225 lines
11 KiB
C#
225 lines
11 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Composites
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{
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Utility;
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using Opsive.GraphDesigner.Runtime;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using UnityEngine;
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/// <summary>
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/// A node representation of the parallel task.
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/// </summary>
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[NodeIcon("f612c025389b22640b1b6df88f4502e7", "8a4a401bcfb527a48a08351efaf92e14")]
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[Opsive.Shared.Utility.Description("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " +
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"The parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
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"Like the sequence class, the parallel task will return success once all of its children tasks have return success. " +
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"If one tasks returns failure the parallel task will end all of the child tasks and return failure.")]
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public class Parallel : ECSCompositeTask<ParallelTaskSystem, ParallelComponent>, IParentNode, IParallelNode
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{
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public override ComponentType Flag { get => typeof(ParallelFlag); }
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/// <summary>
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/// Adds the IBufferElementData to the entity.
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/// </summary>
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/// <param name="world">The world that the entity exists in.</param>
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/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
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/// <param name="gameObject">The GameObject that the entity is attached to.</param>
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/// <returns>The index of the element within the buffer.</returns>
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public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
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{
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var index = base.AddBufferElement(world, entity, gameObject);
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ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
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return index;
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}
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/// <summary>
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/// Returns a new TBufferElement for use by the system.
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/// </summary>
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/// <returns>A new TBufferElement for use by the system.</returns>
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public override ParallelComponent GetBufferElement()
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{
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return new ParallelComponent()
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{
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Index = RuntimeIndex
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};
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}
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}
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/// <summary>
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/// The DOTS data structure for the Parallel class.
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/// </summary>
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public struct ParallelComponent : IBufferElementData
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{
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[Tooltip("The index of the node.")]
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[SerializeField] ushort m_Index;
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public ushort Index { get => m_Index; set => m_Index = value; }
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}
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/// <summary>
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/// A DOTS tag indicating when a Parallel node is active.
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/// </summary>
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public struct ParallelFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the Parallel logic.
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/// </summary>
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[DisableAutoCreation]
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public partial struct ParallelTaskSystem : ISystem
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{
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private EntityQuery m_Query;
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private JobHandle m_Dependency;
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/// <summary>
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/// Builds the query.
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/// </summary>
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/// <param name="state">THe current SystemState.</param>
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private void OnCreate(ref SystemState state)
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{
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m_Query = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAllRW<TaskComponent>().WithAllRW<ParallelComponent>().WithAll<ParallelFlag, EvaluateFlag>().Build();
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}
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/// <summary>
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/// Creates the job.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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m_Dependency.Complete();
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var ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>().CreateCommandBuffer(state.WorldUnmanaged);
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state.Dependency = new ParallelJob()
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{
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EntityCommandBuffer = ecb.AsParallelWriter()
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}.ScheduleParallel(m_Query, state.Dependency);
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m_Dependency = state.Dependency;
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}
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/// <summary>
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/// Job which executes the task logic.
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/// </summary>
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[BurstCompile]
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private partial struct ParallelJob : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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/// <summary>
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/// Executes the parallel logic.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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/// <param name="parallelComponents">An array of ParallelComponents.</param>
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/// <param name="taskComponents">An array of TaskComponents.</param>
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/// <param name="branchComponents">An array of BranchComponents.</param>
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[BurstCompile]
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public void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<ParallelComponent> parallelComponents, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<BranchComponent> branchComponents)
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{
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for (int i = 0; i < parallelComponents.Length; ++i) {
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var parallelComponent = parallelComponents[i];
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var taskComponent = taskComponents[parallelComponent.Index];
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var branchComponent = branchComponents[taskComponent.BranchIndex];
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// Do not continue if there will be an interrupt or the branch cannot execute.
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if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
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continue;
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}
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ushort childIndex;
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TaskComponent childTaskComponent;
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if (taskComponent.Status == TaskStatus.Queued) {
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taskComponent.Status = TaskStatus.Running;
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taskComponents[taskComponent.Index] = taskComponent;
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childIndex = (ushort)(parallelComponent.Index + 1);
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while (childIndex != ushort.MaxValue) {
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childTaskComponent = taskComponents[childIndex];
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childTaskComponent.Status = TaskStatus.Queued;
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taskComponents[childIndex] = childTaskComponent;
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var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
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childBranchComponent.NextIndex = childTaskComponent.Index;
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branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
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childIndex = taskComponents[childIndex].SiblingIndex;
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}
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} else if (taskComponent.Status != TaskStatus.Running) {
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continue;
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}
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var childrenFailure = false;
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var childrenRunning = false;
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childIndex = (ushort)(parallelComponent.Index + 1);
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while (childIndex != ushort.MaxValue) {
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childTaskComponent = taskComponents[childIndex];
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if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
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childrenRunning = true;
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} else if (childTaskComponent.Status == TaskStatus.Failure) {
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childrenFailure = true;
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var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
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childBranchComponent.NextIndex = ushort.MaxValue;
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branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
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break;
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} else if (childTaskComponent.Status == TaskStatus.Success) {
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var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
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if (childBranchComponent.ActiveIndex != ushort.MaxValue) {
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childBranchComponent.NextIndex = ushort.MaxValue;
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branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
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}
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}
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childIndex = taskComponents[childIndex].SiblingIndex;
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}
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// If a single child fails then all tasks should be stopped.
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if (childrenFailure) {
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var maxChildIndex = taskComponent.Index + TraversalUtility.GetChildCount(taskComponent.Index, ref taskComponents);
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for (ushort j = (ushort)(taskComponent.Index + 1); j <= maxChildIndex; ++j) {
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childTaskComponent = taskComponents[j];
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if (childTaskComponent.Status == TaskStatus.Running || childTaskComponent.Status == TaskStatus.Queued) {
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childTaskComponent.Status = TaskStatus.Failure;
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taskComponents[j] = childTaskComponent;
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branchComponent = branchComponents[childTaskComponent.BranchIndex];
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EntityCommandBuffer.SetComponentEnabled<InterruptedFlag>(entityIndex, entity, true);
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if (branchComponent.ActiveIndex == childTaskComponent.Index) {
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branchComponent.NextIndex = ushort.MaxValue;
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branchComponents[childTaskComponent.BranchIndex] = branchComponent;
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}
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}
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}
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branchComponent.NextIndex = taskComponent.ParentIndex;
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branchComponents[taskComponent.BranchIndex] = branchComponent;
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taskComponent.Status = TaskStatus.Failure;
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taskComponents[taskComponent.Index] = taskComponent;
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continue;
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}
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if (childrenRunning) {
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continue;
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}
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// No more children are running. Resume the parent task.
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taskComponent.Status = TaskStatus.Success;
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taskComponents[taskComponent.Index] = taskComponent;
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branchComponent.NextIndex = taskComponent.ParentIndex;
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branchComponents[taskComponent.BranchIndex] = branchComponent;
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}
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}
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}
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}
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}
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#endif |