Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h
mikko mononen 9174cf81d1 StateTree: Threadsafe shared data
- added thread safe access to shared instance data (each thread gets a copy)
- fixed Item->Node in the editor node API

#jira UE-153269
#rb Mieszko.Zielinski

[CL 21862712 by mikko mononen in ue5-main branch]
2022-09-07 17:12:18 -04:00

424 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTree.h"
#include "StateTreePropertyBindings.h"
#include "StateTreeInstanceData.h"
#include "StateTreeNodeBase.h"
#include "StateTreeExecutionContext.generated.h"
struct FStateTreeEvaluatorBase;
struct FStateTreeTaskBase;
struct FStateTreeConditionBase;
struct FStateTreeEvent;
USTRUCT()
struct STATETREEMODULE_API FStateTreeExecutionState
{
GENERATED_BODY()
/** Currently active states */
FStateTreeActiveStates ActiveStates;
/** Index of the first task struct in the currently initialized instance data. */
FStateTreeIndex16 FirstTaskStructIndex = FStateTreeIndex16::Invalid;
/** Index of the first task object in the currently initialized instance data. */
FStateTreeIndex16 FirstTaskObjectIndex = FStateTreeIndex16::Invalid;
/** The index of the task that failed during enter state. Exit state uses it to call ExitState() symmetrically. */
FStateTreeIndex16 EnterStateFailedTaskIndex = FStateTreeIndex16::Invalid;
/** Result of last tick */
EStateTreeRunStatus LastTickStatus = EStateTreeRunStatus::Failed;
/** Running status of the instance */
EStateTreeRunStatus TreeRunStatus = EStateTreeRunStatus::Unset;
/** Delayed transition handle, if exists */
FStateTreeIndex16 GatedTransitionIndex = FStateTreeIndex16::Invalid;
/** Number of times a new state has been changed. */
uint16 StateChangeCount = 0;
/** Running time of the delayed transition */
float GatedTransitionTime = 0.0f;
};
UENUM()
enum class EStateTreeStorage : uint8
{
/** Execution context has internal storage */
Internal,
/** Execution context assumes external storage */
External,
};
/**
* Runs StateTrees defined in UStateTree asset.
* Uses constant data from StateTree, keeps local storage of variables, and creates instanced Evaluators and Tasks.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeExecutionContext
{
GENERATED_BODY()
public:
FStateTreeExecutionContext();
virtual ~FStateTreeExecutionContext();
/** Initializes the StateTree instance to be used with specific owner and StateTree asset. */
bool Init(UObject& InOwner, const UStateTree& InStateTree, const EStateTreeStorage InStorageType);
/** Updates data view of the parameters by using the default values defined in the StateTree asset. */
void SetDefaultParameters();
/**
* Updates data view of the parameters by replacing the default values defined in the StateTree asset by the provided values.
* Note: caller is responsible to make sure external parameters lifetime matches the context.
*/
void SetParameters(const FInstancedPropertyBag& Parameters);
/** Resets the instance to initial empty state. Note: Does not call ExitState(). */
void Reset();
/** Returns the StateTree asset in use. */
const UStateTree* GetStateTree() const { return StateTree; }
/** @return The owner of the context */
UObject* GetOwner() const { return Owner; }
/** @return The world of the owner or nullptr if the owner is not set. */
UWorld* GetWorld() const { return Owner ? Owner->GetWorld() : nullptr; };
/** @return True of the the execution context is valid and initialized. */
bool IsValid() const { return Owner != nullptr && StateTree != nullptr; }
/** Start executing. */
EStateTreeRunStatus Start(FStateTreeInstanceData* ExternalInstanceData = nullptr);
/** Stop executing. */
EStateTreeRunStatus Stop(FStateTreeInstanceData* ExternalInstanceData = nullptr);
/** Tick the state tree logic. */
EStateTreeRunStatus Tick(const float DeltaTime, FStateTreeInstanceData* ExternalInstanceData = nullptr);
/** @return the status of the last tick function */
EStateTreeRunStatus GetLastTickStatus(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
/** @return reference to the list of currently active states. */
const FStateTreeActiveStates& GetActiveStates(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
#if WITH_GAMEPLAY_DEBUGGER
/** @return Debug string describing the current state of the execution */
FString GetDebugInfoString(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
#endif // WITH_GAMEPLAY_DEBUGGER
#if WITH_STATETREE_DEBUG
int32 GetStateChangeCount(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
void DebugPrintInternalLayout(const FStateTreeInstanceData* ExternalInstanceData = nullptr);
#endif
/** @return the name of the active state. */
FString GetActiveStateName(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
/** @return the names of all the active state. */
TArray<FName> GetActiveStateNames(const FStateTreeInstanceData* ExternalInstanceData = nullptr) const;
/** Sends event for the StateTree. */
void SendExternalEvent(const FStateTreeEvent& Event, FStateTreeInstanceData* ExternalInstanceData = nullptr);
/** Sends event for the StateTree. Can only be used during StateTree tick. */
void SendEvent(const FStateTreeEvent& Event);
/** Iterates over all events. Can only be used during StateTree tick. Expects a lambda which takes const FStateTreeEvent& Event, and returns EStateTreeLoopEvents. */
template<typename TFunc>
void ForEachEvent(TFunc&& Function) const
{
for (const FStateTreeEvent& Event : EventsToProcess)
{
if (Function(Event) == EStateTreeLoopEvents::Break)
{
break;
}
}
}
/** @return events to process this tick. */
TConstArrayView<FStateTreeEvent> GetEventsToProcess() const { return EventsToProcess; }
/** @return Pointer to a State or null if state not found */
const FCompactStateTreeState* GetStateFromHandle(const FStateTreeStateHandle StateHandle) const
{
return (StateTree && StateTree->States.IsValidIndex(StateHandle.Index)) ? &StateTree->States[StateHandle.Index] : nullptr;
}
/** @return Array view to external data descriptors associated with this context. Note: Init() must be called before calling this method. */
TConstArrayView<FStateTreeExternalDataDesc> GetExternalDataDescs() const
{
check(StateTree);
return StateTree->ExternalDataDescs;
}
/** @return Array view to named external data descriptors associated with this context. Note: Init() must be called before calling this method. */
TConstArrayView<FStateTreeExternalDataDesc> GetNamedExternalDataDescs() const
{
check(StateTree);
return StateTree->GetNamedExternalDataDescs();
}
/** @return True if all required external data pointers are set. */
bool AreExternalDataViewsValid() const;
/** @return Handle to external data of type InStruct, or invalid handle if struct not found. */
FStateTreeExternalDataHandle GetExternalDataHandleByStruct(const UStruct* InStruct) const
{
check(StateTree);
const FStateTreeExternalDataDesc* DataDesc = StateTree->ExternalDataDescs.FindByPredicate([InStruct](const FStateTreeExternalDataDesc& Item) { return Item.Struct == InStruct; });
return DataDesc != nullptr ? DataDesc->Handle : FStateTreeExternalDataHandle::Invalid;
}
/** Sets external data view value for specific item. */
void SetExternalData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
{
check(StateTree);
check(Handle.IsValid());
DataViews[Handle.DataViewIndex.Get()] = DataView;
}
/**
* Returns reference to external data based on provided handle. The return type is deduced from the handle's template type.
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
* @return reference to external data based on handle or null if data is not set.
*/
template <typename T>
typename T::DataType& GetExternalData(const T Handle) const
{
check(StateTree);
check(Handle.IsValid());
checkSlow(StateTree->ExternalDataDescs[Handle.DataViewIndex.Get() - StateTree->ExternalDataBaseIndex].Requirement != EStateTreeExternalDataRequirement::Optional); // Optionals should query pointer instead.
return DataViews[Handle.DataViewIndex.Get()].template GetMutable<typename T::DataType>();
}
/**
* Returns pointer to external data based on provided item handle. The return type is deduced from the handle's template type.
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
* @return pointer to external data based on handle or null if item is not set or handle is invalid.
*/
template <typename T>
typename T::DataType* GetExternalDataPtr(const T Handle) const
{
check(StateTree);
return Handle.IsValid() ? DataViews[Handle.DataViewIndex.Get()].template GetMutablePtr<typename T::DataType>() : nullptr;
}
FStateTreeDataView GetExternalDataView(const FStateTreeExternalDataHandle Handle)
{
check(StateTree);
if (Handle.IsValid())
{
return DataViews[Handle.DataViewIndex.Get()];
}
return FStateTreeDataView();
}
/**
* Returns reference to instance data property based on provided handle. The return type is deduced from the handle's template type.
* @param Handle Valid FStateTreeInstanceDataPropertyHandle<> handle.
* @return reference to instance data property based on handle.
*/
template <typename T>
typename T::DataType& GetInstanceData(const T Handle) const
{
check(StateTree);
check(Handle.IsValid());
return *(typename T::DataType*)(DataViews[Handle.DataViewIndex.Get()].GetMemory() + Handle.PropertyOffset);
}
/**
* Returns pointer to instance data property based on provided handle. The return type is deduced from the handle's template type.
* @param Handle Valid FStateTreeInstanceDataPropertyHandle<> handle.
* @return pointer to instance data property based on handle or null if item is not set or handle is invalid.
*/
template <typename T>
typename T::DataType* GetInstanceDataPtr(const T Handle) const
{
check(StateTree);
return Handle.IsValid() ? (typename T::DataType*)(DataViews[Handle.DataViewIndex.Get()].GetMemory() + Handle.PropertyOffset) : nullptr;
}
/** @returns pointer to the instance data of specified node. */
template <typename T>
T* GetInstanceDataPtr(const FStateTreeNodeBase& Node) const
{
return DataViews[Node.DataViewIndex.Get()].template GetMutablePtr<T>();
}
/** @returns reference to the instance data of specified node. */
template <typename T>
T& GetInstanceData(const FStateTreeNodeBase& Node) const
{
return DataViews[Node.DataViewIndex.Get()].template GetMutable<T>();
}
protected:
/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, empty by default. */
virtual FString GetInstanceDescription() const;
/** Callback when gated transition is triggered. Contexts that are event based can use this to trigger a future event. */
virtual void BeginGatedTransition(const FStateTreeExecutionState& Exec) {};
void UpdateInstanceData(FStateTreeInstanceData& InstanceData, const FStateTreeActiveStates& CurrentActiveStates, const FStateTreeActiveStates& NextActiveStates);
/**
* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
* and still active after the transition will remain intact.
* @return Run status returned by the tasks.
*/
EStateTreeRunStatus EnterState(FStateTreeInstanceData& InstanceData, const FStateTreeTransitionResult& Transition);
/**
* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
* and still active after the transition will remain intact.
*/
void ExitState(FStateTreeInstanceData& InstanceData, const FStateTreeTransitionResult& Transition);
/**
* Handles logic for signalling State completed. StateCompleted is called on current active Evaluators and Tasks in reverse order (from leaf to root).
*/
void StateCompleted(FStateTreeInstanceData& InstanceData);
/**
* Ticks global evaluators by delta time.
*/
void TickEvaluators(FStateTreeInstanceData& InstanceData, const float DeltaTime);
void StartEvaluators(FStateTreeInstanceData& InstanceData);
void StopEvaluators(FStateTreeInstanceData& InstanceData);
/**
* Ticks tasks of all active states starting from current state by delta time.
* @return Run status returned by the tasks.
*/
EStateTreeRunStatus TickTasks(FStateTreeInstanceData& InstanceData, const float DeltaTime);
/**
* Checks all conditions at given range
* @return True if all conditions pass.
*/
bool TestAllConditions(FStateTreeInstanceData& SharedInstanceData, const int32 ConditionsOffset, const int32 ConditionsNum);
/**
* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
* Transition target state can point to a selector state. For that reason the result contains both the target state, as well ass
* the actual next state returned by the selector.
* @return Transition result describing the source state, state transitioned to, and next selected state.
*/
bool TriggerTransitions(FStateTreeInstanceData& InstanceData, FStateTreeInstanceData& SharedInstanceData, FStateTreeTransitionResult& OutTransition);
/**
* Runs state selection logic starting at the specified state, walking towards the leaf states.
* If a state cannot be selected, false is returned.
* If NextState is a selector state, SelectStateInternal is called recursively (depth-first) to all child states (where NextState will be one of child states).
* If NextState is a leaf state, the active states leading from root to the leaf are returned.
* @param InstanceData Reference to the instance data
* @param NextState The state which we try to select next.
* @param OutNewActiveStates Active states that got selected.
* @return True if succeeded to select new active states.
*/
bool SelectState(FStateTreeInstanceData& InstanceData, FStateTreeInstanceData& SharedInstanceData, const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveStates);
/**
* Used internally to do the recursive part of the SelectState().
*/
bool SelectStateInternal(FStateTreeInstanceData& InstanceData, FStateTreeInstanceData& SharedInstanceData, const FStateTreeStateHandle NextState, FStateTreeActiveStates& OutNewActiveStates);
/** @return Mutable storage based on storage settings. */
FStateTreeInstanceData& SelectMutableInstanceData(FStateTreeInstanceData* ExternalInstanceData)
{
check(StorageType != EStateTreeStorage::External || (StorageType == EStateTreeStorage::External && ExternalInstanceData != nullptr));
return StorageType == EStateTreeStorage::External ? *ExternalInstanceData : InternalInstanceData;
}
/** @return Const storage based on storage settings. */
const FStateTreeInstanceData& SelectInstanceData(const FStateTreeInstanceData* ExternalInstanceData) const
{
check(StorageType != EStateTreeStorage::External || (StorageType == EStateTreeStorage::External && ExternalInstanceData != nullptr));
return StorageType == EStateTreeStorage::External ? *ExternalInstanceData : InternalInstanceData;
}
/** @return StateTree execution state from the instance storage. */
static FStateTreeExecutionState& GetExecState(FStateTreeInstanceData& InstanceData)
{
return InstanceData.GetMutableStruct(0).GetMutable<FStateTreeExecutionState>();
}
/** @return const StateTree execution state from the instance storage. */
static const FStateTreeExecutionState& GetExecState(const FStateTreeInstanceData& InstanceData)
{
return InstanceData.GetStruct(0).Get<FStateTreeExecutionState>();
}
/** Sets up parameter data view for a linked state and copies bound properties. */
void UpdateLinkedStateParameters(const FStateTreeInstanceData& InstanceData, const FCompactStateTreeState& State, const uint16 ParameterInstanceIndex);
/** Sets up parameter data view for subtree state. */
void UpdateSubtreeStateParameters(const FStateTreeInstanceData& InstanceData, const FCompactStateTreeState& State);
/** @return String describing state status for logging and debug. */
FString GetStateStatusString(const FStateTreeExecutionState& ExecState) const;
/** @return String describing state name for logging and debug. */
FString GetSafeStateName(const FStateTreeStateHandle State) const;
/** @return String describing full path of an activate state for logging and debug. */
FString DebugGetStatePath(const FStateTreeActiveStates& ActiveStates, int32 ActiveStateIndex) const;
// Helper to set and clear CurrentInstanceData.
struct FScopedCurrentInstanceData
{
FScopedCurrentInstanceData(FStateTreeExecutionContext& InContext, FStateTreeInstanceData& InstanceData)
: Context(InContext)
{
Context.CurrentInstanceData = &InstanceData;
}
~FScopedCurrentInstanceData()
{
Context.CurrentInstanceData = nullptr;
}
FStateTreeExecutionContext& Context;
};
/** The StateTree asset the context is initialized for */
UPROPERTY(Transient)
TObjectPtr<const UStateTree> StateTree = nullptr;
UPROPERTY(Transient)
TObjectPtr<UObject> Owner = nullptr;
/** Optional Instance of the storage */
UPROPERTY(Transient)
FStateTreeInstanceData InternalInstanceData;
/** Instance data used during current tick. */
FStateTreeInstanceData* CurrentInstanceData = nullptr;
/** Array of data pointers (external data, tasks, evaluators, conditions), used during evaluation. Initialized to match the number of items in the asset. */
TArray<FStateTreeDataView> DataViews;
/** Storage type of the context */
EStateTreeStorage StorageType = EStateTreeStorage::Internal;
/** Events to process in current tick. */
TArray<FStateTreeEvent> EventsToProcess;
};