Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggingReplicator.cpp
Marc Audy b612760508 Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2807479 on 2015/12/17 by Zak.Middleton

	#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.

	#rb Aaron.Mcleran
	#codereview Martin.Mittring
	#jira UE-24485

Change 2807695 on 2015/12/17 by Aaron.McLeran

	Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.

	#rb zak.middleton

Change 2808628 on 2015/12/18 by Thomas.Sarkanen

	Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()

	#rb Martin.Wilson

Change 2810090 on 2015/12/21 by Ori.Cohen

	Allow collision and trail particles to run off the game thread.
	Clean up missing marshelled AsyncComponentToWorld

Change 2814518 on 2016/01/04 by Marc.Audy

	Use Reset instead of Empty

Change 2814530 on 2016/01/04 by James.Golding

	UE-2689 Hook up lots of new icons for component classes
	#rb thomas.sarkanen

Change 2814665 on 2016/01/04 by Marc.Audy

	PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)

Change 2814686 on 2016/01/04 by Benn.Gallagher

	Fix for radial force components applying impulses multiple times to destructible components
	#rb Ori.Cohen

Change 2815221 on 2016/01/04 by Aaron.McLeran

	UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.

	USoundAttenuation:
	- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
	- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users

	USoundBase:
	- Added function on USoundBase which checks IsLooping, which checks the duration
	- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.

	FActiveSound:
	- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
	- Included FocusDistanceScale when computing bIsAudible in Active sound
	- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist

	FAudioDevice:
	- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
	- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
	- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
	- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple

	#rb zak.middleton

Change 2815694 on 2016/01/05 by thomas.sarkanen

	Added test texture

Change 2815695 on 2016/01/05 by thomas.sarkanen

	Modified test texture

Change 2815709 on 2016/01/05 by James.Golding

	PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
	https://github.com/EpicGames/UnrealEngine/pull/1778
	#github 1778
	#jira UE-23674
	#rb jurre.debaare

Change 2815711 on 2016/01/05 by James.Golding

	PR #1534 : Add missing default tolerance value for FVector2D::Equal
	https://github.com/EpicGames/UnrealEngine/pull/1534
	#github 1534
	#jira UE-20838
	#rb jurre.debaare

Change 2815714 on 2016/01/05 by James.Golding

	PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
	https://github.com/EpicGames/UnrealEngine/pull/1887
	#github 1887
	#jira UE-24802
	#rb jurre.debaare

Change 2815725 on 2016/01/05 by James.Golding

	Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
	#jira UE-20439

Change 2815813 on 2016/01/05 by Marc.Audy

	Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
	#codereview Peter.Knepley

Change 2815884 on 2016/01/05 by James.Golding

	- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
	- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
	#rb simon.tovey
	#codereview gil.gribb

Change 2816306 on 2016/01/05 by Marc.Audy

	(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
	#rb Zak.Middleton, James.Golding
2016-01-15 13:01:30 -05:00

821 lines
25 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivate.h"
#include "Engine/GameInstance.h"
#include "Debug/DebugDrawService.h"
#include "GameFramework/HUD.h"
#include "GameplayDebuggingComponent.h"
#include "GameplayDebuggingHUDComponent.h"
#include "GameplayDebuggingReplicator.h"
#include "BehaviorTreeDelegates.h"
#if WITH_EDITOR
#include "Editor/EditorEngine.h"
#include "LevelEditorViewport.h"
#endif // WITH_EDITOR
#include "UnrealNetwork.h"
FOnSelectionChanged AGameplayDebuggingReplicator::OnSelectionChangedDelegate;
AGameplayDebuggingReplicator::AGameplayDebuggingReplicator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, MaxEQSQueries(5)
, bIsGlobalInWorld(true)
, LastDrawAtFrame(0)
, PlayerControllersUpdateDelay(0)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UTexture2D> RedIcon;
ConstructorHelpers::FObjectFinderOptional<UTexture2D> GreenIcon;
// both icons are needed to debug AI
FConstructorStatics()
: RedIcon(TEXT("/Engine/EngineResources/AICON-Red.AICON-Red"))
, GreenIcon(TEXT("/Engine/EngineResources/AICON-Green.AICON-Green"))
{
}
};
static FConstructorStatics ConstructorStatics;
DefaultTexture_Red = ConstructorStatics.RedIcon.Get();
DefaultTexture_Green = ConstructorStatics.GreenIcon.Get();
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = false;
USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent"));
RootComponent = SceneComponent;
#if WITH_EDITOR
SetIsTemporarilyHiddenInEditor(true);
#endif
#if WITH_EDITORONLY_DATA
SetTickableWhenPaused(true);
SetActorHiddenInGame(false);
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
#endif
DebuggerShowFlags = GameplayDebuggerSettings().DebuggerShowFlags;
FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(this);
#define UPDATE_VIEW_PROPS(__FlagName__) __FlagName__ = Settings.CheckFlag(EAIDebugDrawDataView::__FlagName__);
UPDATE_VIEW_PROPS(OverHead);
UPDATE_VIEW_PROPS(Basic);
UPDATE_VIEW_PROPS(BehaviorTree);
UPDATE_VIEW_PROPS(EQS);
UPDATE_VIEW_PROPS(Perception);
UPDATE_VIEW_PROPS(GameView1);
UPDATE_VIEW_PROPS(GameView2);
UPDATE_VIEW_PROPS(GameView3);
UPDATE_VIEW_PROPS(GameView4);
UPDATE_VIEW_PROPS(GameView5);
#undef UPDATE_VIEW_PROPS
EnableEQSOnHUD = true;
if (!HasAnyFlags(RF_ClassDefaultObject))
{
SetActorTickEnabled(true);
bReplicates = false;
SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
SetReplicates(true);
AGameplayDebuggingReplicator::OnSelectionChangedDelegate.AddUObject(this, &AGameplayDebuggingReplicator::ServerSetActorToDebug);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingReplicator::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, DebugComponent, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, LocalPlayerOwner, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, bIsGlobalInWorld, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, LastSelectedActorToDebug, COND_OwnerOnly);
#endif
}
bool AGameplayDebuggingReplicator::IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const
{
return LocalPlayerOwner == RealViewer;
}
void AGameplayDebuggingReplicator::PostInitializeComponents()
{
Super::PostInitializeComponents();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
SetActorTickEnabled(true);
#endif
}
#if WITH_EDITOR
void AGameplayDebuggingReplicator::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// @note patching up OR-9814
UGameplayDebuggingComponent* DummyPointer = GetDebugComponent();
if (!PropertyChangedEvent.Property)
{
return;
}
FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(this);
#define CHECK_AND_UPDATE_FLAGS(__FlagName_) \
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(AGameplayDebuggingReplicator, __FlagName_)) \
{ \
__FlagName_ ? Settings.SetFlag(EAIDebugDrawDataView::__FlagName_) : Settings.ClearFlag(EAIDebugDrawDataView::__FlagName_); \
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::__FlagName_) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::__FlagName_); \
}else
CHECK_AND_UPDATE_FLAGS(OverHead)
CHECK_AND_UPDATE_FLAGS(Basic)
CHECK_AND_UPDATE_FLAGS(BehaviorTree)
CHECK_AND_UPDATE_FLAGS(EQS)
CHECK_AND_UPDATE_FLAGS(Perception)
CHECK_AND_UPDATE_FLAGS(GameView1)
CHECK_AND_UPDATE_FLAGS(GameView2)
CHECK_AND_UPDATE_FLAGS(GameView3)
CHECK_AND_UPDATE_FLAGS(GameView4)
CHECK_AND_UPDATE_FLAGS(GameView5) {}
#if WITH_EQS
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(AGameplayDebuggingReplicator, EQS))
{
DebugComponent->EnableClientEQSSceneProxy(EQS);
DebugComponent->SetEQSIndex(ActiveEQSIndex);
DebugComponent->MarkRenderStateDirty();
}
if (PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(AGameplayDebuggingReplicator, ActiveEQSIndex))
{
DebugComponent->SetEQSIndex(ActiveEQSIndex);
}
#endif // WITH_EQS
#undef CHECK_AND_UPDATE_FLAGS
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
#endif //WITH_EDITOR
void AGameplayDebuggingReplicator::BeginPlay()
{
Super::BeginPlay();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (Role == ROLE_Authority)
{
bReplicates = false;
SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
SetReplicates(true);
if (!DebugComponentClass.IsValid() && GetWorld() && GetNetMode() < ENetMode::NM_Client)
{
DebugComponentClass = StaticLoadClass(UGameplayDebuggingComponent::StaticClass(), NULL, *DebugComponentClassName, NULL, LOAD_None, NULL);
if (!DebugComponentClass.IsValid())
{
DebugComponentClass = UGameplayDebuggingComponent::StaticClass();
}
}
// @note patching up OR-9814
const UGameplayDebuggingComponent* DummyPointer = GetDebugComponent();
if (DummyPointer == nullptr)
{
UE_LOG(LogGameplayDebugger, Error, TEXT("Unable to create UGameplayDebuggingComponent instance!"));
}
}
if (GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer)
{
if (GIsEditor)
{
UDebugDrawService::Register(TEXT("DebugAI"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::OnDebugAIDelegate));
}
UDebugDrawService::Register(TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::DrawDebugDataDelegate));
if (!DebugComponentHUDClass.IsValid())
{
DebugComponentHUDClass = StaticLoadClass(AGameplayDebuggingHUDComponent::StaticClass(), NULL, *DebugComponentHUDClassName, NULL, LOAD_None, NULL);
if (!DebugComponentHUDClass.IsValid())
{
DebugComponentHUDClass = AGameplayDebuggingHUDComponent::StaticClass();
}
}
}
#if WITH_EDITOR
const UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine);
if (EEngine && (EEngine->bIsSimulatingInEditor || EEngine->EditorWorld) && GetWorld() != EEngine->EditorWorld && !IsGlobalInWorld() && GCurrentLevelEditingViewportClient && GCurrentLevelEditingViewportClient->EngineShowFlags.DebugAI)
{
SetIsTemporarilyHiddenInEditor(false);
SetActorHiddenInGame(false);
bHiddenEdLevel = false;
bHiddenEdLayer = false;
bHiddenEd = false;
bEditable = true;
if (DebugComponent)
{
DebugComponent->ServerReplicateData(EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty);
FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(this);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::OverHead) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::OverHead);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::Basic) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::Basic);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::BehaviorTree) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::BehaviorTree);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::EQS) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::EQS);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::Perception) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::Perception);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView1) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView1);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView2) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView2);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView3) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView3);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView4) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView4);
DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView5) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView5);
}
}
else
{
SetTickableWhenPaused(true);
SetIsTemporarilyHiddenInEditor(true);
SetActorHiddenInGame(false);
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
if (DebugComponent)
{
DebugComponent->ServerReplicateData(EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::Empty);
}
}
#endif
if (GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer)
{
if (GIsEditor)
{
UDebugDrawService::Register(TEXT("DebugAI"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::OnDebugAIDelegate));
}
UDebugDrawService::Register(TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::DrawDebugDataDelegate));
if (!DebugComponentHUDClass.IsValid())
{
DebugComponentHUDClass = StaticLoadClass(AGameplayDebuggingHUDComponent::StaticClass(), NULL, *DebugComponentHUDClassName, NULL, LOAD_None, NULL);
if (!DebugComponentHUDClass.IsValid())
{
DebugComponentHUDClass = AGameplayDebuggingHUDComponent::StaticClass();
}
}
}
if (bAutoActivate)
{
OnRep_AutoActivate();
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingReplicator::BeginDestroy()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (GEngine)
{
GEngine->bEnableOnScreenDebugMessages = true;
}
if (IsDrawEnabled())
{
EnableDraw(false);
}
#endif
Super::BeginDestroy();
}
void AGameplayDebuggingReplicator::PostNetInit()
{
Super::PostNetInit();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (bAutoActivate)
{
OnRep_AutoActivate();
}
#endif
}
void AGameplayDebuggingReplicator::ClientAutoActivate_Implementation()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// we are already replicated so let's activate tool
if (GetWorld() && GetNetMode() == ENetMode::NM_Client && !IsToolCreated() && !IsGlobalInWorld())
{
if (IsToolCreated())
{
EnableDraw(!IsDrawEnabled());
}
else
{
CreateTool();
EnableTool();
}
}
#endif
}
void AGameplayDebuggingReplicator::OnRep_AutoActivate()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// we are already replicated so let's activate tool
if (GetWorld() && GetNetMode() == ENetMode::NM_Client && !IsToolCreated() && !IsGlobalInWorld())
{
if (IsToolCreated())
{
EnableDraw(!IsDrawEnabled());
}
else
{
CreateTool();
EnableTool();
}
}
#endif
}
UGameplayDebuggingComponent* AGameplayDebuggingReplicator::GetDebugComponent()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (IsPendingKill() == false && !DebugComponent && DebugComponentClass.IsValid() && GetNetMode() < ENetMode::NM_Client)
{
DebugComponent = NewObject<UGameplayDebuggingComponent>(this, DebugComponentClass.Get(), TEXT("DebugComponent"), RF_Transient);
DebugComponent->SetIsReplicated(true);
DebugComponent->RegisterComponent();
DebugComponent->Activate();
}
#endif
return DebugComponent;
}
class UNetConnection* AGameplayDebuggingReplicator::GetNetConnection() const
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (LocalPlayerOwner && LocalPlayerOwner->IsPendingKill() == false && IsPendingKill() == false)
{
return LocalPlayerOwner->GetNetConnection();
}
#endif
return NULL;
}
bool AGameplayDebuggingReplicator::ClientEnableTargetSelection_Validate(bool, APlayerController* )
{
return true;
}
void AGameplayDebuggingReplicator::ClientEnableTargetSelection_Implementation(bool bEnable, APlayerController* Context)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// @note patching up OR-9814
const UGameplayDebuggingComponent* DummyPointer = GetDebugComponent();
if (DebugComponent)
{
DebugComponent->ClientEnableTargetSelection(bEnable);
}
#endif
}
bool AGameplayDebuggingReplicator::ClientReplicateMessage_Validate(class AActor* Actor, uint32 InMessage, uint32 DataView)
{
return true;
}
void AGameplayDebuggingReplicator::ClientReplicateMessage_Implementation(class AActor* Actor, uint32 InMessage, uint32 DataView)
{
}
bool AGameplayDebuggingReplicator::ServerReplicateMessage_Validate(class AActor* Actor, uint32 InMessage, uint32 DataView)
{
return true;
}
void AGameplayDebuggingReplicator::ServerReplicateMessage_Implementation(class AActor* Actor, uint32 InMessage, uint32 DataView)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if ((EDebugComponentMessage::Type)InMessage == EDebugComponentMessage::DeactivateReplilcation)
{
ServerSetActorToDebug(NULL);
MarkComponentsRenderStateDirty();
}
// @note patching up OR-9814
const UGameplayDebuggingComponent* DummyPointer = GetDebugComponent();
if (DebugComponent)
{
DebugComponent->ServerReplicateData((EDebugComponentMessage::Type)InMessage, (EAIDebugDrawDataView::Type)DataView);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
bool AGameplayDebuggingReplicator::IsDrawEnabled()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
return bEnabledDraw && GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer;
#else
return false;
#endif
}
void AGameplayDebuggingReplicator::EnableDraw(bool bEnable)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bEnabledDraw = bEnable;
if (AHUD* const GameHUD = LocalPlayerOwner ? LocalPlayerOwner->GetHUD() : NULL)
{
GameHUD->bShowHUD = bEnable ? false : true;
}
GEngine->bEnableOnScreenDebugMessages = bEnable ? false : true;
if (DebugComponent)
{
const bool bEnabledEQSView = GameplayDebuggerSettings(this).CheckFlag(EAIDebugDrawDataView::EQS);
DebugComponent->EnableClientEQSSceneProxy(bEnable && bEnabledEQSView ? true : false);
DebugComponent->MarkRenderStateDirty();
}
#endif
}
bool AGameplayDebuggingReplicator::IsToolCreated()
{
UGameplayDebuggingControllerComponent* GDC = FindComponentByClass<UGameplayDebuggingControllerComponent>();
return LocalPlayerOwner && GDC;
}
void AGameplayDebuggingReplicator::CreateTool()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer)
{
UGameplayDebuggingControllerComponent* GDC = FindComponentByClass<UGameplayDebuggingControllerComponent>();
if (!GDC)
{
DebugComponentControllerClass = StaticLoadClass(UGameplayDebuggingControllerComponent::StaticClass(), NULL, *DebugComponentControllerClassName, NULL, LOAD_None, NULL);
if (!DebugComponentControllerClass.IsValid())
{
DebugComponentControllerClass = AGameplayDebuggingHUDComponent::StaticClass();
}
GDC = NewObject<UGameplayDebuggingControllerComponent>(this, DebugComponentControllerClass.Get());
GDC->SetPlayerOwner(LocalPlayerOwner);
GDC->RegisterComponent();
}
}
#endif
}
void AGameplayDebuggingReplicator::EnableTool()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// @note patching up OR-9814
if (GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer && DebugComponent != nullptr)
{
UGameplayDebuggingControllerComponent* GDC = FindComponentByClass<UGameplayDebuggingControllerComponent>();
if (GDC)
{
// simulate key press
GDC->OnActivationKeyPressed();
ClientEnableTargetSelection(true, LocalPlayerOwner);
// @note patching up OR-9814
DebugComponent->SelectTargetToDebug();
GDC->OnActivationKeyReleased();
}
}
#endif
}
void AGameplayDebuggingReplicator::TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction)
{
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
UWorld* World = GetWorld();
if (!IsGlobalInWorld() || !World || GetNetMode() == ENetMode::NM_Client || !IGameplayDebugger::IsAvailable())
{
// global level replicator don't have any local player and it's prepared to work only on servers
return;
}
UGameInstance* GameInstance = World->GetGameInstance();
if (!GameInstance || !World->IsGameWorld())
{
return;
}
PlayerControllersUpdateDelay -= DeltaTime;
if (PlayerControllersUpdateDelay <= 0)
{
for (FConstPlayerControllerIterator Iterator = World->GetPlayerControllerIterator(); Iterator; Iterator++)
{
APlayerController* PC = *Iterator;
if (PC)
{
IGameplayDebugger& Debugger = IGameplayDebugger::Get();
Debugger.CreateGameplayDebuggerForPlayerController(PC);
}
}
PlayerControllersUpdateDelay = 5;
}
#endif
}
bool AGameplayDebuggingReplicator::ServerSetActorToDebug_Validate(AActor* InActor)
{
return true;
}
void AGameplayDebuggingReplicator::ServerSetActorToDebug_Implementation(AActor* InActor)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (LastSelectedActorToDebug != InActor)
{
LastSelectedActorToDebug = InActor;
UGameplayDebuggingComponent::OnDebuggingTargetChangedDelegate.Broadcast(InActor, InActor ? InActor->IsSelected() : false);
APawn* TargetPawn = Cast<APawn>(InActor);
if (TargetPawn)
{
FBehaviorTreeDelegates::OnDebugSelected.Broadcast(TargetPawn);
}
}
// @note patching up OR-9814
const UGameplayDebuggingComponent* DummyPointer = GetDebugComponent();
if (DebugComponent)
{
DebugComponent->SetActorToDebug(InActor);
}
#endif
}
void AGameplayDebuggingReplicator::OnDebugAIDelegate(class UCanvas* Canvas, class APlayerController* PC)
{
#if WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (!GIsEditor)
{
return;
}
if (!LocalPlayerOwner || IsGlobalInWorld())
{
return;
}
UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine);
if (GFrameNumber == LastDrawAtFrame || !EEngine || !EEngine->bIsSimulatingInEditor)
{
return;
}
if (!Canvas || !Canvas->SceneView || Canvas->SceneView->bIsGameView == false)
{
return;
}
LastDrawAtFrame = GFrameNumber;
FEngineShowFlags EngineShowFlags = Canvas && Canvas->SceneView && Canvas->SceneView->Family ? Canvas->SceneView->Family->EngineShowFlags : FEngineShowFlags(GIsEditor ? EShowFlagInitMode::ESFIM_Editor : EShowFlagInitMode::ESFIM_Game);
if (!EngineShowFlags.DebugAI)
{
return;
}
EnableDraw(true);
UWorld* World = GetWorld();
UGameplayDebuggingComponent* DebuggingComponent = GetDebugComponent();
if (World && DebuggingComponent && DebuggingComponent->GetOwnerRole() == ROLE_Authority)
{
UGameplayDebuggingControllerComponent* GDC = FindComponentByClass<UGameplayDebuggingControllerComponent>();
TArray<int32> OryginalReplicateViewDataCounters;
OryginalReplicateViewDataCounters = DebuggingComponent->ReplicateViewDataCounters;
for (uint32 Index = 0; Index < EAIDebugDrawDataView::MAX; ++Index)
{
DebuggingComponent->ReplicateViewDataCounters[Index] = GameplayDebuggerSettings(this).CheckFlag((EAIDebugDrawDataView::Type)Index) ? 1 : 0;
}
// looks like Simulate in UE4 Editor - let's find selected Pawn to debug
AActor* FullSelectedTarget = NULL;
for (FConstPawnIterator Iterator = World->GetPawnIterator(); Iterator; ++Iterator)
{
AActor* NewTarget = Cast<AActor>(*Iterator);
if (NewTarget->IsSelected() && !FullSelectedTarget)
{
FullSelectedTarget = NewTarget;
continue;
}
//We needs to collect data manually in Simulate
DebuggingComponent->SetActorToDebug(NewTarget);
DebuggingComponent->CollectDataToReplicate(NewTarget->IsSelected());
DrawDebugData(Canvas, PC);
}
const AActor* OldActor = LastSelectedActorToDebug;
ServerSetActorToDebug(FullSelectedTarget);
if (FullSelectedTarget)
{
DebuggingComponent->CollectDataToReplicate(true);
DebuggingComponent->SetEQSIndex(ActiveEQSIndex);
DrawDebugData(Canvas, PC);
}
if (GetSelectedActorToDebug() != OldActor)
{
DebuggingComponent->MarkRenderStateDirty();
}
DebuggingComponent->ReplicateViewDataCounters = OryginalReplicateViewDataCounters;
}
#endif
}
void AGameplayDebuggingReplicator::DrawDebugDataDelegate(class UCanvas* Canvas, class APlayerController* PC)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (GetWorld() == NULL || IsPendingKill() || Canvas == NULL || Canvas->IsPendingKill())
{
return;
}
if (!LocalPlayerOwner || IsGlobalInWorld() || !IsDrawEnabled())
{
return;
}
if (Canvas->SceneView != NULL && !Canvas->SceneView->bIsGameView)
{
return;
}
if (GFrameNumber == LastDrawAtFrame)
{
return;
}
LastDrawAtFrame = GFrameNumber;
const UGameplayDebuggingControllerComponent* GDC = FindComponentByClass<UGameplayDebuggingControllerComponent>();
if (!GDC)
{
return;
}
if (GetWorld()->bPlayersOnly && Role == ROLE_Authority)
{
for (FConstPawnIterator Iterator = GetWorld()->GetPawnIterator(); Iterator; ++Iterator)
{
AActor* NewTarget = Cast<AActor>(*Iterator);
if (NewTarget->IsSelected() && GetSelectedActorToDebug() != NewTarget)
{
ServerSetActorToDebug(NewTarget);
}
// @note patching up OR-9814
const UGameplayDebuggingComponent* DummyPointer = GetDebugComponent();
if (DebugComponent)
{
DebugComponent->SetActorToDebug(NewTarget);
DebugComponent->CollectDataToReplicate(true);
}
}
}
DrawDebugData(Canvas, PC);
#endif
}
void AGameplayDebuggingReplicator::DrawDebugData(class UCanvas* Canvas, class APlayerController* PC)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (!LocalPlayerOwner)
{
return;
}
bool bAllowToDraw = Canvas && Canvas->SceneView && (Canvas->SceneView->ViewActor == LocalPlayerOwner->AcknowledgedPawn || Canvas->SceneView->ViewActor == LocalPlayerOwner->GetPawnOrSpectator());
if (!bAllowToDraw)
{
// check for spectator debug camera
UGameplayDebuggingControllerComponent* GDC = FindComponentByClass<UGameplayDebuggingControllerComponent>();
// bAllowToDraw here used to check GDC->GetDebugCameraController().IsValid(), but it doesn't seem to be necessary, and it was preventing display in some desired cases.
bAllowToDraw = GDC && (Canvas->SceneView->ViewActor->GetInstigatorController() == GDC->GetDebugCameraController().Get());
if (!bAllowToDraw)
{
return;
}
}
if (!DebugRenderer.IsValid() && DebugComponentHUDClass.IsValid())
{
FActorSpawnParameters SpawnInfo;
SpawnInfo.Owner = NULL;
SpawnInfo.Instigator = NULL;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
DebugRenderer = GetWorld()->SpawnActor<AGameplayDebuggingHUDComponent>(DebugComponentHUDClass.Get(), SpawnInfo);
DebugRenderer->SetCanvas(Canvas);
DebugRenderer->SetPlayerOwner(LocalPlayerOwner);
DebugRenderer->SetWorld(GetWorld());
}
if (DebugRenderer != NULL)
{
DebugRenderer->SetCanvas(Canvas);
DebugRenderer->Render();
}
#endif
}
void AGameplayDebuggingReplicator::DebugNextPawn(UClass* CompareClass, APawn* CurrentPawn)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
APawn* LastSeen = nullptr;
APawn* FirstSeen = nullptr;
// Search through the list looking for the next one of this type
for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++)
{
APawn* IterPawn = *It;
if (IterPawn->IsA(CompareClass))
{
if (LastSeen == CurrentPawn)
{
ServerSetActorToDebug(IterPawn);
return;
}
LastSeen = IterPawn;
if (FirstSeen == nullptr)
{
FirstSeen = IterPawn;
}
}
}
// See if we need to wrap around the list
if (FirstSeen != nullptr)
{
ServerSetActorToDebug(FirstSeen);
}
#endif
}
void AGameplayDebuggingReplicator::DebugPrevPawn(UClass* CompareClass, APawn* CurrentPawn)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
APawn* LastSeen = nullptr;
APawn* PrevSeen = nullptr;
APawn* FirstSeen = nullptr;
// Search through the list looking for the prev one of this type
for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++)
{
APawn* IterPawn = *It;
if (IterPawn->IsA(CompareClass))
{
if (LastSeen == CurrentPawn && FirstSeen != CurrentPawn)
{
ServerSetActorToDebug(PrevSeen);
return;
}
PrevSeen = LastSeen;
LastSeen = IterPawn;
if (FirstSeen == nullptr)
{
FirstSeen = IterPawn;
if (CurrentPawn == nullptr)
{
ServerSetActorToDebug(FirstSeen);
return;
}
}
}
}
// Wrap from the beginning to the end
if (FirstSeen == CurrentPawn)
{
ServerSetActorToDebug(LastSeen);
}
// Handle getting the previous to the end
else if (LastSeen == CurrentPawn)
{
ServerSetActorToDebug(PrevSeen);
}
#endif
}