Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectComponent.cpp
yoan stamant 73e3be5b16 Added unsafe type cast as warnings in AI related plugins/modules: StateTree, Mass, SmartObject. NavigationSystem, and ZoneGraph (partial)
#rb Mieszko.Zielinski, mikko.mononen

[CL 32398227 by yoan stamant in ue5-main branch]
2024-03-21 09:44:11 -04:00

442 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectComponent.h"
#include "Engine/World.h"
#include "SmartObjectSubsystem.h"
#include "VisualLogger/VisualLogger.h"
#include "Net/UnrealNetwork.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectComponent)
#if WITH_EDITORONLY_DATA
USmartObjectComponent::FOnSmartObjectChanged USmartObjectComponent::OnSmartObjectChanged;
#endif // WITH_EDITORONLY_DATA
USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USmartObjectComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
// Required to allow for sub classes to replicate the state of this smart object.
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DISABLE_REPLICATED_PROPERTY(USmartObjectComponent, DefinitionRef);
DISABLE_REPLICATED_PROPERTY(USmartObjectComponent, RegisteredHandle);
}
void USmartObjectComponent::PostInitProperties()
{
Super::PostInitProperties();
#if WITH_EDITORONLY_DATA
if (HasAnyFlags(RF_ClassDefaultObject) == false)
{
AActor* Actor = GetOwner();
if (Actor != nullptr && Actor->HasAnyFlags(RF_ClassDefaultObject) == false)
{
// tagging owner actors since the tags get included in FWorldPartitionActorDesc
// and that's the only way we can tell a given actor has a SmartObjectComponent
// until it's fully loaded
if (Actor->Tags.Contains(UE::SmartObject::WithSmartObjectTag) == false)
{
Actor->Tags.AddUnique(UE::SmartObject::WithSmartObjectTag);
Actor->MarkPackageDirty();
}
}
}
#endif // WITH_EDITORONLY_DATA
}
#if WITH_EDITORONLY_DATA
bool USmartObjectComponent::ApplyDeprecation()
{
if (bDeprecationApplied)
{
return false;
}
// Older versions of the SmartObject Component used to have property `DefinitionAsset`.
// which referenced the SmartObject Definition asset. The data is now stored in DefinitionRef.
PRAGMA_DISABLE_DEPRECATION_WARNINGS
if (DefinitionAsset_DEPRECATED)
{
DefinitionRef.SetSmartObjectDefinition(DefinitionAsset_DEPRECATED);
}
CachedDefinitionAssetVariation = nullptr;
DefinitionAsset_DEPRECATED = nullptr;
bDeprecationApplied = true;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
return true;
}
bool USmartObjectComponent::ApplyParentDeprecation()
{
if (bDeprecationApplied)
{
return false;
}
if (USmartObjectComponent* Archetype = Cast<USmartObjectComponent>(GetArchetype()))
{
// If our archetype was already deprecated it indicates that the current instance
// was created from an up to date archetype so no need to deprecate those values
// and we consider the deprecation applied
if (const bool bArchetypeAlreadyDeprecated = !Archetype->ApplyParentDeprecation())
{
bDeprecationApplied = true;
return false;
}
}
return ApplyDeprecation();
}
#endif
void USmartObjectComponent::Serialize(FArchive& Ar)
{
#if WITH_EDITORONLY_DATA
if (Ar.IsLoading())
{
// Keep track of deprecated definition before serialization in case we had a different asset
// then we'll need to deprecate it
const TObjectPtr<USmartObjectDefinition> AssetBeforeSerialization = DefinitionAsset_DEPRECATED;
// CDOs don't run serialize, apply deprecation if needed
ApplyParentDeprecation();
Super::Serialize(Ar);
// Object had its own asset, deprecate it
if (DefinitionAsset_DEPRECATED != AssetBeforeSerialization)
{
// Reset deprecation that might have been set before serializing
bDeprecationApplied = false;
ApplyDeprecation();
}
}
else
#endif
{
Super::Serialize(Ar);
}
}
#if WITH_EDITOR
void USmartObjectComponent::OnRegister()
{
Super::OnRegister();
// Component gets registered on BeginPlay for game worlds
const UWorld* World = GetWorld();
if (World != nullptr && !World->IsGameWorld())
{
RegisterToSubsystem();
}
}
void USmartObjectComponent::OnUnregister()
{
// Component gets unregistered on EndPlay for game worlds
const UWorld* World = GetWorld();
if (World != nullptr && World->IsGameWorld() == false)
{
UnregisterFromSubsystem(ESmartObjectUnregistrationType::RegularProcess);
}
Super::OnUnregister();
}
#endif // WITH_EDITOR
void USmartObjectComponent::RegisterToSubsystem()
{
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif // WITH_EDITOR
if (GetOwnerRole() == ROLE_Authority)
{
// Note: we don't report error or ensure on missing subsystem since it might happen
// in various scenarios (e.g. inactive world)
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
Subsystem->RegisterSmartObject(*this);
}
}
}
void USmartObjectComponent::UnregisterFromSubsystem(const ESmartObjectUnregistrationType UnregistrationType)
{
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif // WITH_EDITOR
// Only attempt to unregister if we are the authoritative role
if (GetRegisteredHandle().IsValid() && GetOwnerRole() == ENetRole::ROLE_Authority)
{
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
if (UnregistrationType == ESmartObjectUnregistrationType::ForceRemove
|| (!World->IsGameWorld() && (IsBeingDestroyed() || (GetOwner() && GetOwner()->IsActorBeingDestroyed()))))
{
// note that this case is really only expected in the editor when the component is being unregistered
// as part of DestroyComponent (or from its owner destruction).
Subsystem->RemoveSmartObject(*this);
}
else
{
Subsystem->UnregisterSmartObject(*this);
}
}
}
}
void USmartObjectComponent::BeginPlay()
{
Super::BeginPlay();
// Register only for game worlds only since component is registered by OnRegister for the other scenarios.
// Can't enforce a check here in case BeginPlay is manually dispatched on worlds of other type (e.g. Editor, Preview).
const UWorld* World = GetWorld();
if (World != nullptr && World->IsGameWorld())
{
RegisterToSubsystem();
}
}
void USmartObjectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// Unregister only for game worlds (see details in BeginPlay)
const UWorld* World = GetWorld();
if (World != nullptr && World->IsGameWorld())
{
// When the object gets destroyed or streamed out we unregister the component according to its registration type
// to preserve runtime data for components bounds to existing objects.
if (EndPlayReason == EEndPlayReason::RemovedFromWorld
|| EndPlayReason == EEndPlayReason::Destroyed)
{
UnregisterFromSubsystem(ESmartObjectUnregistrationType::RegularProcess);
}
// In all other scenarios (e.g. LevelTransition, EndPIE, Quit, etc.) we always remove the runtime data
else
{
UnregisterFromSubsystem(ESmartObjectUnregistrationType::ForceRemove);
}
}
Super::EndPlay(EndPlayReason);
}
FBox USmartObjectComponent::GetSmartObjectBounds() const
{
FBox BoundingBox(ForceInitToZero);
if (const AActor* Owner = GetOwner())
{
if (const USmartObjectDefinition* Definition = GetDefinition())
{
BoundingBox = Definition->GetBounds().TransformBy(Owner->GetTransform());
}
}
return BoundingBox;
}
const USmartObjectDefinition* USmartObjectComponent::GetDefinition() const
{
if (!CachedDefinitionAssetVariation)
{
if (USmartObjectDefinition* BaseDefinitionAsset = const_cast<USmartObjectDefinition*>(DefinitionRef.GetSmartObjectDefinition()))
{
CachedDefinitionAssetVariation = BaseDefinitionAsset->GetAssetVariation(DefinitionRef.GetParameters());
}
}
return CachedDefinitionAssetVariation;
}
const USmartObjectDefinition* USmartObjectComponent::GetBaseDefinition() const
{
return DefinitionRef.GetSmartObjectDefinition();
}
void USmartObjectComponent::SetDefinition(USmartObjectDefinition* Definition)
{
DefinitionRef.SetSmartObjectDefinition(Definition);
}
void USmartObjectComponent::SetRegisteredHandle(const FSmartObjectHandle Value, const ESmartObjectRegistrationType InRegistrationType)
{
ensure(Value.IsValid());
ensure(RegisteredHandle.IsValid() == false || RegisteredHandle == Value);
RegisteredHandle = Value;
ensure(RegistrationType == ESmartObjectRegistrationType::NotRegistered && InRegistrationType != ESmartObjectRegistrationType::NotRegistered);
RegistrationType = InRegistrationType;
}
void USmartObjectComponent::InvalidateRegisteredHandle()
{
RegisteredHandle = FSmartObjectHandle::Invalid;
RegistrationType = ESmartObjectRegistrationType::NotRegistered;
}
void USmartObjectComponent::OnRuntimeInstanceBound(FSmartObjectRuntime& RuntimeInstance)
{
EventDelegateHandle = RuntimeInstance.GetMutableEventDelegate().AddUObject(this, &USmartObjectComponent::OnRuntimeEventReceived);
}
void USmartObjectComponent::OnRuntimeInstanceUnbound(FSmartObjectRuntime& RuntimeInstance)
{
if (EventDelegateHandle.IsValid())
{
RuntimeInstance.GetMutableEventDelegate().Remove(EventDelegateHandle);
EventDelegateHandle.Reset();
}
}
bool USmartObjectComponent::SetSmartObjectEnabled(const bool bEnable) const
{
return SetSmartObjectEnabledForReason(UE::SmartObject::EnabledReason::Gameplay, bEnable);
}
bool USmartObjectComponent::SetSmartObjectEnabledForReason(const FGameplayTag ReasonTag, const bool bEnabled) const
{
if (GetRegisteredHandle().IsValid())
{
if (USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
{
Subsystem->SetEnabledForReason(GetRegisteredHandle(), ReasonTag, bEnabled);
return true;
}
}
return false;
}
bool USmartObjectComponent::IsSmartObjectEnabled() const
{
if (GetRegisteredHandle().IsValid())
{
if (const USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
{
return Subsystem->IsEnabled(GetRegisteredHandle());
}
}
return false;
}
bool USmartObjectComponent::IsSmartObjectEnabledForReason(const FGameplayTag ReasonTag) const
{
if (GetRegisteredHandle().IsValid())
{
if (const USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
{
return Subsystem->IsEnabledForReason(GetRegisteredHandle(), ReasonTag);
}
}
return false;
}
TStructOnScope<FActorComponentInstanceData> USmartObjectComponent::GetComponentInstanceData() const
{
return MakeStructOnScope<FActorComponentInstanceData, FSmartObjectComponentInstanceData>(this, DefinitionRef);
}
#if WITH_EDITOR
void USmartObjectComponent::PostEditUndo()
{
Super::PostEditUndo();
CachedDefinitionAssetVariation = nullptr;
OnSmartObjectChanged.Broadcast(*this);
}
void USmartObjectComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
CachedDefinitionAssetVariation = nullptr;
OnSmartObjectChanged.Broadcast(*this);
}
#endif // WITH_EDITOR
//-----------------------------------------------------------------------------
// FSmartObjectComponentInstanceData
//-----------------------------------------------------------------------------
bool FSmartObjectComponentInstanceData::ContainsData() const
{
return true;
}
void FSmartObjectComponentInstanceData::ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase)
{
// Apply data first since we might need to register to the subsystem
// before the component gets re-registered by the base class.
if (CacheApplyPhase == ECacheApplyPhase::PostUserConstructionScript)
{
USmartObjectComponent* SmartObjectComponent = CastChecked<USmartObjectComponent>(Component);
// We only need to force a register if DefinitionAsset is currently null and a valid one was backed up.
// Reason is that our registration to the Subsystem depends on a valid definition so it can be skipped.
if (SmartObjectComponent->DefinitionRef != SmartObjectDefinitionRef
&& SmartObjectComponent->DefinitionRef.IsValid())
{
SmartObjectComponent->DefinitionRef = SmartObjectDefinitionRef;
const UWorld* World = SmartObjectComponent->GetWorld();
if (World != nullptr && !World->IsGameWorld())
{
// Registering to the subsystem should only be attempted on registered component
// otherwise the OnRegister callback will take care of it.
if (SmartObjectComponent->IsRegistered())
{
SmartObjectComponent->RegisterToSubsystem();
}
}
}
}
Super::ApplyToComponent(Component, CacheApplyPhase);
}
void USmartObjectComponent::OnRuntimeEventReceived(const FSmartObjectEventData& Event)
{
const AActor* Interactor = nullptr;
if (const FSmartObjectActorUserData* ActorUser = Event.EventPayload.GetPtr<const FSmartObjectActorUserData>())
{
Interactor = ActorUser->UserActor.Get();
}
UE_CVLOG_LOCATION(Interactor != nullptr, USmartObjectSubsystem::GetCurrent(GetWorld()), LogSmartObject, Display,
Interactor->GetActorLocation(), /*Radius*/25, FColor::Green, TEXT("%s: %s. Interactor: %s"),
*GetNameSafe(GetOwner()), *UEnum::GetValueAsString(Event.Reason), *GetNameSafe(Interactor));
ReceiveOnEvent(Event, Interactor);
OnSmartObjectEvent.Broadcast(Event, Interactor);
OnSmartObjectEventNative.Broadcast(Event, Interactor);
}