コード例 #1
0
void FKismetConnectionDrawingPolicy::BuildExecutionRoadmap()
{
	LatestTimeDiscovered = 0.0;

	// Only do highlighting in PIE or SIE
	if (!CanBuildRoadmap())
	{
		return;
	}

	UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj);
	UObject* ActiveObject = TargetBP->GetObjectBeingDebugged();
	check(ActiveObject); // Due to CanBuildRoadmap

	// Redirect the target Blueprint when debugging with a macro graph visible
	if (TargetBP->BlueprintType == BPTYPE_MacroLibrary)
	{
		TargetBP = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy);
	}

	TArray<UEdGraphNode*> SequentialNodesInGraph;
	TArray<double> SequentialNodeTimes;

	{
		const TSimpleRingBuffer<FKismetTraceSample>& TraceStack = FKismetDebugUtilities::GetTraceStack();

		UBlueprintGeneratedClass* TargetClass = Cast<UBlueprintGeneratedClass>(TargetBP->GeneratedClass);
		FBlueprintDebugData& DebugData = TargetClass->GetDebugData();

		for (int32 i = 0; i < TraceStack.Num(); ++i)
		{
			const FKismetTraceSample& Sample = TraceStack(i);

			if (UObject* TestObject = Sample.Context.Get())
			{
				if (TestObject == ActiveObject)
				{
					if (UEdGraphNode* Node = DebugData.FindSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset, /*bAllowImpreciseHit=*/ false))
					{
						if (GraphObj == Node->GetGraph())
						{
							SequentialNodesInGraph.Add(Node);
							SequentialNodeTimes.Add(Sample.ObservationTime);
						}
						else
						{
							// If the top-level source node is a macro instance node
							UK2Node_MacroInstance* MacroInstanceNode = Cast<UK2Node_MacroInstance>(Node);
							if (MacroInstanceNode)
							{
								// Attempt to locate the macro source node through the code mapping
								UEdGraphNode* MacroSourceNode = DebugData.FindMacroSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset);
								if (MacroSourceNode)
								{
									// If the macro source node is located in the current graph context
									if (GraphObj == MacroSourceNode->GetGraph())
									{
										// Add it to the sequential node list
										SequentialNodesInGraph.Add(MacroSourceNode);
										SequentialNodeTimes.Add(Sample.ObservationTime);
									}
									else
									{
										// The macro source node isn't in the current graph context, but we might have a macro instance node that is
										// in the current graph context, so obtain the set of macro instance nodes that are mapped to the code here.
										TArray<UEdGraphNode*> MacroInstanceNodes;
										DebugData.FindMacroInstanceNodesFromCodeLocation(Sample.Function.Get(), Sample.Offset, MacroInstanceNodes);

										// For each macro instance node in the set
										for (auto MacroInstanceNodeIt = MacroInstanceNodes.CreateConstIterator(); MacroInstanceNodeIt; ++MacroInstanceNodeIt)
										{
											// If the macro instance node is located in the current graph context
											MacroInstanceNode = Cast<UK2Node_MacroInstance>(*MacroInstanceNodeIt);
											if (MacroInstanceNode && GraphObj == MacroInstanceNode->GetGraph())
											{
												// Add it to the sequential node list
												SequentialNodesInGraph.Add(MacroInstanceNode);
												SequentialNodeTimes.Add(Sample.ObservationTime);

												// Exit the loop; we're done
												break;
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}

	// Run thru and apply bonus time
	const float InvNumNodes = 1.0f / (float)SequentialNodeTimes.Num();
	for (int32 i = 0; i < SequentialNodesInGraph.Num(); ++i)
	{
		double& ObservationTime = SequentialNodeTimes[i];

		const float PositionRatio = (SequentialNodeTimes.Num() - i) * InvNumNodes;
		const float PositionBonus = FMath::Pow(PositionRatio, TracePositionExponent) * TracePositionBonusPeriod;
		ObservationTime += PositionBonus;

		LatestTimeDiscovered = FMath::Max<double>(LatestTimeDiscovered, ObservationTime);
	}

	// Record the unique node->node pairings, keeping only the most recent times for each pairing
	for (int32 i = SequentialNodesInGraph.Num() - 1; i >= 1; --i)
	{
		UEdGraphNode* CurNode = SequentialNodesInGraph[i];
		double CurNodeTime = SequentialNodeTimes[i];
		UEdGraphNode* NextNode = SequentialNodesInGraph[i-1];
		double NextNodeTime = SequentialNodeTimes[i-1];

		FExecPairingMap& Predecessors = PredecessorNodes.FindOrAdd(NextNode);

		// Update the timings if this is a more recent pairing
		FTimePair& Timings = Predecessors.FindOrAdd(CurNode);
		if (Timings.ThisExecTime < NextNodeTime)
		{
			Timings.PredExecTime = CurNodeTime;
			Timings.ThisExecTime = NextNodeTime;
		}
	}

	// Fade only when free-running (since we're using GCurrentTime, instead of FPlatformTime::Seconds)
	const double MaxTimeAhead = FMath::Min(GCurrentTime + 2*TracePositionBonusPeriod, LatestTimeDiscovered); //@TODO: Rough clamping; should be exposed as a parameter
	CurrentTime = FMath::Max(GCurrentTime, MaxTimeAhead);
}
コード例 #2
0
// Context used to aid debugging displays for nodes
FKismetNodeInfoContext::FKismetNodeInfoContext(UEdGraph* SourceGraph)
	: ActiveObjectBeingDebugged(NULL)
{
	// Only show pending latent actions in PIE/SIE mode
	SourceBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(SourceGraph);

	if (SourceBlueprint != NULL)
	{
		ActiveObjectBeingDebugged = SourceBlueprint->GetObjectBeingDebugged();

		// Run thru debugged objects to see if any are objects with pending latent actions
		if (ActiveObjectBeingDebugged != NULL)
		{
			UBlueprintGeneratedClass* Class = CastChecked<UBlueprintGeneratedClass>((UObject*)(ActiveObjectBeingDebugged->GetClass()));
			FBlueprintDebugData const& ClassDebugData = Class->GetDebugData();

			TSet<UObject*> LatentContextObjects;

			TArray<UK2Node_CallFunction*> FunctionNodes;
			SourceGraph->GetNodesOfClass<UK2Node_CallFunction>(FunctionNodes);
			// collect all the world context objects for all of the graph's latent nodes
			for (UK2Node_CallFunction const* FunctionNode : FunctionNodes)
			{
				UFunction* Function = FunctionNode->GetTargetFunction();
				if ((Function == NULL) || !Function->HasMetaData(FBlueprintMetadata::MD_Latent))
				{
					continue;
				}

				UObject* NodeWorldContext = ActiveObjectBeingDebugged;
				// if the node has a specific "world context" pin, attempt to get the value set for that first
				if (Function->HasMetaData(FBlueprintMetadata::MD_WorldContext))
				{
					FString const WorldContextPinName = Function->GetMetaData(FBlueprintMetadata::MD_WorldContext);
					if (UEdGraphPin* ContextPin = FunctionNode->FindPin(WorldContextPinName))
					{
						if (UObjectPropertyBase* ContextProperty = Cast<UObjectPropertyBase>(ClassDebugData.FindClassPropertyForPin(ContextPin)))
						{
							UObject* PropertyValue = ContextProperty->GetObjectPropertyValue_InContainer(ActiveObjectBeingDebugged);
							if (PropertyValue != NULL)
							{
								NodeWorldContext = PropertyValue;
							}
						}
					}
				}
				
				LatentContextObjects.Add(NodeWorldContext);
			}

			for (UObject* ContextObject : LatentContextObjects)
			{
				if (UWorld* World = GEngine->GetWorldFromContextObject(ContextObject, /*bChecked =*/false))
				{
					FLatentActionManager& Manager = World->GetLatentActionManager();

					TSet<int32> UUIDSet;
					Manager.GetActiveUUIDs(ActiveObjectBeingDebugged, /*out*/ UUIDSet);

					for (TSet<int32>::TConstIterator IterUUID(UUIDSet); IterUUID; ++IterUUID)
					{
						const int32 UUID = *IterUUID;

						if (UEdGraphNode* ParentNode = ClassDebugData.FindNodeFromUUID(UUID))
						{
 							TArray<FObjectUUIDPair>& Pairs = NodesWithActiveLatentActions.FindOrAdd(ParentNode);
 							new (Pairs) FObjectUUIDPair(ContextObject, UUID);
						}
					}
				}
			}
		}

		// Covert the watched pin array into a set
		for (auto WatchedPinIt = SourceBlueprint->PinWatches.CreateConstIterator(); WatchedPinIt; ++WatchedPinIt)
		{
			UEdGraphPin* WatchedPin = *WatchedPinIt;

			UEdGraphNode* OwningNode = Cast<UEdGraphNode>(WatchedPin->GetOuter());
			if (!ensure(OwningNode != NULL)) // shouldn't happen, but just in case a dead pin was added to the PinWatches array
			{
				continue;
			}
			check(OwningNode == WatchedPin->GetOwningNode());

			WatchedPinSet.Add(WatchedPin);
			WatchedNodeSet.Add(OwningNode);
		}
	}
}
コード例 #3
0
void FKismetConnectionDrawingPolicy::BuildExecutionRoadmap()
{
	LatestTimeDiscovered = 0.0;

	// Only do highlighting in PIE or SIE
	if (!CanBuildRoadmap())
	{
		return;
	}

	UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj);
	UObject* ActiveObject = TargetBP->GetObjectBeingDebugged();
	check(ActiveObject); // Due to CanBuildRoadmap

	// Redirect the target Blueprint when debugging with a macro graph visible
	if (TargetBP->BlueprintType == BPTYPE_MacroLibrary)
	{
		TargetBP = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy);
	}

	TArray<UEdGraphNode*> SequentialNodesInGraph;
	TArray<double> SequentialNodeTimes;
	TArray<UEdGraphPin*> SequentialExecPinsInGraph;

	{
		const TSimpleRingBuffer<FKismetTraceSample>& TraceStack = FKismetDebugUtilities::GetTraceStack();

		UBlueprintGeneratedClass* TargetClass = Cast<UBlueprintGeneratedClass>(TargetBP->GeneratedClass);
		FBlueprintDebugData& DebugData = TargetClass->GetDebugData();

		for (int32 i = 0; i < TraceStack.Num(); ++i)
		{
			const FKismetTraceSample& Sample = TraceStack(i);

			if (UObject* TestObject = Sample.Context.Get())
			{
				if (TestObject == ActiveObject)
				{
					UEdGraphPin* AssociatedPin = DebugData.FindExecPinFromCodeLocation(Sample.Function.Get(), Sample.Offset);

					if (UEdGraphNode* Node = DebugData.FindSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset, /*bAllowImpreciseHit=*/ false))
					{
						if (GraphObj == Node->GetGraph())
						{
							SequentialNodesInGraph.Add(Node);
							SequentialNodeTimes.Add(Sample.ObservationTime);
							SequentialExecPinsInGraph.Add(AssociatedPin);
						}
						else
						{
							// If the top-level source node is a macro instance node
							UK2Node_MacroInstance* MacroInstanceNode = Cast<UK2Node_MacroInstance>(Node);
							if (MacroInstanceNode)
							{
								// Attempt to locate the macro source node through the code mapping
								UEdGraphNode* MacroSourceNode = DebugData.FindMacroSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset);
								if (MacroSourceNode)
								{
									// If the macro source node is located in the current graph context
									if (GraphObj == MacroSourceNode->GetGraph())
									{
										// Add it to the sequential node list
										SequentialNodesInGraph.Add(MacroSourceNode);
										SequentialNodeTimes.Add(Sample.ObservationTime);
										SequentialExecPinsInGraph.Add(AssociatedPin);
									}
									else
									{
										// The macro source node isn't in the current graph context, but we might have a macro instance node that is
										// in the current graph context, so obtain the set of macro instance nodes that are mapped to the code here.
										TArray<UEdGraphNode*> MacroInstanceNodes;
										DebugData.FindMacroInstanceNodesFromCodeLocation(Sample.Function.Get(), Sample.Offset, MacroInstanceNodes);

										// For each macro instance node in the set
										for (auto MacroInstanceNodeIt = MacroInstanceNodes.CreateConstIterator(); MacroInstanceNodeIt; ++MacroInstanceNodeIt)
										{
											// If the macro instance node is located in the current graph context
											MacroInstanceNode = Cast<UK2Node_MacroInstance>(*MacroInstanceNodeIt);
											if (MacroInstanceNode && GraphObj == MacroInstanceNode->GetGraph())
											{
												// Add it to the sequential node list
												SequentialNodesInGraph.Add(MacroInstanceNode);
												SequentialNodeTimes.Add(Sample.ObservationTime);
												SequentialExecPinsInGraph.Add(AssociatedPin);

												// Exit the loop; we're done
												break;
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}

	// Run thru and apply bonus time
	const float InvNumNodes = 1.0f / (float)SequentialNodeTimes.Num();
	for (int32 i = 0; i < SequentialNodesInGraph.Num(); ++i)
	{
		double& ObservationTime = SequentialNodeTimes[i];

		const float PositionRatio = (SequentialNodeTimes.Num() - i) * InvNumNodes;
		const float PositionBonus = FMath::Pow(PositionRatio, TracePositionExponent) * TracePositionBonusPeriod;
		ObservationTime += PositionBonus;

		LatestTimeDiscovered = FMath::Max<double>(LatestTimeDiscovered, ObservationTime);
	}

	UEdGraphPin* LastExecPin = NULL;
	// Record the unique exec-pin to time pairings, keeping only the most recent 
	// times for each pairing... reverse the "SequentialNodes" because right now
	// it is in stack order (with the last executed node first)
	for (int32 i = SequentialNodesInGraph.Num() - 1; i >= 1; --i)
	{
		UEdGraphNode* CurNode  = SequentialNodesInGraph[i];
		UEdGraphNode* NextNode = SequentialNodesInGraph[i-1];

		// keep track of the last exec-pin executed by CurNode (these tracked 
		// pins coincide with "WireTraceSite" op-codes that have been injected 
		// prior to every "goto" statement... this way we have context for which
		// pin executed the jump)
		if (UEdGraphPin* AssociatedPin = SequentialExecPinsInGraph[i])
		{
			LastExecPin = AssociatedPin;
		}
		
		// if this statement is a jump (from one node to another)
		if (CurNode != NextNode)
		{
			// if there was a wire-trace op-code inserted before this jump
			if (LastExecPin != NULL)
			{
				//ensure(LastExecPin->GetOwningNode() == CurNode);
				double NextNodeTime = SequentialNodeTimes[i-1];

				FExecPairingMap& ExecPaths  = PredecessorPins.FindOrAdd(NextNode);
				FTimePair&       ExecTiming = ExecPaths.FindOrAdd(LastExecPin);
				// make sure that if we've already visited this exec-pin (like 
				// in a for-loop or something), that we're replacing it with a 
				// more recent execution time
				//
				// @TODO I don't see when this wouldn't be the case
				if (ExecTiming.ThisExecTime < NextNodeTime)
				{
					double CurNodeTime = SequentialNodeTimes[i];
					ExecTiming.ThisExecTime = NextNodeTime;
					ExecTiming.PredExecTime = CurNodeTime;
				}
			}
			// if the nodes aren't graphically connected how could they be 
			// executed back-to-back? well, this could be a pop back to a 
			// sequence node from the end of one thread of execution, etc.
			else if (AreNodesGraphicallySequential(CurNode, NextNode))
			{
				// only warn when the nodes are directly connected (this is all
				// for execution flow visualization after all)
				UE_LOG(LogConnectionDrawingPolicy, Warning, TEXT("Looks like a wire-trace was not injected before the jump from '%s' to '%s'."), 
					*CurNode->GetNodeTitle(ENodeTitleType::FullTitle).ToString(), *NextNode->GetNodeTitle(ENodeTitleType::FullTitle).ToString());
			}

			// clear the exec-pin (we're moving to a new node and want to find 
			// it's executed out pin)
			LastExecPin = NULL;
		}
		// else, we're only collecting this data for tracing node-to-node
		// executions (so we don't care about this sequence of statements)
	}

	// Fade only when free-running (since we're using FApp::GetCurrentTime(), instead of FPlatformTime::Seconds)
	const double MaxTimeAhead = FMath::Min(FApp::GetCurrentTime() + 2*TracePositionBonusPeriod, LatestTimeDiscovered); //@TODO: Rough clamping; should be exposed as a parameter
	CurrentTime = FMath::Max(FApp::GetCurrentTime(), MaxTimeAhead);
}