Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Debugger/StateTreeTrace.cpp
2025-05-18 13:04:45 +08:00

942 lines
36 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_STATETREE_TRACE
#include "Debugger/StateTreeTrace.h"
#include "Debugger/StateTreeTraceTypes.h"
#include "Exporters/Exporter.h"
#include "Misc/TransactionallySafeRWLock.h"
#include "Misc/MTTransactionallySafeAccessDetector.h"
#include "ObjectTrace.h"
#include "Serialization/BufferArchive.h"
#include "StateTree.h"
#include "StateTreeDelegates.h"
#include "StateTreeExecutionTypes.h"
#include "UObject/Package.h"
#include "Trace/Trace.inl"
#if WITH_EDITOR
#include "Editor.h"
#endif // WITH_EDITOR
UE_TRACE_CHANNEL_DEFINE(StateTreeDebugChannel)
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, WorldTimestampEvent)
UE_TRACE_EVENT_FIELD(double, WorldTime)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, AssetDebugIdEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(UE::Trace::WideString, TreeName)
UE_TRACE_EVENT_FIELD(UE::Trace::WideString, TreePath)
UE_TRACE_EVENT_FIELD(uint32, CompiledDataHash)
UE_TRACE_EVENT_FIELD(uint16, AssetDebugId)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, InstanceEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(UE::Trace::WideString, InstanceName)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_FIELD(uint16, AssetDebugId)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, InstanceFrameEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint16, AssetDebugId)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, PhaseEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeUpdatePhase>, Phase)
UE_TRACE_EVENT_FIELD(uint16, StateIndex)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, LogEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<ELogVerbosity::Type>, Verbosity)
UE_TRACE_EVENT_FIELD(UE::Trace::WideString, Message)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, StateEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint16, StateIndex)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, TaskEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint16, NodeIndex)
UE_TRACE_EVENT_FIELD(uint8[], DataView)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_FIELD(uint8, Status)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, EvaluatorEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint16, NodeIndex)
UE_TRACE_EVENT_FIELD(uint8[], DataView)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, TransitionEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint8, SourceType)
UE_TRACE_EVENT_FIELD(uint16, TransitionIndex)
UE_TRACE_EVENT_FIELD(uint16, TargetStateIndex)
UE_TRACE_EVENT_FIELD(uint8, Priority)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, ConditionEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint16, NodeIndex)
UE_TRACE_EVENT_FIELD(uint8[], DataView)
UE_TRACE_EVENT_FIELD(std::underlying_type_t<EStateTreeTraceEventType>, EventType)
UE_TRACE_EVENT_END()
UE_TRACE_EVENT_BEGIN(StateTreeDebugger, ActiveStatesEvent)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint32, InstanceId)
UE_TRACE_EVENT_FIELD(uint32, InstanceSerial)
UE_TRACE_EVENT_FIELD(uint16[], ActiveStates)
UE_TRACE_EVENT_FIELD(uint16[], AssetDebugIds)
UE_TRACE_EVENT_END()
namespace UE::StateTreeTrace
{
struct FBufferedDataList;
FDelegateHandle GOnWorldTickStartDelegateHandle;
FDelegateHandle GTracingStateChangedDelegateHandle;
/** Struct to keep track if a given phase was traced or not. */
struct FPhaseTraceStatusPair
{
explicit FPhaseTraceStatusPair(const EStateTreeUpdatePhase Phase, const FStateTreeStateHandle StateHandle)
: Phase(Phase)
, StateHandle(StateHandle)
{
}
EStateTreeUpdatePhase Phase = EStateTreeUpdatePhase::Unset;
FStateTreeStateHandle StateHandle = FStateTreeStateHandle::Invalid;
bool bTraced = false;
};
/**
* Struct to hold data for asset debug id events until we are ready to trace the events (i.e. traces are active and channel is enabled).
*/
struct FAssetDebugIdEventBufferedData
{
FAssetDebugIdEventBufferedData() = default;
explicit FAssetDebugIdEventBufferedData(const UStateTree* StateTree, const FStateTreeIndex16 AssetDebugId) : WeakStateTree(StateTree), AssetDebugId(AssetDebugId)
{
}
void Trace() const
{
if (ensureMsgf(UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel), TEXT("Tracing a buffered data is expected only if channel is enabled.")))
{
if (const UStateTree* StateTree = WeakStateTree.Get())
{
OutputAssetDebugIdEvent(StateTree, AssetDebugId);
}
}
}
TWeakObjectPtr<const UStateTree> WeakStateTree;
FStateTreeIndex16 AssetDebugId;
};
/**
* Struct to hold data for active states events until we are ready to trace the events (i.e. traces are active and channel is enabled).
*/
struct FInstanceEventBufferedData
{
struct FActiveStates
{
FActiveStates() = default;
explicit FActiveStates(FBufferedDataList& BufferedData, const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames);
bool IsValid() const { return StatesIndices.Num() > 0 && StatesIndices.Num() == AssetDebugIds.Num(); }
void Output(const FStateTreeInstanceDebugId InInstanceId) const
{
UE_TRACE_LOG(StateTreeDebugger, ActiveStatesEvent, StateTreeDebugChannel)
<< ActiveStatesEvent.Cycle(FPlatformTime::Cycles64())
<< ActiveStatesEvent.InstanceId(InInstanceId.Id)
<< ActiveStatesEvent.InstanceSerial(InInstanceId.SerialNumber)
<< ActiveStatesEvent.ActiveStates(StatesIndices.GetData(), StatesIndices.Num())
<< ActiveStatesEvent.AssetDebugIds(AssetDebugIds.GetData(), AssetDebugIds.Num());
}
TArray<uint16> StatesIndices;
TArray<uint16> AssetDebugIds;
};
FInstanceEventBufferedData() = default;
explicit FInstanceEventBufferedData(
const UStateTree* StateTree,
const FStateTreeInstanceDebugId InstanceId,
const FString& InstanceName)
: InstanceName(InstanceName)
, WeakStateTree(StateTree)
, InstanceId(InstanceId)
{
}
void CloseRecording(double WorldTime) const
{
// Output and empty active states event at the last recorded world time to close active states
UE_TRACE_LOG(StateTreeDebugger, WorldTimestampEvent, StateTreeDebugChannel) << WorldTimestampEvent.WorldTime(WorldTime);
FActiveStates EmptyState;
EmptyState.Output(InstanceId);
}
void Trace() const
{
if (ensureMsgf(UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel), TEXT("Tracing a buffered data is expected only if channel is enabled.")))
{
if (const UStateTree* StateTree = WeakStateTree.Get())
{
OutputInstanceLifetimeEvent(InstanceId, StateTree, *InstanceName, EStateTreeTraceEventType::Push);
if (ActiveStates.IsValid())
{
ActiveStates.Output(InstanceId);
}
}
}
}
FActiveStates ActiveStates;
FString InstanceName;
TWeakObjectPtr<const UStateTree> WeakStateTree;
FStateTreeInstanceDebugId InstanceId;
/** Stack to keep track of all received phase events so matching "closing" events (i.e., Pop) will control "IF" and "WHEN" a given phase will be sent. */
TArray<FPhaseTraceStatusPair> PhaseStack;
};
/** Struct to keep track of the buffered event data and flush them. */
struct FBufferedDataList
{
/** Traces required events (world time, phase events, etc.) for a given instance. */
void Flush_AnyThread(const FStateTreeInstanceDebugId InstanceId);
/** Traces buffered events, if needed, when traces are enabled. */
void OnTracesStarted_GameThread();
/** Traces closing events and resets some data for subsequent traces. */
void OnStoppingTraces_GameThread();
/** Returns an existing ID or create one for a given StateTree asset. */
FStateTreeIndex16 FindOrAddDebugIdForAsset_AnyThread(const UStateTree* StateTree);
/**
* Keeps track of Pushed/Popped phase for a given instance
* @return The pair that got popped when processing an event of type 'Pop' for a currently active event ('Push').
*/
TOptional<FPhaseTraceStatusPair> UpdatePhaseScope_AnyThread(const FStateTreeInstanceDebugId InstanceId, const EStateTreeUpdatePhase Phase, const EStateTreeTraceEventType EventType, const FStateTreeStateHandle StateHandle);
/** Converts the provided list of execution frames to traceable data format and outputs it to the trace. */
void OutputActiveStates_AnyThread(const FStateTreeInstanceDebugId InstanceId, const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames);
/** Converts the provided list of execution frames to traceable data format and updates the buffered data for the provided instance. */
void UpdateActiveStates_AnyThread(const FStateTreeInstanceDebugId InstanceId, const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames);
/** Keeps track of created/destroyed statetree instances */
void UpdateInstanceLifetime_AnyThread(const FStateTreeInstanceDebugId InstanceId, const UStateTree* StateTree, const TCHAR* InstanceName, const EStateTreeTraceEventType EventType);
/** Sets the world time that might need to be traced by worker threads. */
void SetWorldTime_GameThread(const double WorldTime);
private:
static constexpr double UNINITIALIZED_WORLD_TIME = -1;
/** World time provided by the game thread at the beginning of the frame */
double RecordingWorldTime = UNINITIALIZED_WORLD_TIME;
/** World time traced only once by the first worker thread that needs to trace an event */
std::atomic<double> TracedRecordingWorldTime = UNINITIALIZED_WORLD_TIME;
/** List of asset debug ids events that will be output if channel gets enabled. */
TArray<FAssetDebugIdEventBufferedData> AssetDebugIdMap;
FTransactionallySafeRWLock AssetDebugIdMapLock;
/** List of lifetime events that will be output if channel gets enabled in the Push - Pop lifetime window of an instance. */
TMap<FStateTreeInstanceDebugId, FInstanceEventBufferedData> BufferedEventsMap;
FTransactionallySafeRWLock BufferedEventsMapLock;
/** MT access detector used to validate that AssetDebugIdEvents and InstanceLifetimeEvents are never flushed while getting accessed by worker threads. */
UE_MT_DECLARE_TS_RW_ACCESS_DETECTOR(AssetDebugIdMapMTDetector);
/** MT access detector used to validate that AssetDebugIdEvents and InstanceLifetimeEvents are never flushed while getting accessed by worker threads. */
UE_MT_DECLARE_TS_RW_ACCESS_DETECTOR(BufferedEventsMapMTDetector);
/** Flag use to prevent reentrant calls when buffered events gets flushed when starting a new trace (i.e., OnTracesStarted) */
bool bFlushingLifetimeEvents = false;
uint16 NextAssetDebugId = 1;
int32 CurrentVersion = 0;
int32 FlushedVersion = -1;
/** Called by TraceBufferedEvents from the OutputXYZ methods to make sure current world time was traced. */
void TraceWorldTimeIfNeeded_AnyThread();
/**
* Called by TraceBufferedEvents from the OutputXYZ methods to flush pending phase events.
* Phases popped before TraceStackedPhases gets called will never produce any trace since
* they will not be required for the analysis.
*/
void TraceStackedPhases_AnyThread(const FStateTreeInstanceDebugId InstanceId);
};
FInstanceEventBufferedData::FActiveStates::FActiveStates(FBufferedDataList& BufferedData, const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames)
{
for (const FStateTreeExecutionFrame& Frame : ActiveFrames)
{
const FStateTreeIndex16 AssetDebugId = BufferedData.FindOrAddDebugIdForAsset_AnyThread(Frame.StateTree.Get());
const int32 RequiredSize = StatesIndices.Num() + Frame.ActiveStates.Num();
StatesIndices.Reserve(RequiredSize);
AssetDebugIds.Reserve(RequiredSize);
for (const FStateTreeStateHandle StateHandle : Frame.ActiveStates)
{
StatesIndices.Add(StateHandle.Index);
AssetDebugIds.Add(AssetDebugId.Get());
}
}
}
void FBufferedDataList::Flush_AnyThread(const FStateTreeInstanceDebugId InstanceId)
{
if (InstanceId.IsValid())
{
TraceWorldTimeIfNeeded_AnyThread();
TraceStackedPhases_AnyThread(InstanceId);
}
}
void FBufferedDataList::TraceWorldTimeIfNeeded_AnyThread()
{
checkf(RecordingWorldTime != UNINITIALIZED_WORLD_TIME
, TEXT("Expecting world time to always be set at the beginning of the frame before any worker thread attempts to trace."));
double Expected = UNINITIALIZED_WORLD_TIME;
if (TracedRecordingWorldTime.compare_exchange_strong(Expected, RecordingWorldTime))
{
UE_TRACE_LOG(StateTreeDebugger, WorldTimestampEvent, StateTreeDebugChannel)
<< WorldTimestampEvent.WorldTime(RecordingWorldTime);
}
}
void FBufferedDataList::TraceStackedPhases_AnyThread(const FStateTreeInstanceDebugId InstanceId)
{
// Trace pushes phase events and marked them as traced only if not already traced and our channel is enabled.
// We need PhaseEvent:Pop to be sent only in this case to enforce complementary events in case of
// late recording (e.g. recording gets started, or channel gets enabled, while simulation is already running and instances were ticked)
if (!UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel))
{
return;
}
TArray<FPhaseTraceStatusPair> PhaseStackToTrace;
{
// We can use a read scope even if we modify entries since the lock
// is only required to access the buffered data struct associated 'InstanceId'
// which can only happen in a single worker thread each frame.
TReadScopeLock ReadSection(BufferedEventsMapLock);
UE_MT_SCOPED_READ_ACCESS(BufferedEventsMapMTDetector);
if (FInstanceEventBufferedData* Data = BufferedEventsMap.Find(InstanceId))
{
// Keep local copy to trace outside the critical section and only perform the
// minimal required changes while we hold the lock (i.e., updating that status)
PhaseStackToTrace = Data->PhaseStack;
for (FPhaseTraceStatusPair& StackEntry : Data->PhaseStack)
{
StackEntry.bTraced = true;
}
}
}
// We can now safely send PhaseEvents from the local copy
for (FPhaseTraceStatusPair& StackEntry : PhaseStackToTrace)
{
if (StackEntry.bTraced == false)
{
UE_TRACE_LOG(StateTreeDebugger, PhaseEvent, StateTreeDebugChannel)
<< PhaseEvent.Cycle(FPlatformTime::Cycles64())
<< PhaseEvent.InstanceId(InstanceId.Id)
<< PhaseEvent.InstanceSerial(InstanceId.SerialNumber)
<< PhaseEvent.Phase(static_cast<std::underlying_type_t<EStateTreeUpdatePhase>>(StackEntry.Phase))
<< PhaseEvent.StateIndex(StackEntry.StateHandle.Index)
<< PhaseEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EStateTreeTraceEventType::Push));
}
}
}
void FBufferedDataList::OnTracesStarted_GameThread()
{
checkf(IsInGameThread(), TEXT("Expecting to only be called by the statetree delegate on the main thread before worker threads trace events."));
// Trace asset events first since they are required for instance lifetime event types.
// Events are preserved in case the trace session is stopped and then a new one gets started
// in the same game session. In which case we need to output AssetDebugIdEvents to that new trace.
const bool bFlushingLifetimeEventsRequired = FlushedVersion != CurrentVersion;
TGuardValue<bool> GuardReentry(bFlushingLifetimeEvents, bFlushingLifetimeEventsRequired);
if (bFlushingLifetimeEventsRequired)
{
FlushedVersion = CurrentVersion;
UE_MT_SCOPED_READ_ACCESS(BufferedEventsMapMTDetector);
for (const FAssetDebugIdEventBufferedData& AssetDebugIdEventData : AssetDebugIdMap)
{
AssetDebugIdEventData.Trace();
}
}
// Delegate can be received before first call to SetWorldTime_GameThread()
// In that case we set the time to 0 for any pending lifetime events
if (RecordingWorldTime == UNINITIALIZED_WORLD_TIME)
{
SetWorldTime_GameThread(0);
}
TraceWorldTimeIfNeeded_AnyThread();
// Then trace instance lifetime events since they are required for other event types.
// They are associated to an older world time but to simplify the logic on the analysis side
// we will send them as if the instances were created at the beginning of the recording.
// Those events are also preserved for the same reason as AssetDebugIdEvents.
if (bFlushingLifetimeEventsRequired)
{
UE_MT_SCOPED_READ_ACCESS(BufferedEventsMapMTDetector);
for (TPair<FStateTreeInstanceDebugId, FInstanceEventBufferedData>& Pair : BufferedEventsMap)
{
Pair.Value.Trace();
}
}
}
void FBufferedDataList::OnStoppingTraces_GameThread()
{
checkf(IsInGameThread(), TEXT("Expecting to only be called by the statetree delegate on the main thread after worker threads traced events."));
UE_MT_SCOPED_READ_ACCESS(BufferedEventsMapMTDetector);
for (TPair<FStateTreeInstanceDebugId, FInstanceEventBufferedData>& Pair : BufferedEventsMap)
{
Pair.Value.CloseRecording(TracedRecordingWorldTime);
}
// Bump version so shareable data will be flush in the next trace (e.g. Asset ids, instance lifetime events, etc.)
++CurrentVersion;
// Reset for next trace
RecordingWorldTime = UNINITIALIZED_WORLD_TIME;
}
FStateTreeIndex16 FBufferedDataList::FindOrAddDebugIdForAsset_AnyThread(const UStateTree* StateTree)
{
FStateTreeIndex16 AssetDebugId;
if (!ensure(StateTree != nullptr))
{
return AssetDebugId;
}
// Return DebugId from existing entry (read-only operation)
{
TReadScopeLock ReadSection(AssetDebugIdMapLock);
UE_MT_SCOPED_READ_ACCESS(AssetDebugIdMapMTDetector);
const FAssetDebugIdEventBufferedData* ExistingPair = AssetDebugIdMap.FindByPredicate([StateTree](const FAssetDebugIdEventBufferedData& BufferedData)
{
return BufferedData.WeakStateTree == StateTree;
});
if (ExistingPair != nullptr)
{
return ExistingPair->AssetDebugId;
}
}
// Assign new DebugId, store it and trace it (write operation)
{
TWriteScopeLock WriteSection(AssetDebugIdMapLock);
UE_MT_SCOPED_WRITE_ACCESS(AssetDebugIdMapMTDetector);
AssetDebugId = FStateTreeIndex16(++NextAssetDebugId);
AssetDebugIdMap.Emplace(StateTree, AssetDebugId);
}
OutputAssetDebugIdEvent(StateTree, AssetDebugId);
return AssetDebugId;
}
TOptional<FPhaseTraceStatusPair> FBufferedDataList::UpdatePhaseScope_AnyThread(const FStateTreeInstanceDebugId InstanceId, const EStateTreeUpdatePhase Phase
, const EStateTreeTraceEventType EventType, const FStateTreeStateHandle StateHandle)
{
TOptional<FPhaseTraceStatusPair> RemovedPair;
auto UpdateStackFunc = [&RemovedPair, Phase, EventType, StateHandle](FInstanceEventBufferedData& Data)
{
if (EventType == EStateTreeTraceEventType::Push)
{
Data.PhaseStack.Push(FPhaseTraceStatusPair(Phase, StateHandle));
}
else if (ensureAlwaysMsgf(Data.PhaseStack.IsEmpty() == false, TEXT("Not expected to pop phases that never got pushed.")))
{
RemovedPair = Data.PhaseStack.Pop();
}
};
// Update existing data (read-only operation on the event container)
{
TReadScopeLock ReadSection(BufferedEventsMapLock);
UE_MT_SCOPED_READ_ACCESS(BufferedEventsMapMTDetector);
FInstanceEventBufferedData* ExistingBufferedData = BufferedEventsMap.Find(InstanceId);
if (ExistingBufferedData != nullptr)
{
UpdateStackFunc(*ExistingBufferedData);
return RemovedPair;
}
}
// Need to create a new entry in the container
{
TWriteScopeLock WriteSection(BufferedEventsMapLock);
UE_MT_SCOPED_WRITE_ACCESS(BufferedEventsMapMTDetector);
FInstanceEventBufferedData& NewBufferedData = BufferedEventsMap.Add(InstanceId);
UpdateStackFunc(NewBufferedData);
}
return RemovedPair;
}
void FBufferedDataList::OutputActiveStates_AnyThread(const FStateTreeInstanceDebugId InstanceId, const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames)
{
const FInstanceEventBufferedData::FActiveStates ActiveStates = FInstanceEventBufferedData::FActiveStates(*this, ActiveFrames);
ActiveStates.Output(InstanceId);
}
void FBufferedDataList::UpdateActiveStates_AnyThread(const FStateTreeInstanceDebugId InstanceId, const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames)
{
TReadScopeLock ReadSection(BufferedEventsMapLock);
UE_MT_SCOPED_READ_ACCESS(BufferedEventsMapMTDetector);
// We keep only the most recent active states since all we need to know is the last active states of the instance
// when we start receiving events once the channel gets enabled.
if (FInstanceEventBufferedData* ExistingBufferedData = BufferedEventsMap.Find(InstanceId))
{
ExistingBufferedData->ActiveStates = FInstanceEventBufferedData::FActiveStates(*this, ActiveFrames);
}
}
void FBufferedDataList::UpdateInstanceLifetime_AnyThread(const FStateTreeInstanceDebugId InstanceId, const UStateTree* StateTree, const TCHAR* InstanceName
, const EStateTreeTraceEventType EventType)
{
// This can be called by worker threads from statetree trace macros and by the game thread during the flush.
// For the latter we don't want to queue again events that are getting flushed.
if (!bFlushingLifetimeEvents)
{
TWriteScopeLock WriteSection(BufferedEventsMapLock);
UE_MT_SCOPED_WRITE_ACCESS(BufferedEventsMapMTDetector);
if (EventType == EStateTreeTraceEventType::Push)
{
BufferedEventsMap.Emplace(InstanceId, FInstanceEventBufferedData(StateTree, InstanceId, InstanceName));
}
else if (EventType == EStateTreeTraceEventType::Pop)
{
BufferedEventsMap.Remove(InstanceId);
}
else
{
ensureMsgf(false, TEXT("Unexpected EventType '%s' for instance lifetime event."), *UEnum::GetDisplayValueAsText(EventType).ToString());
}
}
}
void FBufferedDataList::SetWorldTime_GameThread(const double WorldTime)
{
checkf(IsInGameThread(), TEXT("Expecting to only be called by the world delegate on the main thread before worker threads trace events."));
RecordingWorldTime = WorldTime;
// Reset traced time so the first worker thread that will need it will set and trace it
TracedRecordingWorldTime = UNINITIALIZED_WORLD_TIME;
}
/**
* Buffered events (e.g. lifetime, active state, scoped phase) in case channel is not active yet or phase are empty and don't need to be traced.
* This can be accessed from any thread and based on the assumption that a given instance data can never be accessed by multiple thread simultaneously in the same frame
* so we only need to protect access to the main maps.
*/
FBufferedDataList GBufferedEvents;
/**
* Pushed or pops an entry on the Phase stack for a given Instance.
* Will send the Pop events for phases popped if their associated Push events were sent.
*/
void OutputPhaseScopeEvent(const FStateTreeInstanceDebugId InstanceId, const EStateTreeUpdatePhase Phase, const EStateTreeTraceEventType EventType, const FStateTreeStateHandle StateHandle)
{
const TOptional<FPhaseTraceStatusPair> RemovedPair = GBufferedEvents.UpdatePhaseScope_AnyThread(InstanceId, Phase, EventType, StateHandle);
// Phase was previously traced (i.e., other events were traced in that scope so we need to trace the closing (i.e., Pop) event)
if (RemovedPair.IsSet()
&& ensureMsgf(RemovedPair.GetValue().Phase == Phase, TEXT("Not expected to pop a phase that is not on the top of the stack."))
&& RemovedPair.GetValue().bTraced)
{
UE_TRACE_LOG(StateTreeDebugger, PhaseEvent, StateTreeDebugChannel)
<< PhaseEvent.Cycle(FPlatformTime::Cycles64())
<< PhaseEvent.InstanceId(InstanceId.Id)
<< PhaseEvent.InstanceSerial(InstanceId.SerialNumber)
<< PhaseEvent.Phase(static_cast<std::underlying_type_t<EStateTreeUpdatePhase>>(Phase))
<< PhaseEvent.StateIndex(StateHandle.Index)
<< PhaseEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EStateTreeTraceEventType::Pop));
}
}
/**
* Called by the OutputXYZ methods to flush pending events (e.g. Push or WorldTime).
*/
void TraceBufferedEvents(const FStateTreeInstanceDebugId InstanceId)
{
GBufferedEvents.Flush_AnyThread(InstanceId);
}
void SerializeDebugDataToArchive(FBufferArchive& Ar, FNodeCustomDebugData&& CustomDebugData, const FStateTreeDataView DataView)
{
constexpr uint32 PortFlags =
PPF_PropertyWindow // limit to properties visible in Editor
| PPF_ExportsNotFullyQualified
| PPF_Delimited // property data should be wrapped in quotes
| PPF_ExternalEditor // uses authored names instead of internal names and default values are always written out
| PPF_SimpleObjectText // object property values should be exported without the package or class information
| PPF_ForDiff; // do not emit object path
FString TypePath;
FString InstanceDataAsText;
FString DebugText;
if (const UScriptStruct* ScriptStruct = Cast<const UScriptStruct>(DataView.GetStruct()))
{
TRACE_CPUPROFILER_EVENT_SCOPE(UE::StateTree::ExportStructAsText);
TypePath = ScriptStruct->GetPathName();
if (!CustomDebugData.ShouldOverrideDataView())
{
ScriptStruct->ExportText(InstanceDataAsText, DataView.GetMemory(), DataView.GetMemory(), /*OwnerObject*/nullptr, PortFlags | PPF_SeparateDefine, /*ExportRootScope*/nullptr);
}
}
else if (const UClass* Class = Cast<const UClass>(DataView.GetStruct()))
{
TRACE_CPUPROFILER_EVENT_SCOPE(UE::StateTree::ExportObjectAsText);
TypePath = Class->GetPathName();
if (!CustomDebugData.ShouldOverrideDataView())
{
FStringOutputDevice OutputDevice;
UObject* Object = DataView.GetMutablePtr<UObject>();
// Not using on scope FExportObjectInnerContext since it is very costly to build.
// Passing a null context will make the export use an already built thread local context.
UExporter::ExportToOutputDevice(nullptr, Object, /*Exporter*/nullptr, OutputDevice, TEXT("copy"), 0, PortFlags, false, Object->GetOuter());
InstanceDataAsText = OutputDevice;
}
}
if (CustomDebugData.IsSet())
{
DebugText = CustomDebugData.GetTraceDebuggerString();
}
Ar << TypePath;
Ar << InstanceDataAsText;
Ar << DebugText;
}
void RegisterGlobalDelegates()
{
GOnWorldTickStartDelegateHandle = FWorldDelegates::OnWorldTickStart.AddLambda([](const UWorld* TickedWorld, ELevelTick TickType, float DeltaTime)
{
#if OBJECT_TRACE_ENABLED
GBufferedEvents.SetWorldTime_GameThread(FObjectTrace::GetWorldElapsedTime(TickedWorld));
#endif// OBJECT_TRACE_ENABLED
});
GTracingStateChangedDelegateHandle = UE::StateTree::Delegates::OnTracingStateChanged.AddLambda([](const EStateTreeTraceStatus TraceStatus)
{
if (TraceStatus == EStateTreeTraceStatus::TracesStarted)
{
GBufferedEvents.OnTracesStarted_GameThread();
}
// Traces are about to be stopped so allow the buffered events to react.
if (TraceStatus == EStateTreeTraceStatus::StoppingTrace)
{
GBufferedEvents.OnStoppingTraces_GameThread();
}
});
}
void UnregisterGlobalDelegates()
{
FWorldDelegates::OnWorldTickStart.Remove(GOnWorldTickStartDelegateHandle);
GOnWorldTickStartDelegateHandle.Reset();
UE::StateTree::Delegates::OnTracingStateChanged.Remove(GTracingStateChangedDelegateHandle);
GTracingStateChangedDelegateHandle.Reset();
}
// Deprecated
FStateTreeIndex16 FindOrAddDebugIdForAsset(const UStateTree* StateTree)
{
return GBufferedEvents.FindOrAddDebugIdForAsset_AnyThread(StateTree);
}
void OutputAssetDebugIdEvent(
const UStateTree* StateTree,
const FStateTreeIndex16 AssetDebugId
)
{
if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel))
{
TraceBufferedEvents(FStateTreeInstanceDebugId::Invalid);
check(StateTree);
const FString TreeName = StateTree->GetName();
const FString TreePath = StateTree->GetPathName();
UE_TRACE_LOG(StateTreeDebugger, AssetDebugIdEvent, StateTreeDebugChannel)
<< AssetDebugIdEvent.Cycle(FPlatformTime::Cycles64())
<< AssetDebugIdEvent.TreeName(*TreeName, TreeName.Len())
<< AssetDebugIdEvent.TreePath(*TreePath, TreePath.Len())
<< AssetDebugIdEvent.CompiledDataHash(StateTree->LastCompiledEditorDataHash)
<< AssetDebugIdEvent.AssetDebugId(AssetDebugId.Get());
}
}
void OutputInstanceLifetimeEvent(
const FStateTreeInstanceDebugId InstanceId,
const UStateTree* StateTree,
const TCHAR* InstanceName,
const EStateTreeTraceEventType EventType
)
{
if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel))
{
TraceBufferedEvents(InstanceId);
const FStateTreeIndex16 AssetDebugId = GBufferedEvents.FindOrAddDebugIdForAsset_AnyThread(StateTree);
UE_TRACE_LOG(StateTreeDebugger, InstanceEvent, StateTreeDebugChannel)
<< InstanceEvent.Cycle(FPlatformTime::Cycles64())
<< InstanceEvent.InstanceId(InstanceId.Id)
<< InstanceEvent.InstanceSerial(InstanceId.SerialNumber)
<< InstanceEvent.InstanceName(InstanceName)
<< InstanceEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EventType))
<< InstanceEvent.AssetDebugId(AssetDebugId.Get());
}
// Update buffered events regardless of the status of the channel since they will be used
// when flushing buffered event when a late recording is started or more than one trace are started
// during the same game session (i.e. Start Traces -> Stop Traces -> Start Traces).
GBufferedEvents.UpdateInstanceLifetime_AnyThread(InstanceId, StateTree, InstanceName, EventType);
}
void OutputInstanceAssetEvent(
const FStateTreeInstanceDebugId InstanceId,
const UStateTree* StateTree
)
{
check(StateTree != nullptr);
if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel))
{
TraceBufferedEvents(InstanceId);
const FStateTreeIndex16 AssetDebugId = GBufferedEvents.FindOrAddDebugIdForAsset_AnyThread(StateTree);
UE_TRACE_LOG(StateTreeDebugger, InstanceFrameEvent, StateTreeDebugChannel)
<< InstanceFrameEvent.Cycle(FPlatformTime::Cycles64())
<< InstanceFrameEvent.InstanceId(InstanceId.Id)
<< InstanceFrameEvent.InstanceSerial(InstanceId.SerialNumber)
<< InstanceFrameEvent.AssetDebugId(AssetDebugId.Get());
}
// No need to buffer anything here since these events are sent each time a FCurrentlyProcessedFrameScope
// is used by a FStateTreeExecutionContext, and we don't expect the trace channel to be enabled/disabled
// during a single execution context update.
}
void OutputInstanceFrameEvent(
const FStateTreeInstanceDebugId InstanceId,
const FStateTreeExecutionFrame* Frame
)
{
check(Frame != nullptr);
OutputInstanceAssetEvent(InstanceId, Frame->StateTree.Get());
}
void OutputLogEventTrace(
const FStateTreeInstanceDebugId InstanceId,
ELogVerbosity::Type Verbosity,
const TCHAR* Fmt, ...
)
{
static TCHAR TraceStaticBuffer[8192];
GET_TYPED_VARARGS(TCHAR, TraceStaticBuffer, UE_ARRAY_COUNT(TraceStaticBuffer), UE_ARRAY_COUNT(TraceStaticBuffer) - 1, Fmt, Fmt);
TraceBufferedEvents(InstanceId);
UE_TRACE_LOG(StateTreeDebugger, LogEvent, StateTreeDebugChannel)
<< LogEvent.Cycle(FPlatformTime::Cycles64())
<< LogEvent.InstanceId(InstanceId.Id)
<< LogEvent.InstanceSerial(InstanceId.SerialNumber)
<< LogEvent.Verbosity(Verbosity)
<< LogEvent.Message(TraceStaticBuffer);
}
void OutputStateEventTrace(
const FStateTreeInstanceDebugId InstanceId,
const FStateTreeStateHandle StateHandle,
const EStateTreeTraceEventType EventType
)
{
TraceBufferedEvents(InstanceId);
UE_TRACE_LOG(StateTreeDebugger, StateEvent, StateTreeDebugChannel)
<< StateEvent.Cycle(FPlatformTime::Cycles64())
<< StateEvent.InstanceId(InstanceId.Id)
<< StateEvent.InstanceSerial(InstanceId.SerialNumber)
<< StateEvent.StateIndex(StateHandle.Index)
<< StateEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EventType));
}
void OutputTaskEventTrace(
const FStateTreeInstanceDebugId InstanceId,
FNodeCustomDebugData&& CustomDebugData,
FStateTreeIndex16 TaskIdx, FStateTreeDataView DataView,
EStateTreeTraceEventType EventType, EStateTreeRunStatus Status)
{
FBufferArchive Archive;
SerializeDebugDataToArchive(Archive, MoveTemp(CustomDebugData), DataView);
TraceBufferedEvents(InstanceId);
UE_TRACE_LOG(StateTreeDebugger, TaskEvent, StateTreeDebugChannel)
<< TaskEvent.Cycle(FPlatformTime::Cycles64())
<< TaskEvent.InstanceId(InstanceId.Id)
<< TaskEvent.InstanceSerial(InstanceId.SerialNumber)
<< TaskEvent.NodeIndex(TaskIdx.Get())
<< TaskEvent.DataView(Archive.GetData(), Archive.Num())
<< TaskEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EventType))
<< TaskEvent.Status(static_cast<std::underlying_type_t<EStateTreeRunStatus>>(Status));
}
void OutputEvaluatorEventTrace(
const FStateTreeInstanceDebugId InstanceId,
FNodeCustomDebugData&& CustomDebugData,
FStateTreeIndex16 EvaluatorIdx,
FStateTreeDataView DataView,
EStateTreeTraceEventType EventType)
{
FBufferArchive Archive;
SerializeDebugDataToArchive(Archive, MoveTemp(CustomDebugData), DataView);
TraceBufferedEvents(InstanceId);
UE_TRACE_LOG(StateTreeDebugger, EvaluatorEvent, StateTreeDebugChannel)
<< EvaluatorEvent.Cycle(FPlatformTime::Cycles64())
<< EvaluatorEvent.InstanceId(InstanceId.Id)
<< EvaluatorEvent.InstanceSerial(InstanceId.SerialNumber)
<< EvaluatorEvent.NodeIndex(EvaluatorIdx.Get())
<< EvaluatorEvent.DataView(Archive.GetData(), Archive.Num())
<< EvaluatorEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EventType));
}
void OutputTransitionEventTrace(
const FStateTreeInstanceDebugId InstanceId,
const FStateTreeTransitionSource Source,
const EStateTreeTraceEventType EventType
)
{
// Output an instance Frame/Asset event to put the transition data in the proper context when it gets read.
if (const UStateTree* StateTree = Source.Asset.Get())
{
OutputInstanceAssetEvent(InstanceId, StateTree);
}
FBufferArchive Archive;
Archive << EventType;
TraceBufferedEvents(InstanceId);
UE_TRACE_LOG(StateTreeDebugger, TransitionEvent, StateTreeDebugChannel)
<< TransitionEvent.Cycle(FPlatformTime::Cycles64())
<< TransitionEvent.InstanceId(InstanceId.Id)
<< TransitionEvent.InstanceSerial(InstanceId.SerialNumber)
<< TransitionEvent.SourceType(static_cast<std::underlying_type_t<EStateTreeTransitionSourceType>>(Source.SourceType))
<< TransitionEvent.TransitionIndex(Source.TransitionIndex.Get())
<< TransitionEvent.TargetStateIndex(Source.TargetState.Index)
<< TransitionEvent.Priority(static_cast<std::underlying_type_t<EStateTreeTransitionPriority>>(Source.Priority))
<< TransitionEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EventType));
}
void OutputConditionEventTrace(
const FStateTreeInstanceDebugId InstanceId,
FNodeCustomDebugData&& CustomDebugData,
FStateTreeIndex16 ConditionIdx,
FStateTreeDataView DataView,
EStateTreeTraceEventType EventType)
{
FBufferArchive Archive;
SerializeDebugDataToArchive(Archive, MoveTemp(CustomDebugData), DataView);
TraceBufferedEvents(InstanceId);
UE_TRACE_LOG(StateTreeDebugger, ConditionEvent, StateTreeDebugChannel)
<< ConditionEvent.Cycle(FPlatformTime::Cycles64())
<< ConditionEvent.InstanceId(InstanceId.Id)
<< ConditionEvent.InstanceSerial(InstanceId.SerialNumber)
<< ConditionEvent.NodeIndex(ConditionIdx.Get())
<< ConditionEvent.DataView(Archive.GetData(), Archive.Num())
<< ConditionEvent.EventType(static_cast<std::underlying_type_t<EStateTreeTraceEventType>>(EventType));
}
void OutputActiveStatesEventTrace(
const FStateTreeInstanceDebugId InstanceId,
const TConstArrayView<FStateTreeExecutionFrame> ActiveFrames
)
{
if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel))
{
TraceBufferedEvents(InstanceId);
GBufferedEvents.OutputActiveStates_AnyThread(InstanceId, ActiveFrames);
}
else
{
GBufferedEvents.UpdateActiveStates_AnyThread(InstanceId, ActiveFrames);
}
}
} // UE::StateTreeTrace
#endif // WITH_STATETREE_TRACE