Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeBaker.cpp
mikko mononen ef7ea7b60d StateTree: Resolve external dependecies at load time instead of bake time
- added StateTree linker
- added Link() method to tasks and evaluators
- added templated item reference which makes getter code less error prone

#jira none

#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 17941680 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 17941733 by mikko mononen in ue5-release-engine-test branch]
2021-10-27 06:11:44 -04:00

410 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeBaker.h"
#include "StateTree.h"
#include "StateTreeEditorData.h"
#include "StateTreeTypes.h"
#include "Conditions/StateTreeCondition_Common.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeTaskBase.h"
#include "StateTreeConditionBase.h"
#include "StateTreeState.h"
#include "StateTreeExecutionContext.h"
#include "CoreMinimal.h"
#include "StateTreePropertyBindingCompiler.h"
bool FStateTreeBaker::ResolveTransitionState(const UStateTreeState& SourceState, const TCHAR* ContextStr, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const
{
if (Link.Type == EStateTreeTransitionType::GotoState)
{
OutTransitionHandle = GetStateHandle(Link.ID);
if (!OutTransitionHandle.IsValid())
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s':%s: Failed to resolve %s to %s."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree), *SourceState.Name.ToString(), ContextStr, *Link.Name.ToString());
return false;
}
}
else if (Link.Type == EStateTreeTransitionType::NextState)
{
// Find next state.
const UStateTreeState* NextState = SourceState.GetNextSiblingState();
if (NextState == nullptr)
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s':%s: Failed to resolve default transition, there's no next State after %s."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree), *SourceState.Name.ToString(), ContextStr, *SourceState.Name.ToString());
return false;
}
OutTransitionHandle = GetStateHandle(NextState->ID);
if (!OutTransitionHandle.IsValid())
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s':%s: Failed to resolve default transition next state %s."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree), *SourceState.Name.ToString(), ContextStr, *Link.Name.ToString());
return false;
}
}
return true;
}
FStateTreeHandle FStateTreeBaker::GetStateHandle(const FGuid& StateID) const
{
const int32* Idx = IDToState.Find(StateID);
if (Idx == nullptr)
{
return FStateTreeHandle::Invalid;
}
return FStateTreeHandle(uint16(*Idx));
}
bool FStateTreeBaker::Bake(UStateTree& InStateTree)
{
StateTree = &InStateTree;
TreeData = Cast<UStateTreeEditorData>(StateTree->EditorData);
if (!TreeData)
{
return false;
}
// Cleanup existing state
StateTree->ResetBaked();
BindingsCompiler.Init(StateTree->PropertyBindings);
if (!CreateStates())
{
StateTree->ResetBaked();
return false;
}
if (!CreateStateTransitions())
{
StateTree->ResetBaked();
return false;
}
BindingsCompiler.Finalize();
// TODO: This is just for testing. It should be called just before use.
StateTree->ResolvePropertyPaths();
StateTree->Link();
StateTree->InitRuntimeStorage();
return true;
}
bool FStateTreeBaker::CreateStates()
{
// Create item for the runtime execution state
StateTree->RuntimeStorageItems.Add(FInstancedStruct::Make<FStateTreeExecutionState>());
for (UStateTreeState* Routine : TreeData->Routines)
{
if (Routine)
{
if (!CreateStateRecursive(*Routine, FStateTreeHandle::Invalid))
{
return false;
}
}
}
return true;
}
bool FStateTreeBaker::CreateStateTransitions()
{
for (int32 i = 0; i < StateTree->States.Num(); i++)
{
FBakedStateTreeState& BakedState = StateTree->States[i];
UStateTreeState* SourceState = SourceStates[i];
check(SourceState);
// Enter conditions.
BakedState.EnterConditionsBegin = uint16(StateTree->Conditions.Num());
for (FStateTreeConditionItem& ConditionItem : SourceState->EnterConditions)
{
if (!CreateCondition(ConditionItem))
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s':%s: Failed to create state enter condition."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree), *SourceState->Name.ToString());
return false;
}
}
BakedState.EnterConditionsNum = uint8(uint16(StateTree->Conditions.Num()) - BakedState.EnterConditionsBegin);
// Transitions
BakedState.TransitionsBegin = uint16(StateTree->Transitions.Num());
for (FStateTreeTransition& Transition : SourceState->Transitions)
{
FBakedStateTransition& BakedTransition = StateTree->Transitions.AddDefaulted_GetRef();
BakedTransition.Event = Transition.Event;
BakedTransition.Type = Transition.State.Type;
BakedTransition.GateDelay = (uint8)FMath::Clamp(FMath::CeilToInt(Transition.GateDelay * 10.0f), 0, 255);
BakedTransition.State = FStateTreeHandle::Invalid;
if (!ResolveTransitionState(*SourceState, TEXT("transition"), Transition.State, BakedTransition.State))
{
return false;
}
// Note: Unset transition is allowed here. It can be used to mask a transition at parent.
BakedTransition.ConditionsBegin = uint16(StateTree->Conditions.Num());
for (FStateTreeConditionItem& ConditionItem : Transition.Conditions)
{
if (!CreateCondition(ConditionItem))
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s':%s: Failed to create transition condition to %s."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree), *SourceState->Name.ToString(), *Transition.State.Name.ToString());
return false;
}
}
BakedTransition.ConditionsNum = uint8(uint16(StateTree->Conditions.Num()) - BakedTransition.ConditionsBegin);
}
BakedState.TransitionsNum = uint8(uint16(StateTree->Transitions.Num()) - BakedState.TransitionsBegin);
}
return true;
}
bool FStateTreeBaker::CreateCondition(const FStateTreeConditionItem& CondItem)
{
if (!CondItem.Type.IsValid())
{
// Empty line in conditions array, just silently ignore.
return true;
}
// Copy the condition
FInstancedStruct& CondPtr = StateTree->Conditions.AddDefaulted_GetRef();
CondPtr = CondItem.Type;
check(CondPtr.IsValid());
FStateTreeConditionBase& Cond = CondPtr.GetMutable<FStateTreeConditionBase>();
// Create binding source struct descriptor. Note: not exposing the struct for reading.
FStateTreeBindableStructDesc StructDesc;
StructDesc.Struct = CondPtr.GetScriptStruct();
StructDesc.Name = CondPtr.GetScriptStruct()->GetFName();
StructDesc.ID = Cond.ID;
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Cond.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
return true;
}
bool FStateTreeBaker::IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const
{
bool bIsAnyEnum = false;
TArray<FStateTreePropertySegment> Segments;
FProperty* LeafProperty = nullptr;
int32 LeafArrayIndex = INDEX_NONE;
const bool bResolved = FStateTreePropertyBindingCompiler::ResolvePropertyPath(Struct, Path, Segments, LeafProperty, LeafArrayIndex);
if (bResolved && LeafProperty)
{
if (FProperty* OwnerProperty = LeafProperty->GetOwnerProperty())
{
if (const FStructProperty* OwnerStructProperty = CastField<FStructProperty>(OwnerProperty))
{
bIsAnyEnum = OwnerStructProperty->Struct == FStateTreeAnyEnum::StaticStruct();
}
}
}
return bIsAnyEnum;
}
bool FStateTreeBaker::GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const
{
OutBindings.Reset();
for (const FStateTreeEditorPropertyBinding& Binding : TreeData->EditorBindings.GetBindings())
{
if (Binding.TargetPath.StructID != TargetStruct.ID)
{
continue;
}
// Source must be one of the source structs we have discovered in the tree.
const FGuid SourceStructID = Binding.SourcePath.StructID;
const int32 SourceStructIdx = BindingsCompiler.GetSourceStructIndexByID(SourceStructID);
if (SourceStructIdx == INDEX_NONE)
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s': Failed to find container for path %s in %s."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree), *Binding.SourcePath.ToString(), *TargetStruct.Name.ToString());
return false;
}
const FStateTreeBindableStructDesc& SourceStruct = BindingsCompiler.GetSourceStructDesc(SourceStructIdx);
// Source must be accessible by the target struct.
TArray<FStateTreeBindableStructDesc> AccessibleStructs;
TreeData->GetAccessibleStructs(Binding.TargetPath.StructID, AccessibleStructs);
const bool SourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs)
{
return (Structs.ID == SourceStructID);
});
if (!SourceAccessible)
{
UE_LOG(LogStateTree, Error, TEXT("%s: '%s': %s:%s is not accessible to %s:%s."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(StateTree),
*SourceStruct.Name.ToString(), *Binding.SourcePath.ToString(), *TargetStruct.Name.ToString(), *Binding.TargetPath.ToString());
return false;
}
// Special case fo AnyEnum. StateTreeBindingExtension allows AnyEnums to bind to other enum types.
// The actual copy will be done via potential type promotion copy, into the value property inside the AnyEnum.
// We amend the paths here to point to the 'Value' property.
const bool bSourceIsAnyEnum = IsPropertyAnyEnum(SourceStruct, Binding.SourcePath);
const bool bTargetIsAnyEnum = IsPropertyAnyEnum(TargetStruct, Binding.TargetPath);
if (bSourceIsAnyEnum || bTargetIsAnyEnum)
{
FStateTreeEditorPropertyBinding ModifiedBinding(Binding);
if (bSourceIsAnyEnum)
{
ModifiedBinding.SourcePath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
}
if (bTargetIsAnyEnum)
{
ModifiedBinding.TargetPath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
}
OutBindings.Add(ModifiedBinding);
}
else
{
OutBindings.Add(Binding);
}
}
return true;
}
bool FStateTreeBaker::CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent)
{
const int32 StateIdx = StateTree->States.AddDefaulted();
FBakedStateTreeState& BakedState = StateTree->States[StateIdx];
BakedState.Name = State.Name;
BakedState.Parent = Parent;
SourceStates.Add(&State);
IDToState.Add(State.ID, StateIdx);
// Collect evaluators
check(StateTree->RuntimeStorageItems.Num() <= int32(MAX_uint16));
BakedState.EvaluatorsBegin = uint16(StateTree->RuntimeStorageItems.Num());
for (FStateTreeEvaluatorItem& EvaluatorItem : State.Evaluators)
{
if (EvaluatorItem.Type.IsValid())
{
// Copy the evaluator
FInstancedStruct& EvalPtr = StateTree->RuntimeStorageItems.AddDefaulted_GetRef();
EvalPtr = EvaluatorItem.Type;
check(EvalPtr.IsValid());
FStateTreeEvaluatorBase& Eval = EvalPtr.GetMutable<FStateTreeEvaluatorBase>();
// Create binding source struct descriptor.
FStateTreeBindableStructDesc StructDesc;
StructDesc.Struct = EvalPtr.GetScriptStruct();
StructDesc.Name = Eval.Name;
StructDesc.ID = Eval.ID;
// Mark the struct as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Eval.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Eval.SourceStructIndex = uint16(SourceStructIndex);
}
}
const int32 EvaluatorsNum = StateTree->RuntimeStorageItems.Num() - int32(BakedState.EvaluatorsBegin);
check(EvaluatorsNum <= int32(MAX_uint8));
BakedState.EvaluatorsNum = uint8(EvaluatorsNum);
// Collect tasks
check(StateTree->RuntimeStorageItems.Num() <= int32(MAX_uint16));
BakedState.TasksBegin = uint16(StateTree->RuntimeStorageItems.Num());
for (FStateTreeTaskItem& TaskItem : State.Tasks)
{
if (TaskItem.Type.IsValid())
{
// Copy the task
FInstancedStruct& TaskPtr = StateTree->RuntimeStorageItems.AddDefaulted_GetRef();
TaskPtr = TaskItem.Type;
check(TaskPtr.IsValid());
FStateTreeTaskBase& Task = TaskPtr.GetMutable<FStateTreeTaskBase>();
// Create binding source struct descriptor.
FStateTreeBindableStructDesc StructDesc;
StructDesc.Struct = TaskPtr.GetScriptStruct();
StructDesc.Name = Task.Name;
StructDesc.ID = Task.ID;
// Mark the struct as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Task.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Task.SourceStructIndex = uint16(SourceStructIndex);
}
}
const int32 TasksNum = StateTree->RuntimeStorageItems.Num() - int32(BakedState.TasksBegin);
check(TasksNum <= int32(MAX_uint8));
BakedState.TasksNum = uint8(TasksNum);
// Child states
check(StateTree->States.Num() <= int32(MAX_uint16));
BakedState.ChildrenBegin = uint16(StateTree->States.Num());
for (UStateTreeState* Child : State.Children)
{
if (Child)
{
if (!CreateStateRecursive(*Child, FStateTreeHandle((uint16)StateIdx)))
{
return false;
}
}
}
check(StateTree->States.Num() <= int32(MAX_uint16));
StateTree->States[StateIdx].ChildrenEnd = uint16(StateTree->States.Num()); // Cannot use BakedState here, it may be invalid due to array resize.
return true;
}