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FlowSubsystem.cpp
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741 lines (627 loc) · 21.1 KB
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// Copyright https://github.com/MothCocoon/FlowGraph/graphs/contributors
#include "FlowSubsystem.h"
#include "FlowAsset.h"
#include "FlowComponent.h"
#include "FlowLogChannels.h"
#include "FlowSave.h"
#include "FlowSettings.h"
#include "Interfaces/FlowExecutionGate.h"
#include "Nodes/Graph/FlowNode_SubGraph.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "Logging/MessageLog.h"
#include "Misc/Paths.h"
#include "UObject/UObjectHash.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(FlowSubsystem)
#if !UE_BUILD_SHIPPING
FNativeFlowAssetEvent UFlowSubsystem::OnInstancedTemplateAdded;
FNativeFlowAssetEvent UFlowSubsystem::OnInstancedTemplateRemoved;
#endif
#define LOCTEXT_NAMESPACE "FlowSubsystem"
UFlowSubsystem::UFlowSubsystem()
: LoadedSaveDataContainer(nullptr)
{
}
bool UFlowSubsystem::ShouldCreateSubsystem(UObject* Outer) const
{
// Only create an instance if there is no override implementation defined elsewhere
TArray<UClass*> ChildClasses;
GetDerivedClasses(GetClass(), ChildClasses, false);
if (ChildClasses.Num() > 0)
{
return false;
}
// in this case, we simply create subsystem for every instance of the game
if (GetDefault<UFlowSettings>()->bCreateFlowSubsystemOnClients)
{
return true;
}
return Outer->GetWorld()->GetNetMode() < NM_Client;
}
void UFlowSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
}
void UFlowSubsystem::Deinitialize()
{
AbortActiveFlows();
}
void UFlowSubsystem::AbortActiveFlows()
{
if (InstancedTemplates.Num() > 0)
{
for (int32 i = InstancedTemplates.Num() - 1; i >= 0; i--)
{
if (InstancedTemplates.IsValidIndex(i) && InstancedTemplates[i])
{
InstancedTemplates[i]->ClearInstances();
}
}
}
InstancedTemplates.Empty();
InstancedSubFlows.Empty();
RootInstances.Empty();
}
void UFlowSubsystem::StartRootFlow(UObject* Owner, UFlowAsset* FlowAsset, const TScriptInterface<IFlowDataPinValueSupplierInterface> DataPinValueSupplier, const bool bAllowMultipleInstances)
{
if (FlowAsset)
{
if (UFlowAsset* NewFlow = CreateRootFlow(Owner, FlowAsset, bAllowMultipleInstances))
{
NewFlow->StartFlow(DataPinValueSupplier.GetInterface());
}
}
#if WITH_EDITOR
else
{
FMessageLog("PIE").Error(LOCTEXT("StartRootFlowNullAsset", "Attempted to start Root Flow with a null asset."))
->AddToken(FUObjectToken::Create(Owner));
}
#endif
}
UFlowAsset* UFlowSubsystem::CreateRootFlow(UObject* Owner, UFlowAsset* FlowAsset, const bool bAllowMultipleInstances, const FString& NewInstanceName)
{
for (const TPair<UFlowAsset*, TWeakObjectPtr<UObject>>& RootInstance : ObjectPtrDecay(RootInstances))
{
if (Owner == RootInstance.Value.Get() && FlowAsset == RootInstance.Key->GetTemplateAsset())
{
UE_LOG(LogFlow, Warning, TEXT("Attempted to start Root Flow for the same Owner again. Owner: %s. Flow Asset: %s."), *Owner->GetName(), *FlowAsset->GetName());
return nullptr;
}
}
if (!bAllowMultipleInstances && InstancedTemplates.Contains(FlowAsset))
{
UE_LOG(LogFlow, Warning, TEXT("Attempted to start Root Flow, although there can be only a single instance. Owner: %s. Flow Asset: %s."), *Owner->GetName(), *FlowAsset->GetName());
return nullptr;
}
UFlowAsset* NewFlow = CreateFlowInstance(Owner, FlowAsset, NewInstanceName);
if (NewFlow)
{
RootInstances.Add(NewFlow, Owner);
}
return NewFlow;
}
void UFlowSubsystem::FinishRootFlow(UObject* Owner, UFlowAsset* TemplateAsset, const EFlowFinishPolicy FinishPolicy)
{
UFlowAsset* InstanceToFinish = nullptr;
for (TPair<TObjectPtr<UFlowAsset>, TWeakObjectPtr<UObject>>& RootInstance : RootInstances)
{
if (Owner && Owner == RootInstance.Value.Get() && RootInstance.Key && RootInstance.Key->GetTemplateAsset() == TemplateAsset)
{
InstanceToFinish = RootInstance.Key;
break;
}
}
if (InstanceToFinish)
{
RootInstances.Remove(InstanceToFinish);
InstanceToFinish->FinishFlow(FinishPolicy);
}
}
void UFlowSubsystem::FinishAllRootFlows(UObject* Owner, const EFlowFinishPolicy FinishPolicy)
{
TArray<UFlowAsset*> InstancesToFinish;
for (TPair<TObjectPtr<UFlowAsset>, TWeakObjectPtr<UObject>>& RootInstance : RootInstances)
{
if (Owner && Owner == RootInstance.Value.Get() && RootInstance.Key)
{
InstancesToFinish.Emplace(RootInstance.Key);
}
}
for (UFlowAsset* InstanceToFinish : InstancesToFinish)
{
RootInstances.Remove(InstanceToFinish);
InstanceToFinish->FinishFlow(FinishPolicy);
}
}
UFlowAsset* UFlowSubsystem::CreateSubFlow(UFlowNode_SubGraph* SubGraphNode, const FString& SavedInstanceName, const bool bPreloading /* = false */)
{
UFlowAsset* NewInstance = nullptr;
if (!InstancedSubFlows.Contains(SubGraphNode))
{
const TWeakObjectPtr<UObject> Owner = SubGraphNode->GetFlowAsset() ? SubGraphNode->GetFlowAsset()->GetOwner() : nullptr;
NewInstance = CreateFlowInstance(Owner, SubGraphNode->Asset.LoadSynchronous(), SavedInstanceName);
if (NewInstance)
{
InstancedSubFlows.Add(SubGraphNode, NewInstance);
if (bPreloading)
{
NewInstance->PreloadNodes();
}
}
}
if (InstancedSubFlows.Contains(SubGraphNode) && !bPreloading)
{
// get instanced asset from map - in case it was already instanced by calling CreateSubFlow() with bPreloading == true
UFlowAsset* AssetInstance = InstancedSubFlows[SubGraphNode];
AssetInstance->NodeOwningThisAssetInstance = SubGraphNode;
SubGraphNode->GetFlowAsset()->ActiveSubGraphs.Add(SubGraphNode, AssetInstance);
// don't activate Start Node if we're loading Sub Graph from SaveGame
if (SavedInstanceName.IsEmpty())
{
AssetInstance->StartFlow(SubGraphNode);
}
}
return NewInstance;
}
void UFlowSubsystem::RemoveSubFlow(UFlowNode_SubGraph* SubGraphNode, const EFlowFinishPolicy FinishPolicy)
{
if (InstancedSubFlows.Contains(SubGraphNode))
{
UFlowAsset* AssetInstance = InstancedSubFlows[SubGraphNode];
SubGraphNode->GetFlowAsset()->ActiveSubGraphs.Remove(SubGraphNode);
InstancedSubFlows.Remove(SubGraphNode);
AssetInstance->FinishFlow(FinishPolicy);
// Make sure to set the NodeOwningThisAssetInstance after the FinishFlow call, as it may be needed in the FinishFlow method
AssetInstance->NodeOwningThisAssetInstance = nullptr;
}
}
UFlowAsset* UFlowSubsystem::CreateFlowInstance(const TWeakObjectPtr<UObject> Owner, UFlowAsset* LoadedFlowAsset, FString NewInstanceName)
{
if (LoadedFlowAsset == nullptr)
{
return nullptr;
}
AddInstancedTemplate(LoadedFlowAsset);
#if WITH_EDITOR
if (GetWorld()->WorldType != EWorldType::Game)
{
// Fix connections - even in packaged game if assets haven't been re-saved in the editor after changing node's definition
LoadedFlowAsset->HarvestNodeConnections();
}
#endif
// it won't be empty, if we're restoring Flow Asset instance from the SaveGame
if (NewInstanceName.IsEmpty())
{
NewInstanceName = MakeUniqueObjectName(this, UFlowAsset::StaticClass(), *FPaths::GetBaseFilename(LoadedFlowAsset->GetPathName())).ToString();
}
UFlowAsset* NewInstance = NewObject<UFlowAsset>(this, LoadedFlowAsset->GetClass(), *NewInstanceName, RF_Transient, LoadedFlowAsset, false, nullptr);
NewInstance->InitializeInstance(Owner, *LoadedFlowAsset);
LoadedFlowAsset->AddInstance(NewInstance);
return NewInstance;
}
void UFlowSubsystem::AddInstancedTemplate(UFlowAsset* Template)
{
if (!InstancedTemplates.Contains(Template))
{
InstancedTemplates.Add(Template);
#if WITH_EDITOR
Template->RuntimeLog = MakeShareable(new FFlowMessageLog());
OnInstancedTemplateAdded.ExecuteIfBound(Template);
#endif
}
}
void UFlowSubsystem::RemoveInstancedTemplate(UFlowAsset* Template)
{
#if WITH_EDITOR
OnInstancedTemplateRemoved.ExecuteIfBound(Template);
Template->RuntimeLog.Reset();
#endif
InstancedTemplates.Remove(Template);
}
bool UFlowSubsystem::TryFlushAllDeferredTriggerScopes() const
{
// Flush deferred triggers on all active runtime instances.
// Flush order follows InstancedTemplates iteration + per-template ActiveInstances.
// This provides reasonable per-asset FIFO but is not a strict global FIFO across assets.
// A more precise global queue could be implemented later if cross-asset ordering becomes critical.
const TArray<UFlowAsset*> CapturedInstancedTemplates = InstancedTemplates;
for (const UFlowAsset* Template : CapturedInstancedTemplates)
{
if (!IsValid(Template))
{
continue;
}
for (UFlowAsset* Instance : Template->GetActiveInstances())
{
if (FFlowExecutionGate::IsHalted())
{
break;
}
if (IsValid(Instance))
{
const bool bFlushed = Instance->TryFlushAllDeferredTriggerScopes();
// The only case where we allow a flush to stop before completing
// is if we hit an execution gate halt
check(bFlushed || FFlowExecutionGate::IsHalted());
}
}
}
// The only case where we allow a flush to stop before completing
// is if we hit an execution gate halt
const bool bCompletedFlushAll = !FFlowExecutionGate::IsHalted();
return bCompletedFlushAll;
}
void UFlowSubsystem::ClearAllDeferredTriggerScopes()
{
for (const UFlowAsset* Template : InstancedTemplates)
{
if (!IsValid(Template))
{
continue;
}
for (UFlowAsset* Instance : Template->GetActiveInstances())
{
if (IsValid(Instance))
{
Instance->ClearAllDeferredTriggerScopes();
}
}
}
}
TMap<UObject*, UFlowAsset*> UFlowSubsystem::GetRootInstances() const
{
TMap<UObject*, UFlowAsset*> Result;
for (const TPair<UFlowAsset*, TWeakObjectPtr<UObject>>& RootInstance : ObjectPtrDecay(RootInstances))
{
Result.Emplace(RootInstance.Value.Get(), RootInstance.Key);
}
return Result;
}
TSet<UFlowAsset*> UFlowSubsystem::GetRootInstancesByOwner(const UObject* Owner) const
{
TSet<UFlowAsset*> Result;
for (const TPair<UFlowAsset*, TWeakObjectPtr<UObject>>& RootInstance : ObjectPtrDecay(RootInstances))
{
if (Owner && RootInstance.Value == Owner)
{
Result.Emplace(RootInstance.Key);
}
}
return Result;
}
UFlowAsset* UFlowSubsystem::GetRootFlow(const UObject* Owner) const
{
const TSet<UFlowAsset*> Result = GetRootInstancesByOwner(Owner);
if (Result.Num() > 0)
{
return Result.Array()[0];
}
return nullptr;
}
UWorld* UFlowSubsystem::GetWorld() const
{
return GetGameInstance()->GetWorld();
}
void UFlowSubsystem::OnGameSaved(UFlowSaveGame* SaveGame)
{
SaveFlowDataTo(SaveGame);
}
void UFlowSubsystem::OnGameLoaded(UFlowSaveGame* SaveGame)
{
LoadFlowDataFrom(SaveGame);
}
void UFlowSubsystem::SaveFlowDataTo(const TScriptInterface<IFlowSaveDataContainerInterface> SaveDataContainer)
{
if (!ensureMsgf(SaveDataContainer, TEXT("%hs expects the save data container passed in to be valid!"), __FUNCTION__))
return;
FFlowSaveData& FlowSaveData = SaveDataContainer->GetSaveDataMutable();
// clear existing data, in case we received reused save data container instance
// we only remove data for the current world + global Flow Graph instances (i.e. not bound to any world if created by UGameInstanceSubsystem)
// we keep data bound to other worlds
if (GetWorld())
{
const FString& WorldName = GetWorld()->GetName();
for (int32 i = FlowSaveData.FlowInstances.Num() - 1; i >= 0; i--)
{
if (FlowSaveData.FlowInstances[i].WorldName.IsEmpty() || FlowSaveData.FlowInstances[i].WorldName == WorldName)
{
FlowSaveData.FlowInstances.RemoveAt(i);
}
}
for (int32 i = FlowSaveData.FlowComponents.Num() - 1; i >= 0; i--)
{
if (FlowSaveData.FlowComponents[i].WorldName.IsEmpty() || FlowSaveData.FlowComponents[i].WorldName == WorldName)
{
FlowSaveData.FlowComponents.RemoveAt(i);
}
}
}
// save Flow Graphs
for (const TPair<UFlowAsset*, TWeakObjectPtr<UObject>>& RootInstance : ObjectPtrDecay(RootInstances))
{
if (RootInstance.Key && RootInstance.Value.IsValid())
{
if (UFlowComponent* FlowComponent = Cast<UFlowComponent>(RootInstance.Value))
{
FlowComponent->SaveRootFlow(FlowSaveData.FlowInstances);
}
else
{
RootInstance.Key->SaveInstance(FlowSaveData.FlowInstances);
}
}
}
// save Flow Components
{
// retrieve all registered components
TArray<TWeakObjectPtr<UFlowComponent>> ComponentsArray;
FlowComponentRegistry.GenerateValueArray(ComponentsArray);
// ensure uniqueness of entries
const TSet<TWeakObjectPtr<UFlowComponent>> RegisteredComponents = TSet<TWeakObjectPtr<UFlowComponent>>(ComponentsArray);
// write archives to SaveGame
for (const TWeakObjectPtr<UFlowComponent> RegisteredComponent : RegisteredComponents)
{
FlowSaveData.FlowComponents.Emplace(RegisteredComponent->SaveInstance());
}
}
}
void UFlowSubsystem::LoadFlowDataFrom(TScriptInterface<IFlowSaveDataContainerInterface> SaveDataContainer)
{
if (!ensureMsgf(SaveDataContainer, TEXT("%hs expects the save data container passed in to be valid!"), __FUNCTION__))
return;
LoadedSaveDataContainer = SaveDataContainer;
// here's opportunity to apply loaded data to custom systems
// it's recommended to do this by overriding method in the subclass
}
void UFlowSubsystem::LoadRootFlow(UObject* Owner, UFlowAsset* FlowAsset, const FString& SavedAssetInstanceName, const bool bAllowMultipleInstances)
{
if (FlowAsset == nullptr || SavedAssetInstanceName.IsEmpty())
{
return;
}
for (const FFlowAssetSaveData& AssetRecord : LoadedSaveDataContainer->GetSaveData().FlowInstances)
{
if (AssetRecord.InstanceName == SavedAssetInstanceName
&& (FlowAsset->IsBoundToWorld() == false || AssetRecord.WorldName == GetWorld()->GetName()))
{
UFlowAsset* LoadedInstance = CreateRootFlow(Owner, FlowAsset, bAllowMultipleInstances);
if (LoadedInstance)
{
LoadedInstance->LoadInstance(AssetRecord);
}
return;
}
}
}
void UFlowSubsystem::LoadSubFlow(UFlowNode_SubGraph* SubGraphNode, const FString& SavedAssetInstanceName)
{
if (SubGraphNode->Asset.IsNull())
{
return;
}
UFlowAsset* SubGraphAsset = SubGraphNode->Asset.LoadSynchronous();
for (const FFlowAssetSaveData& AssetRecord : LoadedSaveDataContainer->GetSaveData().FlowInstances)
{
if (AssetRecord.InstanceName == SavedAssetInstanceName
&& ((SubGraphAsset && SubGraphAsset->IsBoundToWorld() == false) || AssetRecord.WorldName == GetWorld()->GetName()))
{
UFlowAsset* LoadedInstance = CreateSubFlow(SubGraphNode, SavedAssetInstanceName);
if (LoadedInstance)
{
LoadedInstance->LoadInstance(AssetRecord);
}
return;
}
}
}
void UFlowSubsystem::RegisterComponent(UFlowComponent* Component)
{
for (const FGameplayTag& Tag : Component->IdentityTags)
{
if (Tag.IsValid())
{
FlowComponentRegistry.Emplace(Tag, Component);
}
}
OnComponentRegistered.Broadcast(Component);
}
void UFlowSubsystem::OnIdentityTagAdded(UFlowComponent* Component, const FGameplayTag& AddedTag)
{
FlowComponentRegistry.Emplace(AddedTag, Component);
// broadcast OnComponentRegistered only if this component wasn't present in the registry previously
if (Component->IdentityTags.Num() > 1)
{
OnComponentTagAdded.Broadcast(Component, FGameplayTagContainer(AddedTag));
}
else
{
OnComponentRegistered.Broadcast(Component);
}
}
void UFlowSubsystem::OnIdentityTagsAdded(UFlowComponent* Component, const FGameplayTagContainer& AddedTags)
{
for (const FGameplayTag& Tag : AddedTags)
{
FlowComponentRegistry.Emplace(Tag, Component);
}
// broadcast OnComponentRegistered only if this component wasn't present in the registry previously
if (Component->IdentityTags.Num() > AddedTags.Num())
{
OnComponentTagAdded.Broadcast(Component, AddedTags);
}
else
{
OnComponentRegistered.Broadcast(Component);
}
}
void UFlowSubsystem::UnregisterComponent(UFlowComponent* Component)
{
for (const FGameplayTag& Tag : Component->IdentityTags)
{
if (Tag.IsValid())
{
FlowComponentRegistry.Remove(Tag, Component);
}
}
OnComponentUnregistered.Broadcast(Component);
}
void UFlowSubsystem::OnIdentityTagRemoved(UFlowComponent* Component, const FGameplayTag& RemovedTag)
{
FlowComponentRegistry.Remove(RemovedTag, Component);
// broadcast OnComponentUnregistered only if this component isn't present in the registry anymore
if (Component->IdentityTags.Num() > 0)
{
OnComponentTagRemoved.Broadcast(Component, FGameplayTagContainer(RemovedTag));
}
else
{
OnComponentUnregistered.Broadcast(Component);
}
}
void UFlowSubsystem::OnIdentityTagsRemoved(UFlowComponent* Component, const FGameplayTagContainer& RemovedTags)
{
for (const FGameplayTag& Tag : RemovedTags)
{
FlowComponentRegistry.Remove(Tag, Component);
}
// broadcast OnComponentUnregistered only if this component isn't present in the registry anymore
if (Component->IdentityTags.Num() > 0)
{
OnComponentTagRemoved.Broadcast(Component, RemovedTags);
}
else
{
OnComponentUnregistered.Broadcast(Component);
}
}
TSet<UFlowComponent*> UFlowSubsystem::GetFlowComponentsByTag(const FGameplayTag Tag, const TSubclassOf<UFlowComponent> ComponentClass, const bool bExactMatch) const
{
TArray<TWeakObjectPtr<UFlowComponent>> FoundComponents;
FindComponents(Tag, bExactMatch, FoundComponents);
TSet<UFlowComponent*> Result;
for (const TWeakObjectPtr<UFlowComponent>& Component : FoundComponents)
{
if (Component.IsValid() && Component->GetClass()->IsChildOf(ComponentClass))
{
Result.Emplace(Component.Get());
}
}
return Result;
}
TSet<UFlowComponent*> UFlowSubsystem::GetFlowComponentsByTags(const FGameplayTagContainer Tags, const EGameplayContainerMatchType MatchType, const TSubclassOf<UFlowComponent> ComponentClass, const bool bExactMatch) const
{
TSet<TWeakObjectPtr<UFlowComponent>> FoundComponents;
FindComponents(Tags, MatchType, bExactMatch, FoundComponents);
TSet<UFlowComponent*> Result;
for (const TWeakObjectPtr<UFlowComponent>& Component : FoundComponents)
{
if (Component.IsValid() && Component->GetClass()->IsChildOf(ComponentClass))
{
Result.Emplace(Component.Get());
}
}
return Result;
}
TSet<AActor*> UFlowSubsystem::GetFlowActorsByTag(const FGameplayTag Tag, const TSubclassOf<AActor> ActorClass, const bool bExactMatch) const
{
TArray<TWeakObjectPtr<UFlowComponent>> FoundComponents;
FindComponents(Tag, bExactMatch, FoundComponents);
TSet<AActor*> Result;
for (const TWeakObjectPtr<UFlowComponent>& Component : FoundComponents)
{
if (Component.IsValid() && Component->GetOwner()->GetClass()->IsChildOf(ActorClass))
{
Result.Emplace(Component->GetOwner());
}
}
return Result;
}
TSet<AActor*> UFlowSubsystem::GetFlowActorsByTags(const FGameplayTagContainer Tags, const EGameplayContainerMatchType MatchType, const TSubclassOf<AActor> ActorClass, const bool bExactMatch) const
{
TSet<TWeakObjectPtr<UFlowComponent>> FoundComponents;
FindComponents(Tags, MatchType, bExactMatch, FoundComponents);
TSet<AActor*> Result;
for (const TWeakObjectPtr<UFlowComponent>& Component : FoundComponents)
{
if (Component.IsValid() && Component->GetOwner()->GetClass()->IsChildOf(ActorClass))
{
Result.Emplace(Component->GetOwner());
}
}
return Result;
}
TMap<AActor*, UFlowComponent*> UFlowSubsystem::GetFlowActorsAndComponentsByTag(const FGameplayTag Tag, const TSubclassOf<AActor> ActorClass, const bool bExactMatch) const
{
TArray<TWeakObjectPtr<UFlowComponent>> FoundComponents;
FindComponents(Tag, bExactMatch, FoundComponents);
TMap<AActor*, UFlowComponent*> Result;
for (const TWeakObjectPtr<UFlowComponent>& Component : FoundComponents)
{
if (Component.IsValid() && Component->GetOwner()->GetClass()->IsChildOf(ActorClass))
{
Result.Emplace(Component->GetOwner(), Component.Get());
}
}
return Result;
}
TMap<AActor*, UFlowComponent*> UFlowSubsystem::GetFlowActorsAndComponentsByTags(const FGameplayTagContainer Tags, const EGameplayContainerMatchType MatchType, const TSubclassOf<AActor> ActorClass, const bool bExactMatch) const
{
TSet<TWeakObjectPtr<UFlowComponent>> FoundComponents;
FindComponents(Tags, MatchType, bExactMatch, FoundComponents);
TMap<AActor*, UFlowComponent*> Result;
for (const TWeakObjectPtr<UFlowComponent>& Component : FoundComponents)
{
if (Component.IsValid() && Component->GetOwner()->GetClass()->IsChildOf(ActorClass))
{
Result.Emplace(Component->GetOwner(), Component.Get());
}
}
return Result;
}
void UFlowSubsystem::FindComponents(const FGameplayTag& Tag, const bool bExactMatch, TArray<TWeakObjectPtr<UFlowComponent>>& OutComponents) const
{
if (bExactMatch)
{
FlowComponentRegistry.MultiFind(Tag, OutComponents);
}
else
{
for (TMultiMap<FGameplayTag, TWeakObjectPtr<UFlowComponent>>::TConstIterator It(FlowComponentRegistry); It; ++It)
{
if (It.Key().MatchesTag(Tag))
{
OutComponents.Emplace(It.Value());
}
}
}
}
void UFlowSubsystem::FindComponents(const FGameplayTagContainer& Tags, const EGameplayContainerMatchType MatchType, const bool bExactMatch, TSet<TWeakObjectPtr<UFlowComponent>>& OutComponents) const
{
if (MatchType == EGameplayContainerMatchType::Any)
{
for (const FGameplayTag& Tag : Tags)
{
TArray<TWeakObjectPtr<UFlowComponent>> ComponentsPerTag;
FindComponents(Tag, bExactMatch, ComponentsPerTag);
OutComponents.Append(ComponentsPerTag);
}
}
else // EGameplayContainerMatchType::All
{
TSet<TWeakObjectPtr<UFlowComponent>> ComponentsWithAnyTag;
for (const FGameplayTag& Tag : Tags)
{
TArray<TWeakObjectPtr<UFlowComponent>> ComponentsPerTag;
FindComponents(Tag, bExactMatch, ComponentsPerTag);
ComponentsWithAnyTag.Append(ComponentsPerTag);
}
for (const TWeakObjectPtr<UFlowComponent>& Component : ComponentsWithAnyTag)
{
if (Component.IsValid() && Component->IdentityTags.HasAllExact(Tags))
{
OutComponents.Emplace(Component);
}
}
}
}
#undef LOCTEXT_NAMESPACE