File size: 5,488 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "GameFeatures/LyraGameFeaturePolicy.h"
#include "AbilitySystem/LyraGameplayCueManager.h"
#include "GameFeatureData.h"
#include "GameplayCueSet.h"
ULyraGameFeaturePolicy::ULyraGameFeaturePolicy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
ULyraGameFeaturePolicy& ULyraGameFeaturePolicy::Get()
{
return UGameFeaturesSubsystem::Get().GetPolicy<ULyraGameFeaturePolicy>();
}
void ULyraGameFeaturePolicy::InitGameFeatureManager()
{
Observers.Add(NewObject<ULyraGameFeature_HotfixManager>());
Observers.Add(NewObject<ULyraGameFeature_AddGameplayCuePaths>());
UGameFeaturesSubsystem& Subsystem = UGameFeaturesSubsystem::Get();
for (UObject* Observer : Observers)
{
Subsystem.AddObserver(Observer);
}
Super::InitGameFeatureManager();
}
void ULyraGameFeaturePolicy::ShutdownGameFeatureManager()
{
Super::ShutdownGameFeatureManager();
UGameFeaturesSubsystem& Subsystem = UGameFeaturesSubsystem::Get();
for (UObject* Observer : Observers)
{
Subsystem.RemoveObserver(Observer);
}
Observers.Empty();
}
TArray<FPrimaryAssetId> ULyraGameFeaturePolicy::GetPreloadAssetListForGameFeature(const UGameFeatureData* GameFeatureToLoad, bool bIncludeLoadedAssets) const
{
return Super::GetPreloadAssetListForGameFeature(GameFeatureToLoad, bIncludeLoadedAssets);
}
const TArray<FName> ULyraGameFeaturePolicy::GetPreloadBundleStateForGameFeature() const
{
return Super::GetPreloadBundleStateForGameFeature();
}
void ULyraGameFeaturePolicy::GetGameFeatureLoadingMode(bool& bLoadClientData, bool& bLoadServerData) const
{
// Editor will load both, this can cause hitching as the bundles are set to not preload in editor
bLoadClientData = !IsRunningDedicatedServer();
bLoadServerData = !IsRunningClientOnly();
}
bool ULyraGameFeaturePolicy::IsPluginAllowed(const FString& PluginURL, FString* OutReason) const
{
return Super::IsPluginAllowed(PluginURL, OutReason);
}
//////////////////////////////////////////////////////////////////////
//
#include "Hotfix/LyraHotfixManager.h"
void ULyraGameFeature_HotfixManager::OnGameFeatureLoading(const UGameFeatureData* GameFeatureData, const FString& PluginURL)
{
if (ULyraHotfixManager* HotfixManager = Cast<ULyraHotfixManager>(UOnlineHotfixManager::Get(nullptr)))
{
HotfixManager->RequestPatchAssetsFromIniFiles();
}
}
//////////////////////////////////////////////////////////////////////
//
#include "AbilitySystemGlobals.h"
#include "GameFeatureAction_AddGameplayCuePath.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameFeaturePolicy)
class FName;
struct FPrimaryAssetId;
void ULyraGameFeature_AddGameplayCuePaths::OnGameFeatureRegistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ULyraGameFeature_AddGameplayCuePaths::OnGameFeatureRegistering);
const FString PluginRootPath = TEXT("/") + PluginName;
for (const UGameFeatureAction* Action : GameFeatureData->GetActions())
{
if (const UGameFeatureAction_AddGameplayCuePath* AddGameplayCueGFA = Cast<UGameFeatureAction_AddGameplayCuePath>(Action))
{
const TArray<FDirectoryPath>& DirsToAdd = AddGameplayCueGFA->GetDirectoryPathsToAdd();
if (ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get())
{
UGameplayCueSet* RuntimeGameplayCueSet = GCM->GetRuntimeCueSet();
const int32 PreInitializeNumCues = RuntimeGameplayCueSet ? RuntimeGameplayCueSet->GameplayCueData.Num() : 0;
for (const FDirectoryPath& Directory : DirsToAdd)
{
FString MutablePath = Directory.Path;
UGameFeaturesSubsystem::FixPluginPackagePath(MutablePath, PluginRootPath, false);
GCM->AddGameplayCueNotifyPath(MutablePath, /** bShouldRescanCueAssets = */ false);
}
// Rebuild the runtime library with these new paths
if (!DirsToAdd.IsEmpty())
{
GCM->InitializeRuntimeObjectLibrary();
}
const int32 PostInitializeNumCues = RuntimeGameplayCueSet ? RuntimeGameplayCueSet->GameplayCueData.Num() : 0;
if (PreInitializeNumCues != PostInitializeNumCues)
{
GCM->RefreshGameplayCuePrimaryAsset();
}
}
}
}
}
void ULyraGameFeature_AddGameplayCuePaths::OnGameFeatureUnregistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL)
{
const FString PluginRootPath = TEXT("/") + PluginName;
for (const UGameFeatureAction* Action : GameFeatureData->GetActions())
{
if (const UGameFeatureAction_AddGameplayCuePath* AddGameplayCueGFA = Cast<UGameFeatureAction_AddGameplayCuePath>(Action))
{
const TArray<FDirectoryPath>& DirsToAdd = AddGameplayCueGFA->GetDirectoryPathsToAdd();
if (UGameplayCueManager* GCM = UAbilitySystemGlobals::Get().GetGameplayCueManager())
{
int32 NumRemoved = 0;
for (const FDirectoryPath& Directory : DirsToAdd)
{
FString MutablePath = Directory.Path;
UGameFeaturesSubsystem::FixPluginPackagePath(MutablePath, PluginRootPath, false);
NumRemoved += GCM->RemoveGameplayCueNotifyPath(MutablePath, /** bShouldRescanCueAssets = */ false);
}
ensure(NumRemoved == DirsToAdd.Num());
// Rebuild the runtime library only if there is a need to
if (NumRemoved > 0)
{
GCM->InitializeRuntimeObjectLibrary();
}
}
}
}
}
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