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UnrealEngine/Engine/Source/Runtime/MassEntity/Public/MassRequirementAccessDetector.h
2025-05-18 13:04:45 +08:00

100 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassProcessingTypes.h"
#if WITH_MASSENTITY_DEBUG
#include "Containers/ArrayView.h"
#include "MassEntityQuery.h"
#include "Misc/MTAccessDetector.h"
struct FMassEntityManager;
struct FMassRequirementAccessDetector
{
MASSENTITY_API void Initialize();
MASSENTITY_API void RequireAccess(const FMassEntityQuery& Query);
MASSENTITY_API void ReleaseAccess(const FMassEntityQuery& Query);
private:
using FDetectorMethod = bool (FRWAccessDetector::*)() const;
template<typename TBitSet>
void Operation(const TBitSet& BitSet, FDetectorMethod Op)
{
TArray<const UStruct*> Types;
BitSet.ExportTypes(Types);
for (const UStruct* Type : Types)
{
if (TSharedRef<FRWAccessDetector>* Detector = Detectors.Find(Type))
{
FRWAccessDetector& DetectorRef = Detector->Get();
(DetectorRef.*Op)();
}
}
}
void Aquire(TConstArrayView<FMassFragmentRequirementDescription> Requirements)
{
for (const FMassFragmentRequirementDescription& Req : Requirements)
{
if (Req.Presence != EMassFragmentPresence::None)
{
if (Req.AccessMode == EMassFragmentAccess::ReadWrite)
{
Detectors.Find(Req.StructType)->Get().AcquireWriteAccess();
}
else if (Req.AccessMode == EMassFragmentAccess::ReadOnly)
{
Detectors.Find(Req.StructType)->Get().AcquireReadAccess();
}
}
}
}
void Release(TConstArrayView<FMassFragmentRequirementDescription> Requirements)
{
for (const FMassFragmentRequirementDescription& Req : Requirements)
{
if (Req.Presence != EMassFragmentPresence::None)
{
if (Req.AccessMode == EMassFragmentAccess::ReadWrite)
{
Detectors.Find(Req.StructType)->Get().ReleaseWriteAccess();
}
else if (Req.AccessMode == EMassFragmentAccess::ReadOnly)
{
Detectors.Find(Req.StructType)->Get().ReleaseReadAccess();
}
}
}
}
/** @Note the function is not thread-safe and meant to be only called internally on game thread (see FMassRequirementAccessDetector::Initialize) */
void AddDetectors(const FStructTracker& StructTracker);
TMap<const UStruct*, TSharedRef<FRWAccessDetector>> Detectors;
};
#else
struct FMassEntityQuery;
#endif // WITH_MASSENTITY_DEBUG
namespace UE::Mass::Debug
{
struct FScopedRequirementAccessDetector
{
#if WITH_MASSENTITY_DEBUG
MASSENTITY_API FScopedRequirementAccessDetector(const FMassEntityQuery& InQuery);
MASSENTITY_API ~FScopedRequirementAccessDetector();
TSharedPtr<FMassEntityManager> EntityManager;
const FMassEntityQuery& Query;
#else
FScopedRequirementAccessDetector(const FMassEntityQuery&)
{
}
#endif // WITH_MASSENTITY_DEBUG
};
}