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13.8 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ////////////////////////////////////////////////////////////////////// | |
| enum class ELyraEditorLoadMode | |
| { | |
| // Loads all cues upfront; longer loading speed in the editor but short PIE times and effects never fail to play | |
| LoadUpfront, | |
| // Outside of editor: Async loads as cue tag are registered | |
| // In editor: Async loads when cues are invoked | |
| // Note: This can cause some 'why didn't I see the effect for X' issues in PIE and is good for iteration speed but otherwise bad for designers | |
| PreloadAsCuesAreReferenced_GameOnly, | |
| // Async loads as cue tag are registered | |
| PreloadAsCuesAreReferenced | |
| }; | |
| namespace LyraGameplayCueManagerCvars | |
| { | |
| static FAutoConsoleCommand CVarDumpGameplayCues( | |
| TEXT("Lyra.DumpGameplayCues"), | |
| TEXT("Shows all assets that were loaded via LyraGameplayCueManager and are currently in memory."), | |
| FConsoleCommandWithArgsDelegate::CreateStatic(ULyraGameplayCueManager::DumpGameplayCues)); | |
| static ELyraEditorLoadMode LoadMode = ELyraEditorLoadMode::LoadUpfront; | |
| } | |
| const bool bPreloadEvenInEditor = true; | |
| ////////////////////////////////////////////////////////////////////// | |
| struct FGameplayCueTagThreadSynchronizeGraphTask : public FAsyncGraphTaskBase | |
| { | |
| TFunction<void()> TheTask; | |
| FGameplayCueTagThreadSynchronizeGraphTask(TFunction<void()>&& Task) : TheTask(MoveTemp(Task)) { } | |
| void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) { TheTask(); } | |
| ENamedThreads::Type GetDesiredThread() { return ENamedThreads::GameThread; } | |
| }; | |
| ////////////////////////////////////////////////////////////////////// | |
| ULyraGameplayCueManager::ULyraGameplayCueManager(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| ULyraGameplayCueManager* ULyraGameplayCueManager::Get() | |
| { | |
| return Cast<ULyraGameplayCueManager>(UAbilitySystemGlobals::Get().GetGameplayCueManager()); | |
| } | |
| void ULyraGameplayCueManager::OnCreated() | |
| { | |
| Super::OnCreated(); | |
| UpdateDelayLoadDelegateListeners(); | |
| } | |
| void ULyraGameplayCueManager::LoadAlwaysLoadedCues() | |
| { | |
| if (ShouldDelayLoadGameplayCues()) | |
| { | |
| UGameplayTagsManager& TagManager = UGameplayTagsManager::Get(); | |
| //@TODO: Try to collect these by filtering GameplayCue. tags out of native gameplay tags? | |
| TArray<FName> AdditionalAlwaysLoadedCueTags; | |
| for (const FName& CueTagName : AdditionalAlwaysLoadedCueTags) | |
| { | |
| FGameplayTag CueTag = TagManager.RequestGameplayTag(CueTagName, /*ErrorIfNotFound=*/ false); | |
| if (CueTag.IsValid()) | |
| { | |
| ProcessTagToPreload(CueTag, nullptr); | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyra, Warning, TEXT("ULyraGameplayCueManager::AdditionalAlwaysLoadedCueTags contains invalid tag %s"), *CueTagName.ToString()); | |
| } | |
| } | |
| } | |
| } | |
| bool ULyraGameplayCueManager::ShouldAsyncLoadRuntimeObjectLibraries() const | |
| { | |
| switch (LyraGameplayCueManagerCvars::LoadMode) | |
| { | |
| case ELyraEditorLoadMode::LoadUpfront: | |
| return true; | |
| case ELyraEditorLoadMode::PreloadAsCuesAreReferenced_GameOnly: | |
| if (GIsEditor) | |
| { | |
| return false; | |
| } | |
| break; | |
| case ELyraEditorLoadMode::PreloadAsCuesAreReferenced: | |
| break; | |
| } | |
| return !ShouldDelayLoadGameplayCues(); | |
| } | |
| bool ULyraGameplayCueManager::ShouldSyncLoadMissingGameplayCues() const | |
| { | |
| return false; | |
| } | |
| bool ULyraGameplayCueManager::ShouldAsyncLoadMissingGameplayCues() const | |
| { | |
| return true; | |
| } | |
| void ULyraGameplayCueManager::DumpGameplayCues(const TArray<FString>& Args) | |
| { | |
| ULyraGameplayCueManager* GCM = Cast<ULyraGameplayCueManager>(UAbilitySystemGlobals::Get().GetGameplayCueManager()); | |
| if (!GCM) | |
| { | |
| UE_LOG(LogLyra, Error, TEXT("DumpGameplayCues failed. No ULyraGameplayCueManager found.")); | |
| return; | |
| } | |
| const bool bIncludeRefs = Args.Contains(TEXT("Refs")); | |
| UE_LOG(LogLyra, Log, TEXT("=========== Dumping Always Loaded Gameplay Cue Notifies ===========")); | |
| for (UClass* CueClass : GCM->AlwaysLoadedCues) | |
| { | |
| UE_LOG(LogLyra, Log, TEXT(" %s"), *GetPathNameSafe(CueClass)); | |
| } | |
| UE_LOG(LogLyra, Log, TEXT("=========== Dumping Preloaded Gameplay Cue Notifies ===========")); | |
| for (UClass* CueClass : GCM->PreloadedCues) | |
| { | |
| TSet<FObjectKey>* ReferencerSet = GCM->PreloadedCueReferencers.Find(CueClass); | |
| int32 NumRefs = ReferencerSet ? ReferencerSet->Num() : 0; | |
| UE_LOG(LogLyra, Log, TEXT(" %s (%d refs)"), *GetPathNameSafe(CueClass), NumRefs); | |
| if (bIncludeRefs && ReferencerSet) | |
| { | |
| for (const FObjectKey& Ref : *ReferencerSet) | |
| { | |
| UObject* RefObject = Ref.ResolveObjectPtr(); | |
| UE_LOG(LogLyra, Log, TEXT(" ^- %s"), *GetPathNameSafe(RefObject)); | |
| } | |
| } | |
| } | |
| UE_LOG(LogLyra, Log, TEXT("=========== Dumping Gameplay Cue Notifies loaded on demand ===========")); | |
| int32 NumMissingCuesLoaded = 0; | |
| if (GCM->RuntimeGameplayCueObjectLibrary.CueSet) | |
| { | |
| for (const FGameplayCueNotifyData& CueData : GCM->RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueData) | |
| { | |
| if (CueData.LoadedGameplayCueClass && !GCM->AlwaysLoadedCues.Contains(CueData.LoadedGameplayCueClass) && !GCM->PreloadedCues.Contains(CueData.LoadedGameplayCueClass)) | |
| { | |
| NumMissingCuesLoaded++; | |
| UE_LOG(LogLyra, Log, TEXT(" %s"), *CueData.LoadedGameplayCueClass->GetPathName()); | |
| } | |
| } | |
| } | |
| UE_LOG(LogLyra, Log, TEXT("=========== Gameplay Cue Notify summary ===========")); | |
| UE_LOG(LogLyra, Log, TEXT(" ... %d cues in always loaded list"), GCM->AlwaysLoadedCues.Num()); | |
| UE_LOG(LogLyra, Log, TEXT(" ... %d cues in preloaded list"), GCM->PreloadedCues.Num()); | |
| UE_LOG(LogLyra, Log, TEXT(" ... %d cues loaded on demand"), NumMissingCuesLoaded); | |
| UE_LOG(LogLyra, Log, TEXT(" ... %d cues in total"), GCM->AlwaysLoadedCues.Num() + GCM->PreloadedCues.Num() + NumMissingCuesLoaded); | |
| } | |
| void ULyraGameplayCueManager::OnGameplayTagLoaded(const FGameplayTag& Tag) | |
| { | |
| FScopeLock ScopeLock(&LoadedGameplayTagsToProcessCS); | |
| bool bStartTask = LoadedGameplayTagsToProcess.Num() == 0; | |
| FUObjectSerializeContext* LoadContext = FUObjectThreadContext::Get().GetSerializeContext(); | |
| UObject* OwningObject = LoadContext ? LoadContext->SerializedObject : nullptr; | |
| LoadedGameplayTagsToProcess.Emplace(Tag, OwningObject); | |
| if (bStartTask) | |
| { | |
| TGraphTask<FGameplayCueTagThreadSynchronizeGraphTask>::CreateTask().ConstructAndDispatchWhenReady([]() | |
| { | |
| if (GIsRunning) | |
| { | |
| if (ULyraGameplayCueManager* StrongThis = Get()) | |
| { | |
| // If we are garbage collecting we cannot call StaticFindObject (or a few other static uobject functions), so we'll just wait until the GC is over and process the tags then | |
| if (IsGarbageCollecting()) | |
| { | |
| StrongThis->bProcessLoadedTagsAfterGC = true; | |
| } | |
| else | |
| { | |
| StrongThis->ProcessLoadedTags(); | |
| } | |
| } | |
| } | |
| }); | |
| } | |
| } | |
| void ULyraGameplayCueManager::HandlePostGarbageCollect() | |
| { | |
| if (bProcessLoadedTagsAfterGC) | |
| { | |
| ProcessLoadedTags(); | |
| } | |
| bProcessLoadedTagsAfterGC = false; | |
| } | |
| void ULyraGameplayCueManager::ProcessLoadedTags() | |
| { | |
| TArray<FLoadedGameplayTagToProcessData> TaskLoadedGameplayTagsToProcess; | |
| { | |
| // Lock LoadedGameplayTagsToProcess just long enough to make a copy and clear | |
| FScopeLock TaskScopeLock(&LoadedGameplayTagsToProcessCS); | |
| TaskLoadedGameplayTagsToProcess = LoadedGameplayTagsToProcess; | |
| LoadedGameplayTagsToProcess.Empty(); | |
| } | |
| // This might return during shutdown, and we don't want to proceed if that is the case | |
| if (GIsRunning) | |
| { | |
| if (RuntimeGameplayCueObjectLibrary.CueSet) | |
| { | |
| for (const FLoadedGameplayTagToProcessData& LoadedTagData : TaskLoadedGameplayTagsToProcess) | |
| { | |
| if (RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueDataMap.Contains(LoadedTagData.Tag)) | |
| { | |
| if (!LoadedTagData.WeakOwner.IsStale()) | |
| { | |
| ProcessTagToPreload(LoadedTagData.Tag, LoadedTagData.WeakOwner.Get()); | |
| } | |
| } | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyra, Warning, TEXT("ULyraGameplayCueManager::OnGameplayTagLoaded processed loaded tag(s) but RuntimeGameplayCueObjectLibrary.CueSet was null. Skipping processing.")); | |
| } | |
| } | |
| } | |
| void ULyraGameplayCueManager::ProcessTagToPreload(const FGameplayTag& Tag, UObject* OwningObject) | |
| { | |
| switch (LyraGameplayCueManagerCvars::LoadMode) | |
| { | |
| case ELyraEditorLoadMode::LoadUpfront: | |
| return; | |
| case ELyraEditorLoadMode::PreloadAsCuesAreReferenced_GameOnly: | |
| if (GIsEditor) | |
| { | |
| return; | |
| } | |
| break; | |
| case ELyraEditorLoadMode::PreloadAsCuesAreReferenced: | |
| break; | |
| } | |
| check(RuntimeGameplayCueObjectLibrary.CueSet); | |
| int32* DataIdx = RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueDataMap.Find(Tag); | |
| if (DataIdx && RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueData.IsValidIndex(*DataIdx)) | |
| { | |
| const FGameplayCueNotifyData& CueData = RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueData[*DataIdx]; | |
| UClass* LoadedGameplayCueClass = FindObject<UClass>(nullptr, *CueData.GameplayCueNotifyObj.ToString()); | |
| if (LoadedGameplayCueClass) | |
| { | |
| RegisterPreloadedCue(LoadedGameplayCueClass, OwningObject); | |
| } | |
| else | |
| { | |
| bool bAlwaysLoadedCue = OwningObject == nullptr; | |
| TWeakObjectPtr<UObject> WeakOwner = OwningObject; | |
| StreamableManager.RequestAsyncLoad(CueData.GameplayCueNotifyObj, FStreamableDelegate::CreateUObject(this, &ThisClass::OnPreloadCueComplete, CueData.GameplayCueNotifyObj, WeakOwner, bAlwaysLoadedCue), FStreamableManager::DefaultAsyncLoadPriority, false, false, TEXT("GameplayCueManager")); | |
| } | |
| } | |
| } | |
| void ULyraGameplayCueManager::OnPreloadCueComplete(FSoftObjectPath Path, TWeakObjectPtr<UObject> OwningObject, bool bAlwaysLoadedCue) | |
| { | |
| if (bAlwaysLoadedCue || OwningObject.IsValid()) | |
| { | |
| if (UClass* LoadedGameplayCueClass = Cast<UClass>(Path.ResolveObject())) | |
| { | |
| RegisterPreloadedCue(LoadedGameplayCueClass, OwningObject.Get()); | |
| } | |
| } | |
| } | |
| void ULyraGameplayCueManager::RegisterPreloadedCue(UClass* LoadedGameplayCueClass, UObject* OwningObject) | |
| { | |
| check(LoadedGameplayCueClass); | |
| const bool bAlwaysLoadedCue = OwningObject == nullptr; | |
| if (bAlwaysLoadedCue) | |
| { | |
| AlwaysLoadedCues.Add(LoadedGameplayCueClass); | |
| PreloadedCues.Remove(LoadedGameplayCueClass); | |
| PreloadedCueReferencers.Remove(LoadedGameplayCueClass); | |
| } | |
| else if ((OwningObject != LoadedGameplayCueClass) && (OwningObject != LoadedGameplayCueClass->GetDefaultObject()) && !AlwaysLoadedCues.Contains(LoadedGameplayCueClass)) | |
| { | |
| PreloadedCues.Add(LoadedGameplayCueClass); | |
| TSet<FObjectKey>& ReferencerSet = PreloadedCueReferencers.FindOrAdd(LoadedGameplayCueClass); | |
| ReferencerSet.Add(OwningObject); | |
| } | |
| } | |
| void ULyraGameplayCueManager::HandlePostLoadMap(UWorld* NewWorld) | |
| { | |
| if (RuntimeGameplayCueObjectLibrary.CueSet) | |
| { | |
| for (UClass* CueClass : AlwaysLoadedCues) | |
| { | |
| RuntimeGameplayCueObjectLibrary.CueSet->RemoveLoadedClass(CueClass); | |
| } | |
| for (UClass* CueClass : PreloadedCues) | |
| { | |
| RuntimeGameplayCueObjectLibrary.CueSet->RemoveLoadedClass(CueClass); | |
| } | |
| } | |
| for (auto CueIt = PreloadedCues.CreateIterator(); CueIt; ++CueIt) | |
| { | |
| TSet<FObjectKey>& ReferencerSet = PreloadedCueReferencers.FindChecked(*CueIt); | |
| for (auto RefIt = ReferencerSet.CreateIterator(); RefIt; ++RefIt) | |
| { | |
| if (!RefIt->ResolveObjectPtr()) | |
| { | |
| RefIt.RemoveCurrent(); | |
| } | |
| } | |
| if (ReferencerSet.Num() == 0) | |
| { | |
| PreloadedCueReferencers.Remove(*CueIt); | |
| CueIt.RemoveCurrent(); | |
| } | |
| } | |
| } | |
| void ULyraGameplayCueManager::UpdateDelayLoadDelegateListeners() | |
| { | |
| UGameplayTagsManager::Get().OnGameplayTagLoadedDelegate.RemoveAll(this); | |
| FCoreUObjectDelegates::GetPostGarbageCollect().RemoveAll(this); | |
| FCoreUObjectDelegates::PostLoadMapWithWorld.RemoveAll(this); | |
| switch (LyraGameplayCueManagerCvars::LoadMode) | |
| { | |
| case ELyraEditorLoadMode::LoadUpfront: | |
| return; | |
| case ELyraEditorLoadMode::PreloadAsCuesAreReferenced_GameOnly: | |
| if (GIsEditor) | |
| { | |
| return; | |
| } | |
| break; | |
| case ELyraEditorLoadMode::PreloadAsCuesAreReferenced: | |
| break; | |
| } | |
| UGameplayTagsManager::Get().OnGameplayTagLoadedDelegate.AddUObject(this, &ThisClass::OnGameplayTagLoaded); | |
| FCoreUObjectDelegates::GetPostGarbageCollect().AddUObject(this, &ThisClass::HandlePostGarbageCollect); | |
| FCoreUObjectDelegates::PostLoadMapWithWorld.AddUObject(this, &ThisClass::HandlePostLoadMap); | |
| } | |
| bool ULyraGameplayCueManager::ShouldDelayLoadGameplayCues() const | |
| { | |
| const bool bClientDelayLoadGameplayCues = true; | |
| return !IsRunningDedicatedServer() && bClientDelayLoadGameplayCues; | |
| } | |
| const FPrimaryAssetType UFortAssetManager_GameplayCueRefsType = TEXT("GameplayCueRefs"); | |
| const FName UFortAssetManager_GameplayCueRefsName = TEXT("GameplayCueReferences"); | |
| const FName UFortAssetManager_LoadStateClient = FName(TEXT("Client")); | |
| void ULyraGameplayCueManager::RefreshGameplayCuePrimaryAsset() | |
| { | |
| TArray<FSoftObjectPath> CuePaths; | |
| UGameplayCueSet* RuntimeGameplayCueSet = GetRuntimeCueSet(); | |
| if (RuntimeGameplayCueSet) | |
| { | |
| RuntimeGameplayCueSet->GetSoftObjectPaths(CuePaths); | |
| } | |
| FAssetBundleData BundleData; | |
| BundleData.AddBundleAssetsTruncated(UFortAssetManager_LoadStateClient, CuePaths); | |
| FPrimaryAssetId PrimaryAssetId = FPrimaryAssetId(UFortAssetManager_GameplayCueRefsType, UFortAssetManager_GameplayCueRefsName); | |
| UAssetManager::Get().AddDynamicAsset(PrimaryAssetId, FSoftObjectPath(), BundleData); | |
| } | |