Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTreeExecutionContext.cpp
mikko mononen a841531c2b StateTree: moved evaluators global to tree
- Deprecated per state evaluators and moved them to global to the tree
- Tick evals once per Tick()
- Updated editor node customizations to work on UStateTreeEditorData
- Added separate detail customization for UStateTreeEditorData

#jira UE-147508
#rb Yoan.StAmant
#preflight 62820e55046b81bf93911605

[CL 20221385 by mikko mononen in ue5-main branch]
2022-05-16 05:13:27 -04:00

1325 lines
49 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeExecutionContext.h"
#include "StateTree.h"
#include "StateTreeTaskBase.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeConditionBase.h"
#include "Containers/StaticArray.h"
#include "VisualLogger/VisualLogger.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "Logging/LogScopedVerbosityOverride.h"
#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG_UELOG(GetOwner(), LogStateTree, Verbosity, TEXT("%s") Format, *GetInstanceDescription(), ##__VA_ARGS__)
#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG_UELOG((Condition), GetOwner(), LogStateTree, Verbosity, TEXT("%s") Format, *GetInstanceDescription(), ##__VA_ARGS__)
namespace UE::StateTree
{
constexpr int32 DebugIndentSize = 2;
}
FStateTreeExecutionContext::FStateTreeExecutionContext()
{
}
FStateTreeExecutionContext::~FStateTreeExecutionContext()
{
}
bool FStateTreeExecutionContext::Init(UObject& InOwner, const UStateTree& InStateTree, const EStateTreeStorage InStorageType)
{
// Set owner first for proper logging (it will be reset in case of failure)
Owner = &InOwner;
if (!InStateTree.IsReadyToRun())
{
STATETREE_LOG(Error, TEXT("%s: StateTree asset '%s' is not valid."), ANSI_TO_TCHAR(__FUNCTION__), *InStateTree.GetName());
Reset();
return false;
}
StateTree = &InStateTree;
StorageType = InStorageType;
if (StorageType == EStateTreeStorage::Internal)
{
// Duplicate instance state.
InternalInstanceData.CopyFrom(InOwner, StateTree->GetInstanceDataDefaultValue());
}
// Initialize data views for all possible items.
DataViews.SetNum(StateTree->GetNumDataViews());
// Set data views associated to the parameters using the default values
SetDefaultParameters();
return true;
}
void FStateTreeExecutionContext::SetDefaultParameters()
{
if (ensureMsgf(StateTree != nullptr, TEXT("Execution context must be initialized before calling %s"), ANSI_TO_TCHAR(__FUNCTION__))
&& DataViews.IsValidIndex(StateTree->DefaultParametersDataViewIndex))
{
DataViews[StateTree->DefaultParametersDataViewIndex] = FStateTreeDataView(StateTree->GetDefaultParameters().GetMutableValue());
}
}
void FStateTreeExecutionContext::SetParameters(const FInstancedPropertyBag& Parameters)
{
if (ensureMsgf(StateTree != nullptr, TEXT("Execution context must be initialized before calling %s"), ANSI_TO_TCHAR(__FUNCTION__))
&& ensureMsgf(StateTree->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."))
&& DataViews.IsValidIndex(StateTree->DefaultParametersDataViewIndex))
{
DataViews[StateTree->DefaultParametersDataViewIndex] = FStateTreeDataView(Parameters.GetMutableValue());
}
}
void FStateTreeExecutionContext::Reset()
{
InternalInstanceData.Reset();
DataViews.Reset();
StorageType = EStateTreeStorage::Internal;
StateTree = nullptr;
Owner = nullptr;
}
void FStateTreeExecutionContext::UpdateLinkedStateParameters(FStateTreeInstanceData& InstanceData, const FCompactStateTreeState& State)
{
check(State.ParameterInstanceIndex != MAX_uint16);
const FStateTreeDataView StateParamsInstance = GetInstanceData(InstanceData, false, State.ParameterInstanceIndex);
const FCompactStateTreeParameters& StateParams = StateParamsInstance.GetMutable<FCompactStateTreeParameters>();
// Parameters property bag
const FStateTreeDataView ParametersView(StateParams.Parameters.GetMutableValue());
if (StateParams.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, StateParams.BindingsBatch.Index, ParametersView);
}
// Set the parameters as the input parameters for the linked state.
check(State.LinkedState.IsValid());
const FCompactStateTreeState& LinkedState = StateTree->States[State.LinkedState.Index];
check(LinkedState.ParameterDataViewIndex != MAX_uint16);
DataViews[LinkedState.ParameterDataViewIndex] = ParametersView;
}
void FStateTreeExecutionContext::UpdateSubtreeStateParameters(FStateTreeInstanceData& InstanceData, const FCompactStateTreeState& State)
{
check(State.ParameterDataViewIndex != MAX_uint16);
check(State.ParameterInstanceIndex != MAX_uint16);
// Usually the subtree parameter view is set by the linked state. If it's not (i.e. transitioned into a parametrized subtree), we'll set the view default params.
if (DataViews[State.ParameterDataViewIndex].IsValid())
{
return;
}
// Set view to default parameters.
const FStateTreeDataView ParamInstanceView = GetInstanceData(InstanceData, false, State.ParameterInstanceIndex);
const FCompactStateTreeParameters& Params = ParamInstanceView.GetMutable<FCompactStateTreeParameters>();
DataViews[State.ParameterDataViewIndex] = FStateTreeDataView(Params.Parameters.GetMutableValue());
}
EStateTreeRunStatus FStateTreeExecutionContext::Start(FStateTreeInstanceData* ExternalInstanceData)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Start);
if (!Owner || !StateTree)
{
return EStateTreeRunStatus::Failed;
}
FStateTreeInstanceData& InstanceData = SelectMutableInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
FStateTreeExecutionState& Exec = GetExecState(InstanceData);
// Call TreeStart on evaluators.
STATETREE_CLOG(StateTree->EvaluatorsNum > 0, Verbose, TEXT("Start Evaluators"));
for (int32 EvalIndex = 0; EvalIndex < int32(StateTree->EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetNode<FStateTreeEvaluatorBase>(int32(StateTree->EvaluatorsBegin) + EvalIndex);
const FStateTreeDataView EvalInstanceView = GetInstanceData(InstanceData, Eval.bInstanceIsObject, Eval.InstanceIndex);
DataViews[Eval.DataViewIndex] = EvalInstanceView;
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch.Index, EvalInstanceView);
}
STATETREE_LOG(Verbose, TEXT(" TreeStart: '%s'"), *Eval.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStart);
Eval.TreeStart(*this);
}
}
// First tick
TickEvaluators(InstanceData, 0.0f);
// Stop if still running previous state.
if (Exec.TreeRunStatus == EStateTreeRunStatus::Running)
{
FStateTreeTransitionResult Transition;
Transition.TargetState = FStateTreeHandle::Succeeded;
Transition.CurrentActiveStates = Exec.ActiveStates;
Transition.CurrentRunStatus = Exec.LastTickStatus;
Transition.NextActiveStates = FStateTreeActiveStates(FStateTreeHandle::Succeeded);
ExitState(InstanceData, Transition);
}
// Initialize to unset running state.
Exec.TreeRunStatus = EStateTreeRunStatus::Running;
Exec.ActiveStates.Reset();
Exec.LastTickStatus = EStateTreeRunStatus::Unset;
static const FStateTreeHandle RootState = FStateTreeHandle(0);
FStateTreeActiveStates NextActiveStates;
if (SelectState(InstanceData, RootState, NextActiveStates))
{
if (NextActiveStates.Last() == FStateTreeHandle::Succeeded || NextActiveStates.Last() == FStateTreeHandle::Failed)
{
// Transition to a terminal state (succeeded/failed), or default transition failed.
STATETREE_LOG(Warning, TEXT("%s: Tree %s at StateTree start on '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), NextActiveStates.Last() == FStateTreeHandle::Succeeded ? TEXT("succeeded") : TEXT("failed"), *GetNameSafe(Owner), *GetNameSafe(StateTree));
Exec.TreeRunStatus = NextActiveStates.Last() == FStateTreeHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
else
{
// Enter state tasks can fail/succeed, treat it same as tick.
FStateTreeTransitionResult Transition;
Transition.TargetState = RootState;
Transition.CurrentActiveStates = Exec.ActiveStates;
Transition.CurrentRunStatus = Exec.LastTickStatus;
Transition.NextActiveStates = NextActiveStates; // Enter state will update Exec.ActiveStates.
Exec.LastTickStatus = EnterState(InstanceData, Transition);
// Report state completed immediately.
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted(InstanceData);
}
}
}
if (Exec.ActiveStates.IsEmpty())
{
// Should not happen. This may happen if initial state could not be selected.
STATETREE_LOG(Error, TEXT("%s: 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."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *GetNameSafe(StateTree));
Exec.TreeRunStatus = EStateTreeRunStatus::Failed;
}
return Exec.TreeRunStatus;
}
EStateTreeRunStatus FStateTreeExecutionContext::Stop(FStateTreeInstanceData* ExternalInstanceData)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Stop);
if (!Owner || !StateTree)
{
return EStateTreeRunStatus::Failed;
}
FStateTreeInstanceData& InstanceData = SelectMutableInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
FStateTreeExecutionState& Exec = GetExecState(InstanceData);
TickEvaluators(InstanceData, 0.0f);
// Exit states if still in some valid state.
if (!Exec.ActiveStates.IsEmpty() && (Exec.ActiveStates.Last() != FStateTreeHandle::Succeeded || Exec.ActiveStates.Last() != FStateTreeHandle::Failed))
{
// Transition to Succeeded state.
FStateTreeTransitionResult Transition;
Transition.TargetState = FStateTreeHandle::Succeeded;
Transition.CurrentActiveStates = Exec.ActiveStates;
Transition.CurrentRunStatus = Exec.LastTickStatus;
Transition.NextActiveStates = FStateTreeActiveStates(FStateTreeHandle::Succeeded);
ExitState(InstanceData, Transition);
Exec.TreeRunStatus = EStateTreeRunStatus::Succeeded;
}
else
{
Exec.TreeRunStatus = Exec.ActiveStates.Last() == FStateTreeHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
Exec.ActiveStates.Reset();
Exec.LastTickStatus = EStateTreeRunStatus::Unset;
// Call TreeStop on evaluators.
STATETREE_CLOG(StateTree->EvaluatorsNum > 0, Verbose, TEXT("Stop Evaluators"));
for (int32 EvalIndex = 0; EvalIndex < int32(StateTree->EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetNode<FStateTreeEvaluatorBase>(int32(StateTree->EvaluatorsBegin) + EvalIndex);
const FStateTreeDataView EvalInstanceView = GetInstanceData(InstanceData, Eval.bInstanceIsObject, Eval.InstanceIndex);
DataViews[Eval.DataViewIndex] = EvalInstanceView;
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch.Index, EvalInstanceView);
}
STATETREE_LOG(Verbose, TEXT(" TreeStop: '%s'"), *Eval.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_TreeStart);
Eval.TreeStop(*this);
}
}
return Exec.TreeRunStatus;
}
EStateTreeRunStatus FStateTreeExecutionContext::Tick(const float DeltaTime, FStateTreeInstanceData* ExternalInstanceData)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Tick);
if (!Owner || !StateTree)
{
return EStateTreeRunStatus::Failed;
}
FStateTreeInstanceData& InstanceData = SelectMutableInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
FStateTreeExecutionState& Exec = GetExecState(InstanceData);
// No ticking of the tree is done or stopped.
if (Exec.TreeRunStatus != EStateTreeRunStatus::Running)
{
return Exec.TreeRunStatus;
}
// Update the gated transition time.
if (Exec.GatedTransitionIndex != INDEX_NONE)
{
Exec.GatedTransitionTime -= DeltaTime;
}
// Tick global evaluators.
TickEvaluators(InstanceData, DeltaTime);
if (Exec.LastTickStatus == EStateTreeRunStatus::Running)
{
// Tick tasks on active states.
Exec.LastTickStatus = TickTasks(InstanceData, Exec, DeltaTime);
// Report state completed immediately.
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted(InstanceData);
}
}
// 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.
FStateTreeTransitionResult Transition;
if (TriggerTransitions(InstanceData, Transition))
{
ExitState(InstanceData, Transition);
if (Transition.NextActiveStates.Last() == FStateTreeHandle::Succeeded || Transition.NextActiveStates.Last() == FStateTreeHandle::Failed)
{
// Transition to a terminal state (succeeded/failed), or default transition failed.
Exec.TreeRunStatus = Transition.NextActiveStates.Last() == FStateTreeHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
return Exec.TreeRunStatus;
}
// Enter state tasks can fail/succeed, treat it same as tick.
Exec.LastTickStatus = EnterState(InstanceData, Transition);
// Report state completed immediately.
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted(InstanceData);
}
}
// Stop as soon as have found a running state.
if (Exec.LastTickStatus == EStateTreeRunStatus::Running)
{
break;
}
}
if (Exec.ActiveStates.IsEmpty())
{
// Should not happen. This may happen if a state completion transition could not be selected.
STATETREE_LOG(Error, TEXT("%s: Failed to select state on '%s' using StateTree '%s'. This should not happen, state completion transition is likely missing."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *GetNameSafe(StateTree));
Exec.TreeRunStatus = EStateTreeRunStatus::Failed;
return Exec.TreeRunStatus;
}
return Exec.TreeRunStatus;
}
EStateTreeRunStatus FStateTreeExecutionContext::EnterState(FStateTreeInstanceData& InstanceData, const FStateTreeTransitionResult& Transition)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_EnterState);
if (Transition.NextActiveStates.IsEmpty())
{
return EStateTreeRunStatus::Failed;
}
FStateTreeExecutionState& Exec = GetExecState(InstanceData);
Exec.StateChangeCount++;
// 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;
Exec.EnterStateFailedTaskIndex = MAX_uint16; // This will make all tasks to be accepted.
Exec.ActiveStates.Reset();
// Do property copy on all states, propagating the results from last tick.
for (int32 Index = 0; Index < Transition.NextActiveStates.Num() && Result != EStateTreeRunStatus::Failed; Index++)
{
const FStateTreeHandle CurrentHandle = Transition.NextActiveStates[Index];
const FStateTreeHandle PreviousHandle = Transition.CurrentActiveStates.GetStateSafe(Index);
const FCompactStateTreeState& State = StateTree->States[CurrentHandle.Index];
if (!Exec.ActiveStates.Push(CurrentHandle))
{
STATETREE_LOG(Error, TEXT("%s: Reached max execution depth when trying to enter state '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetStateStatusString(Exec), *GetNameSafe(Owner), *GetNameSafe(StateTree));
break;
}
if (State.Type == EStateTreeStateType::Linked)
{
UpdateLinkedStateParameters(InstanceData, State);
}
else if (State.Type == EStateTreeStateType::Subtree)
{
UpdateSubtreeStateParameters(InstanceData, State);
}
bOnTargetBranch = bOnTargetBranch || CurrentHandle == Transition.TargetState;
const bool bWasActive = PreviousHandle == CurrentHandle;
const bool bIsEnteringState = !bWasActive || bOnTargetBranch;
CurrentTransition.CurrentState = CurrentHandle;
const EStateTreeStateChangeType ChangeType = bWasActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
STATETREE_CLOG(bIsEnteringState, Log, TEXT("%*sEnter state '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Transition.NextActiveStates, Index), *UEnum::GetValueAsString(ChangeType));
// Activate tasks on current state.
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (int32)(State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(TaskIndex);
const FStateTreeDataView TaskInstanceView = GetInstanceData(InstanceData, Task.bInstanceIsObject, Task.InstanceIndex);
DataViews[Task.DataViewIndex] = TaskInstanceView;
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Task.BindingsBatch.Index, TaskInstanceView);
}
if (bIsEnteringState)
{
STATETREE_LOG(Verbose, TEXT("%*s Notify Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_EnterState);
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_EnterState);
const EStateTreeRunStatus Status = Task.EnterState(*this, ChangeType, CurrentTransition);
if (Status == EStateTreeRunStatus::Failed)
{
// Store how far in the enter state we got. This will be used to match the ExitState() calls.
Exec.EnterStateFailedTaskIndex = TaskIndex;
Result = Status;
break;
}
}
}
}
return Result;
}
void FStateTreeExecutionContext::ExitState(FStateTreeInstanceData& InstanceData, const FStateTreeTransitionResult& Transition)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_ExitState);
if (Transition.CurrentActiveStates.IsEmpty())
{
return;
}
// Reset transition delay
FStateTreeExecutionState& Exec = GetExecState(InstanceData);
Exec.GatedTransitionIndex = INDEX_NONE;
Exec.GatedTransitionTime = 0.0f;
// 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;
FStateTreeHandle ExitedStates[FStateTreeActiveStates::MaxStates];
EStateTreeStateChangeType ExitedStateChangeType[FStateTreeActiveStates::MaxStates];
int32 ExitedStateActiveIndex[FStateTreeActiveStates::MaxStates];
int32 NumExitedStates = 0;
// Do property copy on all states, propagating the results from last tick.
// Collect the states that need to be called, the actual call is done below in reverse order.
for (int32 Index = 0; Index < Transition.CurrentActiveStates.Num(); Index++)
{
const FStateTreeHandle CurrentHandle = Transition.CurrentActiveStates[Index];
const FStateTreeHandle NextHandle = Transition.NextActiveStates.GetStateSafe(Index);
const FCompactStateTreeState& State = StateTree->States[CurrentHandle.Index];
if (State.Type == EStateTreeStateType::Linked)
{
UpdateLinkedStateParameters(InstanceData, State);
}
else if (State.Type == EStateTreeStateType::Subtree)
{
UpdateSubtreeStateParameters(InstanceData, State);
}
const bool bRemainsActive = NextHandle == CurrentHandle;
bOnTargetBranch = bOnTargetBranch || NextHandle == Transition.TargetState;
const EStateTreeStateChangeType ChangeType = bRemainsActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
if (!bRemainsActive || bOnTargetBranch)
{
// Should call ExitState() on this state.
check (NumExitedStates < FStateTreeActiveStates::MaxStates);
ExitedStates[NumExitedStates] = CurrentHandle;
ExitedStateChangeType[NumExitedStates] = ChangeType;
ExitedStateActiveIndex[NumExitedStates] = Index;
NumExitedStates++;
}
// Do property copies, ExitState() is called below.
for (int32 TaskIndex = State.TasksBegin; TaskIndex < (int32)(State.TasksBegin + State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(TaskIndex);
const FStateTreeDataView TaskInstanceView = GetInstanceData(InstanceData, Task.bInstanceIsObject, Task.InstanceIndex);
DataViews[Task.DataViewIndex] = TaskInstanceView;
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Task.BindingsBatch.Index, TaskInstanceView);
}
}
}
// Call in reverse order.
FStateTreeTransitionResult CurrentTransition = Transition;
for (int32 Index = NumExitedStates - 1; Index >= 0; Index--)
{
const FStateTreeHandle CurrentHandle = ExitedStates[Index];
const FCompactStateTreeState& State = StateTree->States[CurrentHandle.Index];
const EStateTreeStateChangeType ChangeType = ExitedStateChangeType[Index];
STATETREE_LOG(Log, TEXT("%*sExit state '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Transition.CurrentActiveStates, ExitedStateActiveIndex[Index]), *UEnum::GetValueAsString(ChangeType));
CurrentTransition.CurrentState = CurrentHandle;
// Tasks
for (int32 TaskIndex = (int32)(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.
if (TaskIndex <= (int32)Exec.EnterStateFailedTaskIndex)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(TaskIndex);
STATETREE_LOG(Verbose, TEXT("%*s Notify 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, ChangeType, CurrentTransition);
}
}
}
}
}
void FStateTreeExecutionContext::StateCompleted(FStateTreeInstanceData& InstanceData)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_StateCompleted);
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
if (Exec.ActiveStates.IsEmpty())
{
return;
}
// 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 Index = Exec.ActiveStates.Num() - 1; Index >= 0; Index--)
{
const FStateTreeHandle CurrentHandle = Exec.ActiveStates[Index];
const FCompactStateTreeState& State = StateTree->States[CurrentHandle.Index];
STATETREE_LOG(Verbose, TEXT("%*sState Completed '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveStates, Index), *UEnum::GetValueAsString(Exec.LastTickStatus));
// Notify Tasks
for (int32 TaskIndex = (int32)(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.
if (TaskIndex <= (int32)Exec.EnterStateFailedTaskIndex)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(TaskIndex);
STATETREE_LOG(Verbose, TEXT("%*s Notify Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
Task.StateCompleted(*this, Exec.LastTickStatus, Exec.ActiveStates);
}
}
}
}
void FStateTreeExecutionContext::TickEvaluators(FStateTreeInstanceData& InstanceData, const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TickEvaluators);
STATETREE_CLOG(StateTree->EvaluatorsNum > 0, Verbose, TEXT("Ticking Evaluators"));
// Tick evaluators
for (int32 EvalIndex = 0; EvalIndex < int32(StateTree->EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetNode<FStateTreeEvaluatorBase>(int32(StateTree->EvaluatorsBegin) + EvalIndex);
const FStateTreeDataView EvalInstanceView = GetInstanceData(InstanceData, Eval.bInstanceIsObject, Eval.InstanceIndex);
DataViews[Eval.DataViewIndex] = EvalInstanceView;
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch.Index, EvalInstanceView);
}
STATETREE_LOG(Verbose, TEXT(" Tick: '%s'"), *Eval.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Eval_Tick);
Eval.Tick(*this, DeltaTime);
}
}
}
EStateTreeRunStatus FStateTreeExecutionContext::TickTasks(FStateTreeInstanceData& InstanceData, const FStateTreeExecutionState& Exec, const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TickTasks);
if (Exec.ActiveStates.IsEmpty())
{
return EStateTreeRunStatus::Failed;
}
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
int32 NumTotalTasks = 0;
for (int32 Index = 0; Index < Exec.ActiveStates.Num() && Result != EStateTreeRunStatus::Failed; Index++)
{
const FStateTreeHandle CurrentHandle = Exec.ActiveStates[Index];
const FCompactStateTreeState& State = StateTree->States[CurrentHandle.Index];
STATETREE_CLOG(State.TasksNum > 0, Verbose, TEXT("%*sTicking Tasks of state '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(Exec.ActiveStates, Index));
if (State.Type == EStateTreeStateType::Linked)
{
UpdateLinkedStateParameters(InstanceData, State);
}
else if (State.Type == EStateTreeStateType::Subtree)
{
UpdateSubtreeStateParameters(InstanceData, State);
}
// Tick Tasks
for (int32 TaskIndex = 0; TaskIndex < int32(State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
const FStateTreeDataView TaskInstanceView = GetInstanceData(InstanceData, Task.bInstanceIsObject, Task.InstanceIndex);
DataViews[Task.DataViewIndex] = TaskInstanceView;
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Task.BindingsBatch.Index, TaskInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Tick: '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
{
QUICK_SCOPE_CYCLE_COUNTER(StateTree_Task_Tick);
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_Task_Tick);
const EStateTreeRunStatus TaskResult = Task.Tick(*this, DeltaTime);
// TODO: Add more control over which states can control the failed/succeeded result.
if (TaskResult != EStateTreeRunStatus::Running)
{
Result = TaskResult;
}
if (TaskResult == EStateTreeRunStatus::Failed)
{
break;
}
}
}
NumTotalTasks += State.TasksNum;
}
if (NumTotalTasks == 0)
{
// No tasks, done ticking.
Result = EStateTreeRunStatus::Succeeded;
}
return Result;
}
bool FStateTreeExecutionContext::TestAllConditions(const uint32 ConditionsOffset, const uint32 ConditionsNum)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TestConditions);
if (ConditionsNum == 0)
{
return true;
}
const FStateTreeInstanceData& SharedInstanceData = StateTree->GetSharedInstanceData();
TStaticArray<EStateTreeConditionOperand, UE::StateTree::MaxConditionIndent + 1> Operands(InPlace, EStateTreeConditionOperand::Copy);
TStaticArray<bool, UE::StateTree::MaxConditionIndent + 1> Values(InPlace, false);
int32 Level = 0;
for (uint32 Index = 0; Index < ConditionsNum; Index++)
{
const FStateTreeConditionBase& Cond = GetNode<FStateTreeConditionBase>(ConditionsOffset + Index);
const FStateTreeDataView CondInstanceView = GetInstanceData(SharedInstanceData, Cond.bInstanceIsObject, Cond.InstanceIndex);
DataViews[Cond.DataViewIndex] = CondInstanceView;
// Copy bound properties.
if (Cond.BindingsBatch.IsValid())
{
if (!StateTree->PropertyBindings.CopyTo(DataViews, Cond.BindingsBatch.Index, CondInstanceView))
{
// If the source data cannot be accessed, the whole expression evaluates to false.
Values[0] = false;
break;
}
}
const bool bValue = Cond.TestCondition(*this);
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 EStateTreeConditionOperand Operand = Index == 0 ? EStateTreeConditionOperand::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 EStateTreeConditionOperand::Copy:
Values[Level] = Values[Level + 1];
break;
case EStateTreeConditionOperand::And:
Values[Level] &= Values[Level + 1];
break;
case EStateTreeConditionOperand::Or:
Values[Level] |= Values[Level + 1];
break;
}
Operands[Level] = EStateTreeConditionOperand::Copy;
}
}
return Values[0];
}
bool FStateTreeExecutionContext::TriggerTransitions(FStateTreeInstanceData& InstanceData, FStateTreeTransitionResult& OutTransition)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_TriggerTransition);
FStateTreeExecutionState& Exec = GetExecState(InstanceData);
EStateTreeTransitionEvent Event = EStateTreeTransitionEvent::OnCondition;
if (Exec.LastTickStatus == EStateTreeRunStatus::Succeeded)
{
Event = EStateTreeTransitionEvent::OnSucceeded;
}
else if (Exec.LastTickStatus == EStateTreeRunStatus::Failed)
{
Event = EStateTreeTransitionEvent::OnFailed;
}
// Walk towards root and check all transitions along the way.
for (int32 StateIndex = Exec.ActiveStates.Num() - 1; StateIndex >= 0; StateIndex--)
{
const FCompactStateTreeState& State = StateTree->States[Exec.ActiveStates[StateIndex].Index];
for (uint8 i = 0; i < State.TransitionsNum; i++)
{
// All transition conditions must pass
const int16 TransitionIndex = State.TransitionsBegin + i;
const FCompactStateTransition& Transition = StateTree->Transitions[TransitionIndex];
if (EnumHasAllFlags(Transition.Event, Event) && TestAllConditions(Transition.ConditionsBegin, Transition.ConditionsNum))
{
// If a transition has delay, we stop testing other transitions, but the transition will not pass the condition until the delay time passes.
if (Transition.GateDelay > 0)
{
if (Exec.GatedTransitionIndex != TransitionIndex)
{
Exec.GatedTransitionIndex = TransitionIndex;
Exec.GatedTransitionTime = FMath::RandRange(0.0f, Transition.GateDelay * 0.1f); // TODO: we need variance too.
BeginGatedTransition(Exec);
STATETREE_LOG(Verbose, TEXT("Gated transition triggered from '%s' (%s) -> '%s' %.1fs"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(Transition.State), Exec.GatedTransitionTime);
}
// Keep on updating current state, until we have tried to trigger
if (Exec.GatedTransitionTime > 0.0f)
{
return false;
}
STATETREE_LOG(Verbose, TEXT("Passed gated transition from '%s' (%s) -> '%s'"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(Transition.State));
}
if (Transition.Type == EStateTreeTransitionType::GotoState || Transition.Type == EStateTreeTransitionType::NextState)
{
OutTransition.CurrentActiveStates = Exec.ActiveStates;
OutTransition.TargetState = Transition.State;
OutTransition.NextActiveStates.Reset();
if (SelectState(InstanceData, Transition.State, OutTransition.NextActiveStates))
{
STATETREE_LOG(Verbose, TEXT("Transition on state '%s' (%s) -[%s]-> state '%s'"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString(), *GetSafeStateName(Transition.State), *GetSafeStateName(OutTransition.NextActiveStates.Last()));
return true;
}
}
else if (Transition.Type == EStateTreeTransitionType::NotSet)
{
// NotSet is no-operation, but can be used to mask a transition at parent state. Returning unset keeps updating current state.
return false;
}
else if (Transition.Type == EStateTreeTransitionType::Succeeded)
{
STATETREE_LOG(Verbose, TEXT("Stop tree execution from state '%s' (%s): Succeeded"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString());
OutTransition.CurrentActiveStates = Exec.ActiveStates;
OutTransition.TargetState = FStateTreeHandle::Succeeded;
OutTransition.NextActiveStates = FStateTreeActiveStates(FStateTreeHandle::Succeeded);
return true;
}
else
{
STATETREE_LOG(Verbose, TEXT("Stop tree execution from state '%s' (%s): Failed"), *GetSafeStateName(Exec.ActiveStates.Last()), *State.Name.ToString());
OutTransition.CurrentActiveStates = Exec.ActiveStates;
OutTransition.TargetState = FStateTreeHandle::Failed;
OutTransition.NextActiveStates = FStateTreeActiveStates(FStateTreeHandle::Failed);
return true;
}
}
else if (Exec.GatedTransitionIndex == TransitionIndex)
{
// If the current transition was gated transition, reset it if the condition failed.
Exec.GatedTransitionIndex = INDEX_NONE;
Exec.GatedTransitionTime = 0.0f;
}
}
}
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
// Could not trigger completion transition, jump back to start.
static const FStateTreeHandle RootState = FStateTreeHandle(0);
OutTransition.TargetState = RootState;
return SelectState(InstanceData, RootState, OutTransition.NextActiveStates);
}
// No transition triggered, keep on updating current state.
return false;
}
bool FStateTreeExecutionContext::SelectState(FStateTreeInstanceData& InstanceData, const FStateTreeHandle NextState, FStateTreeActiveStates& OutNewActiveState)
{
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
if (!NextState.IsValid())
{
return false;
}
// Find common ancestor of `NextState` in the current active states and connect.
// This allows transitions within a subtree.
OutNewActiveState = Exec.ActiveStates;
TStaticArray<FStateTreeHandle, FStateTreeActiveStates::MaxStates> InBetweenStates;
int32 NumInBetweenStates = 0;
int32 CommonActiveAncestorIndex = INDEX_NONE;
// Walk towards the root from current state.
FStateTreeHandle CurrState = NextState;
while (CurrState.IsValid())
{
// Store the states that are in between the 'NextState' and common ancestor.
InBetweenStates[NumInBetweenStates++] = CurrState;
// Check if the state can be found in the active states.
CommonActiveAncestorIndex = OutNewActiveState.IndexOfReverse(CurrState);
if (CommonActiveAncestorIndex != INDEX_NONE)
{
break;
}
if (NumInBetweenStates == InBetweenStates.Num())
{
STATETREE_LOG(Error, TEXT("%s: Too many parent states when selecting state '%s' from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(NextState), *GetStateStatusString(Exec), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return false;
}
CurrState = StateTree->States[CurrState.Index].Parent;
}
// Max takes care of INDEX_NONE, by setting the num to 0.
OutNewActiveState.SetNum(FMath::Max(0, CommonActiveAncestorIndex));
// Append in between state in reverse order, they were collected from leaf towards the root.
bool bActiveStatesOverflow = false;
for (int32 Index = NumInBetweenStates - 1; Index > 0; Index--)
{
bActiveStatesOverflow |= !OutNewActiveState.Push(InBetweenStates[Index]);
}
if (bActiveStatesOverflow)
{
STATETREE_LOG(Error, TEXT("%s: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(NextState), *GetStateStatusString(Exec), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return false;
}
return SelectStateInternal(InstanceData, NextState, OutNewActiveState);
}
bool FStateTreeExecutionContext::SelectStateInternal(FStateTreeInstanceData& InstanceData, const FStateTreeHandle NextState, FStateTreeActiveStates& OutNewActiveState)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTree_SelectState);
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
if (!NextState.IsValid())
{
// Trying to select non-existing state.
STATETREE_LOG(Error, TEXT("%s: Trying to select invalid state from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetStateStatusString(Exec), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return false;
}
const FCompactStateTreeState& State = StateTree->States[NextState.Index];
// Check that the state can be entered
if (TestAllConditions(State.EnterConditionsBegin, State.EnterConditionsNum))
{
if (!OutNewActiveState.Push(NextState))
{
STATETREE_LOG(Error, TEXT("%s: Reached max execution depth when trying to select state %s from '%s'. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(NextState), *GetStateStatusString(Exec), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return false;
}
if (State.LinkedState.IsValid())
{
// If State is linked, proceed to the linked state.
if (SelectStateInternal(InstanceData, State.LinkedState, OutNewActiveState))
{
// Selection succeeded
return true;
}
}
else if (State.HasChildren())
{
// If the state has children, proceed to select children.
for (uint16 ChildState = State.ChildrenBegin; ChildState < State.ChildrenEnd; ChildState = StateTree->States[ChildState].GetNextSibling())
{
if (SelectStateInternal(InstanceData, FStateTreeHandle(ChildState), OutNewActiveState))
{
// Selection succeeded
return true;
}
}
}
else
{
// Select this state.
return true;
}
OutNewActiveState.Pop();
}
// Nothing got selected.
return false;
}
FString FStateTreeExecutionContext::GetSafeStateName(const FStateTreeHandle State) const
{
check(StateTree);
if (State == FStateTreeHandle::Invalid)
{
return TEXT("(State Invalid)");
}
else if (State == FStateTreeHandle::Succeeded)
{
return TEXT("(State Succeeded)");
}
else if (State == FStateTreeHandle::Failed)
{
return TEXT("(State Failed)");
}
else if (StateTree->States.IsValidIndex(State.Index))
{
return *StateTree->States[State.Index].Name.ToString();
}
return TEXT("(Unknown)");
}
FString FStateTreeExecutionContext::DebugGetStatePath(const FStateTreeActiveStates& ActiveStates, const int32 ActiveStateIndex) const
{
FString StatePath;
if (!ensureMsgf(ActiveStates.IsValidIndex(ActiveStateIndex), TEXT("Provided index must be valid")))
{
return StatePath;
}
for (int32 i = 0; i <= ActiveStateIndex; i++)
{
const FCompactStateTreeState& State = StateTree->States[ActiveStates[i].Index];
StatePath.Appendf(TEXT("%s%s"), i == 0 ? TEXT("") : TEXT("."), *State.Name.ToString());
}
return StatePath;
}
FString FStateTreeExecutionContext::GetStateStatusString(const FStateTreeExecutionState& ExecState) const
{
return GetSafeStateName(ExecState.ActiveStates.Last()) + TEXT(":") + UEnum::GetDisplayValueAsText(ExecState.LastTickStatus).ToString();
}
EStateTreeRunStatus FStateTreeExecutionContext::GetLastTickStatus(const FStateTreeInstanceData* ExternalInstanceData) const
{
const FStateTreeExecutionState& Exec = GetExecState(SelectInstanceData(ExternalInstanceData));
return Exec.LastTickStatus;
}
FString FStateTreeExecutionContext::GetInstanceDescription() const
{
return Owner != nullptr? FString::Printf(TEXT("%s: "), *Owner->GetName()) : TEXT("");
}
const FStateTreeActiveStates& FStateTreeExecutionContext::GetActiveStates(const FStateTreeInstanceData* ExternalInstanceData) const
{
const FStateTreeExecutionState& Exec = GetExecState(SelectInstanceData(ExternalInstanceData));
return Exec.ActiveStates;
}
#if WITH_GAMEPLAY_DEBUGGER
FString FStateTreeExecutionContext::GetDebugInfoString(const FStateTreeInstanceData* ExternalInstanceData) const
{
if (!StateTree)
{
return FString(TEXT("No StateTree asset."));
}
const FStateTreeInstanceData& InstanceData = SelectInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetNameSafe(StateTree));
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");
}
if (StateTree->EvaluatorsNum > 0)
{
DebugString += TEXT("\nEvaluators:\n");
for (int32 EvalIndex = 0; EvalIndex < int32(StateTree->EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetNode<FStateTreeEvaluatorBase>(int32(StateTree->EvaluatorsBegin) + EvalIndex);
Eval.AppendDebugInfoString(DebugString, *this);
}
}
// Active States
DebugString += TEXT("Current State:\n");
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
FStateTreeHandle Handle = Exec.ActiveStates[Index];
if (Handle.IsValid())
{
const FCompactStateTreeState& State = StateTree->States[Handle.Index];
DebugString += FString::Printf(TEXT("[%s]\n"), *State.Name.ToString());
if (State.TasksNum > 0)
{
DebugString += TEXT("\nTasks:\n");
for (int32 j = 0; j < int32(State.TasksNum); j++)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(int32(State.TasksBegin) + j);
Task.AppendDebugInfoString(DebugString, *this);
}
}
}
}
return DebugString;
}
#endif // WITH_GAMEPLAY_DEBUGGER
#if WITH_STATETREE_DEBUG
void FStateTreeExecutionContext::DebugPrintInternalLayout(const FStateTreeInstanceData* ExternalInstanceData)
{
LOG_SCOPE_VERBOSITY_OVERRIDE(LogStateTree, ELogVerbosity::Log);
if (StateTree == nullptr)
{
UE_LOG(LogStateTree, Log, TEXT("No StateTree asset."));
return;
}
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetNameSafe(StateTree));
// Tree items (e.g. tasks, evaluators, conditions)
DebugString += FString::Printf(TEXT("\nItems(%d)\n"), StateTree->Nodes.Num());
for (const FInstancedStruct& Node : StateTree->Nodes)
{
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"), StateTree->Instances.Num());
for (const FInstancedStruct& Data : StateTree->Instances)
{
DebugString += FString::Printf(TEXT(" %s\n"), Data.IsValid() ? *Data.GetScriptStruct()->GetName() : TEXT("null"));
}
// Instance InstanceData offsets (e.g. tasks)
if (const FStateTreeInstanceDataLayout* InstanceLayout = StateTree->GetInstanceDataDefaultValue().GetLayout().Get())
{
DebugString += FString::Printf(TEXT("\nInstance Data Offsets(%d)\n [ %-40s | %-6s ]\n"), InstanceLayout->Num(), TEXT("Name"), TEXT("Offset"));
for (int32 Index = 0; Index < InstanceLayout->Num(); Index++)
{
const FStateTreeInstanceDataLayout::FLayoutItem& Item = InstanceLayout->GetItem(Index);
DebugString += FString::Printf(TEXT(" | %-40s | %6d |\n"), Item.ScriptStruct ? *Item.ScriptStruct->GetName() : TEXT("null"), Item.Offset);
}
}
// External data (e.g. fragments, subsystems)
DebugString += FString::Printf(TEXT("\nExternal Data(%d)\n [ %-40s | %-8s | %5s ]\n"), StateTree->ExternalDataDescs.Num(), TEXT("Name"), TEXT("Optional"), TEXT("Index"));
for (const FStateTreeExternalDataDesc& Desc : StateTree->ExternalDataDescs)
{
DebugString += FString::Printf(TEXT(" | %-40s | %8s | %5d |\n"), Desc.Struct ? *Desc.Struct->GetName() : TEXT("null"), *UEnum::GetValueAsString(Desc.Requirement), Desc.Handle.DataViewIndex);
}
// Bindings
StateTree->PropertyBindings.DebugPrintInternalLayout(DebugString);
// Transitions
DebugString += FString::Printf(TEXT("\nTransitions(%d)\n [ %-3s | %15s | %-40s | %-40s | %-8s ]\n"), StateTree->Transitions.Num()
, TEXT("Idx"), TEXT("State"), TEXT("Transition Type"), TEXT("Transition Event"), TEXT("Num Cond"));
for (const FCompactStateTransition& Transition : StateTree->Transitions)
{
DebugString += FString::Printf(TEXT(" | %3d | %15s | %-40s | %-40s | %8d |\n"),
Transition.ConditionsBegin, *Transition.State.Describe(),
*UEnum::GetValueAsString(Transition.Type),
*UEnum::GetValueAsString(Transition.Event),
Transition.ConditionsNum);
}
// DataViews
DebugString += FString::Printf(TEXT("\nDataViews(%d)\n"), DataViews.Num());
for (const FStateTreeDataView& DataView : DataViews)
{
DebugString += FString::Printf(TEXT(" [%s]\n"), DataView.IsValid() ? *DataView.GetStruct()->GetName() : TEXT("null"));
}
// 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"),
StateTree->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 : StateTree->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 (StateTree->EvaluatorsNum)
{
for (int32 EvalIndex = 0; EvalIndex < StateTree->EvaluatorsNum; EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetNode<FStateTreeEvaluatorBase>(StateTree->EvaluatorsBegin + EvalIndex);
DebugString += FString::Printf(TEXT("| %-12s | %-30s | %15s | %10d |\n"),
TEXT("Evaluator"), *Eval.Name.ToString(), *Eval.BindingsBatch.Describe(), Eval.DataViewIndex);
}
}
DebugString += FString::Printf(TEXT("\nStates\n [ %-30s | %-12s | %-30s | %15s | %10s ]\n"),
TEXT("State"), TEXT("Type"), TEXT("Name"), TEXT("Bindings"), TEXT("Struct Idx"));
for (const FCompactStateTreeState& State : StateTree->States)
{
// Tasks
if (State.TasksNum)
{
for (int32 TaskIndex = 0; TaskIndex < State.TasksNum; TaskIndex++)
{
const FStateTreeTaskBase& Task = GetNode<FStateTreeTaskBase>(State.TasksBegin + TaskIndex);
DebugString += FString::Printf(TEXT(" | %-30s | %-12s | %-30s | %15s | %10d |\n"), *State.Name.ToString(),
TEXT(" Task"), *Task.Name.ToString(), *Task.BindingsBatch.Describe(), Task.DataViewIndex);
}
}
}
UE_LOG(LogStateTree, Log, TEXT("%s"), *DebugString);
}
int32 FStateTreeExecutionContext::GetStateChangeCount(const FStateTreeInstanceData* ExternalInstanceData) const
{
const FStateTreeInstanceData& InstanceData = SelectInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
return Exec.StateChangeCount;
}
#endif // WITH_STATETREE_DEBUG
FString FStateTreeExecutionContext::GetActiveStateName(const FStateTreeInstanceData* ExternalInstanceData) const
{
if (!StateTree)
{
return FString(TEXT("<None>"));
}
const FStateTreeInstanceData& InstanceData = SelectInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
FString FullStateName;
// Active States
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
const FStateTreeHandle Handle = Exec.ActiveStates[Index];
if (Handle.IsValid())
{
const FCompactStateTreeState& State = StateTree->States[Handle.Index];
bool bIsLinked = false;
if (Index > 0)
{
FullStateName += TEXT("\n");
bIsLinked = Exec.ActiveStates[Index - 1] != State.Parent;
}
FullStateName += FString::Printf(TEXT("%*s-"), Index * 3, TEXT("")); // Indent
FullStateName += *State.Name.ToString();
if (bIsLinked)
{
FullStateName += TEXT(" >");
}
}
}
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 FStateTreeInstanceData* ExternalInstanceData) const
{
TArray<FName> Result;
if (!StateTree)
{
return Result;
}
const FStateTreeInstanceData& InstanceData = SelectInstanceData(ExternalInstanceData);
checkSlow(InstanceData.GetLayout() == StateTree->GetInstanceDataDefaultValue().GetLayout());
const FStateTreeExecutionState& Exec = GetExecState(InstanceData);
// Active States
for (int32 Index = 0; Index < Exec.ActiveStates.Num(); Index++)
{
const FStateTreeHandle Handle = Exec.ActiveStates[Index];
if (Handle.IsValid())
{
const FCompactStateTreeState& State = StateTree->States[Handle.Index];
Result.Add(State.Name);
}
}
return Result;
}
#undef STATETREE_LOG
#undef STATETREE_CLOG