Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundUObjectRegistry.cpp
rob gay 7fe604fb2e UX Scaffolding for MetaSound Composition/Presets Part 2
- Leverage AssetRegistry/Manager to only load data on MetaSounds required to register (disabled until frontend registry supports this)
- Drag-And-Drop assets on MetaSound Graph
- Move ConvertToPreset to toolbar (WIP, still need to properly hide when clicked instead of closing editor blindly, has issue with refresh)

#rb phil.popp
#preflight 60c9a0a83e1b3c0001335ee7

#ROBOMERGE-SOURCE: CL 16689213 via CL 16689237
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16689251 by rob gay in ue5-release-engine-test branch]
2021-06-16 11:21:13 -04:00

393 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundUObjectRegistry.h"
#include "Algo/Copy.h"
#include "AssetData.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Async/Async.h"
#include "Async/TaskGraphInterfaces.h"
#include "CoreMinimal.h"
#include "Engine/AssetManager.h"
#include "Metasound.h"
#include "MetasoundAssetBase.h"
#include "MetasoundFrontendRegistries.h"
#include "MetasoundFrontendTransform.h"
#include "MetasoundSource.h"
#include "UObject/Object.h"
namespace Metasound
{
namespace AssetSubsystemPrivate
{
static bool GetAssetClassInfo(const FAssetData& InAssetData, Frontend::FNodeClassInfo& OutInfo)
{
using namespace Metasound;
using namespace Metasound::Frontend;
bool bSuccess = true;
OutInfo.Type = EMetasoundFrontendClassType::External;
OutInfo.AssetPath = InAssetData.ObjectPath;
FString AssetClassID;
bSuccess &= InAssetData.GetTagValue(AssetTags::AssetClassID, AssetClassID);
OutInfo.AssetClassID = FGuid(AssetClassID);
OutInfo.ClassName = FMetasoundFrontendClassName(FName(), *AssetClassID, FName());
int32 RegistryVersionMajor = 0;
bSuccess &= InAssetData.GetTagValue(AssetTags::RegistryVersionMajor, RegistryVersionMajor);
OutInfo.Version.Major = RegistryVersionMajor;
int32 RegistryVersionMinor = 0;
bSuccess &= InAssetData.GetTagValue(AssetTags::RegistryVersionMinor, RegistryVersionMinor);
OutInfo.Version.Minor = RegistryVersionMinor;
#if WITH_EDITORONLY_DATA
auto ParseTypesString = [&](const FName AssetTag, TArray<FName>& OutTypes)
{
FString TypesString;
if (InAssetData.GetTagValue(AssetTag, TypesString))
{
TArray<FString> DataTypeStrings;
TypesString.ParseIntoArray(DataTypeStrings, *AssetTags::ArrayDelim);
Algo::Transform(DataTypeStrings, OutTypes, [](const FString& DataType) { return *DataType; });
return true;
}
return false;
};
OutInfo.InputTypes.Reset();
bSuccess &= ParseTypesString(AssetTags::RegistryInputTypes, OutInfo.InputTypes);
OutInfo.OutputTypes.Reset();
bSuccess &= ParseTypesString(AssetTags::RegistryOutputTypes, OutInfo.OutputTypes);
#endif // WITH_EDITORONLY_DATA
return bSuccess;
}
}
}
void UMetaSoundAssetSubsystem::Initialize(FSubsystemCollectionBase& InCollection)
{
// TODO: Enable Composition
// FCoreDelegates::OnPostEngineInit.AddUObject(this, &UMetaSoundAssetSubsystem::PostEngineInit);
}
void UMetaSoundAssetSubsystem::PostEngineInit()
{
if (UAssetManager* AssetManager = UAssetManager::GetIfValid())
{
AssetManager->CallOrRegister_OnCompletedInitialScan(FSimpleMulticastDelegate::FDelegate::CreateUObject(this, &UMetaSoundAssetSubsystem::PostInitAssetScan));
}
else
{
UE_LOG(LogMetaSound, Error, TEXT("Cannot initialize MetaSoundAssetSubsystem: Enable AssetManager or disable MetaSound plugin"));
}
}
void UMetaSoundAssetSubsystem::PostInitAssetScan()
{
UAssetManager& AssetManager = UAssetManager::Get();
FAssetManagerSearchRules Rules;
Rules.AssetScanPaths.Add(TEXT("/Game"));
Rules.AssetBaseClass = UMetaSound::StaticClass();
TArray<FAssetData> MetaSoundAssets;
AssetManager.SearchAssetRegistryPaths(MetaSoundAssets, Rules);
for (const FAssetData& AssetData : MetaSoundAssets)
{
AddOrUpdateAsset(AssetData);
}
Rules.AssetBaseClass = UMetaSoundSource::StaticClass();
TArray<FAssetData> MetaSoundSourceAssets;
AssetManager.SearchAssetRegistryPaths(MetaSoundSourceAssets, Rules);
for (const FAssetData& AssetData : MetaSoundSourceAssets)
{
AddOrUpdateAsset(AssetData);
}
}
void UMetaSoundAssetSubsystem::Deinitialize()
{
}
void UMetaSoundAssetSubsystem::AddOrUpdateAsset(const FAssetData& InAssetData)
{
using namespace Metasound;
using namespace Metasound::AssetSubsystemPrivate;
using namespace Metasound::Frontend;
// TODO: Set to false for editor data only builds once registering
// without loading asset is supported.
static const bool bLoadRequiredToRegisterAssetClasses = true;
FNodeClassInfo ClassInfo;
bool bClassInfoFound = GetAssetClassInfo(InAssetData, ClassInfo);
if (!bClassInfoFound || bLoadRequiredToRegisterAssetClasses)
{
UObject* Object = nullptr;
FSoftObjectPath Path(InAssetData.ObjectPath);
if (InAssetData.IsAssetLoaded())
{
Object = Path.ResolveObject();
}
else
{
if (!bLoadRequiredToRegisterAssetClasses)
{
UE_LOG(LogMetaSound, Warning,
TEXT("Failed to find serialized MetaSound asset registry data for asset '%s'. "
"Forcing synchronous load which increases load times. Re-save asset to avoid this."),
*InAssetData.ObjectPath.ToString());
}
Object = Path.TryLoad();
}
if (ensure(Object))
{
FMetasoundAssetBase* MetaSoundAsset = Metasound::IMetasoundUObjectRegistry::Get().GetObjectAsAssetBase(Object);
check(MetaSoundAsset);
FDocumentHandle Document = MetaSoundAsset->GetDocumentHandle();
// Must version to ensure registration uses the correct key,
// which must be based off of most up-to-date document model
// for safety.
const FName AssetName = Object->GetFName();
const FString AssetPath = Object->GetPathName();
FVersionDocument(AssetName, AssetPath).Transform(Document);
MetaSoundAsset->RegisterGraphWithFrontend();
}
}
}
void UMetaSoundAssetSubsystem::RemoveAsset(const FAssetData& InAssetData)
{
using namespace Metasound;
using namespace Metasound::AssetSubsystemPrivate;
using namespace Metasound::Frontend;
FNodeClassInfo ClassInfo;
if (!GetAssetClassInfo(InAssetData, ClassInfo))
{
UObject* Object = nullptr;
FSoftObjectPath Path(InAssetData.ObjectPath);
if (InAssetData.IsAssetLoaded())
{
Object = Path.ResolveObject();
}
else
{
Object = Path.TryLoad();
}
if (ensure(Object))
{
FMetasoundAssetBase* MetaSoundAsset = Metasound::IMetasoundUObjectRegistry::Get().GetObjectAsAssetBase(Object);
check(MetaSoundAsset);
FDocumentHandle Document = MetaSoundAsset->GetDocumentHandle();
// Must version to ensure registration uses the correct key,
// which must be based off of most up-to-date document model
// for safety.
const FName AssetName = Object->GetFName();
const FString AssetPath = Object->GetPathName();
FVersionDocument(AssetName, AssetPath).Transform(Document);
ClassInfo = MetaSoundAsset->GetAssetClassInfo();
}
}
const FNodeRegistryKey RegistryKey = FMetasoundFrontendRegistryContainer::Get()->GetRegistryKey(ClassInfo);
FMetasoundFrontendRegistryContainer::Get()->UnregisterNode(RegistryKey);
}
namespace Metasound
{
class FMetasoundUObjectRegistry : public IMetasoundUObjectRegistry
{
public:
void RegisterUClassArchetype(TUniquePtr<IMetasoundUObjectRegistryEntry>&& InEntry) override
{
if (InEntry.IsValid())
{
FName ArchetypeName = InEntry->GetArchetypeName();
EntriesByArchetype.Add(ArchetypeName, InEntry.Get());
Entries.Add(InEntry.Get());
Storage.Add(MoveTemp(InEntry));
}
}
TArray<UClass*> GetUClassesForArchetype(const FName& InArchetypeName) const override
{
TArray<UClass*> Classes;
TArray<const IMetasoundUObjectRegistryEntry*> EntriesForArchetype;
EntriesByArchetype.MultiFind(InArchetypeName, EntriesForArchetype);
for (const IMetasoundUObjectRegistryEntry* Entry : EntriesForArchetype)
{
if (nullptr != Entry)
{
if (UClass* Class = Entry->GetUClass())
{
Classes.Add(Class);
}
}
}
return Classes;
}
UObject* NewObject(UClass* InClass, const FMetasoundFrontendDocument& InDocument, const FMetasoundFrontendArchetype& InArchetype, const FString& InPath) const override
{
auto IsChildClassOfRegisteredClass = [&](const IMetasoundUObjectRegistryEntry* Entry)
{
return Entry->IsChildClass(InClass);
};
TArray<const IMetasoundUObjectRegistryEntry*> EntriesForClass = FindEntriesByPredicate(IsChildClassOfRegisteredClass);
for (const IMetasoundUObjectRegistryEntry* Entry : EntriesForClass)
{
if (Entry->GetArchetypeName() == InArchetype.Name)
{
return NewObject(*Entry, InDocument, InPath);
}
}
return nullptr;
}
bool IsRegisteredClass(UObject* InObject) const override
{
return (nullptr != GetEntryByUObject(InObject));
}
FMetasoundAssetBase* GetObjectAsAssetBase(UObject* InObject) const override
{
if (const IMetasoundUObjectRegistryEntry* Entry = GetEntryByUObject(InObject))
{
return Entry->Cast(InObject);
}
return nullptr;
}
const FMetasoundAssetBase* GetObjectAsAssetBase(const UObject* InObject) const override
{
if (const IMetasoundUObjectRegistryEntry* Entry = GetEntryByUObject(InObject))
{
return Entry->Cast(InObject);
}
return nullptr;
}
private:
UObject* NewObject(const IMetasoundUObjectRegistryEntry& InEntry, const FMetasoundFrontendDocument& InDocument, const FString& InPath) const
{
UPackage* PackageToSaveTo = nullptr;
if (GIsEditor)
{
FText InvalidPathReason;
bool const bValidPackageName = FPackageName::IsValidLongPackageName(InPath, false, &InvalidPathReason);
if (!ensureAlwaysMsgf(bValidPackageName, TEXT("Tried to generate a Metasound UObject with an invalid package path/name Falling back to transient package, which means we won't be able to save this asset.")))
{
PackageToSaveTo = GetTransientPackage();
}
else
{
PackageToSaveTo = CreatePackage(*InPath);
}
}
else
{
PackageToSaveTo = GetTransientPackage();
}
UObject* NewMetasoundObject = InEntry.NewObject(PackageToSaveTo, *InDocument.RootGraph.Metadata.ClassName.GetFullName().ToString());
FMetasoundAssetBase* NewAssetBase = InEntry.Cast(NewMetasoundObject);
if (ensure(nullptr != NewAssetBase))
{
NewAssetBase->SetDocument(InDocument);
const FMetasoundFrontendArchetype& Archetype = NewAssetBase->GetArchetype();
if (ensure(NewAssetBase->IsArchetypeSupported(Archetype)))
{
NewAssetBase->ConformDocumentToArchetype();
}
}
#if WITH_EDITOR
AsyncTask(ENamedThreads::GameThread, [NewMetasoundObject]()
{
FAssetRegistryModule::AssetCreated(NewMetasoundObject);
NewMetasoundObject->MarkPackageDirty();
// todo: how do you get the package for a uobject and save it? I forget
});
#endif
return NewMetasoundObject;
}
const IMetasoundUObjectRegistryEntry* FindEntryByPredicate(TFunction<bool (const IMetasoundUObjectRegistryEntry*)> InPredicate) const
{
const IMetasoundUObjectRegistryEntry* const* Entry = Entries.FindByPredicate(InPredicate);
if (nullptr == Entry)
{
return nullptr;
}
return *Entry;
}
TArray<const IMetasoundUObjectRegistryEntry*> FindEntriesByPredicate(TFunction<bool (const IMetasoundUObjectRegistryEntry*)> InPredicate) const
{
TArray<const IMetasoundUObjectRegistryEntry*> FoundEntries;
Algo::CopyIf(Entries, FoundEntries, InPredicate);
return FoundEntries;
}
const IMetasoundUObjectRegistryEntry* GetEntryByUObject(const UObject* InObject) const
{
auto IsChildClassOfRegisteredClass = [&](const IMetasoundUObjectRegistryEntry* Entry)
{
if (nullptr == Entry)
{
return false;
}
return Entry->IsChildClass(InObject);
};
return FindEntryByPredicate(IsChildClassOfRegisteredClass);
}
TArray<TUniquePtr<IMetasoundUObjectRegistryEntry>> Storage;
TMultiMap<FName, const IMetasoundUObjectRegistryEntry*> EntriesByArchetype;
TArray<const IMetasoundUObjectRegistryEntry*> Entries;
};
IMetasoundUObjectRegistry& IMetasoundUObjectRegistry::Get()
{
static FMetasoundUObjectRegistry Registry;
return Registry;
}
}