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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AsyncMessageHandle.h"
#include "AsyncMessageId.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "GameplayTagContainer.h"
#include "StructUtils/InstancedStruct.h"
#include "ShooterTestAsyncMessageTestActor.generated.h"
struct FAsyncMessage;
class UStaticMeshComponent;
USTRUCT(BlueprintType)
struct FColorChangingMessage
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Test")
FLinearColor DesiredColorToChange = FLinearColor::Red;
};
/**
* A test actor which will spawn a task outside of the game thread to
* broadcast different color messages
*/
UCLASS(BlueprintType)
class AAsyncColorChangeBroadcastActor : public AActor
{
GENERATED_BODY()
public:
AAsyncColorChangeBroadcastActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
virtual void BeginPlay() override;
void SpawnBackgroundTask();
void SpawnGameplayTagBroadcaster();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Test")
TInstancedStruct<FColorChangingMessage> ColorChangeData;
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId ColorMessageToBroadcast;
UPROPERTY(EditAnywhere, Category="Test")
FGameplayTag GameplayTagToBroadcastA;
UPROPERTY(EditAnywhere, Category="Test")
FGameplayTag GameplayTagToBroadcastB;
UPROPERTY(BlueprintReadOnly, Category="Test")
int32 NumBroadcasts = 0;
UPROPERTY(EditAnywhere, Category="Test")
float ColorMessageBroadcastFrequency = 3.0f;
UPROPERTY(EditAnywhere, Category="Test")
float GameplayTagBroadcastFrequency = 3.0f;
FTimerHandle StartBackgroundTaskTimerHandle;
FTimerHandle GameplayTagSpawner;
};
/**
* An actor which will change the color of its static mesh
* in response to an async message that it listens to
*/
UCLASS(BlueprintType)
class AColorChangingTestListener : public AActor
{
GENERATED_BODY()
public:
AColorChangingTestListener(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
void HandleColorChange(const FAsyncMessage& Message);
void HandleAnyColorChange(const FAsyncMessage& Message);
const FAsyncMessageId GetColorChangeToListenTo();
void SetupColorListener();
void ResetListenerToColor();
void SetupNamedThreadListener();
UPROPERTY(EditAnywhere, Category="Test")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(EditAnywhere, Category="Test")
FName MaterialColorParamName = "ChangeColorParam";
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId OverrideMessageBinding;
UPROPERTY(EditAnywhere, Category="Test")
FGameplayTag TagToBindTo;
UPROPERTY(EditAnywhere, Category="Test")
bool bListenForParentTag = false;
// Test receiving and binding messages on another thread
UPROPERTY(EditAnywhere, Category="Test")
bool bShouldSpawnTaskOnOtherThread = false;
FTimerHandle BackgroundQueueMessageHandle;
FAsyncMessageHandle BoundHandle_Color;
FAsyncMessageHandle BoundHandle_ColorParent;
int32 PreviousColorBoundTo = -1;
};
USTRUCT(BlueprintType)
struct FTestHeavyMessage
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Test")
FLinearColor DesiredColorToChange = FLinearColor::Red;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Test")
FRotator AmountToRotate;
};
/**
* This is an actor which will queue a message for broadcast every single tick.
*/
UCLASS(BlueprintType)
class AHeavyPerformanceBroadcastor : public AActor
{
GENERATED_BODY()
AHeavyPerformanceBroadcastor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
public:
virtual void Tick(float DeltaSeconds) override;
void QueueMessage();
UPROPERTY(EditAnywhere, Category="Test")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId MessageToQueue;
UPROPERTY(EditAnywhere, Category="Test")
FInstancedStruct MessagePayloadToQueue;
UPROPERTY(EditAnywhere, Category="Test", meta=(UIMin=1))
int32 NumberOfTimesToQueue = 1;
UPROPERTY(EditAnywhere, Category="Test")
TEnumAsByte<enum ETickingGroup> CustomTickGroup = TG_PrePhysics;
};
UCLASS(BlueprintType)
class AHeavyPerformanceListener : public AActor
{
GENERATED_BODY()
AHeavyPerformanceListener(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UPROPERTY(EditAnywhere, Category="Test")
TObjectPtr<UStaticMeshComponent> MeshComp;
UPROPERTY(EditAnywhere, Category="Test")
FAsyncMessageId MessageToListenFor;
UPROPERTY(EditAnywhere, Category="Test")
TEnumAsByte<ETickingGroup> GroupToListenFor = ETickingGroup::TG_PostPhysics;
private:
void HandleMessage(const FAsyncMessage& Message);
void SetupListener();
void RemoveListener();
FAsyncMessageHandle ListenerHandle;
};