File size: 5,201 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 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AsyncMessageHandle.h"
#include "AsyncMessageId.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "GameplayTagContainer.h"
#include "StructUtils/InstancedStruct.h"
#include "ShooterTestAsyncMessageTestActor.generated.h"
struct FAsyncMessage;
class UStaticMeshComponent;
USTRUCT(BlueprintType)
struct FColorChangingMessage
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Test")
FLinearColor DesiredColorToChange = FLinearColor::Red;
};
/**
* A test actor which will spawn a task outside of the game thread to
* broadcast different color messages
*/
UCLASS(BlueprintType)
class AAsyncColorChangeBroadcastActor : public AActor
{
GENERATED_BODY()
public:
AAsyncColorChangeBroadcastActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
virtual void BeginPlay() override;
void SpawnBackgroundTask();
void SpawnGameplayTagBroadcaster();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Test")
TInstancedStruct<FColorChangingMessage> ColorChangeData;
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId ColorMessageToBroadcast;
UPROPERTY(EditAnywhere, Category="Test")
FGameplayTag GameplayTagToBroadcastA;
UPROPERTY(EditAnywhere, Category="Test")
FGameplayTag GameplayTagToBroadcastB;
UPROPERTY(BlueprintReadOnly, Category="Test")
int32 NumBroadcasts = 0;
UPROPERTY(EditAnywhere, Category="Test")
float ColorMessageBroadcastFrequency = 3.0f;
UPROPERTY(EditAnywhere, Category="Test")
float GameplayTagBroadcastFrequency = 3.0f;
FTimerHandle StartBackgroundTaskTimerHandle;
FTimerHandle GameplayTagSpawner;
};
/**
* An actor which will change the color of its static mesh
* in response to an async message that it listens to
*/
UCLASS(BlueprintType)
class AColorChangingTestListener : public AActor
{
GENERATED_BODY()
public:
AColorChangingTestListener(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
void HandleColorChange(const FAsyncMessage& Message);
void HandleAnyColorChange(const FAsyncMessage& Message);
const FAsyncMessageId GetColorChangeToListenTo();
void SetupColorListener();
void ResetListenerToColor();
void SetupNamedThreadListener();
UPROPERTY(EditAnywhere, Category="Test")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(EditAnywhere, Category="Test")
FName MaterialColorParamName = "ChangeColorParam";
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId OverrideMessageBinding;
UPROPERTY(EditAnywhere, Category="Test")
FGameplayTag TagToBindTo;
UPROPERTY(EditAnywhere, Category="Test")
bool bListenForParentTag = false;
// Test receiving and binding messages on another thread
UPROPERTY(EditAnywhere, Category="Test")
bool bShouldSpawnTaskOnOtherThread = false;
FTimerHandle BackgroundQueueMessageHandle;
FAsyncMessageHandle BoundHandle_Color;
FAsyncMessageHandle BoundHandle_ColorParent;
int32 PreviousColorBoundTo = -1;
};
USTRUCT(BlueprintType)
struct FTestHeavyMessage
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Test")
FLinearColor DesiredColorToChange = FLinearColor::Red;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Test")
FRotator AmountToRotate;
};
/**
* This is an actor which will queue a message for broadcast every single tick.
*/
UCLASS(BlueprintType)
class AHeavyPerformanceBroadcastor : public AActor
{
GENERATED_BODY()
AHeavyPerformanceBroadcastor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
public:
virtual void Tick(float DeltaSeconds) override;
void QueueMessage();
UPROPERTY(EditAnywhere, Category="Test")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId MessageToQueue;
UPROPERTY(EditAnywhere, Category="Test")
FInstancedStruct MessagePayloadToQueue;
UPROPERTY(EditAnywhere, Category="Test", meta=(UIMin=1))
int32 NumberOfTimesToQueue = 1;
UPROPERTY(EditAnywhere, Category="Test")
TEnumAsByte<enum ETickingGroup> CustomTickGroup = TG_PrePhysics;
};
UCLASS(BlueprintType)
class AHeavyPerformanceListener : public AActor
{
GENERATED_BODY()
AHeavyPerformanceListener(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UPROPERTY(EditAnywhere, Category="Test")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId MessageToListenFor;
UPROPERTY(EditAnywhere, Category="Test")
TEnumAsByte<ETickingGroup> GroupToListenFor = ETickingGroup::TG_PostPhysics;
private:
void HandleMessage(const FAsyncMessage& Message);
void SetupListener();
void RemoveListener();
FAsyncMessageHandle ListenerHandle;
}; |