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# Latent
- **功能描述:** 标明一个函数是一个延迟异步操作
- **使用位置:** UFUNCTION
- **引擎模块:** Blueprint
- **元数据类型:** bool
- **关联项:** [LatentInfo](LatentInfo.md), [NeedsLatentFixup](NeedsLatentFixup.md), [LatentCallbackTarget](LatentCallbackTarget.md)
- **常用程度:** ★★★★★
标明一个函数是一个延迟异步操作需要配合LatentInfo来使用。
会导致在逻辑执行上Then也叫Complete引脚需要手动触发引擎内部触发且函数右上角增加时钟的图标。
## 测试代码:
```cpp
class FMySleepAction : public FPendingLatentAction
{
public:
float TimeRemaining;
FName ExecutionFunction;
int32 OutputLink;
FWeakObjectPtr CallbackTarget;
FMySleepAction(float Duration, const FLatentActionInfo& LatentInfo)
: TimeRemaining(Duration)
, ExecutionFunction(LatentInfo.ExecutionFunction)
, OutputLink(LatentInfo.Linkage)
, CallbackTarget(LatentInfo.CallbackTarget)
{
}
virtual void UpdateOperation(FLatentResponse& Response) override
{
TimeRemaining -= Response.ElapsedTime();
Response.FinishAndTriggerIf(TimeRemaining <= 0.0f, ExecutionFunction, OutputLink, CallbackTarget);
}
};
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API UMyFunction_Latent :public UBlueprintFunctionLibrary
{
public:
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, meta = (Latent, WorldContext = "WorldContextObject", LatentInfo = "LatentInfo", Duration = "5"))
static void MySleep(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
{
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
FLatentActionManager& LatentActionManager = World->GetLatentActionManager();
if (LatentActionManager.FindExistingAction<FMySleepAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == NULL)
{
LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FMySleepAction(Duration, LatentInfo));
}
}
}
UFUNCTION(BlueprintCallable, meta = (Latent, WorldContext = "WorldContextObject", Duration = "5"))
static void MySleep2(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo);
};
```
## 蓝图效果:
![Untitled](Untitled.png)
MySleep可以像Delay一样正常工作。但是MySleep2因为没有标明LatentInfo因此LatentInfo函数参数没有被蓝图系统赋值导致无法工作。
在源码里Latent使用的非常频繁最常见的例子
```cpp
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject", Latent = "", LatentInfo = "LatentInfo", DisplayName = "Load Stream Level (by Name)"), Category="Game")
static ENGINE_API void LoadStreamLevel(const UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo);
UFUNCTION(BlueprintCallable, meta = (Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject", BlueprintInternalUseOnly = "true"), Category = "Utilities")
static ENGINE_API void LoadAsset(const UObject* WorldContextObject, TSoftObjectPtr<UObject> Asset, FOnAssetLoaded OnLoaded, FLatentActionInfo LatentInfo);
UFUNCTION(BlueprintCallable, Category="Utilities|FlowControl", meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo", Duration="0.2", Keywords="sleep"))
static ENGINE_API void Delay(const UObject* WorldContextObject, float Duration, struct FLatentActionInfo LatentInfo );
```
关于使用Latent还是继承自UBlueprintAsyncActionBase来创建蓝图异步节点的差异可以在网上别的文章查看。

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# LatentCallbackTarget
- **功能描述:** 用在FLatentActionInfo::CallbackTarget属性上告诉蓝图VM在哪个对象上调用函数。
- **使用位置:** UPROPERTY
- **元数据类型:** bool
- **关联项:** [Latent](Latent.md)
- **常用程度:** ★
用在FLatentActionInfo::CallbackTarget属性上告诉蓝图VM在哪个对象上调用函数。
```cpp
USTRUCT(BlueprintInternalUseOnly)
struct FLatentActionInfo
{
GENERATED_USTRUCT_BODY()
/** Object to execute the function on. */
UPROPERTY(meta=(LatentCallbackTarget = true))
TObjectPtr<UObject> CallbackTarget;
//...
};
```
## 源码里作用的地方:
```cpp
void EmitLatentInfoTerm(FBPTerminal* Term, FProperty* LatentInfoProperty, FBlueprintCompiledStatement* TargetLabel)
{
// Special case of the struct property emitter. Needs to emit a linkage property for fixup
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(LatentInfoProperty);
check(StructProperty->Struct == LatentInfoStruct);
int32 StructSize = LatentInfoStruct->GetStructureSize();
uint8* StructData = (uint8*)FMemory_Alloca(StructSize);
StructProperty->InitializeValue(StructData);
// Assume that any errors on the import of the name string have been caught in the function call generation
StructProperty->ImportText_Direct(*Term->Name, StructData, NULL, 0, GLog);
Writer << EX_StructConst;
Writer << LatentInfoStruct;
Writer << StructSize;
checkSlow(Schema);
for (FProperty* Prop = LatentInfoStruct->PropertyLink; Prop; Prop = Prop->PropertyLinkNext)
{
if (TargetLabel && Prop->GetBoolMetaData(FBlueprintMetadata::MD_NeedsLatentFixup))
{
// Emit the literal and queue a fixup to correct it once the address is known
Writer << EX_SkipOffsetConst;
CodeSkipSizeType PatchUpNeededAtOffset = Writer.EmitPlaceholderSkip();
JumpTargetFixupMap.Add(PatchUpNeededAtOffset, FCodeSkipInfo(FCodeSkipInfo::Fixup, TargetLabel));
}
else if (Prop->GetBoolMetaData(FBlueprintMetadata::MD_LatentCallbackTarget))
{
FBPTerminal CallbackTargetTerm;
CallbackTargetTerm.bIsLiteral = true;
CallbackTargetTerm.Type.PinSubCategory = UEdGraphSchema_K2::PN_Self;
EmitTermExpr(&CallbackTargetTerm, Prop);
}
else
{
// Create a new term for each property, and serialize it out
FBPTerminal NewTerm;
if(Schema->ConvertPropertyToPinType(Prop, NewTerm.Type))
{
NewTerm.bIsLiteral = true;
Prop->ExportText_InContainer(0, NewTerm.Name, StructData, StructData, NULL, PPF_None);
EmitTermExpr(&NewTerm, Prop);
}
else
{
// Do nothing for unsupported/unhandled property types. This will leave the value unchanged from its constructed default.
Writer << EX_Nothing;
}
}
}
Writer << EX_EndStructConst;
}
```

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# LatentInfo
- **功能描述:** 和Latent配合指明哪个函数参数是LatentInfo参数。
- **使用位置:** UFUNCTION
- **元数据类型:** string="abc"
- **关联项:** [Latent](Latent.md)
- **常用程度:** ★★★
Latent的函数需要FLatentActionInfo才能工作。FLatentActionInfo里记录着这个延迟操作的ID以及下一步要执行的函数名称等。在蓝图的虚拟机运行环境下一个Latent函数执行的时候蓝图VM会收集当前的函数上下文信息典型的比如下Latent函数连接的下一个节点然后继续赋值到Latent函数的FLatentActionInfo参数上再配合FPendingLatentAction注册到FLatentActionManager里面去。等时间到达或者触发条件达成后FLatentActionManager会触发CallbackTarget->ProcessEvent(ExecutionFunction, &(LinkInfo.LinkID)),从而继续执行下去。
如果没有用LatentInfo来指定函数参数则因为断了LatentInfo的赋值操作因此就无法正常工作蓝图效果图见Latent页面。
LatentInfo值就像WorldContext一样会被蓝图VM系统自动的填充值。填充值的操作是在EmitLatentInfoTerm里执行的。把LatentInfoStruct的值填充到LatentInfo的函数参数里去。LatentInfo的参数位置并不重要。LatentInfo指定的函数参数Pin会被隐藏。
```cpp
void EmitFunctionCall(FKismetCompilerContext& CompilerContext, FKismetFunctionContext& FunctionContext, FBlueprintCompiledStatement& Statement, UEdGraphNode* SourceNode)
{
if (bIsUbergraph && FuncParamProperty->GetName() == FunctionToCall->GetMetaData(FBlueprintMetadata::MD_LatentInfo))
{
EmitLatentInfoTerm(Term, FuncParamProperty, Statement.TargetLabel);
}
}
void EmitLatentInfoTerm(FBPTerminal* Term, FProperty* LatentInfoProperty, FBlueprintCompiledStatement* TargetLabel)
{
// Special case of the struct property emitter. Needs to emit a linkage property for fixup
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(LatentInfoProperty);
check(StructProperty->Struct == LatentInfoStruct);
int32 StructSize = LatentInfoStruct->GetStructureSize();
uint8* StructData = (uint8*)FMemory_Alloca(StructSize);
StructProperty->InitializeValue(StructData);
// Assume that any errors on the import of the name string have been caught in the function call generation
StructProperty->ImportText_Direct(*Term->Name, StructData, NULL, 0, GLog);
Writer << EX_StructConst;
Writer << LatentInfoStruct;
Writer << StructSize;
checkSlow(Schema);
for (FProperty* Prop = LatentInfoStruct->PropertyLink; Prop; Prop = Prop->PropertyLinkNext)
{
if (TargetLabel && Prop->GetBoolMetaData(FBlueprintMetadata::MD_NeedsLatentFixup))
{
// Emit the literal and queue a fixup to correct it once the address is known
Writer << EX_SkipOffsetConst;
CodeSkipSizeType PatchUpNeededAtOffset = Writer.EmitPlaceholderSkip();
JumpTargetFixupMap.Add(PatchUpNeededAtOffset, FCodeSkipInfo(FCodeSkipInfo::Fixup, TargetLabel));
}
else if (Prop->GetBoolMetaData(FBlueprintMetadata::MD_LatentCallbackTarget))
{
FBPTerminal CallbackTargetTerm;
CallbackTargetTerm.bIsLiteral = true;
CallbackTargetTerm.Type.PinSubCategory = UEdGraphSchema_K2::PN_Self;
EmitTermExpr(&CallbackTargetTerm, Prop);
}
else
{
// Create a new term for each property, and serialize it out
FBPTerminal NewTerm;
if(Schema->ConvertPropertyToPinType(Prop, NewTerm.Type))
{
NewTerm.bIsLiteral = true;
Prop->ExportText_InContainer(0, NewTerm.Name, StructData, StructData, NULL, PPF_None);
EmitTermExpr(&NewTerm, Prop);
}
else
{
// Do nothing for unsupported/unhandled property types. This will leave the value unchanged from its constructed default.
Writer << EX_Nothing;
}
}
}
Writer << EX_EndStructConst;
}
```
LatentInfo信息的收集是在FKCHandler_CallFunction::CreateFunctionCallStatement里

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# NeedsLatentFixup
- **功能描述:** 用在FLatentActionInfo::Linkage属性上告诉蓝图VM生成跳转信息
- **使用位置:** UPROPERTY
- **元数据类型:** bool
- **关联项:** [Latent](Latent.md)
- **常用程度:** ★
## 在源码里找到的用处:
```cpp
USTRUCT(BlueprintInternalUseOnly)
struct FLatentActionInfo
{
GENERATED_USTRUCT_BODY()
/** The resume point within the function to execute */
UPROPERTY(meta=(NeedsLatentFixup = true))
int32 Linkage;
//...
};
```
## 源码里发挥作用的地方:
看着就是把Linkage这个属性进行单独的处理。用来在JumpTargetFixupMap里进行专门的跳转
```cpp
void EmitLatentInfoTerm(FBPTerminal* Term, FProperty* LatentInfoProperty, FBlueprintCompiledStatement* TargetLabel)
{
// Special case of the struct property emitter. Needs to emit a linkage property for fixup
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(LatentInfoProperty);
check(StructProperty->Struct == LatentInfoStruct);
int32 StructSize = LatentInfoStruct->GetStructureSize();
uint8* StructData = (uint8*)FMemory_Alloca(StructSize);
StructProperty->InitializeValue(StructData);
// Assume that any errors on the import of the name string have been caught in the function call generation
StructProperty->ImportText_Direct(*Term->Name, StructData, NULL, 0, GLog);
Writer << EX_StructConst;
Writer << LatentInfoStruct;
Writer << StructSize;
checkSlow(Schema);
for (FProperty* Prop = LatentInfoStruct->PropertyLink; Prop; Prop = Prop->PropertyLinkNext)
{
if (TargetLabel && Prop->GetBoolMetaData(FBlueprintMetadata::MD_NeedsLatentFixup))
{
// Emit the literal and queue a fixup to correct it once the address is known
Writer << EX_SkipOffsetConst;
CodeSkipSizeType PatchUpNeededAtOffset = Writer.EmitPlaceholderSkip();
JumpTargetFixupMap.Add(PatchUpNeededAtOffset, FCodeSkipInfo(FCodeSkipInfo::Fixup, TargetLabel));
}
else if (Prop->GetBoolMetaData(FBlueprintMetadata::MD_LatentCallbackTarget))
{
FBPTerminal CallbackTargetTerm;
CallbackTargetTerm.bIsLiteral = true;
CallbackTargetTerm.Type.PinSubCategory = UEdGraphSchema_K2::PN_Self;
EmitTermExpr(&CallbackTargetTerm, Prop);
}
else
{
// Create a new term for each property, and serialize it out
FBPTerminal NewTerm;
if(Schema->ConvertPropertyToPinType(Prop, NewTerm.Type))
{
NewTerm.bIsLiteral = true;
Prop->ExportText_InContainer(0, NewTerm.Name, StructData, StructData, NULL, PPF_None);
EmitTermExpr(&NewTerm, Prop);
}
else
{
// Do nothing for unsupported/unhandled property types. This will leave the value unchanged from its constructed default.
Writer << EX_Nothing;
}
}
}
Writer << EX_EndStructConst;
}
```

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