Files
UnrealEngine/Engine/Source/Runtime/GameplayDebugger/Private/GameplayDebuggerModule.cpp
2025-05-18 13:04:45 +08:00

155 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerModule.h"
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "Engine/World.h"
#include "GameplayDebugger.h"
#include "ISettingsModule.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerPlayerManager.h"
#include "GameplayDebuggerConfig.h"
#include "GameplayDebuggerExtension_Spectator.h"
#include "GameplayDebuggerExtension_HUD.h"
#if UE_WITH_IRIS
#include "Iris/IrisConfig.h"
#endif // UE_WITH_IRIS
static bool bAutoCreateGameplayDebuggerManager = true;
static FAutoConsoleVariableRef CVarAutoCreateGameplayDebuggerManager(
TEXT("GameplayDebugger.AutoCreateGameplayDebuggerManager"),
bAutoCreateGameplayDebuggerManager,
TEXT("When false it stops auto-spawning the Gameplay Debugger Manager.")
);
FOnLocalControllerInitialized FGameplayDebuggerModule::OnLocalControllerInitialized;
FOnLocalControllerUninitialized FGameplayDebuggerModule::OnLocalControllerUninitialized;
#if WITH_EDITOR
FOnDebuggerEdMode FGameplayDebuggerModule::OnDebuggerEdModeActivation;
#endif //WITH_EDITOR
IMPLEMENT_MODULE(FGameplayDebuggerModule, GameplayDebugger)
void FGameplayDebuggerModule::StartupModule()
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FGameplayDebuggerModule::OnWorldInitialized);
UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
if (SettingsCDO)
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule)
{
SettingsModule->RegisterSettings("Project", "Engine", "GameplayDebugger",
NSLOCTEXT("GameplayDebuggerModule", "SettingsName", "Gameplay Debugger"),
NSLOCTEXT("GameplayDebuggerModule", "SettingsDescription", "Settings for the gameplay debugger tool."),
SettingsCDO);
}
AddonManager.RegisterExtension("GameHUD", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_HUD::MakeInstance));
AddonManager.RegisterExtension("Spectator", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_Spectator::MakeInstance));
AddonManager.NotifyExtensionsChanged();
}
}
void FGameplayDebuggerModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
FWorldDelegates::OnPostWorldInitialization.RemoveAll(this);
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule)
{
SettingsModule->UnregisterSettings("Project", "Engine", "GameplayDebugger");
}
}
void FGameplayDebuggerModule::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx)
{
AddonManager.RegisterCategory(CategoryName, MakeInstanceDelegate, CategoryState, SlotIdx);
}
void FGameplayDebuggerModule::UnregisterCategory(FName CategoryName)
{
AddonManager.UnregisterCategory(CategoryName);
}
void FGameplayDebuggerModule::NotifyCategoriesChanged()
{
AddonManager.NotifyCategoriesChanged();
}
void FGameplayDebuggerModule::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate)
{
AddonManager.RegisterExtension(ExtensionName, MakeInstanceDelegate);
}
void FGameplayDebuggerModule::UnregisterExtension(FName ExtensionName)
{
AddonManager.UnregisterExtension(ExtensionName);
}
void FGameplayDebuggerModule::NotifyExtensionsChanged()
{
AddonManager.NotifyExtensionsChanged();
}
FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent()
{
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
return Module.AddonManager;
}
AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World)
{
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
return Module.GetPlayerManager(World);
}
AGameplayDebuggerPlayerManager& FGameplayDebuggerModule::GetPlayerManager(UWorld* World)
{
const int32 PurgeInvalidWorldsSize = 5;
if (PlayerManagers.Num() > PurgeInvalidWorldsSize)
{
for (TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager> >::TIterator It(PlayerManagers); It; ++It)
{
if (!It.Key().IsValid())
{
It.RemoveCurrent();
}
else if (!It.Value().IsValid())
{
It.RemoveCurrent();
}
}
}
TWeakObjectPtr<AGameplayDebuggerPlayerManager> Manager = PlayerManagers.FindRef(World);
AGameplayDebuggerPlayerManager* ManagerOb = Manager.Get();
if (ManagerOb == nullptr)
{
ManagerOb = World->SpawnActor<AGameplayDebuggerPlayerManager>();
PlayerManagers.Add(World, ManagerOb);
ManagerOb->Init();
}
check(ManagerOb);
return *ManagerOb;
}
void FGameplayDebuggerModule::OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS)
{
// make sure that world has valid player manager, create when it doesn't
if (World && bAutoCreateGameplayDebuggerManager && (World->IsGameWorld() || World->IsEditorWorld()))
{
GetPlayerManager(World);
}
}