// Copyright Epic Games, Inc. All Rights Reserved. #include "ShooterTestAsyncMessageTestActor.h" #include "AudioThread.h" #include "Async/Async.h" #include "AsyncMessageBindingOptions.h" #include "AsyncGameplayMessageSystem.h" #include "AsyncMessageWorldSubsystem.h" #include "AsyncMessageSystemLogs.h" #include "Components/StaticMeshComponent.h" #include "NativeGameplayTags.h" #include "TimerManager.h" 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 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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(WeakThis->GetWorld())) { // Queue a color change message Sys.Get()->QueueMessageForBroadcast(WeakThis->ColorMessageToBroadcast, TStructView(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 WeakWorld = GetWorld(); TWeakObjectPtr 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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(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(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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) { // Listen to ALL color messages BoundHandle_ColorParent = Sys->BindListener( Message_ChangeColor_Red.GetParentMessageId(), TWeakObjectPtr(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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) { Sys->UnbindListener(BoundHandle_ColorParent); } } void AColorChangingTestListener::SetupColorListener() { if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) { const FAsyncMessageId MessageToListenFor = GetColorChangeToListenTo(); FAsyncMessageBindingOptions Opts = {}; // Listen to the color messages BoundHandle_Color = Sys->BindListener( MessageToListenFor, TWeakObjectPtr(this), &ThisClass::HandleColorChange, Opts); } } void AColorChangingTestListener::ResetListenerToColor() { if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(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 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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(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(); 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(); 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(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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(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(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(); 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 Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld()); if (!Sys) { return; } FAsyncMessageBindingOptions BindingOpts = {}; BindingOpts.SetTickGroup(GroupToListenFor); ListenerHandle = Sys->BindListener( MessageToListenFor, TWeakObjectPtr(this), &AHeavyPerformanceListener::HandleMessage, BindingOpts); ensure(ListenerHandle.IsValid()); } void AHeavyPerformanceListener::RemoveListener() { if (!ListenerHandle.IsValid()) { return; } TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld()); if (!Sys) { return; } Sys->UnbindListener(ListenerHandle); }