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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FAsyncCondition; | |
| class FName; | |
| class UPrimaryDataAsset; | |
| struct FPrimaryAssetId; | |
| struct FStreamableHandle; | |
| template <class TClass> class TSubclassOf; | |
| DECLARE_DELEGATE_OneParam(FStreamableHandleDelegate, TSharedPtr<FStreamableHandle>) | |
| //TODO I think we need to introduce a retention policy, preloads automatically stay in memory until canceled | |
| // but what if you want to preload individual items just using the AsyncLoad functions? I don't want to | |
| // introduce individual policies per call, or introduce a whole set of preload vs asyncloads, so would | |
| // would rather have a retention policy. Should it be a member and actually create real memory when | |
| // you inherit from AsyncMixin, or should it be a template argument? | |
| //enum class EAsyncMixinRetentionPolicy : uint8 | |
| //{ | |
| // Default, | |
| // KeepResidentUntilComplete, | |
| // KeepResidentUntilCancel | |
| //}; | |
| /** | |
| * The FAsyncMixin allows easier management of async loading requests, to ensure linear request handling, to make | |
| * writing code much easier. The usage pattern is as follows, | |
| * | |
| * First - inherit from FAsyncMixin, even if you're a UObject, you can also inherit from FAsyncMixin. | |
| * | |
| * Then - you can make your async loads as follows. | |
| * | |
| * CancelAsyncLoading(); // Some objects get reused like in lists, so it's important to cancel anything you had pending doesn't complete. | |
| * AsyncLoad(ItemOne, CallbackOne); | |
| * AsyncLoad(ItemTwo, CallbackTwo); | |
| * StartAsyncLoading(); | |
| * | |
| * You can also include the 'this' scope safely, one of the benefits of the mix-in, is that none of the callbacks | |
| * are ever out of scope of the host AsyncMixin derived object. | |
| * e.g. | |
| * AsyncLoad(SomeSoftObjectPtr, [this, ...]() { | |
| * | |
| * }); | |
| * | |
| * | |
| * What will happen is first we cancel any existing one(s), e.g. perhaps we are a widget that just got told to represent | |
| * some new thing. What will happen is we'll Load ItemOne and ItemTwo, *THEN* we'll call the callbacks in the order you | |
| * requested the async loads - even if ItemOne or ItemTwo was already loaded when you request it. | |
| * | |
| * When all the async loading requests complete, OnFinishedLoading will be called. | |
| * | |
| * If you forget to call StartAsyncLoading(), we'll call it next frame, but you should remember to call it | |
| * when you're done with your setup, as maybe everything is already loaded, and it will avoid a single frame | |
| * of a loading indicator flash, which is annoying. | |
| * | |
| * NOTE: The FAsyncMixin also makes it safe to pass [this] as a captured input into your lambda, because it handles | |
| * unhooking everything if either your owner class is destroyed, or you cancel everything. | |
| * | |
| * NOTE: FAsyncMixin doesn't add any additional memory to your class. Several classes currently handling async loading | |
| * internally allocate TSharedPtr<FStreamableHandle> members and tend to hold onto SoftObjectPaths temporary state. The | |
| * FAsyncMixin does all of this internally with a static TMap so that all of the async request memory is stored temporarily | |
| * and sparsely. | |
| * | |
| * NOTE: For debugging and understanding what's going on, you should add -LogCmds="LogAsyncMixin Verbose" to the command line. | |
| */ | |
| class FAsyncMixin : public FNoncopyable | |
| { | |
| protected: | |
| UE_API FAsyncMixin(); | |
| public: | |
| UE_API virtual ~FAsyncMixin(); | |
| protected: | |
| /** Called when loading starts. */ | |
| virtual void OnStartedLoading() { } | |
| /** Called when all loading has finished. */ | |
| virtual void OnFinishedLoading() { } | |
| protected: | |
| /** Async load a TSoftClassPtr<T>, call the Callback when complete. */ | |
| template<typename T = UObject> | |
| void AsyncLoad(TSoftClassPtr<T> SoftClass, TFunction<void()>&& Callback) | |
| { | |
| AsyncLoad(SoftClass.ToSoftObjectPath(), FSimpleDelegate::CreateLambda(MoveTemp(Callback))); | |
| } | |
| /** Async load a TSoftClassPtr<T>, call the Callback when complete. */ | |
| template<typename T = UObject> | |
| void AsyncLoad(TSoftClassPtr<T> SoftClass, TFunction<void(TSubclassOf<T>)>&& Callback) | |
| { | |
| AsyncLoad(SoftClass.ToSoftObjectPath(), | |
| FSimpleDelegate::CreateLambda([SoftClass, UserCallback = MoveTemp(Callback)]() mutable { | |
| UserCallback(SoftClass.Get()); | |
| }) | |
| ); | |
| } | |
| /** Async load a TSoftClassPtr<T>, call the Callback when complete. */ | |
| template<typename T = UObject> | |
| void AsyncLoad(TSoftClassPtr<T> SoftClass, const FSimpleDelegate& Callback = FSimpleDelegate()) | |
| { | |
| AsyncLoad(SoftClass.ToSoftObjectPath(), Callback); | |
| } | |
| /** Async load a TSoftObjectPtr<T>, call the Callback when complete. */ | |
| template<typename T = UObject> | |
| void AsyncLoad(TSoftObjectPtr<T> SoftObject, TFunction<void()>&& Callback) | |
| { | |
| AsyncLoad(SoftObject.ToSoftObjectPath(), FSimpleDelegate::CreateLambda(MoveTemp(Callback))); | |
| } | |
| /** Async load a TSoftObjectPtr<T>, call the Callback when complete. */ | |
| template<typename T = UObject> | |
| void AsyncLoad(TSoftObjectPtr<T> SoftObject, TFunction<void(T*)>&& Callback) | |
| { | |
| AsyncLoad(SoftObject.ToSoftObjectPath(), | |
| FSimpleDelegate::CreateLambda([SoftObject, UserCallback = MoveTemp(Callback)]() mutable { | |
| UserCallback(SoftObject.Get()); | |
| }) | |
| ); | |
| } | |
| /** Async load a TSoftObjectPtr<T>, call the Callback when complete. */ | |
| template<typename T = UObject> | |
| void AsyncLoad(TSoftObjectPtr<T> SoftObject, const FSimpleDelegate& Callback = FSimpleDelegate()) | |
| { | |
| AsyncLoad(SoftObject.ToSoftObjectPath(), Callback); | |
| } | |
| /** Async load a FSoftObjectPath, call the Callback when complete. */ | |
| UE_API void AsyncLoad(FSoftObjectPath SoftObjectPath, const FSimpleDelegate& Callback = FSimpleDelegate()); | |
| /** Async load an array of FSoftObjectPath, call the Callback when complete. */ | |
| void AsyncLoad(const TArray<FSoftObjectPath>& SoftObjectPaths, TFunction<void()>&& Callback) | |
| { | |
| AsyncLoad(SoftObjectPaths, FSimpleDelegate::CreateLambda(MoveTemp(Callback))); | |
| } | |
| /** Async load an array of FSoftObjectPath, call the Callback when complete. */ | |
| UE_API void AsyncLoad(const TArray<FSoftObjectPath>& SoftObjectPaths, const FSimpleDelegate& Callback = FSimpleDelegate()); | |
| /** Given an array of primary assets, it loads all of the bundles referenced by properties of these assets specified in the LoadBundles array. */ | |
| template<typename T = UPrimaryDataAsset> | |
| void AsyncPreloadPrimaryAssetsAndBundles(const TArray<T*>& Assets, const TArray<FName>& LoadBundles, const FSimpleDelegate& Callback = FSimpleDelegate()) | |
| { | |
| TArray<FPrimaryAssetId> PrimaryAssetIds; | |
| for (const T* Item : Assets) | |
| { | |
| PrimaryAssetIds.Add(Item); | |
| } | |
| AsyncPreloadPrimaryAssetsAndBundles(PrimaryAssetIds, LoadBundles, Callback); | |
| } | |
| /** Given an array of primary asset ids, it loads all of the bundles referenced by properties of these assets specified in the LoadBundles array. */ | |
| void AsyncPreloadPrimaryAssetsAndBundles(const TArray<FPrimaryAssetId>& AssetIds, const TArray<FName>& LoadBundles, TFunction<void()>&& Callback) | |
| { | |
| AsyncPreloadPrimaryAssetsAndBundles(AssetIds, LoadBundles, FSimpleDelegate::CreateLambda(MoveTemp(Callback))); | |
| } | |
| /** Given an array of primary asset ids, it loads all of the bundles referenced by properties of these assets specified in the LoadBundles array. */ | |
| UE_API void AsyncPreloadPrimaryAssetsAndBundles(const TArray<FPrimaryAssetId>& AssetIds, const TArray<FName>& LoadBundles, const FSimpleDelegate& Callback = FSimpleDelegate()); | |
| /** Add a future condition that must be true before we move forward. */ | |
| UE_API void AsyncCondition(TSharedRef<FAsyncCondition> Condition, const FSimpleDelegate& Callback = FSimpleDelegate()); | |
| /** | |
| * Rather than load anything, this callback is just inserted into the callback sequence so that when async loading | |
| * completes this event will be called at the same point in the sequence. Super useful if you don't want a step to be | |
| * tied to a particular asset in case some of the assets are optional. | |
| */ | |
| void AsyncEvent(TFunction<void()>&& Callback) | |
| { | |
| AsyncEvent(FSimpleDelegate::CreateLambda(MoveTemp(Callback))); | |
| } | |
| /** | |
| * Rather than load anything, this callback is just inserted into the callback sequence so that when async loading | |
| * completes this event will be called at the same point in the sequence. Super useful if you don't want a step to be | |
| * tied to a particular asset in case some of the assets are optional. | |
| */ | |
| UE_API void AsyncEvent(const FSimpleDelegate& Callback); | |
| /** Flushes any async loading requests. */ | |
| UE_API void StartAsyncLoading(); | |
| /** Cancels any pending async loads. */ | |
| UE_API void CancelAsyncLoading(); | |
| /** Is async loading current in progress? */ | |
| UE_API bool IsAsyncLoadingInProgress() const; | |
| private: | |
| /** | |
| * The FLoadingState is what actually is allocated for the FAsyncMixin in a big map so that the FAsyncMixin itself holds no | |
| * no memory, and we dynamically create the FLoadingState only if needed, and destroy it when it's unneeded. | |
| */ | |
| class FLoadingState : public TSharedFromThis<FLoadingState> | |
| { | |
| public: | |
| FLoadingState(FAsyncMixin& InOwner); | |
| virtual ~FLoadingState(); | |
| /** Starts the async sequence. */ | |
| void Start(); | |
| /** Cancels the async sequence. */ | |
| void CancelAndDestroy(); | |
| void AsyncLoad(FSoftObjectPath SoftObject, const FSimpleDelegate& DelegateToCall); | |
| void AsyncLoad(const TArray<FSoftObjectPath>& SoftObjectPaths, const FSimpleDelegate& DelegateToCall); | |
| void AsyncPreloadPrimaryAssetsAndBundles(const TArray<FPrimaryAssetId>& PrimaryAssetIds, const TArray<FName>& LoadBundles, const FSimpleDelegate& DelegateToCall); | |
| void AsyncCondition(TSharedRef<FAsyncCondition> Condition, const FSimpleDelegate& Callback); | |
| void AsyncEvent(const FSimpleDelegate& Callback); | |
| bool IsLoadingComplete() const { return !IsLoadingInProgress(); } | |
| bool IsLoadingInProgress() const; | |
| bool IsLoadingInProgressOrPending() const; | |
| bool IsPendingDestroy() const; | |
| private: | |
| void CancelOnly(bool bDestroying); | |
| void CancelStartTimer(); | |
| void TryScheduleStart(); | |
| void TryCompleteAsyncLoading(); | |
| void CompleteAsyncLoading(); | |
| private: | |
| void RequestDestroyThisMemory(); | |
| void CancelDestroyThisMemory(bool bDestroying); | |
| /** Who owns the loading state? We need this to call back into the owning mix-in object. */ | |
| FAsyncMixin& OwnerRef; | |
| /** | |
| * Did we need to pre-load bundles? If we didn't pre-load bundles (which require you keep the streaming handle | |
| * around or they will be destroyed), then we can safely destroy the FLoadingState when everything is done loading. | |
| */ | |
| bool bPreloadedBundles = false; | |
| class FAsyncStep | |
| { | |
| public: | |
| FAsyncStep(const FSimpleDelegate& InUserCallback); | |
| FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr<FStreamableHandle>& InStreamingHandle); | |
| FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr<FAsyncCondition>& InCondition); | |
| ~FAsyncStep(); | |
| void ExecuteUserCallback(); | |
| bool IsLoadingInProgress() const | |
| { | |
| return !IsComplete(); | |
| } | |
| bool IsComplete() const; | |
| void Cancel(); | |
| bool BindCompleteDelegate(const FSimpleDelegate& NewDelegate); | |
| bool IsCompleteDelegateBound() const; | |
| private: | |
| FSimpleDelegate UserCallback; | |
| bool bIsCompletionDelegateBound = false; | |
| // Possible Async 'thing' | |
| TSharedPtr<FStreamableHandle> StreamingHandle; | |
| TSharedPtr<FAsyncCondition> Condition; | |
| }; | |
| bool bHasStarted = false; | |
| int32 CurrentAsyncStep = 0; | |
| TArray<TUniquePtr<FAsyncStep>> AsyncSteps; | |
| TArray<TUniquePtr<FAsyncStep>> AsyncStepsPendingDestruction; | |
| FTSTicker::FDelegateHandle StartTimerDelegate; | |
| FTSTicker::FDelegateHandle DestroyMemoryDelegate; | |
| }; | |
| UE_API const FLoadingState& GetLoadingStateConst() const; | |
| UE_API FLoadingState& GetLoadingState(); | |
| UE_API bool HasLoadingState() const; | |
| UE_API bool IsLoadingInProgressOrPending() const; | |
| private: | |
| static UE_API TMap<FAsyncMixin*, TSharedRef<FLoadingState>> Loading; | |
| }; | |
| /** | |
| * Sometimes a mix-in just doesn't make sense. Perhaps the object has to manage many different jobs | |
| * that each have their own async dependency chain/scope. For those situations you can use the FAsyncScope. | |
| * | |
| * This class is a standalone Async dependency handler so that you can fire off several load jobs and always handle them | |
| * in the proper order, just like with combining FAsyncMixin with your class. | |
| */ | |
| class FAsyncScope : public FAsyncMixin | |
| { | |
| public: | |
| using FAsyncMixin::AsyncLoad; | |
| using FAsyncMixin::AsyncPreloadPrimaryAssetsAndBundles; | |
| using FAsyncMixin::AsyncCondition; | |
| using FAsyncMixin::AsyncEvent; | |
| using FAsyncMixin::CancelAsyncLoading; | |
| using FAsyncMixin::StartAsyncLoading; | |
| using FAsyncMixin::IsAsyncLoadingInProgress; | |
| }; | |
| //------------------------------------------------------------------------------ | |
| //------------------------------------------------------------------------------ | |
| enum class EAsyncConditionResult : uint8 | |
| { | |
| TryAgain, | |
| Complete | |
| }; | |
| DECLARE_DELEGATE_RetVal(EAsyncConditionResult, FAsyncConditionDelegate); | |
| /** | |
| * The async condition allows you to have custom reasons to hault the async loading until some condition is met. | |
| */ | |
| class FAsyncCondition : public TSharedFromThis<FAsyncCondition> | |
| { | |
| public: | |
| FAsyncCondition(const FAsyncConditionDelegate& Condition); | |
| FAsyncCondition(TFunction<EAsyncConditionResult()>&& Condition); | |
| virtual ~FAsyncCondition(); | |
| protected: | |
| bool IsComplete() const; | |
| bool BindCompleteDelegate(const FSimpleDelegate& NewDelegate); | |
| private: | |
| bool TryToContinue(float DeltaTime); | |
| FTSTicker::FDelegateHandle RepeatHandle; | |
| FAsyncConditionDelegate UserCondition; | |
| FSimpleDelegate CompletionDelegate; | |
| friend FAsyncMixin; | |
| }; | |