Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Debugger/StateTreeTraceAnalyzer.cpp
yoan stamant 64c8dca7cb [StateTreeDebugger]
Initial version of the debugger
- currently compiled by StateTreeModule and StateTreeEditorModule using WITH_STATETREE_DEBUGGER
- currently not exposed to UI by StateTree settings 'bUseDebugger'
- in this version only one instance per asset can be debugged
- using Trace services to read events generated by statetree instances.
- can connect to any traces (Editor, Client, Server) as long as the compiled statetree matches
#rb mieszko.zielinski
#preflight 641088a30e1f02786b509663

[CL 24639409 by yoan stamant in ue5-main branch]
2023-03-14 13:35:46 -04:00

150 lines
5.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_STATETREE_DEBUGGER
#include "Debugger/StateTreeTraceAnalyzer.h"
#include "Debugger/StateTreeDebugger.h"
#include "Debugger/StateTreeTraceProvider.h"
#include "Debugger/StateTreeTraceTypes.h"
#include "TraceServices/Model/AnalysisSession.h"
FStateTreeTraceAnalyzer::FStateTreeTraceAnalyzer(TraceServices::IAnalysisSession& InSession, FStateTreeTraceProvider& InProvider)
: Session(InSession)
, Provider(InProvider)
{
}
void FStateTreeTraceAnalyzer::OnAnalysisBegin(const FOnAnalysisContext& Context)
{
auto& Builder = Context.InterfaceBuilder;
Builder.RouteEvent(RouteId_Instance, "StateTreeDebugger", "InstanceEvent");
Builder.RouteEvent(RouteId_LogMessage, "StateTreeDebugger", "LogEvent");
Builder.RouteEvent(RouteId_State, "StateTreeDebugger", "StateEvent");
Builder.RouteEvent(RouteId_Task, "StateTreeDebugger", "TaskEvent");
Builder.RouteEvent(RouteId_ActiveStates, "StateTreeDebugger", "ActiveStatesEvent");
}
bool FStateTreeTraceAnalyzer::OnEvent(const uint16 RouteId, EStyle Style, const FOnEventContext& Context)
{
LLM_SCOPE_BYNAME(TEXT("Insights/FStateTreeAnalyzer"));
TraceServices::FAnalysisSessionEditScope _(Session);
const auto& EventData = Context.EventData;
switch (RouteId)
{
case RouteId_Instance:
{
FString ObjectName, ObjectPathName;
EventData.GetString("TreeName", ObjectName);
EventData.GetString("TreePath", ObjectPathName);
const FTopLevelAssetPath Path((FName)ObjectPathName, (FName)ObjectName);
TWeakObjectPtr<const UStateTree> WeakStateTree;
{
// This might not work when using a debugger on a client but should be fine in Editor as lock as
// we are not trying to find the object during GC. We might not currently be in the game thread.
// @todo STDBG: eventually errors should be reported in the UI
FGCScopeGuard Guard;
WeakStateTree = FindObject<UStateTree>(Path);
}
if (const UStateTree* StateTree = WeakStateTree.Get())
{
const uint32 CompiledDataHash = EventData.GetValue<uint32>("CompiledDataHash");
if (StateTree->LastCompiledEditorDataHash == CompiledDataHash)
{
const FStateTreeInstanceDebugId InstanceId(
EventData.GetValue<uint32>("InstanceId"),
EventData.GetValue<uint32>("InstanceSerial"));
FString InstanceName;
EventData.GetString("InstanceName", InstanceName);
const EStateTreeTraceInstanceEventType EventType = EventData.GetValue<EStateTreeTraceInstanceEventType>("EventType");
Provider.AppendInstance(StateTree, InstanceId, *InstanceName, EventType);
}
else
{
UE_LOG(LogStateTree, Warning, TEXT("Traces are not using the same StateTree asset version as the current asset."));
}
}
else
{
UE_LOG(LogStateTree, Warning, TEXT("Unable to find StateTree asset: %s : %s"), *ObjectPathName, *ObjectName);
}
break;
}
case RouteId_LogMessage:
{
const uint64 Cycle = EventData.GetValue<uint64>("Cycle");
const FStateTreeInstanceDebugId InstanceId(
EventData.GetValue<uint32>("InstanceId"),
EventData.GetValue<uint32>("InstanceSerial"));
FStateTreeTraceLogEvent Event;
EventData.GetString("Message", Event.Message);
Provider.AppendEvent(
InstanceId,
Context.EventTime.AsSeconds(Cycle),
FStateTreeTraceEventVariantType(TInPlaceType<FStateTreeTraceLogEvent>(), Event));
break;
}
case RouteId_State:
{
const uint64 Cycle = EventData.GetValue<uint64>("Cycle");
const FStateTreeInstanceDebugId InstanceId(
EventData.GetValue<uint32>("InstanceId"),
EventData.GetValue<uint32>("InstanceSerial"));
FStateTreeTraceStateEvent Event;
Event.StateIdx = EventData.GetValue<uint16>("StateIdx");
Event.EventType = EventData.GetValue<EStateTreeTraceNodeEventType>("EventType");
Provider.AppendEvent(
InstanceId,
Context.EventTime.AsSeconds(Cycle),
FStateTreeTraceEventVariantType(TInPlaceType<FStateTreeTraceStateEvent>(), Event));
break;
}
case RouteId_Task:
{
const uint64 Cycle = EventData.GetValue<uint64>("Cycle");
const FStateTreeInstanceDebugId InstanceId(
EventData.GetValue<uint32>("InstanceId"),
EventData.GetValue<uint32>("InstanceSerial"));
FStateTreeTraceTaskEvent Event;
Event.TaskIdx = EventData.GetValue<uint16>("TaskIdx");
Event.EventType = EventData.GetValue<EStateTreeTraceNodeEventType>("EventType");
Provider.AppendEvent(
InstanceId,
Context.EventTime.AsSeconds(Cycle),
FStateTreeTraceEventVariantType(TInPlaceType<FStateTreeTraceTaskEvent>(), Event));
break;
}
case RouteId_ActiveStates:
{
const uint64 Cycle = EventData.GetValue<uint64>("Cycle");
const FStateTreeInstanceDebugId InstanceId(
EventData.GetValue<uint32>("InstanceId"),
EventData.GetValue<uint32>("InstanceSerial"));
FStateTreeTraceActiveStatesEvent Event;
Event.ActiveStates = EventData.GetArrayView<uint16>("ActiveStates");
Provider.AppendEvent(
InstanceId,
Context.EventTime.AsSeconds(Cycle),
FStateTreeTraceEventVariantType(TInPlaceType<FStateTreeTraceActiveStatesEvent>(), Event));
break;
}
default:
ensureMsgf(false, TEXT("Unhandle route id: %s"), RouteId);
}
return true;
}
#endif // WITH_STATETREE_DEBUGGER