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