RealtimeStyleTransferRuntime/Source/LyraGame/GameModes/LyraExperienceManagerCompon...

457 lines
15 KiB
C++
Raw Normal View History

2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraExperienceManagerComponent.h"
#include "Net/UnrealNetwork.h"
#include "LyraExperienceDefinition.h"
#include "LyraExperienceActionSet.h"
#include "LyraExperienceManager.h"
#include "GameFeaturesSubsystem.h"
#include "System/LyraAssetManager.h"
#include "GameFeatureAction.h"
#include "GameFeaturesSubsystemSettings.h"
#include "TimerManager.h"
#include "Settings/LyraSettingsLocal.h"
#include "LyraLogChannels.h"
//@TODO: Async load the experience definition itself
//@TODO: Handle failures explicitly (go into a 'completed but failed' state rather than check()-ing)
//@TODO: Do the action phases at the appropriate times instead of all at once
//@TODO: Support deactivating an experience and do the unloading actions
//@TODO: Think about what deactivation/cleanup means for preloaded assets
//@TODO: Handle deactivating game features, right now we 'leak' them enabled
// (for a client moving from experience to experience we actually want to diff the requirements and only unload some, not unload everything for them to just be immediately reloaded)
//@TODO: Handle both built-in and URL-based plugins (search for colon?)
namespace LyraConsoleVariables
{
static float ExperienceLoadRandomDelayMin = 0.0f;
static FAutoConsoleVariableRef CVarExperienceLoadRandomDelayMin(
TEXT("lyra.chaos.ExperienceDelayLoad.MinSecs"),
ExperienceLoadRandomDelayMin,
TEXT("This value (in seconds) will be added as a delay of load completion of the experience (along with the random value lyra.chaos.ExperienceDelayLoad.RandomSecs)"),
ECVF_Default);
static float ExperienceLoadRandomDelayRange = 0.0f;
static FAutoConsoleVariableRef CVarExperienceLoadRandomDelayRange(
TEXT("lyra.chaos.ExperienceDelayLoad.RandomSecs"),
ExperienceLoadRandomDelayRange,
TEXT("A random amount of time between 0 and this value (in seconds) will be added as a delay of load completion of the experience (along with the fixed value lyra.chaos.ExperienceDelayLoad.MinSecs)"),
ECVF_Default);
float GetExperienceLoadDelayDuration()
{
return FMath::Max(0.0f, ExperienceLoadRandomDelayMin + FMath::FRand() * ExperienceLoadRandomDelayRange);
}
}
ULyraExperienceManagerComponent::ULyraExperienceManagerComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SetIsReplicatedByDefault(true);
}
#if WITH_SERVER_CODE
void ULyraExperienceManagerComponent::ServerSetCurrentExperience(FPrimaryAssetId ExperienceId)
{
ULyraAssetManager& AssetManager = ULyraAssetManager::Get();
FSoftObjectPath AssetPath = AssetManager.GetPrimaryAssetPath(ExperienceId);
TSubclassOf<ULyraExperienceDefinition> AssetClass = Cast<UClass>(AssetPath.TryLoad());
check(AssetClass);
const ULyraExperienceDefinition* Experience = GetDefault<ULyraExperienceDefinition>(AssetClass);
check(Experience != nullptr);
check(CurrentExperience == nullptr);
CurrentExperience = Experience;
StartExperienceLoad();
}
#endif
void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate)
{
if (IsExperienceLoaded())
{
Delegate.Execute(CurrentExperience);
}
else
{
OnExperienceLoaded_HighPriority.Add(MoveTemp(Delegate));
}
}
void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate&& Delegate)
{
if (IsExperienceLoaded())
{
Delegate.Execute(CurrentExperience);
}
else
{
OnExperienceLoaded.Add(MoveTemp(Delegate));
}
}
void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded_LowPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate)
{
if (IsExperienceLoaded())
{
Delegate.Execute(CurrentExperience);
}
else
{
OnExperienceLoaded_LowPriority.Add(MoveTemp(Delegate));
}
}
const ULyraExperienceDefinition* ULyraExperienceManagerComponent::GetCurrentExperienceChecked() const
{
check(LoadState == ELyraExperienceLoadState::Loaded);
check(CurrentExperience != nullptr);
return CurrentExperience;
}
bool ULyraExperienceManagerComponent::IsExperienceLoaded() const
{
return (LoadState == ELyraExperienceLoadState::Loaded) && (CurrentExperience != nullptr);
}
void ULyraExperienceManagerComponent::OnRep_CurrentExperience()
{
StartExperienceLoad();
}
void ULyraExperienceManagerComponent::StartExperienceLoad()
{
check(CurrentExperience != nullptr);
check(LoadState == ELyraExperienceLoadState::Unloaded);
UE_LOG(LogLyraExperience, Log, TEXT("EXPERIENCE: StartExperienceLoad(CurrentExperience = %s, %s)"),
*CurrentExperience->GetPrimaryAssetId().ToString(),
*GetClientServerContextString(this));
LoadState = ELyraExperienceLoadState::Loading;
ULyraAssetManager& AssetManager = ULyraAssetManager::Get();
TSet<FPrimaryAssetId> BundleAssetList;
TSet<FSoftObjectPath> RawAssetList;
BundleAssetList.Add(CurrentExperience->GetPrimaryAssetId());
for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets)
{
if (ActionSet != nullptr)
{
BundleAssetList.Add(ActionSet->GetPrimaryAssetId());
}
}
// Load assets associated with the experience
TArray<FName> BundlesToLoad;
BundlesToLoad.Add(FLyraBundles::Equipped);
//@TODO: Centralize this client/server stuff into the LyraAssetManager
const ENetMode OwnerNetMode = GetOwner()->GetNetMode();
const bool bLoadClient = GIsEditor || (OwnerNetMode != NM_DedicatedServer);
const bool bLoadServer = GIsEditor || (OwnerNetMode != NM_Client);
if (bLoadClient)
{
BundlesToLoad.Add(UGameFeaturesSubsystemSettings::LoadStateClient);
}
if (bLoadServer)
{
BundlesToLoad.Add(UGameFeaturesSubsystemSettings::LoadStateServer);
}
const TSharedPtr<FStreamableHandle> BundleLoadHandle = AssetManager.ChangeBundleStateForPrimaryAssets(BundleAssetList.Array(), BundlesToLoad, {}, false, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority);
const TSharedPtr<FStreamableHandle> RawLoadHandle = AssetManager.LoadAssetList(RawAssetList.Array(), FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, TEXT("StartExperienceLoad()"));
// If both async loads are running, combine them
TSharedPtr<FStreamableHandle> Handle = nullptr;
if (BundleLoadHandle.IsValid() && RawLoadHandle.IsValid())
{
Handle = AssetManager.GetStreamableManager().CreateCombinedHandle({ BundleLoadHandle, RawLoadHandle });
}
else
{
Handle = BundleLoadHandle.IsValid() ? BundleLoadHandle : RawLoadHandle;
}
FStreamableDelegate OnAssetsLoadedDelegate = FStreamableDelegate::CreateUObject(this, &ThisClass::OnExperienceLoadComplete);
if (!Handle.IsValid() || Handle->HasLoadCompleted())
{
// Assets were already loaded, call the delegate now
FStreamableHandle::ExecuteDelegate(OnAssetsLoadedDelegate);
}
else
{
Handle->BindCompleteDelegate(OnAssetsLoadedDelegate);
Handle->BindCancelDelegate(FStreamableDelegate::CreateLambda([OnAssetsLoadedDelegate]()
{
OnAssetsLoadedDelegate.ExecuteIfBound();
}));
}
// This set of assets gets preloaded, but we don't block the start of the experience based on it
TSet<FPrimaryAssetId> PreloadAssetList;
//@TODO: Determine assets to preload (but not blocking-ly)
if (PreloadAssetList.Num() > 0)
{
AssetManager.ChangeBundleStateForPrimaryAssets(PreloadAssetList.Array(), BundlesToLoad, {});
}
}
void ULyraExperienceManagerComponent::OnExperienceLoadComplete()
{
check(LoadState == ELyraExperienceLoadState::Loading);
check(CurrentExperience != nullptr);
UE_LOG(LogLyraExperience, Log, TEXT("EXPERIENCE: OnExperienceLoadComplete(CurrentExperience = %s, %s)"),
*CurrentExperience->GetPrimaryAssetId().ToString(),
*GetClientServerContextString(this));
// find the URLs for our GameFeaturePlugins - filtering out dupes and ones that don't have a valid mapping
GameFeaturePluginURLs.Reset();
auto CollectGameFeaturePluginURLs = [This=this](const UPrimaryDataAsset* Context, const TArray<FString>& FeaturePluginList)
{
for (const FString& PluginName : FeaturePluginList)
{
FString PluginURL;
if (UGameFeaturesSubsystem::Get().GetPluginURLForBuiltInPluginByName(PluginName, /*out*/ PluginURL))
{
This->GameFeaturePluginURLs.AddUnique(PluginURL);
}
else
{
ensureMsgf(false, TEXT("OnExperienceLoadComplete failed to find plugin URL from PluginName %s for experience %s - fix data, ignoring for this run"), *PluginName, *Context->GetPrimaryAssetId().ToString());
}
}
// // Add in our extra plugin
// if (!CurrentPlaylistData->GameFeaturePluginToActivateUntilDownloadedContentIsPresent.IsEmpty())
// {
// FString PluginURL;
// if (UGameFeaturesSubsystem::Get().GetPluginURLForBuiltInPluginByName(CurrentPlaylistData->GameFeaturePluginToActivateUntilDownloadedContentIsPresent, PluginURL))
// {
// GameFeaturePluginURLs.AddUnique(PluginURL);
// }
// }
};
CollectGameFeaturePluginURLs(CurrentExperience, CurrentExperience->GameFeaturesToEnable);
for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets)
{
if (ActionSet != nullptr)
{
CollectGameFeaturePluginURLs(ActionSet, ActionSet->GameFeaturesToEnable);
}
}
// Load and activate the features
NumGameFeaturePluginsLoading = GameFeaturePluginURLs.Num();
if (NumGameFeaturePluginsLoading > 0)
{
LoadState = ELyraExperienceLoadState::LoadingGameFeatures;
for (const FString& PluginURL : GameFeaturePluginURLs)
{
ULyraExperienceManager::NotifyOfPluginActivation(PluginURL);
UGameFeaturesSubsystem::Get().LoadAndActivateGameFeaturePlugin(PluginURL, FGameFeaturePluginLoadComplete::CreateUObject(this, &ThisClass::OnGameFeaturePluginLoadComplete));
}
}
else
{
OnExperienceFullLoadCompleted();
}
}
void ULyraExperienceManagerComponent::OnGameFeaturePluginLoadComplete(const UE::GameFeatures::FResult& Result)
{
// decrement the number of plugins that are loading
NumGameFeaturePluginsLoading--;
if (NumGameFeaturePluginsLoading == 0)
{
OnExperienceFullLoadCompleted();
}
}
void ULyraExperienceManagerComponent::OnExperienceFullLoadCompleted()
{
check(LoadState != ELyraExperienceLoadState::Loaded);
// Insert a random delay for testing (if configured)
if (LoadState != ELyraExperienceLoadState::LoadingChaosTestingDelay)
{
const float DelaySecs = LyraConsoleVariables::GetExperienceLoadDelayDuration();
if (DelaySecs > 0.0f)
{
FTimerHandle DummyHandle;
LoadState = ELyraExperienceLoadState::LoadingChaosTestingDelay;
GetWorld()->GetTimerManager().SetTimer(DummyHandle, this, &ThisClass::OnExperienceFullLoadCompleted, DelaySecs, /*bLooping=*/ false);
return;
}
}
LoadState = ELyraExperienceLoadState::ExecutingActions;
// Execute the actions
FGameFeatureActivatingContext Context;
// Only apply to our specific world context if set
const FWorldContext* ExistingWorldContext = GEngine->GetWorldContextFromWorld(GetWorld());
if (ExistingWorldContext)
{
Context.SetRequiredWorldContextHandle(ExistingWorldContext->ContextHandle);
}
auto ActivateListOfActions = [&Context](const TArray<UGameFeatureAction*>& ActionList)
{
for (UGameFeatureAction* Action : ActionList)
{
if (Action != nullptr)
{
//@TODO: The fact that these don't take a world are potentially problematic in client-server PIE
// The current behavior matches systems like gameplay tags where loading and registering apply to the entire process,
// but actually applying the results to actors is restricted to a specific world
Action->OnGameFeatureRegistering();
Action->OnGameFeatureLoading();
Action->OnGameFeatureActivating(Context);
}
}
};
ActivateListOfActions(CurrentExperience->Actions);
for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets)
{
if (ActionSet != nullptr)
{
ActivateListOfActions(ActionSet->Actions);
}
}
LoadState = ELyraExperienceLoadState::Loaded;
OnExperienceLoaded_HighPriority.Broadcast(CurrentExperience);
OnExperienceLoaded_HighPriority.Clear();
OnExperienceLoaded.Broadcast(CurrentExperience);
OnExperienceLoaded.Clear();
OnExperienceLoaded_LowPriority.Broadcast(CurrentExperience);
OnExperienceLoaded_LowPriority.Clear();
// Apply any necessary scalability settings
#if !UE_SERVER
ULyraSettingsLocal::Get()->OnExperienceLoaded();
#endif
}
void ULyraExperienceManagerComponent::OnActionDeactivationCompleted()
{
check(IsInGameThread());
++NumObservedPausers;
if (NumObservedPausers == NumExpectedPausers)
{
OnAllActionsDeactivated();
}
}
void ULyraExperienceManagerComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ThisClass, CurrentExperience);
}
void ULyraExperienceManagerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// deactivate any features this experience loaded
//@TODO: This should be handled FILO as well
for (const FString& PluginURL : GameFeaturePluginURLs)
{
if (ULyraExperienceManager::RequestToDeactivatePlugin(PluginURL))
{
UGameFeaturesSubsystem::Get().DeactivateGameFeaturePlugin(PluginURL);
}
}
//@TODO: Ensure proper handling of a partially-loaded state too
if (LoadState == ELyraExperienceLoadState::Loaded)
{
LoadState = ELyraExperienceLoadState::Deactivating;
// Make sure we won't complete the transition prematurely if someone registers as a pauser but fires immediately
NumExpectedPausers = INDEX_NONE;
NumObservedPausers = 0;
// Deactivate and unload the actions
FGameFeatureDeactivatingContext Context(FSimpleDelegate::CreateUObject(this, &ThisClass::OnActionDeactivationCompleted));
const FWorldContext* ExistingWorldContext = GEngine->GetWorldContextFromWorld(GetWorld());
if (ExistingWorldContext)
{
Context.SetRequiredWorldContextHandle(ExistingWorldContext->ContextHandle);
}
auto DeactivateListOfActions = [&Context](const TArray<UGameFeatureAction*>& ActionList)
{
for (UGameFeatureAction* Action : ActionList)
{
if (Action)
{
Action->OnGameFeatureDeactivating(Context);
Action->OnGameFeatureUnregistering();
}
}
};
DeactivateListOfActions(CurrentExperience->Actions);
for (const TObjectPtr<ULyraExperienceActionSet>& ActionSet : CurrentExperience->ActionSets)
{
if (ActionSet != nullptr)
{
DeactivateListOfActions(ActionSet->Actions);
}
}
NumExpectedPausers = Context.GetNumPausers();
if (NumExpectedPausers > 0)
{
UE_LOG(LogLyraExperience, Error, TEXT("Actions that have asynchronous deactivation aren't fully supported yet in Lyra experiences"));
}
if (NumExpectedPausers == NumObservedPausers)
{
OnAllActionsDeactivated();
}
}
}
bool ULyraExperienceManagerComponent::ShouldShowLoadingScreen(FString& OutReason) const
{
if (LoadState != ELyraExperienceLoadState::Loaded)
{
OutReason = TEXT("Experience still loading");
return true;
}
else
{
return false;
}
}
void ULyraExperienceManagerComponent::OnAllActionsDeactivated()
{
//@TODO: We actually only deactivated and didn't fully unload...
LoadState = ELyraExperienceLoadState::Unloaded;
CurrentExperience = nullptr;
//@TODO: GEngine->ForceGarbageCollection(true);
}