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223 lines (174 loc) · 5.82 KB
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// Copyright (c) 2025 Xist.GG
#include "XmsEntityRegistry.h"
#include "MassSimulationSubsystem.h"
#include "XmsLog.h"
#include "Engine/World.h"
UXmsRegistrySubsystem* UXmsRegistrySubsystem::Get(TNotNull<const UWorld*> World)
{
UXmsRegistrySubsystem* Result = World->GetSubsystem<UXmsRegistrySubsystem>();
return Result;
}
UXmsRegistrySubsystem& UXmsRegistrySubsystem::GetChecked(TNotNull<const UWorld*> World)
{
UXmsRegistrySubsystem* Result = Get(World);
check(Result);
return *Result;
}
// Set Class Defaults
UXmsRegistrySubsystem::UXmsRegistrySubsystem()
{
}
void UXmsRegistrySubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
// We don't technically depend on the UMassSimulationSubsystem, but NOTHING in mass
// works without it, so I'm declaring it as an explicit dependency.
auto SimulationSubsystem = Collection.InitializeDependency<UMassSimulationSubsystem>();
check(SimulationSubsystem);
}
void UXmsRegistrySubsystem::Deinitialize()
{
Super::Deinitialize();
}
void UXmsRegistrySubsystem::Tick(float DeltaTime)
{
// DO NOT CALL UNIMPLEMENTED SUPER UMassTickableSubsystemBase::Tick
//-Super::Tick(DeltaTime);
HandleMassQueues();
}
TStatId UXmsRegistrySubsystem::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(UXmsRegistrySubsystem, STATGROUP_Tickables);
}
FDelegateHandle UXmsRegistrySubsystem::SubscribeToEntitiesCreated(FOnEntityContextEvent::FDelegate&& Delegate)
{
check(IsInGameThread());
return OnEntitiesCreated.Add(Delegate);
}
bool UXmsRegistrySubsystem::UnsubscribeFromEntitiesCreated(FDelegateHandle DelegateHandle)
{
check(IsInGameThread());
return OnEntitiesCreated.Remove(DelegateHandle);
}
FDelegateHandle UXmsRegistrySubsystem::SubscribeToEntitiesDestroyed(FOnEntityContextEvent::FDelegate&& Delegate)
{
check(IsInGameThread());
return OnEntitiesDestroyed.Add(Delegate);
}
bool UXmsRegistrySubsystem::UnsubscribeFromEntitiesDestroyed(FDelegateHandle DelegateHandle)
{
check(IsInGameThread());
return OnEntitiesDestroyed.Remove(DelegateHandle);
}
int32 UXmsRegistrySubsystem::GetEntitiesByMetaType(const EXmsEntityMetaType& MetaType, TArray<FMassEntityHandle>& OutEntities) const
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem_GetEntitiesByMetaType);
UE::TReadScopeLock ReadLock (EntityLockRW);
const int32 OrigNum = OutEntities.Num();
for (const auto& Tuple : EntityMeta)
{
if (Tuple.Value.MetaType == MetaType)
{
OutEntities.Add(Tuple.Key);
}
}
return OutEntities.Num() - OrigNum;
}
void UXmsRegistrySubsystem::MassOnEntitiesCreated(const TArray<FEntityContext>& Entities)
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem);
if (IsInGameThread())
{
NativeOnEntitiesCreated(Entities);
return;
}
CreateQueue.Enqueue(Entities);
}
void UXmsRegistrySubsystem::MassOnEntitiesDestroyed(const TArray<FEntityContext>& Entities)
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem);
if (IsInGameThread())
{
NativeOnEntitiesDestroyed(Entities);
return;
}
DestroyQueue.Enqueue(Entities);
}
void UXmsRegistrySubsystem::HandleMassQueues()
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem_Dequeue);
checkSlow(IsInGameThread());
TArray<FEntityContext> Entities;
// Free resources from now-deleted Entities
while (DestroyQueue.Dequeue(OUT Entities))
{
NativeOnEntitiesDestroyed(Entities);
}
// Allocate resources for new Entities
while (CreateQueue.Dequeue(OUT Entities))
{
NativeOnEntitiesCreated(Entities);
}
}
void UXmsRegistrySubsystem::NativeOnEntitiesCreated(const TArray<FEntityContext>& Entities)
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem_EntitiesCreated);
checkSlow(IsInGameThread());
for (int32 i = 0; i < Entities.Num(); ++i)
{
const FEntityContext& EntityContext = Entities[i];
GameOnEntityCreated(EntityContext);
}
OnEntitiesCreated.Broadcast(Entities);
}
void UXmsRegistrySubsystem::NativeOnEntitiesDestroyed(const TArray<FEntityContext>& Entities)
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem_EntitiesDestroyed);
checkSlow(IsInGameThread());
for (int32 i = 0; i < Entities.Num(); ++i)
{
const FEntityContext& EntityContext = Entities[i];
GameOnEntityDestroyed(EntityContext);
}
OnEntitiesDestroyed.Broadcast(Entities);
}
void UXmsRegistrySubsystem::GameOnEntityCreated(const FEntityContext& EntityContext)
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem_OnCreated);
checkSlow(IsInGameThread());
const FMassEntityHandle& EntityHandle = EntityContext.Entity;
const FXmsCSF_MetaData& MetaData = EntityContext.MetaData;
checkf(EntityHandle.IsSet(), TEXT("EntityHandle must be set"));
// Warning log if/when Entities are being created that have invalid MetaData
UE_CVLOG_UELOG(not MetaData.IsValid(), this, LogXmsRegistry, Warning,
TEXT("%hs: Entity [%s] was created with invalid MetaData"),
__FUNCTION__, *EntityHandle.DebugGetDescription());
// Add Entity MetaData
{
UE::TWriteScopeLock WriteLock (EntityLockRW);
EntityMeta.Add(EntityHandle, MetaData);
}
#if WITH_XMS_DEBUG
UE_VLOG_UELOG(this, LogXmsRegistry, Verbose, TEXT("%hs: Add Entity [%s] to Registry (MetaType: %s)"),
__FUNCTION__, *EntityHandle.DebugGetDescription(), *UEnum::GetDisplayValueAsText(MetaData.MetaType).ToString());
#endif
}
void UXmsRegistrySubsystem::GameOnEntityDestroyed(const FEntityContext& EntityContext)
{
QUICK_SCOPE_CYCLE_COUNTER(UXmsRegistrySubsystem_OnDestroyed);
checkSlow(IsInGameThread());
const FMassEntityHandle& EntityHandle = EntityContext.Entity;
FXmsCSF_MetaData MetaDataCopy;
bool bWasRemoved;
{
UE::TWriteScopeLock WriteLock (EntityLockRW);
bWasRemoved = EntityMeta.RemoveAndCopyValue(EntityHandle, OUT MetaDataCopy);
}
#if WITH_XMS_DEBUG
if (bWasRemoved)
{
UE_VLOG_UELOG(this, LogXmsRegistry, Verbose, TEXT("%hs: Remove Entity [%s] from Registry (MetaType: %s)"),
__FUNCTION__, *EntityHandle.DebugGetDescription(), *UEnum::GetDisplayValueAsText(MetaDataCopy.MetaType).ToString());
}
#endif
}