using UnityEngine;
using UnityEngine.Profiling;
using Unity.Jobs;
using UnityEngine.Assertions;
namespace Pathfinding {
///
/// An item of work that can be executed when graphs are safe to update.
/// See:
/// See:
///
public struct AstarWorkItem {
///
/// Init function.
/// May be null if no initialization is needed.
/// Will be called once, right before the first call to or .
///
public System.Action init;
///
/// Init function.
/// May be null if no initialization is needed.
/// Will be called once, right before the first call to or .
///
/// A context object is sent as a parameter. This can be used
/// to for example queue a flood fill that will be executed either
/// when a work item calls EnsureValidFloodFill or all work items have
/// been completed. If multiple work items are updating nodes
/// so that they need a flood fill afterwards, using the QueueFloodFill
/// method is preferred since then only a single flood fill needs
/// to be performed for all of the work items instead of one
/// per work item.
///
public System.Action initWithContext;
///
/// Update function, called once per frame when the work item executes.
/// Takes a param force. If that is true, the work item should try to complete the whole item in one go instead
/// of spreading it out over multiple frames.
///
/// Warning: If you make modifications to the graphs, they must only be made during the last time the method is called.
/// Earlier invocations, as well as the / mehods, are only for pre-calculating information required for the update.
///
/// Returns: True when the work item is completed.
///
public System.Func update;
///
/// Update function, called once per frame when the work item executes.
/// Takes a param force. If that is true, the work item should try to complete the whole item in one go instead
/// of spreading it out over multiple frames.
/// Returns: True when the work item is completed.
///
/// Warning: If you make modifications to the graphs, they must only be made during the last time the method is called.
/// Earlier invocations, as well as the / mehods, are only for pre-calculating information required for the update.
///
/// A context object is sent as a parameter. This can be used
/// to for example queue a flood fill that will be executed either
/// when a work item calls EnsureValidFloodFill or all work items have
/// been completed. If multiple work items are updating nodes
/// so that they need a flood fill afterwards, using the QueueFloodFill
/// method is preferred since then only a single flood fill needs
/// to be performed for all of the work items instead of one
/// per work item.
///
public System.Func updateWithContext;
/// Creates a work item which will call the specified functions when executed.
/// Will be called once per frame when the work item executes. See #update for details.
public AstarWorkItem (System.Func update) {
this.init = null;
this.initWithContext = null;
this.updateWithContext = null;
this.update = update;
}
/// Creates a work item which will call the specified functions when executed.
/// Will be called once per frame when the work item executes. See #updateWithContext for details.
public AstarWorkItem (System.Func update) {
this.init = null;
this.initWithContext = null;
this.updateWithContext = update;
this.update = null;
}
/// Creates a work item which will call the specified functions when executed.
/// Will be called once, right before the first call to update. See #init for details.
/// Will be called once per frame when the work item executes. See #update for details.
public AstarWorkItem (System.Action init, System.Func update = null) {
this.init = init;
this.initWithContext = null;
this.update = update;
this.updateWithContext = null;
}
/// Creates a work item which will call the specified functions when executed.
/// Will be called once, right before the first call to update. See #initWithContext for details.
/// Will be called once per frame when the work item executes. See #updateWithContext for details.
public AstarWorkItem (System.Action init, System.Func update = null) {
this.init = null;
this.initWithContext = init;
this.update = null;
this.updateWithContext = update;
}
}
/// Interface to expose a subset of the WorkItemProcessor functionality
public interface IWorkItemContext : IGraphUpdateContext {
///
/// Call during work items to queue a flood fill.
/// An instant flood fill can be done via FloodFill()
/// but this method can be used to batch several updates into one
/// to increase performance.
/// WorkItems which require a valid Flood Fill in their execution can call EnsureValidFloodFill
/// to ensure that a flood fill is done if any earlier work items queued one.
///
/// Once a flood fill is queued it will be done after all WorkItems have been executed.
///
/// Deprecated: Avoid using. This will force a full recalculation of the connected components. In most cases the HierarchicalGraph class takes care of things automatically behind the scenes now. In pretty much all cases you should be able to remove the call to this function.
///
[System.Obsolete("Avoid using. This will force a full recalculation of the connected components. In most cases the HierarchicalGraph class takes care of things automatically behind the scenes now. In pretty much all cases you should be able to remove the call to this function.")]
void QueueFloodFill();
///
/// If a WorkItem needs to have a valid area information during execution, call this method to ensure there are no pending flood fills.
/// If you are using the property or the method in your work items, then you might want to call this method before you use them
/// to ensure that the data is up to date.
///
/// See:
///
///
/// AstarPath.active.AddWorkItem(new AstarWorkItem((IWorkItemContext ctx) => {
/// ctx.EnsureValidFloodFill();
///
/// // The above call guarantees that this method has up to date information about the graph
/// if (PathUtilities.IsPathPossible(someNode, someOtherNode)) {
/// // Do something
/// }
/// }));
///
///
void EnsureValidFloodFill();
///
/// Call to send a GraphModifier.EventType.PreUpdate event to all graph modifiers.
/// The difference between this and GraphModifier.TriggerEvent(GraphModifier.EventType.PreUpdate) is that using this method
/// ensures that multiple PreUpdate events will not be issued during a single update.
///
/// Once an event has been sent no more events will be sent until all work items are complete and a PostUpdate or PostScan event is sent.
///
/// When scanning a graph PreUpdate events are never sent. However a PreScan event is always sent before a scan begins.
///
void PreUpdate();
///
/// Trigger a graph modification event.
/// This will cause a event to be issued after all graph updates have finished.
/// Some scripts listen for this event. For example off-mesh links listen to it and will recalculate which nodes they are connected to when it it sent.
/// If a graph is dirtied multiple times, or even if multiple graphs are dirtied, the event will only be sent once.
///
// TODO: Deprecate?
void SetGraphDirty(NavGraph graph);
}
class WorkItemProcessor : IWorkItemContext {
public event System.Action OnGraphsUpdated;
/// Used to prevent waiting for work items to complete inside other work items as that will cause the program to hang
public bool workItemsInProgressRightNow { get; private set; }
readonly AstarPath astar;
readonly IndexedQueue workItems = new IndexedQueue();
/// True if any work items are queued right now
public bool anyQueued {
get { return workItems.Count > 0; }
}
bool anyGraphsDirty = true;
bool preUpdateEventSent = false;
///
/// True while a batch of work items are being processed.
/// Set to true when a work item is started to be processed, reset to false when all work items are complete.
///
/// Work item updates are often spread out over several frames, this flag will be true during the whole time the
/// updates are in progress.
///
public bool workItemsInProgress { get; private set; }
/// Similar to Queue but allows random access
// TODO: Replace with CircularBuffer?
class IndexedQueue {
T[] buffer = new T[4];
int start;
public T this[int index] {
get {
if (index < 0 || index >= Count) throw new System.IndexOutOfRangeException();
return buffer[(start + index) % buffer.Length];
}
set {
if (index < 0 || index >= Count) throw new System.IndexOutOfRangeException();
buffer[(start + index) % buffer.Length] = value;
}
}
public int Count { get; private set; }
public void Enqueue (T item) {
if (Count == buffer.Length) {
var newBuffer = new T[buffer.Length*2];
for (int i = 0; i < Count; i++) {
newBuffer[i] = this[i];
}
buffer = newBuffer;
start = 0;
}
buffer[(start + Count) % buffer.Length] = item;
Count++;
}
public T Dequeue () {
if (Count == 0) throw new System.InvalidOperationException();
var item = buffer[start];
start = (start + 1) % buffer.Length;
Count--;
return item;
}
}
///
/// Call during work items to queue a flood fill.
/// An instant flood fill can be done via FloodFill()
/// but this method can be used to batch several updates into one
/// to increase performance.
/// WorkItems which require a valid Flood Fill in their execution can call EnsureValidFloodFill
/// to ensure that a flood fill is done if any earlier work items queued one.
///
/// Once a flood fill is queued it will be done after all WorkItems have been executed.
///
/// Deprecated: This method no longer does anything.
///
void IWorkItemContext.QueueFloodFill () {
}
void IWorkItemContext.PreUpdate () {
if (!preUpdateEventSent && !astar.isScanning) {
preUpdateEventSent = true;
GraphModifier.TriggerEvent(GraphModifier.EventType.PreUpdate);
}
}
// This will also call DirtyGraphs
void IWorkItemContext.SetGraphDirty(NavGraph graph) => astar.DirtyBounds(graph.bounds);
// This will also call DirtyGraphs
void IGraphUpdateContext.DirtyBounds(Bounds bounds) => astar.DirtyBounds(bounds);
internal void DirtyGraphs () {
anyGraphsDirty = true;
}
/// If a WorkItem needs to have a valid area information during execution, call this method to ensure there are no pending flood fills
public void EnsureValidFloodFill () {
astar.hierarchicalGraph.RecalculateIfNecessary();
}
public WorkItemProcessor (AstarPath astar) {
this.astar = astar;
}
///
/// Add a work item to be processed when pathfinding is paused.
///
/// See: ProcessWorkItems
///
public void AddWorkItem (AstarWorkItem item) {
workItems.Enqueue(item);
}
bool ProcessWorkItems (bool force, bool sendEvents) {
if (workItemsInProgressRightNow) throw new System.Exception("Processing work items recursively. Please do not wait for other work items to be completed inside work items. " +
"If you think this is not caused by any of your scripts, this might be a bug.");
// Work items may update graph data arbitrarily
// So we need to hold a write lock here so that for example
// ECS jobs don't try to read the graph data while it is being updated
var lockObj = astar.LockGraphDataForWritingSync();
astar.data.LockGraphStructure(true);
// Make sure the physics engine data is up to date.
// Graph updates may use physics methods and it is very confusing if they
// do not always pick up the latest changes made to the scene.
UnityEngine.Physics.SyncTransforms();
UnityEngine.Physics2D.SyncTransforms();
workItemsInProgressRightNow = true;
try {
bool workRemaining = false;
bool anyFinished = false;
while (workItems.Count > 0) {
// Working on a new batch
if (!workItemsInProgress) {
workItemsInProgress = true;
}
// Peek at first item in the queue
AstarWorkItem itm = workItems[0];
bool status;
try {
// Call init the first time the item is seen
if (itm.init != null) {
itm.init();
itm.init = null;
}
if (itm.initWithContext != null) {
itm.initWithContext(this);
itm.initWithContext = null;
}
// Make sure the item in the queue is up to date
workItems[0] = itm;
if (itm.update != null) {
status = itm.update(force);
} else if (itm.updateWithContext != null) {
status = itm.updateWithContext(this, force);
} else {
status = true;
}
} catch {
workItems.Dequeue();
throw;
}
if (!status) {
if (force) {
Debug.LogError("Misbehaving WorkItem. 'force'=true but the work item did not complete.\nIf force=true is passed to a WorkItem it should always return true.");
}
// There's more work to do on this work item
workRemaining = true;
break;
} else {
workItems.Dequeue();
anyFinished = true;
}
}
if (sendEvents && anyFinished) {
Profiler.BeginSample("PostUpdate");
if (anyGraphsDirty) GraphModifier.TriggerEvent(GraphModifier.EventType.PostUpdateBeforeAreaRecalculation);
Profiler.EndSample();
astar.offMeshLinks.Refresh();
EnsureValidFloodFill();
Profiler.BeginSample("PostUpdate");
if (anyGraphsDirty) {
GraphModifier.TriggerEvent(GraphModifier.EventType.PostUpdate);
if (OnGraphsUpdated != null) OnGraphsUpdated();
}
Profiler.EndSample();
}
if (workRemaining) return false;
} finally {
lockObj.Unlock();
astar.data.UnlockGraphStructure();
workItemsInProgressRightNow = false;
}
// Reset flags at the end
anyGraphsDirty = false;
preUpdateEventSent = false;
workItemsInProgress = false;
return true;
}
///
/// Process graph updating work items.
/// Process all queued work items, e.g graph updates and the likes.
///
/// Returns:
/// - false if there are still items to be processed.
/// - true if the last work items was processed and pathfinding threads are ready to be resumed.
///
/// This will not call in contrast to .
///
/// See:
///
public bool ProcessWorkItemsForScan (bool force) {
return ProcessWorkItems(force, false);
}
///
/// Process graph updating work items.
/// Process all queued work items, e.g graph updates and the likes.
///
/// Returns:
/// - false if there are still items to be processed.
/// - true if the last work items was processed and pathfinding threads are ready to be resumed.
///
/// See:
///
/// This method also calls GraphModifier.TriggerEvent(PostUpdate) if any graphs were dirtied.
/// It also calls after the work items are done
///
public bool ProcessWorkItemsForUpdate (bool force) {
return ProcessWorkItems(force, true);
}
}
}