File size: 12,776 Bytes
b315adb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "ShooterTestAsyncMessageTestActor.h"
#include "AudioThread.h"
#include "Async/Async.h"
#include "AsyncMessageBindingOptions.h"
#include "AsyncGameplayMessageSystem.h"
#include "AsyncMessageWorldSubsystem.h"
#include "AsyncMessageSystemLogs.h"
#include "Components/StaticMeshComponent.h"
#include "NativeGameplayTags.h"
#include "TimerManager.h"
UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Red, "Change.Color.Red")
UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Green, "Change.Color.Green")
UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Blue, "Change.Color.Blue")
UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Async_Test, "Async.Message.Test")
UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Test_Heavy, "Tests.HeavyMessage")
UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Test_HeavySubmessage, "Tests.HeavyMessage.SubMessage")
static FAsyncMessageId Message_ChangeColor_Red = { Message_Tag_Red };
static FAsyncMessageId Message_ChangeColor_Green = { Message_Tag_Green};
static FAsyncMessageId Message_ChangeColor_Blue = { Message_Tag_Blue };
static FAsyncMessageId Message_Async_Test = { Message_Tag_Async_Test };
///////////////////////////////////////////////////////////////
// AAsyncColorChangeBroadcastActor
AAsyncColorChangeBroadcastActor::AAsyncColorChangeBroadcastActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ColorMessageToBroadcast = Message_ChangeColor_Red;
}
void AAsyncColorChangeBroadcastActor::BeginPlay()
{
Super::BeginPlay();
SpawnBackgroundTask();
SpawnGameplayTagBroadcaster();
}
void AAsyncColorChangeBroadcastActor::SpawnBackgroundTask()
{
TWeakObjectPtr<AAsyncColorChangeBroadcastActor> WeakThis(this);
// Queue a message from a non-game thread, a normal thread from the task pool in this case
AsyncTask(ENamedThreads::AnyNormalThreadNormalTask, [WeakThis]()
{
if (!WeakThis.IsValid())
{
return;
}
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(WeakThis->GetWorld()))
{
// Queue a color change message
Sys.Get()->QueueMessageForBroadcast(WeakThis->ColorMessageToBroadcast, TStructView<FColorChangingMessage>(WeakThis->ColorChangeData));
}
WeakThis->NumBroadcasts++;
});
// Set up a timer to spawn a new background task every second
GetWorld()->GetTimerManager().SetTimer(StartBackgroundTaskTimerHandle,
FTimerDelegate::CreateWeakLambda(this, [this]()
{
SpawnBackgroundTask();
}), 1.0f, false, ColorMessageBroadcastFrequency);
}
void AAsyncColorChangeBroadcastActor::SpawnGameplayTagBroadcaster()
{
if (!GameplayTagToBroadcastA.IsValid() && !GameplayTagToBroadcastB.IsValid())
{
return;
}
TWeakObjectPtr<UWorld> WeakWorld = GetWorld();
TWeakObjectPtr<AAsyncColorChangeBroadcastActor> WeakThis = this;
// Set up a timer to spawn a new background task. This will queue the message on the game thread
GetWorld()->GetTimerManager().SetTimer(GameplayTagSpawner,
FTimerDelegate::CreateWeakLambda(this, [WeakWorld, WeakThis]()
{
if (!WeakThis.IsValid())
{
return;
}
// Queue the gameplay tag message a for broadcast
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(WeakWorld.Get()))
{
if (WeakThis->GameplayTagToBroadcastA.IsValid())
{
Sys->QueueMessageForBroadcast(WeakThis->GameplayTagToBroadcastA);
}
if (WeakThis->GameplayTagToBroadcastB.IsValid())
{
Sys->QueueMessageForBroadcast(WeakThis->GameplayTagToBroadcastB);
}
}
}), 1.0f, true, GameplayTagBroadcastFrequency);
}
///////////////////////////////////////////////////////////////
// AColorChangingTestListener
AColorChangingTestListener::AColorChangingTestListener(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ColorChangingMesh"));
SetRootComponent(MeshComp);
// We will be overriding the materials on this mesh to change their color, so make some dynamic instances of the material
for (int32 MatIdx = 0; MatIdx < MeshComp->GetNumMaterials(); ++MatIdx)
{
MeshComp->CreateDynamicMaterialInstance(MatIdx);
}
}
void AColorChangingTestListener::BeginPlay()
{
Super::BeginPlay();
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()))
{
// Listen to ALL color messages
BoundHandle_ColorParent = Sys->BindListener(
Message_ChangeColor_Red.GetParentMessageId(),
TWeakObjectPtr<AColorChangingTestListener>(this),
&ThisClass::HandleAnyColorChange);
}
if (bShouldSpawnTaskOnOtherThread)
{
SetupNamedThreadListener();
}
PreviousColorBoundTo = FMath::RandRange(0, 2);
SetupColorListener();
}
void AColorChangingTestListener::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
ResetListenerToColor();
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()))
{
Sys->UnbindListener(BoundHandle_ColorParent);
}
}
void AColorChangingTestListener::SetupColorListener()
{
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()))
{
const FAsyncMessageId MessageToListenFor = GetColorChangeToListenTo();
FAsyncMessageBindingOptions Opts = {};
// Listen to the color messages
BoundHandle_Color = Sys->BindListener(
MessageToListenFor,
TWeakObjectPtr<AColorChangingTestListener>(this),
&ThisClass::HandleColorChange,
Opts);
}
}
void AColorChangingTestListener::ResetListenerToColor()
{
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()))
{
Sys->UnbindListener(BoundHandle_Color);
BoundHandle_Color = FAsyncMessageHandle::Invalid;
}
}
void AColorChangingTestListener::SetupNamedThreadListener()
{
check(bShouldSpawnTaskOnOtherThread);
// We want to receive our event on the RHI thread
FAsyncMessageBindingOptions Opts = {};
Opts.SetNamedThreads(ENamedThreads::RHIThread);
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()))
{
Sys->BindListener(Message_Async_Test, [](const FAsyncMessage& Message)
{
// Ensure that we are actually geting our message on the thread we have requested to
const uint32 CurrentThread = FPlatformTLS::GetCurrentThreadId();
ensure(CurrentThread == Message.GetThreadQueuedFromThreadId());
UE_LOG(LogAsyncMessageSystem, Verbose, TEXT("Successfully received message on RHI thread"));
}, Opts);
}
// Wait 5 seconds, and then spawn an async task on the background thread to queue the message
const float NextDelay = 5.0f;
TWeakObjectPtr<UWorld> WeakWorld = GetWorld();
// Set up a timer to spawn a new background task every second
GetWorld()->GetTimerManager().SetTimer(BackgroundQueueMessageHandle,
FTimerDelegate::CreateWeakLambda(this, [WeakWorld]()
{
// Spawn an async task to queue an message, on a background thread
AsyncTask(ENamedThreads::RHIThread, [WeakWorld]()
{
if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(WeakWorld.Get()))
{
Sys->QueueMessageForBroadcast(Message_Async_Test);
}
});
// loop every 1 second
}), 1.0f, true, NextDelay);
}
void AColorChangingTestListener::HandleColorChange(const FAsyncMessage& Message)
{
TRACE_CPUPROFILER_EVENT_SCOPE(AColorChangingTestListener::HandleColorChange);
ensure(IsInGameThread() || IsInParallelGameThread());
// Some specific color change here
const FColorChangingMessage* Data = Message.GetPayloadData<const FColorChangingMessage>();
if (!Data)
{
ensure(false);
return;
}
// Change the dynamic material param colors
FLinearColor Col = Data->DesiredColorToChange;
MeshComp->SetColorParameterValueOnMaterials(MaterialColorParamName, Col);
// If we are listening for a specific message already, don't attempt to rebind
if (OverrideMessageBinding.IsValid())
{
return;
}
// Stop listening for the color that we just got
ResetListenerToColor();
// And start listening to a new fancy color message
SetupColorListener();
}
void AColorChangingTestListener::HandleAnyColorChange(const FAsyncMessage& Message)
{
TRACE_CPUPROFILER_EVENT_SCOPE(AColorChangingTestListener::HandleAnyColorChange);
ensure(IsInGameThread() || IsInParallelGameThread());
const FColorChangingMessage* Data = Message.GetPayloadData<const FColorChangingMessage>();
if (!Data)
{
ensure(false);
return;
}
const uint32 MyThread = FPlatformTLS::GetCurrentThreadId();
// Any time there is a color change, rotate the actor a bit
AddActorLocalRotation(FRotator(0.0, 0.0, 10.0));
}
const FAsyncMessageId AColorChangingTestListener::GetColorChangeToListenTo()
{
// If you have specified a specific color to listen for let you do so here
if (OverrideMessageBinding.IsValid())
{
return OverrideMessageBinding;
}
// Increment to the next color
PreviousColorBoundTo = FMath::WrapExclusive(++PreviousColorBoundTo, 0, 3);
int32 IndexToBindTo = PreviousColorBoundTo;
if (IndexToBindTo == 0)
{
return Message_ChangeColor_Red;
}
else if (IndexToBindTo == 1)
{
return Message_ChangeColor_Green;
}
else if (IndexToBindTo == 2)
{
return Message_ChangeColor_Blue;
}
return Message_ChangeColor_Blue;
}
AHeavyPerformanceBroadcastor::AHeavyPerformanceBroadcastor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RootMeshComp"));
SetRootComponent(MeshComp);
MessagePayloadToQueue = FInstancedStruct::Make(FTestHeavyMessage{});
// The tick function is TG_PrePhysics by default
// Tick this actor every time pre-physics
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.TickGroup = CustomTickGroup;
}
void AHeavyPerformanceBroadcastor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
QueueMessage();
}
void AHeavyPerformanceBroadcastor::QueueMessage()
{
TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld());
if (!Sys)
{
return;
}
for (int32 i = 0; i < NumberOfTimesToQueue; ++i)
{
// Queue a color change message
Sys->QueueMessageForBroadcast(MessageToQueue, MessagePayloadToQueue);
}
}
AHeavyPerformanceListener::AHeavyPerformanceListener(const FObjectInitializer& ObjectInitializer)
{
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ListenerRootMeshComp"));
SetRootComponent(MeshComp);
MeshComp->SetMobility(EComponentMobility::Movable);
}
void AHeavyPerformanceListener::BeginPlay()
{
Super::BeginPlay();
SetupListener();
}
void AHeavyPerformanceListener::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
RemoveListener();
}
void AHeavyPerformanceListener::HandleMessage(const FAsyncMessage& Message)
{
const FTestHeavyMessage* Data = Message.GetPayloadData<const FTestHeavyMessage>();
if (!Data)
{
ensure(false);
return;
}
// Rotate the actor a little itsy bitsy, just to replicate doing some kind of simple gameplay work.
AddActorLocalRotation(Data->AmountToRotate);
}
void AHeavyPerformanceListener::SetupListener()
{
check(!ListenerHandle.IsValid());
TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld());
if (!Sys)
{
return;
}
FAsyncMessageBindingOptions BindingOpts = {};
BindingOpts.SetTickGroup(GroupToListenFor);
ListenerHandle = Sys->BindListener(
MessageToListenFor,
TWeakObjectPtr<AHeavyPerformanceListener>(this),
&AHeavyPerformanceListener::HandleMessage,
BindingOpts);
ensure(ListenerHandle.IsValid());
}
void AHeavyPerformanceListener::RemoveListener()
{
if (!ListenerHandle.IsValid())
{
return;
}
TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld());
if (!Sys)
{
return;
}
Sys->UnbindListener(ListenerHandle);
}
|