193 lines
8.7 KiB
C++
193 lines
8.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Algo/Find.h"
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#include "Async/Async.h"
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#include "MetasoundBuilderBase.h"
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#include "MetasoundDocumentInterface.h"
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#include "MetasoundFrontendDocument.h"
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#include "MetasoundFrontendRegistries.h"
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#include "MetasoundLog.h"
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#include "Misc/Optional.h"
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#include "Misc/ScopeLock.h"
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#define UE_API METASOUNDENGINE_API
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// Forward Declarations
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class UMetaSoundSettings;
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namespace Metasound::Engine
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{
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#if WITH_EDITOR
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struct FPageResolutionEditorResults
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{
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FName PlatformName;
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TOptional<FGuid> PageID;
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};
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DECLARE_DELEGATE_RetVal_OneParam(FPageResolutionEditorResults, FOnResolveEditorPage, const TArray<FGuid>& /* InPageIDs */);
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#endif // WITH_EDITOR
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DECLARE_DELEGATE_RetVal_OneParam(FGuid, FOnResolvePage, const TArray<FGuid>& /* InPageIDs */);
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class FDocumentBuilderRegistry : public Frontend::IDocumentBuilderRegistry
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{
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mutable TMultiMap<FMetasoundFrontendClassName, TWeakObjectPtr<UMetaSoundBuilderBase>> Builders;
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// Critical section primarily for allowing builder collection mutation during async loading of MetaSound assets.
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mutable FCriticalSection BuildersCriticalSection;
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public:
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FDocumentBuilderRegistry() = default;
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UE_API virtual ~FDocumentBuilderRegistry();
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static FDocumentBuilderRegistry& GetChecked()
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{
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return static_cast<FDocumentBuilderRegistry&>(IDocumentBuilderRegistry::GetChecked());
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}
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enum class ELogEvent : uint8
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{
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DuplicateEntries
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};
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template <typename BuilderClass>
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BuilderClass& CreateTransientBuilder(FName BuilderName = FName())
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{
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using namespace Metasound::Frontend;
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checkf(IsInGameThread(), TEXT("Transient MetaSound builder cannot be created in non - game thread as it may result in UObject creation"));
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const EObjectFlags NewObjectFlags = RF_Public | RF_Transient;
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UPackage* TransientPackage = GetTransientPackage();
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const FName ObjectName = MakeUniqueObjectName(TransientPackage, BuilderClass::StaticClass(), BuilderName);
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TObjectPtr<BuilderClass> NewBuilder = NewObject<BuilderClass>(TransientPackage, ObjectName, NewObjectFlags);
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check(NewBuilder);
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NewBuilder->Initialize();
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const FMetasoundFrontendDocument& Document = NewBuilder->GetConstBuilder().GetConstDocumentChecked();
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const FMetasoundFrontendClassName& ClassName = Document.RootGraph.Metadata.GetClassName();
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Builders.Add(ClassName, NewBuilder);
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return *NewBuilder.Get();
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}
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#if WITH_EDITORONLY_DATA
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// Find or begin building a MetaSound asset. Optionally, provide
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// whether or not the builder is being accessed during a transaction.
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// If false, enforces MetaSound being built is an asset. If true, does
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// not enforce (transactions may result in assets being moved and becoming
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// transient wherein the builder can and should be valid to act on the
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// transient UObject in these rare cases).
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template <typename BuilderClass = UMetaSoundBuilderBase>
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BuilderClass& FindOrBeginBuilding(UObject& InMetaSoundObject, bool bIsTransacting = false) const
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{
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if (!bIsTransacting)
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{
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check(InMetaSoundObject.IsAsset());
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}
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TScriptInterface<IMetaSoundDocumentInterface> DocInterface = &InMetaSoundObject;
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check(DocInterface.GetObject());
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if (UMetaSoundBuilderBase* Builder = FindBuilderObject(&InMetaSoundObject))
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{
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return *CastChecked<BuilderClass>(Builder);
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}
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FNameBuilder BuilderName;
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BuilderName.Append(InMetaSoundObject.GetName());
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BuilderName.Append(TEXT("_Builder"));
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const UClass& BuilderUClass = DocInterface->GetBuilderUClass();
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const FName NewName = MakeUniqueObjectName(nullptr, &BuilderUClass, FName(*BuilderName));
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TObjectPtr<UMetaSoundBuilderBase> NewBuilder;
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{
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FScopeLock Lock(&BuildersCriticalSection);
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NewBuilder = CastChecked<UMetaSoundBuilderBase>(NewObject<UObject>(GetTransientPackage(), &BuilderUClass, NewName, RF_Transactional | RF_Transient));
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FMetaSoundFrontendDocumentBuilder& BuilderRef = NewBuilder->GetBuilder();
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BuilderRef = FMetaSoundFrontendDocumentBuilder(DocInterface);
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const FMetasoundFrontendDocument& Document = DocInterface->GetConstDocument();
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const FMetasoundFrontendClassName& ClassName = Document.RootGraph.Metadata.GetClassName();
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if (!ClassName.IsValid())
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{
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BuilderRef.InitDocument();
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}
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checkf(ClassName.IsValid(), TEXT("Document initialization must result in a valid class name being generated"));
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AddBuilderInternal(ClassName, NewBuilder);
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}
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return *CastChecked<BuilderClass>(NewBuilder);
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}
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#endif // WITH_EDITORONLY_DATA
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// Frontend::IDocumentBuilderRegistry Implementation
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#if WITH_EDITORONLY_DATA
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// Given the provided builder, removes paged data within the associated document for a cooked build.
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// This function removes graphs and input defaults which are not to ever be used by a given cook
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// platform, allowing users to optimize away data and scale the amount of memory required for
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// initial load of input UObjects and graph topology, which can also positively effect runtime
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// performance as well, etc. Returns true if builder modified the document, false if not.
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UE_API virtual bool CookPages(FName PlatformName, FMetaSoundFrontendDocumentBuilder& Builder) const override;
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UE_API virtual FMetaSoundFrontendDocumentBuilder& FindOrBeginBuilding(TScriptInterface<IMetaSoundDocumentInterface> MetaSound) override;
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#endif // WITH_EDITORONLY_DATA
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UE_API virtual FMetaSoundFrontendDocumentBuilder* FindBuilder(TScriptInterface<IMetaSoundDocumentInterface> MetaSound) const override;
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UE_API virtual FMetaSoundFrontendDocumentBuilder* FindBuilder(const FMetasoundFrontendClassName& InClassName, const FTopLevelAssetPath& AssetPath) const override;
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UE_API virtual FMetaSoundFrontendDocumentBuilder* FindOutermostBuilder(const UObject& InSubObject) const override;
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UE_API virtual bool FinishBuilding(const FMetasoundFrontendClassName& InClassName, bool bForceUnregisterNodeClass = false) const override;
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UE_API virtual bool FinishBuilding(const FMetasoundFrontendClassName& InClassName, const FTopLevelAssetPath& AssetPath, bool bForceUnregisterNodeClass = false) const override;
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// Returns the builder object associated with the given MetaSound asset if one is registered and active.
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UE_API UMetaSoundBuilderBase* FindBuilderObject(TScriptInterface<const IMetaSoundDocumentInterface> MetaSound) const;
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// Returns the builder object associated with the given ClassName if one is registered and active.
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// Optionally, if provided the AssetPath and there is a conflict (i.e. more than one asset is registered
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// with a given ClassName), will return the one with the provided AssetPath. Otherwise, will arbitrarily
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// return one.
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UE_API UMetaSoundBuilderBase* FindBuilderObject(const FMetasoundFrontendClassName& InClassName, const FTopLevelAssetPath& AssetPath) const;
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// Returns all builder objects registered and active associated with the given ClassName.
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UE_API TArray<UMetaSoundBuilderBase*> FindBuilderObjects(const FMetasoundFrontendClassName& InClassName) const;
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#if WITH_EDITOR
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UE_API FOnResolveEditorPage& GetOnResolveAuditionPageDelegate();
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#endif // WITH_EDITOR
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UE_API FOnResolvePage& GetOnResolveProjectPageOverrideDelegate();
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UE_API bool ReloadBuilder(const FMetasoundFrontendClassName& InClassName) const override;
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// Given the provided document and its respective pages, returns the PageID to be used for runtime IGraph and proxy generation.
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UE_API virtual FGuid ResolveTargetPageID(const FMetasoundFrontendGraphClass& InGraphClass) const override;
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UE_API virtual FGuid ResolveTargetPageID(const FMetasoundFrontendClassInput& InClassInput) const override;
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UE_API virtual FGuid ResolveTargetPageID(const TArray<FMetasoundFrontendClassInputDefault>& Defaults) const override;
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UE_API void SetEventLogVerbosity(ELogEvent Event, ELogVerbosity::Type Verbosity);
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private:
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UE_API void AddBuilderInternal(const FMetasoundFrontendClassName& InClassName, UMetaSoundBuilderBase* NewBuilder) const;
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UE_API bool CanPostEventLog(ELogEvent Event, ELogVerbosity::Type Verbosity) const;
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UE_API void FinishBuildingInternal(UMetaSoundBuilderBase& Builder, bool bForceUnregisterNodeClass) const;
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UE_API FGuid ResolveTargetPageIDInternal(const TArray<FGuid>& PageIdsToResolve) const;
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UE_API FGuid ResolveTargetPageIDInternal(const UMetaSoundSettings& Settings, const TArray<FGuid>& PageIdsToResolve, const FGuid& TargetPageID, FName PlatformName) const;
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#if WITH_EDITOR
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FOnResolveEditorPage OnResolveAuditionPage;
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#endif // WITH_EDITOR
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FOnResolvePage OnResolveProjectPage;
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// Reuseable scratch array of pages to resolve, which is used to
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// optimize/reduce number of allocations required when resolving document.
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mutable TArray<FGuid> TargetPageResolveScratch;
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mutable FCriticalSection TargetPageResolveScratchCritSec;
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TSortedMap<ELogEvent, ELogVerbosity::Type> EventLogVerbosity;
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};
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} // namespace Metasound::Engine
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#undef UE_API
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