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- Commented and cleaned up the members of UStateTree a bit - Changed StateTree Node storage to FInstancedStructArray (contiguous memory) - Changed StateTree SharedData to FInstancedStructArray - Changed StateTree instance data to use FInstancedStructArray - StateTree statistics shows estimated mem usage per state and max for tree (heaviest linked chain) - Added explicit bLinked state for UStateTree - Cleaned up UStateTree::ResetCompiled()/ResetLinked() - Changed StateTree execution context to allocate task instance data on Start() and EnterState() - StateTree tick uses execution order counters to access the instance data instead of compile time specific index #jira UE-153269 #rb Stephen.Holmes Yoan.StAmant #preflight 628df39faf7a2e956bb45dc5 [CL 20361823 by mikko mononen in ue5-main branch]
772 lines
25 KiB
C++
772 lines
25 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeCompiler.h"
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#include "StateTree.h"
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#include "StateTreeEditorData.h"
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#include "StateTreeTypes.h"
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#include "Conditions/StateTreeCondition_Common.h"
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#include "StateTreeEvaluatorBase.h"
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#include "StateTreeTaskBase.h"
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#include "StateTreeConditionBase.h"
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#include "StateTreeState.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreePropertyBindingCompiler.h"
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bool FStateTreeCompiler::Compile(UStateTree& InStateTree)
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{
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StateTree = &InStateTree;
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TreeData = Cast<UStateTreeEditorData>(StateTree->EditorData);
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if (!TreeData)
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{
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return false;
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}
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// Cleanup existing state
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StateTree->ResetCompiled();
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if (!BindingsCompiler.Init(StateTree->PropertyBindings, Log))
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{
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StateTree->ResetCompiled();
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return false;
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}
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// Copy schema the EditorData
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StateTree->Schema = DuplicateObject(TreeData->Schema, StateTree);
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// Copy parameters from EditorData
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StateTree->Parameters = TreeData->RootParameters.Parameters;
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// Mark parameters as binding source
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StateTree->ParametersDataViewIndex = BindingsCompiler.AddSourceStruct(
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{ TEXT("Parameters"), StateTree->Parameters.GetPropertyBagStruct(), EStateTreeBindableStructSource::TreeParameter, TreeData->RootParameters.ID });
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// Mark all named external values as binding source
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if (StateTree->Schema)
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{
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StateTree->NamedExternalDataDescs = StateTree->Schema->GetNamedExternalDataDescs();
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for (FStateTreeExternalDataDesc& Desc : StateTree->NamedExternalDataDescs)
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{
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Desc.Handle.DataViewIndex = BindingsCompiler.AddSourceStruct({Desc.Name, Desc.Struct, EStateTreeBindableStructSource::TreeData, Desc.ID});
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}
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}
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if (!CreateStates())
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{
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StateTree->ResetCompiled();
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return false;
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}
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if (!CreateEvaluators())
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{
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StateTree->ResetCompiled();
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return false;
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}
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if (!CreateStateTasksAndParameters())
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{
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StateTree->ResetCompiled();
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return false;
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}
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if (!CreateStateTransitions())
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{
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StateTree->ResetCompiled();
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return false;
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}
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StateTree->Nodes = Nodes;
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StateTree->DefaultInstanceData.Init(*StateTree, InstanceStructs, InstanceObjects);
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StateTree->SharedInstanceData.Init(*StateTree, SharedInstanceStructs, SharedInstanceObjects);
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BindingsCompiler.Finalize();
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if (!StateTree->Link())
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{
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StateTree->ResetCompiled();
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return false;
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}
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return true;
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}
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FStateTreeHandle FStateTreeCompiler::GetStateHandle(const FGuid& StateID) const
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{
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const int32* Idx = IDToState.Find(StateID);
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if (Idx == nullptr)
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{
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return FStateTreeHandle::Invalid;
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}
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return FStateTreeHandle(uint16(*Idx));
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}
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UStateTreeState* FStateTreeCompiler::GetState(const FGuid& StateID)
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{
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const int32* Idx = IDToState.Find(StateID);
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if (Idx == nullptr)
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{
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return nullptr;
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}
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return SourceStates[*Idx];
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}
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bool FStateTreeCompiler::CreateStates()
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{
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// Create item for the runtime execution state
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InstanceStructs.Add(FInstancedStruct::Make<FStateTreeExecutionState>());
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// Create main tree (omit subtrees)
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for (UStateTreeState* SubTree : TreeData->SubTrees)
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{
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if (SubTree != nullptr)
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{
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if (!CreateStateRecursive(*SubTree, FStateTreeHandle::Invalid))
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{
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return false;
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}
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}
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}
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// Create Subtrees
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for (UStateTreeState* SubTree : TreeData->SubTrees)
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{
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TArray<UStateTreeState*> Stack;
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Stack.Push(SubTree);
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while (!Stack.IsEmpty())
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{
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if (UStateTreeState* State = Stack.Pop())
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{
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if (State->Type == EStateTreeStateType::Subtree)
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{
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if (!CreateStateRecursive(*State, FStateTreeHandle::Invalid))
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{
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return false;
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}
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}
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Stack.Append(State->Children);
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}
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}
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}
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return true;
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}
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bool FStateTreeCompiler::CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent)
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{
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FStateTreeCompilerLogStateScope LogStateScope(&State, Log);
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const int32 StateIdx = StateTree->States.AddDefaulted();
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FCompactStateTreeState& CompactState = StateTree->States[StateIdx];
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CompactState.Name = State.Name;
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CompactState.Parent = Parent;
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CompactState.Type = State.Type;
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SourceStates.Add(&State);
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IDToState.Add(State.ID, StateIdx);
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// Child states
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check(StateTree->States.Num() <= int32(MAX_uint16));
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CompactState.ChildrenBegin = uint16(StateTree->States.Num());
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for (UStateTreeState* Child : State.Children)
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{
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if (Child != nullptr && Child->Type != EStateTreeStateType::Subtree)
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{
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if (!CreateStateRecursive(*Child, FStateTreeHandle((uint16)StateIdx)))
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{
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return false;
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}
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}
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}
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check(StateTree->States.Num() <= int32(MAX_uint16));
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StateTree->States[StateIdx].ChildrenEnd = uint16(StateTree->States.Num()); // Cannot use CompactState here, it may be invalid due to array resize.
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return true;
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}
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bool FStateTreeCompiler::CreateConditions(UStateTreeState& State, TConstArrayView<FStateTreeEditorNode> Conditions)
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{
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for (int32 Index = 0; Index < Conditions.Num(); Index++)
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{
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const bool bIsFirst = Index == 0;
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const FStateTreeEditorNode& CondNode = Conditions[Index];
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// First operand should be copy as we dont have a previous item to operate on.
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const EStateTreeConditionOperand Operand = bIsFirst ? EStateTreeConditionOperand::Copy : CondNode.ConditionOperand;
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// First indent must be 0 to make the parentheses calculation match.
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const int32 CurrIndent = bIsFirst ? 0 : CondNode.ConditionIndent;
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// Next indent, or terminate at zero.
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const int32 NextIndent = Conditions.IsValidIndex(Index + 1) ? Conditions[Index].ConditionIndent : 0;
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const int32 DeltaIndent = NextIndent - CurrIndent;
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check(DeltaIndent >= MIN_int8 && DeltaIndent <= MAX_int8);
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if (!CreateCondition(State, CondNode, Operand, (int8)DeltaIndent))
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{
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return false;
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}
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}
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return true;
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}
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bool FStateTreeCompiler::CreateEvaluators()
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{
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check(Nodes.Num() <= int32(MAX_uint16));
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StateTree->EvaluatorsBegin = uint16(Nodes.Num());
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for (FStateTreeEditorNode& EvalNode : TreeData->Evaluators)
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{
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if (!CreateEvaluator(EvalNode))
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{
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return false;
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}
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}
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const int32 EvaluatorsNum = Nodes.Num() - int32(StateTree->EvaluatorsBegin);
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check(EvaluatorsNum <= int32(MAX_uint16));
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StateTree->EvaluatorsNum = uint16(EvaluatorsNum);
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return true;
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}
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bool FStateTreeCompiler::CreateStateTasksAndParameters()
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{
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for (int32 i = 0; i < StateTree->States.Num(); i++)
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{
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FCompactStateTreeState& CompactState = StateTree->States[i];
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UStateTreeState* SourceState = SourceStates[i];
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check(SourceState != nullptr);
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FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
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// Create parameters
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if (SourceState->Type == EStateTreeStateType::Linked || SourceState->Type == EStateTreeStateType::Subtree)
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{
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// Both linked and subtree has instance data describing their parameters.
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// This allows to resolve the binding paths and lets us have bindable parameters when transitioned into a parameterized subtree directly.
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FInstancedStruct& Instance = InstanceStructs.AddDefaulted_GetRef();
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const int32 InstanceIndex = InstanceStructs.Num() - 1;
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check(InstanceIndex <= int32(MAX_uint16));
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CompactState.ParameterInstanceIndex = InstanceIndex;
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Instance.InitializeAs<FCompactStateTreeParameters>();
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FCompactStateTreeParameters& CompactParams = Instance.GetMutable<FCompactStateTreeParameters>();
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CompactParams.Parameters = SourceState->Parameters.Parameters;
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if (SourceState->Type == EStateTreeStateType::Subtree)
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{
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// Register a binding source
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CompactState.ParameterDataViewIndex = BindingsCompiler.AddSourceStruct({ SourceState->Name, SourceState->Parameters.Parameters.GetPropertyBagStruct(), EStateTreeBindableStructSource::StateParameter, SourceState->Parameters.ID });
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}
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else if (SourceState->Type == EStateTreeStateType::Linked)
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{
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// Binding target
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FStateTreeBindableStructDesc StructDesc;
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StructDesc.ID = SourceState->Parameters.ID;
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StructDesc.Name = SourceState->Name;
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StructDesc.DataSource = EStateTreeBindableStructSource::StateParameter;
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StructDesc.Struct = SourceState->Parameters.Parameters.GetPropertyBagStruct();
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// Check that the bindings for this struct are still all valid.
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TArray<FStateTreeEditorPropertyBinding> Bindings;
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if (!GetAndValidateBindings(StructDesc, Bindings))
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{
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return false;
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}
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int32 BatchIndex = INDEX_NONE;
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if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
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{
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return false;
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}
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check(BatchIndex < int32(MAX_uint16));
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CompactParams.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
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}
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}
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// Create tasks
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check(Nodes.Num() <= int32(MAX_uint16));
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CompactState.TasksBegin = uint16(Nodes.Num());
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for (FStateTreeEditorNode& TaskNode : SourceState->Tasks)
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{
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if (!CreateTask(*SourceState, TaskNode))
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{
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return false;
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}
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}
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if (!CreateTask(*SourceState, SourceState->SingleTask))
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{
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return false;
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}
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const int32 TasksNum = Nodes.Num() - int32(CompactState.TasksBegin);
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check(TasksNum <= int32(MAX_uint8));
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CompactState.TasksNum = uint8(TasksNum);
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}
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return true;
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}
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bool FStateTreeCompiler::CreateStateTransitions()
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{
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for (int32 i = 0; i < StateTree->States.Num(); i++)
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{
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FCompactStateTreeState& CompactState = StateTree->States[i];
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UStateTreeState* SourceState = SourceStates[i];
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check(SourceState != nullptr);
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FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
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// Enter conditions.
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CompactState.EnterConditionsBegin = uint16(Nodes.Num());
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if (!CreateConditions(*SourceState, SourceState->EnterConditions))
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to create state enter condition."));
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return false;
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}
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CompactState.EnterConditionsNum = uint8(uint16(Nodes.Num()) - CompactState.EnterConditionsBegin);
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// Linked state
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if (SourceState->Type == EStateTreeStateType::Linked)
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{
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// Make sure the linked state is not self or parent to this state.
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const UStateTreeState* LinkedParentState = nullptr;
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for (const UStateTreeState* State = SourceState; State != nullptr; State = State->Parent)
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{
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if (State->ID == SourceState->LinkedState.ID)
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{
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LinkedParentState = State;
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break;
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}
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}
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if (LinkedParentState != nullptr)
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("State is linked to it's parent state '%s', which will create infinite loop."),
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*LinkedParentState->Name.ToString());
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return false;
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}
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CompactState.LinkedState = GetStateHandle(SourceState->LinkedState.ID);
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if (!CompactState.LinkedState.IsValid())
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to resolve linked state '%s'."),
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*SourceState->LinkedState.Name.ToString());
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return false;
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}
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}
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// Transitions
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CompactState.TransitionsBegin = uint16(StateTree->Transitions.Num());
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for (FStateTreeTransition& Transition : SourceState->Transitions)
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{
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FCompactStateTransition& CompactTransition = StateTree->Transitions.AddDefaulted_GetRef();
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CompactTransition.Event = Transition.Event;
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CompactTransition.Type = Transition.State.Type;
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CompactTransition.GateDelay = (uint8)FMath::Clamp(FMath::CeilToInt(Transition.GateDelay * 10.0f), 0, 255);
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CompactTransition.State = FStateTreeHandle::Invalid;
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if (!ResolveTransitionState(*SourceState, Transition.State, CompactTransition.State))
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{
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return false;
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}
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// Note: Unset transition is allowed here. It can be used to mask a transition at parent.
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CompactTransition.ConditionsBegin = uint16(Nodes.Num());
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if (!CreateConditions(*SourceState, Transition.Conditions))
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to create condition for transition to '%s'."),
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*Transition.State.Name.ToString());
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return false;
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}
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CompactTransition.ConditionsNum = uint8(uint16(Nodes.Num()) - CompactTransition.ConditionsBegin);
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}
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CompactState.TransitionsNum = uint8(uint16(StateTree->Transitions.Num()) - CompactState.TransitionsBegin);
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}
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// @todo: Add test to check that all success/failure transition is possible (see editor).
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return true;
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}
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bool FStateTreeCompiler::ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const
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{
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if (Link.Type == EStateTreeTransitionType::GotoState)
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{
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OutTransitionHandle = GetStateHandle(Link.ID);
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if (!OutTransitionHandle.IsValid())
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to resolve transition to state '%s'."),
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*Link.Name.ToString());
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return false;
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}
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}
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else if (Link.Type == EStateTreeTransitionType::NextState)
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{
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// Find next state.
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const UStateTreeState* NextState = SourceState.GetNextSiblingState();
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if (NextState == nullptr)
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to resolve transition, there's no next state."));
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return false;
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}
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OutTransitionHandle = GetStateHandle(NextState->ID);
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if (!OutTransitionHandle.IsValid())
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{
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Log.Reportf(EMessageSeverity::Error,
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TEXT("Failed to resolve transition next state, no handle found for '%s'."),
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*NextState->Name.ToString());
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return false;
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}
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}
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return true;
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}
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bool FStateTreeCompiler::CreateCondition(UStateTreeState& State, const FStateTreeEditorNode& CondNode, const EStateTreeConditionOperand Operand, const int8 DeltaIndent)
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{
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if (!CondNode.Node.IsValid())
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{
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// Empty line in conditions array, just silently ignore.
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return true;
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}
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FStateTreeBindableStructDesc StructDesc;
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StructDesc.ID = CondNode.ID;
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StructDesc.Name = CondNode.Node.GetScriptStruct()->GetFName();
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StructDesc.DataSource = EStateTreeBindableStructSource::Condition;
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// Check that item has valid instance initialized.
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if (!CondNode.Instance.IsValid() && CondNode.InstanceObject == nullptr)
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{
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Log.Reportf(EMessageSeverity::Error, StructDesc,
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TEXT("Malformed condition, missing instance value."));
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return false;
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}
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// Copy the condition
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const FInstancedStruct& Node = Nodes.Add_GetRef(CondNode.Node);
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FStateTreeConditionBase& Cond = Node.GetMutable<FStateTreeConditionBase>();
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Cond.Operand = Operand;
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Cond.DeltaIndent = DeltaIndent;
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if (CondNode.Instance.IsValid())
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{
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// Struct instance
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const int32 InstanceIndex = SharedInstanceStructs.Add(CondNode.Instance);
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// Create binding source struct descriptor.
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StructDesc.Struct = CondNode.Instance.GetScriptStruct();
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StructDesc.Name = Cond.Name;
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check(InstanceIndex <= int32(MAX_uint16));
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Cond.InstanceIndex = uint16(InstanceIndex);
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Cond.bInstanceIsObject = false;
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}
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else
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{
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// Object Instance
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check(CondNode.InstanceObject != nullptr);
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UObject* Instance = DuplicateObject(CondNode.InstanceObject, StateTree);
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const int32 InstanceIndex = SharedInstanceObjects.Add(Instance);
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// Create binding source struct descriptor.
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StructDesc.Struct = Instance->GetClass();
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StructDesc.Name = Cond.Name;
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check(InstanceIndex <= int32(MAX_uint16));
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Cond.InstanceIndex = uint16(InstanceIndex);
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Cond.bInstanceIsObject = true;
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}
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// Mark the struct as binding source.
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const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
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// Check that the bindings for this struct are still all valid.
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TArray<FStateTreeEditorPropertyBinding> Bindings;
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if (!GetAndValidateBindings(StructDesc, Bindings))
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{
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return false;
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}
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// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
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int32 BatchIndex = INDEX_NONE;
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if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
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{
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return false;
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}
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check(BatchIndex < int32(MAX_uint16));
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Cond.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
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check(SourceStructIndex <= int32(MAX_uint16));
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Cond.DataViewIndex = uint16(SourceStructIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateTask(UStateTreeState& State, const FStateTreeEditorNode& TaskNode)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!TaskNode.Node.IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Create binding source struct descriptor.
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.ID = TaskNode.ID;
|
|
StructDesc.Name = TaskNode.Node.GetScriptStruct()->GetFName();
|
|
StructDesc.DataSource = EStateTreeBindableStructSource::Task;
|
|
|
|
// Check that node has valid instance initialized.
|
|
if (!TaskNode.Instance.IsValid() && TaskNode.InstanceObject == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, StructDesc,
|
|
TEXT("Malformed task, missing instance value."));
|
|
return false;
|
|
}
|
|
|
|
// Copy the task
|
|
const FInstancedStruct& Node = Nodes.Add_GetRef(TaskNode.Node);
|
|
FStateTreeTaskBase& Task = Node.GetMutable<FStateTreeTaskBase>();
|
|
|
|
if (TaskNode.Instance.IsValid())
|
|
{
|
|
// Struct Instance
|
|
const int32 InstanceIndex = InstanceStructs.Add(TaskNode.Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = TaskNode.Instance.GetScriptStruct();
|
|
StructDesc.Name = Task.Name;
|
|
|
|
check(InstanceIndex <= int32(MAX_uint16));
|
|
Task.InstanceIndex = uint16(InstanceIndex);
|
|
Task.bInstanceIsObject = false;
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(TaskNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(TaskNode.InstanceObject, StateTree);
|
|
const int32 InstanceIndex = InstanceObjects.Add(Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
StructDesc.Name = Task.Name;
|
|
|
|
check(InstanceIndex <= int32(MAX_uint16));
|
|
Task.InstanceIndex = uint16(InstanceIndex);
|
|
Task.bInstanceIsObject = true;
|
|
}
|
|
|
|
// Mark the instance as binding source.
|
|
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
// Check that the bindings for this struct are still all valid.
|
|
TArray<FStateTreeEditorPropertyBinding> Bindings;
|
|
if (!GetAndValidateBindings(StructDesc, Bindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
|
|
int32 BatchIndex = INDEX_NONE;
|
|
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
check(BatchIndex < int32(MAX_uint16));
|
|
Task.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
|
|
|
|
check(SourceStructIndex <= int32(MAX_uint16));
|
|
Task.DataViewIndex = uint16(SourceStructIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::CreateEvaluator(const FStateTreeEditorNode& EvalNode)
|
|
{
|
|
// Silently ignore empty nodes.
|
|
if (!EvalNode.Node.IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Create binding source struct descriptor.
|
|
FStateTreeBindableStructDesc StructDesc;
|
|
StructDesc.ID = EvalNode.ID;
|
|
StructDesc.Name = EvalNode.Node.GetScriptStruct()->GetFName();
|
|
StructDesc.DataSource = EStateTreeBindableStructSource::Evaluator;
|
|
|
|
// Check that node has valid instance initialized.
|
|
if (!EvalNode.Instance.IsValid() && EvalNode.InstanceObject == nullptr)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, StructDesc,
|
|
TEXT("Malformed evaluator, missing instance value."));
|
|
return false;
|
|
}
|
|
|
|
// Copy the evaluator
|
|
const FInstancedStruct& Node = Nodes.Add_GetRef(EvalNode.Node);
|
|
FStateTreeEvaluatorBase& Eval = Node.GetMutable<FStateTreeEvaluatorBase>();
|
|
|
|
if (EvalNode.Instance.IsValid())
|
|
{
|
|
// Struct Instance
|
|
const int32 InstanceIndex = InstanceStructs.Add(EvalNode.Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = EvalNode.Instance.GetScriptStruct();
|
|
StructDesc.Name = Eval.Name;
|
|
|
|
check(InstanceIndex <= int32(MAX_uint16));
|
|
Eval.InstanceIndex = uint16(InstanceIndex);
|
|
Eval.bInstanceIsObject = false;
|
|
}
|
|
else
|
|
{
|
|
// Object Instance
|
|
check(EvalNode.InstanceObject != nullptr);
|
|
|
|
UObject* Instance = DuplicateObject(EvalNode.InstanceObject, StateTree);
|
|
const int32 InstanceIndex = InstanceObjects.Add(Instance);
|
|
|
|
// Create binding source struct descriptor.
|
|
StructDesc.Struct = Instance->GetClass();
|
|
StructDesc.Name = Eval.Name;
|
|
|
|
check(InstanceIndex <= int32(MAX_uint16));
|
|
Eval.InstanceIndex = uint16(InstanceIndex);
|
|
Eval.bInstanceIsObject = true;
|
|
}
|
|
|
|
// Mark the instance as binding source.
|
|
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
|
|
|
|
// Check that the bindings for this struct are still all valid.
|
|
TArray<FStateTreeEditorPropertyBinding> Bindings;
|
|
if (!GetAndValidateBindings(StructDesc, Bindings))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
|
|
int32 BatchIndex = INDEX_NONE;
|
|
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
check(BatchIndex < int32(MAX_uint16));
|
|
Eval.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
|
|
|
|
check(SourceStructIndex <= int32(MAX_uint16));
|
|
Eval.DataViewIndex = uint16(SourceStructIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FStateTreeCompiler::IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const
|
|
{
|
|
bool bIsAnyEnum = false;
|
|
TArray<FStateTreePropertySegment> Segments;
|
|
const FProperty* LeafProperty = nullptr;
|
|
int32 LeafArrayIndex = INDEX_NONE;
|
|
const bool bResolved = FStateTreePropertyBindingCompiler::ResolvePropertyPath(Struct, Path, Segments, LeafProperty, LeafArrayIndex);
|
|
if (bResolved && LeafProperty)
|
|
{
|
|
if (const FProperty* OwnerProperty = LeafProperty->GetOwnerProperty())
|
|
{
|
|
if (const FStructProperty* OwnerStructProperty = CastField<FStructProperty>(OwnerProperty))
|
|
{
|
|
bIsAnyEnum = OwnerStructProperty->Struct == FStateTreeAnyEnum::StaticStruct();
|
|
}
|
|
}
|
|
}
|
|
return bIsAnyEnum;
|
|
}
|
|
|
|
bool FStateTreeCompiler::GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const
|
|
{
|
|
OutBindings.Reset();
|
|
|
|
for (const FStateTreeEditorPropertyBinding& Binding : TreeData->EditorBindings.GetBindings())
|
|
{
|
|
if (Binding.TargetPath.StructID != TargetStruct.ID)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Source must be one of the source structs we have discovered in the tree.
|
|
const FGuid SourceStructID = Binding.SourcePath.StructID;
|
|
const int32 SourceStructIdx = BindingsCompiler.GetSourceStructIndexByID(SourceStructID);
|
|
if (SourceStructIdx == INDEX_NONE)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Failed to find binding source property '%s' for target '%s:%s'."),
|
|
*Binding.SourcePath.ToString(), *TargetStruct.Name.ToString(), *Binding.TargetPath.ToString());
|
|
return false;
|
|
}
|
|
const FStateTreeBindableStructDesc& SourceStruct = BindingsCompiler.GetSourceStructDesc(SourceStructIdx);
|
|
|
|
// Source must be accessible by the target struct via all execution paths.
|
|
TArray<FStateTreeBindableStructDesc> AccessibleStructs;
|
|
TreeData->GetAccessibleStructs(Binding.TargetPath.StructID, AccessibleStructs);
|
|
|
|
const bool bSourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs)
|
|
{
|
|
return (Structs.ID == SourceStructID);
|
|
});
|
|
|
|
if (!bSourceAccessible)
|
|
{
|
|
Log.Reportf(EMessageSeverity::Error, TargetStruct,
|
|
TEXT("Property '%s:%s' cannot be bound to '%s:%s', because the binding source '%s' is not updated before '%s' in the tree."),
|
|
*SourceStruct.Name.ToString(), *Binding.SourcePath.ToString(),
|
|
*TargetStruct.Name.ToString(), *Binding.TargetPath.ToString(),
|
|
*SourceStruct.Name.ToString(), *TargetStruct.Name.ToString());
|
|
return false;
|
|
}
|
|
|
|
// Special case fo AnyEnum. StateTreeBindingExtension allows AnyEnums to bind to other enum types.
|
|
// The actual copy will be done via potential type promotion copy, into the value property inside the AnyEnum.
|
|
// We amend the paths here to point to the 'Value' property.
|
|
const bool bSourceIsAnyEnum = IsPropertyAnyEnum(SourceStruct, Binding.SourcePath);
|
|
const bool bTargetIsAnyEnum = IsPropertyAnyEnum(TargetStruct, Binding.TargetPath);
|
|
if (bSourceIsAnyEnum || bTargetIsAnyEnum)
|
|
{
|
|
FStateTreeEditorPropertyBinding ModifiedBinding(Binding);
|
|
if (bSourceIsAnyEnum)
|
|
{
|
|
ModifiedBinding.SourcePath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
|
|
}
|
|
if (bTargetIsAnyEnum)
|
|
{
|
|
ModifiedBinding.TargetPath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
|
|
}
|
|
OutBindings.Add(ModifiedBinding);
|
|
}
|
|
else
|
|
{
|
|
OutBindings.Add(Binding);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|