296 lines
11 KiB
C#

using System.Collections.Generic;
namespace Pathfinding.Graphs.Grid.Rules {
using Pathfinding.Serialization;
using Pathfinding.Jobs;
using Unity.Jobs;
using Unity.Collections;
using Unity.Mathematics;
public class CustomGridGraphRuleEditorAttribute : System.Attribute {
public System.Type type;
public string name;
public CustomGridGraphRuleEditorAttribute(System.Type type, string name) {
this.type = type;
this.name = name;
}
}
/// <summary>
/// Container for all rules in a grid graph.
///
/// <code>
/// // Get the first grid graph in the scene
/// var gridGraph = AstarPath.active.data.gridGraph;
///
/// gridGraph.rules.AddRule(new Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty {
/// penaltyScale = 10000,
/// curve = AnimationCurve.Linear(0, 0, 90, 1),
/// });
/// </code>
///
/// See: <see cref="Pathfinding.GridGraph.rules"/>
/// See: grid-rules (view in online documentation for working links)
/// </summary>
[JsonOptIn]
public class GridGraphRules {
List<System.Action<Context> >[] jobSystemCallbacks;
List<System.Action<Context> >[] mainThreadCallbacks;
/// <summary>List of all rules</summary>
[JsonMember]
List<GridGraphRule> rules = new List<GridGraphRule>();
long lastHash;
/// <summary>Context for when scanning or updating a graph</summary>
public class Context {
/// <summary>Graph which is being scanned or updated</summary>
public GridGraph graph;
/// <summary>Data for all the nodes as NativeArrays</summary>
public GridGraphScanData data;
/// <summary>
/// Tracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually.
/// Always use when scheduling jobs.
/// </summary>
public JobDependencyTracker tracker => data.dependencyTracker;
}
public void AddRule (GridGraphRule rule) {
rules.Add(rule);
lastHash = -1;
}
public void RemoveRule (GridGraphRule rule) {
rules.Remove(rule);
lastHash = -1;
}
public IReadOnlyList<GridGraphRule> GetRules () {
if (rules == null) rules = new List<GridGraphRule>();
return rules.AsReadOnly();
}
long Hash () {
long hash = 196613;
for (int i = 0; i < rules.Count; i++) {
if (rules[i] != null && rules[i].enabled) hash = hash * 1572869 ^ (long)rules[i].Hash;
}
return hash;
}
public void RebuildIfNecessary () {
var newHash = Hash();
if (newHash == lastHash && jobSystemCallbacks != null && mainThreadCallbacks != null) return;
lastHash = newHash;
Rebuild();
}
public void Rebuild () {
rules = rules ?? new List<GridGraphRule>();
jobSystemCallbacks = jobSystemCallbacks ?? new List<System.Action<Context> >[6];
for (int i = 0; i < jobSystemCallbacks.Length; i++) {
if (jobSystemCallbacks[i] != null) jobSystemCallbacks[i].Clear();
}
mainThreadCallbacks = mainThreadCallbacks ?? new List<System.Action<Context> >[6];
for (int i = 0; i < mainThreadCallbacks.Length; i++) {
if (mainThreadCallbacks[i] != null) mainThreadCallbacks[i].Clear();
}
for (int i = 0; i < rules.Count; i++) {
if (rules[i].enabled) rules[i].Register(this);
}
}
public void DisposeUnmanagedData () {
if (rules != null) {
for (int i = 0; i < rules.Count; i++) {
if (rules[i] != null) {
rules[i].DisposeUnmanagedData();
rules[i].SetDirty();
}
}
}
}
static void CallActions (List<System.Action<Context> > actions, Context context) {
if (actions != null) {
try {
for (int i = 0; i < actions.Count; i++) actions[i](context);
} catch (System.Exception e) {
UnityEngine.Debug.LogException(e);
}
}
}
/// <summary>
/// Executes the rules for the given pass.
/// Call handle.Complete on, or wait for, all yielded job handles.
/// </summary>
public IEnumerator<JobHandle> ExecuteRule (GridGraphRule.Pass rule, Context context) {
if (jobSystemCallbacks == null) Rebuild();
CallActions(jobSystemCallbacks[(int)rule], context);
if (mainThreadCallbacks[(int)rule] != null && mainThreadCallbacks[(int)rule].Count > 0) {
if (!context.tracker.forceLinearDependencies) yield return context.tracker.AllWritesDependency;
CallActions(mainThreadCallbacks[(int)rule], context);
}
}
public void ExecuteRuleMainThread (GridGraphRule.Pass rule, Context context) {
if (jobSystemCallbacks == null) Rebuild();
if (jobSystemCallbacks[(int)rule] != null && jobSystemCallbacks[(int)rule].Count > 0) throw new System.Exception("A job system pass has been added for the " + rule + " pass. " + rule + " only supports main thread callbacks.");
if (context.tracker != null) context.tracker.AllWritesDependency.Complete();
CallActions(mainThreadCallbacks[(int)rule], context);
}
/// <summary>
/// Adds a pass callback that uses the job system.
/// This rule should only schedule jobs using the `Context.tracker` dependency tracker. Data is not safe to access directly in the callback
///
/// This method should only be called from rules in their Register method.
/// </summary>
public void AddJobSystemPass (GridGraphRule.Pass pass, System.Action<Context> action) {
var index = (int)pass;
if (jobSystemCallbacks[index] == null) {
jobSystemCallbacks[index] = new List<System.Action<Context> >();
}
jobSystemCallbacks[index].Add(action);
}
/// <summary>
/// Adds a pass callback that runs in the main thread.
/// The callback may access and modify any data in the context.
/// You do not need to schedule jobs in order to access the data.
///
/// Warning: Not all data in the Context is valid for every pass. For example you cannot access node connections in the BeforeConnections pass
/// since they haven't been calculated yet.
///
/// This is a bit slower than <see cref="AddJobSystemPass"/> since parallelism and the burst compiler cannot be used.
/// But if you need to use non-thread-safe APIs or data then this is a good choice.
///
/// This method should only be called from rules in their Register method.
/// </summary>
public void AddMainThreadPass (GridGraphRule.Pass pass, System.Action<Context> action) {
var index = (int)pass;
if (mainThreadCallbacks[index] == null) {
mainThreadCallbacks[index] = new List<System.Action<Context> >();
}
mainThreadCallbacks[index].Add(action);
}
/// <summary>Deprecated: Use AddJobSystemPass or AddMainThreadPass instead</summary>
[System.Obsolete("Use AddJobSystemPass or AddMainThreadPass instead")]
public void Add (GridGraphRule.Pass pass, System.Action<Context> action) {
AddJobSystemPass(pass, action);
}
}
/// <summary>
/// Custom rule for a grid graph.
/// See: <see cref="GridGraphRules"/>
/// See: grid-rules (view in online documentation for working links)
/// </summary>
[JsonDynamicType]
// Compatibility with old versions
[JsonDynamicTypeAlias("Pathfinding.RuleTexture", typeof(RuleTexture))]
[JsonDynamicTypeAlias("Pathfinding.RuleAnglePenalty", typeof(RuleAnglePenalty))]
[JsonDynamicTypeAlias("Pathfinding.RuleElevationPenalty", typeof(RuleElevationPenalty))]
[JsonDynamicTypeAlias("Pathfinding.RulePerLayerModifications", typeof(RulePerLayerModifications))]
public abstract class GridGraphRule {
/// <summary>Only enabled rules are executed</summary>
[JsonMember]
public bool enabled = true;
int dirty = 1;
/// <summary>
/// Where in the scanning process a rule will be executed.
/// Check the documentation for <see cref="GridGraphScanData"/> to see which data fields are valid in which passes.
/// </summary>
public enum Pass {
/// <summary>
/// Before the collision testing phase but after height testing.
/// This is very early. Most data is not valid by this point.
///
/// You can use this if you want to modify the node positions and still have it picked up by the collision testing code.
/// </summary>
BeforeCollision,
/// <summary>
/// Before connections are calculated.
/// At this point height testing and collision testing has been done (if they are enabled).
///
/// This is the most common pass to use.
/// If you are modifying walkability here then connections and erosion will be calculated properly.
/// </summary>
BeforeConnections,
/// <summary>
/// After connections are calculated.
///
/// If you are modifying connections directly you should do that in this pass.
///
/// Note: If erosion is used then this pass will be executed twice. One time before erosion and one time after erosion
/// when the connections are calculated again.
/// </summary>
AfterConnections,
/// <summary>
/// After erosion is calculated but before connections have been recalculated.
///
/// If no erosion is used then this pass will not be executed.
/// </summary>
AfterErosion,
/// <summary>
/// After everything else.
/// This pass is executed after everything else is done.
/// You should not modify walkability in this pass because then the node connections will not be up to date.
/// </summary>
PostProcess,
/// <summary>
/// After the graph update has been applied to the graph.
///
/// This pass can only be added as a main-thread pass.
/// If many updates are applied to the graph at the same time, this pass will only execute once after all updates have been applied.
///
/// Warning: No data in the context except the reference to the graph is valid at this point. It has all been disposed.
/// You cannot modify any data in this pass.
/// </summary>
AfterApplied,
}
/// <summary>
/// Hash of the settings for this rule.
/// The <see cref="Register"/> method will be called again whenever the hash changes.
/// If the hash does not change it is assumed that the <see cref="Register"/> method does not need to be called again.
/// </summary>
public virtual int Hash => dirty;
/// <summary>
/// Call if you have changed any setting of the rule.
/// This will ensure that any cached data the rule uses is rebuilt.
/// If you do not do this then any settings changes may not affect the graph when it is rescanned or updated.
///
/// The purpose of this method call is to cause the <see cref="Hash"/> property to change. If your custom rule overrides the Hash property to
/// return a hash of some settings, then you do not need to call this method for the changes the hash function already accounts for.
/// </summary>
public virtual void SetDirty () {
dirty++;
}
/// <summary>
/// Called when the rule is removed or the graph is destroyed.
/// Use this to e.g. clean up any NativeArrays that the rule uses.
///
/// Note: The rule should remain valid after this method has been called.
/// However the <see cref="Register"/> method is guaranteed to be called before the rule is executed again.
/// </summary>
public virtual void DisposeUnmanagedData () {
}
/// <summary>Does preprocessing and adds callbacks to the <see cref="GridGraphRules"/> object</summary>
public virtual void Register (GridGraphRules rules) {
}
}
}