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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| DEFINE_LOG_CATEGORY_STATIC(LogAsyncMixin, Log, All); | |
| TMap<FAsyncMixin*, TSharedRef<FAsyncMixin::FLoadingState>> FAsyncMixin::Loading; | |
| FAsyncMixin::FAsyncMixin() | |
| { | |
| } | |
| FAsyncMixin::~FAsyncMixin() | |
| { | |
| check(IsInGameThread()); | |
| // Removing the loading state will cancel any pending loadings it was | |
| // monitoring, and shouldn't receive any future callbacks for completion. | |
| Loading.Remove(this); | |
| } | |
| const FAsyncMixin::FLoadingState& FAsyncMixin::GetLoadingStateConst() const | |
| { | |
| check(IsInGameThread()); | |
| return Loading.FindChecked(this).Get(); | |
| } | |
| FAsyncMixin::FLoadingState& FAsyncMixin::GetLoadingState() | |
| { | |
| check(IsInGameThread()); | |
| if (TSharedRef<FLoadingState>* LoadingState = Loading.Find(this)) | |
| { | |
| return (*LoadingState).Get(); | |
| } | |
| return Loading.Add(this, MakeShared<FLoadingState>(*this)).Get(); | |
| } | |
| bool FAsyncMixin::HasLoadingState() const | |
| { | |
| check(IsInGameThread()); | |
| return Loading.Contains(this); | |
| } | |
| void FAsyncMixin::CancelAsyncLoading() | |
| { | |
| // Don't create the loading state if we don't have anything pending. | |
| if (HasLoadingState()) | |
| { | |
| GetLoadingState().CancelAndDestroy(); | |
| } | |
| } | |
| bool FAsyncMixin::IsAsyncLoadingInProgress() const | |
| { | |
| // Don't create the loading state if we don't have anything pending. | |
| if (HasLoadingState()) | |
| { | |
| return GetLoadingStateConst().IsLoadingInProgress(); | |
| } | |
| return false; | |
| } | |
| bool FAsyncMixin::IsLoadingInProgressOrPending() const | |
| { | |
| if (HasLoadingState()) | |
| { | |
| return GetLoadingStateConst().IsLoadingInProgressOrPending(); | |
| } | |
| return false; | |
| } | |
| void FAsyncMixin::AsyncLoad(FSoftObjectPath SoftObjectPath, const FSimpleDelegate& DelegateToCall) | |
| { | |
| GetLoadingState().AsyncLoad(SoftObjectPath, DelegateToCall); | |
| } | |
| void FAsyncMixin::AsyncLoad(const TArray<FSoftObjectPath>& SoftObjectPaths, const FSimpleDelegate& DelegateToCall) | |
| { | |
| GetLoadingState().AsyncLoad(SoftObjectPaths, DelegateToCall); | |
| } | |
| void FAsyncMixin::AsyncPreloadPrimaryAssetsAndBundles(const TArray<FPrimaryAssetId>& AssetIds, const TArray<FName>& LoadBundles, const FSimpleDelegate& DelegateToCall) | |
| { | |
| GetLoadingState().AsyncPreloadPrimaryAssetsAndBundles(AssetIds, LoadBundles, DelegateToCall); | |
| } | |
| void FAsyncMixin::AsyncCondition(TSharedRef<FAsyncCondition> Condition, const FSimpleDelegate& Callback) | |
| { | |
| GetLoadingState().AsyncCondition(Condition, Callback); | |
| } | |
| void FAsyncMixin::AsyncEvent(const FSimpleDelegate& Callback) | |
| { | |
| GetLoadingState().AsyncEvent(Callback); | |
| } | |
| void FAsyncMixin::StartAsyncLoading() | |
| { | |
| // If we don't actually have any loading state because they've not queued anything to load, | |
| // just immediately start and finish the operation by calling the callbacks, no point in allocating | |
| // the memory just to de-allocate it. | |
| if (IsLoadingInProgressOrPending()) | |
| { | |
| GetLoadingState().Start(); | |
| } | |
| else | |
| { | |
| OnStartedLoading(); | |
| OnFinishedLoading(); | |
| } | |
| } | |
| //------------------------------------------------------------------------------ | |
| //------------------------------------------------------------------------------ | |
| FAsyncMixin::FLoadingState::FLoadingState(FAsyncMixin& InOwner) | |
| : OwnerRef(InOwner) | |
| { | |
| } | |
| FAsyncMixin::FLoadingState::~FLoadingState() | |
| { | |
| QUICK_SCOPE_CYCLE_COUNTER(STAT_FAsyncMixin_FLoadingState_DestroyThisMemoryDelegate); | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Destroy LoadingState (Done)"), this); | |
| // If we get destroyed, need to cancel whatever we're doing and cancel any | |
| // pending destruction - as we're already on the way out. | |
| CancelOnly(/*bDestroying*/true); | |
| CancelDestroyThisMemory(/*bDestroying*/true); | |
| } | |
| void FAsyncMixin::FLoadingState::CancelOnly(bool bDestroying) | |
| { | |
| if (!bDestroying) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Cancel"), this); | |
| } | |
| CancelStartTimer(); | |
| for (TUniquePtr<FAsyncStep>& Step : AsyncSteps) | |
| { | |
| Step->Cancel(); | |
| } | |
| // Moving the memory to another array so we don't crash. | |
| // There was an issue where the Step would get corrupted because we were calling Reset() on the array. | |
| AsyncStepsPendingDestruction = MoveTemp(AsyncSteps); | |
| bPreloadedBundles = false; | |
| bHasStarted = false; | |
| CurrentAsyncStep = 0; | |
| } | |
| void FAsyncMixin::FLoadingState::CancelAndDestroy() | |
| { | |
| CancelOnly(/*bDestroying*/false); | |
| RequestDestroyThisMemory(); | |
| } | |
| void FAsyncMixin::FLoadingState::CancelDestroyThisMemory(bool bDestroying) | |
| { | |
| // If we've schedule the memory to be deleted we need to abort that. | |
| if (IsPendingDestroy()) | |
| { | |
| if (!bDestroying) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Destroy LoadingState (Canceled)"), this); | |
| } | |
| FTSTicker::GetCoreTicker().RemoveTicker(DestroyMemoryDelegate); | |
| DestroyMemoryDelegate.Reset(); | |
| } | |
| } | |
| void FAsyncMixin::FLoadingState::RequestDestroyThisMemory() | |
| { | |
| // If we're already pending to destroy this memory, just ignore. | |
| if (!IsPendingDestroy()) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Destroy LoadingState (Requested)"), this); | |
| DestroyMemoryDelegate = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateLambda([this](float DeltaTime) { | |
| // Remove any memory we were using. | |
| FAsyncMixin::Loading.Remove(&OwnerRef); | |
| return false; | |
| })); | |
| } | |
| } | |
| void FAsyncMixin::FLoadingState::CancelStartTimer() | |
| { | |
| if (StartTimerDelegate.IsValid()) | |
| { | |
| FTSTicker::GetCoreTicker().RemoveTicker(StartTimerDelegate); | |
| StartTimerDelegate.Reset(); | |
| } | |
| } | |
| void FAsyncMixin::FLoadingState::Start() | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Start (Current Progress %d/%d)"), this, CurrentAsyncStep + 1, AsyncSteps.Num()); | |
| // Cancel any pending kickoff load requests. | |
| CancelStartTimer(); | |
| bool bStartingStepFound = false; | |
| if (!bHasStarted) | |
| { | |
| bHasStarted = true; | |
| OwnerRef.OnStartedLoading(); | |
| } | |
| TryCompleteAsyncLoading(); | |
| } | |
| void FAsyncMixin::FLoadingState::AsyncLoad(FSoftObjectPath SoftObjectPath, const FSimpleDelegate& DelegateToCall) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncLoad '%s'"), this, *SoftObjectPath.ToString()); | |
| AsyncSteps.Add( | |
| MakeUnique<FAsyncStep>( | |
| DelegateToCall, | |
| UAssetManager::GetStreamableManager().RequestAsyncLoad(SoftObjectPath, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, false, false, TEXT("AsyncMixin")) | |
| ) | |
| ); | |
| TryScheduleStart(); | |
| } | |
| void FAsyncMixin::FLoadingState::AsyncLoad(const TArray<FSoftObjectPath>& SoftObjectPaths, const FSimpleDelegate& DelegateToCall) | |
| { | |
| { | |
| const FString& Paths = FString::JoinBy(SoftObjectPaths, TEXT(", "), [](const FSoftObjectPath& SoftObjectPath) { return FString::Printf(TEXT("'%s'"), *SoftObjectPath.ToString()); }); | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncLoad [%s]"), this, *Paths); | |
| } | |
| AsyncSteps.Add( | |
| MakeUnique<FAsyncStep>( | |
| DelegateToCall, | |
| UAssetManager::GetStreamableManager().RequestAsyncLoad(SoftObjectPaths, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, false, false, TEXT("AsyncMixin")) | |
| ) | |
| ); | |
| TryScheduleStart(); | |
| } | |
| void FAsyncMixin::FLoadingState::AsyncPreloadPrimaryAssetsAndBundles(const TArray<FPrimaryAssetId>& AssetIds, const TArray<FName>& LoadBundles, const FSimpleDelegate& DelegateToCall) | |
| { | |
| { | |
| const FString& Assets = FString::JoinBy(AssetIds, TEXT(", "), [](const FPrimaryAssetId& AssetId) { return AssetId.ToString(); }); | |
| const FString& Bundles = FString::JoinBy(LoadBundles, TEXT(", "), [](const FName& LoadBundle) { return LoadBundle.ToString(); }); | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncPreload Assets [%s], Bundles[%s]"), this, *Assets, *Bundles); | |
| } | |
| TSharedPtr<FStreamableHandle> StreamingHandle; | |
| if (AssetIds.Num() > 0) | |
| { | |
| bPreloadedBundles = true; | |
| const bool bLoadRecursive = true; | |
| StreamingHandle = UAssetManager::Get().PreloadPrimaryAssets(AssetIds, LoadBundles, bLoadRecursive); | |
| } | |
| AsyncSteps.Add(MakeUnique<FAsyncStep>(DelegateToCall, StreamingHandle)); | |
| TryScheduleStart(); | |
| } | |
| void FAsyncMixin::FLoadingState::AsyncCondition(TSharedRef<FAsyncCondition> Condition, const FSimpleDelegate& DelegateToCall) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncCondition '0x%X'"), this, &Condition.Get()); | |
| AsyncSteps.Add(MakeUnique<FAsyncStep>(DelegateToCall, Condition)); | |
| TryScheduleStart(); | |
| } | |
| void FAsyncMixin::FLoadingState::AsyncEvent(const FSimpleDelegate& DelegateToCall) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncEvent"), this); | |
| AsyncSteps.Add(MakeUnique<FAsyncStep>(DelegateToCall)); | |
| TryScheduleStart(); | |
| } | |
| void FAsyncMixin::FLoadingState::TryScheduleStart() | |
| { | |
| CancelDestroyThisMemory(/*bDestroying*/false); | |
| // In the event the user forgets to start async loading, we'll begin doing it next frame. | |
| if (!StartTimerDelegate.IsValid()) | |
| { | |
| StartTimerDelegate = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateLambda([this](float DeltaTime) { | |
| QUICK_SCOPE_CYCLE_COUNTER(STAT_FAsyncMixin_FLoadingState_TryScheduleStartDelegate); | |
| Start(); | |
| return false; | |
| })); | |
| } | |
| } | |
| bool FAsyncMixin::FLoadingState::IsLoadingInProgress() const | |
| { | |
| if (AsyncSteps.Num() > 0) | |
| { | |
| if (CurrentAsyncStep < AsyncSteps.Num()) | |
| { | |
| if (CurrentAsyncStep == (AsyncSteps.Num() - 1)) | |
| { | |
| return AsyncSteps[CurrentAsyncStep]->IsLoadingInProgress(); | |
| } | |
| // If we know it's a valid index, but not the last one, then we know we're still loading, | |
| // if it's not a valid index, we know there's no loading, or we're beyond any loading. | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| bool FAsyncMixin::FLoadingState::IsLoadingInProgressOrPending() const | |
| { | |
| return StartTimerDelegate.IsValid() || IsLoadingInProgress(); | |
| } | |
| bool FAsyncMixin::FLoadingState::IsPendingDestroy() const | |
| { | |
| return DestroyMemoryDelegate.IsValid(); | |
| } | |
| void FAsyncMixin::FLoadingState::TryCompleteAsyncLoading() | |
| { | |
| // If we haven't started when we get this callback it means we've already completed | |
| // and this is some other callback finishing on the same frame/stack that we need to avoid | |
| // doing anything with until the memory is finished being deleted. | |
| if (!bHasStarted) | |
| { | |
| return; | |
| } | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] TryCompleteAsyncLoading - (Current Progress %d/%d)"), this, CurrentAsyncStep + 1, AsyncSteps.Num()); | |
| while (CurrentAsyncStep < AsyncSteps.Num()) | |
| { | |
| FAsyncStep* Step = AsyncSteps[CurrentAsyncStep].Get(); | |
| if (Step->IsLoadingInProgress()) | |
| { | |
| if (!Step->IsCompleteDelegateBound()) | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Step %d - Still Loading (Listening)"), this, CurrentAsyncStep + 1); | |
| const bool bBound = Step->BindCompleteDelegate(FSimpleDelegate::CreateSP(this, &FLoadingState::TryCompleteAsyncLoading)); | |
| ensureMsgf(bBound, TEXT("This is not intended to return false. We're checking if it's loaded above, this should definitely return true.")); | |
| } | |
| else | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Step %d - Still Loading (Waiting)"), this, CurrentAsyncStep + 1); | |
| } | |
| break; | |
| } | |
| else | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Step %d - Completed (Calling User)"), this, CurrentAsyncStep + 1); | |
| // Always advance the CurrentAsyncStep, before calling the user callback, it's possible they might | |
| // add new work, and try and start again, so we need to be ready for the next bit. | |
| CurrentAsyncStep++; | |
| Step->ExecuteUserCallback(); | |
| } | |
| } | |
| // If we're done loading, and bHasStarted is still true (meaning this is the first time we're encountering a request to complete) | |
| // try and complete. It's entirely possible that a user callback might append new work, which they immediately start, which | |
| // immediately tries to complete, which might create a case where we're now inside of TryCompleteAsyncLoading, which then | |
| // calls Start, which then calls TryCompleteAsyncLoading, so when we come back out of the stack, we need to avoid trying to | |
| // complete the async loading N+ times. | |
| if (IsLoadingComplete() && bHasStarted) | |
| { | |
| CompleteAsyncLoading(); | |
| } | |
| } | |
| void FAsyncMixin::FLoadingState::CompleteAsyncLoading() | |
| { | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] CompleteAsyncLoading"), this); | |
| // Mark that we've completed loading. | |
| if (bHasStarted) | |
| { | |
| bHasStarted = false; | |
| OwnerRef.OnFinishedLoading(); | |
| } | |
| // It's unlikely but possible they started loading more stuff in the OnFinishedLoading callback, | |
| // so double check that we're still actually done. | |
| // | |
| // NOTE: We don't delete ourselves from memory in use. Doing things like | |
| // pre-loading a bundle requires keeping the streaming handle alive. So we're keeping | |
| // things alive. | |
| // | |
| // We won't destroy the memory but we need to cleanup anything that may be hanging on to | |
| // captured scope, like completion handlers. | |
| if (IsLoadingComplete()) | |
| { | |
| if (!bPreloadedBundles && !IsLoadingInProgressOrPending()) | |
| { | |
| // If we're all done loading or pending loading, we should clean up the memory we're using. | |
| // go ahead and remove this loading state the owner mix-in allocated. | |
| RequestDestroyThisMemory(); | |
| return; | |
| } | |
| } | |
| } | |
| //------------------------------------------------------------------------------ | |
| //------------------------------------------------------------------------------ | |
| FAsyncMixin::FLoadingState::FAsyncStep::FAsyncStep(const FSimpleDelegate& InUserCallback) | |
| : UserCallback(InUserCallback) | |
| { | |
| } | |
| FAsyncMixin::FLoadingState::FAsyncStep::FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr<FStreamableHandle>& InStreamingHandle) | |
| : UserCallback(InUserCallback) | |
| , StreamingHandle(InStreamingHandle) | |
| { | |
| } | |
| FAsyncMixin::FLoadingState::FAsyncStep::FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr<FAsyncCondition>& InCondition) | |
| : UserCallback(InUserCallback) | |
| , Condition(InCondition) | |
| { | |
| } | |
| FAsyncMixin::FLoadingState::FAsyncStep::~FAsyncStep() | |
| { | |
| } | |
| void FAsyncMixin::FLoadingState::FAsyncStep::ExecuteUserCallback() | |
| { | |
| UserCallback.ExecuteIfBound(); | |
| UserCallback.Unbind(); | |
| } | |
| bool FAsyncMixin::FLoadingState::FAsyncStep::IsComplete() const | |
| { | |
| if (StreamingHandle.IsValid()) | |
| { | |
| return StreamingHandle->HasLoadCompleted(); | |
| } | |
| else if (Condition.IsValid()) | |
| { | |
| return Condition->IsComplete(); | |
| } | |
| return true; | |
| } | |
| void FAsyncMixin::FLoadingState::FAsyncStep::Cancel() | |
| { | |
| if (StreamingHandle.IsValid()) | |
| { | |
| StreamingHandle->BindCompleteDelegate(FSimpleDelegate()); | |
| StreamingHandle.Reset(); | |
| } | |
| else if (Condition.IsValid()) | |
| { | |
| Condition.Reset(); | |
| } | |
| bIsCompletionDelegateBound = false; | |
| } | |
| bool FAsyncMixin::FLoadingState::FAsyncStep::BindCompleteDelegate(const FSimpleDelegate& NewDelegate) | |
| { | |
| if (IsComplete()) | |
| { | |
| // Too Late! | |
| return false; | |
| } | |
| if (StreamingHandle.IsValid()) | |
| { | |
| StreamingHandle->BindCompleteDelegate(NewDelegate); | |
| } | |
| else if (Condition) | |
| { | |
| Condition->BindCompleteDelegate(NewDelegate); | |
| } | |
| bIsCompletionDelegateBound = true; | |
| return true; | |
| } | |
| bool FAsyncMixin::FLoadingState::FAsyncStep::IsCompleteDelegateBound() const | |
| { | |
| return bIsCompletionDelegateBound; | |
| } | |
| //------------------------------------------------------------------------------ | |
| //------------------------------------------------------------------------------ | |
| FAsyncCondition::FAsyncCondition(const FAsyncConditionDelegate& Condition) | |
| : UserCondition(Condition) | |
| { | |
| } | |
| FAsyncCondition::FAsyncCondition(TFunction<EAsyncConditionResult()>&& Condition) | |
| : UserCondition(FAsyncConditionDelegate::CreateLambda([UserFunction = MoveTemp(Condition)]() mutable { return UserFunction(); })) | |
| { | |
| } | |
| FAsyncCondition::~FAsyncCondition() | |
| { | |
| FTSTicker::GetCoreTicker().RemoveTicker(RepeatHandle); | |
| } | |
| bool FAsyncCondition::IsComplete() const | |
| { | |
| if (UserCondition.IsBound()) | |
| { | |
| const EAsyncConditionResult Result = UserCondition.Execute(); | |
| return Result == EAsyncConditionResult::Complete; | |
| } | |
| return true; | |
| } | |
| bool FAsyncCondition::BindCompleteDelegate(const FSimpleDelegate& NewDelegate) | |
| { | |
| if (IsComplete()) | |
| { | |
| // Already Complete | |
| return false; | |
| } | |
| CompletionDelegate = NewDelegate; | |
| if (!RepeatHandle.IsValid()) | |
| { | |
| RepeatHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateSP(this, &FAsyncCondition::TryToContinue), 0.16); | |
| } | |
| return true; | |
| } | |
| bool FAsyncCondition::TryToContinue(float) | |
| { | |
| QUICK_SCOPE_CYCLE_COUNTER(STAT_FAsyncCondition_TryToContinue); | |
| UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncCondition::TryToContinue"), this); | |
| if (UserCondition.IsBound()) | |
| { | |
| const EAsyncConditionResult Result = UserCondition.Execute(); | |
| switch (Result) | |
| { | |
| case EAsyncConditionResult::TryAgain: | |
| return true; | |
| case EAsyncConditionResult::Complete: | |
| RepeatHandle.Reset(); | |
| UserCondition.Unbind(); | |
| CompletionDelegate.ExecuteIfBound(); | |
| CompletionDelegate.Unbind(); | |
| break; | |
| } | |
| } | |
| return false; | |
| } | |