You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Code/Framework/AzFramework/AzFramework/Spawnable/SpawnableEntitiesInterface.h

356 lines
18 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/RTTI/TypeSafeIntegral.h>
#include <AzCore/std/functional.h>
#include <AzFramework/Spawnable/Spawnable.h>
namespace AZ
{
class Entity;
class SerializeContext;
}
namespace AzFramework
{
AZ_TYPE_SAFE_INTEGRAL(SpawnablePriority, uint8_t);
inline static constexpr SpawnablePriority SpawnablePriority_Highest { 0 };
inline static constexpr SpawnablePriority SpawnablePriority_High { 32 };
inline static constexpr SpawnablePriority SpawnablePriority_Default { 128 };
inline static constexpr SpawnablePriority SpawnablePriority_Low { 192 };
inline static constexpr SpawnablePriority SpawnablePriority_Lowest { 255 };
class SpawnableEntityContainerView
{
public:
SpawnableEntityContainerView(AZ::Entity** begin, size_t length);
SpawnableEntityContainerView(AZ::Entity** begin, AZ::Entity** end);
AZ::Entity** begin();
AZ::Entity** end();
const AZ::Entity* const* cbegin();
const AZ::Entity* const* cend();
size_t size();
private:
AZ::Entity** m_begin;
AZ::Entity** m_end;
};
class SpawnableConstEntityContainerView
{
public:
SpawnableConstEntityContainerView(AZ::Entity** begin, size_t length);
SpawnableConstEntityContainerView(AZ::Entity** begin, AZ::Entity** end);
const AZ::Entity* const* begin();
const AZ::Entity* const* end();
const AZ::Entity* const* cbegin();
const AZ::Entity* const* cend();
size_t size();
private:
AZ::Entity** m_begin;
AZ::Entity** m_end;
};
class SpawnableIndexEntityPair
{
public:
friend class SpawnableIndexEntityIterator;
AZ::Entity* GetEntity();
const AZ::Entity* GetEntity() const;
size_t GetIndex() const;
private:
SpawnableIndexEntityPair() = default;
SpawnableIndexEntityPair(const SpawnableIndexEntityPair&) = default;
SpawnableIndexEntityPair(SpawnableIndexEntityPair&&) = default;
SpawnableIndexEntityPair(AZ::Entity** entityIterator, size_t* indexIterator);
SpawnableIndexEntityPair& operator=(const SpawnableIndexEntityPair&) = default;
SpawnableIndexEntityPair& operator=(SpawnableIndexEntityPair&&) = default;
AZ::Entity** m_entity { nullptr };
size_t* m_index { nullptr };
};
class SpawnableIndexEntityIterator
{
public:
// Limited to bidirectional iterator as there's no use case for extending it further, but can be extended if a use case is found.
using iterator_category = AZStd::bidirectional_iterator_tag;
using value_type = SpawnableIndexEntityPair;
using difference_type = size_t;
using pointer = SpawnableIndexEntityPair*;
using reference = SpawnableIndexEntityPair&;
SpawnableIndexEntityIterator(AZ::Entity** entityIterator, size_t* indexIterator);
SpawnableIndexEntityIterator& operator++();
SpawnableIndexEntityIterator operator++(int);
SpawnableIndexEntityIterator& operator--();
SpawnableIndexEntityIterator operator--(int);
bool operator==(const SpawnableIndexEntityIterator& rhs);
bool operator!=(const SpawnableIndexEntityIterator& rhs);
SpawnableIndexEntityPair& operator*();
const SpawnableIndexEntityPair& operator*() const;
SpawnableIndexEntityPair* operator->();
const SpawnableIndexEntityPair* operator->() const;
private:
SpawnableIndexEntityPair m_value;
};
class SpawnableConstIndexEntityContainerView
{
public:
SpawnableConstIndexEntityContainerView(AZ::Entity** beginEntity, size_t* beginIndices, size_t length);
const SpawnableIndexEntityIterator& begin();
const SpawnableIndexEntityIterator& end();
const SpawnableIndexEntityIterator& cbegin();
const SpawnableIndexEntityIterator& cend();
private:
SpawnableIndexEntityIterator m_begin;
SpawnableIndexEntityIterator m_end;
};
//! Requests to the SpawnableEntitiesInterface require a ticket with a valid spawnable that is used as a template. A ticket can
//! be reused for multiple calls on the same spawnable and is safe to be used by multiple threads at the same time. Entities created
//! from the spawnable may be tracked by the ticket and so using the same ticket is needed to despawn the exact entities created
//! by a call to spawn entities. The life cycle of the spawned entities is tied to the ticket and all entities spawned using a
//! ticket will be despawned when it's deleted.
class EntitySpawnTicket
{
public:
friend class SpawnableEntitiesDefinition;
using Id = uint64_t;
EntitySpawnTicket() = default;
EntitySpawnTicket(const EntitySpawnTicket&) = delete;
EntitySpawnTicket(EntitySpawnTicket&& rhs);
explicit EntitySpawnTicket(AZ::Data::Asset<Spawnable> spawnable);
~EntitySpawnTicket();
EntitySpawnTicket& operator=(const EntitySpawnTicket&) = delete;
EntitySpawnTicket& operator=(EntitySpawnTicket&& rhs);
Id GetId() const;
bool IsValid() const;
private:
void* m_payload{ nullptr };
Id m_id { 0 }; //!< An id that uniquely identifies a ticket.
};
using EntitySpawnCallback = AZStd::function<void(EntitySpawnTicket::Id, SpawnableConstEntityContainerView)>;
using EntityPreInsertionCallback = AZStd::function<void(EntitySpawnTicket::Id, SpawnableEntityContainerView)>;
using EntityDespawnCallback = AZStd::function<void(EntitySpawnTicket::Id)>;
using ReloadSpawnableCallback = AZStd::function<void(EntitySpawnTicket::Id, SpawnableConstEntityContainerView)>;
using ListEntitiesCallback = AZStd::function<void(EntitySpawnTicket::Id, SpawnableConstEntityContainerView)>;
using ListIndicesEntitiesCallback = AZStd::function<void(EntitySpawnTicket::Id, SpawnableConstIndexEntityContainerView)>;
using ClaimEntitiesCallback = AZStd::function<void(EntitySpawnTicket::Id, SpawnableEntityContainerView)>;
using BarrierCallback = AZStd::function<void(EntitySpawnTicket::Id)>;
struct SpawnAllEntitiesOptionalArgs final
{
//! Callback that's called after instances of entities have been created, but before they're spawned into the world. This
//! gives the opportunity to modify the entities if needed such as injecting additional components or modifying components.
EntityPreInsertionCallback m_preInsertionCallback;
//! Callback that's called when spawning entities has completed. This can be triggered from a different thread than the one that
//! made the function call to spawn. The returned list of entities contains all the newly created entities.
EntitySpawnCallback m_completionCallback;
//! The Serialize Context used to clone entities with. If this is not provided the global Serialize Contetx will be used.
AZ::SerializeContext* m_serializeContext { nullptr };
//! The priority at which this call will be executed.
SpawnablePriority m_priority { SpawnablePriority_Default };
};
struct SpawnEntitiesOptionalArgs final
{
//! Callback that's called after instances of entities have been created, but before they're spawned into the world. This
//! gives the opportunity to modify the entities if needed such as injecting additional components or modifying components.
EntityPreInsertionCallback m_preInsertionCallback;
//! Callback that's called when spawning entities has completed. This can be triggered from a different thread than the one that
//! made the function call to spawn. The returned list of entities contains all the newly created entities.
EntitySpawnCallback m_completionCallback;
//! The Serialize Context used to clone entities with. If this is not provided the global Serialize Contetx will be used.
AZ::SerializeContext* m_serializeContext{ nullptr };
//! The priority at which this call will be executed.
SpawnablePriority m_priority{ SpawnablePriority_Default };
//! Entity references are resolved by referring to the last entity spawned from a template entity in the spawnable. If this
//! is set to false entities from previous spawn calls are not taken into account. If set to true entity references may be
//! resolved to a previously spawned entity. A lookup table has to be constructed when true, which may negatively impact
//! performance, especially if a large number of entities are present on a ticket.
bool m_referencePreviouslySpawnedEntities{ false };
};
struct DespawnAllEntitiesOptionalArgs final
{
//! Callback that's called when despawning entities has completed. This can be triggered from a different thread than the one that
//! made the function call to despawn. The returned list of entities contains all the newly created entities.
EntityDespawnCallback m_completionCallback;
//! The priority at which this call will be executed.
SpawnablePriority m_priority { SpawnablePriority_Default };
};
struct ReloadSpawnableOptionalArgs final
{
//! Callback that's called when respawning entities has completed. This can be triggered from a different thread than the one that
//! made the function call to respawn. The returned list of entities contains all the newly created entities.
ReloadSpawnableCallback m_completionCallback;
//! The Serialize Context used to clone entities with. If this is not provided the global Serialize Context will be used.
AZ::SerializeContext* m_serializeContext { nullptr };
//! The priority at which this call will be executed.
SpawnablePriority m_priority { SpawnablePriority_Default };
};
struct ListEntitiesOptionalArgs final
{
//! The priority at which this call will be executed.
SpawnablePriority m_priority{ SpawnablePriority_Default };
};
struct ClaimEntitiesOptionalArgs final
{
//! The priority at which this call will be executed.
SpawnablePriority m_priority{ SpawnablePriority_Default };
};
struct BarrierOptionalArgs final
{
//! The priority at which this call will be executed.
SpawnablePriority m_priority{ SpawnablePriority_Default };
};
//! Interface definition to (de)spawn entities from a spawnable into the game world.
//!
//! While the callbacks of the individual calls are being processed they will block processing any other request. Callbacks can be
//! issued from threads other than the one that issued the call, including the main thread.
//!
//! Calls on the same ticket are guaranteed to be executed in the order they are issued. Note that when issuing requests from
//! multiple threads on the same ticket the order in which the requests are assigned to the ticket is not guaranteed.
//!
//! Most calls have a priority with values that range from 0 (highest priority) to 255 (lowest priority). The implementation of this
//! interface may choose to use priority lanes which doesn't guarantee that higher priority requests happen before lower priority
//! requests if they don't pass the priority lane threshold. Priority lanes and their thresholds are implementation specific and may
//! differ between platforms. Note that if a call happened on a ticket with lower priority followed by a one with a higher priority
//! the first lower priority call will still need to complete before the second higher priority call can be executed and the priority
//! of the first call will not be updated.
class SpawnableEntitiesDefinition
{
public:
AZ_RTTI(AzFramework::SpawnableEntitiesDefinition, "{A9ED3F1F-4D69-4182-B0CD-EB561EEA7068}");
friend class EntitySpawnTicket;
virtual ~SpawnableEntitiesDefinition() = default;
//! Spawn instances of all entities in the spawnable.
//! @param ticket Stores the results of the call. Use this ticket to spawn additional entities or to despawn them.
//! @param optionalArgs Optional additional arguments, see SpawnAllEntitiesOptionalArgs.
virtual void SpawnAllEntities(EntitySpawnTicket& ticket, SpawnAllEntitiesOptionalArgs optionalArgs = {}) = 0;
//! Spawn instances of some entities in the spawnable.
//! @param ticket Stores the results of the call. Use this ticket to spawn additional entities or to despawn them.
//! @param priority The priority at which this call will be executed.
//! @param entityIndices The indices into the template entities stored in the spawnable that will be used to spawn entities from.
//! @param optionalArgs Optional additional arguments, see SpawnEntitiesOptionalArgs.
virtual void SpawnEntities(
EntitySpawnTicket& ticket, AZStd::vector<size_t> entityIndices, SpawnEntitiesOptionalArgs optionalArgs = {}) = 0;
//! Removes all entities in the provided list from the environment.
//! @param ticket The ticket previously used to spawn entities with.
//! @param priority The priority at which this call will be executed.
//! @param optionalArgs Optional additional arguments, see DespawnAllEntitiesOptionalArgs.
virtual void DespawnAllEntities(EntitySpawnTicket& ticket, DespawnAllEntitiesOptionalArgs optionalArgs = {}) = 0;
//! Removes all entities in the provided list from the environment and reconstructs the entities from the provided spawnable.
//! @param ticket Holds the information on the entities to reload.
//! @param priority The priority at which this call will be executed.
//! @param spawnable The spawnable that will replace the existing spawnable. Both need to have the same asset id.
//! @param optionalArgs Optional additional arguments, see ReloadSpawnableOptionalArgs.
virtual void ReloadSpawnable(
EntitySpawnTicket& ticket, AZ::Data::Asset<Spawnable> spawnable, ReloadSpawnableOptionalArgs optionalArgs = {}) = 0;
//! List all entities that are spawned using this ticket.
//! @param ticket Only the entities associated with this ticket will be listed.
//! @param listCallback Required callback that will be called to list the entities on.
//! @param optionalArgs Optional additional arguments, see ListEntitiesOptionalArgs.
virtual void ListEntities(
EntitySpawnTicket& ticket, ListEntitiesCallback listCallback, ListEntitiesOptionalArgs optionalArgs = {}) = 0;
//! List all entities that are spawned using this ticket with their spawnable index.
//! Spawnables contain a flat list of entities, which are used as templates to spawn entities from. For every spawned entity
//! the index of the entity in the spawnable that was used as a template is stored. This version of ListEntities will return
//! both the entities and this index. The index can be used with SpawnEntities to create the same entities again. Note that
//! the same index may appear multiple times as there are no restriction on how many instance of a specific entity can be
//! created.
//! @param ticket Only the entities associated with this ticket will be listed.
//! @param listCallback Required callback that will be called to list the entities and indices on.
//! @param optionalArgs Optional additional arguments, see ListEntitiesOptionalArgs.
virtual void ListIndicesAndEntities(
EntitySpawnTicket& ticket, ListIndicesEntitiesCallback listCallback, ListEntitiesOptionalArgs optionalArgs = {}) = 0;
//! Claim all entities that are spawned using this ticket. Ownership of the entities is transferred from the ticket to the
//! caller through the callback. After this call the ticket will have no entities associated with it. The caller of
//! this function will need to manage the entities after this call.
//! @param ticket Only the entities associated with this ticket will be released.
//! @param listCallback Required callback that will be called to transfer the entities through.
//! @param optionalArgs Optional additional arguments, see ClaimEntitiesOptionalArgs.
virtual void ClaimEntities(
EntitySpawnTicket& ticket, ClaimEntitiesCallback listCallback, ClaimEntitiesOptionalArgs optionalArgs = {}) = 0;
//! Blocks until all operations made on the provided ticket before the barrier call have completed.
//! @param ticket The ticket to monitor.
//! @param completionCallback Required callback that will be called as soon as the barrier has been reached.
//! @param optionalArgs Optional additional arguments, see BarrierOptionalArgs.
virtual void Barrier(EntitySpawnTicket& ticket, BarrierCallback completionCallback, BarrierOptionalArgs optionalArgs = {}) = 0;
protected:
[[nodiscard]] virtual AZStd::pair<EntitySpawnTicket::Id, void*> CreateTicket(AZ::Data::Asset<Spawnable>&& spawnable) = 0;
virtual void DestroyTicket(void* ticket) = 0;
template<typename T>
static T& GetTicketPayload(EntitySpawnTicket& ticket)
{
return *reinterpret_cast<T*>(ticket.m_payload);
}
template<typename T>
static const T& GetTicketPayload(const EntitySpawnTicket& ticket)
{
return *reinterpret_cast<const T*>(ticket.m_payload);
}
template<typename T>
static T* GetTicketPayload(EntitySpawnTicket* ticket)
{
return reinterpret_cast<T*>(ticket->m_payload);
}
template<typename T>
static const T* GetTicketPayload(const EntitySpawnTicket* ticket)
{
return reinterpret_cast<const T*>(ticket->m_payload);
}
};
using SpawnableEntitiesInterface = AZ::Interface<SpawnableEntitiesDefinition>;
} // namespace AzFramework