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Also added a handy "CanBeClaimed" function for testing individual slots. #review-21737223 #preflight 6310808ae54ec9d581d0fade #preflight 6310a9eae1124837759bf70f [CL 21738872 by Mieszko Zielinski in ue5-main branch]
1377 lines
51 KiB
C++
1377 lines
51 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectSubsystem.h"
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#include "SmartObjectDefinition.h"
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#include "SmartObjectComponent.h"
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#include "SmartObjectCollection.h"
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#include "EngineUtils.h"
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#include "MassCommandBuffer.h"
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#include "MassEntityManager.h"
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#include "MassEntitySubsystem.h"
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#include "SmartObjectHashGrid.h"
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#include "VisualLogger/VisualLogger.h"
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#include "ProfilingDebugging/CpuProfilerTrace.h"
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#if UE_ENABLE_DEBUG_DRAWING
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#include "SmartObjectSubsystemRenderingActor.h"
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#endif
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#if WITH_SMARTOBJECT_DEBUG
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#include "MassExecutor.h"
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#endif
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#if WITH_EDITOR
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#include "Engine/LevelBounds.h"
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#include "WorldPartition/WorldPartition.h"
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#endif
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namespace UE::SmartObject
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{
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// Indicates that runtime shouldn't be initialized.
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// This flag must be set BEFORE launching the game and not toggled after.
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bool bDisableRuntime = false;
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FAutoConsoleVariableRef CVarDisableRuntime(
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TEXT("ai.smartobject.DisableRuntime"),
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bDisableRuntime,
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TEXT("If enabled, runtime instances won't be created for baked collection entries or runtime added ones from component registration."),
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ECVF_Default);
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#if WITH_SMARTOBJECT_DEBUG
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namespace Debug
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{
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static FAutoConsoleCommandWithWorld RegisterAllSmartObjectsCmd
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(
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TEXT("ai.debug.so.RegisterAllSmartObjects"),
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TEXT("Force register all objects registered in the subsystem to simulate & debug runtime flows (will ignore already registered components)."),
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FConsoleCommandWithWorldDelegate::CreateLambda([](const UWorld* InWorld)
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(InWorld))
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{
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Subsystem->DebugRegisterAllSmartObjects();
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}
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})
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);
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static FAutoConsoleCommandWithWorld UnregisterAllSmartObjectsCmd
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(
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TEXT("ai.debug.so.UnregisterAllSmartObjects"),
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TEXT("Force unregister all objects registered in the subsystem to simulate & debug runtime flows (will ignore already unregistered components)."),
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FConsoleCommandWithWorldDelegate::CreateLambda([](const UWorld* InWorld)
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(InWorld))
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{
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Subsystem->DebugUnregisterAllSmartObjects();
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}
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})
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);
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} // UE::SmartObject::Debug
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#endif // WITH_SMARTOBJECT_DEBUG
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} // UE::SmartObject
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//----------------------------------------------------------------------//
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// USmartObjectSubsystem
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//----------------------------------------------------------------------//
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void USmartObjectSubsystem::OnWorldComponentsUpdated(UWorld& World)
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{
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// Load class required to instantiate the space partition structure
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UE_CVLOG_UELOG(!SpacePartitionClassName.IsValid(), this, LogSmartObject, Error, TEXT("A valid space partition class name is required."));
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if (SpacePartitionClassName.IsValid())
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{
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SpacePartitionClass = LoadClass<USmartObjectSpacePartition>(this, *SpacePartitionClassName.ToString());
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UE_CVLOG_UELOG(*SpacePartitionClass == nullptr, this, LogSmartObject, Error, TEXT("Unable to load class %s"), *SpacePartitionClassName.ToString());
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}
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// Class not specified or invalid, use some default
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if (SpacePartitionClass.Get() == nullptr)
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{
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SpacePartitionClassName = FSoftClassPath(USmartObjectHashGrid::StaticClass());
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SpacePartitionClass = USmartObjectHashGrid::StaticClass();
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UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Using default class %s"), *SpacePartitionClassName.ToString());
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}
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#if UE_ENABLE_DEBUG_DRAWING
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// Spawn the rendering actor
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if (RenderingActor == nullptr)
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{
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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RenderingActor = World.SpawnActor<ASmartObjectSubsystemRenderingActor>(SpawnInfo);
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}
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#endif // UE_ENABLE_DEBUG_DRAWING
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// Register collections that were unable to register since they got loaded before the subsystem got created/initialized.
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RegisterCollectionInstances();
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#if WITH_EDITOR
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SpawnMissingCollection();
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if (!World.IsGameWorld())
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{
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ComputeBounds(World, *MainCollection);
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}
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#endif // WITH_EDITOR
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}
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USmartObjectSubsystem* USmartObjectSubsystem::GetCurrent(const UWorld* World)
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{
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return UWorld::GetSubsystem<USmartObjectSubsystem>(World);
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}
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FSmartObjectRuntime* USmartObjectSubsystem::AddComponentToSimulation(USmartObjectComponent& SmartObjectComponent, const FSmartObjectCollectionEntry& NewEntry)
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{
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checkf(SmartObjectComponent.GetDefinition() != nullptr, TEXT("Shouldn't reach this point with an invalid definition asset"));
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FSmartObjectRuntime* SmartObjectRuntime = AddCollectionEntryToSimulation(NewEntry, *SmartObjectComponent.GetDefinition());
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if (SmartObjectRuntime != nullptr)
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{
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SmartObjectComponent.OnRuntimeInstanceCreated(*SmartObjectRuntime);
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}
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return SmartObjectRuntime;
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}
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void USmartObjectSubsystem::BindComponentToSimulation(USmartObjectComponent& SmartObjectComponent)
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{
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// Notify the component to bind to its runtime counterpart
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FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
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if (ensureMsgf(SmartObjectRuntime != nullptr, TEXT("Binding a component should only be used when an associated runtime instance exists.")))
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{
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SmartObjectComponent.OnRuntimeInstanceBound(*SmartObjectRuntime);
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}
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}
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void USmartObjectSubsystem::UnbindComponentFromSimulation(USmartObjectComponent& SmartObjectComponent)
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{
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// Notify the component to unbind from its runtime counterpart
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FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectComponent.GetRegisteredHandle());
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if (ensureMsgf(SmartObjectRuntime != nullptr, TEXT("Unbinding a component should only be used when an associated runtime instance exists.")))
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{
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SmartObjectComponent.OnRuntimeInstanceUnbound(*SmartObjectRuntime);
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}
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}
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FSmartObjectRuntime* USmartObjectSubsystem::AddCollectionEntryToSimulation(const FSmartObjectCollectionEntry& Entry, const USmartObjectDefinition& Definition)
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{
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const FSmartObjectHandle Handle = Entry.GetHandle();
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const FTransform& Transform = Entry.GetTransform();
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const FBox& Bounds = Entry.GetBounds();
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const FGameplayTagContainer& Tags = Entry.GetTags();
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if (!ensureMsgf(Handle.IsValid(), TEXT("SmartObject needs a valid Handle to be added to the simulation")))
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{
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return nullptr;
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}
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if (!ensureMsgf(RuntimeSmartObjects.Find(Handle) == nullptr, TEXT("Handle '%s' already registered in runtime simulation"), *LexToString(Handle)))
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{
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return nullptr;
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}
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if (!ensureMsgf(EntityManager, TEXT("Entity subsystem required to add a smartobject to the simulation")))
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{
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return nullptr;
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}
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UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Adding SmartObject '%s' to runtime simulation."), *LexToString(Handle));
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FSmartObjectRuntime& Runtime = RuntimeSmartObjects.Emplace(Handle, FSmartObjectRuntime(Definition));
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Runtime.SetRegisteredHandle(Handle);
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Runtime.Tags = Tags;
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#if UE_ENABLE_DEBUG_DRAWING
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Runtime.Bounds = Bounds;
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#endif
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// Create runtime data and entity for each slot
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int32 SlotIndex = 0;
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for (const FSmartObjectSlotDefinition& SlotDefinition : Definition.GetSlots())
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{
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// Build our shared fragment
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FMassArchetypeSharedFragmentValues SharedFragmentValues;
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FConstSharedStruct& SharedFragment = EntityManager->GetOrCreateConstSharedFragment(FSmartObjectSlotDefinitionFragment(Definition, SlotDefinition));
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SharedFragmentValues.AddConstSharedFragment(SharedFragment);
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FSmartObjectSlotTransform TransformFragment;
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TOptional<FTransform> OptionalTransform = Definition.GetSlotTransform(Transform, FSmartObjectSlotIndex(SlotIndex));
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TransformFragment.SetTransform(OptionalTransform.Get(Transform));
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const FMassEntityHandle EntityHandle = EntityManager->ReserveEntity();
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EntityManager->Defer().PushCommand<FMassCommandBuildEntityWithSharedFragments>(EntityHandle, MoveTemp(SharedFragmentValues), TransformFragment);
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FSmartObjectSlotHandle SlotHandle(EntityHandle);
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RuntimeSlotStates.Add(SlotHandle, FSmartObjectSlotClaimState());
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Runtime.SlotHandles[SlotIndex] = SlotHandle;
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SlotIndex++;
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}
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// For objects added to simulation after initial collection, we need to flush the command buffer
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if (bInitialCollectionAddedToSimulation)
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{
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// This is the temporary way to force our commands to be processed until MassEntitySubsystem
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// offers a threadsafe solution to push and flush commands in our own execution context.
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EntityManager->FlushCommands();
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}
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// Transfer spatial information to the runtime instance
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Runtime.SetTransform(Transform);
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// Insert to the spatial representation structure and store associated data
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checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
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Runtime.SpatialEntryData = SpacePartition->Add(Handle, Bounds);
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return &Runtime;
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}
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void USmartObjectSubsystem::RemoveRuntimeInstanceFromSimulation(const FSmartObjectHandle Handle)
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{
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UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Removing SmartObject '%s' from runtime simulation."), *LexToString(Handle));
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FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Handle);
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if (!ensureMsgf(SmartObjectRuntime != nullptr, TEXT("RemoveFromSimulation is an internal call and should only be used for objects still part of the simulation")))
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{
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return;
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}
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if (!ensureMsgf(EntityManager, TEXT("Entity subsystem required to remove a smartobject from the simulation")))
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{
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return;
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}
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// Abort everything before removing since abort flow may require access to runtime data
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AbortAll(*SmartObjectRuntime, ESmartObjectSlotState::Free);
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// Remove from space partition
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checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
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SpacePartition->Remove(Handle, SmartObjectRuntime->SpatialEntryData);
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// Destroy entities associated to slots
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TArray<FMassEntityHandle> EntitiesToDestroy;
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EntitiesToDestroy.Reserve(SmartObjectRuntime->SlotHandles.Num());
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for (const FSmartObjectSlotHandle SlotHandle : SmartObjectRuntime->SlotHandles)
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{
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RuntimeSlotStates.Remove(SlotHandle);
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EntitiesToDestroy.Add(SlotHandle);
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}
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EntityManager->Defer().DestroyEntities(EntitiesToDestroy);
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// Remove object runtime data
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RuntimeSmartObjects.Remove(Handle);
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}
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void USmartObjectSubsystem::RemoveCollectionEntryFromSimulation(const FSmartObjectCollectionEntry& Entry)
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{
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RemoveRuntimeInstanceFromSimulation(Entry.GetHandle());
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}
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void USmartObjectSubsystem::RemoveComponentFromSimulation(USmartObjectComponent& SmartObjectComponent)
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{
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RemoveRuntimeInstanceFromSimulation(SmartObjectComponent.GetRegisteredHandle());
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SmartObjectComponent.OnRuntimeInstanceDestroyed();
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}
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void USmartObjectSubsystem::AbortAll(FSmartObjectRuntime& SmartObjectRuntime, const ESmartObjectSlotState NewState)
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{
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for (const FSmartObjectSlotHandle SlotHandle : SmartObjectRuntime.SlotHandles)
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{
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FSmartObjectSlotClaimState& SlotState = RuntimeSlotStates.FindChecked(SlotHandle);
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switch (SlotState.State)
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{
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case ESmartObjectSlotState::Claimed:
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case ESmartObjectSlotState::Occupied:
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{
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const FSmartObjectClaimHandle ClaimHandle(SmartObjectRuntime.GetRegisteredHandle(), SlotHandle, SlotState.User);
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SlotState.Release(ClaimHandle, NewState, /* bAborted */ true);
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break;
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}
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case ESmartObjectSlotState::Disabled:
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case ESmartObjectSlotState::Free: // falling through on purpose
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default:
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SlotState.State = NewState;
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UE_CVLOG_UELOG(SlotState.User.IsValid(), this, LogSmartObject, Warning,
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TEXT("Smart object %s used by %s while the slot it's assigned to is not marked Claimed nor Occupied"),
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*LexToString(SmartObjectRuntime.GetDefinition()),
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*LexToString(SlotState.User));
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break;
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}
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}
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}
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bool USmartObjectSubsystem::RegisterSmartObject(USmartObjectComponent& SmartObjectComponent)
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{
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if (!RegisteredSOComponents.Contains(&SmartObjectComponent))
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{
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return RegisterSmartObjectInternal(SmartObjectComponent);
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}
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UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Failed to register %s. Already registered"),
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*GetFullNameSafe(SmartObjectComponent.GetOwner()),
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*GetFullNameSafe(SmartObjectComponent.GetDefinition()));
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return false;
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}
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bool USmartObjectSubsystem::RegisterSmartObjectInternal(USmartObjectComponent& SmartObjectComponent)
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{
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("Registering %s using definition %s."),
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*GetFullNameSafe(SmartObjectComponent.GetOwner()),
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*GetFullNameSafe(SmartObjectComponent.GetDefinition()));
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// Main collection may not assigned until world components are updated (active level set and actors registered)
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// In this case objects will be part of the loaded collection or collection will be rebuilt from registered components
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if (IsValid(MainCollection))
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{
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const UWorld& World = GetWorldRef();
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bool bAddToCollection = true;
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#if WITH_EDITOR
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if (!World.IsGameWorld())
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{
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// For "build on demand collections" we wait an explicit build request to clear and repopulate
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if (MainCollection->IsBuildOnDemand())
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{
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bAddToCollection = false;
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not added to collection that is built on demand only."), *GetNameSafe(SmartObjectComponent.GetOwner()));
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}
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// For partition world we don't alter the collection unless we are explicitly building the collection
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else if(World.IsPartitionedWorld() && !MainCollection->IsBuildingForWorldPartition())
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{
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bAddToCollection = false;
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not added to collection that is owned by partitioned world."), *GetNameSafe(SmartObjectComponent.GetOwner()));
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}
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}
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#endif // WITH_EDITOR
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if (bAddToCollection)
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{
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bool bAlreadyInCollection = false;
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const FSmartObjectCollectionEntry* Entry = MainCollection->AddSmartObject(SmartObjectComponent, bAlreadyInCollection);
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#if WITH_EDITOR
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if (Entry != nullptr && !bAlreadyInCollection)
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{
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OnMainCollectionDirtied.Broadcast();
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}
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#endif
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// At runtime we only consider registrations after collection was pushed to the simulation. All existing entries were added on WorldBeginPlay
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if (World.IsGameWorld() && bInitialCollectionAddedToSimulation && Entry != nullptr)
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{
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if (bAlreadyInCollection)
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{
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// Simply bind the newly available component to its active runtime instance
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BindComponentToSimulation(SmartObjectComponent);
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}
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else
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{
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// This is a new entry added after runtime initialization, mark it as a runtime entry (lifetime is tied to the component)
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AddComponentToSimulation(SmartObjectComponent, *Entry);
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RuntimeCreatedEntries.Add(SmartObjectComponent.GetRegisteredHandle());
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}
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}
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}
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}
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else
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{
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if (bInitialCollectionAddedToSimulation)
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{
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// Report error regarding missing Collection only when SmartObjects are registered (i.e. Collection is required)
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UE_VLOG_UELOG(this, LogSmartObject, Error,
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TEXT("%s not added to collection since Main Collection doesn't exist in world '%s'. You need to open and save that world to create the missing collection."),
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*GetNameSafe(SmartObjectComponent.GetOwner()),
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*GetWorldRef().GetFullName());
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}
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else
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{
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not added to collection since Main Collection is not set yet."), *GetNameSafe(SmartObjectComponent.GetOwner()));
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}
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}
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check(RegisteredSOComponents.Find(&SmartObjectComponent) == INDEX_NONE);
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RegisteredSOComponents.Add(&SmartObjectComponent);
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return true;
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}
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bool USmartObjectSubsystem::UnregisterSmartObject(USmartObjectComponent& SmartObjectComponent)
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{
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if (RegisteredSOComponents.Contains(&SmartObjectComponent))
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{
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return UnregisterSmartObjectInternal(SmartObjectComponent, ESmartObjectUnregistrationMode::DestroyRuntimeInstance);
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}
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UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Failed to unregister %s. Already unregistered"),
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*GetFullNameSafe(SmartObjectComponent.GetOwner()),
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*GetFullNameSafe(SmartObjectComponent.GetDefinition()));
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return false;
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}
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bool USmartObjectSubsystem::UnregisterSmartObjectInternal(USmartObjectComponent& SmartObjectComponent, const ESmartObjectUnregistrationMode UnregistrationMode)
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{
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("Unregistering %s using definition %s."),
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*GetFullNameSafe(SmartObjectComponent.GetOwner()),
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*GetFullNameSafe(SmartObjectComponent.GetDefinition()));
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if (IsValid(MainCollection))
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{
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const UWorld& World = GetWorldRef();
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bool bRemoveFromCollection = true;
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#if WITH_EDITOR
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if (!World.IsGameWorld())
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{
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// For "build on demand collections" we wait an explicit build request to clear and repopulate
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if (MainCollection->IsBuildOnDemand())
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{
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bRemoveFromCollection = false;
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not removed from collection that is built on demand only."), *GetNameSafe(SmartObjectComponent.GetOwner()));
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}
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// For partition world we never remove from the collection since it is built incrementally
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else if(World.IsPartitionedWorld())
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{
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bRemoveFromCollection = false;
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UE_VLOG_UELOG(this, LogSmartObject, VeryVerbose, TEXT("%s not removed from collection that is owned by partitioned world."), *GetNameSafe(SmartObjectComponent.GetOwner()));
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}
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}
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#endif // WITH_EDITOR
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// At runtime, only entries created outside the initial collection are removed from simulation and collection
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if (World.IsGameWorld()
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&& bInitialCollectionAddedToSimulation
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&& SmartObjectComponent.GetRegisteredHandle().IsValid()) // Make sure component was registered to simulation (e.g. Valid associated definition)
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{
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bRemoveFromCollection = RuntimeCreatedEntries.Remove(SmartObjectComponent.GetRegisteredHandle()) != 0
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|| UnregistrationMode == ESmartObjectUnregistrationMode::DestroyRuntimeInstance;
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if (bRemoveFromCollection)
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{
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RemoveComponentFromSimulation(SmartObjectComponent);
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}
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else
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{
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// Unbind the component from its associated runtime instance
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UnbindComponentFromSimulation(SmartObjectComponent);
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}
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}
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if (bRemoveFromCollection)
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{
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MainCollection->RemoveSmartObject(SmartObjectComponent);
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}
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}
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RegisteredSOComponents.Remove(&SmartObjectComponent);
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return true;
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}
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bool USmartObjectSubsystem::RegisterSmartObjectActor(const AActor& SmartObjectActor)
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{
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TArray<USmartObjectComponent*> Components;
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SmartObjectActor.GetComponents(Components);
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UE_CVLOG_UELOG(Components.Num() == 0, &SmartObjectActor, LogSmartObject, Log,
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TEXT("Failed to register SmartObject components for %s. No components found."), *SmartObjectActor.GetName());
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int32 NumSuccess = 0;
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for (USmartObjectComponent* SOComponent : Components)
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{
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if (RegisterSmartObject(*SOComponent))
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{
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NumSuccess++;
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}
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}
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return NumSuccess > 0 && NumSuccess == Components.Num();
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}
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|
|
|
bool USmartObjectSubsystem::UnregisterSmartObjectActor(const AActor& SmartObjectActor)
|
|
{
|
|
TArray<USmartObjectComponent*> Components;
|
|
SmartObjectActor.GetComponents(Components);
|
|
UE_CVLOG_UELOG(Components.Num() == 0, &SmartObjectActor, LogSmartObject, Log,
|
|
TEXT("Failed to unregister SmartObject components for %s. No components found."), *SmartObjectActor.GetName());
|
|
|
|
int32 NumSuccess = 0;
|
|
for (USmartObjectComponent* SOComponent : Components)
|
|
{
|
|
if (UnregisterSmartObject(*SOComponent))
|
|
{
|
|
NumSuccess++;
|
|
}
|
|
}
|
|
return NumSuccess > 0 && NumSuccess == Components.Num();
|
|
}
|
|
|
|
FSmartObjectClaimHandle USmartObjectSubsystem::Claim(const FSmartObjectHandle Handle, const FSmartObjectRequestFilter& Filter)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(Handle, ANSI_TO_TCHAR(__FUNCTION__));
|
|
if (SmartObjectRuntime == nullptr)
|
|
{
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
TArray<FSmartObjectSlotHandle> SlotHandles;
|
|
FindSlots(*SmartObjectRuntime, Filter, SlotHandles);
|
|
if (SlotHandles.IsEmpty())
|
|
{
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
return Claim(Handle, SlotHandles.Top());
|
|
}
|
|
|
|
FSmartObjectClaimHandle USmartObjectSubsystem::Claim(const FSmartObjectHandle Handle, const FSmartObjectSlotHandle SlotHandle)
|
|
{
|
|
if (!Handle.IsValid())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Claiming using an unset smart object handle. Returning invalid FSmartObjectClaimHandle."));
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
if (!IsSlotValidVerbose(SlotHandle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
// Call to IsSlotValid should guarantee availability of the slot state.
|
|
FSmartObjectSlotClaimState& SlotState = RuntimeSlotStates.FindChecked(SlotHandle);
|
|
|
|
const FSmartObjectUserHandle User(NextFreeUserID++);
|
|
const bool bClaimed = SlotState.Claim(User);
|
|
|
|
const FSmartObjectClaimHandle ClaimHandle(Handle, SlotHandle, User);
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Claim %s for handle %s. Slot State is '%s'"),
|
|
bClaimed ? TEXT("SUCCEEDED") : TEXT("FAILED"),
|
|
*LexToString(ClaimHandle),
|
|
*UEnum::GetValueAsString(SlotState.GetState()));
|
|
UE_CVLOG_LOCATION(bClaimed, this, LogSmartObject, Display, GetSlotLocation(ClaimHandle).GetValue(), 50.f, FColor::Yellow, TEXT("Claim"));
|
|
|
|
if (bClaimed)
|
|
{
|
|
return ClaimHandle;
|
|
}
|
|
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::CanBeClaimed(FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
if (!IsSlotValidVerbose(SlotHandle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Call to IsSlotValid should guarantee availability of the slot state.
|
|
const FSmartObjectSlotClaimState& SlotState = RuntimeSlotStates.FindChecked(SlotHandle);
|
|
return SlotState.CanBeClaimed();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsSmartObjectValid(const FSmartObjectHandle SmartObjectHandle) const
|
|
{
|
|
return SmartObjectHandle.IsValid() && RuntimeSmartObjects.Find(SmartObjectHandle) != nullptr;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsClaimedSmartObjectValid(const FSmartObjectClaimHandle& ClaimHandle) const
|
|
{
|
|
return ClaimHandle.IsValid() && RuntimeSmartObjects.Find(ClaimHandle.SmartObjectHandle) != nullptr;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::IsSlotValidVerbose(const FSmartObjectSlotHandle SlotHandle, const TCHAR* LogContext) const
|
|
{
|
|
UE_CVLOG_UELOG(!SlotHandle.IsValid(), this, LogSmartObject, Log,
|
|
TEXT("%s failed. SlotHandle is not set."), LogContext);
|
|
UE_CVLOG_UELOG(SlotHandle.IsValid() && RuntimeSlotStates.Find(SlotHandle) == nullptr, this, LogSmartObject, Log,
|
|
TEXT("%s failed using handle '%s'. Slot is no longer part of the simulation."), LogContext, *LexToString(SlotHandle));
|
|
|
|
return IsSmartObjectSlotValid(SlotHandle);
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::GetBehaviorDefinition(const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(ClaimHandle.SmartObjectHandle, ANSI_TO_TCHAR(__FUNCTION__));
|
|
return SmartObjectRuntime != nullptr ? GetBehaviorDefinition(*SmartObjectRuntime, ClaimHandle, DefinitionClass) : nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::GetBehaviorDefinition(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass)
|
|
{
|
|
const USmartObjectDefinition& Definition = SmartObjectRuntime.GetDefinition();
|
|
|
|
const FSmartObjectSlotIndex SlotIndex(SmartObjectRuntime.SlotHandles.IndexOfByKey(ClaimHandle.SlotHandle));
|
|
return Definition.GetBehaviorDefinition(SlotIndex, DefinitionClass);
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::Use(const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(ClaimHandle.SmartObjectHandle, ANSI_TO_TCHAR(__FUNCTION__));
|
|
return SmartObjectRuntime != nullptr ? Use(*SmartObjectRuntime, ClaimHandle, DefinitionClass) : nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectSubsystem::Use(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass)
|
|
{
|
|
checkf(ClaimHandle.IsValid(), TEXT("This is an internal method that should only be called with an assigned claim handle"));
|
|
|
|
if (SmartObjectRuntime.IsDisabled())
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Can't Use handle %s since associated object is disabled."), *LexToString(ClaimHandle));
|
|
return nullptr;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* BehaviorDefinition = GetBehaviorDefinition(SmartObjectRuntime, ClaimHandle, DefinitionClass);
|
|
if (BehaviorDefinition == nullptr)
|
|
{
|
|
const UClass* ClassPtr = DefinitionClass.Get();
|
|
UE_VLOG_UELOG(this, LogSmartObject, Warning, TEXT("Unable to find a behavior definition of type %s in %s"),
|
|
ClassPtr != nullptr ? *ClassPtr->GetName(): TEXT("Null"), *LexToString(SmartObjectRuntime.GetDefinition()));
|
|
return nullptr;
|
|
}
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Start using handle %s"), *LexToString(ClaimHandle));
|
|
UE_VLOG_LOCATION(this, LogSmartObject, Display, SmartObjectRuntime.GetTransform().GetLocation(), 50.f, FColor::Green, TEXT("Use"));
|
|
|
|
FSmartObjectSlotClaimState& SlotState = RuntimeSlotStates.FindChecked(ClaimHandle.SlotHandle);
|
|
|
|
if (ensureMsgf(SlotState.GetState() == ESmartObjectSlotState::Claimed, TEXT("Should have been claimed first: %s"), *LexToString(ClaimHandle)) &&
|
|
ensureMsgf(SlotState.User == ClaimHandle.UserHandle, TEXT("Attempt to use slot %s from handle %s but already assigned to %s"),
|
|
*LexToString(SlotState), *LexToString(ClaimHandle), *LexToString(SlotState.User)))
|
|
{
|
|
SlotState.State = ESmartObjectSlotState::Occupied;
|
|
return BehaviorDefinition;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::Release(const FSmartObjectClaimHandle& ClaimHandle)
|
|
{
|
|
if (!IsSlotValidVerbose(ClaimHandle.SlotHandle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Call to IsSlotValid should guarantee availability of the slot state.
|
|
FSmartObjectSlotClaimState& SlotState = RuntimeSlotStates.FindChecked(ClaimHandle.SlotHandle);
|
|
if (SlotState.GetState() == ESmartObjectSlotState::Disabled)
|
|
{
|
|
// We don't consider this case as an error since the user is simply attempting to release a slot
|
|
// that was disabled internally.
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Skipped Release using claim handle '%s'. "
|
|
"Slot was disabled. Consider using RegisterSlotInvalidationCallback to get notification when a slot gets invalidated."), *LexToString(ClaimHandle));
|
|
return false;
|
|
}
|
|
|
|
const bool bSuccess = SlotState.Release(ClaimHandle, ESmartObjectSlotState::Free, /*bAborted*/ false);
|
|
UE_CVLOG_UELOG(bSuccess, this, LogSmartObject, Verbose, TEXT("Released using handle %s"), *LexToString(ClaimHandle));
|
|
UE_CVLOG_LOCATION(bSuccess, this, LogSmartObject, Display, GetSlotLocation(ClaimHandle).GetValue(), 50.f, FColor::Red, TEXT("Release"));
|
|
return bSuccess;
|
|
}
|
|
|
|
ESmartObjectSlotState USmartObjectSubsystem::GetSlotState(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
const FSmartObjectSlotClaimState* SlotState = RuntimeSlotStates.Find(SlotHandle);
|
|
return SlotState != nullptr ? SlotState->GetState() : ESmartObjectSlotState::Invalid;
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetSlotLocation(const FSmartObjectClaimHandle& ClaimHandle, FVector& OutSlotLocation) const
|
|
{
|
|
const TOptional<FVector> OptionalLocation = GetSlotLocation(ClaimHandle);
|
|
OutSlotLocation = OptionalLocation.Get(FVector::ZeroVector);
|
|
return OptionalLocation.IsSet();
|
|
}
|
|
|
|
TOptional<FVector> USmartObjectSubsystem::GetSlotLocation(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
TOptional<FTransform> Transform = GetSlotTransform(SlotHandle);
|
|
return (Transform.IsSet() ? Transform.GetValue().GetLocation() : TOptional<FVector>());
|
|
}
|
|
|
|
bool USmartObjectSubsystem::GetSlotTransform(const FSmartObjectClaimHandle& ClaimHandle, FTransform& OutSlotTransform) const
|
|
{
|
|
const TOptional<FTransform> OptionalTransform = GetSlotTransform(ClaimHandle);
|
|
OutSlotTransform = OptionalTransform.Get(FTransform::Identity);
|
|
return OptionalTransform.IsSet();
|
|
}
|
|
|
|
TOptional<FTransform> USmartObjectSubsystem::GetSlotTransform(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
TOptional<FTransform> Transform;
|
|
|
|
if (IsSlotValidVerbose(SlotHandle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
if (ensureMsgf(EntityManager, TEXT("Entity subsystem required to retrieve slot transform")))
|
|
{
|
|
const FSmartObjectSlotView View(*EntityManager.Get(), SlotHandle);
|
|
const FSmartObjectSlotTransform& SlotTransform = View.GetStateData<FSmartObjectSlotTransform>();
|
|
Transform = SlotTransform.GetTransform();
|
|
}
|
|
}
|
|
|
|
return Transform;
|
|
}
|
|
|
|
const FTransform& USmartObjectSubsystem::GetSlotTransformChecked(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
check(EntityManager);
|
|
const FSmartObjectSlotView View(*EntityManager.Get(), SlotHandle);
|
|
const FSmartObjectSlotTransform& SlotTransform = View.GetStateData<FSmartObjectSlotTransform>();
|
|
return SlotTransform.GetTransform();
|
|
}
|
|
|
|
FSmartObjectRuntime* USmartObjectSubsystem::GetValidatedMutableRuntime(const FSmartObjectHandle Handle, const TCHAR* Context)
|
|
{
|
|
return const_cast<FSmartObjectRuntime*>(GetValidatedRuntime(Handle, Context));
|
|
}
|
|
|
|
const FSmartObjectRuntime* USmartObjectSubsystem::GetValidatedRuntime(const FSmartObjectHandle Handle, const TCHAR* Context) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(Handle);
|
|
UE_CVLOG_UELOG(!Handle.IsValid(), this, LogSmartObject, Log, TEXT("%s failed. Handle is not set."), Context);
|
|
UE_CVLOG_UELOG(Handle.IsValid() && SmartObjectRuntime == nullptr, this, LogSmartObject, Log,
|
|
TEXT("%s failed using handle '%s'. SmartObject is no longer part of the simulation."), Context, *LexToString(Handle));
|
|
|
|
return SmartObjectRuntime;
|
|
}
|
|
|
|
const FGameplayTagContainer& USmartObjectSubsystem::GetInstanceTags(const FSmartObjectHandle Handle) const
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(Handle, ANSI_TO_TCHAR(__FUNCTION__));
|
|
return SmartObjectRuntime != nullptr ? SmartObjectRuntime->GetTags() : FGameplayTagContainer::EmptyContainer;
|
|
}
|
|
|
|
void USmartObjectSubsystem::AddTagToInstance(const FSmartObjectHandle Handle, const FGameplayTag& Tag)
|
|
{
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = GetValidatedMutableRuntime(Handle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
AddTagToInstance(*SmartObjectRuntime, Tag);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::RemoveTagFromInstance(const FSmartObjectHandle Handle, const FGameplayTag& Tag)
|
|
{
|
|
if (FSmartObjectRuntime* SmartObjectRuntime = GetValidatedMutableRuntime(Handle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
RemoveTagFromInstance(*SmartObjectRuntime, Tag);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::AddTagToInstance(FSmartObjectRuntime& SmartObjectRuntime, const FGameplayTag& Tag)
|
|
{
|
|
if (!SmartObjectRuntime.Tags.HasTag(Tag))
|
|
{
|
|
SmartObjectRuntime.Tags.AddTagFast(Tag);
|
|
SmartObjectRuntime.OnTagChangedDelegate.ExecuteIfBound(Tag, 1);
|
|
UpdateRuntimeInstanceStatus(SmartObjectRuntime);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::RemoveTagFromInstance(FSmartObjectRuntime& SmartObjectRuntime, const FGameplayTag& Tag)
|
|
{
|
|
if (SmartObjectRuntime.Tags.RemoveTag(Tag))
|
|
{
|
|
SmartObjectRuntime.OnTagChangedDelegate.ExecuteIfBound(Tag, 0);
|
|
UpdateRuntimeInstanceStatus(SmartObjectRuntime);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::UpdateRuntimeInstanceStatus(FSmartObjectRuntime& SmartObjectRuntime)
|
|
{
|
|
const FGameplayTagQuery& Requirements = SmartObjectRuntime.GetDefinition().GetObjectTagFilter();
|
|
const bool bDisabledByTags = !(Requirements.IsEmpty() || Requirements.Matches(SmartObjectRuntime.Tags));
|
|
|
|
if (SmartObjectRuntime.bDisabledByTags != bDisabledByTags)
|
|
{
|
|
if (bDisabledByTags)
|
|
{
|
|
// Newly disabled so abort any active interaction (keep registered in space partition but filter results)
|
|
AbortAll(SmartObjectRuntime, ESmartObjectSlotState::Disabled);
|
|
}
|
|
else
|
|
{
|
|
// Restore slots availability
|
|
for (const FSmartObjectSlotHandle SlotHandle : SmartObjectRuntime.SlotHandles)
|
|
{
|
|
RuntimeSlotStates.FindChecked(SlotHandle).State = ESmartObjectSlotState::Free;
|
|
}
|
|
}
|
|
|
|
SmartObjectRuntime.bDisabledByTags = bDisabledByTags;
|
|
}
|
|
}
|
|
|
|
FSmartObjectSlotClaimState* USmartObjectSubsystem::GetMutableSlotState(const FSmartObjectClaimHandle& ClaimHandle)
|
|
{
|
|
return RuntimeSlotStates.Find(ClaimHandle.SlotHandle);
|
|
}
|
|
|
|
void USmartObjectSubsystem::RegisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle, const FOnSlotInvalidated& Callback)
|
|
{
|
|
FSmartObjectSlotClaimState* Slot = GetMutableSlotState(ClaimHandle);
|
|
if (Slot != nullptr)
|
|
{
|
|
Slot->OnSlotInvalidatedDelegate = Callback;
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::UnregisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle)
|
|
{
|
|
FSmartObjectSlotClaimState* Slot = GetMutableSlotState(ClaimHandle);
|
|
if (Slot != nullptr)
|
|
{
|
|
Slot->OnSlotInvalidatedDelegate.Unbind();
|
|
}
|
|
}
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
void USmartObjectSubsystem::DebugDraw(FDebugRenderSceneProxy* DebugProxy) const
|
|
{
|
|
if (!bInitialCollectionAddedToSimulation)
|
|
{
|
|
return;
|
|
}
|
|
|
|
checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition->Draw(DebugProxy);
|
|
|
|
for (auto It(RuntimeSmartObjects.CreateConstIterator()); It; ++It)
|
|
{
|
|
const FSmartObjectRuntime& Runtime = It.Value();
|
|
DebugProxy->Boxes.Emplace(Runtime.Bounds, GColorList.Blue);
|
|
}
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
|
|
void USmartObjectSubsystem::AddSlotDataDeferred(const FSmartObjectClaimHandle& ClaimHandle, const FConstStructView InData) const
|
|
{
|
|
if (IsSlotValidVerbose(ClaimHandle.SlotHandle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
if (ensureMsgf(EntityManager, TEXT("Entity subsystem required to add slot data")) &&
|
|
ensureMsgf(InData.GetScriptStruct()->IsChildOf(FSmartObjectSlotStateData::StaticStruct()),
|
|
TEXT("Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotState or one of its child-types.")))
|
|
{
|
|
EntityManager->Defer().PushCommand<FMassDeferredAddCommand>(
|
|
[EntityHandle = FMassEntityHandle(ClaimHandle.SlotHandle), DataView = InData](FMassEntityManager& System)
|
|
{
|
|
FInstancedStruct Struct = DataView;
|
|
System.AddFragmentInstanceListToEntity(EntityHandle, MakeArrayView(&Struct, 1));
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
FSmartObjectSlotView USmartObjectSubsystem::GetSlotView(const FSmartObjectSlotHandle SlotHandle) const
|
|
{
|
|
if (IsSlotValidVerbose(SlotHandle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
if (ensureMsgf(EntityManager, TEXT("Entity subsystem required to create slot view")))
|
|
{
|
|
return FSmartObjectSlotView(*EntityManager.Get(), SlotHandle);
|
|
}
|
|
}
|
|
|
|
return FSmartObjectSlotView();
|
|
}
|
|
|
|
void USmartObjectSubsystem::FindSlots(const FSmartObjectHandle Handle, const FSmartObjectRequestFilter& Filter, TArray<FSmartObjectSlotHandle>& OutSlots) const
|
|
{
|
|
if (const FSmartObjectRuntime* SmartObjectRuntime = GetValidatedRuntime(Handle, ANSI_TO_TCHAR(__FUNCTION__)))
|
|
{
|
|
FindSlots(*SmartObjectRuntime, Filter, OutSlots);
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::FindSlots(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectRequestFilter& Filter, TArray<FSmartObjectSlotHandle>& OutResults) const
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_STR("SmartObject_FilterSlots");
|
|
|
|
// Use the high level flag, no need to dig into each slot state since they are also all disabled.
|
|
if (SmartObjectRuntime.IsDisabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
const USmartObjectDefinition& Definition = SmartObjectRuntime.GetDefinition();
|
|
const int32 NumSlots = Definition.GetSlots().Num();
|
|
checkf(NumSlots > 0, TEXT("Definition should contain slot definitions at this point"));
|
|
checkf(SmartObjectRuntime.SlotHandles.Num() == NumSlots, TEXT("Number of runtime slot handles should match number of slot definitions"));
|
|
|
|
// Applying caller's predicate
|
|
if (Filter.Predicate && !Filter.Predicate(SmartObjectRuntime.GetRegisteredHandle()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply predicate on runtime instance tags (affecting all slots and not affected by the filtering policy)
|
|
if (!Definition.GetObjectTagFilter().IsEmpty()
|
|
&& !Definition.GetObjectTagFilter().Matches(SmartObjectRuntime.GetTags()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply definition level filtering (Tags and BehaviorDefinition)
|
|
// This could be improved to cache results between a single query against multiple instances of the same definition
|
|
TArray<int32> ValidSlotIndices;
|
|
FindMatchingSlotDefinitionIndices(Definition, Filter, ValidSlotIndices);
|
|
|
|
// Build list of available slot indices (filter out occupied or reserved slots)
|
|
for (const int32 SlotIndex : ValidSlotIndices)
|
|
{
|
|
if (RuntimeSlotStates.FindChecked(SmartObjectRuntime.SlotHandles[SlotIndex]).State == ESmartObjectSlotState::Free)
|
|
{
|
|
OutResults.Add(SmartObjectRuntime.SlotHandles[SlotIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::FindMatchingSlotDefinitionIndices(const USmartObjectDefinition& Definition, const FSmartObjectRequestFilter& Filter, TArray<int32>& OutValidIndices)
|
|
{
|
|
const ESmartObjectTagFilteringPolicy UserTagsFilteringPolicy = Definition.GetUserTagsFilteringPolicy();
|
|
|
|
// Define our Tags filtering predicate
|
|
auto MatchesTagQueryFunc = [](const FGameplayTagQuery& Query, const FGameplayTagContainer& Tags){ return Query.IsEmpty() || Query.Matches(Tags); };
|
|
|
|
// When filter policy is to use combined we can validate the user tag query of the parent object first
|
|
// since they can't be merge so we need to apply them one after the other.
|
|
// For activity requirements we have to merge parent and slot tags together before testing.
|
|
if (UserTagsFilteringPolicy == ESmartObjectTagFilteringPolicy::Combine
|
|
&& !MatchesTagQueryFunc(Definition.GetUserTagFilter(), Filter.UserTags))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply filter to individual slots
|
|
const TConstArrayView<FSmartObjectSlotDefinition> SlotDefinitions = Definition.GetSlots();
|
|
OutValidIndices.Reserve(SlotDefinitions.Num());
|
|
for (int i = 0; i < SlotDefinitions.Num(); ++i)
|
|
{
|
|
const FSmartObjectSlotDefinition& Slot = SlotDefinitions[i];
|
|
|
|
// Filter out mismatching behavior type (if specified)
|
|
if (Filter.BehaviorDefinitionClass != nullptr
|
|
&& Definition.GetBehaviorDefinition(FSmartObjectSlotIndex(i), Filter.BehaviorDefinitionClass) == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Filter out slots based on their activity tags
|
|
FGameplayTagContainer ActivityTags;
|
|
Definition.GetSlotActivityTags(Slot, ActivityTags);
|
|
if (!MatchesTagQueryFunc(Filter.ActivityRequirements, ActivityTags))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Filter out slots based on their TagQuery applied on provided User Tags
|
|
// - override: we only run query from the slot if provided otherwise we run the one from the parent object
|
|
// - combine: we run slot query (parent query was applied before processing individual slots)
|
|
if (UserTagsFilteringPolicy == ESmartObjectTagFilteringPolicy::Combine
|
|
&& !MatchesTagQueryFunc(Slot.UserTagFilter, Filter.UserTags))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (UserTagsFilteringPolicy == ESmartObjectTagFilteringPolicy::Override
|
|
&& !MatchesTagQueryFunc((Slot.UserTagFilter.IsEmpty() ? Definition.GetUserTagFilter() : Slot.UserTagFilter), Filter.UserTags))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
OutValidIndices.Add(i);
|
|
}
|
|
}
|
|
|
|
FSmartObjectRequestResult USmartObjectSubsystem::FindSmartObject(const FSmartObjectRequest& Request) const
|
|
{
|
|
TArray<FSmartObjectRequestResult> Results;
|
|
FindSmartObjects(Request, Results);
|
|
|
|
return Results.Num() ? Results.Top() : FSmartObjectRequestResult();
|
|
}
|
|
|
|
bool USmartObjectSubsystem::FindSmartObjects(const FSmartObjectRequest& Request, TArray<FSmartObjectRequestResult>& OutResults) const
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_STR("SmartObject_FindAllResults");
|
|
|
|
if (!bInitialCollectionAddedToSimulation)
|
|
{
|
|
// Do not report warning if runtime was explicitly disabled by CVar
|
|
UE_CVLOG_UELOG(!UE::SmartObject::bDisableRuntime, this, LogSmartObject, Warning,
|
|
TEXT("Can't find smart objet before runtime gets initialized (i.e. InitializeRuntime gets called)."));
|
|
return false;
|
|
}
|
|
|
|
const FSmartObjectRequestFilter& Filter = Request.Filter;
|
|
TArray<FSmartObjectHandle> QueryResults;
|
|
|
|
checkfSlow(SpacePartition != nullptr, TEXT("Space partition is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition->Find(Request.QueryBox, QueryResults);
|
|
|
|
for (const FSmartObjectHandle SmartObjectHandle : QueryResults)
|
|
{
|
|
const FSmartObjectRuntime* SmartObjectRuntime = RuntimeSmartObjects.Find(SmartObjectHandle);
|
|
checkf(SmartObjectRuntime != nullptr, TEXT("Results returned by the space partition are expected to be valid."));
|
|
|
|
if (!Request.QueryBox.IsInside(SmartObjectRuntime->GetTransform().GetLocation()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
TArray<FSmartObjectSlotHandle> SlotHandles;
|
|
FindSlots(*SmartObjectRuntime, Filter, SlotHandles);
|
|
OutResults.Reserve(OutResults.Num() + SlotHandles.Num());
|
|
for (FSmartObjectSlotHandle SlotHandle: SlotHandles)
|
|
{
|
|
OutResults.Emplace(SmartObjectHandle, SlotHandle);
|
|
}
|
|
}
|
|
|
|
return (OutResults.Num() > 0);
|
|
}
|
|
|
|
void USmartObjectSubsystem::RegisterCollectionInstances()
|
|
{
|
|
for (TActorIterator<ASmartObjectCollection> It(GetWorld()); It; ++It)
|
|
{
|
|
ASmartObjectCollection* Collection = (*It);
|
|
if (IsValid(Collection) && Collection->IsRegistered() == false)
|
|
{
|
|
const ESmartObjectCollectionRegistrationResult Result = RegisterCollection(*Collection);
|
|
UE_VLOG_UELOG(Collection, LogSmartObject, Log, TEXT("Collection '%s' registration from USmartObjectSubsystem initialization - %s"), *Collection->GetName(), *UEnum::GetValueAsString(Result));
|
|
}
|
|
}
|
|
}
|
|
|
|
ESmartObjectCollectionRegistrationResult USmartObjectSubsystem::RegisterCollection(ASmartObjectCollection& InCollection)
|
|
{
|
|
if (!IsValid(&InCollection))
|
|
{
|
|
return ESmartObjectCollectionRegistrationResult::Failed_InvalidCollection;
|
|
}
|
|
|
|
if (InCollection.IsRegistered())
|
|
{
|
|
UE_VLOG_UELOG(&InCollection, LogSmartObject, Error, TEXT("Trying to register collection '%s' more than once"), *InCollection.GetName());
|
|
return ESmartObjectCollectionRegistrationResult::Failed_AlreadyRegistered;
|
|
}
|
|
|
|
ESmartObjectCollectionRegistrationResult Result = ESmartObjectCollectionRegistrationResult::Succeeded;
|
|
if (InCollection.GetLevel()->IsPersistentLevel())
|
|
{
|
|
ensureMsgf(!IsValid(MainCollection), TEXT("Not expecting to set the main collection more than once"));
|
|
UE_VLOG_UELOG(&InCollection, LogSmartObject, Log, TEXT("Main collection '%s' registered with %d entries"), *InCollection.GetName(), InCollection.GetEntries().Num());
|
|
MainCollection = &InCollection;
|
|
|
|
#if WITH_EDITOR
|
|
// For a collection that is automatically updated, it gets rebuilt on registration in the Edition world.
|
|
const UWorld& World = GetWorldRef();
|
|
if (!World.IsGameWorld() &&
|
|
!World.IsPartitionedWorld() &&
|
|
!MainCollection->IsBuildOnDemand())
|
|
{
|
|
RebuildCollection(InCollection);
|
|
}
|
|
|
|
// Broadcast after rebuilding so listeners will be able to access up-to-date data
|
|
OnMainCollectionChanged.Broadcast();
|
|
#endif // WITH_EDITOR
|
|
|
|
InCollection.OnRegistered();
|
|
Result = ESmartObjectCollectionRegistrationResult::Succeeded;
|
|
}
|
|
else
|
|
{
|
|
InCollection.Destroy();
|
|
Result = ESmartObjectCollectionRegistrationResult::Failed_NotFromPersistentLevel;
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
void USmartObjectSubsystem::UnregisterCollection(ASmartObjectCollection& InCollection)
|
|
{
|
|
if (MainCollection != &InCollection)
|
|
{
|
|
UE_VLOG_UELOG(&InCollection, LogSmartObject, Verbose, TEXT("Ignoring unregistration of collection '%s' since this is not the main collection."), *InCollection.GetName());
|
|
return;
|
|
}
|
|
|
|
if (bInitialCollectionAddedToSimulation)
|
|
{
|
|
CleanupRuntime();
|
|
}
|
|
|
|
MainCollection = nullptr;
|
|
InCollection.OnUnregistered();
|
|
}
|
|
|
|
USmartObjectComponent* USmartObjectSubsystem::GetSmartObjectComponent(const FSmartObjectClaimHandle& ClaimHandle) const
|
|
{
|
|
return (IsValid(MainCollection) ? MainCollection->GetSmartObjectComponent(ClaimHandle.SmartObjectHandle) : nullptr);
|
|
}
|
|
|
|
void USmartObjectSubsystem::InitializeRuntime()
|
|
{
|
|
const UWorld& World = GetWorldRef();
|
|
UMassEntitySubsystem* EntitySubsystem = World.GetSubsystem<UMassEntitySubsystem>();
|
|
|
|
if (!ensureMsgf(EntitySubsystem != nullptr, TEXT("Entity subsystem required to use SmartObjects")))
|
|
{
|
|
return;
|
|
}
|
|
EntityManager = EntitySubsystem->GetMutableEntityManager().AsShared();
|
|
|
|
if (UE::SmartObject::bDisableRuntime)
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Runtime explicitly disabled by CVar. Initialization skipped in %s."), ANSI_TO_TCHAR(__FUNCTION__));
|
|
return;
|
|
}
|
|
|
|
if (!IsValid(MainCollection))
|
|
{
|
|
if (MainCollection != nullptr && !MainCollection->bNetLoadOnClient && World.IsNetMode(NM_Client))
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Verbose, TEXT("Collection not loaded on client. Initialization skipped in %s."), ANSI_TO_TCHAR(__FUNCTION__));
|
|
}
|
|
else
|
|
{
|
|
// Report error regarding missing Collection only when SmartObjects are present in the world (i.e. Collection is required)
|
|
UE_CVLOG_UELOG(RegisteredSOComponents.Num(), this, LogSmartObject, Error,
|
|
TEXT("Missing collection in world '%s' during %s. You need to open and save that world to create the missing collection."),
|
|
*GetWorldRef().GetFullName(),
|
|
ANSI_TO_TCHAR(__FUNCTION__));
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Initialize spatial representation structure
|
|
checkfSlow(*SpacePartitionClass != nullptr, TEXT("Partition class is expected to be valid since we use the plugins default in OnWorldComponentsUpdated."));
|
|
SpacePartition = NewObject<USmartObjectSpacePartition>(this, SpacePartitionClass);
|
|
SpacePartition->SetBounds(MainCollection->GetBounds());
|
|
|
|
// Build all runtime from collection
|
|
// Perform all validations at once since multiple entries can share the same definition
|
|
MainCollection->ValidateDefinitions();
|
|
|
|
for (const FSmartObjectCollectionEntry& Entry : MainCollection->GetEntries())
|
|
{
|
|
const USmartObjectDefinition* Definition = MainCollection->GetDefinitionForEntry(Entry);
|
|
USmartObjectComponent* Component = Entry.GetComponent();
|
|
|
|
if (Definition == nullptr || Definition->IsValid() == false)
|
|
{
|
|
UE_CVLOG_UELOG(Component != nullptr, Component->GetOwner(), LogSmartObject, Error,
|
|
TEXT("Skipped runtime data creation for SmartObject %s: Invalid definition"), *GetNameSafe(Component->GetOwner()));
|
|
continue;
|
|
}
|
|
|
|
if (Component != nullptr)
|
|
{
|
|
// When component is available we add it to the simulation along with its collection entry to create the runtime instance and bound them together.
|
|
Component->SetRegisteredHandle(Entry.GetHandle());
|
|
AddComponentToSimulation(*Component, Entry);
|
|
}
|
|
else
|
|
{
|
|
// Otherwise we create the runtime instance based on the information from the collection and component will be bound later (e.g. on load)
|
|
AddCollectionEntryToSimulation(Entry, *Definition);
|
|
}
|
|
}
|
|
|
|
// Until this point all runtime entries were created from the collection, start tracking newly created
|
|
RuntimeCreatedEntries.Reset();
|
|
|
|
// Note that we use our own flag instead of relying on World.HasBegunPlay() since world might not be marked
|
|
// as BegunPlay immediately after subsystem OnWorldBeingPlay gets called (e.g. waiting game mode to be ready on clients)
|
|
bInitialCollectionAddedToSimulation = true;
|
|
|
|
// Flush all entity subsystem commands pushed while adding collection entries to the simulation
|
|
// This is the temporary way to force our commands to be processed until MassEntitySubsystem
|
|
// offers a threadsafe solution to push and flush commands in our own execution context.
|
|
EntityManager->FlushCommands();
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
// Refresh debug draw
|
|
if (RenderingActor != nullptr)
|
|
{
|
|
RenderingActor->MarkComponentsRenderStateDirty();
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
}
|
|
|
|
void USmartObjectSubsystem::CleanupRuntime()
|
|
{
|
|
EntityManager = UE::Mass::Utils::GetEntityManagerChecked(GetWorldRef()).AsShared();
|
|
|
|
if (!ensureMsgf(EntityManager, TEXT("Entity manager required to use SmartObjects")))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Process component list first so they can be notified before we destroy their associated runtime instance
|
|
for (USmartObjectComponent* Component : RegisteredSOComponents)
|
|
{
|
|
// Make sure component was registered to simulation (e.g. Valid associated definition)
|
|
if (Component != nullptr && Component->GetRegisteredHandle().IsValid())
|
|
{
|
|
RemoveComponentFromSimulation(*Component);
|
|
}
|
|
}
|
|
|
|
// Cleanup all remaining entries (e.g. associated to unloaded entries)
|
|
for (auto It(RuntimeSmartObjects.CreateIterator()); It; ++It)
|
|
{
|
|
RemoveRuntimeInstanceFromSimulation(It.Key());
|
|
}
|
|
|
|
RuntimeCreatedEntries.Reset();
|
|
bInitialCollectionAddedToSimulation = false;
|
|
|
|
// Flush all entity subsystem commands pushed while stopping the simulation
|
|
// This is the temporary way to force our commands to be processed until MassEntitySubsystem
|
|
// offers a threadsafe solution to push and flush commands in our own execution context.
|
|
EntityManager->FlushCommands();
|
|
|
|
#if UE_ENABLE_DEBUG_DRAWING
|
|
// Refresh debug draw
|
|
if (RenderingActor != nullptr)
|
|
{
|
|
RenderingActor->MarkComponentsRenderStateDirty();
|
|
}
|
|
#endif // UE_ENABLE_DEBUG_DRAWING
|
|
}
|
|
|
|
void USmartObjectSubsystem::OnWorldBeginPlay(UWorld& World)
|
|
{
|
|
Super::OnWorldBeginPlay(World);
|
|
|
|
InitializeRuntime();
|
|
}
|
|
|
|
void USmartObjectSubsystem::Deinitialize()
|
|
{
|
|
EntityManager.Reset();
|
|
|
|
Super::Deinitialize();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void USmartObjectSubsystem::ComputeBounds(const UWorld& World, ASmartObjectCollection& Collection) const
|
|
{
|
|
FBox Bounds(ForceInitToZero);
|
|
|
|
if (const UWorldPartition* WorldPartition = World.GetWorldPartition())
|
|
{
|
|
Bounds = WorldPartition->GetRuntimeWorldBounds();
|
|
}
|
|
else if (const ULevel* PersistentLevel = World.PersistentLevel.Get())
|
|
{
|
|
if (PersistentLevel->LevelBoundsActor.IsValid())
|
|
{
|
|
Bounds = PersistentLevel->LevelBoundsActor.Get()->GetComponentsBoundingBox();
|
|
}
|
|
else
|
|
{
|
|
Bounds = ALevelBounds::CalculateLevelBounds(PersistentLevel);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_VLOG_UELOG(this, LogSmartObject, Error, TEXT("Unable to determine world bounds: no world partition or persistent level."));
|
|
}
|
|
|
|
Collection.SetBounds(Bounds);
|
|
}
|
|
|
|
void USmartObjectSubsystem::RebuildCollection(ASmartObjectCollection& InCollection)
|
|
{
|
|
InCollection.RebuildCollection(RegisteredSOComponents);
|
|
}
|
|
|
|
void USmartObjectSubsystem::SpawnMissingCollection() const
|
|
{
|
|
if (IsValid(MainCollection))
|
|
{
|
|
return;
|
|
}
|
|
|
|
UWorld& World = GetWorldRef();
|
|
|
|
FActorSpawnParameters SpawnInfo;
|
|
SpawnInfo.OverrideLevel = World.PersistentLevel;
|
|
SpawnInfo.bAllowDuringConstructionScript = true;
|
|
|
|
UE_VLOG_UELOG(this, LogSmartObject, Log, TEXT("Spawning missing collection for world '%s'."), *World.GetName());
|
|
World.SpawnActor<ASmartObjectCollection>(ASmartObjectCollection::StaticClass(), SpawnInfo);
|
|
|
|
checkf(IsValid(MainCollection), TEXT("MainCollection must be assigned after spawning"));
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
#if WITH_SMARTOBJECT_DEBUG
|
|
void USmartObjectSubsystem::DebugUnregisterAllSmartObjects()
|
|
{
|
|
for (USmartObjectComponent* Cmp : RegisteredSOComponents)
|
|
{
|
|
if (Cmp != nullptr && RuntimeSmartObjects.Find(Cmp->GetRegisteredHandle()) != nullptr)
|
|
{
|
|
RemoveComponentFromSimulation(*Cmp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::DebugRegisterAllSmartObjects()
|
|
{
|
|
if (MainCollection == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
for (USmartObjectComponent* Cmp : RegisteredSOComponents)
|
|
{
|
|
if (Cmp != nullptr)
|
|
{
|
|
const FSmartObjectCollectionEntry* Entry = MainCollection->GetEntries().FindByPredicate(
|
|
[Handle=Cmp->GetRegisteredHandle()](const FSmartObjectCollectionEntry& CollectionEntry)
|
|
{
|
|
return CollectionEntry.GetHandle() == Handle;
|
|
});
|
|
|
|
// In this debug command we register back components that were already part of the simulation but
|
|
// removed using debug command 'ai.debug.so.UnregisterAllSmartObjects'.
|
|
// We need to find associated collection entry and pass it back so the callbacks can be bound properly
|
|
if (Entry && RuntimeSmartObjects.Find(Entry->GetHandle()) == nullptr)
|
|
{
|
|
AddComponentToSimulation(*Cmp, *Entry);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void USmartObjectSubsystem::DebugInitializeRuntime()
|
|
{
|
|
// do not initialize more than once or on a GameWorld
|
|
if (bInitialCollectionAddedToSimulation || GetWorldRef().IsGameWorld())
|
|
{
|
|
return;
|
|
}
|
|
InitializeRuntime();
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
void USmartObjectSubsystem::DebugRebuildCollection()
|
|
{
|
|
if (MainCollection != nullptr)
|
|
{
|
|
RebuildCollection(*MainCollection);
|
|
}
|
|
}
|
|
#endif // WITH_EDITOR
|
|
|
|
void USmartObjectSubsystem::DebugCleanupRuntime()
|
|
{
|
|
// do not cleanup more than once or on a GameWorld
|
|
if (!bInitialCollectionAddedToSimulation || GetWorldRef().IsGameWorld())
|
|
{
|
|
return;
|
|
}
|
|
CleanupRuntime();
|
|
}
|
|
|
|
#endif // WITH_SMARTOBJECT_DEBUG
|