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Author SHA1 Message Date
8917782a44 Cleared TODOs in OLSAssetManagerStartupJob 2025-01-16 12:19:53 -07:00
7a9b1b82b2 Renamed OLSAbilitySetPrimaryDataAsset to OLSAbilitySetDataAsset.
Cleared some TODOs related to custom log.
2025-01-16 12:05:19 -07:00
11 changed files with 128 additions and 93 deletions

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@ -5,10 +5,12 @@
#include "AbilitySystemGlobals.h"
#include "GameplayCueManager.h"
#include "OLSLog.h"
#include "AbilitySystem/OLSBatchGameplayAbilityInterface.h"
#include "AbilitySystem/OLSGlobaAbilitySubsystem.h"
#include "AnimInstances/OLSBaseLayerAnimInstance.h"
DEFINE_LOG_CATEGORY(LogOLSAbilitySystemComponent);
// Sets default values for this component's properties
UOLSAbilitySystemComponent::UOLSAbilitySystemComponent()
@ -179,10 +181,9 @@ FActiveGameplayEffectHandle UOLSAbilitySystemComponent::ApplyGameplayEffectClass
if (specHandle.IsValid())
{
handle = ApplyGameplayEffectSpecToSelf(*specHandle.Data.Get());
//@Todo: replace this with our custom log.
UE_LOG(LogAbilitySystemComponent, Verbose, TEXT("[%s] Effect '%s' granted at level %f."),
*GetNameSafe(GetAvatarActor()), *GetNameSafe(effectClass), level);
OLS_LOG(LogOLSAbilitySystemComponent, Verbose, TEXT("[%s] Effect '%s' granted at level %f."),
GET_UOBJECT_NAME(GetAvatarActor()), GET_UOBJECT_NAME(effectClass), level);
}
}
@ -201,9 +202,8 @@ FGameplayAbilitySpecHandle UOLSAbilitySystemComponent::GiveAbilityFromClass(
const FGameplayAbilitySpec newAbilitySpec(FGameplayAbilitySpec(abilityClass, level, input, GetOwner()));
handle = GiveAbility(newAbilitySpec);
//@Todo: replace this with our custom log.
UE_LOG(LogAbilitySystemComponent, Log, TEXT("[%s] Ability '%s' %s at level %d."),
*GetNameSafe(GetAvatarActor()), *GetNameSafe(abilityClass),
OLS_LOG(LogOLSAbilitySystemComponent, Log, TEXT("[%s] Ability '%s' %s at level %d."),
GET_UOBJECT_NAME(GetAvatarActor()), GET_UOBJECT_NAME(abilityClass),
handle.IsValid() ? TEXT("successfully granted") : TEXT("failed to be granted"), level);
}
@ -217,8 +217,7 @@ bool UOLSAbilitySystemComponent::TryBatchActivateAbility(
bool isAbilityActivated = false;
if (abilityHandle.IsValid())
{
//@Todo: replace this with our custom log.
// GAS_LOG(Warning, "Ability handle is invalid!");
OLS_LOG(LogAbilitySystemComponent, Warning, TEXT("Ability handle is invalid!"));
return isAbilityActivated;
}
@ -237,9 +236,8 @@ bool UOLSAbilitySystemComponent::TryBatchActivateAbility(
}
else
{
// @Todo: replace this with our custom log.
// const FString Message = IsValid(Ability) ? FString::Printf(TEXT("%s does not implement Batch Gameplay Ability Interface"), *GetNameSafe(Ability)) : "is invalid";
// GAS_LOG_ARGS(Error, "Ability %s!", *Message);
OLS_LOG(LogAbilitySystemComponent, Error,
TEXT("%s does not implement Batch Gameplay Ability Interface"), GET_UOBJECT_NAME(ability));
}
}
}

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@ -1,14 +1,17 @@
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
#include "DataAssets/OLSAbilitySetPrimaryDataAsset.h"
#include "DataAssets/OLSAbilitySetDataAsset.h"
#include "ActiveGameplayEffectHandle.h"
#include "GameplayAbilitySpecHandle.h"
#include "OLSLog.h"
#include "AbilitySystem/OLSAbilitySystemComponent.h"
#include "AbilitySystem/Abilities/OLSGameplayAbility.h"
#include "AbilitySystem/Attributes/OLSAttributeSetBase.h"
DEFINE_LOG_CATEGORY(LogOLSAbilitySetDataAsset);
void FOLSAbilitySet_GrantedHandles::AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& handle)
{
if (handle.IsValid())
@ -66,11 +69,11 @@ void FOLSAbilitySet_GrantedHandles::TakeFromAbilitySystem(UOLSAbilitySystemCompo
GrantedAttributeSets.Reset();
}
UOLSAbilitySetPrimaryDataAsset::UOLSAbilitySetPrimaryDataAsset(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
UOLSAbilitySetDataAsset::UOLSAbilitySetDataAsset(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
{
}
void UOLSAbilitySetPrimaryDataAsset::GiveToAbilitySystem(
void UOLSAbilitySetDataAsset::GiveToAbilitySystem(
UOLSAbilitySystemComponent* olsASC,
FOLSAbilitySet_GrantedHandles* outGrantedHandlePtrs,
UObject* sourceObject) const
@ -90,11 +93,11 @@ void UOLSAbilitySetPrimaryDataAsset::GiveToAbilitySystem(
if (!IsValid(setToGrant.AttributeSet))
{
//@Todo: Replace this with custom log.
// UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedAttributes[%d] on ability set [%s] is not valid"), SetIndex, *GetNameSafe(this));
OLS_LOG(LogOLSAbilitySetDataAsset, Error, TEXT("GrantedAttributes[%d] on ability set [%s] is not valid"),
setIndex, GET_UOBJECT_NAME(this));
continue;
}
UAttributeSet* newSet = NewObject<UAttributeSet>(olsASC->GetOwner(), setToGrant.AttributeSet);
olsASC->AddAttributeSetSubobject(newSet);
@ -111,8 +114,8 @@ void UOLSAbilitySetPrimaryDataAsset::GiveToAbilitySystem(
if (!IsValid(AbilityToGrant.Ability))
{
//@Todo: Replace this with custom log.
// UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayAbilities[%d] on ability set [%s] is not valid."), AbilityIndex, *GetNameSafe(this));
OLS_LOG(LogOLSAbilitySetDataAsset, Error, TEXT("GrantedGameplayAbilities[%d] on ability set [%s] is not valid"),
abilityIndex, GET_UOBJECT_NAME(this));
continue;
}
@ -137,8 +140,8 @@ void UOLSAbilitySetPrimaryDataAsset::GiveToAbilitySystem(
if (!IsValid(EffectToGrant.GameplayEffect))
{
//@Todo: Replace this with custom log.
// UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayEffects[%d] on ability set [%s] is not valid"), EffectIndex, *GetNameSafe(this));
OLS_LOG(LogOLSAbilitySetDataAsset, Error, TEXT("GrantedGameplayEffects[%d] on ability set [%s] is not valid"),
effectIndex, GET_UOBJECT_NAME(this));
continue;
}

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@ -7,7 +7,7 @@
#include "AbilitySystem/Attributes/OLSCombatAttributeSet.h"
#include "AbilitySystem/Attributes/OLSHealthAttributeSet.h"
#include "Components/GameFrameworkComponentManager.h"
#include "DataAssets/OLSAbilitySetPrimaryDataAsset.h"
#include "DataAssets/OLSAbilitySetDataAsset.h"
#include "GameModes/OLSExperienceManagerComponent.h"
#include "GameModes/OLSGameMode.h"
#include "Net/UnrealNetwork.h"
@ -51,7 +51,7 @@ void AOLSPlayerState::SetPawnData(const UOLSPawnDataAsset* pawnData)
MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, PawnData, this);
for (const UOLSAbilitySetPrimaryDataAsset* abilityDataAsset : PawnData->AbilitySets)
for (const UOLSAbilitySetDataAsset* abilityDataAsset : PawnData->AbilitySets)
{
if (abilityDataAsset)
{

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@ -3,6 +3,7 @@
#include "Systems/OLSAssetManager.h"
#include "OLSLog.h"
#include "DataAssets/OLSGameDataAsset.h"
#include "Misc/App.h"
#include "Stats/StatsMisc.h"
@ -13,6 +14,8 @@
#include UE_INLINE_GENERATED_CPP_BY_NAME(OLSAssetManager)
DEFINE_LOG_CATEGORY(LogOLSAssetManager);
const FName FOLSBundles::Equipped("Equipped");
//////////////////////////////////////////////////////////////////////
@ -44,8 +47,7 @@ UOLSAssetManager& UOLSAssetManager::Get()
return *Singleton;
}
// @Todo replace this our custom log.
// UE_LOG(LogLyra, Fatal, TEXT("Invalid AssetManagerClassName in DefaultEngine.ini. It must be set to LyraAssetManager!"));
OLS_LOG_NO_WORLD(LogOLSAssetManager, Fatal, TEXT("Invalid AssetManagerClassName in DefaultEngine.ini. It must be set to LyraAssetManager!"));
// Fatal error above prevents this from being called.
return *NewObject<UOLSAssetManager>();
@ -53,6 +55,15 @@ UOLSAssetManager& UOLSAssetManager::Get()
void UOLSAssetManager::DumpLoadedAssets()
{
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT("========== Start Dumping Loaded Assets =========="));
for (const UObject* loadedAsset : Get().LoadedAssets)
{
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT(" %s"), GET_UOBJECT_NAME(loadedAsset));
}
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT("... %d assets in loaded pool"), Get().LoadedAssets.Num());
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT("========== Finish Dumping Loaded Assets =========="));
}
const UOLSGameDataAsset& UOLSAssetManager::GetGameData()
@ -129,8 +140,7 @@ void UOLSAssetManager::StartInitialLoading()
{
// Load base game data asset
// @Todo uncomment this after implementing GetGameData().
// STARTUP_JOB_WEIGHTED(GetGameData(), 25.f);
STARTUP_JOB_WEIGHTED(GetGameData(), 25.f);
}
// Run all the queued up startup jobs
@ -148,8 +158,7 @@ void UOLSAssetManager::PreBeginPIE(bool shouldStartSimulate)
const bool shouldAllowInPIE = true;
slowTask.MakeDialog(shouldShowCancelButton, shouldAllowInPIE);
// @Todo unlock this comment.
// const ULyraGameData& LocalGameDataCommon = GetGameData();
const UOLSGameDataAsset& LocalGameDataCommon = GetGameData();
// Intentionally after GetGameData to avoid counting GameData time in this timer
SCOPE_LOG_TIME_IN_SECONDS(TEXT("PreBeginPIE asset preloading complete"), nullptr);
@ -176,8 +185,8 @@ UPrimaryDataAsset* UOLSAssetManager::LoadGameDataOfClass(
const bool shouldAllowInPIE = true;
slowTask.MakeDialog(shouldShowCancelButton, shouldAllowInPIE);
#endif
// @Todo replace this log with our custom.
// UE_LOG(LogLyra, Log, TEXT("Loading GameData: %s ..."), *dataClassPath.ToString());
OLS_LOG(LogOLSAssetManager, Log, TEXT("Loading GameData: %%s ..."), *dataClassPath.ToString());
SCOPE_LOG_TIME_IN_SECONDS(TEXT(" ... GameData loaded!"), nullptr);
// This can be called recursively in the editor because it is called on demand from PostLoad so force a sync load for primary asset and async load the rest in that case
@ -206,8 +215,10 @@ UPrimaryDataAsset* UOLSAssetManager::LoadGameDataOfClass(
else
{
// It is not acceptable to fail to load any GameData asset. It will result in soft failures that are hard to diagnose.
// @Todo replace this log with our custom.
// UE_LOG(LogLyra, Fatal, TEXT("Failed to load GameData asset at %s. Type %s. This is not recoverable and likely means you do not have the correct data to run %s."), *dataClassPath.ToString(), *primaryAssetType.ToString(), FApp::GetProjectName());
OLS_LOG(LogOLSAssetManager, Fatal,
TEXT(
"Failed to load GameData asset at %s. Type %s. This is not recoverable and likely means you do not have the correct data to run %s."
), *dataClassPath.ToString(), *primaryAssetType.ToString(), FApp::GetProjectName());
}
return asset;
@ -215,64 +226,65 @@ UPrimaryDataAsset* UOLSAssetManager::LoadGameDataOfClass(
void UOLSAssetManager::DoAllStartupJobs()
{
SCOPED_BOOT_TIMING("ULyraAssetManager::DoAllStartupJobs");
const double AllStartupJobsStartTime = FPlatformTime::Seconds();
SCOPED_BOOT_TIMING("UOLSAssetManager::DoAllStartupJobs");
const double allStartupJobsStartTime = FPlatformTime::Seconds();
// if (IsRunningDedicatedServer())
// {
// // No need for periodic progress updates, just run the jobs
// for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
// {
// StartupJob.DoJob();
// }
// }
// else
// {
// if (StartupJobs.Num() > 0)
// {
// float TotalJobValue = 0.0f;
// for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
// {
// TotalJobValue += StartupJob.JobWeight;
// }
//
// float AccumulatedJobValue = 0.0f;
// for (FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
// {
// const float JobValue = StartupJob.JobWeight;
// StartupJob.SubstepProgressDelegate.BindLambda([This = this, AccumulatedJobValue, JobValue, TotalJobValue](float NewProgress)
// {
// const float SubstepAdjustment = FMath::Clamp(NewProgress, 0.0f, 1.0f) * JobValue;
// const float OverallPercentWithSubstep = (AccumulatedJobValue + SubstepAdjustment) / TotalJobValue;
//
// This->UpdateInitialGameContentLoadPercent(OverallPercentWithSubstep);
// });
//
// StartupJob.DoJob();
//
// StartupJob.SubstepProgressDelegate.Unbind();
//
// AccumulatedJobValue += JobValue;
//
// UpdateInitialGameContentLoadPercent(AccumulatedJobValue / TotalJobValue);
// }
// }
// else
// {
// UpdateInitialGameContentLoadPercent(1.0f);
// }
// }
//
// StartupJobs.Empty();
if (IsRunningDedicatedServer())
{
// No need for periodic progress updates, just run the jobs
for (const FOLSAssetManagerStartupJob& startupJob : StartupJobs)
{
startupJob.DoJob();
}
}
else
{
if (StartupJobs.Num() > 0)
{
float totalJobValue = 0.0f;
for (const FOLSAssetManagerStartupJob& startupJob : StartupJobs)
{
totalJobValue += startupJob.JobWeight;
}
float accumulatedJobValue = 0.0f;
for (FOLSAssetManagerStartupJob& startupJob : StartupJobs)
{
const float jobValue = startupJob.JobWeight;
startupJob.SubstepProgressDelegate.BindLambda([This = this, accumulatedJobValue, jobValue, totalJobValue](float NewProgress)
{
const float SubstepAdjustment = FMath::Clamp(NewProgress, 0.0f, 1.0f) * jobValue;
const float OverallPercentWithSubstep = (accumulatedJobValue + SubstepAdjustment) / totalJobValue;
This->UpdateInitialGameContentLoadPercent(OverallPercentWithSubstep);
});
startupJob.DoJob();
startupJob.SubstepProgressDelegate.Unbind();
accumulatedJobValue += jobValue;
UpdateInitialGameContentLoadPercent(accumulatedJobValue / totalJobValue);
}
}
else
{
UpdateInitialGameContentLoadPercent(1.0f);
}
}
StartupJobs.Empty();
// @Todo replace this with our custom log.
// UE_LOG(LogLyra, Display, TEXT("All startup jobs took %.2f seconds to complete"), FPlatformTime::Seconds() - AllStartupJobsStartTime);
OLS_LOG(LogOLSAssetManager, Display, TEXT("All startup jobs took %.2f seconds to complete"),
FPlatformTime::Seconds() - allStartupJobsStartTime);
}
void UOLSAssetManager::InitializeGameplayCueManager()
{
SCOPED_BOOT_TIMING("UOLSAssetManager::InitializeGameplayCueManager");
// @TODO: Implement this after implementing ULyraGameplayCueManager.
// ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get();
// check(GCM);
// GCM->LoadAlwaysLoadedCues();
@ -280,5 +292,6 @@ void UOLSAssetManager::InitializeGameplayCueManager()
void UOLSAssetManager::UpdateInitialGameContentLoadPercent(float gameContentPercent)
{
// @TODO: Implement this function.
// Could route this to the early startup loading screen
}

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@ -3,13 +3,16 @@
#include "Systems/OLSAssetManagerStartupJob.h"
#include "OLSLog.h"
DEFINE_LOG_CATEGORY(LogOLSAssetManagerStartupJob);
TSharedPtr<FStreamableHandle> FOLSAssetManagerStartupJob::DoJob() const
{
const double jobStartTime = FPlatformTime::Seconds();
TSharedPtr<FStreamableHandle> handle;
// @Todo replace this with our custom log.
// UE_LOG(LogLyra, Display, TEXT("Startup job \"%s\" starting"), *JobName);
OLS_LOG_NO_WORLD(LogOLSAssetManagerStartupJob, Display, TEXT("Startup job \"%s\" starting"), *JobName);
JobFunc(*this, handle);
if (handle.IsValid())
@ -19,8 +22,8 @@ TSharedPtr<FStreamableHandle> FOLSAssetManagerStartupJob::DoJob() const
handle->BindUpdateDelegate(FStreamableUpdateDelegate());
}
// @Todo replace this with our custom log.
// UE_LOG(LogLyra, Display, TEXT("Startup job \"%s\" took %.2f seconds to complete"), *JobName, FPlatformTime::Seconds() - jobStartTime);
OLS_LOG_NO_WORLD(LogOLSAssetManagerStartupJob, Display, TEXT("Startup job \"%s\" took %.2f seconds to complete"),
*JobName, FPlatformTime::Seconds() - jobStartTime);
return handle;
}

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@ -6,6 +6,8 @@
#include "AbilitySystemComponent.h"
#include "OLSAbilitySystemComponent.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogOLSAbilitySystemComponent, Verbose, All);
/**
* CVAR to control the "Play Montage" flow.
* Example: OLS.EnableDefaultPlayMontage true

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@ -5,7 +5,10 @@
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "OLSPawnDataAsset.h"
#include "OLSAbilitySetPrimaryDataAsset.generated.h"
#include "OLSAbilitySetDataAsset.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogOLSAbilitySetDataAsset, Verbose, All);
/**
* FOLSAbilitySet_GameplayAbility
*
@ -102,15 +105,20 @@ protected:
TArray<TObjectPtr<class UAttributeSet>> GrantedAttributeSets;
};
UCLASS()
class OLS_API UOLSAbilitySetPrimaryDataAsset : public UOLSPawnDataAsset
/**
* UOLSAbilitySetDataAsset
*
* Non-mutable data asset used to grant gameplay abilities and gameplay effects.
*/
UCLASS(BlueprintType, Const)
class OLS_API UOLSAbilitySetDataAsset : public UOLSPawnDataAsset
{
GENERATED_BODY()
public:
UOLSAbilitySetPrimaryDataAsset(const FObjectInitializer& objectInitializer);
UOLSAbilitySetDataAsset(const FObjectInitializer& objectInitializer);
// Grants the ability set to the specified ability system component.
// The returned handles can be used later to take away anything that was granted.

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@ -33,7 +33,7 @@ public:
// Ability sets to grant to this pawn's ability system.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OLS|Abilities")
TArray<TObjectPtr<class UOLSAbilitySetPrimaryDataAsset>> AbilitySets;
TArray<TObjectPtr<class UOLSAbilitySetDataAsset>> AbilitySets;
// What mapping of ability tags to use for actions taking by this pawn
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OLS|Abilities")

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@ -29,6 +29,12 @@
*/
#define GET_UOBJECT_NAME(obj) obj ? *obj->GetName() : TEXT("NULL")
/*
* Helper Macro which returns the string from GetNameSafe on the UObject it's passed
* (Returns NULL if the pointer is null)
*/
#define GET_UOBJECT_NAME_SAFE(obj) obj ? *obj->GetNameSafe() : TEXT("NULL")
/*
* Helper Macro which returns the string from GetFullName on the UObject it's passed
* (Returns NULL if the pointer is null)

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@ -6,6 +6,7 @@
#include "Engine/AssetManager.h"
#include "OLSAssetManager.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogOLSAssetManager, Verbose, All);
struct FOLSBundles
{

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@ -4,6 +4,7 @@
#include "Engine/StreamableManager.h"
DECLARE_LOG_CATEGORY_EXTERN(LogOLSAssetManagerStartupJob, Verbose, All);
DECLARE_DELEGATE_OneParam(FOLSAssetManagerStartupJobSubstepProgress, float /*newProgress*/);