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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundArrayRandomNode.h
jimmy smith 0b389b3662 Fix for metasound Random node failure to reinit shared state.
#rb aaron.mcleran rob.gay phil.popp
#jira UE-112882
#preflight 621d7fbad815cc2f950666d0

#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 19203972 in //UE5/Release-5.0/... via CL 19209209
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19215314 by jimmy smith in ue5-main branch]
2022-03-01 21:24:51 -05:00

454 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/CircularQueue.h"
#include "MetasoundArrayNodes.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundSourceInterface.h"
#include "MetasoundNodeInterface.h"
#include "MetasoundTrigger.h"
#define LOCTEXT_NAMESPACE "MetasoundFrontend"
namespace Metasound
{
namespace ArrayNodeRandomGetVertexNames
{
static const FName InputTriggerNextName = "Next";
static const FName InputTriggerResetName = "Reset";
static const FName InputRandomArrayName = "In Array";
static const FName InputWeightsName = "Weights";
static const FName InputSeedName = "Seed";
static const FName InputNoRepeatOrderName = "No Repeats";
static const FName InputEnableSharedStateName = "Enable Shared State";
static const FName OutputTriggerOnNextName = "On Next";
static const FName OutputTriggerOnResetName = "On Reset";
static const FName OutputValueName = "Value";
static const FText InputTriggerNextTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_TriggerNextTooltip", "Trigger to get the next value in the randomized array.");
static const FText InputTriggerResetTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_TriggerResetTooltip", "Trigger to reset the seed for the randomized array.");
static const FText InputRandomArrayTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_RandomArrayTooltip", "Input array to randomized.");
static const FText InputWeightsTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_WeightsTooltip", "Input array of weights to use for random selection. Will repeat if this array is shorter than the input array to select from.");
static const FText InputSeedTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_SeedTooltip", "Seed to use for the random shuffle.");
static const FText InputNoRepeatOrderTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_NoRepeatOrderTooltip", "The number of elements to track to avoid repeating in a row.");
static const FText InputEnableSharedStateTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_EnableSharedStateTooltip", "Set to enabled to share state across instances of this MetaSound.");
static const FText OutputTriggerOnNextTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_TriggerOnNextTooltip", "Triggers when the \"Next\" input is triggered.");
static const FText OutputTriggerOnResetTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_TriggerOnResetTooltip", "Triggers when the \"Shuffle\" input is triggered or if the array is auto-shuffled.");
static const FText OutputValueTooltip = METASOUND_LOCTEXT("RandomArrayGetNode_ValueTooltip", "Value of the current shuffled element.");
}
class METASOUNDFRONTEND_API FArrayRandomGet
{
public:
FArrayRandomGet() = default;
FArrayRandomGet(int32 InSeed, int32 InMaxIndex, const TArray<float>& InWeights, int32 InNoRepeatOrder);
~FArrayRandomGet() = default;
void Init(int32 InSeed, int32 InMaxIndex, const TArray<float>& InWeights, int32 InNoRepeatOrder);
void SetSeed(int32 InSeed);
void SetNoRepeatOrder(int32 InNoRepeatOrder);
void SetRandomWeights(const TArray<float>& InRandomWeights);
void ResetSeed();
int32 NextValue();
int32 GetNoRepeatOrder() const { return NoRepeatOrder; }
int32 GetMaxIndex() const { return MaxIndex; }
private:
float ComputeTotalWeight();
// The current index into the array of indicies (wraps between 0 and ShuffleIndices.Num())
TArray<int32> PreviousIndices;
TUniquePtr<TCircularQueue<int32>> PreviousIndicesQueue;
int32 NoRepeatOrder = INDEX_NONE;
// Array of indices (in order 0 to Num)
int32 MaxIndex = 0;
TArray<float> RandomWeights;
// Random stream to use to randomize the shuffling
FRandomStream RandomStream;
};
struct InitSharedStateArgs
{
FGuid SharedStateId;
int32 Seed = INDEX_NONE;
int32 NumElements = 0;
int32 NoRepeatOrder = 0;
bool bIsPreviewSound = false;
TArray<float> Weights;
};
class METASOUNDFRONTEND_API FSharedStateRandomGetManager
{
public:
static FSharedStateRandomGetManager& Get();
void InitSharedState(InitSharedStateArgs& InArgs);
int32 NextValue(const FGuid& InSharedStateId);
void SetSeed(const FGuid& InSharedStateId, int32 InSeed);
void SetNoRepeatOrder(const FGuid& InSharedStateId, int32 InNoRepeatOrder);
void SetRandomWeights(const FGuid& InSharedStateId, const TArray<float>& InRandomWeights);
void ResetSeed(const FGuid& InSharedStateId);
private:
FSharedStateRandomGetManager() = default;
~FSharedStateRandomGetManager() = default;
FCriticalSection CritSect;
TMap<FGuid, TUniquePtr<FArrayRandomGet>> RandomGets;
};
template<typename ArrayType>
class TArrayRandomGetOperator : public TExecutableOperator<TArrayRandomGetOperator<ArrayType>>
{
public:
using FArrayDataReadReference = TDataReadReference<ArrayType>;
using FArrayWeightReadReference = TDataReadReference<TArray<float>>;
using WeightsArrayType = TArray<float>;
using ElementType = typename MetasoundArrayNodesPrivate::TArrayElementType<ArrayType>::Type;
using FElementTypeWriteReference = TDataWriteReference<ElementType>;
static const FVertexInterface& GetDefaultInterface()
{
using namespace ArrayNodeRandomGetVertexNames;
static const FVertexInterface DefaultInterface(
FInputVertexInterface(
TInputDataVertexModel<FTrigger>(InputTriggerNextName, InputTriggerNextTooltip),
TInputDataVertexModel<FTrigger>(InputTriggerResetName, InputTriggerResetTooltip),
TInputDataVertexModel<ArrayType>(InputRandomArrayName, InputRandomArrayTooltip),
TInputDataVertexModel<WeightsArrayType>(InputWeightsName, InputWeightsTooltip),
TInputDataVertexModel<int32>(InputSeedName, InputSeedTooltip, -1),
TInputDataVertexModel<int32>(InputNoRepeatOrderName, InputNoRepeatOrderTooltip, 1),
TInputDataVertexModel<bool>(InputEnableSharedStateName, InputEnableSharedStateTooltip, false)
),
FOutputVertexInterface(
TOutputDataVertexModel<FTrigger>(OutputTriggerOnNextName, OutputTriggerOnNextTooltip),
TOutputDataVertexModel<FTrigger>(OutputTriggerOnResetName, OutputTriggerOnResetTooltip),
TOutputDataVertexModel<ElementType>(OutputValueName, OutputValueTooltip)
)
);
return DefaultInterface;
}
static const FNodeClassMetadata& GetNodeInfo()
{
auto CreateNodeClassMetadata = []() -> FNodeClassMetadata
{
FName DataTypeName = GetMetasoundDataTypeName<ArrayType>();
FName OperatorName = "Random Get";
FText NodeDisplayName = METASOUND_LOCTEXT_FORMAT("RandomArrayGetNode_OpDisplayNamePattern", "Random Get ({0})", GetMetasoundDataTypeDisplayText<ArrayType>());
FText NodeDescription = METASOUND_LOCTEXT("RandomArrayGetNode_Description", "Randomly retrieve data from input array using the supplied weights.");
FVertexInterface NodeInterface = GetDefaultInterface();
return MetasoundArrayNodesPrivate::CreateArrayNodeClassMetadata(DataTypeName, OperatorName, NodeDisplayName, NodeDescription, NodeInterface);
};
static const FNodeClassMetadata Metadata = CreateNodeClassMetadata();
return Metadata;
}
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, TArray<TUniquePtr<IOperatorBuildError>>& OutErrors)
{
using namespace ArrayNodeRandomGetVertexNames;
using namespace MetasoundArrayNodesPrivate;
const FInputVertexInterface& Inputs = InParams.Node.GetVertexInterface().GetInputInterface();
FTriggerReadRef InTriggerNext = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, InputTriggerNextName, InParams.OperatorSettings);
FTriggerReadRef InTriggerReset = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, InputTriggerResetName, InParams.OperatorSettings);
FArrayDataReadReference InInputArray = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<ArrayType>(Inputs, InputRandomArrayName, InParams.OperatorSettings);
FArrayWeightReadReference InInputWeightsArray = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<WeightsArrayType>(Inputs, InputWeightsName, InParams.OperatorSettings);
FInt32ReadRef InSeedValue = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<int32>(Inputs, InputSeedName, InParams.OperatorSettings);
FInt32ReadRef InNoRepeatOrder = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<int32>(Inputs, InputNoRepeatOrderName, InParams.OperatorSettings);
FBoolReadRef bInEnableSharedState = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<bool>(Inputs, InputEnableSharedStateName, InParams.OperatorSettings);
return MakeUnique<TArrayRandomGetOperator<ArrayType>>(InParams, InTriggerNext, InTriggerReset, InInputArray, InInputWeightsArray, InSeedValue, InNoRepeatOrder, bInEnableSharedState);
}
TArrayRandomGetOperator(
const FCreateOperatorParams& InParams,
const FTriggerReadRef& InTriggerNext,
const FTriggerReadRef& InTriggerReset,
const FArrayDataReadReference& InInputArray,
const TDataReadReference<WeightsArrayType>& InInputWeightsArray,
const FInt32ReadRef& InSeedValue,
const FInt32ReadRef& InNoRepeatOrder,
const FBoolReadRef& bInEnableSharedState)
: TriggerNext(InTriggerNext)
, TriggerReset(InTriggerReset)
, InputArray(InInputArray)
, InputWeightsArray(InInputWeightsArray)
, SeedValue(InSeedValue)
, NoRepeatOrder(InNoRepeatOrder)
, bEnableSharedState(bInEnableSharedState)
, TriggerOnNext(FTriggerWriteRef::CreateNew(InParams.OperatorSettings))
, TriggerOnReset(FTriggerWriteRef::CreateNew(InParams.OperatorSettings))
, OutValue(TDataWriteReferenceFactory<ElementType>::CreateAny(InParams.OperatorSettings))
{
using namespace Frontend;
#if WITH_METASOUND_DEBUG_ENVIRONMENT
GraphName = *InParams.Environment.GetValue<FString>(SourceInterface::Environment::GraphName);
#endif // WITH_METASOUND_DEBUG_ENVIRONMENT
// Check to see if this is a global shuffler or a local one.
// Global shuffler will use a namespace to opt into it.
PrevSeedValue = *SeedValue;
PrevNoRepeatOrder = FMath::Max(*NoRepeatOrder, 0);
WeightsArray = *InputWeightsArray;
const ArrayType& InputArrayRef = *InputArray;
PrevArraySize = InputArrayRef.Num();
if (PrevArraySize > 0)
{
if (*bEnableSharedState)
{
// Get the environment variable for the unique ID of the sound
SharedStateUniqueId = InParams.Node.GetInstanceID();
check(SharedStateUniqueId.IsValid());
bIsPreviewSound = InParams.Environment.GetValue<bool>(SourceInterface::Environment::IsPreview);
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
InitSharedStateArgs Args;
Args.SharedStateId = SharedStateUniqueId;
Args.Seed = PrevSeedValue;
Args.NumElements = PrevArraySize;
Args.NoRepeatOrder = PrevNoRepeatOrder;
Args.bIsPreviewSound = bIsPreviewSound;
Args.Weights = WeightsArray;
RGM.InitSharedState(Args);
}
else
{
ArrayRandomGet = MakeUnique<FArrayRandomGet>(PrevSeedValue, PrevArraySize, WeightsArray, PrevNoRepeatOrder);
}
}
#if WITH_METASOUND_DEBUG_ENVIRONMENT
else
{
UE_LOG(LogMetaSound, Verbose, TEXT("Array Random Get: Can't retrieve random elements from an empty array in graph '%s'"), *GraphName);
}
#endif // WITH_METASOUND_DEBUG_ENVIRONMENT
}
virtual ~TArrayRandomGetOperator() = default;
virtual FDataReferenceCollection GetInputs() const override
{
using namespace ArrayNodeRandomGetVertexNames;
FDataReferenceCollection Inputs;
Inputs.AddDataReadReference(InputTriggerNextName, TriggerNext);
Inputs.AddDataReadReference(InputTriggerResetName, TriggerReset);
Inputs.AddDataReadReference(InputRandomArrayName, InputArray);
Inputs.AddDataReadReference(InputWeightsName, InputWeightsArray);
Inputs.AddDataReadReference(InputSeedName, SeedValue);
Inputs.AddDataReadReference(InputNoRepeatOrderName, NoRepeatOrder);
Inputs.AddDataReadReference(InputEnableSharedStateName, bEnableSharedState);
return Inputs;
}
virtual FDataReferenceCollection GetOutputs() const override
{
using namespace ArrayNodeRandomGetVertexNames;
FDataReferenceCollection Outputs;
Outputs.AddDataReadReference(OutputTriggerOnNextName, TriggerOnNext);
Outputs.AddDataReadReference(OutputTriggerOnResetName, TriggerOnReset);
Outputs.AddDataReadReference(OutputValueName, OutValue);
return Outputs;
}
void Execute()
{
TriggerOnNext->AdvanceBlock();
TriggerOnReset->AdvanceBlock();
const ArrayType& InputArrayRef = *InputArray;
// If the array size has changed, we need to reinit before getting the next value
if (PrevArraySize != InputArrayRef.Num())
{
PrevArraySize = InputArrayRef.Num();
if (PrevArraySize != 0)
{
if (!ArrayRandomGet.IsValid())
{
ArrayRandomGet = MakeUnique<FArrayRandomGet>(PrevSeedValue, PrevArraySize, WeightsArray, PrevNoRepeatOrder);
}
ArrayRandomGet->Init(PrevSeedValue, PrevArraySize, WeightsArray, PrevNoRepeatOrder);
}
}
if (PrevArraySize == 0)
{
if (!bHasLoggedEmptyArrayWarning)
{
#if WITH_METASOUND_DEBUG_ENVIRONMENT
UE_LOG(LogMetaSound, Verbose, TEXT("Array Random Get: empty array input (Graph '%s')"), *GraphName);
#endif // WITH_METASOUND_DEBUG_ENVIRONMENT
bHasLoggedEmptyArrayWarning = true;
}
return;
}
// Check for a seed change
if (PrevSeedValue != *SeedValue)
{
PrevSeedValue = *SeedValue;
if (SharedStateUniqueId.IsValid())
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.SetSeed(SharedStateUniqueId, PrevSeedValue);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->SetSeed(PrevSeedValue);
}
}
if (PrevNoRepeatOrder != *NoRepeatOrder)
{
PrevNoRepeatOrder = *NoRepeatOrder;
if (SharedStateUniqueId.IsValid())
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.SetNoRepeatOrder(SharedStateUniqueId, PrevNoRepeatOrder);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->SetNoRepeatOrder(PrevNoRepeatOrder);
}
}
WeightsArray = *InputWeightsArray;
if (SharedStateUniqueId.IsValid())
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.SetRandomWeights(SharedStateUniqueId, WeightsArray);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->SetRandomWeights(WeightsArray);
}
// Don't do anything if our array is empty
if (InputArrayRef.Num() == 0)
{
return;
}
TriggerReset->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
if (SharedStateUniqueId.IsValid())
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.ResetSeed(SharedStateUniqueId);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->ResetSeed();
}
TriggerOnReset->TriggerFrame(StartFrame);
}
);
TriggerNext->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
const ArrayType& InputArrayRef = *InputArray;
int32 OutRandomIndex = INDEX_NONE;
if (SharedStateUniqueId.IsValid())
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
OutRandomIndex = RGM.NextValue(SharedStateUniqueId);
}
else
{
check(ArrayRandomGet.IsValid());
OutRandomIndex = ArrayRandomGet->NextValue();
}
check(OutRandomIndex != INDEX_NONE);
// The input array size may have changed, so make sure it's wrapped into range of the input array
*OutValue = InputArrayRef[OutRandomIndex % InputArrayRef.Num()];
TriggerOnNext->TriggerFrame(StartFrame);
}
);
}
private:
// Inputs
FTriggerReadRef TriggerNext;
FTriggerReadRef TriggerReset;
FArrayDataReadReference InputArray;
TDataReadReference<WeightsArrayType> InputWeightsArray;
FInt32ReadRef SeedValue;
FInt32ReadRef NoRepeatOrder;
FBoolReadRef bEnableSharedState;
// Outputs
FTriggerWriteRef TriggerOnNext;
FTriggerWriteRef TriggerOnReset;
TDataWriteReference<ElementType> OutValue;
#if WITH_METASOUND_DEBUG_ENVIRONMENT
FString GraphName;
#endif // WITH_METASOUND_DEBUG_ENVIRONMENT
// Data
TUniquePtr<FArrayRandomGet> ArrayRandomGet;
TArray<float> WeightsArray;
int32 PrevSeedValue = INDEX_NONE;
int32 PrevNoRepeatOrder = INDEX_NONE;
FGuid SharedStateUniqueId;
int32 PrevArraySize = 0;
bool bIsPreviewSound = false;
bool bHasLoggedEmptyArrayWarning = false;
};
template<typename ArrayType>
class TArrayRandomGetNode : public FNodeFacade
{
public:
TArrayRandomGetNode(const FNodeInitData& InInitData)
: FNodeFacade(InInitData.InstanceName, InInitData.InstanceID, TFacadeOperatorClass<TArrayRandomGetOperator<ArrayType>>())
{
}
virtual ~TArrayRandomGetNode() = default;
};
}
#undef LOCTEXT_NAMESPACE