex();
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ContextAndExternalDataViews[TargetIndex] = InContextToCopy.ContextAndExternalDataViews[TargetIndex];
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}
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EventQueue = InstanceData.GetSharedMutableEventQueue();
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}
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else
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{
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STATETREE_LOG(Error, TEXT("%hs: '%s' using StateTree '%s' trying to run subtree '%s' but their schemas don't match"),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(InContextToCopy.GetStateTree()), *GetFullNameSafe(&RootStateTree));
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}
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}
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FStateTreeExecutionContext::~FStateTreeExecutionContext()
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{
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// Mark external data indices as invalid
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FStateTreeExecutionState& Exec = GetExecState();
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for (FStateTreeExecutionFrame& Frame : Exec.ActiveFrames)
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{
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Frame.ExternalDataBaseIndex = {};
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}
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}
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void FStateTreeExecutionContext::SetCollectExternalDataCallback(const FOnCollectStateTreeExternalData& Callback)
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{
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CollectExternalDataDelegate = Callback;
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}
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void FStateTreeExecutionContext::SetLinkedStateTreeOverrides(const FStateTreeReferenceOverrides* InLinkedStateTreeOverrides)
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{
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LinkedStateTreeOverrides = InLinkedStateTreeOverrides;
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}
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const FStateTreeReference* FStateTreeExecutionContext::GetLinkedStateTreeOverrideForTag(const FGameplayTag StateTag) const
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{
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if (!LinkedStateTreeOverrides)
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{
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return nullptr;
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}
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for (const FStateTreeReferenceOverrideItem& Item : LinkedStateTreeOverrides->GetOverrideItems())
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{
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if (Item.GetStateTag() == StateTag)
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{
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return &Item.GetStateTreeReference();
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}
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}
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return nullptr;
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}
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bool FStateTreeExecutionContext::AreContextDataViewsValid() const
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{
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if (!IsValid())
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{
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return false;
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}
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bool bResult = true;
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for (const FStateTreeExternalDataDesc& DataDesc : RootStateTree.GetContextDataDescs())
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{
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const FStateTreeDataView& DataView = ContextAndExternalDataViews[DataDesc.Handle.DataHandle.GetIndex()];
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// Required items must have valid pointer of the expected type.
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if (DataDesc.Requirement == EStateTreeExternalDataRequirement::Required)
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{
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if (!DataView.IsValid() || !DataDesc.IsCompatibleWith(DataView))
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{
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bResult = false;
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break;
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}
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}
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else // Optional items must have the expected type if they are set.
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{
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if (DataView.IsValid() && !DataDesc.IsCompatibleWith(DataView))
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{
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bResult = false;
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break;
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}
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}
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}
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return bResult;
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}
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bool FStateTreeExecutionContext::SetContextDataByName(const FName Name, FStateTreeDataView DataView)
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{
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const FStateTreeExternalDataDesc* Desc = RootStateTree.GetContextDataDescs().FindByPredicate([&Name](const FStateTreeExternalDataDesc& Desc)
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{
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return Desc.Name == Name;
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});
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if (Desc)
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{
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ContextAndExternalDataViews[Desc->Handle.DataHandle.GetIndex()] = DataView;
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return true;
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}
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return false;
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}
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EStateTreeRunStatus FStateTreeExecutionContext::Start(const FInstancedPropertyBag* InitialParameters, int32 RandomSeed)
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{
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Start);
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if (!IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%hs: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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return EStateTreeRunStatus::Failed;
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}
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FStateTreeExecutionState& Exec = GetExecState();
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if (!ensureMsgf(Exec.CurrentPhase == EStateTreeUpdatePhase::Unset, TEXT("%hs can't be called while already in %s ('%s' using StateTree '%s')."),
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__FUNCTION__, *UEnum::GetDisplayValueAsText(Exec.CurrentPhase).ToString(), *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree)))
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{
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return EStateTreeRunStatus::Failed;
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}
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// Stop if still running previous state.
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if (Exec.TreeRunStatus == EStateTreeRunStatus::Running)
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{
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Stop();
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}
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// Initialize instance data. No active states yet, so we'll initialize the evals and global tasks.
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InstanceData.Reset();
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if (!InitialParameters || !SetGlobalParameters(*InitialParameters))
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{
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SetGlobalParameters(RootStateTree.GetDefaultParameters());
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}
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// Initialize for the init frame.
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FStateTreeExecutionFrame& InitFrame = Exec.ActiveFrames.AddDefaulted_GetRef();
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InitFrame.StateTree = &RootStateTree;
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InitFrame.RootState = FStateTreeStateHandle::Root;
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InitFrame.ActiveStates = {};
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InitFrame.bIsGlobalFrame = true;
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UpdateInstanceData({}, Exec.ActiveFrames);
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Exec.RandomStream.Initialize(RandomSeed == -1 ? FPlatformTime::Cycles() : RandomSeed);
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if (!CollectActiveExternalData())
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{
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STATETREE_LOG(Warning, TEXT("%hs: Failed to collect external data ('%s' using StateTree '%s')"),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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return EStateTreeRunStatus::Failed;
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}
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// Must sent instance creation event first
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STATETREE_TRACE_INSTANCE_EVENT(EStateTreeTraceEventType::Push);
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// Set scoped phase only for properly initialized context with valid Instance data
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// since we need it to output the InstanceId
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STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::StartTree);
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STATETREE_LOG(VeryVerbose, TEXT("%hs: Starting State Tree %s on owner '%s'."),
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__FUNCTION__, *GetFullNameSafe(&RootStateTree), *GetNameSafe(&Owner));
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// From this point any calls to Stop should be deferred.
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Exec.CurrentPhase = EStateTreeUpdatePhase::StartTree;
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// Start evaluators and global tasks. Fail the execution if any global task fails.
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FStateTreeIndex16 LastInitializedTaskIndex;
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const EStateTreeRunStatus GlobalTasksRunStatus = StartEvaluatorsAndGlobalTasks(LastInitializedTaskIndex);
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if (GlobalTasksRunStatus == EStateTreeRunStatus::Running)
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{
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// First tick.
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// Tasks are not ticked here, since their behavior is that EnterState() (called above) is treated as a tick.
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TickEvaluatorsAndGlobalTasks(0.0f, /*bTickGlobalTasks*/false);
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// Initialize to unset running state.
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Exec.TreeRunStatus = EStateTreeRunStatus::Running;
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Exec.LastTickStatus = EStateTreeRunStatus::Unset;
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static const FStateTreeStateHandle RootState = FStateTreeStateHandle(0);
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FStateSelectionResult StateSelectionResult;
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if (SelectState(InitFrame, RootState, StateSelectionResult))
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{
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check(StateSelectionResult.ContainsFrames());
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if (StateSelectionResult.GetSelectedFrames().Last().ActiveStates.Last().IsCompletionState())
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{
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// Transition to a terminal state (succeeded/failed).
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STATETREE_LOG(Warning, TEXT("%hs: Tree %s at StateTree start on '%s' using StateTree '%s'."),
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__FUNCTION__, StateSelectionResult.GetSelectedFrames().Last().ActiveStates.Last() == FStateTreeStateHandle::Succeeded ? TEXT("succeeded") : TEXT("failed"), *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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Exec.TreeRunStatus = StateSelectionResult.GetSelectedFrames().Last().ActiveStates.Last().ToCompletionStatus();
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}
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else
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{
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// Enter state tasks can fail/succeed, treat it same as tick.
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FStateTreeTransitionResult Transition;
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Transition.TargetState = RootState;
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Transition.CurrentRunStatus = Exec.LastTickStatus;
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Transition.NextActiveFrames = StateSelectionResult.GetSelectedFrames(); // Enter state will update Exec.ActiveFrames.
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Transition.NextActiveFrameEvents = StateSelectionResult.GetFramesStateSelectionEvents();
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const EStateTreeRunStatus LastTickStatus = EnterState(Transition);
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Exec.LastTickStatus = LastTickStatus;
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// Report state completed immediately.
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if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
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{
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StateCompleted();
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}
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}
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}
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if (Exec.LastTickStatus == EStateTreeRunStatus::Unset)
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{
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// Should not happen. This may happen if initial state could not be selected.
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STATETREE_LOG(Error, TEXT("%hs: Failed to select initial state on '%s' using StateTree '%s'. This should not happen, check that the StateTree logic can always select a state at start."),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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Exec.TreeRunStatus = EStateTreeRunStatus::Failed;
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}
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}
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else
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{
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StopEvaluatorsAndGlobalTasks(GlobalTasksRunStatus, LastInitializedTaskIndex);
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STATETREE_LOG(VeryVerbose, TEXT("%hs: Global tasks completed the StateTree %s on start in status '%s'."),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree), *UEnum::GetDisplayValueAsText(GlobalTasksRunStatus).ToString());
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// No active states or global tasks anymore, reset frames.
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Exec.ActiveFrames.Reset();
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// We are not considered as running yet so we only set the status without requiring a stop.
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Exec.TreeRunStatus = GlobalTasksRunStatus;
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}
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// Reset phase since we are now safe to stop.
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Exec.CurrentPhase = EStateTreeUpdatePhase::Unset;
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// Use local for resulting run state since Stop will reset the instance data.
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EStateTreeRunStatus Result = Exec.TreeRunStatus;
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if (Exec.RequestedStop != EStateTreeRunStatus::Unset)
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{
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STATETREE_LOG_AND_TRACE(VeryVerbose, Log, TEXT("Processing Deferred Stop"));
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Result = Stop(Exec.RequestedStop);
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}
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return Result;
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}
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EStateTreeRunStatus FStateTreeExecutionContext::Stop(EStateTreeRunStatus CompletionStatus)
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{
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Stop);
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if (!IsValid())
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{
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STATETREE_LOG(Warning, TEXT("%hs: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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return EStateTreeRunStatus::Failed;
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}
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if (!CollectActiveExternalData())
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{
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STATETREE_LOG(Warning, TEXT("%hs: Failed to collect external data ('%s' using StateTree '%s')"),
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__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
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return EStateTreeRunStatus::Failed;
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}
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// Set scoped phase only for properly initialized context with valid Instance data
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// since we need it to output the InstanceId
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STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::StopTree);
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// Make sure that we return a valid completion status (i.e. Succeeded, Failed or Stopped)
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if (CompletionStatus == EStateTreeRunStatus::Unset
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|| CompletionStatus == EStateTreeRunStatus::Running)
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{
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CompletionStatus = EStateTreeRunStatus::Stopped;
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}
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FStateTreeExecutionState& Exec = GetExecState();
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// A reentrant call to Stop or a call from Start or Tick must be deferred.
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if (Exec.CurrentPhase != EStateTreeUpdatePhase::Unset)
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{
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STATETREE_LOG_AND_TRACE(VeryVerbose, Log, TEXT("Deferring Stop at end of %s"), *UEnum::GetDisplayValueAsText(Exec.CurrentPhase).ToString());
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Exec.RequestedStop = CompletionStatus;
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return EStateTreeRunStatus::Running;
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}
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// No need to clear on exit since we reset all the instance data before leaving the function.
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Exec.CurrentPhase = EStateTreeUpdatePhase::StopTree;
|
|
|
|
EStateTreeRunStatus Result = Exec.TreeRunStatus;
|
|
|
|
// Exit states if still in some valid state.
|
|
if (Exec.TreeRunStatus == EStateTreeRunStatus::Running)
|
|
{
|
|
// Transition to Succeeded state.
|
|
FStateTreeTransitionResult Transition;
|
|
Transition.TargetState = FStateTreeStateHandle::FromCompletionStatus(CompletionStatus);
|
|
Transition.CurrentRunStatus = CompletionStatus;
|
|
FStateTreeExecutionFrame& NewFrame = Transition.NextActiveFrames.AddDefaulted_GetRef();
|
|
NewFrame.StateTree = &RootStateTree;
|
|
NewFrame.RootState = FStateTreeStateHandle::Root;
|
|
NewFrame.ActiveStates = {};
|
|
|
|
ExitState(Transition);
|
|
|
|
// Stop evaluators and global tasks.
|
|
StopEvaluatorsAndGlobalTasks(CompletionStatus);
|
|
|
|
// No active states or global tasks anymore, reset frames.
|
|
Exec.ActiveFrames.Reset();
|
|
|
|
Result = CompletionStatus;
|
|
}
|
|
|
|
// Trace before resetting the instance data since it is required to provide all the event information
|
|
STATETREE_TRACE_ACTIVE_STATES_EVENT({});
|
|
STATETREE_TRACE_INSTANCE_EVENT(EStateTreeTraceEventType::Pop);
|
|
|
|
// Destruct all allocated instance data (does not shrink the buffer). This will invalidate Exec too.
|
|
InstanceData.Reset();
|
|
|
|
// External data needs to be recollected if this exec context is reused.
|
|
bActiveExternalDataCollected = false;
|
|
|
|
return Result;
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::TickPrelude()
|
|
{
|
|
if (!IsValid())
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
if (!CollectActiveExternalData())
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: Failed to collect external data ('%s' using StateTree '%s')"),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// No ticking if the tree is done or stopped.
|
|
if (Exec.TreeRunStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
return Exec.TreeRunStatus;
|
|
}
|
|
|
|
if (!ensureMsgf(Exec.CurrentPhase == EStateTreeUpdatePhase::Unset, TEXT("%hs can't be called while already in %s ('%s' using StateTree '%s')."),
|
|
__FUNCTION__, *UEnum::GetDisplayValueAsText(Exec.CurrentPhase).ToString(), *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree)))
|
|
{
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
// From this point any calls to Stop should be deferred.
|
|
Exec.CurrentPhase = EStateTreeUpdatePhase::TickStateTree;
|
|
|
|
return EStateTreeRunStatus::Running;
|
|
}
|
|
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::TickPostlude()
|
|
{
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// Reset phase since we are now safe to stop.
|
|
Exec.CurrentPhase = EStateTreeUpdatePhase::Unset;
|
|
|
|
// Use local for resulting run state since Stop will reset the instance data.
|
|
EStateTreeRunStatus Result = Exec.TreeRunStatus;
|
|
|
|
if (Exec.RequestedStop != EStateTreeRunStatus::Unset)
|
|
{
|
|
STATETREE_LOG_AND_TRACE(VeryVerbose, Log, TEXT("Processing Deferred Stop"));
|
|
Result = Stop(Exec.RequestedStop);
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::Tick(const float DeltaTime)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Tick);
|
|
|
|
const EStateTreeRunStatus PreludeResult = TickPrelude();
|
|
if (PreludeResult != EStateTreeRunStatus::Running)
|
|
{
|
|
return PreludeResult;
|
|
}
|
|
|
|
TickUpdateTasksInternal(DeltaTime);
|
|
TickTriggerTransitionsInternal();
|
|
|
|
return TickPostlude();
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::TickUpdateTasks(const float DeltaTime)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Tick);
|
|
|
|
const EStateTreeRunStatus PreludeResult = TickPrelude();
|
|
if (PreludeResult != EStateTreeRunStatus::Running)
|
|
{
|
|
return PreludeResult;
|
|
}
|
|
|
|
TickUpdateTasksInternal(DeltaTime);
|
|
|
|
return TickPostlude();
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::TickTriggerTransitions()
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Tick);
|
|
|
|
const EStateTreeRunStatus PreludeResult = TickPrelude();
|
|
if (PreludeResult != EStateTreeRunStatus::Running)
|
|
{
|
|
return PreludeResult;
|
|
}
|
|
|
|
TickTriggerTransitionsInternal();
|
|
|
|
return TickPostlude();
|
|
}
|
|
|
|
void FStateTreeExecutionContext::TickUpdateTasksInternal(const float DeltaTime)
|
|
{
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// Update the delayed transitions.
|
|
for (FStateTreeTransitionDelayedState& DelayedState : Exec.DelayedTransitions)
|
|
{
|
|
DelayedState.TimeLeft -= DeltaTime;
|
|
}
|
|
|
|
// Tick global evaluators and tasks.
|
|
const EStateTreeRunStatus EvalAndGlobalTaskStatus = TickEvaluatorsAndGlobalTasks(DeltaTime);
|
|
if (EvalAndGlobalTaskStatus == EStateTreeRunStatus::Running)
|
|
{
|
|
if (Exec.LastTickStatus == EStateTreeRunStatus::Running)
|
|
{
|
|
// Tick tasks on active states.
|
|
Exec.LastTickStatus = TickTasks(DeltaTime);
|
|
|
|
// Report state completed immediately.
|
|
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
StateCompleted();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
STATETREE_TRACE_LOG_EVENT(Log, TEXT("Global tasks completed (%s), stopping the tree"), *UEnum::GetDisplayValueAsText(EvalAndGlobalTaskStatus).ToString());
|
|
Exec.RequestedStop = EvalAndGlobalTaskStatus;
|
|
}
|
|
}
|
|
|
|
void FStateTreeExecutionContext::TickTriggerTransitionsInternal()
|
|
{
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// If stop is requested, do not try to trigger transitions.
|
|
if (Exec.RequestedStop != EStateTreeRunStatus::Unset)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// The state selection is repeated up to MaxIteration time. This allows failed EnterState() to potentially find a new state immediately.
|
|
// This helps event driven StateTrees to not require another event/tick to find a suitable state.
|
|
static constexpr int32 MaxIterations = 5;
|
|
for (int32 Iter = 0; Iter < MaxIterations; Iter++)
|
|
{
|
|
// Trigger conditional transitions or state succeed/failed transitions. First tick transition is handled here too.
|
|
if (TriggerTransitions())
|
|
{
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::ApplyTransitions);
|
|
STATETREE_TRACE_TRANSITION_EVENT(NextTransitionSource, EStateTreeTraceEventType::OnTransition);
|
|
NextTransitionSource.Reset();
|
|
|
|
ExitState(NextTransition);
|
|
|
|
// Tree succeeded or failed.
|
|
if (NextTransition.TargetState.IsCompletionState())
|
|
{
|
|
// Transition to a terminal state (succeeded/failed), or default transition failed.
|
|
Exec.TreeRunStatus = NextTransition.TargetState.ToCompletionStatus();
|
|
|
|
// Stop evaluators and global tasks.
|
|
StopEvaluatorsAndGlobalTasks(Exec.TreeRunStatus);
|
|
|
|
// No active states or global tasks anymore, reset frames.
|
|
Exec.ActiveFrames.Reset();
|
|
|
|
break;
|
|
}
|
|
|
|
// Enter state tasks can fail/succeed, treat it same as tick.
|
|
const EStateTreeRunStatus LastTickStatus = EnterState(NextTransition);
|
|
|
|
NextTransition.Reset();
|
|
|
|
Exec.LastTickStatus = LastTickStatus;
|
|
|
|
// Report state completed immediately.
|
|
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
StateCompleted();
|
|
}
|
|
}
|
|
|
|
// Stop as soon as have found a running state.
|
|
if (Exec.LastTickStatus == EStateTreeRunStatus::Running)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::GetStateTreeRunStatus() const
|
|
{
|
|
if (!IsValid())
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
if (const FStateTreeExecutionState* Exec = InstanceData.GetExecutionState())
|
|
{
|
|
return Exec->TreeRunStatus;
|
|
}
|
|
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::SendEvent(const FGameplayTag Tag, const FConstStructView Payload, const FName Origin) const
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_SendEvent);
|
|
|
|
if (!IsValid())
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return;
|
|
}
|
|
|
|
STATETREE_LOG_AND_TRACE(Verbose, Log, TEXT("Send Event '%s'"), *Tag.ToString());
|
|
|
|
FStateTreeEventQueue& LocalEventQueue = InstanceData.GetMutableEventQueue();
|
|
LocalEventQueue.SendEvent(&Owner, Tag, Payload, Origin);
|
|
}
|
|
|
|
void FStateTreeExecutionContext::RequestTransition(const FStateTreeTransitionRequest& Request)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_RequestTransition);
|
|
|
|
if (!IsValid())
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: StateTree context is not initialized properly ('%s' using StateTree '%s')"),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return;
|
|
}
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
if (bAllowDirectTransitions)
|
|
{
|
|
checkf(CurrentlyProcessedFrame, TEXT("Expecting CurrentlyProcessedFrame to be valid when called during TriggerTransitions()."));
|
|
|
|
STATETREE_LOG(Verbose, TEXT("Request transition to '%s' at priority %s"), *GetSafeStateName(*CurrentlyProcessedFrame, Request.TargetState), *UEnum::GetDisplayValueAsText(Request.Priority).ToString());
|
|
|
|
if (RequestTransition(*CurrentlyProcessedFrame, Request.TargetState, Request.Priority))
|
|
{
|
|
NextTransitionSource = FStateTreeTransitionSource(EStateTreeTransitionSourceType::ExternalRequest, Request.TargetState, Request.Priority);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const FStateTreeExecutionFrame* RootFrame = &Exec.ActiveFrames[0];
|
|
if (CurrentlyProcessedFrame)
|
|
{
|
|
RootFrame = CurrentlyProcessedFrame;
|
|
}
|
|
|
|
if (!RootFrame)
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: RequestTransition called on %s using StateTree %s without active state. Start() must be called before requesting transition."),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return;
|
|
}
|
|
|
|
STATETREE_LOG(Verbose, TEXT("Request transition to '%s' at priority %s"), *GetSafeStateName(*RootFrame, Request.TargetState), *UEnum::GetDisplayValueAsText(Request.Priority).ToString());
|
|
|
|
FStateTreeTransitionRequest RequestWithSource = Request;
|
|
RequestWithSource.SourceStateTree = RootFrame->StateTree;
|
|
RequestWithSource.SourceRootState = RootFrame->ActiveStates[0];
|
|
RequestWithSource.SourceState = CurrentlyProcessedState;
|
|
|
|
InstanceData.AddTransitionRequest(&Owner, RequestWithSource);
|
|
}
|
|
}
|
|
|
|
#if WITH_STATETREE_TRACE
|
|
FStateTreeInstanceDebugId FStateTreeExecutionContext::GetInstanceDebugId() const
|
|
{
|
|
FStateTreeInstanceDebugId& InstanceDebugId = GetExecState().InstanceDebugId;
|
|
if (!InstanceDebugId.IsValid())
|
|
{
|
|
static std::atomic<uint32> SerialNumber = 0;
|
|
InstanceDebugId = FStateTreeInstanceDebugId(GetTypeHash(GetInstanceDescription()), ++SerialNumber);
|
|
}
|
|
return InstanceDebugId;
|
|
}
|
|
#endif // WITH_STATETREE_TRACE
|
|
|
|
void FStateTreeExecutionContext::UpdateInstanceData(TConstArrayView<FStateTreeExecutionFrame> CurrentActiveFrames, TArrayView<FStateTreeExecutionFrame> NextActiveFrames)
|
|
{
|
|
// Estimate how many new instance data items we might have.
|
|
int32 EstimatedNumStructs = 0;
|
|
for (int32 FrameIndex = 0; FrameIndex < NextActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
const FStateTreeExecutionFrame& NextFrame = NextActiveFrames[FrameIndex];
|
|
if (NextFrame.bIsGlobalFrame)
|
|
{
|
|
EstimatedNumStructs += NextFrame.StateTree->NumGlobalInstanceData;
|
|
}
|
|
// States
|
|
for (int32 StateIndex = 0; StateIndex < NextFrame.ActiveStates.Num(); StateIndex++)
|
|
{
|
|
const FStateTreeStateHandle StateHandle = NextFrame.ActiveStates[StateIndex];
|
|
const FCompactStateTreeState& State = NextFrame.StateTree->States[StateHandle.Index];
|
|
EstimatedNumStructs += State.InstanceDataNum;
|
|
}
|
|
}
|
|
|
|
TArray<FConstStructView, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> InstanceStructs;
|
|
InstanceStructs.Reserve(EstimatedNumStructs);
|
|
|
|
TArray<FInstancedStruct*, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> TempInstanceStructs;
|
|
TempInstanceStructs.Reserve(EstimatedNumStructs);
|
|
|
|
TArrayView<FStateTreeTemporaryInstanceData> TempInstances = InstanceDataStorage->GetMutableTemporaryInstances();
|
|
auto FindInstanceTempData = [&TempInstances](const FStateTreeExecutionFrame& Frame, FStateTreeDataHandle DataHandle)
|
|
{
|
|
FStateTreeTemporaryInstanceData* TempData = TempInstances.FindByPredicate([&Frame, &DataHandle](const FStateTreeTemporaryInstanceData& Data)
|
|
{
|
|
return Data.StateTree == Frame.StateTree && Data.RootState == Frame.RootState && Data.DataHandle == DataHandle;
|
|
});
|
|
return TempData ? &TempData->Instance : nullptr;
|
|
};
|
|
|
|
// Find next instance data sources and find common/existing section of instance data at start.
|
|
int32 CurrentGlobalInstanceIndexBase = 0;
|
|
int32 NumCommonInstanceData = 0;
|
|
|
|
const UStruct* NextStateParameterDataStruct = nullptr;
|
|
FStateTreeDataHandle NextStateParameterDataHandle = FStateTreeDataHandle::Invalid;
|
|
|
|
FStateTreeDataHandle CurrentGlobalParameterDataHandle = FStateTreeDataHandle(EStateTreeDataSourceType::GlobalParameterData);
|
|
|
|
bool bAreCommon = true;
|
|
for (int32 FrameIndex = 0; FrameIndex < NextActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
const bool bIsCurrentFrameValid = CurrentActiveFrames.IsValidIndex(FrameIndex)
|
|
&& CurrentActiveFrames[FrameIndex].IsSameFrame(NextActiveFrames[FrameIndex]);
|
|
|
|
bAreCommon &= bIsCurrentFrameValid;
|
|
|
|
const FStateTreeExecutionFrame* CurrentFrame = bIsCurrentFrameValid ? &CurrentActiveFrames[FrameIndex] : nullptr;
|
|
FStateTreeExecutionFrame& NextFrame = NextActiveFrames[FrameIndex];
|
|
|
|
check(NextFrame.StateTree);
|
|
|
|
if (NextFrame.bIsGlobalFrame)
|
|
{
|
|
// Handle global tree parameters
|
|
if (NextStateParameterDataHandle.IsValid())
|
|
{
|
|
// Point to the parameter block set by linked state.
|
|
check(NextStateParameterDataStruct == NextFrame.StateTree->GetDefaultParameters().GetPropertyBagStruct());
|
|
CurrentGlobalParameterDataHandle = NextStateParameterDataHandle;
|
|
NextStateParameterDataHandle = FStateTreeDataHandle::Invalid; // Mark as used.
|
|
}
|
|
|
|
// Global Evals
|
|
const int32 BaseIndex = InstanceStructs.Num();
|
|
CurrentGlobalInstanceIndexBase = BaseIndex;
|
|
|
|
InstanceStructs.AddDefaulted(NextFrame.StateTree->NumGlobalInstanceData);
|
|
TempInstanceStructs.AddZeroed(NextFrame.StateTree->NumGlobalInstanceData);
|
|
|
|
for (int32 EvalIndex = NextFrame.StateTree->EvaluatorsBegin; EvalIndex < (NextFrame.StateTree->EvaluatorsBegin + NextFrame.StateTree->EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = NextFrame.StateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
const FConstStructView EvalInstanceData = NextFrame.StateTree->DefaultInstanceData.GetStruct(Eval.InstanceTemplateIndex.Get());
|
|
InstanceStructs[BaseIndex + Eval.InstanceDataHandle.GetIndex()] = EvalInstanceData;
|
|
if (!bAreCommon)
|
|
{
|
|
TempInstanceStructs[BaseIndex + Eval.InstanceDataHandle.GetIndex()] = FindInstanceTempData(NextFrame, Eval.InstanceDataHandle);
|
|
}
|
|
}
|
|
|
|
// Global tasks
|
|
for (int32 TaskIndex = NextFrame.StateTree->GlobalTasksBegin; TaskIndex < (NextFrame.StateTree->GlobalTasksBegin + NextFrame.StateTree->GlobalTasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = NextFrame.StateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FConstStructView TaskInstanceData = NextFrame.StateTree->DefaultInstanceData.GetStruct(Task.InstanceTemplateIndex.Get());
|
|
InstanceStructs[BaseIndex + Task.InstanceDataHandle.GetIndex()] = TaskInstanceData;
|
|
if (!bAreCommon)
|
|
{
|
|
TempInstanceStructs[BaseIndex + Task.InstanceDataHandle.GetIndex()] = FindInstanceTempData(NextFrame, Task.InstanceDataHandle);
|
|
}
|
|
}
|
|
|
|
if (bAreCommon)
|
|
{
|
|
NumCommonInstanceData = InstanceStructs.Num();
|
|
}
|
|
}
|
|
|
|
// States
|
|
const int32 BaseIndex = InstanceStructs.Num();
|
|
|
|
NextFrame.GlobalParameterDataHandle = CurrentGlobalParameterDataHandle;
|
|
NextFrame.GlobalInstanceIndexBase = FStateTreeIndex16(CurrentGlobalInstanceIndexBase);
|
|
NextFrame.ActiveInstanceIndexBase = FStateTreeIndex16(BaseIndex);
|
|
|
|
for (int32 StateIndex = 0; StateIndex < NextFrame.ActiveStates.Num(); StateIndex++)
|
|
{
|
|
// Check if the next state is still same as current state, GetStateSafe() will return invalid state if passed out of bounds index.
|
|
bAreCommon = bAreCommon && (CurrentFrame && CurrentFrame->ActiveStates.GetStateSafe(StateIndex) == NextFrame.ActiveStates[StateIndex]);
|
|
|
|
const FStateTreeStateHandle StateHandle = NextFrame.ActiveStates[StateIndex];
|
|
const FCompactStateTreeState& State = NextFrame.StateTree->States[StateHandle.Index];
|
|
|
|
InstanceStructs.AddDefaulted(State.InstanceDataNum);
|
|
TempInstanceStructs.AddZeroed(State.InstanceDataNum);
|
|
|
|
bool bCanHaveTempData = false;
|
|
|
|
if (State.Type == EStateTreeStateType::Subtree)
|
|
{
|
|
check(State.ParameterDataHandle.IsValid());
|
|
check(State.ParameterTemplateIndex.IsValid());
|
|
const FConstStructView ParamsInstanceData = NextFrame.StateTree->DefaultInstanceData.GetStruct(State.ParameterTemplateIndex.Get());
|
|
if (!NextStateParameterDataHandle.IsValid())
|
|
{
|
|
// Parameters are not set by a linked state, create instance data.
|
|
InstanceStructs[BaseIndex + State.ParameterDataHandle.GetIndex()] = ParamsInstanceData;
|
|
NextFrame.StateParameterDataHandle = State.ParameterDataHandle;
|
|
bCanHaveTempData = true;
|
|
}
|
|
else
|
|
{
|
|
// Point to the parameter block set by linked state.
|
|
const FCompactStateTreeParameters* Params = ParamsInstanceData.GetPtr<const FCompactStateTreeParameters>();
|
|
const UStruct* StateParameterDataStruct = Params ? Params->Parameters.GetPropertyBagStruct() : nullptr;
|
|
check(NextStateParameterDataStruct == StateParameterDataStruct);
|
|
|
|
NextFrame.StateParameterDataHandle = NextStateParameterDataHandle;
|
|
NextStateParameterDataHandle = FStateTreeDataHandle::Invalid; // Mark as used.
|
|
|
|
// This state will not instantiate parameter data, so we don't care about the temp data either.
|
|
bCanHaveTempData = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (State.ParameterTemplateIndex.IsValid())
|
|
{
|
|
// Linked state's instance data is the parameters.
|
|
check(State.ParameterDataHandle.IsValid());
|
|
|
|
const FCompactStateTreeParameters* Params = nullptr;
|
|
if (FInstancedStruct* TempParamsInstanceData = FindInstanceTempData(NextFrame, State.ParameterDataHandle))
|
|
{
|
|
// If we have temp data for the parameters, then setup the instance data with just a type, so that we can steal the temp data below (TempInstanceStructs).
|
|
// We expect overridden linked assets to hit this code path.
|
|
InstanceStructs[BaseIndex + State.ParameterDataHandle.GetIndex()] = FConstStructView(TempParamsInstanceData->GetScriptStruct());
|
|
Params = TempParamsInstanceData->GetPtr<const FCompactStateTreeParameters>();
|
|
bCanHaveTempData = true;
|
|
}
|
|
else
|
|
{
|
|
// If not temp data, use the states default values.
|
|
const FConstStructView ParamsInstanceData = NextFrame.StateTree->DefaultInstanceData.GetStruct(State.ParameterTemplateIndex.Get());
|
|
InstanceStructs[BaseIndex + State.ParameterDataHandle.GetIndex()] = ParamsInstanceData;
|
|
Params = ParamsInstanceData.GetPtr<const FCompactStateTreeParameters>();
|
|
bCanHaveTempData = true;
|
|
}
|
|
|
|
if (State.Type == EStateTreeStateType::Linked
|
|
|| State.Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
// Store the index of the parameter data, so that we can point the linked state to it.
|
|
check(State.ParameterDataHandle.GetSource() == EStateTreeDataSourceType::StateParameterData);
|
|
checkf(!NextStateParameterDataHandle.IsValid(), TEXT("NextStateParameterDataIndex not should be set yet when we encounter a linked state."));
|
|
NextStateParameterDataHandle = State.ParameterDataHandle;
|
|
NextStateParameterDataStruct = Params ? Params->Parameters.GetPropertyBagStruct() : nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bAreCommon && bCanHaveTempData)
|
|
{
|
|
TempInstanceStructs[BaseIndex + State.ParameterDataHandle.GetIndex()] = FindInstanceTempData(NextFrame, State.ParameterDataHandle);
|
|
}
|
|
|
|
if (State.EventDataIndex.IsValid())
|
|
{
|
|
InstanceStructs[BaseIndex + State.EventDataIndex.Get()] = FConstStructView(FStateTreeSharedEvent::StaticStruct());
|
|
}
|
|
|
|
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = NextFrame.StateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FConstStructView TaskInstanceData = NextFrame.StateTree->DefaultInstanceData.GetStruct(Task.InstanceTemplateIndex.Get());
|
|
InstanceStructs[BaseIndex + Task.InstanceDataHandle.GetIndex()] = TaskInstanceData;
|
|
if (!bAreCommon)
|
|
{
|
|
TempInstanceStructs[BaseIndex + Task.InstanceDataHandle.GetIndex()] = FindInstanceTempData(NextFrame, Task.InstanceDataHandle);
|
|
}
|
|
}
|
|
|
|
if (bAreCommon)
|
|
{
|
|
NumCommonInstanceData = InstanceStructs.Num();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Common section should match.
|
|
// @todo: put this behind a define when enough testing has been done.
|
|
for (int32 Index = 0; Index < NumCommonInstanceData; Index++)
|
|
{
|
|
check(Index < InstanceData.Num());
|
|
|
|
FConstStructView ExistingInstanceDataView = InstanceData.GetStruct(Index);
|
|
FConstStructView NewInstanceDataView = InstanceStructs[Index];
|
|
|
|
check(NewInstanceDataView.GetScriptStruct() == ExistingInstanceDataView.GetScriptStruct());
|
|
|
|
const FStateTreeInstanceObjectWrapper* ExistingWrapper = ExistingInstanceDataView.GetPtr<const FStateTreeInstanceObjectWrapper>();
|
|
const FStateTreeInstanceObjectWrapper* NewWrapper = ExistingInstanceDataView.GetPtr<const FStateTreeInstanceObjectWrapper>();
|
|
if (ExistingWrapper && NewWrapper)
|
|
{
|
|
check(ExistingWrapper->InstanceObject && NewWrapper->InstanceObject);
|
|
check(ExistingWrapper->InstanceObject->GetClass() == NewWrapper->InstanceObject->GetClass());
|
|
}
|
|
}
|
|
|
|
// Remove instance data that was not common.
|
|
InstanceData.ShrinkTo(NumCommonInstanceData);
|
|
|
|
// Add new instance data.
|
|
InstanceData.Append(Owner,
|
|
MakeArrayView(InstanceStructs.GetData() + NumCommonInstanceData, InstanceStructs.Num() - NumCommonInstanceData),
|
|
MakeArrayView(TempInstanceStructs.GetData() + NumCommonInstanceData, TempInstanceStructs.Num() - NumCommonInstanceData));
|
|
|
|
// Stop any temporary global tasks or evals that were left over.
|
|
StopTemporaryEvaluatorsAndGlobalTasks(TempInstances);
|
|
|
|
InstanceData.ResetTemporaryInstances();
|
|
}
|
|
|
|
FStateTreeDataView FStateTreeExecutionContext::GetDataView(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle)
|
|
{
|
|
switch (Handle.GetSource())
|
|
{
|
|
case EStateTreeDataSourceType::ContextData:
|
|
check(!ContextAndExternalDataViews.IsEmpty())
|
|
return ContextAndExternalDataViews[Handle.GetIndex()];
|
|
|
|
case EStateTreeDataSourceType::ExternalData:
|
|
check(!ContextAndExternalDataViews.IsEmpty())
|
|
return ContextAndExternalDataViews[CurrentFrame.ExternalDataBaseIndex.Get() + Handle.GetIndex()];
|
|
|
|
case EStateTreeDataSourceType::TransitionEvent:
|
|
{
|
|
if (CurrentlyProcessedTransitionEvent)
|
|
{
|
|
// const_cast because events are read only, but we cannot express that in FStateTreeDataView.
|
|
return FStateTreeDataView(FStructView::Make(*const_cast<FStateTreeEvent*>(CurrentlyProcessedTransitionEvent)));
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
case EStateTreeDataSourceType::StateEvent:
|
|
{
|
|
// If state selection is going, return FStateTreeEvent of the event currently captured by the state selection.
|
|
if (CurrentlyProcessedStateSelectionEvents)
|
|
{
|
|
if (const FCompactStateTreeState* State = CurrentFrame.StateTree->GetStateFromHandle(Handle.GetState()))
|
|
{
|
|
// Events are read only, but we cannot express that in FStateTreeDataView.
|
|
if (FStateTreeEvent* Event = CurrentlyProcessedStateSelectionEvents->Events[State->Depth].GetMutable())
|
|
{
|
|
return FStateTreeDataView(FStructView::Make(*Event));
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
return GetDataViewFromInstanceStorage(*InstanceDataStorage, CurrentlyProcessedSharedInstanceStorage, ParentFrame, CurrentFrame, Handle);
|
|
}
|
|
|
|
default:
|
|
return GetDataViewFromInstanceStorage(*InstanceDataStorage, CurrentlyProcessedSharedInstanceStorage, ParentFrame, CurrentFrame, Handle);
|
|
}
|
|
}
|
|
|
|
FStateTreeDataView FStateTreeExecutionContext::GetDataViewFromInstanceStorage(FStateTreeInstanceStorage& InstanceDataStorage, FStateTreeInstanceStorage* CurrentlyProcessedSharedInstanceStorage, const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle)
|
|
{
|
|
switch (Handle.GetSource())
|
|
{
|
|
case EStateTreeDataSourceType::None:
|
|
return {};
|
|
|
|
case EStateTreeDataSourceType::GlobalInstanceData:
|
|
return InstanceDataStorage.GetMutableStruct(CurrentFrame.GlobalInstanceIndexBase.Get() + Handle.GetIndex());
|
|
case EStateTreeDataSourceType::GlobalInstanceDataObject:
|
|
return InstanceDataStorage.GetMutableObject(CurrentFrame.GlobalInstanceIndexBase.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::ActiveInstanceData:
|
|
return InstanceDataStorage.GetMutableStruct(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex());
|
|
case EStateTreeDataSourceType::ActiveInstanceDataObject:
|
|
return InstanceDataStorage.GetMutableObject(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::SharedInstanceData:
|
|
check(CurrentlyProcessedSharedInstanceStorage);
|
|
return CurrentlyProcessedSharedInstanceStorage->GetMutableStruct(Handle.GetIndex());
|
|
case EStateTreeDataSourceType::SharedInstanceDataObject:
|
|
check(CurrentlyProcessedSharedInstanceStorage);
|
|
return CurrentlyProcessedSharedInstanceStorage->GetMutableObject(Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::GlobalParameterData:
|
|
// Defined in parent frame or is root state tree parameters
|
|
if (ParentFrame)
|
|
{
|
|
return GetDataViewFromInstanceStorage(InstanceDataStorage, CurrentlyProcessedSharedInstanceStorage, nullptr, *ParentFrame, CurrentFrame.GlobalParameterDataHandle);
|
|
}
|
|
return InstanceDataStorage.GetMutableGlobalParameters();
|
|
|
|
case EStateTreeDataSourceType::SubtreeParameterData:
|
|
{
|
|
// Defined in parent frame.
|
|
if (ParentFrame)
|
|
{
|
|
// Linked subtree, params defined in parent scope.
|
|
return GetDataViewFromInstanceStorage(InstanceDataStorage, CurrentlyProcessedSharedInstanceStorage, nullptr, *ParentFrame, CurrentFrame.StateParameterDataHandle);
|
|
}
|
|
// Standalone subtree, params define as state params.
|
|
FCompactStateTreeParameters& SubtreeParams = InstanceDataStorage.GetMutableStruct(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex()).Get<FCompactStateTreeParameters>();
|
|
return SubtreeParams.Parameters.GetMutableValue();
|
|
}
|
|
|
|
case EStateTreeDataSourceType::StateParameterData:
|
|
{
|
|
FCompactStateTreeParameters& StateParams = InstanceDataStorage.GetMutableStruct(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex()).Get<FCompactStateTreeParameters>();
|
|
return StateParams.Parameters.GetMutableValue();
|
|
}
|
|
|
|
case EStateTreeDataSourceType::StateEvent:
|
|
{
|
|
// Return FStateTreeEvent from shared event.
|
|
FStateTreeSharedEvent& SharedEvent = InstanceDataStorage.GetMutableStruct(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex()).Get<FStateTreeSharedEvent>();
|
|
check(SharedEvent.IsValid());
|
|
// Events are read only, but we cannot express that in FStateTreeDataView.
|
|
return FStateTreeDataView(FStructView::Make(*SharedEvent.GetMutable()));
|
|
}
|
|
|
|
case EStateTreeDataSourceType::ContextData:
|
|
case EStateTreeDataSourceType::ExternalData:
|
|
case EStateTreeDataSourceType::TransitionEvent:
|
|
return {};
|
|
|
|
default:
|
|
checkf(false, TEXT("Unhandle case %s"), *UEnum::GetValueAsString(Handle.GetSource()));
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
const FStateTreeExecutionFrame* FStateTreeExecutionContext::FindFrame(const UStateTree* StateTree, FStateTreeStateHandle RootState, TConstArrayView<FStateTreeExecutionFrame> Frames, const FStateTreeExecutionFrame*& OutParentFrame)
|
|
{
|
|
const int32 FrameIndex = Frames.IndexOfByPredicate([&StateTree, RootState](const FStateTreeExecutionFrame& Frame)
|
|
{
|
|
return Frame.StateTree == StateTree && Frame.RootState == RootState;
|
|
});
|
|
|
|
if (FrameIndex == INDEX_NONE)
|
|
{
|
|
OutParentFrame = nullptr;
|
|
return nullptr;
|
|
}
|
|
|
|
if (FrameIndex > 0)
|
|
{
|
|
OutParentFrame = &Frames[FrameIndex - 1];
|
|
}
|
|
|
|
return &Frames[FrameIndex];
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::IsHandleSourceValid(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const
|
|
{
|
|
// Checks that the instance data is valid for specific handle types.
|
|
//
|
|
// The CurrentFrame may not be yet properly initialized, for that reason we need to check
|
|
// that the path to the handle makes sense (it's part of the active states) as well as that
|
|
// we actually have instance data for the handle (index is valid).
|
|
//
|
|
// The (base) indices can be invalid if the frame/state is not entered yet.
|
|
// For active instance data we need to check that the frame is initialized for a specific state,
|
|
// as well as that the instance data is initialized.
|
|
|
|
switch (Handle.GetSource())
|
|
{
|
|
case EStateTreeDataSourceType::None:
|
|
return true;
|
|
|
|
case EStateTreeDataSourceType::GlobalInstanceData:
|
|
case EStateTreeDataSourceType::GlobalInstanceDataObject:
|
|
return CurrentFrame.GlobalInstanceIndexBase.IsValid()
|
|
&& InstanceDataStorage->IsValidIndex(CurrentFrame.GlobalInstanceIndexBase.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::ActiveInstanceData:
|
|
case EStateTreeDataSourceType::ActiveInstanceDataObject:
|
|
return CurrentFrame.ActiveInstanceIndexBase.IsValid()
|
|
&& CurrentFrame.ActiveStates.Contains(Handle.GetState(), CurrentFrame.NumCurrentlyActiveStates)
|
|
&& InstanceDataStorage->IsValidIndex(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::SharedInstanceData:
|
|
case EStateTreeDataSourceType::SharedInstanceDataObject:
|
|
return true;
|
|
|
|
case EStateTreeDataSourceType::ContextData:
|
|
return true;
|
|
|
|
case EStateTreeDataSourceType::ExternalData:
|
|
return CurrentFrame.ExternalDataBaseIndex.IsValid()
|
|
&& ContextAndExternalDataViews.IsValidIndex(CurrentFrame.ExternalDataBaseIndex.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::GlobalParameterData:
|
|
return ParentFrame
|
|
? IsHandleSourceValid(nullptr, *ParentFrame, CurrentFrame.GlobalParameterDataHandle)
|
|
: CurrentFrame.GlobalParameterDataHandle.IsValid();
|
|
|
|
case EStateTreeDataSourceType::SubtreeParameterData:
|
|
if (ParentFrame)
|
|
{
|
|
// If the current subtree state is not instantiated yet, we cannot assume that the parameter data is instantiated in the parent frame either.
|
|
if (!CurrentFrame.ActiveInstanceIndexBase.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
// Linked subtree, params defined in parent scope.
|
|
return IsHandleSourceValid(nullptr, *ParentFrame, CurrentFrame.StateParameterDataHandle);
|
|
}
|
|
// Standalone subtree, params define as state params.
|
|
return CurrentFrame.ActiveInstanceIndexBase.IsValid()
|
|
&& CurrentFrame.ActiveStates.Contains(Handle.GetState(), CurrentFrame.NumCurrentlyActiveStates)
|
|
&& InstanceDataStorage->IsValidIndex(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::StateParameterData:
|
|
return CurrentFrame.ActiveInstanceIndexBase.IsValid()
|
|
&& CurrentFrame.ActiveStates.Contains(Handle.GetState(), CurrentFrame.NumCurrentlyActiveStates)
|
|
&& InstanceDataStorage->IsValidIndex(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex());
|
|
|
|
case EStateTreeDataSourceType::TransitionEvent:
|
|
return CurrentlyProcessedTransitionEvent != nullptr;
|
|
|
|
case EStateTreeDataSourceType::StateEvent:
|
|
return CurrentlyProcessedStateSelectionEvents != nullptr
|
|
|| (CurrentFrame.ActiveInstanceIndexBase.IsValid()
|
|
&& CurrentFrame.ActiveStates.Contains(Handle.GetState())
|
|
&& InstanceDataStorage->IsValidIndex(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex()));
|
|
|
|
default:
|
|
checkf(false, TEXT("Unhandle case %s"), *UEnum::GetValueAsString(Handle.GetSource()));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FStateTreeDataView FStateTreeExecutionContext::GetDataViewOrTemporary(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle)
|
|
{
|
|
if (IsHandleSourceValid(ParentFrame, CurrentFrame, Handle))
|
|
{
|
|
return GetDataView(ParentFrame, CurrentFrame, Handle);
|
|
}
|
|
|
|
check(InstanceDataStorage);
|
|
|
|
switch (Handle.GetSource())
|
|
{
|
|
case EStateTreeDataSourceType::GlobalInstanceData:
|
|
case EStateTreeDataSourceType::ActiveInstanceData:
|
|
return InstanceDataStorage->GetMutableTemporaryStruct(CurrentFrame, Handle);
|
|
|
|
case EStateTreeDataSourceType::GlobalInstanceDataObject:
|
|
case EStateTreeDataSourceType::ActiveInstanceDataObject:
|
|
return InstanceDataStorage->GetMutableTemporaryObject(CurrentFrame, Handle);
|
|
|
|
case EStateTreeDataSourceType::GlobalParameterData:
|
|
if (ParentFrame)
|
|
{
|
|
if (FCompactStateTreeParameters* Params = InstanceDataStorage->GetMutableTemporaryStruct(*ParentFrame, CurrentFrame.GlobalParameterDataHandle).GetPtr<FCompactStateTreeParameters>())
|
|
{
|
|
return Params->Parameters.GetMutableValue();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EStateTreeDataSourceType::SubtreeParameterData:
|
|
if (ParentFrame)
|
|
{
|
|
// Linked subtree, params defined in parent scope.
|
|
if (FCompactStateTreeParameters* Params = InstanceDataStorage->GetMutableTemporaryStruct(*ParentFrame, CurrentFrame.StateParameterDataHandle).GetPtr<FCompactStateTreeParameters>())
|
|
{
|
|
return Params->Parameters.GetMutableValue();
|
|
}
|
|
}
|
|
// Standalone subtree, params define as state params.
|
|
if (FCompactStateTreeParameters* Params = InstanceDataStorage->GetMutableTemporaryStruct(CurrentFrame, Handle).GetPtr<FCompactStateTreeParameters>())
|
|
{
|
|
return Params->Parameters.GetMutableValue();
|
|
}
|
|
break;
|
|
|
|
case EStateTreeDataSourceType::StateParameterData:
|
|
if (FCompactStateTreeParameters* Params = InstanceDataStorage->GetMutableTemporaryStruct(CurrentFrame, Handle).GetPtr<FCompactStateTreeParameters>())
|
|
{
|
|
return Params->Parameters.GetMutableValue();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return {};
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
FStateTreeDataView FStateTreeExecutionContext::AddTemporaryInstance(const FStateTreeExecutionFrame& Frame, const FStateTreeIndex16 OwnerNodeIndex, const FStateTreeDataHandle DataHandle, FConstStructView NewInstanceData)
|
|
{
|
|
check(InstanceDataStorage);
|
|
const FStructView NewInstance = InstanceDataStorage->AddTemporaryInstance(Owner, Frame, OwnerNodeIndex, DataHandle, NewInstanceData);
|
|
if (FStateTreeInstanceObjectWrapper* Wrapper = NewInstance.GetPtr<FStateTreeInstanceObjectWrapper>())
|
|
{
|
|
return FStateTreeDataView(Wrapper->InstanceObject);
|
|
}
|
|
return NewInstance;
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::CopyBatchOnActiveInstances(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataView TargetView, const FStateTreeIndex16 BindingsBatch)
|
|
{
|
|
const FStateTreePropertyCopyBatch& Batch = CurrentFrame.StateTree->PropertyBindings.GetBatch(BindingsBatch);
|
|
check(TargetView.GetStruct() == Batch.TargetStruct.Struct);
|
|
|
|
if (Batch.PropertyFunctionsBegin != Batch.PropertyFunctionsEnd)
|
|
{
|
|
check(Batch.PropertyFunctionsBegin.IsValid() && Batch.PropertyFunctionsEnd.IsValid());
|
|
EvaluatePropertyFunctionsOnActiveInstances(ParentFrame, CurrentFrame, Batch.PropertyFunctionsBegin, Batch.PropertyFunctionsEnd.Get() - Batch.PropertyFunctionsBegin.Get());
|
|
}
|
|
|
|
bool bSucceed = true;
|
|
for (const FStateTreePropertyCopy& Copy : CurrentFrame.StateTree->PropertyBindings.GetBatchCopies(Batch))
|
|
{
|
|
const FStateTreeDataView SourceView = GetDataView(ParentFrame, CurrentFrame, Copy.SourceDataHandle);
|
|
bSucceed &= CurrentFrame.StateTree->PropertyBindings.CopyProperty(Copy, SourceView, TargetView);
|
|
}
|
|
return bSucceed;
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::CopyBatchWithValidation(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataView TargetView, const FStateTreeIndex16 BindingsBatch)
|
|
{
|
|
const FStateTreePropertyCopyBatch& Batch = CurrentFrame.StateTree->PropertyBindings.GetBatch(BindingsBatch);
|
|
check(TargetView.GetStruct() == Batch.TargetStruct.Struct);
|
|
|
|
if (Batch.PropertyFunctionsBegin != Batch.PropertyFunctionsEnd)
|
|
{
|
|
check(Batch.PropertyFunctionsBegin.IsValid() && Batch.PropertyFunctionsEnd.IsValid());
|
|
EvaluatePropertyFunctionsWithValidation(ParentFrame, CurrentFrame, Batch.PropertyFunctionsBegin, Batch.PropertyFunctionsEnd.Get() - Batch.PropertyFunctionsBegin.Get());
|
|
}
|
|
|
|
bool bSucceed = true;
|
|
for (const FStateTreePropertyCopy& Copy : CurrentFrame.StateTree->PropertyBindings.GetBatchCopies(Batch))
|
|
{
|
|
const FStateTreeDataView SourceView = GetDataViewOrTemporary(ParentFrame, CurrentFrame, Copy.SourceDataHandle);
|
|
if (!SourceView.IsValid())
|
|
{
|
|
bSucceed = false;
|
|
break;
|
|
}
|
|
|
|
bSucceed &= CurrentFrame.StateTree->PropertyBindings.CopyProperty(Copy, SourceView, TargetView);
|
|
}
|
|
return bSucceed;
|
|
}
|
|
|
|
|
|
bool FStateTreeExecutionContext::CollectActiveExternalData()
|
|
{
|
|
if (bActiveExternalDataCollected)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool bAllExternalDataValid = true;
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
const FStateTreeExecutionFrame* PrevFrame = nullptr;
|
|
|
|
for (FStateTreeExecutionFrame& Frame : Exec.ActiveFrames)
|
|
{
|
|
if (PrevFrame && PrevFrame->StateTree == Frame.StateTree)
|
|
{
|
|
Frame.ExternalDataBaseIndex = PrevFrame->ExternalDataBaseIndex;
|
|
}
|
|
else
|
|
{
|
|
Frame.ExternalDataBaseIndex = CollectExternalData(Frame.StateTree);
|
|
}
|
|
|
|
if (!Frame.ExternalDataBaseIndex.IsValid())
|
|
{
|
|
bAllExternalDataValid = false;
|
|
}
|
|
|
|
PrevFrame = &Frame;
|
|
}
|
|
|
|
if (bAllExternalDataValid)
|
|
{
|
|
bActiveExternalDataCollected = true;
|
|
}
|
|
|
|
return bAllExternalDataValid;
|
|
}
|
|
|
|
FStateTreeIndex16 FStateTreeExecutionContext::CollectExternalData(const UStateTree* StateTree)
|
|
{
|
|
if (!StateTree)
|
|
{
|
|
return FStateTreeIndex16::Invalid;
|
|
}
|
|
|
|
// If one of the active states share the same state tree, get the external data from there.
|
|
for (const FCollectedExternalDataCache& Cache : CollectedExternalCache)
|
|
{
|
|
if (Cache.StateTree == StateTree)
|
|
{
|
|
return Cache.BaseIndex;
|
|
}
|
|
}
|
|
|
|
const TConstArrayView<FStateTreeExternalDataDesc> ExternalDataDescs = StateTree->GetExternalDataDescs();
|
|
const int32 BaseIndex = ContextAndExternalDataViews.Num();
|
|
const int32 NumDescs = ExternalDataDescs.Num();
|
|
FStateTreeIndex16 Result(BaseIndex);
|
|
|
|
if (NumDescs > 0)
|
|
{
|
|
ContextAndExternalDataViews.AddDefaulted(NumDescs);
|
|
const TArrayView<FStateTreeDataView> DataViews = MakeArrayView(ContextAndExternalDataViews.GetData() + BaseIndex, NumDescs);
|
|
|
|
if (ensureMsgf(CollectExternalDataDelegate.IsBound(), TEXT("The StateTree asset has external data, expecting CollectExternalData delegate to be provided.")))
|
|
{
|
|
if (!CollectExternalDataDelegate.Execute(*this, StateTree, StateTree->GetExternalDataDescs(), DataViews))
|
|
{
|
|
// The caller is responsible for error reporting.
|
|
return FStateTreeIndex16::Invalid;
|
|
}
|
|
}
|
|
|
|
// Check that the data is valid and present.
|
|
for (int32 Index = 0; Index < NumDescs; Index++)
|
|
{
|
|
const FStateTreeExternalDataDesc& DataDesc = ExternalDataDescs[Index];
|
|
const FStateTreeDataView& DataView = ContextAndExternalDataViews[BaseIndex + Index];
|
|
|
|
if (DataDesc.Requirement == EStateTreeExternalDataRequirement::Required)
|
|
{
|
|
// Required items must have valid pointer of the expected type.
|
|
if (!DataView.IsValid() || !DataDesc.IsCompatibleWith(DataView))
|
|
{
|
|
Result = FStateTreeIndex16::Invalid;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Optional items must have same type if they are set.
|
|
if (DataView.IsValid() && !DataDesc.IsCompatibleWith(DataView))
|
|
{
|
|
Result = FStateTreeIndex16::Invalid;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!Result.IsValid())
|
|
{
|
|
// Rollback
|
|
ContextAndExternalDataViews.SetNum(BaseIndex);
|
|
}
|
|
|
|
// Cached both succeeded and failed attempts.
|
|
CollectedExternalCache.Add({ StateTree, Result });
|
|
|
|
return FStateTreeIndex16(Result);
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::SetGlobalParameters(const FInstancedPropertyBag& Parameters)
|
|
{
|
|
if (ensureMsgf(RootStateTree.GetDefaultParameters().GetPropertyBagStruct() == Parameters.GetPropertyBagStruct(),
|
|
TEXT("Parameters must be of the same struct type. Make sure to migrate the provided parameters to the same type as the StateTree default parameters.")))
|
|
{
|
|
InstanceDataStorage->SetGlobalParameters(Parameters);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::CaptureNewStateEvents(TConstArrayView<FStateTreeExecutionFrame> PrevFrames, TConstArrayView<FStateTreeExecutionFrame> NewFrames, TArrayView<FStateTreeFrameStateSelectionEvents> FramesStateSelectionEvents)
|
|
{
|
|
// Mark the events from delayed transitions as in use, so that each State will receive unique copy of the event struct.
|
|
TArray<FStateTreeSharedEvent, TInlineAllocator<16>> EventsInUse;
|
|
for (const FStateTreeTransitionDelayedState& DelayedTransition : GetExecState().DelayedTransitions)
|
|
{
|
|
if (DelayedTransition.CapturedEvent.IsValid())
|
|
{
|
|
EventsInUse.Add(DelayedTransition.CapturedEvent);
|
|
}
|
|
}
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < NewFrames.Num(); ++FrameIndex)
|
|
{
|
|
const FStateTreeExecutionFrame& NewFrame = NewFrames[FrameIndex];
|
|
|
|
// Find states that are unique to the new frame.
|
|
TConstArrayView<FStateTreeStateHandle> UniqueStates = NewFrame.ActiveStates.States;
|
|
if (PrevFrames.IsValidIndex(FrameIndex))
|
|
{
|
|
const FStateTreeExecutionFrame& PrevFrame = PrevFrames[FrameIndex];
|
|
|
|
if (PrevFrame.RootState == NewFrame.RootState
|
|
&& PrevFrame.StateTree == NewFrame.StateTree)
|
|
{
|
|
for (int32 StateIndex = 0; StateIndex < NewFrame.ActiveStates.Num(); ++StateIndex)
|
|
{
|
|
if (!PrevFrame.ActiveStates.IsValidIndex(StateIndex) || PrevFrame.ActiveStates[StateIndex] != NewFrame.ActiveStates[StateIndex])
|
|
{
|
|
UniqueStates = TConstArrayView<FStateTreeStateHandle>(&NewFrame.ActiveStates[StateIndex], NewFrame.ActiveStates.Num() - StateIndex);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Capture events for the new states.
|
|
for (const FStateTreeStateHandle StateHandle : UniqueStates)
|
|
{
|
|
if (const FCompactStateTreeState* State = NewFrame.StateTree->GetStateFromHandle(StateHandle))
|
|
{
|
|
if (State->EventDataIndex.IsValid())
|
|
{
|
|
FStateTreeSharedEvent& StateTreeEvent = InstanceDataStorage->GetMutableStruct(NewFrame.ActiveInstanceIndexBase.Get() + State->EventDataIndex.Get()).Get<FStateTreeSharedEvent>();
|
|
|
|
const FStateTreeSharedEvent& EventToCapture = FramesStateSelectionEvents[FrameIndex].Events[State->Depth];
|
|
if (EventsInUse.Contains(EventToCapture))
|
|
{
|
|
// Event is already spoken for, make a copy.
|
|
StateTreeEvent = FStateTreeSharedEvent(*EventToCapture);
|
|
}
|
|
else
|
|
{
|
|
// Event not in use, steal it.
|
|
StateTreeEvent = FramesStateSelectionEvents[FrameIndex].Events[State->Depth];
|
|
EventsInUse.Add(EventToCapture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::EnterState(FStateTreeTransitionResult& Transition)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_EnterState);
|
|
|
|
if (Transition.NextActiveFrames.IsEmpty())
|
|
{
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// Allocate new tasks.
|
|
UpdateInstanceData(Exec.ActiveFrames, Transition.NextActiveFrames);
|
|
|
|
CaptureNewStateEvents(Exec.ActiveFrames, Transition.NextActiveFrames, Transition.NextActiveFrameEvents);
|
|
|
|
Exec.StateChangeCount++;
|
|
Exec.CompletedFrameIndex = FStateTreeIndex16::Invalid;
|
|
Exec.CompletedStateHandle = FStateTreeStateHandle::Invalid;
|
|
Exec.EnterStateFailedFrameIndex = FStateTreeIndex16::Invalid; // This will make all tasks to be accepted.
|
|
Exec.EnterStateFailedTaskIndex = FStateTreeIndex16::Invalid; // This will make all tasks to be accepted.
|
|
|
|
// On target branch means that the state is the target of current transition or child of it.
|
|
// States which were active before and will remain active, but are not on target branch will not get
|
|
// EnterState called. That is, a transition is handled as "replan from this state".
|
|
bool bOnTargetBranch = false;
|
|
FStateTreeTransitionResult CurrentTransition = Transition;
|
|
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
|
|
|
|
STATETREE_LOG(Log, TEXT("Enter state '%s' (%d)"), *DebugGetStatePath(Transition.NextActiveFrames), Exec.StateChangeCount);
|
|
STATETREE_TRACE_PHASE_BEGIN(EStateTreeUpdatePhase::EnterStates);
|
|
|
|
// The previous active frames are needed for state enter logic.
|
|
TArray<FStateTreeExecutionFrame, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> PreviousActiveFrames;
|
|
PreviousActiveFrames = Exec.ActiveFrames;
|
|
|
|
// Reset the current active frames, new ones are added one by one.
|
|
Exec.ActiveFrames.Reset();
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < Transition.NextActiveFrames.Num() && Result != EStateTreeRunStatus::Failed; FrameIndex++)
|
|
{
|
|
const FStateTreeExecutionFrame& NextFrame = Transition.NextActiveFrames[FrameIndex];
|
|
|
|
FStateTreeExecutionFrame* CurrentParentFrame = !Exec.ActiveFrames.IsEmpty() ? &Exec.ActiveFrames.Last() : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames.Add_GetRef(NextFrame);
|
|
|
|
// We'll add new states one by one, so that active states contain only the states which have EnterState called.
|
|
CurrentFrame.ActiveStates.Reset();
|
|
|
|
// Get previous active states, they are used to calculate transition type.
|
|
FStateTreeActiveStates PreviousActiveStates;
|
|
if (PreviousActiveFrames.IsValidIndex(FrameIndex)
|
|
&& PreviousActiveFrames[FrameIndex].IsSameFrame(NextFrame))
|
|
{
|
|
PreviousActiveStates = PreviousActiveFrames[FrameIndex].ActiveStates;
|
|
}
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
const UStateTree* CurrentStateTree = NextFrame.StateTree;
|
|
|
|
for (int32 Index = 0; Index < NextFrame.ActiveStates.Num() && Result != EStateTreeRunStatus::Failed; Index++)
|
|
{
|
|
const FStateTreeStateHandle CurrentHandle = NextFrame.ActiveStates[Index];
|
|
const FStateTreeStateHandle PreviousHandle = PreviousActiveStates.GetStateSafe(Index);
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[CurrentHandle.Index];
|
|
|
|
FCurrentlyProcessedStateScope StateScope(*this, CurrentHandle);
|
|
|
|
// Add only enabled States to the list of active States
|
|
if (State.bEnabled && !CurrentFrame.ActiveStates.Push(CurrentHandle))
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Reached max execution depth when trying to enter state '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
break;
|
|
}
|
|
CurrentFrame.NumCurrentlyActiveStates = static_cast<uint8>(CurrentFrame.ActiveStates.Num());
|
|
|
|
if (State.Type == EStateTreeStateType::Linked
|
|
|| State.Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
if (State.ParameterDataHandle.IsValid()
|
|
&& State.ParameterBindingsBatch.IsValid())
|
|
{
|
|
const FStateTreeDataView StateParamsDataView = GetDataView(CurrentParentFrame, CurrentFrame, State.ParameterDataHandle);
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, StateParamsDataView, State.ParameterBindingsBatch);
|
|
}
|
|
}
|
|
|
|
bOnTargetBranch = bOnTargetBranch || CurrentHandle == Transition.TargetState;
|
|
const bool bWasActive = PreviousHandle == CurrentHandle;
|
|
|
|
// Do not enter a disabled State tasks but maintain property bindings
|
|
const bool bIsEnteringState = (!bWasActive || bOnTargetBranch) && State.bEnabled;
|
|
|
|
CurrentTransition.CurrentState = CurrentHandle;
|
|
CurrentTransition.ChangeType = bWasActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
|
|
|
|
if (bIsEnteringState)
|
|
{
|
|
STATETREE_TRACE_STATE_EVENT(CurrentHandle, EStateTreeTraceEventType::OnEntering);
|
|
STATETREE_LOG(Log, TEXT("%*sState '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""),
|
|
*DebugGetStatePath(Transition.NextActiveFrames, &NextFrame, Index),
|
|
*UEnum::GetDisplayValueAsText(CurrentTransition.ChangeType).ToString());
|
|
}
|
|
|
|
// Activate tasks on current state.
|
|
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = NextFrame.StateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Task.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskInstanceView, Task.BindingsBatch);
|
|
}
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'EnterState' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
const bool bShouldCallStateChange = CurrentTransition.ChangeType == EStateTreeStateChangeType::Changed
|
|
|| (CurrentTransition.ChangeType == EStateTreeStateChangeType::Sustained && Task.bShouldStateChangeOnReselect);
|
|
|
|
if (bIsEnteringState && bShouldCallStateChange)
|
|
{
|
|
STATETREE_LOG(Verbose, TEXT("%*s Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
|
|
EStateTreeRunStatus Status = EStateTreeRunStatus::Unset;
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_EnterState);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_EnterState);
|
|
|
|
Status = Task.EnterState(*this, CurrentTransition);
|
|
}
|
|
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskInstanceView, EStateTreeTraceEventType::OnEntered, Status);
|
|
|
|
if (Status != EStateTreeRunStatus::Running)
|
|
{
|
|
// Store the first state that completed, will be used to decide where to trigger transitions.
|
|
if (!Exec.CompletedStateHandle.IsValid())
|
|
{
|
|
Exec.CompletedFrameIndex = FStateTreeIndex16(FrameIndex);
|
|
Exec.CompletedStateHandle = CurrentHandle;
|
|
}
|
|
Result = Status;
|
|
}
|
|
|
|
if (Status == EStateTreeRunStatus::Failed)
|
|
{
|
|
// Store how far in the enter state we got. This will be used to match the StateCompleted() and ExitState() calls.
|
|
Exec.EnterStateFailedFrameIndex = FStateTreeIndex16(FrameIndex);
|
|
Exec.EnterStateFailedTaskIndex = FStateTreeIndex16(TaskIndex);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bIsEnteringState)
|
|
{
|
|
STATETREE_TRACE_STATE_EVENT(CurrentHandle, EStateTreeTraceEventType::OnEntered);
|
|
}
|
|
}
|
|
}
|
|
|
|
STATETREE_TRACE_PHASE_END(EStateTreeUpdatePhase::EnterStates);
|
|
|
|
STATETREE_TRACE_ACTIVE_STATES_EVENT(Exec.ActiveFrames);
|
|
|
|
return Result;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::ExitState(const FStateTreeTransitionResult& Transition)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_ExitState);
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
if (Exec.ActiveFrames.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// On target branch means that the state is the target of current transition or child of it.
|
|
// States which were active before and will remain active, but are not on target branch will not get
|
|
// EnterState called. That is, a transition is handled as "replan from this state".
|
|
bool bOnTargetBranch = false;
|
|
|
|
struct FExitStateCall
|
|
{
|
|
FExitStateCall() = default;
|
|
FExitStateCall(const EStateTreeStateChangeType InChangeType, const bool bInShouldCall)
|
|
: ChangeType(InChangeType)
|
|
, bShouldCall(bInShouldCall)
|
|
{
|
|
}
|
|
|
|
EStateTreeStateChangeType ChangeType = EStateTreeStateChangeType::None;
|
|
bool bShouldCall = false;
|
|
};
|
|
|
|
TArray<FExitStateCall, TConcurrentLinearArrayAllocator<FDefaultBlockAllocationTag>> ExitStateCalls;
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < Exec.ActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
const FStateTreeExecutionFrame* NextFrame = nullptr;
|
|
if (Transition.NextActiveFrames.IsValidIndex(FrameIndex)
|
|
&& Transition.NextActiveFrames[FrameIndex].IsSameFrame(CurrentFrame))
|
|
{
|
|
NextFrame = &Transition.NextActiveFrames[FrameIndex];
|
|
}
|
|
|
|
for (int32 Index = 0; Index < CurrentFrame.ActiveStates.Num(); Index++)
|
|
{
|
|
const FStateTreeStateHandle CurrentHandle = CurrentFrame.ActiveStates[Index];
|
|
const FStateTreeStateHandle NextHandle = NextFrame ? NextFrame->ActiveStates.GetStateSafe(Index) : FStateTreeStateHandle::Invalid;
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[CurrentHandle.Index];
|
|
|
|
FCurrentlyProcessedStateScope StateScope(*this, CurrentHandle);
|
|
|
|
if (State.Type == EStateTreeStateType::Linked
|
|
|| State.Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
if (State.ParameterDataHandle.IsValid()
|
|
&& State.ParameterBindingsBatch.IsValid())
|
|
{
|
|
const FStateTreeDataView StateParamsDataView = GetDataView(CurrentParentFrame, CurrentFrame, State.ParameterDataHandle);
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, StateParamsDataView, State.ParameterBindingsBatch);
|
|
}
|
|
}
|
|
|
|
const bool bRemainsActive = NextHandle == CurrentHandle;
|
|
bOnTargetBranch = bOnTargetBranch || NextHandle == Transition.TargetState;
|
|
const EStateTreeStateChangeType ChangeType = bRemainsActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
|
|
|
|
// Should call ExitState() on this state.
|
|
const bool bShouldCall = !bRemainsActive || bOnTargetBranch;
|
|
ExitStateCalls.Emplace(ChangeType, bShouldCall);
|
|
|
|
// Do property copies, ExitState() is called below.
|
|
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
|
|
// Copy bound properties.
|
|
if (Task.BindingsBatch.IsValid() && Task.bShouldCopyBoundPropertiesOnExitState)
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskInstanceView, Task.BindingsBatch);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Call in reverse order.
|
|
STATETREE_LOG(Log, TEXT("Exit state '%s' (%d)"), *DebugGetStatePath(Exec.ActiveFrames), Exec.StateChangeCount);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::ExitStates);
|
|
|
|
FStateTreeTransitionResult CurrentTransition = Transition;
|
|
int32 CallIndex = ExitStateCalls.Num() - 1;
|
|
|
|
for (int32 FrameIndex = Exec.ActiveFrames.Num() - 1; FrameIndex >= 0; FrameIndex--)
|
|
{
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
for (int32 Index = CurrentFrame.ActiveStates.Num() - 1; Index >= 0; Index--)
|
|
{
|
|
const FStateTreeStateHandle CurrentHandle = CurrentFrame.ActiveStates[Index];
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[CurrentHandle.Index];
|
|
|
|
const FExitStateCall& ExitCall = ExitStateCalls[CallIndex--];
|
|
CurrentTransition.ChangeType = ExitCall.ChangeType;
|
|
|
|
STATETREE_LOG(Log, TEXT("%*sState '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveFrames, &CurrentFrame, CurrentHandle.Index), *UEnum::GetDisplayValueAsText(CurrentTransition.ChangeType).ToString());
|
|
|
|
STATETREE_TRACE_STATE_EVENT(CurrentHandle, EStateTreeTraceEventType::OnExiting);
|
|
|
|
if (ExitCall.bShouldCall)
|
|
{
|
|
FCurrentlyProcessedStateScope StateScope(*this, CurrentHandle);
|
|
|
|
// Remove any delayed transitions that belong to this state.
|
|
Exec.DelayedTransitions.RemoveAllSwap(
|
|
[StateTree = CurrentFrame.StateTree, Begin = State.TransitionsBegin, End = State.TransitionsBegin + State.TransitionsNum](const FStateTreeTransitionDelayedState& DelayedState)
|
|
{
|
|
return DelayedState.StateTree == StateTree && DelayedState.TransitionIndex.Get() >= Begin && DelayedState.TransitionIndex.Get() < End;
|
|
});
|
|
|
|
CurrentTransition.CurrentState = CurrentHandle;
|
|
|
|
// Do property copies, ExitState() is called below.
|
|
for (int32 TaskIndex = (State.TasksBegin + State.TasksNum) - 1; TaskIndex >= State.TasksBegin; TaskIndex--)
|
|
{
|
|
|
|
// Call task completed only if EnterState() was called.
|
|
// The task order in the tree (BF) allows us to use the comparison.
|
|
// Relying here that invalid value of Exec.EnterStateFailedTaskIndex == MAX_uint16.
|
|
if (TaskIndex <= Exec.EnterStateFailedTaskIndex.Get())
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'ExitState' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
const bool bShouldCallStateChange = CurrentTransition.ChangeType == EStateTreeStateChangeType::Changed
|
|
|| (CurrentTransition.ChangeType == EStateTreeStateChangeType::Sustained && Task.bShouldStateChangeOnReselect);
|
|
|
|
if (bShouldCallStateChange)
|
|
{
|
|
|
|
STATETREE_LOG(Verbose, TEXT("%*s Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_ExitState);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_ExitState);
|
|
Task.ExitState(*this, CurrentTransition);
|
|
}
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskInstanceView, EStateTreeTraceEventType::OnExited, Transition.CurrentRunStatus);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
STATETREE_TRACE_STATE_EVENT(CurrentHandle, EStateTreeTraceEventType::OnExited);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void FStateTreeExecutionContext::StateCompleted()
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StateCompleted);
|
|
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
if (Exec.ActiveFrames.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
STATETREE_LOG(Verbose, TEXT("State Completed %s (%d)"), *UEnum::GetDisplayValueAsText(Exec.LastTickStatus).ToString(), Exec.StateChangeCount);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::StateCompleted);
|
|
|
|
// Call from child towards root to allow to pass results back.
|
|
// Note: Completed is assumed to be called immediately after tick or enter state, so there's no property copying.
|
|
|
|
for (int32 FrameIndex = Exec.ActiveFrames.Num() - 1; FrameIndex >= 0; FrameIndex--)
|
|
{
|
|
const FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
const FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
if (FrameIndex <= Exec.EnterStateFailedFrameIndex.Get())
|
|
{
|
|
for (int32 Index = CurrentFrame.ActiveStates.Num() - 1; Index >= 0; Index--)
|
|
{
|
|
const FStateTreeStateHandle CurrentHandle = CurrentFrame.ActiveStates[Index];
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[CurrentHandle.Index];
|
|
|
|
FCurrentlyProcessedStateScope StateScope(*this, CurrentHandle);
|
|
|
|
STATETREE_LOG(Verbose, TEXT("%*sState '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveFrames, &CurrentFrame, Index));
|
|
STATETREE_TRACE_STATE_EVENT(CurrentHandle, EStateTreeTraceEventType::OnStateCompleted);
|
|
|
|
// Notify Tasks
|
|
for (int32 TaskIndex = (State.TasksBegin + State.TasksNum) - 1; TaskIndex >= State.TasksBegin; TaskIndex--)
|
|
{
|
|
// Call task completed only if EnterState() was called.
|
|
// The task order in the tree (BF) allows us to use the comparison.
|
|
// Relying here that invalid value of Exec.EnterStateFailedTaskIndex == MAX_uint16.
|
|
if (TaskIndex <= Exec.EnterStateFailedTaskIndex.Get())
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'StateCompleted' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
STATETREE_LOG(Verbose, TEXT("%*s Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
Task.StateCompleted(*this, Exec.LastTickStatus, CurrentFrame.ActiveStates);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::TickEvaluatorsAndGlobalTasks(const float DeltaTime, const bool bTickGlobalTasks)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TickEvaluators);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::TickingGlobalTasks);
|
|
|
|
STATETREE_LOG(VeryVerbose, TEXT("Ticking Evaluators & Global Tasks"));
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < Exec.ActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
if (CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
// Tick evaluators
|
|
for (int32 EvalIndex = CurrentStateTree->EvaluatorsBegin; EvalIndex < (CurrentStateTree->EvaluatorsBegin + CurrentStateTree->EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = CurrentStateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
const FStateTreeDataView EvalInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Eval.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Eval.InstanceDataHandle, EvalInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Eval.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, EvalInstanceView, Eval.BindingsBatch);
|
|
}
|
|
STATETREE_LOG(VeryVerbose, TEXT(" Tick: '%s'"), *Eval.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_Tick);
|
|
Eval.Tick(*this, DeltaTime);
|
|
|
|
STATETREE_TRACE_EVALUATOR_EVENT(EvalIndex, EvalInstanceView, EStateTreeTraceEventType::OnTicked);
|
|
}
|
|
}
|
|
|
|
if (bTickGlobalTasks)
|
|
{
|
|
// Used to stop ticking tasks after one fails, but we still want to keep updating the data views so that property binding works properly.
|
|
bool bShouldTickTasks = true;
|
|
const bool bHasEvents = EventQueue && EventQueue->HasEvents();
|
|
|
|
for (int32 TaskIndex = CurrentStateTree->GlobalTasksBegin; TaskIndex < (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'Tick' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
const bool bNeedsTick = bShouldTickTasks && (Task.bShouldCallTick || (bHasEvents && Task.bShouldCallTickOnlyOnEvents));
|
|
STATETREE_LOG(VeryVerbose, TEXT(" Tick: '%s' %s"), *Task.Name.ToString(), !bNeedsTick ? TEXT("[not ticked]") : TEXT(""));
|
|
if (!bNeedsTick)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Copy bound properties.
|
|
// Only copy properties when the task is actually ticked, and copy properties at tick is requested.
|
|
if (Task.BindingsBatch.IsValid() && Task.bShouldCopyBoundPropertiesOnTick)
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskInstanceView, Task.BindingsBatch);
|
|
}
|
|
|
|
//STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskDataView, EStateTreeTraceEventType::OnTickingTask, EStateTreeRunStatus::Running);
|
|
EStateTreeRunStatus TaskResult = EStateTreeRunStatus::Unset;
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_Tick);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_Tick);
|
|
|
|
TaskResult = Task.Tick(*this, DeltaTime);
|
|
}
|
|
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskInstanceView,
|
|
TaskResult != EStateTreeRunStatus::Running ? EStateTreeTraceEventType::OnTaskCompleted : EStateTreeTraceEventType::OnTicked,
|
|
TaskResult);
|
|
|
|
// If a global task succeeds or fails, it will stop the whole tree.
|
|
if (TaskResult != EStateTreeRunStatus::Running)
|
|
{
|
|
Result = TaskResult;
|
|
}
|
|
|
|
if (TaskResult == EStateTreeRunStatus::Failed)
|
|
{
|
|
bShouldTickTasks = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::StartEvaluatorsAndGlobalTasks(FStateTreeIndex16& OutLastInitializedTaskIndex)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StartEvaluators);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::StartGlobalTasks);
|
|
|
|
STATETREE_LOG(Verbose, TEXT("Start Evaluators & Global tasks"));
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
OutLastInitializedTaskIndex = FStateTreeIndex16();
|
|
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < Exec.ActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
if (CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
// Start evaluators
|
|
for (int32 EvalIndex = CurrentStateTree->EvaluatorsBegin; EvalIndex < (CurrentStateTree->EvaluatorsBegin + CurrentStateTree->EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = CurrentStateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
const FStateTreeDataView EvalInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Eval.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Eval.InstanceDataHandle, EvalInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Eval.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, EvalInstanceView, Eval.BindingsBatch);
|
|
}
|
|
STATETREE_LOG(Verbose, TEXT(" Start: '%s'"), *Eval.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStart);
|
|
Eval.TreeStart(*this);
|
|
|
|
STATETREE_TRACE_EVALUATOR_EVENT(EvalIndex, EvalInstanceView, EStateTreeTraceEventType::OnTreeStarted);
|
|
}
|
|
}
|
|
|
|
// Start Global tasks
|
|
// Even if we call Enter/ExitState() on global tasks, they do not enter any specific state.
|
|
const FStateTreeTransitionResult Transition = {}; // Empty transition
|
|
|
|
for (int32 TaskIndex = CurrentStateTree->GlobalTasksBegin; TaskIndex < (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Task.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskInstanceView, Task.BindingsBatch);
|
|
}
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'EnterState' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
STATETREE_LOG(Verbose, TEXT(" Start: '%s'"), *Task.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_TreeStart);
|
|
const EStateTreeRunStatus TaskStatus = Task.EnterState(*this, Transition);
|
|
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskInstanceView, EStateTreeTraceEventType::OnEntered, TaskStatus);
|
|
|
|
if (TaskStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
OutLastInitializedTaskIndex = FStateTreeIndex16(TaskIndex);
|
|
Result = TaskStatus;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::StopEvaluatorsAndGlobalTasks(const EStateTreeRunStatus CompletionStatus, const FStateTreeIndex16 LastInitializedTaskIndex)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StopEvaluators);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::StopGlobalTasks);
|
|
|
|
STATETREE_LOG(Verbose, TEXT("Stop Evaluators & Global Tasks"));
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// Update bindings
|
|
for (int32 FrameIndex = 0; FrameIndex < Exec.ActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
if (CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
for (int32 EvalIndex = CurrentStateTree->EvaluatorsBegin; EvalIndex < (CurrentStateTree->EvaluatorsBegin + CurrentStateTree->EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = CurrentStateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
const FStateTreeDataView EvalInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Eval.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Eval.InstanceDataHandle, EvalInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Eval.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, EvalInstanceView, Eval.BindingsBatch);
|
|
}
|
|
}
|
|
|
|
for (int32 TaskIndex = CurrentStateTree->GlobalTasksBegin; TaskIndex < (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Task.BindingsBatch.IsValid() && Task.bShouldCopyBoundPropertiesOnExitState)
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskInstanceView, Task.BindingsBatch);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Call in reverse order.
|
|
FStateTreeTransitionResult Transition;
|
|
Transition.TargetState = FStateTreeStateHandle::FromCompletionStatus(CompletionStatus);
|
|
Transition.CurrentRunStatus = CompletionStatus;
|
|
|
|
for (int32 FrameIndex = Exec.ActiveFrames.Num() - 1; FrameIndex >= 0; FrameIndex--)
|
|
{
|
|
const FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
const FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
if (CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
for (int32 TaskIndex = (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum) - 1; TaskIndex >= CurrentStateTree->GlobalTasksBegin; TaskIndex--)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'ExitState' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
// Relying here that invalid value of LastInitializedTaskIndex == MAX_uint16.
|
|
if (TaskIndex <= LastInitializedTaskIndex.Get())
|
|
{
|
|
STATETREE_LOG(Verbose, TEXT(" Stop: '%s'"), *Task.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_TreeStop);
|
|
Task.ExitState(*this, Transition);
|
|
}
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskInstanceView, EStateTreeTraceEventType::OnExited, Transition.CurrentRunStatus);
|
|
}
|
|
}
|
|
|
|
for (int32 EvalIndex = (CurrentStateTree->EvaluatorsBegin + CurrentStateTree->EvaluatorsNum) - 1; EvalIndex >= CurrentStateTree->EvaluatorsBegin; EvalIndex--)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = CurrentStateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
const FStateTreeDataView EvalInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Eval.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Eval.InstanceDataHandle, EvalInstanceView);
|
|
|
|
STATETREE_LOG(Verbose, TEXT(" Stop: '%s'"), *Eval.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStop);
|
|
Eval.TreeStop(*this);
|
|
|
|
STATETREE_TRACE_EVALUATOR_EVENT(EvalIndex, EvalInstanceView, EStateTreeTraceEventType::OnTreeStopped);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::StartTemporaryEvaluatorsAndGlobalTasks(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame)
|
|
{
|
|
if (!CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StartEvaluators);
|
|
// @todo: figure out debugger phase for temporary start.
|
|
// STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::StartGlobalTasks);
|
|
|
|
STATETREE_LOG(Verbose, TEXT("Start Temporary Evaluators & Global tasks while trying to select linked asset: %s"), *GetNameSafe(CurrentFrame.StateTree));
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
// Start evaluators
|
|
for (int32 EvalIndex = CurrentStateTree->EvaluatorsBegin; EvalIndex < (CurrentStateTree->EvaluatorsBegin + CurrentStateTree->EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = CurrentStateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
FStateTreeDataView EvalInstanceView = GetDataViewOrTemporary(CurrentParentFrame, CurrentFrame, Eval.InstanceDataHandle);
|
|
bool bWasCreated = false;
|
|
if (!EvalInstanceView.IsValid())
|
|
{
|
|
EvalInstanceView = AddTemporaryInstance(CurrentFrame, FStateTreeIndex16(EvalIndex), Eval.InstanceDataHandle, CurrentFrame.StateTree->DefaultInstanceData.GetStruct(Eval.InstanceTemplateIndex.Get()));
|
|
check(EvalInstanceView.IsValid());
|
|
bWasCreated = true;
|
|
}
|
|
|
|
FNodeInstanceDataScope DataScope(*this, Eval.InstanceDataHandle, EvalInstanceView);
|
|
// Copy bound properties.
|
|
if (Eval.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, EvalInstanceView, Eval.BindingsBatch);
|
|
}
|
|
|
|
if (bWasCreated)
|
|
{
|
|
STATETREE_LOG(Verbose, TEXT(" Start: '%s'"), *Eval.Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStart);
|
|
Eval.TreeStart(*this);
|
|
|
|
STATETREE_TRACE_EVALUATOR_EVENT(EvalIndex, EvalInstanceView, EStateTreeTraceEventType::OnTreeStarted);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Start Global tasks
|
|
// Even if we call Enter/ExitState() on global tasks, they do not enter any specific state.
|
|
const FStateTreeTransitionResult Transition = {}; // Empty transition
|
|
|
|
for (int32 TaskIndex = CurrentStateTree->GlobalTasksBegin; TaskIndex < (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'EnterState' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
FStateTreeDataView TaskDataView = GetDataViewOrTemporary(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
bool bWasCreated = false;
|
|
if (!TaskDataView.IsValid())
|
|
{
|
|
TaskDataView = AddTemporaryInstance(CurrentFrame, FStateTreeIndex16(TaskIndex), Task.InstanceDataHandle, CurrentFrame.StateTree->DefaultInstanceData.GetStruct(Task.InstanceTemplateIndex.Get()));
|
|
check(TaskDataView.IsValid())
|
|
bWasCreated = true;
|
|
}
|
|
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskDataView);
|
|
|
|
// Copy bound properties.
|
|
if (Task.BindingsBatch.IsValid())
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskDataView, Task.BindingsBatch);
|
|
}
|
|
|
|
STATETREE_LOG(Verbose, TEXT(" Start: '%s'"), *Task.Name.ToString());
|
|
if (bWasCreated)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_TreeStart);
|
|
const EStateTreeRunStatus TaskStatus = Task.EnterState(*this, Transition);
|
|
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskDataView, EStateTreeTraceEventType::OnEntered, TaskStatus);
|
|
|
|
if (TaskStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
Result = TaskStatus;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::StopTemporaryEvaluatorsAndGlobalTasks(TArrayView<FStateTreeTemporaryInstanceData> TempInstances)
|
|
{
|
|
// @todo: figure out debugger phase for temporary stop.
|
|
STATETREE_CLOG(!TempInstances.IsEmpty(), Verbose, TEXT("Stop Temporary Evaluators & Global tasks left over from previous state selection"));
|
|
|
|
// Create temporary transition to stop the unused global tasks and evaluators.
|
|
constexpr EStateTreeRunStatus CompletionStatus = EStateTreeRunStatus::Stopped;
|
|
FStateTreeTransitionResult Transition;
|
|
Transition.TargetState = FStateTreeStateHandle::FromCompletionStatus(CompletionStatus);
|
|
Transition.CurrentRunStatus = CompletionStatus;
|
|
|
|
for (int32 Index = TempInstances.Num() - 1; Index >= 0; Index--)
|
|
{
|
|
FStateTreeTemporaryInstanceData& TempInstance = TempInstances[Index];
|
|
if (TempInstance.OwnerNodeIndex.IsValid()
|
|
&& TempInstance.Instance.IsValid())
|
|
{
|
|
FStateTreeExecutionFrame TempFrame;
|
|
TempFrame.StateTree = TempInstance.StateTree;
|
|
TempFrame.RootState = TempInstance.RootState;
|
|
|
|
FStateTreeDataView NodeInstanceView;
|
|
if (FStateTreeInstanceObjectWrapper* Wrapper = TempInstance.Instance.GetMutablePtr<FStateTreeInstanceObjectWrapper>())
|
|
{
|
|
NodeInstanceView = FStateTreeDataView(Wrapper->InstanceObject);
|
|
}
|
|
else
|
|
{
|
|
NodeInstanceView = FStateTreeDataView(TempInstance.Instance);
|
|
}
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, nullptr, TempFrame);
|
|
FNodeInstanceDataScope DataScope(*this, TempInstance.DataHandle, NodeInstanceView);
|
|
|
|
FConstStructView NodeView = TempFrame.StateTree->Nodes[TempInstance.OwnerNodeIndex.Get()];
|
|
if (const FStateTreeTaskBase* Task = NodeView.GetPtr<const FStateTreeTaskBase>())
|
|
{
|
|
STATETREE_LOG(Verbose, TEXT(" Stop: '%s'"), *Task->Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_TreeStop);
|
|
Task->ExitState(*this, Transition);
|
|
}
|
|
STATETREE_TRACE_TASK_EVENT(TempInstance.OwnerNodeIndex.Get(), NodeInstanceView, EStateTreeTraceEventType::OnExited, Transition.CurrentRunStatus);
|
|
}
|
|
else if (const FStateTreeEvaluatorBase* Eval = NodeView.GetPtr<const FStateTreeEvaluatorBase>())
|
|
{
|
|
STATETREE_LOG(Verbose, TEXT(" Stop: '%s'"), *Eval->Name.ToString());
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStop);
|
|
Eval->TreeStop(*this);
|
|
|
|
STATETREE_TRACE_EVALUATOR_EVENT(TempInstance.OwnerNodeIndex.Get(), NodeInstanceView, EStateTreeTraceEventType::OnTreeStopped);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::TickTasks(const float DeltaTime)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TickTasks);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::TickingTasks);
|
|
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
if (Exec.ActiveFrames.IsEmpty())
|
|
{
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
|
|
int32 NumTotalTasks = 0;
|
|
|
|
const bool bHasEvents = EventQueue && EventQueue->HasEvents();
|
|
|
|
Exec.CompletedFrameIndex = FStateTreeIndex16::Invalid;
|
|
Exec.CompletedStateHandle = FStateTreeStateHandle::Invalid;
|
|
|
|
// Used to stop ticking tasks after one fails, but we still want to keep updating the data views so that property binding works properly.
|
|
bool bShouldTickTasks = true;
|
|
|
|
STATETREE_CLOG(Exec.ActiveFrames.Num() > 0, VeryVerbose, TEXT("Ticking Tasks"));
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < Exec.ActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
const FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
const FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
for (int32 Index = 0; Index < CurrentFrame.ActiveStates.Num(); Index++)
|
|
{
|
|
const FStateTreeStateHandle CurrentHandle = CurrentFrame.ActiveStates[Index];
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[CurrentHandle.Index];
|
|
|
|
FCurrentlyProcessedStateScope StateScope(*this, CurrentHandle);
|
|
STATETREE_TRACE_SCOPED_STATE(CurrentHandle);
|
|
|
|
STATETREE_CLOG(State.TasksNum > 0, VeryVerbose, TEXT("%*sState '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveFrames, &CurrentFrame, Index));
|
|
|
|
if (State.Type == EStateTreeStateType::Linked
|
|
|| State.Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
if (State.ParameterDataHandle.IsValid()
|
|
&& State.ParameterBindingsBatch.IsValid())
|
|
{
|
|
const FStateTreeDataView StateParamsDataView = GetDataView(CurrentParentFrame, CurrentFrame, State.ParameterDataHandle);
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, StateParamsDataView, State.ParameterBindingsBatch);
|
|
}
|
|
}
|
|
|
|
// Update Tasks data and tick if possible (ie. if no task has yet failed and so bShouldTickTasks is true)
|
|
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'Tick' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
const bool bNeedsTick = bShouldTickTasks && (Task.bShouldCallTick || (bHasEvents && Task.bShouldCallTickOnlyOnEvents));
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*s Tick: '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString(), !bNeedsTick ? TEXT("[not ticked]") : TEXT(""));
|
|
if (!bNeedsTick)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Copy bound properties.
|
|
// Only copy properties when the task is actually ticked, and copy properties at tick is requested.
|
|
if (Task.BindingsBatch.IsValid() && Task.bShouldCopyBoundPropertiesOnTick)
|
|
{
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, TaskInstanceView, Task.BindingsBatch);
|
|
}
|
|
|
|
//STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskDataView, EStateTreeTraceEventType::OnTickingTask, EStateTreeRunStatus::Running);
|
|
EStateTreeRunStatus TaskResult = EStateTreeRunStatus::Unset;
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_Tick);
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_Tick);
|
|
|
|
TaskResult = Task.Tick(*this, DeltaTime);
|
|
}
|
|
|
|
STATETREE_TRACE_TASK_EVENT(TaskIndex, TaskInstanceView,
|
|
TaskResult != EStateTreeRunStatus::Running ? EStateTreeTraceEventType::OnTaskCompleted : EStateTreeTraceEventType::OnTicked,
|
|
TaskResult);
|
|
|
|
// TODO: Add more control over which states can control the failed/succeeded result.
|
|
if (TaskResult != EStateTreeRunStatus::Running)
|
|
{
|
|
// Store the first state that completed, will be used to decide where to trigger transitions.
|
|
if (!Exec.CompletedStateHandle.IsValid())
|
|
{
|
|
Exec.CompletedFrameIndex = FStateTreeIndex16(FrameIndex);
|
|
Exec.CompletedStateHandle = CurrentHandle;
|
|
}
|
|
Result = TaskResult;
|
|
}
|
|
|
|
if (TaskResult == EStateTreeRunStatus::Failed)
|
|
{
|
|
bShouldTickTasks = false;
|
|
}
|
|
}
|
|
NumTotalTasks += State.TasksNum;
|
|
}
|
|
}
|
|
|
|
if (NumTotalTasks == 0)
|
|
{
|
|
// No tasks, done ticking.
|
|
Result = EStateTreeRunStatus::Succeeded;
|
|
Exec.CompletedFrameIndex = FStateTreeIndex16(0);
|
|
Exec.CompletedStateHandle = Exec.ActiveFrames[0].ActiveStates.GetStateSafe(0);
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::TestAllConditions(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const int32 ConditionsOffset, const int32 ConditionsNum)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TestConditions);
|
|
|
|
if (ConditionsNum == 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
TStaticArray<EStateTreeExpressionOperand, UE::StateTree::MaxExpressionIndent + 1> Operands(InPlace, EStateTreeExpressionOperand::Copy);
|
|
TStaticArray<bool, UE::StateTree::MaxExpressionIndent + 1> Values(InPlace, false);
|
|
|
|
int32 Level = 0;
|
|
|
|
for (int32 Index = 0; Index < ConditionsNum; Index++)
|
|
{
|
|
const int32 ConditionIndex = ConditionsOffset + Index;
|
|
const FStateTreeConditionBase& Cond = CurrentFrame.StateTree->Nodes[ConditionIndex].Get<const FStateTreeConditionBase>();
|
|
const FStateTreeDataView ConditionInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Cond.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Cond.InstanceDataHandle, ConditionInstanceView);
|
|
|
|
bool bValue = false;
|
|
if (Cond.EvaluationMode == EStateTreeConditionEvaluationMode::Evaluated)
|
|
{
|
|
// Copy bound properties.
|
|
if (Cond.BindingsBatch.IsValid())
|
|
{
|
|
// Use validated copy, since we test in situations where the sources are not always valid (e.g. enter conditions may try to access inactive parent state).
|
|
if (!CopyBatchWithValidation(CurrentParentFrame, CurrentFrame, ConditionInstanceView, Cond.BindingsBatch))
|
|
{
|
|
// If the source data cannot be accessed, the whole expression evaluates to false.
|
|
STATETREE_TRACE_CONDITION_EVENT(ConditionIndex, ConditionInstanceView, EStateTreeTraceEventType::InternalForcedFailure);
|
|
STATETREE_TRACE_LOG_EVENT(Warning, TEXT("Evaluation forced to false: source data cannot be accessed (e.g. enter conditions trying to access inactive parent state)"));
|
|
Values[0] = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
bValue = Cond.TestCondition(*this);
|
|
STATETREE_TRACE_CONDITION_EVENT(ConditionIndex, ConditionInstanceView, bValue ? EStateTreeTraceEventType::Passed : EStateTreeTraceEventType::Failed);
|
|
|
|
// Reset copied properties that might contain object references.
|
|
if (Cond.BindingsBatch.IsValid())
|
|
{
|
|
CurrentFrame.StateTree->PropertyBindings.ResetObjects(Cond.BindingsBatch, ConditionInstanceView);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bValue = Cond.EvaluationMode == EStateTreeConditionEvaluationMode::ForcedTrue;
|
|
STATETREE_TRACE_CONDITION_EVENT(ConditionIndex, FStateTreeDataView{}, bValue ? EStateTreeTraceEventType::ForcedSuccess : EStateTreeTraceEventType::ForcedFailure);
|
|
}
|
|
|
|
const int32 DeltaIndent = Cond.DeltaIndent;
|
|
const int32 OpenParens = FMath::Max(0, DeltaIndent) + 1; // +1 for the current value that is stored at the empty slot at the top of the value stack.
|
|
const int32 ClosedParens = FMath::Max(0, -DeltaIndent) + 1;
|
|
|
|
// Store the operand to apply when merging higher level down when returning to this level.
|
|
// @todo: remove this conditions in 5.1, needs resaving existing StateTrees.
|
|
const EStateTreeExpressionOperand Operand = Index == 0 ? EStateTreeExpressionOperand::Copy : Cond.Operand;
|
|
Operands[Level] = Operand;
|
|
|
|
// Store current value at the top of the stack.
|
|
Level += OpenParens;
|
|
Values[Level] = bValue;
|
|
|
|
// Evaluate and merge down values based on closed braces.
|
|
// The current value is placed in parens (see +1 above), which makes merging down and applying the new value consistent.
|
|
// The default operand is copy, so if the value is needed immediately, it is just copied down, or if we're on the same level,
|
|
// the operand storing above gives handles with the right logic.
|
|
for (int32 Paren = 0; Paren < ClosedParens; Paren++)
|
|
{
|
|
Level--;
|
|
switch (Operands[Level])
|
|
{
|
|
case EStateTreeExpressionOperand::Copy:
|
|
Values[Level] = Values[Level + 1];
|
|
break;
|
|
case EStateTreeExpressionOperand::And:
|
|
Values[Level] &= Values[Level + 1];
|
|
break;
|
|
case EStateTreeExpressionOperand::Or:
|
|
Values[Level] |= Values[Level + 1];
|
|
break;
|
|
}
|
|
Operands[Level] = EStateTreeExpressionOperand::Copy;
|
|
}
|
|
}
|
|
|
|
return Values[0];
|
|
}
|
|
|
|
void FStateTreeExecutionContext::EvaluatePropertyFunctionsOnActiveInstances(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeIndex16 FuncsBegin, uint16 FuncsNum)
|
|
{
|
|
for (int32 FuncIndex = FuncsBegin.Get(); FuncIndex < FuncsBegin.Get() + FuncsNum; ++FuncIndex)
|
|
{
|
|
const FStateTreePropertyFunctionBase& Func = CurrentFrame.StateTree->Nodes[FuncIndex].Get<const FStateTreePropertyFunctionBase>();
|
|
const FStateTreeDataView FuncInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Func.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Func.InstanceDataHandle, FuncInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Func.BindingsBatch.IsValid())
|
|
{
|
|
// Use validated copy, since we test in situations where the sources are not always valid (e.g. enter conditions may try to access inactive parent state).
|
|
CopyBatchOnActiveInstances(CurrentParentFrame, CurrentFrame, FuncInstanceView, Func.BindingsBatch);
|
|
}
|
|
|
|
Func.Execute(*this);
|
|
|
|
// Reset copied properties that might contain object references.
|
|
if (Func.BindingsBatch.IsValid())
|
|
{
|
|
CurrentFrame.StateTree->PropertyBindings.ResetObjects(Func.BindingsBatch, FuncInstanceView);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FStateTreeExecutionContext::EvaluatePropertyFunctionsWithValidation(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeIndex16 FuncsBegin, uint16 FuncsNum)
|
|
{
|
|
for (int32 FuncIndex = FuncsBegin.Get(); FuncIndex < FuncsBegin.Get() + FuncsNum; ++FuncIndex)
|
|
{
|
|
const FStateTreePropertyFunctionBase& Func = CurrentFrame.StateTree->Nodes[FuncIndex].Get<const FStateTreePropertyFunctionBase>();
|
|
const FStateTreeDataView FuncInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Func.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Func.InstanceDataHandle, FuncInstanceView);
|
|
|
|
// Copy bound properties.
|
|
if (Func.BindingsBatch.IsValid())
|
|
{
|
|
// Use validated copy, since we test in situations where the sources are not always valid (e.g. enter conditions may try to access inactive parent state).
|
|
CopyBatchWithValidation(CurrentParentFrame, CurrentFrame, FuncInstanceView, Func.BindingsBatch);
|
|
}
|
|
|
|
Func.Execute(*this);
|
|
|
|
// Reset copied properties that might contain object references.
|
|
if (Func.BindingsBatch.IsValid())
|
|
{
|
|
CurrentFrame.StateTree->PropertyBindings.ResetObjects(Func.BindingsBatch, FuncInstanceView);
|
|
}
|
|
}
|
|
}
|
|
|
|
FString FStateTreeExecutionContext::DebugGetEventsAsString() const
|
|
{
|
|
FStringBuilderBase StrBuilder;
|
|
|
|
if (EventQueue)
|
|
{
|
|
for (const FStateTreeSharedEvent& Event : EventQueue->GetEventsView())
|
|
{
|
|
if (Event.IsValid())
|
|
{
|
|
if (StrBuilder.Len() > 0)
|
|
{
|
|
StrBuilder += TEXT(", ");
|
|
}
|
|
|
|
const bool bHasTag = Event->Tag.IsValid();
|
|
const bool bHasPayload = Event->Payload.GetScriptStruct() != nullptr;
|
|
|
|
if (bHasTag || bHasPayload)
|
|
{
|
|
StrBuilder.Appendf(TEXT("("));
|
|
|
|
if (bHasTag)
|
|
{
|
|
StrBuilder.Appendf(TEXT("Tag: '%s'"), *Event->Tag.ToString());
|
|
}
|
|
if (bHasTag && bHasPayload)
|
|
{
|
|
StrBuilder.Appendf(TEXT(", "));
|
|
}
|
|
if (bHasPayload)
|
|
{
|
|
StrBuilder.Appendf(TEXT(" Payload: '%s'"), *Event->Payload.GetScriptStruct()->GetName());
|
|
}
|
|
StrBuilder.Appendf(TEXT(") "));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return StrBuilder.ToString();
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::RequestTransition(
|
|
const FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeStateHandle NextState,
|
|
const EStateTreeTransitionPriority Priority,
|
|
const FStateTreeSharedEvent* TransitionEvent,
|
|
const EStateTreeSelectionFallback Fallback)
|
|
{
|
|
// Skip lower priority transitions.
|
|
if (NextTransition.Priority >= Priority)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (NextState.IsCompletionState())
|
|
{
|
|
SetupNextTransition(CurrentFrame, NextState, Priority);
|
|
STATETREE_LOG(Verbose, TEXT("Transition on state '%s' -> state '%s'"),
|
|
*GetSafeStateName(CurrentFrame, CurrentFrame.ActiveStates.Last()), *NextState.Describe());
|
|
return true;
|
|
}
|
|
if (!NextState.IsValid())
|
|
{
|
|
// NotSet is no-operation, but can be used to mask a transition at parent state. Returning unset keeps updating current state.
|
|
SetupNextTransition(CurrentFrame, FStateTreeStateHandle::Invalid, Priority);
|
|
return true;
|
|
}
|
|
|
|
FStateSelectionResult StateSelectionResult;
|
|
if (SelectState(CurrentFrame, NextState, StateSelectionResult, TransitionEvent, Fallback))
|
|
{
|
|
SetupNextTransition(CurrentFrame, NextState, Priority);
|
|
NextTransition.NextActiveFrames = StateSelectionResult.GetSelectedFrames();
|
|
NextTransition.NextActiveFrameEvents = StateSelectionResult.GetFramesStateSelectionEvents();
|
|
|
|
// Consume events from states, if required.
|
|
for (int32 FrameIndex = 0; FrameIndex < NextTransition.NextActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
const FStateTreeExecutionFrame& Frame = NextTransition.NextActiveFrames[FrameIndex];
|
|
const FStateTreeFrameStateSelectionEvents& FrameEvents = NextTransition.NextActiveFrameEvents[FrameIndex];
|
|
|
|
for (int32 StateIndex = 0; StateIndex < Frame.ActiveStates.Num(); StateIndex++)
|
|
{
|
|
if (FrameEvents.Events[StateIndex].IsValid())
|
|
{
|
|
const FCompactStateTreeState& State = Frame.StateTree->States[StateIndex];
|
|
if (State.bConsumeEventOnSelect)
|
|
{
|
|
ConsumeEvent(FrameEvents.Events[StateIndex]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
STATETREE_LOG(Verbose, TEXT("Transition on state '%s' -[%s]-> state '%s'"),
|
|
*GetSafeStateName(CurrentFrame, CurrentFrame.ActiveStates.Last()),
|
|
*GetSafeStateName(CurrentFrame, NextState),
|
|
*GetSafeStateName(NextTransition.NextActiveFrames.Last(), NextTransition.NextActiveFrames.Last().ActiveStates.Last()));
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::SetupNextTransition(const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeStateHandle NextState, const EStateTreeTransitionPriority Priority)
|
|
{
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
NextTransition.CurrentRunStatus = Exec.LastTickStatus;
|
|
NextTransition.SourceState = CurrentlyProcessedState;
|
|
NextTransition.SourceStateTree = CurrentFrame.StateTree;
|
|
NextTransition.SourceRootState = CurrentFrame.ActiveStates.GetStateSafe(0);
|
|
NextTransition.TargetState = NextState;
|
|
NextTransition.Priority = Priority;
|
|
|
|
FStateTreeExecutionFrame& NewFrame = NextTransition.NextActiveFrames.AddDefaulted_GetRef();
|
|
NewFrame.StateTree = CurrentFrame.StateTree;
|
|
NewFrame.RootState = CurrentFrame.RootState;
|
|
|
|
if (NextState == FStateTreeStateHandle::Invalid)
|
|
{
|
|
NewFrame.ActiveStates = {};
|
|
}
|
|
else
|
|
{
|
|
NewFrame.ActiveStates = FStateTreeActiveStates(NextState);
|
|
}
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::TriggerTransitions()
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TriggerTransition);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::TriggerTransitions);
|
|
|
|
FAllowDirectTransitionsScope AllowDirectTransitionsScope(*this); // Set flag for the scope of this function to allow direct transitions without buffering.
|
|
FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
if (EventQueue && EventQueue->HasEvents())
|
|
{
|
|
STATETREE_LOG_AND_TRACE(Verbose, Log, TEXT("Trigger transitions with events: %s"), *DebugGetEventsAsString());
|
|
}
|
|
|
|
NextTransition.Reset();
|
|
|
|
//
|
|
// Process transition requests
|
|
//
|
|
for (const FStateTreeTransitionRequest& Request : InstanceData.GetTransitionRequests())
|
|
{
|
|
// Find frame associated with the request.
|
|
const FStateTreeExecutionFrame* ParentFrame = nullptr;
|
|
const FStateTreeExecutionFrame* CurrentFrame = FindFrame(Request.SourceStateTree, Request.SourceRootState, Exec.ActiveFrames, ParentFrame);
|
|
|
|
if (CurrentFrame)
|
|
{
|
|
if (RequestTransition(*CurrentFrame, Request.TargetState, Request.Priority))
|
|
{
|
|
NextTransitionSource = FStateTreeTransitionSource(EStateTreeTransitionSourceType::ExternalRequest, Request.TargetState, Request.Priority);
|
|
}
|
|
}
|
|
}
|
|
InstanceData.ResetTransitionRequests();
|
|
|
|
//
|
|
// Collect tick, event, and task based transitions.
|
|
//
|
|
struct FTransitionHandler
|
|
{
|
|
FTransitionHandler() = default;
|
|
|
|
FTransitionHandler(const uint8 InFrameIndex, const FStateTreeStateHandle InStateHandle, const EStateTreeTransitionPriority InPriority)
|
|
: StateHandle(InStateHandle)
|
|
, TaskIndex(FStateTreeIndex16::Invalid)
|
|
, FrameIndex(InFrameIndex)
|
|
, Priority(InPriority)
|
|
{
|
|
}
|
|
|
|
FTransitionHandler(const uint8 InFrameIndex, const FStateTreeStateHandle InStateHandle, const FStateTreeIndex16 InTaskIndex, const EStateTreeTransitionPriority InPriority)
|
|
: StateHandle(InStateHandle)
|
|
, TaskIndex(InTaskIndex)
|
|
, FrameIndex(InFrameIndex)
|
|
, Priority(InPriority)
|
|
{
|
|
}
|
|
|
|
FStateTreeStateHandle StateHandle;
|
|
FStateTreeIndex16 TaskIndex = FStateTreeIndex16::Invalid;
|
|
uint8 FrameIndex = 0;
|
|
EStateTreeTransitionPriority Priority = EStateTreeTransitionPriority::Normal;
|
|
|
|
bool operator<(const FTransitionHandler& Other) const
|
|
{
|
|
// Highest priority first.
|
|
return Priority > Other.Priority;
|
|
}
|
|
};
|
|
|
|
TArray<FTransitionHandler, TInlineAllocator<16>> TransitionHandlers;
|
|
|
|
if (Exec.ActiveFrames.Num() > 0)
|
|
{
|
|
for (int32 FrameIndex = Exec.ActiveFrames.Num() - 1; FrameIndex >= 0; FrameIndex--)
|
|
{
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
for (int32 StateIndex = CurrentFrame.ActiveStates.Num() - 1; StateIndex >= 0; StateIndex--)
|
|
{
|
|
const FStateTreeStateHandle StateHandle = CurrentFrame.ActiveStates[StateIndex];
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[StateHandle.Index];
|
|
|
|
// Do not process any transitions from a disabled state
|
|
if (!State.bEnabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Transition tasks.
|
|
if (State.bHasTransitionTasks)
|
|
{
|
|
for (int32 TaskIndex = (State.TasksBegin + State.TasksNum) - 1; TaskIndex >= State.TasksBegin; TaskIndex--)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
if (Task.bShouldAffectTransitions)
|
|
{
|
|
TransitionHandlers.Emplace((uint8)FrameIndex, StateHandle, FStateTreeIndex16(TaskIndex), Task.TransitionHandlingPriority);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Regular transitions on state
|
|
if (State.TransitionsNum > 0)
|
|
{
|
|
TransitionHandlers.Emplace((uint8)FrameIndex, StateHandle, EStateTreeTransitionPriority::Normal);
|
|
}
|
|
}
|
|
|
|
if (CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
// Global transition tasks.
|
|
if (CurrentFrame.StateTree->bHasGlobalTransitionTasks)
|
|
{
|
|
for (int32 TaskIndex = (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum) - 1; TaskIndex >= CurrentFrame.StateTree->GlobalTasksBegin; TaskIndex--)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
if (Task.bShouldAffectTransitions)
|
|
{
|
|
TransitionHandlers.Emplace((uint8)FrameIndex, FStateTreeStateHandle(), FStateTreeIndex16(TaskIndex), Task.TransitionHandlingPriority);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort by priority and adding order.
|
|
TransitionHandlers.StableSort();
|
|
}
|
|
|
|
//
|
|
// Process task and state transitions in priority order.
|
|
//
|
|
for (const FTransitionHandler& Handler : TransitionHandlers)
|
|
{
|
|
const int32 FrameIndex = Handler.FrameIndex;
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
FCurrentlyProcessedStateScope StateScope(*this, Handler.StateHandle);
|
|
STATETREE_TRACE_SCOPED_STATE(Handler.StateHandle);
|
|
|
|
if (Handler.TaskIndex.IsValid())
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[Handler.TaskIndex.Get()].Get<const FStateTreeTaskBase>();
|
|
|
|
// Ignore disabled task
|
|
if (Task.bTaskEnabled == false)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sSkipped 'TriggerTransitions' for disabled Task: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
continue;
|
|
}
|
|
|
|
const FStateTreeDataView TaskInstanceView = GetDataView(CurrentParentFrame, CurrentFrame, Task.InstanceDataHandle);
|
|
FNodeInstanceDataScope DataScope(*this, Task.InstanceDataHandle, TaskInstanceView);
|
|
|
|
STATETREE_LOG(VeryVerbose, TEXT("%*sTriggerTransitions: '%s'"), UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
|
|
STATETREE_TRACE_TASK_EVENT(Handler.TaskIndex.Get(), TaskInstanceView, EStateTreeTraceEventType::OnEvaluating, EStateTreeRunStatus::Running);
|
|
check(TaskInstanceView.IsValid());
|
|
Task.TriggerTransitions(*this);
|
|
}
|
|
else if (Handler.StateHandle.IsValid())
|
|
{
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[Handler.StateHandle.Index];
|
|
|
|
// Transitions
|
|
for (uint8 i = 0; i < State.TransitionsNum; i++)
|
|
{
|
|
// All transition conditions must pass
|
|
const int16 TransitionIndex = State.TransitionsBegin + i;
|
|
const FCompactStateTransition& Transition = CurrentStateTree->Transitions[TransitionIndex];
|
|
|
|
// Skip disabled transitions
|
|
if (Transition.bTransitionEnabled == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// No need to test the transition if same or higher priority transition has already been processed.
|
|
if (Transition.Priority <= NextTransition.Priority)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Skip completion transitions
|
|
if (EnumHasAnyFlags(Transition.Trigger, EStateTreeTransitionTrigger::OnStateCompleted))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If a delayed transition has passed the delay, and remove it from the queue, and try trigger it.
|
|
if (Transition.HasDelay())
|
|
{
|
|
bool bTriggeredDelayedTransition = false;
|
|
const TArray<FStateTreeTransitionDelayedState, TInlineAllocator<8>> ExpiredDelayedStates = Exec.FindAndRemoveExpiredDelayedTransitions(CurrentFrame.StateTree, FStateTreeIndex16(TransitionIndex));
|
|
for (const FStateTreeTransitionDelayedState& DelayedState : ExpiredDelayedStates)
|
|
{
|
|
STATETREE_LOG(Verbose, TEXT("Passed delayed transition from '%s' (%s) -> '%s'"),
|
|
*GetSafeStateName(CurrentFrame, CurrentFrame.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(CurrentFrame, Transition.State));
|
|
|
|
// Trigger Delayed Transition when the delay has passed.
|
|
if (RequestTransition(CurrentFrame, Transition.State, Transition.Priority, &DelayedState.CapturedEvent, Transition.Fallback))
|
|
{
|
|
// If the transition was successfully requested with a specific event, consume and remove the event, it's been used.
|
|
if (DelayedState.CapturedEvent.IsValid() && Transition.bConsumeEventOnSelect)
|
|
{
|
|
ConsumeEvent(DelayedState.CapturedEvent);
|
|
}
|
|
|
|
NextTransitionSource = FStateTreeTransitionSource(FStateTreeIndex16(TransitionIndex), Transition.State, Transition.Priority);
|
|
bTriggeredDelayedTransition = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bTriggeredDelayedTransition)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
TArray<const FStateTreeSharedEvent*, TInlineAllocator<8>> TransitionEvents;
|
|
|
|
if (Transition.Trigger == EStateTreeTransitionTrigger::OnEvent)
|
|
{
|
|
check(Transition.RequiredEvent.IsValid());
|
|
|
|
TConstArrayView<FStateTreeSharedEvent> EventsQueue = GetEventsToProcessView();
|
|
for (const FStateTreeSharedEvent& Event : EventsQueue)
|
|
{
|
|
check(Event.IsValid());
|
|
if (Transition.RequiredEvent.DoesEventMatchDesc(*Event))
|
|
{
|
|
TransitionEvents.Emplace(&Event);
|
|
}
|
|
}
|
|
}
|
|
else if (Transition.Trigger == EStateTreeTransitionTrigger::OnTick)
|
|
{
|
|
// Dummy event to make sure we iterate to loop below once.
|
|
TransitionEvents.Emplace(nullptr);
|
|
}
|
|
|
|
for (const FStateTreeSharedEvent* TransitionEvent : TransitionEvents)
|
|
{
|
|
bool bPassed = false;
|
|
{
|
|
FCurrentlyProcessedTransitionEventScope TransitionEventScope(*this, TransitionEvent ? TransitionEvent->Get() : nullptr);
|
|
STATETREE_TRACE_TRANSITION_EVENT(FStateTreeTransitionSource(FStateTreeIndex16(TransitionIndex), Transition.State, Transition.Priority), EStateTreeTraceEventType::OnEvaluating);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::TransitionConditions);
|
|
bPassed = TestAllConditions(CurrentParentFrame, CurrentFrame, Transition.ConditionsBegin, Transition.ConditionsNum);
|
|
}
|
|
|
|
if (bPassed)
|
|
{
|
|
// If the transitions is delayed, set up the delay.
|
|
if (Transition.HasDelay())
|
|
{
|
|
uint32 TransitionEventHash = 0u;
|
|
if (TransitionEvent && TransitionEvent->IsValid())
|
|
{
|
|
TransitionEventHash = GetTypeHash(*TransitionEvent->Get());
|
|
}
|
|
|
|
const bool bIsDelayedTransitionExisting = Exec.DelayedTransitions.ContainsByPredicate([StateTree = CurrentFrame.StateTree, TransitionIndex, TransitionEventHash](const FStateTreeTransitionDelayedState& DelayedState)
|
|
{
|
|
return DelayedState.StateTree == StateTree && DelayedState.TransitionIndex.Get() == TransitionIndex && DelayedState.CapturedEventHash == TransitionEventHash;
|
|
});
|
|
|
|
if (!bIsDelayedTransitionExisting)
|
|
{
|
|
// Initialize new delayed transition.
|
|
const float DelayDuration = Transition.Delay.GetRandomDuration();
|
|
if (DelayDuration > 0.0f)
|
|
{
|
|
FStateTreeTransitionDelayedState& DelayedState = Exec.DelayedTransitions.AddDefaulted_GetRef();
|
|
DelayedState.StateTree = CurrentFrame.StateTree;
|
|
DelayedState.TransitionIndex = FStateTreeIndex16(TransitionIndex);
|
|
DelayedState.TimeLeft = DelayDuration;
|
|
if (TransitionEvent && TransitionEvent->IsValid())
|
|
{
|
|
DelayedState.CapturedEvent = *TransitionEvent;
|
|
DelayedState.CapturedEventHash = TransitionEventHash;
|
|
}
|
|
|
|
BeginDelayedTransition(DelayedState);
|
|
STATETREE_LOG(Verbose, TEXT("Delayed transition triggered from '%s' (%s) -> '%s' %.1fs"),
|
|
*GetSafeStateName(CurrentFrame, CurrentFrame.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(CurrentFrame, Transition.State), DelayedState.TimeLeft);
|
|
|
|
// Delay state added, skip requesting the transition.
|
|
continue;
|
|
}
|
|
// Fallthrough to request transition if duration was zero.
|
|
}
|
|
else
|
|
{
|
|
// We get here if the transitions re-triggers during the delay, on which case we'll just ignore it.
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (RequestTransition(CurrentFrame, Transition.State, Transition.Priority, TransitionEvent, Transition.Fallback))
|
|
{
|
|
// If the transition was successfully requested with a specific event, consume and remove the event, it's been used.
|
|
if (TransitionEvent && Transition.bConsumeEventOnSelect)
|
|
{
|
|
ConsumeEvent(*TransitionEvent);
|
|
}
|
|
|
|
NextTransitionSource = FStateTreeTransitionSource(FStateTreeIndex16(TransitionIndex), Transition.State, Transition.Priority);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// All events have had the change to be reacted to, clear the event queue (if this instance owns it).
|
|
if (InstanceData.IsOwningEventQueue())
|
|
{
|
|
EventQueue->Reset();
|
|
}
|
|
|
|
//
|
|
// Check state completion transitions.
|
|
//
|
|
bool bProcessSubTreeCompletion = true;
|
|
|
|
if (NextTransition.Priority == EStateTreeTransitionPriority::None
|
|
&& Exec.LastTickStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
// Start from the last completed state if specified.
|
|
const int32 FrameStartIndex = Exec.CompletedFrameIndex.IsValid() ? Exec.CompletedFrameIndex.AsInt32() : (Exec.ActiveFrames.Num() - 1);
|
|
check(FrameStartIndex >= 0 && FrameStartIndex < Exec.ActiveFrames.Num());
|
|
|
|
for (int32 FrameIndex = FrameStartIndex; FrameIndex >= 0; FrameIndex--)
|
|
{
|
|
FStateTreeExecutionFrame* CurrentParentFrame = FrameIndex > 0 ? &Exec.ActiveFrames[FrameIndex - 1] : nullptr;
|
|
FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
|
|
int32 StateStartIndex = CurrentFrame.ActiveStates.Num() - 1; // This is ok, even if the ActiveStates is 0, -1 will skip the whole state loop below.
|
|
if (FrameIndex == FrameStartIndex
|
|
&& Exec.CompletedStateHandle.IsValid())
|
|
{
|
|
StateStartIndex = CurrentFrame.ActiveStates.IndexOfReverse(Exec.CompletedStateHandle);
|
|
// INDEX_NONE (-1) will skip the whole state loop below. We still want to warn.
|
|
ensureMsgf(StateStartIndex != INDEX_NONE, TEXT("If CompletedFrameIndex and CompletedStateHandle are specified, we expect that the state is found"));
|
|
}
|
|
|
|
const EStateTreeTransitionTrigger CompletionTrigger = Exec.LastTickStatus == EStateTreeRunStatus::Succeeded ? EStateTreeTransitionTrigger::OnStateSucceeded : EStateTreeTransitionTrigger::OnStateFailed;
|
|
|
|
// Check completion transitions
|
|
for (int32 StateIndex = StateStartIndex; StateIndex >= 0; StateIndex--)
|
|
{
|
|
const FStateTreeStateHandle StateHandle = CurrentFrame.ActiveStates[StateIndex];
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[StateHandle.Index];
|
|
|
|
FCurrentlyProcessedStateScope StateScope(*this, StateHandle);
|
|
STATETREE_TRACE_SCOPED_STATE_PHASE(StateHandle, EStateTreeUpdatePhase::TriggerTransitions);
|
|
|
|
for (uint8 i = 0; i < State.TransitionsNum; i++)
|
|
{
|
|
// All transition conditions must pass
|
|
const int16 TransitionIndex = State.TransitionsBegin + i;
|
|
const FCompactStateTransition& Transition = CurrentStateTree->Transitions[TransitionIndex];
|
|
|
|
// Skip disabled transitions
|
|
if (Transition.bTransitionEnabled == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (EnumHasAnyFlags(Transition.Trigger, CompletionTrigger))
|
|
{
|
|
bool bPassed = false;
|
|
{
|
|
STATETREE_TRACE_TRANSITION_EVENT(FStateTreeTransitionSource(FStateTreeIndex16(TransitionIndex), Transition.State, Transition.Priority), EStateTreeTraceEventType::OnEvaluating);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::TransitionConditions);
|
|
bPassed = TestAllConditions(CurrentParentFrame, CurrentFrame, Transition.ConditionsBegin, Transition.ConditionsNum);
|
|
}
|
|
|
|
if (bPassed)
|
|
{
|
|
// No delay allowed on completion conditions.
|
|
// No priority on completion transitions, use the priority to signal that state is selected.
|
|
if (RequestTransition(CurrentFrame, Transition.State, EStateTreeTransitionPriority::Normal, /*TransitionEvent*/nullptr, Transition.Fallback))
|
|
{
|
|
NextTransitionSource = FStateTreeTransitionSource(FStateTreeIndex16(TransitionIndex), Transition.State, Transition.Priority);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NextTransition.Priority != EStateTreeTransitionPriority::None) //-V547
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle the case where no transition was found.
|
|
if (NextTransition.Priority == EStateTreeTransitionPriority::None) //-V547
|
|
{
|
|
STATETREE_LOG_AND_TRACE(Verbose, Warning, TEXT("Could not trigger completion transition, jump back to root state."));
|
|
|
|
check(!Exec.ActiveFrames.IsEmpty());
|
|
FStateTreeExecutionFrame& RootFrame = Exec.ActiveFrames[0];
|
|
FCurrentlyProcessedFrameScope RootFrameScope(*this, nullptr, RootFrame);
|
|
FCurrentlyProcessedStateScope RootStateScope(*this, FStateTreeStateHandle::Root);
|
|
|
|
if (RequestTransition(RootFrame, FStateTreeStateHandle::Root, EStateTreeTransitionPriority::Normal))
|
|
{
|
|
NextTransitionSource = FStateTreeTransitionSource(EStateTreeTransitionSourceType::Internal, FStateTreeStateHandle::Root, EStateTreeTransitionPriority::Normal);
|
|
}
|
|
else
|
|
{
|
|
STATETREE_LOG_AND_TRACE(Warning, Error, TEXT("Failed to select root state. Stopping the tree with failure."));
|
|
|
|
SetupNextTransition(RootFrame, FStateTreeStateHandle::Failed, EStateTreeTransitionPriority::Critical);
|
|
|
|
// In this case we don't want to complete subtrees, we want to force the whole tree to stop.
|
|
bProcessSubTreeCompletion = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if the transition was succeed/failed, if we're on a sub-tree, complete the subtree instead of transition.
|
|
if (NextTransition.TargetState.IsCompletionState() && bProcessSubTreeCompletion)
|
|
{
|
|
const int32 SourceFrameIndex = Exec.ActiveFrames.IndexOfByPredicate([&NextTransition = NextTransition](const FStateTreeExecutionFrame& Frame)
|
|
{
|
|
return Frame.StateTree == NextTransition.SourceStateTree && Frame.RootState == NextTransition.SourceRootState;
|
|
});
|
|
// Check that the transition source frame is a sub-tree, the first frame (0 index) is not a subtree.
|
|
if (SourceFrameIndex > 0)
|
|
{
|
|
const FStateTreeExecutionFrame& SourceFrame = Exec.ActiveFrames[SourceFrameIndex];
|
|
const int32 ParentFrameIndex = SourceFrameIndex - 1;
|
|
const FStateTreeExecutionFrame& ParentFrame = Exec.ActiveFrames[ParentFrameIndex];
|
|
const FStateTreeStateHandle ParentLinkedState = ParentFrame.ActiveStates.Last();
|
|
|
|
if (ParentLinkedState.IsValid())
|
|
{
|
|
const EStateTreeRunStatus RunStatus = NextTransition.TargetState.ToCompletionStatus();
|
|
STATETREE_LOG(Verbose, TEXT("Completed subtree '%s' from state '%s': %s"),
|
|
*GetSafeStateName(ParentFrame, ParentLinkedState), *GetSafeStateName(SourceFrame, NextTransition.SourceState), *UEnum::GetDisplayValueAsText(RunStatus).ToString());
|
|
|
|
// Set the parent linked state as last completed state, and update tick status to the status from the transition.
|
|
Exec.CompletedFrameIndex = FStateTreeIndex16(ParentFrameIndex);
|
|
Exec.CompletedStateHandle = ParentLinkedState;
|
|
Exec.LastTickStatus = RunStatus;
|
|
|
|
// Clear the transition and return that no transition took place.
|
|
// Since the LastTickStatus != running, the transition loop will try another transition
|
|
// now starting from the linked parent state. If we run out of retires in the selection loop (e.g. very deep hierarchy)
|
|
// we will continue on next tick.
|
|
NextTransition.Reset();
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NextTransition.TargetState.IsValid();
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::SelectState(const FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeStateHandle NextState,
|
|
FStateSelectionResult& OutSelectionResult,
|
|
const FStateTreeSharedEvent* TransitionEvent,
|
|
const EStateTreeSelectionFallback Fallback)
|
|
{
|
|
check(TransitionEvent == nullptr || TransitionEvent->IsValid());
|
|
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
if (Exec.ActiveFrames.IsEmpty())
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: SelectState can only be called on initialized tree. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return false;
|
|
}
|
|
|
|
if (!NextState.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Walk towards the root from current state.
|
|
TArray<FStateTreeStateHandle, TInlineAllocator<FStateTreeActiveStates::MaxStates>> PathToNextState;
|
|
FStateTreeStateHandle CurrState = NextState;
|
|
while (CurrState.IsValid())
|
|
{
|
|
if (PathToNextState.Num() == FStateTreeActiveStates::MaxStates)
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextState), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return false;
|
|
}
|
|
// Store the states that are in between the 'NextState' and common ancestor.
|
|
PathToNextState.Push(CurrState);
|
|
CurrState = CurrentFrame.StateTree->States[CurrState.Index].Parent;
|
|
}
|
|
|
|
Algo::Reverse(PathToNextState);
|
|
|
|
const UStateTree* NextStateTree = CurrentFrame.StateTree;
|
|
const FStateTreeStateHandle NextRootState = PathToNextState[0];
|
|
|
|
// Find the frame that the next state belongs to.
|
|
int32 CurrentFrameIndex = INDEX_NONE;
|
|
int32 CurrentStateTreeIndex = INDEX_NONE;
|
|
|
|
for (int32 FrameIndex = Exec.ActiveFrames.Num() - 1; FrameIndex >= 0; FrameIndex--)
|
|
{
|
|
const FStateTreeExecutionFrame& Frame = Exec.ActiveFrames[FrameIndex];
|
|
if (Frame.StateTree == NextStateTree)
|
|
{
|
|
CurrentStateTreeIndex = FrameIndex;
|
|
if (Frame.RootState == NextRootState)
|
|
{
|
|
CurrentFrameIndex = FrameIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Copy common frames over.
|
|
// ReferenceCurrentFrame is the original of the last copied frame. It will be used to keep track if we are following the current active frames and states.
|
|
const FStateTreeExecutionFrame* CurrentFrameInActiveFrames = nullptr;
|
|
if (CurrentFrameIndex != INDEX_NONE)
|
|
{
|
|
const int32 NumCommonFrames = CurrentFrameIndex + 1;
|
|
OutSelectionResult = FStateSelectionResult(MakeArrayView(Exec.ActiveFrames.GetData(), NumCommonFrames));
|
|
CurrentFrameInActiveFrames = &Exec.ActiveFrames[CurrentFrameIndex];
|
|
}
|
|
else if (CurrentStateTreeIndex != INDEX_NONE)
|
|
{
|
|
// If we could not find a common frame, we assume that we jumped to different subtree in same asset.
|
|
const int32 NumCommonFrames = CurrentStateTreeIndex + 1;
|
|
OutSelectionResult = FStateSelectionResult(MakeArrayView(Exec.ActiveFrames.GetData(), NumCommonFrames));
|
|
CurrentFrameInActiveFrames = &Exec.ActiveFrames[CurrentStateTreeIndex];
|
|
}
|
|
else
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Encountered unrecognized state %s during state selection from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetNameSafe(NextStateTree), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(&RootStateTree));
|
|
return false;
|
|
}
|
|
|
|
// Append in between state in reverse order, they were collected from leaf towards the root.
|
|
// Note: NextState will be added by SelectStateInternal() if conditions pass.
|
|
const int32 LastFrameIndex = OutSelectionResult.FramesNum() - 1;
|
|
FStateTreeExecutionFrame& LastFrame = OutSelectionResult.GetSelectedFrames()[LastFrameIndex];
|
|
|
|
// Find index of the first state to be evaluated.
|
|
int32 FirstNewStateIndex = 0;
|
|
if (CurrentFrameIndex != INDEX_NONE)
|
|
{
|
|
// If LastFrame.ActiveStates is a subset of PathToNextState (e.g when someone use "TryEnter" selection behavior and then make a transition to it's child or if one is reentering the same state).
|
|
// In such case loop below won't break on anything and FirstNewStateIndex will be incorrectly 0, thus we initialize it to be right after the shorter range.
|
|
FirstNewStateIndex = FMath::Max(0, FMath::Min(PathToNextState.Num(), LastFrame.ActiveStates.Num()) - 1);
|
|
for (int32 Index = 0; Index < FMath::Min(PathToNextState.Num(), LastFrame.ActiveStates.Num()); ++Index)
|
|
{
|
|
if (LastFrame.ActiveStates[Index] != PathToNextState[Index])
|
|
{
|
|
FirstNewStateIndex = Index;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Existing state's data is safe to access during select.
|
|
LastFrame.NumCurrentlyActiveStates = static_cast<uint8>(LastFrame.ActiveStates.Num());
|
|
|
|
LastFrame.ActiveStates.SetNum(FirstNewStateIndex);
|
|
|
|
FStateSelectionResult InitialSelection;
|
|
|
|
if (Fallback == EStateTreeSelectionFallback::NextSelectableSibling)
|
|
{
|
|
InitialSelection = OutSelectionResult;
|
|
}
|
|
|
|
// We take copy of the last frame and assign it later, as SelectStateInternal() might change the array and invalidate the pointer.
|
|
const FStateTreeExecutionFrame* CurrentParentFrame = LastFrameIndex > 0 ? &OutSelectionResult.GetSelectedFrames()[LastFrameIndex - 1] : nullptr;
|
|
|
|
// Path from the first new state up to the NextState
|
|
TConstArrayView<FStateTreeStateHandle> NewStatesPathToNextState(&PathToNextState[FirstNewStateIndex], PathToNextState.Num() - FirstNewStateIndex);
|
|
|
|
if (SelectStateInternal(CurrentParentFrame, OutSelectionResult.GetSelectedFrames()[LastFrameIndex], CurrentFrameInActiveFrames, NewStatesPathToNextState, OutSelectionResult, TransitionEvent))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Failed to Select Next State, handle fallback here
|
|
// Return true on the first next sibling that gets selected successfully
|
|
if (Fallback == EStateTreeSelectionFallback::NextSelectableSibling && PathToNextState.Num() >= 2)
|
|
{
|
|
const FStateTreeStateHandle Parent = PathToNextState.Last(1);
|
|
if (Parent.IsValid())
|
|
{
|
|
const FCompactStateTreeState& ParentState = CurrentFrame.StateTree->States[Parent.Index];
|
|
|
|
uint16 ChildState = CurrentFrame.StateTree->States[NextState.Index].GetNextSibling();
|
|
for (; ChildState < ParentState.ChildrenEnd; ChildState = CurrentFrame.StateTree->States[ChildState].GetNextSibling())
|
|
{
|
|
FStateTreeStateHandle ChildStateHandle = FStateTreeStateHandle(ChildState);
|
|
|
|
// Start selection from blank slate.
|
|
OutSelectionResult = InitialSelection;
|
|
|
|
// We take copy of the last frame and assign it later, as SelectStateInternal() might change the array and invalidate the pointer.
|
|
CurrentParentFrame = LastFrameIndex > 0 ? &OutSelectionResult.GetSelectedFrames()[LastFrameIndex - 1] : nullptr;
|
|
if (SelectStateInternal(CurrentParentFrame, OutSelectionResult.GetSelectedFrames()[LastFrameIndex], CurrentFrameInActiveFrames, {ChildStateHandle}, OutSelectionResult))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FStateTreeExecutionContext::SelectStateInternal(
|
|
const FStateTreeExecutionFrame* CurrentParentFrame,
|
|
FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeExecutionFrame* CurrentFrameInActiveFrames,
|
|
TConstArrayView<FStateTreeStateHandle> PathToNextState,
|
|
FStateSelectionResult& OutSelectionResult,
|
|
const FStateTreeSharedEvent* TransitionEvent)
|
|
{
|
|
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_SelectState);
|
|
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
check(!PathToNextState.IsEmpty());
|
|
const FStateTreeStateHandle NextStateHandle = PathToNextState[0];
|
|
if (!NextStateHandle.IsValid())
|
|
{
|
|
// Trying to select non-existing state.
|
|
STATETREE_LOG(Error, TEXT("%hs: Trying to select invalid state from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
FCurrentlyProcessedFrameScope FrameScope(*this, CurrentParentFrame, CurrentFrame);
|
|
FCurrentFrameStateSelectionEventsScope CapturedEventsScope(*this, OutSelectionResult.GetFramesStateSelectionEvents().Last());
|
|
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
const FCompactStateTreeState& NextState = CurrentStateTree->States[NextStateHandle.Index];
|
|
|
|
if (NextState.bEnabled == false)
|
|
{
|
|
// Do not select disabled state
|
|
STATETREE_LOG(VeryVerbose, TEXT("%hs: Ignoring disabled state '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
STATETREE_TRACE_SCOPED_STATE_PHASE(NextStateHandle, EStateTreeUpdatePhase::StateSelection);
|
|
|
|
// The state cannot be directly selected.
|
|
if (NextState.SelectionBehavior == EStateTreeStateSelectionBehavior::None)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const UStateTree* NextLinkedStateAsset = NextState.LinkedAsset;
|
|
|
|
// Look up linked state overrides
|
|
const FInstancedPropertyBag* NextLinkedStateParameterOverride = nullptr;
|
|
if (NextState.Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
if (const FStateTreeReference* Override = GetLinkedStateTreeOverrideForTag(NextState.Tag))
|
|
{
|
|
NextLinkedStateAsset = Override->GetStateTree();
|
|
NextLinkedStateParameterOverride = &Override->GetParameters();
|
|
|
|
STATETREE_LOG(VeryVerbose, TEXT("%hs: In state '%s', overriding linked asset '%s' with '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle),
|
|
*GetFullNameSafe(NextState.LinkedAsset), *GetFullNameSafe(NextLinkedStateAsset),
|
|
*GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
}
|
|
}
|
|
|
|
if (NextState.ParameterDataHandle.IsValid())
|
|
{
|
|
// Instantiate state parameters if not done yet.
|
|
FStateTreeDataView NextStateParametersView = GetDataViewOrTemporary(CurrentParentFrame, CurrentFrame, NextState.ParameterDataHandle);
|
|
if (!NextStateParametersView.IsValid())
|
|
{
|
|
// Allocate temporary instance for parameters if the state has params.
|
|
// The subtree state selection below assumes that this creates always a valid temporary, we'll create the temp data even if parameters are empty.
|
|
// @todo: Empty params is valid and common case, we should not require to create empty parameters data (this needs to be handle in compiler and UpdateInstanceData too).
|
|
if (NextLinkedStateParameterOverride)
|
|
{
|
|
// Create from an override.
|
|
FStateTreeDataView TempStateParametersView = AddTemporaryInstance(CurrentFrame, FStateTreeIndex16::Invalid, NextState.ParameterDataHandle, FConstStructView(TBaseStructure<FCompactStateTreeParameters>::Get()));
|
|
check(TempStateParametersView.IsValid());
|
|
FCompactStateTreeParameters& StateParams = TempStateParametersView.GetMutable<FCompactStateTreeParameters>();
|
|
StateParams.Parameters = *NextLinkedStateParameterOverride;
|
|
NextStateParametersView = FStateTreeDataView(StateParams.Parameters.GetMutableValue());
|
|
}
|
|
else
|
|
{
|
|
// Create from template in the asset.
|
|
const FConstStructView DefaultStateParamsInstanceData = CurrentFrame.StateTree->DefaultInstanceData.GetStruct(NextState.ParameterTemplateIndex.Get());
|
|
FStateTreeDataView TempStateParametersView = AddTemporaryInstance(CurrentFrame, FStateTreeIndex16::Invalid, NextState.ParameterDataHandle, DefaultStateParamsInstanceData);
|
|
check(TempStateParametersView.IsValid());
|
|
FCompactStateTreeParameters& StateParams = TempStateParametersView.GetMutable<FCompactStateTreeParameters>();
|
|
NextStateParametersView = FStateTreeDataView(StateParams.Parameters.GetMutableValue());
|
|
}
|
|
}
|
|
|
|
// Copy parameters if needed
|
|
if (NextStateParametersView.IsValid()
|
|
&& NextState.ParameterDataHandle.IsValid()
|
|
&& NextState.ParameterBindingsBatch.IsValid())
|
|
{
|
|
// Note: the parameters are for the current (linked) state, stored in current frame.
|
|
// The copy can fail, if the overridden parameters do not match, this is by design.
|
|
CopyBatchWithValidation(CurrentParentFrame, CurrentFrame, NextStateParametersView, NextState.ParameterBindingsBatch);
|
|
}
|
|
}
|
|
|
|
const bool bIsDestinationState = PathToNextState.Num() < 2;
|
|
const bool bShouldPrerequisitesBeChecked = bIsDestinationState || NextState.bCheckPrerequisitesWhenActivatingChildDirectly;
|
|
TArray<const FStateTreeSharedEvent*, TInlineAllocator<FStateTreeEventQueue::MaxActiveEvents>> StateSelectionEvents;
|
|
if (NextState.EventDataIndex.IsValid())
|
|
{
|
|
check(NextState.RequiredEventToEnter.IsValid());
|
|
|
|
// Use the same event as performed transition unless it didn't lead to this state as only state selected by the transition should get it's event.
|
|
if (TransitionEvent && TransitionEvent->IsValid() && bIsDestinationState)
|
|
{
|
|
if (NextState.RequiredEventToEnter.DoesEventMatchDesc(*TransitionEvent->Get()))
|
|
{
|
|
StateSelectionEvents.Emplace(TransitionEvent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TArrayView<FStateTreeSharedEvent> EventsQueue = GetMutableEventsToProcessView();
|
|
for (FStateTreeSharedEvent& Event : EventsQueue)
|
|
{
|
|
check(Event.IsValid());
|
|
if (NextState.RequiredEventToEnter.DoesEventMatchDesc(*Event))
|
|
{
|
|
StateSelectionEvents.Emplace(&Event);
|
|
}
|
|
}
|
|
|
|
// Couldn't find matching state's event, but it's marked as not required. Adding an empty event which allows us to continue the state selection.
|
|
if (!bShouldPrerequisitesBeChecked && StateSelectionEvents.IsEmpty())
|
|
{
|
|
StateSelectionEvents.Emplace();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StateSelectionEvents.Emplace();
|
|
}
|
|
|
|
for (const FStateTreeSharedEvent* StateSelectionEvent : StateSelectionEvents)
|
|
{
|
|
if (StateSelectionEvent)
|
|
{
|
|
CurrentlyProcessedStateSelectionEvents->Events[NextState.Depth] = *StateSelectionEvent;
|
|
}
|
|
|
|
if (bShouldPrerequisitesBeChecked)
|
|
{
|
|
// Check that the state can be entered
|
|
STATETREE_TRACE_PHASE_BEGIN(EStateTreeUpdatePhase::EnterConditions);
|
|
const bool bEnterConditionsPassed = TestAllConditions(CurrentParentFrame, CurrentFrame, NextState.EnterConditionsBegin, NextState.EnterConditionsNum);
|
|
STATETREE_TRACE_PHASE_END(EStateTreeUpdatePhase::EnterConditions);
|
|
|
|
if (!bEnterConditionsPassed)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (!CurrentFrame.ActiveStates.Push(NextStateHandle))
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
// Check if we're still tracking on the current active frame and state.
|
|
// If we are, update the NumCurrentlyActiveStates to indicate that this state's instance data can be accessed.
|
|
const uint8 PrevNumCurrentlyActiveStates = CurrentFrame.NumCurrentlyActiveStates;
|
|
if (CurrentFrame.ActiveInstanceIndexBase.IsValid()
|
|
&& CurrentFrameInActiveFrames)
|
|
{
|
|
const int32 CurrentStateIndex = CurrentFrame.ActiveStates.Num() - 1;
|
|
const FStateTreeStateHandle MatchingActiveHandle = CurrentFrameInActiveFrames->ActiveStates.GetStateSafe(CurrentStateIndex);
|
|
if (MatchingActiveHandle == NextStateHandle)
|
|
{
|
|
CurrentFrame.NumCurrentlyActiveStates = static_cast<uint8>(CurrentFrame.ActiveStates.Num());
|
|
}
|
|
}
|
|
|
|
if (!bIsDestinationState)
|
|
{
|
|
// Next child state is already known. Passing TransitionEvent further so state selected directly by transition can use it.
|
|
if (SelectStateInternal(CurrentParentFrame, CurrentFrame, CurrentFrameInActiveFrames, PathToNextState.Mid(1), OutSelectionResult, TransitionEvent))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if (NextState.Type == EStateTreeStateType::Linked)
|
|
{
|
|
if (NextState.LinkedState.IsValid())
|
|
{
|
|
if (OutSelectionResult.IsFull())
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
FStateTreeExecutionFrame NewFrame;
|
|
NewFrame.StateTree = CurrentFrame.StateTree;
|
|
NewFrame.RootState = NextState.LinkedState;
|
|
NewFrame.ExternalDataBaseIndex = CurrentFrame.ExternalDataBaseIndex;
|
|
|
|
// Check and prevent recursion.
|
|
const bool bNewFrameAlreadySelected = OutSelectionResult.GetSelectedFrames().ContainsByPredicate([&NewFrame](const FStateTreeExecutionFrame& Frame) {
|
|
return Frame.IsSameFrame(NewFrame);
|
|
});
|
|
|
|
if (bNewFrameAlreadySelected)
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Trying to recursively enter subtree '%s' from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(NewFrame, NewFrame.RootState), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
// If the Frame already exists, copy instance indices so that conditions that rely on active states work correctly.
|
|
const FStateTreeExecutionFrame* ExistingFrame = Exec.ActiveFrames.FindByPredicate(
|
|
[StateTree = NewFrame.StateTree, RootState = NewFrame.RootState](const FStateTreeExecutionFrame& Frame)
|
|
{
|
|
return Frame.StateTree == StateTree && Frame.RootState == RootState;
|
|
});
|
|
if (ExistingFrame)
|
|
{
|
|
NewFrame.ActiveInstanceIndexBase = ExistingFrame->ActiveInstanceIndexBase;
|
|
NewFrame.GlobalInstanceIndexBase = ExistingFrame->GlobalInstanceIndexBase;
|
|
NewFrame.StateParameterDataHandle = ExistingFrame->StateParameterDataHandle;
|
|
NewFrame.GlobalParameterDataHandle = ExistingFrame->GlobalParameterDataHandle;
|
|
}
|
|
else
|
|
{
|
|
// Since the StateTree is the same, we can access the global tasks of CurrentFrame, if they are initialized.
|
|
NewFrame.GlobalParameterDataHandle = CurrentFrame.GlobalParameterDataHandle;
|
|
NewFrame.GlobalInstanceIndexBase = CurrentFrame.GlobalInstanceIndexBase;
|
|
NewFrame.StateParameterDataHandle = NextState.ParameterDataHandle; // Temporary allocated earlier if did not exists.
|
|
}
|
|
|
|
OutSelectionResult.PushFrame(NewFrame);
|
|
|
|
// If State is linked, proceed to the linked state.
|
|
if (SelectStateInternal(&CurrentFrame, OutSelectionResult.GetSelectedFrames().Last(), ExistingFrame, {NewFrame.RootState}, OutSelectionResult))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
OutSelectionResult.PopFrame();
|
|
}
|
|
else
|
|
{
|
|
STATETREE_LOG(Warning, TEXT("%hs: Trying to enter invalid linked subtree from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
}
|
|
}
|
|
else if (NextState.Type == EStateTreeStateType::LinkedAsset)
|
|
{
|
|
if (NextLinkedStateAsset == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (OutSelectionResult.IsFull())
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
// The linked state tree should have compatible context requirements.
|
|
if (!NextLinkedStateAsset->HasCompatibleContextData(RootStateTree))
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: The linked State Tree '%s' does not have compatible schema, trying to select state %s from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetFullNameSafe(NextLinkedStateAsset), *GetSafeStateName(CurrentFrame, NextStateHandle), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
FStateTreeExecutionFrame NewFrame;
|
|
NewFrame.StateTree = NextLinkedStateAsset;
|
|
NewFrame.RootState = FStateTreeStateHandle::Root;
|
|
NewFrame.bIsGlobalFrame = true;
|
|
|
|
// Check and prevent recursion.
|
|
const bool bNewFrameAlreadySelected = OutSelectionResult.GetSelectedFrames().ContainsByPredicate([&NewFrame](const FStateTreeExecutionFrame& Frame) {
|
|
return Frame.IsSameFrame(NewFrame);
|
|
});
|
|
|
|
if (bNewFrameAlreadySelected)
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Trying to recursively enter subtree '%s' from '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(NewFrame, NewFrame.RootState), *GetStateStatusString(Exec), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
// If the Frame already exists, copy instance indices so that conditions that rely on active states work correctly.
|
|
const FStateTreeExecutionFrame* ExistingFrame = Exec.ActiveFrames.FindByPredicate(
|
|
[StateTree = NewFrame.StateTree, RootState = NewFrame.RootState](const FStateTreeExecutionFrame& Frame)
|
|
{
|
|
return Frame.StateTree == StateTree && Frame.RootState == RootState;
|
|
});
|
|
if (ExistingFrame)
|
|
{
|
|
NewFrame.ActiveInstanceIndexBase = ExistingFrame->ActiveInstanceIndexBase;
|
|
NewFrame.GlobalInstanceIndexBase = ExistingFrame->GlobalInstanceIndexBase;
|
|
NewFrame.StateParameterDataHandle = ExistingFrame->StateParameterDataHandle;
|
|
NewFrame.GlobalParameterDataHandle = ExistingFrame->GlobalParameterDataHandle;
|
|
NewFrame.ExternalDataBaseIndex = ExistingFrame->ExternalDataBaseIndex;
|
|
}
|
|
else
|
|
{
|
|
// Pass the linked state's parameters as global parameters to the linked asset.
|
|
NewFrame.GlobalParameterDataHandle = NextState.ParameterDataHandle;
|
|
|
|
// Collect external data if needed
|
|
NewFrame.ExternalDataBaseIndex = CollectExternalData(NewFrame.StateTree);
|
|
if (!NewFrame.ExternalDataBaseIndex.IsValid())
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%hs: Cannot select state '%s' because failed to collect external data for nested tree '%s'. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetFullNameSafe(NewFrame.StateTree), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
|
|
// The state parameters will be from the root state.
|
|
const FCompactStateTreeState& RootState = NewFrame.StateTree->States[NewFrame.RootState.Index];
|
|
NewFrame.StateParameterDataHandle = RootState.ParameterDataHandle;
|
|
|
|
// Start global tasks and evaluators temporarily, so that their data is available already during select.
|
|
if (StartTemporaryEvaluatorsAndGlobalTasks(nullptr, NewFrame) != EStateTreeRunStatus::Running)
|
|
{
|
|
STATETREE_LOG(VeryVerbose, TEXT("%hs: Cannot select state '%s' because cannot start nested tree's '%s' global tasks and evaluators. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetFullNameSafe(NewFrame.StateTree), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
OutSelectionResult.PushFrame(NewFrame);
|
|
|
|
// If State is linked, proceed to the linked state.
|
|
if (SelectStateInternal(&CurrentFrame, OutSelectionResult.GetSelectedFrames().Last(), ExistingFrame, {NewFrame.RootState}, OutSelectionResult))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
OutSelectionResult.PopFrame();
|
|
}
|
|
else if (NextState.SelectionBehavior == EStateTreeStateSelectionBehavior::TryEnterState)
|
|
{
|
|
// Select this state.
|
|
STATETREE_TRACE_STATE_EVENT(NextStateHandle, EStateTreeTraceEventType::OnStateSelected);
|
|
return true;
|
|
}
|
|
else if (NextState.SelectionBehavior == EStateTreeStateSelectionBehavior::TryFollowTransitions)
|
|
{
|
|
STATETREE_TRACE_SCOPED_STATE_PHASE(NextStateHandle, EStateTreeUpdatePhase::TrySelectBehavior);
|
|
|
|
EStateTreeTransitionPriority CurrentPriority = EStateTreeTransitionPriority::None;
|
|
|
|
for (uint8 i = 0; i < NextState.TransitionsNum; i++)
|
|
{
|
|
const int16 TransitionIndex = NextState.TransitionsBegin + i;
|
|
const FCompactStateTransition& Transition = RootStateTree.Transitions[TransitionIndex];
|
|
|
|
// Skip disabled transitions
|
|
if (Transition.bTransitionEnabled == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// No need to test the transition if same or higher priority transition has already been processed.
|
|
if (Transition.Priority <= CurrentPriority)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Skip completion transitions
|
|
if (EnumHasAnyFlags(Transition.Trigger, EStateTreeTransitionTrigger::OnStateCompleted))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Cannot follow transitions with delay.
|
|
if (Transition.HasDelay())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Try to prevent (infinite) loops in the selection.
|
|
if (CurrentFrame.ActiveStates.Contains(Transition.State))
|
|
{
|
|
STATETREE_LOG(Error, TEXT("%hs: Loop detected when trying to select state %s from '%s'. Prior states: %s. '%s' using StateTree '%s'."),
|
|
__FUNCTION__, *GetSafeStateName(CurrentFrame, NextStateHandle), *GetStateStatusString(Exec), *DebugGetStatePath(OutSelectionResult.GetSelectedFrames(), &CurrentFrame), *GetNameSafe(&Owner), *GetFullNameSafe(CurrentFrame.StateTree));
|
|
continue;
|
|
}
|
|
|
|
TArray<const FStateTreeSharedEvent*, TInlineAllocator<FStateTreeEventQueue::MaxActiveEvents>> SelectedStateTransitionEvents;
|
|
if (Transition.Trigger == EStateTreeTransitionTrigger::OnEvent)
|
|
{
|
|
check(Transition.RequiredEvent.IsValid());
|
|
|
|
if (StateSelectionEvent)
|
|
{
|
|
SelectedStateTransitionEvents.Emplace(StateSelectionEvent);
|
|
}
|
|
else
|
|
{
|
|
TArrayView<FStateTreeSharedEvent> EventsQueue = GetMutableEventsToProcessView();
|
|
for (FStateTreeSharedEvent& Event : EventsQueue)
|
|
{
|
|
check(Event.IsValid());
|
|
if (Transition.RequiredEvent.DoesEventMatchDesc(*Event))
|
|
{
|
|
SelectedStateTransitionEvents.Emplace(&Event);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (Transition.Trigger == EStateTreeTransitionTrigger::OnTick)
|
|
{
|
|
SelectedStateTransitionEvents.Emplace();
|
|
}
|
|
|
|
for (const FStateTreeSharedEvent* SelectedStateTransitionEvent : SelectedStateTransitionEvents)
|
|
{
|
|
bool bTransitionConditionsPassed = false;
|
|
{
|
|
FCurrentlyProcessedTransitionEventScope TransitionEventScope(*this, SelectedStateTransitionEvent ? SelectedStateTransitionEvent->Get() : nullptr);
|
|
|
|
STATETREE_TRACE_TRANSITION_EVENT(FStateTreeTransitionSource(FStateTreeIndex16(TransitionIndex), Transition.State, Transition.Priority), EStateTreeTraceEventType::OnEvaluating);
|
|
STATETREE_TRACE_SCOPED_PHASE(EStateTreeUpdatePhase::TransitionConditions);
|
|
|
|
bTransitionConditionsPassed = TestAllConditions(CurrentParentFrame, CurrentFrame, Transition.ConditionsBegin, Transition.ConditionsNum);
|
|
}
|
|
|
|
if (bTransitionConditionsPassed)
|
|
{
|
|
// Using SelectState() instead of SelectStateInternal to treat the transitions the same way as regular transitions,
|
|
// e.g. it may jump to a completely different branch.
|
|
FStateSelectionResult StateSelectionResult;
|
|
if (SelectState(CurrentFrame, Transition.State, StateSelectionResult, SelectedStateTransitionEvent, Transition.Fallback))
|
|
{
|
|
// Selection succeeded.
|
|
// Cannot break yet because higher priority transitions may override the selection.
|
|
OutSelectionResult = StateSelectionResult;
|
|
CurrentPriority = Transition.Priority;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CurrentPriority != EStateTreeTransitionPriority::None)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if (NextState.SelectionBehavior == EStateTreeStateSelectionBehavior::TrySelectChildrenInOrder)
|
|
{
|
|
if (NextState.HasChildren())
|
|
{
|
|
STATETREE_TRACE_SCOPED_STATE_PHASE(NextStateHandle, EStateTreeUpdatePhase::TrySelectBehavior);
|
|
|
|
// If the state has children, proceed to select children.
|
|
for (uint16 ChildState = NextState.ChildrenBegin; ChildState < NextState.ChildrenEnd; ChildState = CurrentStateTree->States[ChildState].GetNextSibling())
|
|
{
|
|
if (SelectStateInternal(CurrentParentFrame, CurrentFrame, CurrentFrameInActiveFrames, {FStateTreeStateHandle(ChildState)}, OutSelectionResult))
|
|
{
|
|
// Selection succeeded
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Select this state (For backwards compatibility)
|
|
STATETREE_TRACE_STATE_EVENT(NextStateHandle, EStateTreeTraceEventType::OnStateSelected);
|
|
return true;
|
|
}
|
|
}
|
|
else if (NextState.SelectionBehavior == EStateTreeStateSelectionBehavior::TrySelectChildrenAtUniformRandom)
|
|
{
|
|
if (NextState.HasChildren())
|
|
{
|
|
STATETREE_TRACE_SCOPED_STATE_PHASE(NextStateHandle, EStateTreeUpdatePhase::TrySelectBehavior);
|
|
|
|
TArray<uint16, TInlineAllocator<8>> RandomChildStates;
|
|
for (uint16 ChildState = NextState.ChildrenBegin; ChildState < NextState.ChildrenEnd; ChildState = CurrentStateTree->States[ChildState].GetNextSibling())
|
|
{
|
|
RandomChildStates.Push(ChildState);
|
|
}
|
|
|
|
const uint32 LastIndex = RandomChildStates.Num() - 1;
|
|
for (uint32 Index = 0; Index < LastIndex; ++Index)
|
|
{
|
|
// Get a random integer in [Index, Num)
|
|
const uint32 IndexToSwap = Exec.RandomStream.RandRange(Index, LastIndex);
|
|
RandomChildStates.Swap(Index, IndexToSwap);
|
|
}
|
|
|
|
for (uint16 ChildState : RandomChildStates)
|
|
{
|
|
if (SelectStateInternal(CurrentParentFrame, CurrentFrame, CurrentFrameInActiveFrames, { FStateTreeStateHandle(ChildState) }, OutSelectionResult))
|
|
{
|
|
// Selection succeeded
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Select this state (For backwards compatibility)
|
|
STATETREE_TRACE_STATE_EVENT(NextStateHandle, EStateTreeTraceEventType::OnStateSelected);
|
|
return true;
|
|
}
|
|
}
|
|
// State could not be selected, restore.
|
|
CurrentFrame.NumCurrentlyActiveStates = PrevNumCurrentlyActiveStates;
|
|
CurrentFrame.ActiveStates.Pop();
|
|
}
|
|
|
|
// Nothing got selected.
|
|
return false;
|
|
}
|
|
|
|
FString FStateTreeExecutionContext::GetSafeStateName(const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeStateHandle State) const
|
|
{
|
|
if (State == FStateTreeStateHandle::Invalid)
|
|
{
|
|
return TEXT("(State Invalid)");
|
|
}
|
|
else if (State == FStateTreeStateHandle::Succeeded)
|
|
{
|
|
return TEXT("(State Succeeded)");
|
|
}
|
|
else if (State == FStateTreeStateHandle::Failed)
|
|
{
|
|
return TEXT("(State Failed)");
|
|
}
|
|
else if (CurrentFrame.StateTree && CurrentFrame.StateTree->States.IsValidIndex(State.Index))
|
|
{
|
|
return *CurrentFrame.StateTree->States[State.Index].Name.ToString();
|
|
}
|
|
return TEXT("(Unknown)");
|
|
}
|
|
|
|
FString FStateTreeExecutionContext::DebugGetStatePath(TConstArrayView<FStateTreeExecutionFrame> ActiveFrames, const FStateTreeExecutionFrame* CurrentFrame, const int32 ActiveStateIndex) const
|
|
{
|
|
FString StatePath;
|
|
const UStateTree* LastStateTree = &RootStateTree;
|
|
|
|
for (const FStateTreeExecutionFrame& Frame : ActiveFrames)
|
|
{
|
|
if (!ensure(Frame.StateTree))
|
|
{
|
|
return StatePath;
|
|
}
|
|
|
|
// If requested up the active state, clamp count.
|
|
int32 Num = Frame.ActiveStates.Num();
|
|
if (CurrentFrame == &Frame && Frame.ActiveStates.IsValidIndex(ActiveStateIndex))
|
|
{
|
|
Num = ActiveStateIndex + 1;
|
|
}
|
|
|
|
if (Frame.StateTree != LastStateTree)
|
|
{
|
|
StatePath.Appendf(TEXT("[%s]"), *GetNameSafe(Frame.StateTree));
|
|
LastStateTree = Frame.StateTree;
|
|
}
|
|
|
|
for (int32 i = 0; i < Num; i++)
|
|
{
|
|
const FCompactStateTreeState& State = Frame.StateTree->States[Frame.ActiveStates[i].Index];
|
|
StatePath.Appendf(TEXT("%s%s"), i == 0 ? TEXT("") : TEXT("."), *State.Name.ToString());
|
|
}
|
|
}
|
|
|
|
return StatePath;
|
|
}
|
|
|
|
FString FStateTreeExecutionContext::GetStateStatusString(const FStateTreeExecutionState& ExecState) const
|
|
{
|
|
if (ExecState.TreeRunStatus != EStateTreeRunStatus::Running)
|
|
{
|
|
return TEXT("--:") + UEnum::GetDisplayValueAsText(ExecState.LastTickStatus).ToString();
|
|
}
|
|
return GetSafeStateName(ExecState.ActiveFrames.Last(), ExecState.ActiveFrames.Last().ActiveStates.Last()) + TEXT(":") + UEnum::GetDisplayValueAsText(ExecState.LastTickStatus).ToString();
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeExecutionContext::GetLastTickStatus() const
|
|
{
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
return Exec.LastTickStatus;
|
|
}
|
|
|
|
void FStateTreeExecutionContext::SetDefaultParameters()
|
|
{
|
|
SetGlobalParameters(RootStateTree.GetDefaultParameters());
|
|
}
|
|
|
|
void FStateTreeExecutionContext::SetParameters(const FInstancedPropertyBag& Parameters)
|
|
{
|
|
SetGlobalParameters(Parameters);
|
|
}
|
|
|
|
FString FStateTreeExecutionContext::GetInstanceDescription() const
|
|
{
|
|
return FString::Printf(TEXT("%s"), *GetNameSafe(&Owner));
|
|
}
|
|
|
|
TConstArrayView<FStateTreeExecutionFrame> FStateTreeExecutionContext::GetActiveFrames() const
|
|
{
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
return Exec.ActiveFrames;
|
|
}
|
|
|
|
|
|
#if WITH_GAMEPLAY_DEBUGGER
|
|
|
|
FString FStateTreeExecutionContext::GetDebugInfoString() const
|
|
{
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetFullNameSafe(&RootStateTree));
|
|
|
|
DebugString += TEXT("Status: ");
|
|
switch (Exec.TreeRunStatus)
|
|
{
|
|
case EStateTreeRunStatus::Failed:
|
|
DebugString += TEXT("Failed\n");
|
|
break;
|
|
case EStateTreeRunStatus::Succeeded:
|
|
DebugString += TEXT("Succeeded\n");
|
|
break;
|
|
case EStateTreeRunStatus::Running:
|
|
DebugString += TEXT("Running\n");
|
|
break;
|
|
default:
|
|
DebugString += TEXT("--\n");
|
|
}
|
|
|
|
// Active States
|
|
DebugString += TEXT("Current State:\n");
|
|
for (const FStateTreeExecutionFrame& CurrentFrame : Exec.ActiveFrames)
|
|
{
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
if (CurrentFrame.bIsGlobalFrame)
|
|
{
|
|
DebugString += FString::Printf(TEXT("\nEvaluators\n [ %-30s | %8s | %15s ]\n"),
|
|
TEXT("Name"), TEXT("Bindings"), TEXT("Data Handle"));
|
|
for (int32 EvalIndex = CurrentStateTree->EvaluatorsBegin; EvalIndex < (CurrentStateTree->EvaluatorsBegin + CurrentStateTree->EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = CurrentStateTree->Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
DebugString += FString::Printf(TEXT("| %-30s | %8d | %15s |\n"),
|
|
*Eval.Name.ToString(), Eval.BindingsBatch.Get(), *Eval.InstanceDataHandle.Describe());
|
|
}
|
|
|
|
DebugString += FString::Printf(TEXT("\nGlobal Tasks\n"));
|
|
for (int32 TaskIndex = CurrentStateTree->GlobalTasksBegin; TaskIndex < (CurrentStateTree->GlobalTasksBegin + CurrentStateTree->GlobalTasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = CurrentStateTree->Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
if (Task.bTaskEnabled)
|
|
{
|
|
Task.AppendDebugInfoString(DebugString, *this);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int32 Index = 0; Index < CurrentFrame.ActiveStates.Num(); Index++)
|
|
{
|
|
FStateTreeStateHandle Handle = CurrentFrame.ActiveStates[Index];
|
|
if (Handle.IsValid())
|
|
{
|
|
const FCompactStateTreeState& State = RootStateTree.States[Handle.Index];
|
|
DebugString += FString::Printf(TEXT("[%s]\n"), *State.Name.ToString());
|
|
|
|
if (State.TasksNum > 0)
|
|
{
|
|
DebugString += TEXT("\nTasks:\n");
|
|
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = RootStateTree.Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
if (Task.bTaskEnabled)
|
|
{
|
|
Task.AppendDebugInfoString(DebugString, *this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return DebugString;
|
|
}
|
|
#endif // WITH_GAMEPLAY_DEBUGGER
|
|
|
|
#if WITH_STATETREE_DEBUG
|
|
void FStateTreeExecutionContext::DebugPrintInternalLayout()
|
|
{
|
|
LOG_SCOPE_VERBOSITY_OVERRIDE(LogStateTree, ELogVerbosity::Log);
|
|
|
|
// @todo: this looks like more a UStateTree thing...
|
|
|
|
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetFullNameSafe(&RootStateTree));
|
|
|
|
// Tree items (e.g. tasks, evaluators, conditions)
|
|
DebugString += FString::Printf(TEXT("\nItems(%d)\n"), RootStateTree.Nodes.Num());
|
|
for (int32 Index = 0; Index < RootStateTree.Nodes.Num(); Index++)
|
|
{
|
|
const FConstStructView Node = RootStateTree.Nodes[Index];
|
|
DebugString += FString::Printf(TEXT(" %s\n"), Node.IsValid() ? *Node.GetScriptStruct()->GetName() : TEXT("null"));
|
|
}
|
|
|
|
// Instance InstanceData data (e.g. tasks)
|
|
DebugString += FString::Printf(TEXT("\nInstance Data(%d)\n"), RootStateTree.DefaultInstanceData.Num());
|
|
for (int32 Index = 0; Index < RootStateTree.DefaultInstanceData.Num(); Index++)
|
|
{
|
|
if (RootStateTree.DefaultInstanceData.IsObject(Index))
|
|
{
|
|
const UObject* Data = RootStateTree.DefaultInstanceData.GetObject(Index);
|
|
DebugString += FString::Printf(TEXT(" %s\n"), *GetNameSafe(Data));
|
|
}
|
|
else
|
|
{
|
|
const FConstStructView Data = RootStateTree.DefaultInstanceData.GetStruct(Index);
|
|
DebugString += FString::Printf(TEXT(" %s\n"), Data.IsValid() ? *Data.GetScriptStruct()->GetName() : TEXT("null"));
|
|
}
|
|
}
|
|
|
|
// External data (e.g. fragments, subsystems)
|
|
DebugString += FString::Printf(TEXT("\nExternal Data(%d)\n [ %-40s | %-8s | %15s ]\n"), RootStateTree.ExternalDataDescs.Num(), TEXT("Name"), TEXT("Optional"), TEXT("Handle"));
|
|
for (const FStateTreeExternalDataDesc& Desc : RootStateTree.ExternalDataDescs)
|
|
{
|
|
DebugString += FString::Printf(TEXT(" | %-40s | %8s | %15s |\n"), Desc.Struct ? *Desc.Struct->GetName() : TEXT("null"), *UEnum::GetDisplayValueAsText(Desc.Requirement).ToString(), *Desc.Handle.DataHandle.Describe());
|
|
}
|
|
|
|
// Bindings
|
|
RootStateTree.PropertyBindings.DebugPrintInternalLayout(DebugString);
|
|
|
|
// Transitions
|
|
DebugString += FString::Printf(TEXT("\nTransitions(%d)\n [ %-3s | %15s | %-20s | %-40s | %-40s | %-8s ]\n"), RootStateTree.Transitions.Num()
|
|
, TEXT("Idx"), TEXT("State"), TEXT("Transition Trigger"), TEXT("Transition Event Tag"), TEXT("Transition Event Payload"), TEXT("Num Cond"));
|
|
for (const FCompactStateTransition& Transition : RootStateTree.Transitions)
|
|
{
|
|
DebugString += FString::Printf(TEXT(" | %3d | %15s | %-20s | %-40s | %-40s | %8d |\n"),
|
|
Transition.ConditionsBegin, *Transition.State.Describe(),
|
|
*UEnum::GetDisplayValueAsText(Transition.Trigger).ToString(),
|
|
*Transition.RequiredEvent.Tag.ToString(),
|
|
Transition.RequiredEvent.PayloadStruct ? *Transition.RequiredEvent.PayloadStruct->GetName() : TEXT("None"),
|
|
Transition.ConditionsNum);
|
|
}
|
|
|
|
// States
|
|
DebugString += FString::Printf(TEXT("\nStates(%d)\n"
|
|
" [ %-30s | %15s | %5s [%3s:%-3s[ | Begin Idx : %4s %4s %4s %4s | Num : %4s %4s %4s %4s | Transitions : %-16s %-40s %-16s %-40s ]\n"),
|
|
RootStateTree.States.Num(),
|
|
TEXT("Name"), TEXT("Parent"), TEXT("Child"), TEXT("Beg"), TEXT("End"),
|
|
TEXT("Cond"), TEXT("Tr"), TEXT("Tsk"), TEXT("Evt"), TEXT("Cond"), TEXT("Tr"), TEXT("Tsk"), TEXT("Evt"),
|
|
TEXT("Done State"), TEXT("Done Type"), TEXT("Failed State"), TEXT("Failed Type")
|
|
);
|
|
for (const FCompactStateTreeState& State : RootStateTree.States)
|
|
{
|
|
DebugString += FString::Printf(TEXT(" | %-30s | %15s | %5s [%3d:%-3d[ | %9s %4d %4d %4d | %3s %4d %4d %4d\n"),
|
|
*State.Name.ToString(), *State.Parent.Describe(),
|
|
TEXT(""), State.ChildrenBegin, State.ChildrenEnd,
|
|
TEXT(""), State.EnterConditionsBegin, State.TransitionsBegin, State.TasksBegin,
|
|
TEXT(""), State.EnterConditionsNum, State.TransitionsNum, State.TasksNum);
|
|
}
|
|
|
|
// Evaluators
|
|
if (RootStateTree.EvaluatorsNum)
|
|
{
|
|
DebugString += FString::Printf(TEXT("\nEvaluators\n [ %-30s | %8s | %10s ]\n"),
|
|
TEXT("Name"), TEXT("Bindings"), TEXT("Struct Idx"));
|
|
for (int32 EvalIndex = RootStateTree.EvaluatorsBegin; EvalIndex < (RootStateTree.EvaluatorsBegin + RootStateTree.EvaluatorsNum); EvalIndex++)
|
|
{
|
|
const FStateTreeEvaluatorBase& Eval = RootStateTree.Nodes[EvalIndex].Get<const FStateTreeEvaluatorBase>();
|
|
DebugString += FString::Printf(TEXT("| %-30s | %8d | %10s |\n"),
|
|
*Eval.Name.ToString(), Eval.BindingsBatch.Get(), *Eval.InstanceDataHandle.Describe());
|
|
}
|
|
}
|
|
|
|
|
|
DebugString += FString::Printf(TEXT("\nTasks\n [ %-30s | %-30s | %8s | %10s ]\n"),
|
|
TEXT("State"), TEXT("Name"), TEXT("Bindings"), TEXT("Struct Idx"));
|
|
for (const FCompactStateTreeState& State : RootStateTree.States)
|
|
{
|
|
// Tasks
|
|
if (State.TasksNum)
|
|
{
|
|
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (State.TasksBegin + State.TasksNum); TaskIndex++)
|
|
{
|
|
const FStateTreeTaskBase& Task = RootStateTree.Nodes[TaskIndex].Get<const FStateTreeTaskBase>();
|
|
DebugString += FString::Printf(TEXT(" | %-30s | %-30s | %8d | %10s |\n"), *State.Name.ToString(),
|
|
*Task.Name.ToString(), Task.BindingsBatch.Get(), *Task.InstanceDataHandle.Describe());
|
|
}
|
|
}
|
|
}
|
|
|
|
UE_LOG(LogStateTree, Log, TEXT("%s"), *DebugString);
|
|
}
|
|
|
|
int32 FStateTreeExecutionContext::GetStateChangeCount() const
|
|
{
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
return Exec.StateChangeCount;
|
|
}
|
|
|
|
#endif // WITH_STATETREE_DEBUG
|
|
|
|
FString FStateTreeExecutionContext::GetActiveStateName() const
|
|
{
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
FString FullStateName;
|
|
|
|
const UStateTree* LastStateTree = &RootStateTree;
|
|
int32 Indent = 0;
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < Exec.ActiveFrames.Num(); FrameIndex++)
|
|
{
|
|
const FStateTreeExecutionFrame& CurrentFrame = Exec.ActiveFrames[FrameIndex];
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
|
|
// Append linked state marker at the end of the previous line.
|
|
if (Indent > 0)
|
|
{
|
|
FullStateName += TEXT(" >");
|
|
}
|
|
// If tree has changed, append that too.
|
|
if (CurrentFrame.StateTree != LastStateTree)
|
|
{
|
|
FullStateName.Appendf(TEXT(" [%s]"), *GetNameSafe(CurrentFrame.StateTree));
|
|
LastStateTree = CurrentFrame.StateTree;
|
|
}
|
|
|
|
for (int32 Index = 0; Index < CurrentFrame.ActiveStates.Num(); Index++)
|
|
{
|
|
const FStateTreeStateHandle Handle = CurrentFrame.ActiveStates[Index];
|
|
if (Handle.IsValid())
|
|
{
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[Handle.Index];
|
|
if (Indent > 0)
|
|
{
|
|
FullStateName += TEXT("\n");
|
|
}
|
|
FullStateName += FString::Printf(TEXT("%*s-"), Indent * 3, TEXT("")); // Indent
|
|
FullStateName += *State.Name.ToString();
|
|
Indent++;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (Exec.TreeRunStatus)
|
|
{
|
|
case EStateTreeRunStatus::Failed:
|
|
FullStateName += TEXT(" FAILED\n");
|
|
break;
|
|
case EStateTreeRunStatus::Succeeded:
|
|
FullStateName += TEXT(" SUCCEEDED\n");
|
|
break;
|
|
case EStateTreeRunStatus::Running:
|
|
// Empty
|
|
break;
|
|
default:
|
|
FullStateName += TEXT("--\n");
|
|
}
|
|
|
|
return FullStateName;
|
|
}
|
|
|
|
TArray<FName> FStateTreeExecutionContext::GetActiveStateNames() const
|
|
{
|
|
TArray<FName> Result;
|
|
const FStateTreeExecutionState& Exec = GetExecState();
|
|
|
|
// Active States
|
|
for (const FStateTreeExecutionFrame& CurrentFrame : Exec.ActiveFrames)
|
|
{
|
|
const UStateTree* CurrentStateTree = CurrentFrame.StateTree;
|
|
for (int32 Index = 0; Index < CurrentFrame.ActiveStates.Num(); Index++)
|
|
{
|
|
const FStateTreeStateHandle Handle = CurrentFrame.ActiveStates[Index];
|
|
if (Handle.IsValid())
|
|
{
|
|
const FCompactStateTreeState& State = CurrentStateTree->States[Handle.Index];
|
|
Result.Add(State.Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
#undef STATETREE_LOG
|
|
#undef STATETREE_CLOG
|