142 lines
5.5 KiB
C++
142 lines
5.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6
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#include "MassEntityManager.h"
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#endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6
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#include "MassEntityHandle.h"
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#include "MassSubsystemBase.h"
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#include "Misc/MTAccessDetector.h"
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#include "MassExternalSubsystemTraits.h"
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#include "MassSignalSubsystem.generated.h"
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struct FMassExecutionContext;
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namespace UE::MassSignal
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{
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DECLARE_MULTICAST_DELEGATE_TwoParams(FSignalDelegate, FName /*SignalName*/, TConstArrayView<FMassEntityHandle> /*Entities*/);
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} // UE::MassSignal
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/**
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* A subsystem for handling Signals in Mass
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*/
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UCLASS(MinimalAPI)
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class UMassSignalSubsystem : public UMassTickableSubsystemBase
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{
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GENERATED_BODY()
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public:
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/**
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* Retrieve the delegate dispatcher from the signal name
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* @param SignalName is the name of the signal to get the delegate dispatcher from
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*/
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UE::MassSignal::FSignalDelegate& GetSignalDelegateByName(FName SignalName)
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{
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return NamedSignals.FindOrAdd(SignalName);
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}
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/**
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* Inform a single entity of a signal being raised
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* @param SignalName is the name of the signal raised
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* @param Entity entity that should be informed that signal 'SignalName' was raised
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*/
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MASSSIGNALS_API void SignalEntity(FName SignalName, const FMassEntityHandle Entity);
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/**
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* Inform multiple entities of a signal being raised
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* @param SignalName is the name of the signal raised
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* @param Entities list of entities that should be informed that signal 'SignalName' was raised
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*/
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MASSSIGNALS_API void SignalEntities(FName SignalName, TConstArrayView<FMassEntityHandle> Entities);
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/**
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* Inform a single entity of a signal being raised in a certain amount of seconds
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* @param SignalName is the name of the signal raised
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* @param Entity entity that should be informed that signal 'SignalName' was raised
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* @param DelayInSeconds is the amount of time before signaling the entity
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*/
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MASSSIGNALS_API void DelaySignalEntity(FName SignalName, const FMassEntityHandle Entity, const float DelayInSeconds);
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/**
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* Inform multiple entities of a signal being raised in a certain amount of seconds
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* @param SignalName is the name of the signal raised
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* @param Entities being informed of the raised signal
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* @param DelayInSeconds is the amount of time before signaling the entities
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*/
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MASSSIGNALS_API void DelaySignalEntities(FName SignalName, TConstArrayView<FMassEntityHandle> Entities, const float DelayInSeconds);
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/**
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* Inform single entity of a signal being raised asynchronously using the Mass Command Buffer
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* @param Context is the Entity System execution context to push the async command
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* @param SignalName is the name of the signal raised
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* @param Entity entity that should be informed that signal 'SignalName' was raised
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*/
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MASSSIGNALS_API void SignalEntityDeferred(FMassExecutionContext& Context, FName SignalName, const FMassEntityHandle Entity);
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/**
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* Inform multiple entities of a signal being raised asynchronously using the Mass Command Buffer
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* @param Context is the Entity System execution context to push the async command
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* @param SignalName is the name of the signal raised
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* @param Entities list of entities that should be informed that signal 'SignalName' was raised
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*/
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MASSSIGNALS_API void SignalEntitiesDeferred(FMassExecutionContext& Context, FName SignalName, TConstArrayView<FMassEntityHandle> Entities);
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/**
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* Inform single entity of a signal being raised asynchronously using the Mass Command Buffer
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* @param Context is the Entity System execution context to push the async command
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* @param SignalName is the name of the signal raised
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* @param Entity entity that should be informed that signal 'SignalName' was raised
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* @param DelayInSeconds is the amount of time before signaling the entities
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*/
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MASSSIGNALS_API void DelaySignalEntityDeferred(FMassExecutionContext& Context, FName SignalName, const FMassEntityHandle Entity, const float DelayInSeconds);
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/**
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* Inform multiple entities of a signal being raised asynchronously using the Mass Command Buffer
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* @param Context is the Entity System execution context to push the async command
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* @param SignalName is the name of the signal raised
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* @param Entities being informed of that signal was raised
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* @param DelayInSeconds is the amount of time before signaling the entities
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*/
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MASSSIGNALS_API void DelaySignalEntitiesDeferred(FMassExecutionContext& Context, FName SignalName, TConstArrayView<FMassEntityHandle> Entities, const float DelayInSeconds);
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protected:
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// USubsystem implementation Begin
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MASSSIGNALS_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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MASSSIGNALS_API virtual void Deinitialize() override;
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// USubsystem implementation End
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MASSSIGNALS_API virtual void Tick(float DeltaTime) override;
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MASSSIGNALS_API virtual TStatId GetStatId() const override;
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/** Multithreading access detector to validate accesses to the list of delayed signals */
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UE_MT_DECLARE_RW_ACCESS_DETECTOR(DelayedSignalsAccessDetector);
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TMap<FName, UE::MassSignal::FSignalDelegate> NamedSignals;
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struct FDelayedSignal
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{
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FName SignalName;
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TArray<FMassEntityHandle> Entities;
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double TargetTimestamp;
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};
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TArray<FDelayedSignal> DelayedSignals;
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UPROPERTY(transient)
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TObjectPtr<UWorld> CachedWorld;
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};
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template<>
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struct TMassExternalSubsystemTraits<UMassSignalSubsystem> final
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{
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enum
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{
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GameThreadOnly = false,
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// @todo this subsystem not being thread-safe when writing is an obstacle in
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// parallelizing multiple processors
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ThreadSafeWrite = false,
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};
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};
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