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UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeInstanceData.h
2025-05-18 13:04:45 +08:00

723 lines
25 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StructUtils/InstancedStructContainer.h"
#include "Debugger/StateTreeRuntimeValidation.h"
#include "StateTreeEvents.h"
#include "StateTreeTypes.h"
#include "StateTreeExecutionTypes.h"
#include "Misc/MTAccessDetector.h"
#include "Templates/PimplPtr.h"
#include "Templates/SharedPointer.h"
#include "StateTreeInstanceData.generated.h"
#define UE_API STATETREEMODULE_API
struct FStateTreeTransitionRequest;
struct FStateTreeExecutionState;
struct FStateTreeDelegateDispatcher;
#if WITH_STATETREE_DEBUG
namespace UE::StateTree::Debug
{
class FRuntimeValidationInstanceData;
}
#endif
namespace UE::StateTree::InstanceData
{
/** @return data view of the specified handle relative to the given frame. */
[[nodiscard]] UE_API FStateTreeDataView GetDataView(
FStateTreeInstanceStorage& InstanceStorage,
FStateTreeInstanceStorage* SharedInstanceStorage,
const FStateTreeExecutionFrame* ParentFrame,
const FStateTreeExecutionFrame& CurrentFrame,
const FStateTreeDataHandle& Handle);
/** @return data view of the specified handle relative to the given frame, or tries to find a matching temporary instance. */
[[nodiscard]] UE_API FStateTreeDataView GetDataViewOrTemporary(
FStateTreeInstanceStorage& InstanceStorage,
FStateTreeInstanceStorage* SharedInstanceStorage,
const FStateTreeExecutionFrame* ParentFrame,
const FStateTreeExecutionFrame& CurrentFrame,
const FStateTreeDataHandle& Handle);
}
/** Wrapper class to store an object amongst the structs. */
USTRUCT()
struct FStateTreeInstanceObjectWrapper
{
GENERATED_BODY()
FStateTreeInstanceObjectWrapper() = default;
FStateTreeInstanceObjectWrapper(UObject* Object)
: InstanceObject(Object)
{}
UPROPERTY()
TObjectPtr<UObject> InstanceObject = nullptr;
};
/**
* Holds temporary instance data created during state selection.
* The data is identified by Frame (StateTree + RootState) and DataHandle.
*/
USTRUCT()
struct FStateTreeTemporaryInstanceData
{
GENERATED_BODY()
FStateTreeTemporaryInstanceData() = default;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FStateTreeTemporaryInstanceData(const FStateTreeTemporaryInstanceData& Other) = default;
FStateTreeTemporaryInstanceData(FStateTreeTemporaryInstanceData&& Other) = default;
FStateTreeTemporaryInstanceData& operator=(FStateTreeTemporaryInstanceData const& Other) = default;
FStateTreeTemporaryInstanceData& operator=(FStateTreeTemporaryInstanceData&& Other) = default;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
UE::StateTree::FActiveFrameID FrameID;
UPROPERTY()
FStateTreeDataHandle DataHandle = FStateTreeDataHandle::Invalid;
UPROPERTY()
FStateTreeIndex16 OwnerNodeIndex = FStateTreeIndex16::Invalid;
UPROPERTY()
FInstancedStruct Instance;
#if WITH_EDITORONLY_DATA
UE_DEPRECATED(5.6, "Use the frame id to identify the frame.")
UPROPERTY()
TObjectPtr<const UStateTree> StateTree = nullptr;
UE_DEPRECATED(5.6, "Use the frame id to identify the frame.")
UPROPERTY()
FStateTreeStateHandle RootState = FStateTreeStateHandle::Invalid;
#endif
};
struct FStateTreeInstanceStorageCustomVersion
{
enum Type
{
// Before any version changes were made in the plugin
BeforeCustomVersionWasAdded = 0,
// Added custom serialization
AddedCustomSerialization,
// -----<new versions can be added above this line>-------------------------------------------------
VersionPlusOne,
LatestVersion = VersionPlusOne - 1
};
/** The GUID for this custom version number */
UE_API const static FGuid GUID;
private:
FStateTreeInstanceStorageCustomVersion() = default;
};
/**
* State Tree instance data is used to store the runtime state of a State Tree. It is used together with FStateTreeExecution context to tick the state tree.
* You are supposed to use FStateTreeInstanceData as a property to store the instance data. That ensures that any UObject references will get GC'd correctly.
*
* The FStateTreeInstanceData wraps FStateTreeInstanceStorage, where the data is actually stored. This indirection is done in order to allow the FStateTreeInstanceData
* to be bitwise relocatable (e.g. you can put it in an array), and we can still allow delegates to bind to the instance data of individual tasks.
*
* Since the tasks in the instance data are stored in a array that may get resized you will need to use TStateTreeInstanceDataStructRef
* to reference a struct based task instance data. It is defined below, and has example how to use it.
*/
/** Storage for the actual instance data. */
USTRUCT()
struct FStateTreeInstanceStorage
{
GENERATED_BODY()
UE_API FStateTreeInstanceStorage();
UE_API FStateTreeInstanceStorage(const FStateTreeInstanceStorage& Other);
UE_API FStateTreeInstanceStorage(FStateTreeInstanceStorage&& Other) noexcept;
UE_API FStateTreeInstanceStorage& operator=(const FStateTreeInstanceStorage& Other);
UE_API FStateTreeInstanceStorage& operator=(FStateTreeInstanceStorage&& Other) noexcept;
/** @return reference to the event queue. */
FStateTreeEventQueue& GetMutableEventQueue()
{
return *EventQueue;
}
/** @return reference to the event queue. */
const FStateTreeEventQueue& GetEventQueue() const
{
return *EventQueue;
}
/** @return true if the storage owns the event queue. */
bool IsOwningEventQueue() const
{
return bIsOwningEventQueue;
}
/** @return shared pointer to the event queue. */
const TSharedRef<FStateTreeEventQueue>& GetSharedMutableEventQueue()
{
return EventQueue;
}
/** Sets event queue from another storage. Marks the event queue not owned. */
UE_API void SetSharedEventQueue(const TSharedRef<FStateTreeEventQueue>& InSharedEventQueue);
/**
* Buffers a transition request to be sent to the State Tree.
* @param Owner Optional pointer to an owner UObject that is used for logging errors.
* @param Request transition to request.
*/
UE_API void AddTransitionRequest(const UObject* Owner, const FStateTreeTransitionRequest& Request);
/** Marks delegate as broadcasted. Use for transitions. */
UE_API void MarkDelegateAsBroadcasted(const FStateTreeDelegateDispatcher& Dispatcher);
/** @return true if a delegate was broadcasted. */
UE_API bool IsDelegateBroadcasted(const FStateTreeDelegateDispatcher& Dispatcher) const;
/** Resets the list of broadcasted delegates. */
UE_API void ResetBroadcastedDelegates();
/** @return true if there's any broadcasted delegates. */
UE_API bool HasBroadcastedDelegates() const;
/** @return currently pending transition requests. */
TConstArrayView<FStateTreeTransitionRequest> GetTransitionRequests() const
{
return TransitionRequests;
}
/** Reset all pending transition requests. */
UE_API void ResetTransitionRequests();
/** @return true if all instances are valid. */
UE_API bool AreAllInstancesValid() const;
/** @return number of items in the storage. */
int32 Num() const
{
return InstanceStructs.Num();
}
/** @return true if the index can be used to get data. */
bool IsValidIndex(const int32 Index) const
{
return InstanceStructs.IsValidIndex(Index);
}
/** @return true if item at the specified index is object type. */
bool IsObject(const int32 Index) const
{
return InstanceStructs[Index].GetScriptStruct() == TBaseStructure<FStateTreeInstanceObjectWrapper>::Get();
}
/** @return specified item as struct. */
FConstStructView GetStruct(const int32 Index) const
{
return InstanceStructs[Index];
}
/** @return specified item as mutable struct. */
FStructView GetMutableStruct(const int32 Index)
{
return InstanceStructs[Index];
}
/** @return specified item as object, will check() if the item is not an object. */
const UObject* GetObject(const int32 Index) const
{
const FStateTreeInstanceObjectWrapper& Wrapper = InstanceStructs[Index].Get<const FStateTreeInstanceObjectWrapper>();
return Wrapper.InstanceObject;
}
/** @return specified item as mutable Object, will check() if the item is not an object. */
UObject* GetMutableObject(const int32 Index) const
{
const FStateTreeInstanceObjectWrapper& Wrapper = InstanceStructs[Index].Get<const FStateTreeInstanceObjectWrapper>();
return Wrapper.InstanceObject;
}
/** @return reference to StateTree execution state. */
const FStateTreeExecutionState& GetExecutionState() const
{
return ExecutionState;
}
/** @return reference to StateTree execution state. */
FStateTreeExecutionState& GetMutableExecutionState()
{
return ExecutionState;
}
/**
* Adds temporary instance data associated with specified frame and data handle.
* @returns mutable struct view to the instance.
*/
UE_API FStructView AddTemporaryInstance(UObject& InOwner, const FStateTreeExecutionFrame& Frame, const FStateTreeIndex16 OwnerNodeIndex, const FStateTreeDataHandle DataHandle, FConstStructView NewInstanceData);
/** @returns mutable view to the specified instance data, or invalid view if not found. */
UE_API FStructView GetMutableTemporaryStruct(const FStateTreeExecutionFrame& Frame, const FStateTreeDataHandle DataHandle);
/** @returns mutable pointer to the specified instance data object, or invalid view if not found. Will check() if called on non-object data. */
UE_API UObject* GetMutableTemporaryObject(const FStateTreeExecutionFrame& Frame, const FStateTreeDataHandle DataHandle);
/** Empties the temporary instances. */
UE_API void ResetTemporaryInstances();
/** @return mutable array view to the temporary instances */
TArrayView<FStateTreeTemporaryInstanceData> GetMutableTemporaryInstances()
{
return TemporaryInstances;
}
/** Stores copy of provided parameters as State Tree global parameters. */
UE_API void SetGlobalParameters(const FInstancedPropertyBag& Parameters);
/** @return view to global parameters. */
FConstStructView GetGlobalParameters() const
{
return GlobalParameters.GetValue();
}
/** @return mutable view to global parameters. */
FStructView GetMutableGlobalParameters()
{
return GlobalParameters.GetMutableValue();
}
/** @return a unique number used to make active frame id and active state id. */
UE_API uint32 GenerateUniqueId();
/** Note, called by FStateTreeInstanceData. */
UE_API void AddStructReferencedObjects(FReferenceCollector& Collector);
/** Resets the storage to initial state. */
UE_API void Reset();
/** Start the invalid multithreading read-only access detection. */
UE_API void AcquireReadAccess();
/** Stop the multitheading read-only access detection. */
UE_API void ReleaseReadAccess();
/** Start the invalid multithreading write access detection. */
UE_API void AcquireWriteAccess();
/** Stop the multitheading write access detection. */
UE_API void ReleaseWriteAccess();
/** Get the data used at runtime to confirm the inner working of the StateTree. */
UE_API UE::StateTree::Debug::FRuntimeValidation GetRuntimeValidation() const;
protected:
/** Struct instances (Not transient, as we use FStateTreeInstanceData to store default values for instance data) */
UPROPERTY()
FInstancedStructContainer InstanceStructs;
/** Execution state of the state tree instance. */
UPROPERTY(Transient)
FStateTreeExecutionState ExecutionState;
/** Temporary instances */
UPROPERTY(Transient)
TArray<FStateTreeTemporaryInstanceData> TemporaryInstances;
/** Events (Transient) */
TSharedRef<FStateTreeEventQueue> EventQueue = MakeShared<FStateTreeEventQueue>();
/** Array of broadcasted delegates. */
TArray<FStateTreeDelegateDispatcher> BroadcastedDelegates;
/** Requested transitions */
UPROPERTY(Transient)
TArray<FStateTreeTransitionRequest> TransitionRequests;
/** Global parameters */
UPROPERTY(Transient)
FInstancedPropertyBag GlobalParameters;
/** Unique id. */
UPROPERTY(Transient)
uint32 UniqueIdGenerator = 0;
/**
* Used to detect if we are using the instance data on multiple threads in a safe way.
* The instance data supports multiple reader threads or a single writer thread.
* The detector supports recursive access.
*/
UE_MT_DECLARE_MRSW_RECURSIVE_ACCESS_DETECTOR(AccessDetector);
/* True if the storage owns the event queue. */
bool bIsOwningEventQueue = true;
#if WITH_STATETREE_DEBUG
TPimplPtr<UE::StateTree::Debug::FRuntimeValidationInstanceData> RuntimeValidationData;
#endif
friend struct FStateTreeInstanceData;
};
/**
* StateTree instance data is used to store the runtime state of a StateTree.
* The layout of the data is described in a FStateTreeInstanceDataLayout.
*
* Note: If FStateTreeInstanceData is placed on an struct, you must call AddStructReferencedObjects() manually,
* as it is not automatically called recursively.
* Note: Serialization is supported only for FArchive::IsModifyingWeakAndStrongReferences(), that is replacing object references.
*/
USTRUCT()
struct FStateTreeInstanceData
{
GENERATED_BODY()
UE_API FStateTreeInstanceData();
UE_API FStateTreeInstanceData(const FStateTreeInstanceData& Other);
UE_API FStateTreeInstanceData(FStateTreeInstanceData&& Other) noexcept;
UE_API FStateTreeInstanceData& operator=(const FStateTreeInstanceData& Other);
UE_API FStateTreeInstanceData& operator=(FStateTreeInstanceData&& Other) noexcept;
UE_API ~FStateTreeInstanceData();
struct FAddArgs
{
STATETREEMODULE_API static FAddArgs Default;
/** Duplicate the object contained by object wrapper. */
bool bDuplicateWrappedObject = true;
};
/** Initializes the array with specified items. */
UE_API void Init(UObject& InOwner, TConstArrayView<FInstancedStruct> InStructs, FAddArgs Args = FAddArgs::Default);
UE_API void Init(UObject& InOwner, TConstArrayView<FConstStructView> InStructs, FAddArgs Args = FAddArgs::Default);
/** Appends new items to the instance. */
UE_API void Append(UObject& InOwner, TConstArrayView<FInstancedStruct> InStructs, FAddArgs Args = FAddArgs::Default);
UE_API void Append(UObject& InOwner, TConstArrayView<FConstStructView> InStructs, FAddArgs Args = FAddArgs::Default);
/** Appends new items to the instance, and moves existing data into the allocated instances. */
UE_API void Append(UObject& InOwner, TConstArrayView<FConstStructView> InStructs, TConstArrayView<FInstancedStruct*> InInstancesToMove, FAddArgs Args = FAddArgs::Default);
/** Shrinks the array sizes to specified lengths. Sizes must be small or equal than current size. */
UE_API void ShrinkTo(const int32 Num);
/** Shares the layout from another instance data, and copies the data over. */
UE_API void CopyFrom(UObject& InOwner, const FStateTreeInstanceData& InOther);
/** Resets the data to empty. */
UE_API void Reset();
/** @return Number of items in the instance data. */
int32 Num() const
{
return GetStorage().Num();
}
/** @return true if the specified index is valid index into the instance data container. */
bool IsValidIndex(const int32 Index) const
{
return GetStorage().IsValidIndex(Index);
}
/** @return true if the data at specified index is object. */
bool IsObject(const int32 Index) const
{
return GetStorage().IsObject(Index);
}
/** @return mutable view to the struct at specified index. */
FStructView GetMutableStruct(const int32 Index)
{
return GetMutableStorage().GetMutableStruct(Index);
}
/** @return const view to the struct at specified index. */
FConstStructView GetStruct(const int32 Index) const
{
return GetStorage().GetStruct(Index);
}
/** @return pointer to an instance object */
UObject* GetMutableObject(const int32 Index)
{
return GetMutableStorage().GetMutableObject(Index);
}
/** @return const pointer to an instance object */
const UObject* GetObject(const int32 Index) const
{
return GetStorage().GetObject(Index);
}
/** @return pointer to StateTree execution state, or null if the instance data is not initialized. */
const FStateTreeExecutionState* GetExecutionState() const
{
return &GetStorage().GetExecutionState();
}
/** @return mutable pointer to StateTree execution state, or null if the instance data is not initialized. */
FStateTreeExecutionState* GetMutableExecutionState()
{
return &GetMutableStorage().GetMutableExecutionState();
}
/** @return reference to the event queue. */
UE_API FStateTreeEventQueue& GetMutableEventQueue();
UE_API const FStateTreeEventQueue& GetEventQueue() const;
UE_API const TSharedRef<FStateTreeEventQueue>& GetSharedMutableEventQueue();
/** @return true if the instance data owns its' event queue. */
UE_API bool IsOwningEventQueue() const;
/** Sets event queue from another instance data. Marks the event queue not owned. */
UE_API void SetSharedEventQueue(const TSharedRef<FStateTreeEventQueue>& InSharedEventQueue);
/**
* Buffers a transition request to be sent to the State Tree.
* @param Owner Optional pointer to an owner UObject that is used for logging errors.
* @param Request transition to request.
*/
UE_API void AddTransitionRequest(const UObject* Owner, const FStateTreeTransitionRequest& Request);
/** @return currently pending transition requests. */
UE_API TConstArrayView<FStateTreeTransitionRequest> GetTransitionRequests() const;
/** Reset all pending transition requests. */
UE_API void ResetTransitionRequests();
/** @return true if all instances are valid. */
UE_API bool AreAllInstancesValid() const;
UE_API FStateTreeInstanceStorage& GetMutableStorage();
UE_API const FStateTreeInstanceStorage& GetStorage() const;
UE_API TWeakPtr<FStateTreeInstanceStorage> GetWeakMutableStorage();
UE_API TWeakPtr<const FStateTreeInstanceStorage> GetWeakStorage() const;
UE_API int32 GetEstimatedMemoryUsage() const;
/** Type traits */
UE_API bool Identical(const FStateTreeInstanceData* Other, uint32 PortFlags) const;
UE_API void AddStructReferencedObjects(FReferenceCollector& Collector);
UE_API bool Serialize(FArchive& Ar);
UE_API void GetPreloadDependencies(TArray<UObject*>& OutDeps);
/**
* Adds temporary instance data associated with specified frame and data handle.
* @returns mutable struct view to the instance.
*/
FStructView AddTemporaryInstance(UObject& InOwner, const FStateTreeExecutionFrame& Frame, const FStateTreeIndex16 OwnerNodeIndex, const FStateTreeDataHandle DataHandle, FConstStructView NewInstanceData)
{
return GetMutableStorage().AddTemporaryInstance(InOwner, Frame, OwnerNodeIndex, DataHandle, NewInstanceData);
}
/** @returns mutable view to the specified instance data, or invalid view if not found. */
FStructView GetMutableTemporaryStruct(const FStateTreeExecutionFrame& Frame, const FStateTreeDataHandle DataHandle)
{
return GetMutableStorage().GetMutableTemporaryStruct(Frame, DataHandle);
}
/** @returns mutable pointer to the specified instance data object, or invalid view if not found. Will check() if called on non-object data. */
UObject* GetMutableTemporaryObject(const FStateTreeExecutionFrame& Frame, const FStateTreeDataHandle DataHandle)
{
return GetMutableStorage().GetMutableTemporaryObject(Frame, DataHandle);
}
/** Empties the temporary instances. */
void ResetTemporaryInstances()
{
return GetMutableStorage().ResetTemporaryInstances();
}
/** Get the data used at runtime to confirm the inner working of the StateTree. */
UE::StateTree::Debug::FRuntimeValidation GetRuntimeValidation() const
{
return GetStorage().GetRuntimeValidation();
}
protected:
/** Storage for the actual instance data, always stores FStateTreeInstanceStorage. */
TSharedRef<FStateTreeInstanceStorage> InstanceStorage = MakeShared<FStateTreeInstanceStorage>();
#if WITH_EDITORONLY_DATA
PRAGMA_DISABLE_DEPRECATION_WARNINGS
UPROPERTY()
TInstancedStruct<FStateTreeInstanceStorage> InstanceStorage_DEPRECATED;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#endif // WITH_EDITORONLY_DATA
};
#if WITH_EDITORONLY_DATA
namespace UE::StateTree
{
void RegisterInstanceDataForLocalization();
}
#endif // WITH_EDITORONLY_DATA
template<>
struct TStructOpsTypeTraits<FStateTreeInstanceData> : public TStructOpsTypeTraitsBase2<FStateTreeInstanceData>
{
enum
{
WithIdentical = true,
WithAddStructReferencedObjects = true,
WithSerializer = true,
WithGetPreloadDependencies = true,
};
};
/**
* Stores indexed reference to a instance data struct.
* The instance data structs may be relocated when the instance data composition changed. For that reason you cannot store pointers to the instance data.
* This is often needed for example when dealing with delegate lambda's. This helper struct stores data to be able to find the instance data in the instance data array.
* That way we can access the instance data even of the array changes, and the instance data moves in memory.
*
* Note that the reference is valid only during the lifetime of a task (between a call EnterState() and ExitState()).
*
* You generally do not use this directly, but via FStateTreeExecutionContext.
*
* EStateTreeRunStatus FTestTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
* {
* FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
*
* Context.GetWorld()->GetTimerManager().SetTimer(
* InstanceData.TimerHandle,
* [InstanceDataRef = Context.GetInstanceDataStructRef(*this)]()
* {
* if (FInstanceDataType* InstanceData = InstanceDataRef.GetPtr())
* {
* ...
* }
* },
* Delay, true);
*
* return EStateTreeRunStatus::Running;
* }
*/
template <typename T>
struct TStateTreeInstanceDataStructRef
{
TStateTreeInstanceDataStructRef(FStateTreeInstanceData& InInstanceData, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle InDataHandle)
: WeakStorage(InInstanceData.GetWeakMutableStorage())
, FrameID(CurrentFrame.FrameID)
, DataHandle(InDataHandle)
{
checkf(InDataHandle.GetSource() == EStateTreeDataSourceType::ActiveInstanceData
|| InDataHandle.GetSource() == EStateTreeDataSourceType::GlobalInstanceData,
TEXT("TStateTreeInstanceDataStructRef supports only struct instance data."));
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
TStateTreeInstanceDataStructRef(const TStateTreeInstanceDataStructRef& Other) = default;
TStateTreeInstanceDataStructRef(TStateTreeInstanceDataStructRef&& Other) = default;
TStateTreeInstanceDataStructRef& operator=(TStateTreeInstanceDataStructRef const& Other) = default;
TStateTreeInstanceDataStructRef& operator=(TStateTreeInstanceDataStructRef&& Other) = default;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
bool IsValid() const
{
return FrameID.IsValid() && DataHandle.IsValid();
}
T* GetPtr() const
{
TSharedPtr<FStateTreeInstanceStorage> StoragePtr = WeakStorage.Pin();
if (StoragePtr == nullptr)
{
return nullptr;
}
const FStateTreeExecutionState& Exec = StoragePtr->GetExecutionState();
const FStateTreeExecutionFrame* CurrentFrame = Exec.FindActiveFrame(FrameID);
FStructView Struct;
if (CurrentFrame)
{
FStateTreeInstanceStorage& Storage = *(StoragePtr.Get());
if (IsHandleSourceValid(Storage, *CurrentFrame, DataHandle))
{
Struct = GetDataView(Storage, *CurrentFrame, DataHandle);
}
else
{
Struct = Storage.GetMutableTemporaryStruct(*CurrentFrame, DataHandle);
}
check(Struct.GetScriptStruct() == TBaseStructure<T>::Get());
}
else
{
// When selecting a state, the frame is not in the active list.
FStateTreeTemporaryInstanceData* ExistingInstance = StoragePtr->GetMutableTemporaryInstances().FindByPredicate([FrameID = FrameID, DataHandle = DataHandle](const FStateTreeTemporaryInstanceData& TempInstance)
{
return TempInstance.FrameID == FrameID
&& TempInstance.DataHandle == DataHandle;
});
if (ExistingInstance)
{
Struct = FStructView(ExistingInstance->Instance);
}
}
return reinterpret_cast<T*>(Struct.GetMemory());
}
protected:
FStructView GetDataView(FStateTreeInstanceStorage& Storage, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const
{
switch (DataHandle.GetSource())
{
case EStateTreeDataSourceType::GlobalInstanceData:
return Storage.GetMutableStruct(CurrentFrame.GlobalInstanceIndexBase.Get() + DataHandle.GetIndex());
case EStateTreeDataSourceType::ActiveInstanceData:
return Storage.GetMutableStruct(CurrentFrame.ActiveInstanceIndexBase.Get() + DataHandle.GetIndex());
default:
checkf(false, TEXT("Unhandle case %s"), *UEnum::GetValueAsString(Handle.GetSource()));
}
return {};
}
bool IsHandleSourceValid(FStateTreeInstanceStorage& Storage, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const
{
switch (Handle.GetSource())
{
case EStateTreeDataSourceType::GlobalInstanceData:
return CurrentFrame.GlobalInstanceIndexBase.IsValid()
&& Storage.IsValidIndex(CurrentFrame.GlobalInstanceIndexBase.Get() + Handle.GetIndex());
case EStateTreeDataSourceType::ActiveInstanceData:
return CurrentFrame.ActiveInstanceIndexBase.IsValid()
&& CurrentFrame.ActiveStates.Contains(Handle.GetState())
&& Storage.IsValidIndex(CurrentFrame.ActiveInstanceIndexBase.Get() + Handle.GetIndex());
default:
checkf(false, TEXT("Unhandle case %s"), *UEnum::GetValueAsString(Handle.GetSource()));
}
return false;
}
TWeakPtr<FStateTreeInstanceStorage> WeakStorage = nullptr;
UE::StateTree::FActiveFrameID FrameID;
FStateTreeDataHandle DataHandle = FStateTreeDataHandle::Invalid;
#if WITH_EDITORONLY_DATA
UE_DEPRECATED(5.6, "Use the frame id to identify the frame.")
TWeakObjectPtr<const UStateTree> WeakStateTree = nullptr;
UE_DEPRECATED(5.6, "Use the frame id to identify the frame.")
FStateTreeStateHandle RootState = FStateTreeStateHandle::Invalid;
#endif
};
#undef UE_API