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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| //@TODO: Async load the experience definition itself | |
| //@TODO: Handle failures explicitly (go into a 'completed but failed' state rather than check()-ing) | |
| //@TODO: Do the action phases at the appropriate times instead of all at once | |
| //@TODO: Support deactivating an experience and do the unloading actions | |
| //@TODO: Think about what deactivation/cleanup means for preloaded assets | |
| //@TODO: Handle deactivating game features, right now we 'leak' them enabled | |
| // (for a client moving from experience to experience we actually want to diff the requirements and only unload some, not unload everything for them to just be immediately reloaded) | |
| //@TODO: Handle both built-in and URL-based plugins (search for colon?) | |
| namespace LyraConsoleVariables | |
| { | |
| static float ExperienceLoadRandomDelayMin = 0.0f; | |
| static FAutoConsoleVariableRef CVarExperienceLoadRandomDelayMin( | |
| TEXT("lyra.chaos.ExperienceDelayLoad.MinSecs"), | |
| ExperienceLoadRandomDelayMin, | |
| TEXT("This value (in seconds) will be added as a delay of load completion of the experience (along with the random value lyra.chaos.ExperienceDelayLoad.RandomSecs)"), | |
| ECVF_Default); | |
| static float ExperienceLoadRandomDelayRange = 0.0f; | |
| static FAutoConsoleVariableRef CVarExperienceLoadRandomDelayRange( | |
| TEXT("lyra.chaos.ExperienceDelayLoad.RandomSecs"), | |
| ExperienceLoadRandomDelayRange, | |
| TEXT("A random amount of time between 0 and this value (in seconds) will be added as a delay of load completion of the experience (along with the fixed value lyra.chaos.ExperienceDelayLoad.MinSecs)"), | |
| ECVF_Default); | |
| float GetExperienceLoadDelayDuration() | |
| { | |
| return FMath::Max(0.0f, ExperienceLoadRandomDelayMin + FMath::FRand() * ExperienceLoadRandomDelayRange); | |
| } | |
| } | |
| ULyraExperienceManagerComponent::ULyraExperienceManagerComponent(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| SetIsReplicatedByDefault(true); | |
| } | |
| void ULyraExperienceManagerComponent::SetCurrentExperience(FPrimaryAssetId ExperienceId) | |
| { | |
| ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); | |
| FSoftObjectPath AssetPath = AssetManager.GetPrimaryAssetPath(ExperienceId); | |
| TSubclassOf<ULyraExperienceDefinition> AssetClass = Cast<UClass>(AssetPath.TryLoad()); | |
| check(AssetClass); | |
| const ULyraExperienceDefinition* Experience = GetDefault<ULyraExperienceDefinition>(AssetClass); | |
| check(Experience != nullptr); | |
| check(CurrentExperience == nullptr); | |
| CurrentExperience = Experience; | |
| StartExperienceLoad(); | |
| } | |
| void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate) | |
| { | |
| if (IsExperienceLoaded()) | |
| { | |
| Delegate.Execute(CurrentExperience); | |
| } | |
| else | |
| { | |
| OnExperienceLoaded_HighPriority.Add(MoveTemp(Delegate)); | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate&& Delegate) | |
| { | |
| if (IsExperienceLoaded()) | |
| { | |
| Delegate.Execute(CurrentExperience); | |
| } | |
| else | |
| { | |
| OnExperienceLoaded.Add(MoveTemp(Delegate)); | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded_LowPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate) | |
| { | |
| if (IsExperienceLoaded()) | |
| { | |
| Delegate.Execute(CurrentExperience); | |
| } | |
| else | |
| { | |
| OnExperienceLoaded_LowPriority.Add(MoveTemp(Delegate)); | |
| } | |
| } | |
| const ULyraExperienceDefinition* ULyraExperienceManagerComponent::GetCurrentExperienceChecked() const | |
| { | |
| check(LoadState == ELyraExperienceLoadState::Loaded); | |
| check(CurrentExperience != nullptr); | |
| return CurrentExperience; | |
| } | |
| bool ULyraExperienceManagerComponent::IsExperienceLoaded() const | |
| { | |
| return (LoadState == ELyraExperienceLoadState::Loaded) && (CurrentExperience != nullptr); | |
| } | |
| void ULyraExperienceManagerComponent::OnRep_CurrentExperience() | |
| { | |
| StartExperienceLoad(); | |
| } | |
| void ULyraExperienceManagerComponent::StartExperienceLoad() | |
| { | |
| check(CurrentExperience != nullptr); | |
| check(LoadState == ELyraExperienceLoadState::Unloaded); | |
| UE_LOG(LogLyraExperience, Log, TEXT("EXPERIENCE: StartExperienceLoad(CurrentExperience = %s, %s)"), | |
| *CurrentExperience->GetPrimaryAssetId().ToString(), | |
| *GetClientServerContextString(this)); | |
| LoadState = ELyraExperienceLoadState::Loading; | |
| ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); | |
| TSet<FPrimaryAssetId> BundleAssetList; | |
| TSet<FSoftObjectPath> RawAssetList; | |
| BundleAssetList.Add(CurrentExperience->GetPrimaryAssetId()); | |
| for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets) | |
| { | |
| if (ActionSet != nullptr) | |
| { | |
| BundleAssetList.Add(ActionSet->GetPrimaryAssetId()); | |
| } | |
| } | |
| // Load assets associated with the experience | |
| TArray<FName> BundlesToLoad; | |
| BundlesToLoad.Add(FLyraBundles::Equipped); | |
| //@TODO: Centralize this client/server stuff into the LyraAssetManager | |
| const ENetMode OwnerNetMode = GetOwner()->GetNetMode(); | |
| const bool bLoadClient = GIsEditor || (OwnerNetMode != NM_DedicatedServer); | |
| const bool bLoadServer = GIsEditor || (OwnerNetMode != NM_Client); | |
| if (bLoadClient) | |
| { | |
| BundlesToLoad.Add(UGameFeaturesSubsystemSettings::LoadStateClient); | |
| } | |
| if (bLoadServer) | |
| { | |
| BundlesToLoad.Add(UGameFeaturesSubsystemSettings::LoadStateServer); | |
| } | |
| TSharedPtr<FStreamableHandle> BundleLoadHandle = nullptr; | |
| if (BundleAssetList.Num() > 0) | |
| { | |
| BundleLoadHandle = AssetManager.ChangeBundleStateForPrimaryAssets(BundleAssetList.Array(), BundlesToLoad, {}, false, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority); | |
| } | |
| TSharedPtr<FStreamableHandle> RawLoadHandle = nullptr; | |
| if (RawAssetList.Num() > 0) | |
| { | |
| RawLoadHandle = AssetManager.LoadAssetList(RawAssetList.Array(), FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, TEXT("StartExperienceLoad()")); | |
| } | |
| // If both async loads are running, combine them | |
| TSharedPtr<FStreamableHandle> Handle = nullptr; | |
| if (BundleLoadHandle.IsValid() && RawLoadHandle.IsValid()) | |
| { | |
| Handle = AssetManager.GetStreamableManager().CreateCombinedHandle({ BundleLoadHandle, RawLoadHandle }); | |
| } | |
| else | |
| { | |
| Handle = BundleLoadHandle.IsValid() ? BundleLoadHandle : RawLoadHandle; | |
| } | |
| FStreamableDelegate OnAssetsLoadedDelegate = FStreamableDelegate::CreateUObject(this, &ThisClass::OnExperienceLoadComplete); | |
| if (!Handle.IsValid() || Handle->HasLoadCompleted()) | |
| { | |
| // Assets were already loaded, call the delegate now | |
| FStreamableHandle::ExecuteDelegate(OnAssetsLoadedDelegate); | |
| } | |
| else | |
| { | |
| Handle->BindCompleteDelegate(OnAssetsLoadedDelegate); | |
| Handle->BindCancelDelegate(FStreamableDelegate::CreateLambda([OnAssetsLoadedDelegate]() | |
| { | |
| OnAssetsLoadedDelegate.ExecuteIfBound(); | |
| })); | |
| } | |
| // This set of assets gets preloaded, but we don't block the start of the experience based on it | |
| TSet<FPrimaryAssetId> PreloadAssetList; | |
| //@TODO: Determine assets to preload (but not blocking-ly) | |
| if (PreloadAssetList.Num() > 0) | |
| { | |
| AssetManager.ChangeBundleStateForPrimaryAssets(PreloadAssetList.Array(), BundlesToLoad, {}); | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::OnExperienceLoadComplete() | |
| { | |
| check(LoadState == ELyraExperienceLoadState::Loading); | |
| check(CurrentExperience != nullptr); | |
| UE_LOG(LogLyraExperience, Log, TEXT("EXPERIENCE: OnExperienceLoadComplete(CurrentExperience = %s, %s)"), | |
| *CurrentExperience->GetPrimaryAssetId().ToString(), | |
| *GetClientServerContextString(this)); | |
| // find the URLs for our GameFeaturePlugins - filtering out dupes and ones that don't have a valid mapping | |
| GameFeaturePluginURLs.Reset(); | |
| auto CollectGameFeaturePluginURLs = [This=this](const UPrimaryDataAsset* Context, const TArray<FString>& FeaturePluginList) | |
| { | |
| for (const FString& PluginName : FeaturePluginList) | |
| { | |
| FString PluginURL; | |
| if (UGameFeaturesSubsystem::Get().GetPluginURLByName(PluginName, /*out*/ PluginURL)) | |
| { | |
| This->GameFeaturePluginURLs.AddUnique(PluginURL); | |
| } | |
| else | |
| { | |
| ensureMsgf(false, TEXT("OnExperienceLoadComplete failed to find plugin URL from PluginName %s for experience %s - fix data, ignoring for this run"), *PluginName, *Context->GetPrimaryAssetId().ToString()); | |
| } | |
| } | |
| // // Add in our extra plugin | |
| // if (!CurrentPlaylistData->GameFeaturePluginToActivateUntilDownloadedContentIsPresent.IsEmpty()) | |
| // { | |
| // FString PluginURL; | |
| // if (UGameFeaturesSubsystem::Get().GetPluginURLByName(CurrentPlaylistData->GameFeaturePluginToActivateUntilDownloadedContentIsPresent, PluginURL)) | |
| // { | |
| // GameFeaturePluginURLs.AddUnique(PluginURL); | |
| // } | |
| // } | |
| }; | |
| CollectGameFeaturePluginURLs(CurrentExperience, CurrentExperience->GameFeaturesToEnable); | |
| for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets) | |
| { | |
| if (ActionSet != nullptr) | |
| { | |
| CollectGameFeaturePluginURLs(ActionSet, ActionSet->GameFeaturesToEnable); | |
| } | |
| } | |
| // Load and activate the features | |
| NumGameFeaturePluginsLoading = GameFeaturePluginURLs.Num(); | |
| if (NumGameFeaturePluginsLoading > 0) | |
| { | |
| LoadState = ELyraExperienceLoadState::LoadingGameFeatures; | |
| for (const FString& PluginURL : GameFeaturePluginURLs) | |
| { | |
| ULyraExperienceManager::NotifyOfPluginActivation(PluginURL); | |
| UGameFeaturesSubsystem::Get().LoadAndActivateGameFeaturePlugin(PluginURL, FGameFeaturePluginLoadComplete::CreateUObject(this, &ThisClass::OnGameFeaturePluginLoadComplete)); | |
| } | |
| } | |
| else | |
| { | |
| OnExperienceFullLoadCompleted(); | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::OnGameFeaturePluginLoadComplete(const UE::GameFeatures::FResult& Result) | |
| { | |
| // decrement the number of plugins that are loading | |
| NumGameFeaturePluginsLoading--; | |
| if (NumGameFeaturePluginsLoading == 0) | |
| { | |
| OnExperienceFullLoadCompleted(); | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::OnExperienceFullLoadCompleted() | |
| { | |
| check(LoadState != ELyraExperienceLoadState::Loaded); | |
| // Insert a random delay for testing (if configured) | |
| if (LoadState != ELyraExperienceLoadState::LoadingChaosTestingDelay) | |
| { | |
| const float DelaySecs = LyraConsoleVariables::GetExperienceLoadDelayDuration(); | |
| if (DelaySecs > 0.0f) | |
| { | |
| FTimerHandle DummyHandle; | |
| LoadState = ELyraExperienceLoadState::LoadingChaosTestingDelay; | |
| GetWorld()->GetTimerManager().SetTimer(DummyHandle, this, &ThisClass::OnExperienceFullLoadCompleted, DelaySecs, /*bLooping=*/ false); | |
| return; | |
| } | |
| } | |
| LoadState = ELyraExperienceLoadState::ExecutingActions; | |
| // Execute the actions | |
| FGameFeatureActivatingContext Context; | |
| // Only apply to our specific world context if set | |
| const FWorldContext* ExistingWorldContext = GEngine->GetWorldContextFromWorld(GetWorld()); | |
| if (ExistingWorldContext) | |
| { | |
| Context.SetRequiredWorldContextHandle(ExistingWorldContext->ContextHandle); | |
| } | |
| auto ActivateListOfActions = [&Context](const TArray<UGameFeatureAction*>& ActionList) | |
| { | |
| for (UGameFeatureAction* Action : ActionList) | |
| { | |
| if (Action != nullptr) | |
| { | |
| //@TODO: The fact that these don't take a world are potentially problematic in client-server PIE | |
| // The current behavior matches systems like gameplay tags where loading and registering apply to the entire process, | |
| // but actually applying the results to actors is restricted to a specific world | |
| Action->OnGameFeatureRegistering(); | |
| Action->OnGameFeatureLoading(); | |
| Action->OnGameFeatureActivating(Context); | |
| } | |
| } | |
| }; | |
| ActivateListOfActions(CurrentExperience->Actions); | |
| for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets) | |
| { | |
| if (ActionSet != nullptr) | |
| { | |
| ActivateListOfActions(ActionSet->Actions); | |
| } | |
| } | |
| LoadState = ELyraExperienceLoadState::Loaded; | |
| OnExperienceLoaded_HighPriority.Broadcast(CurrentExperience); | |
| OnExperienceLoaded_HighPriority.Clear(); | |
| OnExperienceLoaded.Broadcast(CurrentExperience); | |
| OnExperienceLoaded.Clear(); | |
| OnExperienceLoaded_LowPriority.Broadcast(CurrentExperience); | |
| OnExperienceLoaded_LowPriority.Clear(); | |
| // Apply any necessary scalability settings | |
| ULyraSettingsLocal::Get()->OnExperienceLoaded(); | |
| } | |
| void ULyraExperienceManagerComponent::OnActionDeactivationCompleted() | |
| { | |
| check(IsInGameThread()); | |
| ++NumObservedPausers; | |
| if (NumObservedPausers == NumExpectedPausers) | |
| { | |
| OnAllActionsDeactivated(); | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| DOREPLIFETIME(ThisClass, CurrentExperience); | |
| } | |
| void ULyraExperienceManagerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| Super::EndPlay(EndPlayReason); | |
| // deactivate any features this experience loaded | |
| //@TODO: This should be handled FILO as well | |
| for (const FString& PluginURL : GameFeaturePluginURLs) | |
| { | |
| if (ULyraExperienceManager::RequestToDeactivatePlugin(PluginURL)) | |
| { | |
| UGameFeaturesSubsystem::Get().DeactivateGameFeaturePlugin(PluginURL); | |
| } | |
| } | |
| //@TODO: Ensure proper handling of a partially-loaded state too | |
| if (LoadState == ELyraExperienceLoadState::Loaded) | |
| { | |
| LoadState = ELyraExperienceLoadState::Deactivating; | |
| // Make sure we won't complete the transition prematurely if someone registers as a pauser but fires immediately | |
| NumExpectedPausers = INDEX_NONE; | |
| NumObservedPausers = 0; | |
| // Deactivate and unload the actions | |
| FGameFeatureDeactivatingContext Context(TEXT(""), [this](FStringView) { this->OnActionDeactivationCompleted(); }); | |
| const FWorldContext* ExistingWorldContext = GEngine->GetWorldContextFromWorld(GetWorld()); | |
| if (ExistingWorldContext) | |
| { | |
| Context.SetRequiredWorldContextHandle(ExistingWorldContext->ContextHandle); | |
| } | |
| auto DeactivateListOfActions = [&Context](const TArray<UGameFeatureAction*>& ActionList) | |
| { | |
| for (UGameFeatureAction* Action : ActionList) | |
| { | |
| if (Action) | |
| { | |
| Action->OnGameFeatureDeactivating(Context); | |
| Action->OnGameFeatureUnregistering(); | |
| } | |
| } | |
| }; | |
| DeactivateListOfActions(CurrentExperience->Actions); | |
| for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets) | |
| { | |
| if (ActionSet != nullptr) | |
| { | |
| DeactivateListOfActions(ActionSet->Actions); | |
| } | |
| } | |
| NumExpectedPausers = Context.GetNumPausers(); | |
| if (NumExpectedPausers > 0) | |
| { | |
| UE_LOG(LogLyraExperience, Error, TEXT("Actions that have asynchronous deactivation aren't fully supported yet in Lyra experiences")); | |
| } | |
| if (NumExpectedPausers == NumObservedPausers) | |
| { | |
| OnAllActionsDeactivated(); | |
| } | |
| } | |
| } | |
| bool ULyraExperienceManagerComponent::ShouldShowLoadingScreen(FString& OutReason) const | |
| { | |
| if (LoadState != ELyraExperienceLoadState::Loaded) | |
| { | |
| OutReason = TEXT("Experience still loading"); | |
| return true; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| } | |
| void ULyraExperienceManagerComponent::OnAllActionsDeactivated() | |
| { | |
| //@TODO: We actually only deactivated and didn't fully unload... | |
| LoadState = ELyraExperienceLoadState::Unloaded; | |
| CurrentExperience = nullptr; | |
| //@TODO: GEngine->ForceGarbageCollection(true); | |
| } | |