unitysamples / LyraStarterGame /Plugins /GameFeatures /ShooterTests /Source /ShooterTestsRuntime /Private /ShooterTestAsyncMessageTestActor.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Red, "Change.Color.Red") | |
| UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Green, "Change.Color.Green") | |
| UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Blue, "Change.Color.Blue") | |
| UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Async_Test, "Async.Message.Test") | |
| UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Test_Heavy, "Tests.HeavyMessage") | |
| UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Test_HeavySubmessage, "Tests.HeavyMessage.SubMessage") | |
| static FAsyncMessageId Message_ChangeColor_Red = { Message_Tag_Red }; | |
| static FAsyncMessageId Message_ChangeColor_Green = { Message_Tag_Green}; | |
| static FAsyncMessageId Message_ChangeColor_Blue = { Message_Tag_Blue }; | |
| static FAsyncMessageId Message_Async_Test = { Message_Tag_Async_Test }; | |
| /////////////////////////////////////////////////////////////// | |
| // AAsyncColorChangeBroadcastActor | |
| AAsyncColorChangeBroadcastActor::AAsyncColorChangeBroadcastActor(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| ColorMessageToBroadcast = Message_ChangeColor_Red; | |
| } | |
| void AAsyncColorChangeBroadcastActor::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| SpawnBackgroundTask(); | |
| SpawnGameplayTagBroadcaster(); | |
| } | |
| void AAsyncColorChangeBroadcastActor::SpawnBackgroundTask() | |
| { | |
| TWeakObjectPtr<AAsyncColorChangeBroadcastActor> WeakThis(this); | |
| // Queue a message from a non-game thread, a normal thread from the task pool in this case | |
| AsyncTask(ENamedThreads::AnyNormalThreadNormalTask, [WeakThis]() | |
| { | |
| if (!WeakThis.IsValid()) | |
| { | |
| return; | |
| } | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(WeakThis->GetWorld())) | |
| { | |
| // Queue a color change message | |
| Sys.Get()->QueueMessageForBroadcast(WeakThis->ColorMessageToBroadcast, TStructView<FColorChangingMessage>(WeakThis->ColorChangeData)); | |
| } | |
| WeakThis->NumBroadcasts++; | |
| }); | |
| // Set up a timer to spawn a new background task every second | |
| GetWorld()->GetTimerManager().SetTimer(StartBackgroundTaskTimerHandle, | |
| FTimerDelegate::CreateWeakLambda(this, [this]() | |
| { | |
| SpawnBackgroundTask(); | |
| }), 1.0f, false, ColorMessageBroadcastFrequency); | |
| } | |
| void AAsyncColorChangeBroadcastActor::SpawnGameplayTagBroadcaster() | |
| { | |
| if (!GameplayTagToBroadcastA.IsValid() && !GameplayTagToBroadcastB.IsValid()) | |
| { | |
| return; | |
| } | |
| TWeakObjectPtr<UWorld> WeakWorld = GetWorld(); | |
| TWeakObjectPtr<AAsyncColorChangeBroadcastActor> WeakThis = this; | |
| // Set up a timer to spawn a new background task. This will queue the message on the game thread | |
| GetWorld()->GetTimerManager().SetTimer(GameplayTagSpawner, | |
| FTimerDelegate::CreateWeakLambda(this, [WeakWorld, WeakThis]() | |
| { | |
| if (!WeakThis.IsValid()) | |
| { | |
| return; | |
| } | |
| // Queue the gameplay tag message a for broadcast | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(WeakWorld.Get())) | |
| { | |
| if (WeakThis->GameplayTagToBroadcastA.IsValid()) | |
| { | |
| Sys->QueueMessageForBroadcast(WeakThis->GameplayTagToBroadcastA); | |
| } | |
| if (WeakThis->GameplayTagToBroadcastB.IsValid()) | |
| { | |
| Sys->QueueMessageForBroadcast(WeakThis->GameplayTagToBroadcastB); | |
| } | |
| } | |
| }), 1.0f, true, GameplayTagBroadcastFrequency); | |
| } | |
| /////////////////////////////////////////////////////////////// | |
| // AColorChangingTestListener | |
| AColorChangingTestListener::AColorChangingTestListener(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ColorChangingMesh")); | |
| SetRootComponent(MeshComp); | |
| // We will be overriding the materials on this mesh to change their color, so make some dynamic instances of the material | |
| for (int32 MatIdx = 0; MatIdx < MeshComp->GetNumMaterials(); ++MatIdx) | |
| { | |
| MeshComp->CreateDynamicMaterialInstance(MatIdx); | |
| } | |
| } | |
| void AColorChangingTestListener::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld())) | |
| { | |
| // Listen to ALL color messages | |
| BoundHandle_ColorParent = Sys->BindListener( | |
| Message_ChangeColor_Red.GetParentMessageId(), | |
| TWeakObjectPtr<AColorChangingTestListener>(this), | |
| &ThisClass::HandleAnyColorChange); | |
| } | |
| if (bShouldSpawnTaskOnOtherThread) | |
| { | |
| SetupNamedThreadListener(); | |
| } | |
| PreviousColorBoundTo = FMath::RandRange(0, 2); | |
| SetupColorListener(); | |
| } | |
| void AColorChangingTestListener::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| Super::EndPlay(EndPlayReason); | |
| ResetListenerToColor(); | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld())) | |
| { | |
| Sys->UnbindListener(BoundHandle_ColorParent); | |
| } | |
| } | |
| void AColorChangingTestListener::SetupColorListener() | |
| { | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld())) | |
| { | |
| const FAsyncMessageId MessageToListenFor = GetColorChangeToListenTo(); | |
| FAsyncMessageBindingOptions Opts = {}; | |
| // Listen to the color messages | |
| BoundHandle_Color = Sys->BindListener( | |
| MessageToListenFor, | |
| TWeakObjectPtr<AColorChangingTestListener>(this), | |
| &ThisClass::HandleColorChange, | |
| Opts); | |
| } | |
| } | |
| void AColorChangingTestListener::ResetListenerToColor() | |
| { | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld())) | |
| { | |
| Sys->UnbindListener(BoundHandle_Color); | |
| BoundHandle_Color = FAsyncMessageHandle::Invalid; | |
| } | |
| } | |
| void AColorChangingTestListener::SetupNamedThreadListener() | |
| { | |
| check(bShouldSpawnTaskOnOtherThread); | |
| // We want to receive our event on the RHI thread | |
| FAsyncMessageBindingOptions Opts = {}; | |
| Opts.SetNamedThreads(ENamedThreads::RHIThread); | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld())) | |
| { | |
| Sys->BindListener(Message_Async_Test, [](const FAsyncMessage& Message) | |
| { | |
| // Ensure that we are actually geting our message on the thread we have requested to | |
| const uint32 CurrentThread = FPlatformTLS::GetCurrentThreadId(); | |
| ensure(CurrentThread == Message.GetThreadQueuedFromThreadId()); | |
| UE_LOG(LogAsyncMessageSystem, Verbose, TEXT("Successfully received message on RHI thread")); | |
| }, Opts); | |
| } | |
| // Wait 5 seconds, and then spawn an async task on the background thread to queue the message | |
| const float NextDelay = 5.0f; | |
| TWeakObjectPtr<UWorld> WeakWorld = GetWorld(); | |
| // Set up a timer to spawn a new background task every second | |
| GetWorld()->GetTimerManager().SetTimer(BackgroundQueueMessageHandle, | |
| FTimerDelegate::CreateWeakLambda(this, [WeakWorld]() | |
| { | |
| // Spawn an async task to queue an message, on a background thread | |
| AsyncTask(ENamedThreads::RHIThread, [WeakWorld]() | |
| { | |
| if (TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(WeakWorld.Get())) | |
| { | |
| Sys->QueueMessageForBroadcast(Message_Async_Test); | |
| } | |
| }); | |
| // loop every 1 second | |
| }), 1.0f, true, NextDelay); | |
| } | |
| void AColorChangingTestListener::HandleColorChange(const FAsyncMessage& Message) | |
| { | |
| TRACE_CPUPROFILER_EVENT_SCOPE(AColorChangingTestListener::HandleColorChange); | |
| ensure(IsInGameThread() || IsInParallelGameThread()); | |
| // Some specific color change here | |
| const FColorChangingMessage* Data = Message.GetPayloadData<const FColorChangingMessage>(); | |
| if (!Data) | |
| { | |
| ensure(false); | |
| return; | |
| } | |
| // Change the dynamic material param colors | |
| FLinearColor Col = Data->DesiredColorToChange; | |
| MeshComp->SetColorParameterValueOnMaterials(MaterialColorParamName, Col); | |
| // If we are listening for a specific message already, don't attempt to rebind | |
| if (OverrideMessageBinding.IsValid()) | |
| { | |
| return; | |
| } | |
| // Stop listening for the color that we just got | |
| ResetListenerToColor(); | |
| // And start listening to a new fancy color message | |
| SetupColorListener(); | |
| } | |
| void AColorChangingTestListener::HandleAnyColorChange(const FAsyncMessage& Message) | |
| { | |
| TRACE_CPUPROFILER_EVENT_SCOPE(AColorChangingTestListener::HandleAnyColorChange); | |
| ensure(IsInGameThread() || IsInParallelGameThread()); | |
| const FColorChangingMessage* Data = Message.GetPayloadData<const FColorChangingMessage>(); | |
| if (!Data) | |
| { | |
| ensure(false); | |
| return; | |
| } | |
| const uint32 MyThread = FPlatformTLS::GetCurrentThreadId(); | |
| // Any time there is a color change, rotate the actor a bit | |
| AddActorLocalRotation(FRotator(0.0, 0.0, 10.0)); | |
| } | |
| const FAsyncMessageId AColorChangingTestListener::GetColorChangeToListenTo() | |
| { | |
| // If you have specified a specific color to listen for let you do so here | |
| if (OverrideMessageBinding.IsValid()) | |
| { | |
| return OverrideMessageBinding; | |
| } | |
| // Increment to the next color | |
| PreviousColorBoundTo = FMath::WrapExclusive(++PreviousColorBoundTo, 0, 3); | |
| int32 IndexToBindTo = PreviousColorBoundTo; | |
| if (IndexToBindTo == 0) | |
| { | |
| return Message_ChangeColor_Red; | |
| } | |
| else if (IndexToBindTo == 1) | |
| { | |
| return Message_ChangeColor_Green; | |
| } | |
| else if (IndexToBindTo == 2) | |
| { | |
| return Message_ChangeColor_Blue; | |
| } | |
| return Message_ChangeColor_Blue; | |
| } | |
| AHeavyPerformanceBroadcastor::AHeavyPerformanceBroadcastor(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RootMeshComp")); | |
| SetRootComponent(MeshComp); | |
| MessagePayloadToQueue = FInstancedStruct::Make(FTestHeavyMessage{}); | |
| // The tick function is TG_PrePhysics by default | |
| // Tick this actor every time pre-physics | |
| PrimaryActorTick.bCanEverTick = true; | |
| PrimaryActorTick.TickGroup = CustomTickGroup; | |
| } | |
| void AHeavyPerformanceBroadcastor::Tick(float DeltaSeconds) | |
| { | |
| Super::Tick(DeltaSeconds); | |
| QueueMessage(); | |
| } | |
| void AHeavyPerformanceBroadcastor::QueueMessage() | |
| { | |
| TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()); | |
| if (!Sys) | |
| { | |
| return; | |
| } | |
| for (int32 i = 0; i < NumberOfTimesToQueue; ++i) | |
| { | |
| // Queue a color change message | |
| Sys->QueueMessageForBroadcast(MessageToQueue, MessagePayloadToQueue); | |
| } | |
| } | |
| AHeavyPerformanceListener::AHeavyPerformanceListener(const FObjectInitializer& ObjectInitializer) | |
| { | |
| MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ListenerRootMeshComp")); | |
| SetRootComponent(MeshComp); | |
| MeshComp->SetMobility(EComponentMobility::Movable); | |
| } | |
| void AHeavyPerformanceListener::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| SetupListener(); | |
| } | |
| void AHeavyPerformanceListener::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| Super::EndPlay(EndPlayReason); | |
| RemoveListener(); | |
| } | |
| void AHeavyPerformanceListener::HandleMessage(const FAsyncMessage& Message) | |
| { | |
| const FTestHeavyMessage* Data = Message.GetPayloadData<const FTestHeavyMessage>(); | |
| if (!Data) | |
| { | |
| ensure(false); | |
| return; | |
| } | |
| // Rotate the actor a little itsy bitsy, just to replicate doing some kind of simple gameplay work. | |
| AddActorLocalRotation(Data->AmountToRotate); | |
| } | |
| void AHeavyPerformanceListener::SetupListener() | |
| { | |
| check(!ListenerHandle.IsValid()); | |
| TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()); | |
| if (!Sys) | |
| { | |
| return; | |
| } | |
| FAsyncMessageBindingOptions BindingOpts = {}; | |
| BindingOpts.SetTickGroup(GroupToListenFor); | |
| ListenerHandle = Sys->BindListener( | |
| MessageToListenFor, | |
| TWeakObjectPtr<AHeavyPerformanceListener>(this), | |
| &AHeavyPerformanceListener::HandleMessage, | |
| BindingOpts); | |
| ensure(ListenerHandle.IsValid()); | |
| } | |
| void AHeavyPerformanceListener::RemoveListener() | |
| { | |
| if (!ListenerHandle.IsValid()) | |
| { | |
| return; | |
| } | |
| TSharedPtr<FAsyncGameplayMessageSystem> Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem<FAsyncGameplayMessageSystem>(GetWorld()); | |
| if (!Sys) | |
| { | |
| return; | |
| } | |
| Sys->UnbindListener(ListenerHandle); | |
| } | |