//#define ASTAR_POOL_DEBUG //@SHOWINEDITOR Enables debugging of path pooling. Will log warnings and info messages about paths not beeing pooled correctly. using UnityEngine; using System.Collections; using System.Collections.Generic; using Unity.Mathematics; namespace Pathfinding { /// Base class for all path types [Unity.Burst.BurstCompile] public abstract class Path : IPathInternals { #if ASTAR_POOL_DEBUG private string pathTraceInfo = ""; private List claimInfo = new List(); ~Path() { Debug.Log("Destroying " + GetType().Name + " instance"); if (claimed.Count > 0) { Debug.LogWarning("Pool Is Leaking. See list of claims:\n" + "Each message below will list what objects are currently claiming the path." + " These objects have removed their reference to the path object but has not called .Release on it (which is bad).\n" + pathTraceInfo+"\n"); for (int i = 0; i < claimed.Count; i++) { Debug.LogWarning("- Claim "+ (i+1) + " is by a " + claimed[i].GetType().Name + "\n"+claimInfo[i]); } } else { Debug.Log("Some scripts are not using pooling.\n" + pathTraceInfo + "\n"); } } #endif /// Data for the thread calculating this path protected PathHandler pathHandler; /// /// Callback to call when the path is complete. /// This is usually sent to the Seeker component which post processes the path and then calls a callback to the script which requested the path /// public OnPathDelegate callback; /// /// Immediate callback to call when the path is complete. /// Warning: This may be called from a separate thread. Usually you do not want to use this one. /// /// See: callback /// public OnPathDelegate immediateCallback; /// Returns the state of the path in the pathfinding pipeline public PathState PipelineState { get; private set; } /// /// Provides additional traversal information to a path request. /// See: traversal_provider (view in online documentation for working links) /// public ITraversalProvider traversalProvider; /// Backing field for protected PathCompleteState completeState; /// /// Current state of the path. /// Bug: This may currently be set to Complete before the path has actually been fully calculated. In particular the vectorPath and path lists may not have been fully constructed. /// This can lead to race conditions when using multithreading. Try to avoid using this method to check for if the path is calculated right now, use instead. /// public PathCompleteState CompleteState { get { return completeState; } protected set { // Locking is used to avoid multithreading race conditions in which, for example, // the error state is set on the main thread to cancel the path, // and then a pathfinding thread marks the path as completed, // which would replace the error state (if a lock and check would not have been used). // We lock on the path object itself. Users should rarely have to use the path object // themselves for anything before the path is calculated, much less take a lock on it. lock (this) { // Once the path is put in the error state, it cannot be set to any other state if (completeState != PathCompleteState.Error) completeState = value; } } } /// /// If the path failed, this is true. /// See: /// See: This is equivalent to checking path.CompleteState == PathCompleteState.Error /// public bool error { get { return CompleteState == PathCompleteState.Error; } } /// /// Additional info on why a path failed. /// See: /// public string errorLog { get; private set; } /// /// Holds the path as a list. /// /// These are all nodes that the path traversed, as calculated by the pathfinding algorithm. /// This may not be the same nodes as the post processed path traverses. /// /// See: /// public List path; /// /// Holds the (possibly post-processed) path as a Vector3 list. /// /// This list may be modified by path modifiers to be smoother or simpler compared to the raw path generated by the pathfinding algorithm. /// /// See: modifiers (view in online documentation for working links) /// See: /// public List vectorPath; /// How long it took to calculate this path in milliseconds public float duration; /// Number of nodes this path has searched public int searchedNodes { get; protected set; } /// /// True if the path is currently pooled. /// Do not set this value. Only read. It is used internally. /// /// See: /// bool IPathInternals.Pooled { get; set; } /// /// True if the Reset function has been called. /// Used to alert users when they are doing something wrong. /// protected bool hasBeenReset; /// Constraint for how to search for nodes public NNConstraint nnConstraint = PathNNConstraint.Walkable; /// Determines which heuristic to use public Heuristic heuristic; /// /// Scale of the heuristic values. /// See: AstarPath.heuristicScale /// public float heuristicScale = 1F; /// ID of this path. Used to distinguish between different paths public ushort pathID { get; private set; } /// Target to use for H score calculation. protected GraphNode hTargetNode; /// /// Target to use for H score calculations. /// See: https://en.wikipedia.org/wiki/Admissible_heuristic /// protected HeuristicObjective heuristicObjective; internal ref HeuristicObjective heuristicObjectiveInternal => ref heuristicObjective; /// /// Which graph tags are traversable. /// This is a bitmask so -1 = all bits set = all tags traversable. /// For example, to set bit 5 to true, you would do /// myPath.enabledTags |= 1 << 5; /// To set it to false, you would do /// myPath.enabledTags &= ~(1 << 5); /// /// The Seeker has a popup field where you can set which tags to use. /// Note: If you are using a Seeker. The Seeker will set this value to what is set in the inspector field on StartPath. /// So you need to change the Seeker value via script, not set this value if you want to change it via script. /// /// See: /// See: bitmasks (view in online documentation for working links) /// public int enabledTags = -1; /// List of zeroes to use as default tag penalties internal static readonly int[] ZeroTagPenalties = new int[32]; /// /// The tag penalties that are actually used. /// See: /// protected int[] internalTagPenalties; /// /// Penalties for each tag. /// Tag 0 which is the default tag, will get a penalty of tagPenalties[0]. /// These should only be non-negative values since the A* algorithm cannot handle negative penalties. /// /// When assigning an array to this property it must have a length of 32. /// /// Note: Setting this to null will make all tag penalties be treated as if they are zero. /// /// Note: If you are using a Seeker. The Seeker will set this value to what is set in the inspector field when you call seeker.StartPath. /// So you need to change the Seeker's value via script, not set this value. /// /// See: /// public int[] tagPenalties { get { return internalTagPenalties == ZeroTagPenalties ? null : internalTagPenalties; } set { if (value == null) { internalTagPenalties = ZeroTagPenalties; } else { if (value.Length != 32) throw new System.ArgumentException("tagPenalties must have a length of 32"); internalTagPenalties = value; } } } /// Copies the given settings into this path public void UseSettings (PathRequestSettings settings) { nnConstraint.graphMask = settings.graphMask; traversalProvider = settings.traversalProvider; enabledTags = settings.traversableTags; tagPenalties = settings.tagPenalties; } /// /// Total Length of the path. /// Calculates the total length of the . /// Cache this rather than call this function every time since it will calculate the length every time, not just return a cached value. /// Returns: Total length of , if is null positive infinity is returned. /// public float GetTotalLength () { if (vectorPath == null) return float.PositiveInfinity; float tot = 0; for (int i = 0; i < vectorPath.Count-1; i++) tot += Vector3.Distance(vectorPath[i], vectorPath[i+1]); return tot; } /// /// Waits until this path has been calculated and returned. /// Allows for very easy scripting. /// /// /// IEnumerator Start () { /// // Get the seeker component attached to this GameObject /// var seeker = GetComponent(); /// /// var path = seeker.StartPath(transform.position, transform.position + Vector3.forward * 10, null); /// // Wait... This may take a frame or two depending on how complex the path is /// // The rest of the game will continue to run while we wait /// yield return StartCoroutine(path.WaitForPath()); /// // The path is calculated now /// /// // Draw the path in the scene view for 10 seconds /// for (int i = 0; i < path.vectorPath.Count - 1; i++) { /// Debug.DrawLine(path.vectorPath[i], path.vectorPath[i+1], Color.red, 10); /// } /// } /// /// /// Note: Do not confuse this with AstarPath.BlockUntilCalculated. This one will wait using yield until it has been calculated /// while AstarPath.BlockUntilCalculated will halt all operations until the path has been calculated. /// /// Throws: System.InvalidOperationException if the path is not started. Send the path to or before calling this function. /// /// See: /// See: https://docs.unity3d.com/Manual/Coroutines.html /// public IEnumerator WaitForPath () { if (PipelineState == PathState.Created) throw new System.InvalidOperationException("This path has not been started yet"); while (PipelineState != PathState.Returned) yield return null; } /// /// Blocks until this path has been calculated and returned. /// Normally it takes a few frames for a path to be calculated and returned. /// This function will ensure that the path will be calculated when this function returns /// and that the callback for that path has been called. /// /// Use this function only if you really need to. /// There is a point to spreading path calculations out over several frames. /// It smoothes out the framerate and makes sure requesting a large /// number of paths at the same time does not cause lag. /// /// Note: Graph updates and other callbacks might get called during the execution of this function. /// /// /// var path = seeker.StartPath(transform.position, transform.position + Vector3.forward * 10, OnPathComplete); /// path.BlockUntilCalculated(); /// /// // The path is calculated now, and the OnPathComplete callback has been called /// /// /// See: This is equivalent to calling /// See: /// public void BlockUntilCalculated () { AstarPath.BlockUntilCalculated(this); } /// /// True if this path node might be worth exploring. /// /// This is used during a search to filter out nodes which have already been fully searched. /// public bool ShouldConsiderPathNode (uint pathNodeIndex) { var node = pathHandler.pathNodes[pathNodeIndex]; return node.pathID != pathID || node.heapIndex != BinaryHeap.NotInHeap; } public static readonly Unity.Profiling.ProfilerMarker MarkerOpenCandidateConnectionsToEnd = new Unity.Profiling.ProfilerMarker("OpenCandidateConnectionsToEnd"); public static readonly Unity.Profiling.ProfilerMarker MarkerTrace = new Unity.Profiling.ProfilerMarker("Trace"); /// /// Open a connection to the temporary end node if necessary. /// /// The start and end nodes are temporary nodes and are not included in the graph itself. /// This means that we need to handle connections to and from those nodes as a special case. /// This function will open a connection from the given node to the end node, if such a connection exists. /// /// It is called from the function. /// /// Position of the path node that is being opened. This may be different from the node's position if \reflink{PathNode.fractionAlongEdge} is being used. /// Index of the path node that is being opened. This is often the same as parentNodeIndex, but may be different if the node has multiple path node variants. /// Index of the node that is being opened. /// G score of the parent node. The cost to reach the parent node from the start of the path. public void OpenCandidateConnectionsToEndNode (Int3 position, uint parentPathNode, uint parentNodeIndex, uint parentG) { // True iff this node has a connection to one or more temporary nodes if (pathHandler.pathNodes[parentNodeIndex].flag1) { MarkerOpenCandidateConnectionsToEnd.Begin(); for (uint i = 0; i < pathHandler.numTemporaryNodes; i++) { var nodeIndex = pathHandler.temporaryNodeStartIndex + i; ref var node = ref pathHandler.GetTemporaryNode(nodeIndex); if (node.type == TemporaryNodeType.End && node.associatedNode == parentNodeIndex) { var cost = (uint)(position - node.position).costMagnitude; OpenCandidateConnection(parentPathNode, nodeIndex, parentG, cost, 0, node.position); } } MarkerOpenCandidateConnectionsToEnd.End(); } } /// /// Opens a connection between two nodes during the A* search. /// /// When a node is "opened" (i.e. searched by the A* algorithm), it will open connections to all its neighbours. /// This function checks those connections to see if passing through the node to its neighbour is the best way to reach the neighbour that we have seen so far, /// and if so, it will push the neighbour onto the search heap. /// /// The node that is being opened. /// A neighbour of the parent that is being considered. /// The G value of the parent node. This is the cost to reach the parent node from the start of the path. /// The cost of moving from the parent node to the target node. /// Internal value used by the TriangleMeshNode to store where on the shared edge between the nodes we say we cross over. /// The position of the target node. This is used by the heuristic to estimate the cost to reach the end node. public void OpenCandidateConnection (uint parentPathNode, uint targetPathNode, uint parentG, uint connectionCost, uint fractionAlongEdge, Int3 targetNodePosition) { if (!ShouldConsiderPathNode(targetPathNode)) { // We have seen this node before, but it is not in the heap. // This means we have already processed it and it must have had a better F score than this node (or the heuristic was not admissable). // We can safely discard this connection. return; } uint candidateEnteringCost; uint targetNodeIndex; if (pathHandler.IsTemporaryNode(targetPathNode)) { candidateEnteringCost = 0; targetNodeIndex = 0; } else { var targetNode = pathHandler.GetNode(targetPathNode); candidateEnteringCost = GetTraversalCost(targetNode); targetNodeIndex = targetNode.NodeIndex; } var candidateG = parentG + connectionCost + candidateEnteringCost; var pars = new OpenCandidateParams { pathID = pathID, parentPathNode = parentPathNode, targetPathNode = targetPathNode, targetNodeIndex = targetNodeIndex, candidateG = candidateG, fractionAlongEdge = fractionAlongEdge, targetNodePosition = (int3)targetNodePosition, pathNodes = pathHandler.pathNodes, }; OpenCandidateConnectionBurst(ref pars, ref pathHandler.heap, ref heuristicObjective ); } /// /// Parameters to OpenCandidateConnectionBurst. /// Using a struct instead of passing the parameters as separate arguments is significantly faster. /// public struct OpenCandidateParams { public Util.UnsafeSpan pathNodes; public uint parentPathNode; public uint targetPathNode; public uint targetNodeIndex; public uint candidateG; public uint fractionAlongEdge; public int3 targetNodePosition; public ushort pathID; } /// /// Burst-compiled internal implementation of OpenCandidateConnection. /// Compiling it using burst provides a decent 25% speedup. /// The function itself is much faster, but the overhead of calling it from C# is quite significant. /// [Unity.Burst.BurstCompile] public static void OpenCandidateConnectionBurst (ref OpenCandidateParams pars, ref BinaryHeap heap, ref HeuristicObjective heuristicObjective) { var pathID = pars.pathID; var parentPathNode = pars.parentPathNode; var targetPathNode = pars.targetPathNode; var candidateG = pars.candidateG; var fractionAlongEdge = pars.fractionAlongEdge; var targetNodePosition = pars.targetNodePosition; var pathNodes = pars.pathNodes; ref var target = ref pathNodes[targetPathNode]; if (target.pathID != pathID) { // This is the first time we have seen this node. This connection must be optimal. target.fractionAlongEdge = fractionAlongEdge; target.pathID = pathID; target.parentIndex = parentPathNode; var candidateH = (uint)heuristicObjective.Calculate(targetNodePosition, pars.targetNodeIndex); var candidateF = candidateG + candidateH; heap.Add(pathNodes, targetPathNode, candidateG, candidateF); } else { // Note: Before this method is called, a check is done for the case target.pathID==pathID && heapIndex == NotInHeap, // so we know target.heapIndex != NotInHeap here. // We have seen this node before and it is in the heap. // Now we check if this path to the target node is better than the previous one. var targetG = heap.GetG(target.heapIndex); // The previous F score of the node var targetF = heap.GetF(target.heapIndex); var targetH = targetF - targetG; uint candidateH; if (target.fractionAlongEdge != fractionAlongEdge) { // Different fractionAlongEdge, this means that targetNodePosition may have changed // and therefore the heuristic may also have changed. candidateH = (uint)heuristicObjective.Calculate(targetNodePosition, pars.targetNodeIndex); } else { // If fractionAlongEdge has not changed, then we assume the heuristic is also the same. // This saves us from having to calculate it again. candidateH = targetH; } var candidateF = candidateG + candidateH; if (candidateF < targetF) { // This connection is better than the previous one. target.fractionAlongEdge = fractionAlongEdge; target.parentIndex = parentPathNode; heap.Add(pathNodes, targetPathNode, candidateG, candidateF); } else { // This connection is not better than the previous one. // We can safely discard this connection. } } } /// Returns penalty for the given tag. /// A value between 0 (inclusive) and 32 (exclusive). public uint GetTagPenalty (int tag) { return (uint)internalTagPenalties[tag]; } /// /// Returns if the node can be traversed. /// This by default equals to if the node is walkable and if the node's tag is included in . /// /// See: /// public bool CanTraverse (GraphNode node) { // Use traversal provider if set, otherwise fall back on default behaviour // This method is hot, but this branch is extremely well predicted so it // doesn't affect performance much (profiling indicates it is just above // the noise level, somewhere around 0%-0.3%) if (traversalProvider != null) return traversalProvider.CanTraverse(this, node); // Manually inlined code from DefaultITraversalProvider unchecked { return node.Walkable && (enabledTags >> (int)node.Tag & 0x1) != 0; } } /// /// Returns if the path can traverse a link between from and to and if to can be traversed itself. /// This by default equals to if the to is walkable and if the to's tag is included in . /// /// See: /// public bool CanTraverse (GraphNode from, GraphNode to) { // Use traversal provider if set, otherwise fall back on default behaviour // This method is hot, but this branch is extremely well predicted so it // doesn't affect performance much (profiling indicates it is just above // the noise level, somewhere around 0%-0.3%) if (traversalProvider != null) return traversalProvider.CanTraverse(this, from, to); // Manually inlined code from DefaultITraversalProvider unchecked { return to.Walkable && (enabledTags >> (int)to.Tag & 0x1) != 0; } } /// Returns the cost of traversing the given node public uint GetTraversalCost (GraphNode node) { #if ASTAR_NO_TRAVERSAL_COST return 0; #else // Use traversal provider if set, otherwise fall back on default behaviour if (traversalProvider != null) return traversalProvider.GetTraversalCost(this, node); unchecked { return GetTagPenalty((int)node.Tag) + node.Penalty; } #endif } /// /// True if this path is done calculating. /// /// Note: The callback for the path might not have been called yet. /// /// See: which also takes into account if the path callback has been called and had modifiers applied. /// public bool IsDone () { return PipelineState > PathState.Processing; } /// Threadsafe increment of the state void IPathInternals.AdvanceState (PathState s) { lock (this) { PipelineState = (PathState)System.Math.Max((int)PipelineState, (int)s); } } /// Causes the path to fail and sets to msg public void FailWithError (string msg) { Error(); if (errorLog != "") errorLog += "\n" + msg; else errorLog = msg; } /// /// Aborts the path because of an error. /// Sets to true. /// This function is called when an error has occurred (e.g a valid path could not be found). /// See: /// public void Error () { CompleteState = PathCompleteState.Error; } /// /// Performs some error checking. /// Makes sure the user isn't using old code paths and that no major errors have been made. /// /// Causes the path to fail if any errors are found. /// private void ErrorCheck () { if (!hasBeenReset) FailWithError("Please use the static Construct function for creating paths, do not use the normal constructors."); if (((IPathInternals)this).Pooled) FailWithError("The path is currently in a path pool. Are you sending the path for calculation twice?"); if (pathHandler == null) FailWithError("Field pathHandler is not set. Please report this bug."); if (PipelineState > PathState.Processing) FailWithError("This path has already been processed. Do not request a path with the same path object twice."); } /// /// Called when the path enters the pool. /// This method should release e.g pooled lists and other pooled resources /// The base version of this method releases vectorPath and path lists. /// Reset() will be called after this function, not before. /// Warning: Do not call this function manually. /// protected virtual void OnEnterPool () { if (vectorPath != null) Pathfinding.Util.ListPool.Release(ref vectorPath); if (path != null) Pathfinding.Util.ListPool.Release(ref path); // Clear the callback to remove a potential memory leak // while the path is in the pool (which it could be for a long time). callback = null; immediateCallback = null; traversalProvider = null; pathHandler = null; } /// /// Reset all values to their default values. /// /// Note: All inheriting path types (e.g ConstantPath, RandomPath, etc.) which declare their own variables need to /// override this function, resetting ALL their variables to enable pooling of paths. /// If this is not done, trying to use that path type for pooling could result in weird behaviour. /// The best way is to reset to default values the variables declared in the extended path type and then /// call the base function in inheriting types with base.Reset(). /// protected virtual void Reset () { #if ASTAR_POOL_DEBUG pathTraceInfo = "This path was got from the pool or created from here (stacktrace):\n"; pathTraceInfo += System.Environment.StackTrace; #endif if (System.Object.ReferenceEquals(AstarPath.active, null)) throw new System.NullReferenceException("No AstarPath object found in the scene. " + "Make sure there is one or do not create paths in Awake"); hasBeenReset = true; PipelineState = (int)PathState.Created; releasedNotSilent = false; pathHandler = null; callback = null; immediateCallback = null; errorLog = ""; completeState = PathCompleteState.NotCalculated; path = Pathfinding.Util.ListPool.Claim(); vectorPath = Pathfinding.Util.ListPool.Claim(); duration = 0; searchedNodes = 0; nnConstraint = PathNNConstraint.Walkable; heuristic = AstarPath.active.heuristic; heuristicScale = AstarPath.active.heuristicScale; enabledTags = -1; tagPenalties = null; pathID = AstarPath.active.GetNextPathID(); hTargetNode = null; traversalProvider = null; } /// List of claims on this path with reference objects private List claimed = new List(); /// /// True if the path has been released with a non-silent call yet. /// /// See: Release /// See: Claim /// private bool releasedNotSilent; /// /// Increase the reference count on this path by 1 (for pooling). /// A claim on a path will ensure that it is not pooled. /// If you are using a path, you will want to claim it when you first get it and then release it when you will not /// use it anymore. When there are no claims on the path, it will be reset and put in a pool. /// /// This is essentially just reference counting. /// /// The object passed to this method is merely used as a way to more easily detect when pooling is not done correctly. /// It can be any object, when used from a movement script you can just pass "this". This class will throw an exception /// if you try to call Claim on the same path twice with the same object (which is usually not what you want) or /// if you try to call Release with an object that has not been used in a Claim call for that path. /// The object passed to the Claim method needs to be the same as the one you pass to this method. /// /// See: Release /// See: Pool /// See: pooling (view in online documentation for working links) /// See: https://en.wikipedia.org/wiki/Reference_counting /// public void Claim (System.Object o) { if (System.Object.ReferenceEquals(o, null)) throw new System.ArgumentNullException("o"); for (int i = 0; i < claimed.Count; i++) { // Need to use ReferenceEquals because it might be called from another thread if (System.Object.ReferenceEquals(claimed[i], o)) throw new System.ArgumentException("You have already claimed the path with that object ("+o+"). Are you claiming the path with the same object twice?"); } claimed.Add(o); #if ASTAR_POOL_DEBUG claimInfo.Add(o.ToString() + "\n\nClaimed from:\n" + System.Environment.StackTrace); #endif } /// /// Reduces the reference count on the path by 1 (pooling). /// Removes the claim on the path by the specified object. /// When the reference count reaches zero, the path will be pooled, all variables will be cleared and the path will be put in a pool to be used again. /// This is great for performance since fewer allocations are made. /// /// If the silent parameter is true, this method will remove the claim by the specified object /// but the path will not be pooled if the claim count reches zero unless a non-silent Release call has been made earlier. /// This is used by the internal pathfinding components such as Seeker and AstarPath so that they will not cause paths to be pooled. /// This enables users to skip the claim/release calls if they want without the path being pooled by the Seeker or AstarPath and /// thus causing strange bugs. /// /// See: Claim /// See: PathPool /// public void Release (System.Object o, bool silent = false) { if (o == null) throw new System.ArgumentNullException("o"); for (int i = 0; i < claimed.Count; i++) { // Need to use ReferenceEquals because it might be called from another thread if (System.Object.ReferenceEquals(claimed[i], o)) { claimed.RemoveAt(i); #if ASTAR_POOL_DEBUG claimInfo.RemoveAt(i); #endif if (!silent) { releasedNotSilent = true; } if (claimed.Count == 0 && releasedNotSilent) { PathPool.Pool(this); } return; } } if (claimed.Count == 0) { throw new System.ArgumentException("You are releasing a path which is not claimed at all (most likely it has been pooled already). " + "Are you releasing the path with the same object ("+o+") twice?" + "\nCheck out the documentation on path pooling for help."); } throw new System.ArgumentException("You are releasing a path which has not been claimed with this object ("+o+"). " + "Are you releasing the path with the same object twice?\n" + "Check out the documentation on path pooling for help."); } /// /// Traces the calculated path from the end node to the start. /// This will build an array ( of the nodes this path will pass through and also set the array to the arrays positions. /// Assumes the and are empty and not null (which will be the case for a correctly initialized path). /// protected virtual void Trace (uint fromPathNodeIndex) { MarkerTrace.Begin(); // Current node we are processing var c = fromPathNodeIndex; int count = 0; var pathNodes = pathHandler.pathNodes; while (c != 0) { c = pathNodes[c].parentIndex; count++; if (count > 16384) { Debug.LogWarning("Infinite loop? >16384 node path. Remove this message if you really have that long paths (Path.cs, Trace method)"); break; } } // Ensure the lists have enough capacity if (path.Capacity < count) path.Capacity = count; UnityEngine.Assertions.Assert.AreEqual(0, path.Count); c = fromPathNodeIndex; GraphNode lastNode = null; for (int i = 0; i < count; i++) { GraphNode node; if (pathHandler.IsTemporaryNode(c)) { node = pathHandler.GetNode(pathHandler.GetTemporaryNode(c).associatedNode); } else { node = pathHandler.GetNode(c); } // If a node has multiple variants (like the triangle mesh node), then we may visit // the same node multiple times in a sequence (but different variants of it). // In the final path we don't want the duplicates. if (node != lastNode) { path.Add(node); lastNode = node; } c = pathNodes[c].parentIndex; } // Reverse count = path.Count; int half = count/2; for (int i = 0; i < half; i++) { var tmp = path[i]; path[i] = path[count-i-1]; path[count - i - 1] = tmp; } if (vectorPath.Capacity < count) vectorPath.Capacity = count; for (int i = 0; i < count; i++) { vectorPath.Add((Vector3)path[i].position); } MarkerTrace.End(); } /// /// Writes text shared for all overrides of DebugString to the string builder. /// See: DebugString /// protected void DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text) { text.Append(error ? "Path Failed : " : "Path Completed : "); text.Append("Computation Time "); text.Append(duration.ToString(logMode == PathLog.Heavy ? "0.000 ms " : "0.00 ms ")); text.Append("Searched Nodes ").Append(searchedNodes); if (!error) { text.Append(" Path Length "); text.Append(path == null ? "Null" : path.Count.ToString()); } } /// /// Writes text shared for all overrides of DebugString to the string builder. /// See: DebugString /// protected void DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text) { if (error) { text.Append("\nError: ").Append(errorLog); } // Can only print this from the Unity thread // since otherwise an exception might be thrown if (logMode == PathLog.Heavy && !AstarPath.active.IsUsingMultithreading) { text.Append("\nCallback references "); if (callback != null) text.Append(callback.Target.GetType().FullName).AppendLine(); else text.AppendLine("NULL"); } text.Append("\nPath Number ").Append(pathID).Append(" (unique id)"); } /// /// Returns a string with information about it. /// More information is emitted when logMode == Heavy. /// An empty string is returned if logMode == None /// or logMode == OnlyErrors and this path did not fail. /// protected virtual string DebugString (PathLog logMode) { if (logMode == PathLog.None || (!error && logMode == PathLog.OnlyErrors)) { return ""; } // Get a cached string builder for this thread System.Text.StringBuilder text = pathHandler.DebugStringBuilder; text.Length = 0; DebugStringPrefix(logMode, text); DebugStringSuffix(logMode, text); return text.ToString(); } /// Calls callback to return the calculated path. See: protected virtual void ReturnPath () { if (callback != null) { callback(this); } } /// /// Prepares low level path variables for calculation. /// Called before a path search will take place. /// Always called before the Prepare, Initialize and CalculateStep functions /// protected void PrepareBase (PathHandler pathHandler) { //Make sure the path has a reference to the pathHandler this.pathHandler = pathHandler; //Assign relevant path data to the pathHandler pathHandler.InitializeForPath(this); // Make sure that internalTagPenalties is an array which has the length 32 if (internalTagPenalties == null || internalTagPenalties.Length != 32) internalTagPenalties = ZeroTagPenalties; try { ErrorCheck(); } catch (System.Exception e) { FailWithError(e.Message); } } /// /// Called before the path is started. /// Called right before Initialize /// protected abstract void Prepare(); /// /// Always called after the path has been calculated. /// Guaranteed to be called before other paths have been calculated on /// the same thread. /// Use for cleaning up things like node tagging and similar. /// protected virtual void Cleanup () { // Cleanup any flags set by temporary nodes var pathNodes = pathHandler.pathNodes; for (uint i = 0; i < pathHandler.numTemporaryNodes; i++) { var nodeIndex = pathHandler.temporaryNodeStartIndex + i; ref var node = ref pathHandler.GetTemporaryNode(nodeIndex); var associatedNode = pathHandler.GetNode(node.associatedNode); for (uint v = 0; v < associatedNode.PathNodeVariants; v++) { pathNodes[node.associatedNode + v].flag1 = false; pathNodes[node.associatedNode + v].flag2 = false; } } } protected int3 FirstTemporaryEndNode () { for (uint i = 0; i < pathHandler.numTemporaryNodes; i++) { var nodeIndex = pathHandler.temporaryNodeStartIndex + i; ref var node = ref pathHandler.GetTemporaryNode(nodeIndex); if (node.type == TemporaryNodeType.End) { return (int3)node.position; } } throw new System.InvalidOperationException("There are no end nodes in the path"); } protected void TemporaryEndNodesBoundingBox (out int3 mn, out int3 mx) { // These represent a bounding box containing all valid end points. // Typically there's only one end point, but in some cases there can be more. mn = (int3)int.MaxValue; mx = (int3)int.MinValue; for (uint i = 0; i < pathHandler.numTemporaryNodes; i++) { var nodeIndex = pathHandler.temporaryNodeStartIndex + i; ref var node = ref pathHandler.GetTemporaryNode(nodeIndex); if (node.type == TemporaryNodeType.End) { mn = math.min(mn, (int3)node.position); mx = math.max(mx, (int3)node.position); } } } protected void MarkNodesAdjacentToTemporaryEndNodes () { var pathNodes = pathHandler.pathNodes; for (uint i = 0; i < pathHandler.numTemporaryNodes; i++) { var nodeIndex = pathHandler.temporaryNodeStartIndex + i; ref var node = ref pathHandler.GetTemporaryNode(nodeIndex); if (node.type == TemporaryNodeType.End) { // Mark node with flag1 to mark it as a node connected to an end node var associatedNode = pathHandler.GetNode(node.associatedNode); for (uint v = 0; v < associatedNode.PathNodeVariants; v++) { pathNodes[node.associatedNode + v].flag1 = true; } } } } protected void AddStartNodesToHeap () { var pathNodes = pathHandler.pathNodes; for (uint i = 0; i < pathHandler.numTemporaryNodes; i++) { var nodeIndex = pathHandler.temporaryNodeStartIndex + i; ref var node = ref pathHandler.GetTemporaryNode(nodeIndex); if (node.type == TemporaryNodeType.Start) { // Note: Setting F score to 0 is technically incorrect, but it doesn't // matter since we will open the start nodes first anyway. pathHandler.heap.Add(pathNodes, nodeIndex, 0, 0); } } } /// /// Called when there are no more nodes to search. /// /// This may be used to calculate a partial path as a fallback. /// protected abstract void OnHeapExhausted(); /// /// Called when a valid node has been found for the end of the path. /// /// This function should trace the path back to the start node, and set CompleteState to Complete. /// If CompleteState is unchanged, the search will continue. /// protected abstract void OnFoundEndNode(uint pathNode, uint hScore, uint gScore); /// /// Called for every node that the path visits. /// /// This is used by path types to check if the target node has been reached, to log debug data, etc. /// public virtual void OnVisitNode (uint pathNode, uint hScore, uint gScore) {} /// /// Calculates the path until completed or until the time has passed targetTick. /// Usually a check is only done every 500 nodes if the time has passed targetTick. /// Time/Ticks are got from System.DateTime.UtcNow.Ticks. /// /// Basic outline of what the function does for the standard path (Pathfinding.ABPath). /// /// while the end has not been found and no error has occurred /// pop the next node of the heap and set it as current /// check if we have reached the end /// if so, exit and return the path /// /// open the current node, i.e loop through its neighbours, mark them as visited and put them on a heap /// /// check if there are still nodes left to process (or have we searched the whole graph) /// if there are none, flag error and exit /// /// check if the function has exceeded the time limit /// if so, return and wait for the function to get called again /// /// protected virtual void CalculateStep (long targetTick) { int counter = 0; var pathNodes = pathHandler.pathNodes; var temporaryNodeStartIndex = pathHandler.temporaryNodeStartIndex; // Continue to search as long as we haven't encountered an error and we haven't found the target while (CompleteState == PathCompleteState.NotCalculated) { searchedNodes++; // Any nodes left to search? if (pathHandler.heap.isEmpty) { OnHeapExhausted(); return; } // Select the node with the lowest F score and remove it from the open list var currentPathNodeIndex = pathHandler.heap.Remove(pathNodes, out uint currentNodeG, out uint currentNodeF); var currentNodeH = currentNodeF - currentNodeG; if (currentPathNodeIndex >= temporaryNodeStartIndex) { // This is a special node var node = pathHandler.GetTemporaryNode(currentPathNodeIndex); if (node.type == TemporaryNodeType.Start) { // A start node. We should open the associated node at this point pathHandler.GetNode(node.associatedNode).OpenAtPoint(this, currentPathNodeIndex, node.position, currentNodeG); } else if (node.type == TemporaryNodeType.End) { // An end node. Yay! We found the path we wanted. // Now we can just trace the path back to the start and return that. // However, some path types may choose to continue the search to find more end points (e.g. the multi target path). { // Make sure we visit the node associated with the end node. // This is usually redundant, but it can matter in some cases. // In particular, triangle mesh nodes can be opened in such a way that the temporary end node // gets a lower F score than the individual sides of the triangle. This means that the temporary end // node will be searched before the triangle sides are searched and that might complete the path. // This would lead to us never actually calling LogVisitedNode for the triangle node, if we didn't have this code. pathHandler.LogVisitedNode(node.associatedNode, currentNodeH, currentNodeG); } OnFoundEndNode(currentPathNodeIndex, currentNodeH, currentNodeG); if (CompleteState == PathCompleteState.Complete) { return; } } } else { pathHandler.LogVisitedNode(currentPathNodeIndex, currentNodeH, currentNodeG); OnVisitNode(currentPathNodeIndex, currentNodeH, currentNodeG); // Loop through all walkable neighbours of the node and add them to the open list. var node = pathHandler.GetNode(currentPathNodeIndex); node.Open(this, currentPathNodeIndex, currentNodeG); } // Check for time every 500 nodes, roughly every 0.5 ms usually if (counter > 500) { // Have we exceded the maxFrameTime, if so we should wait one frame before continuing the search since we don't want the game to lag if (System.DateTime.UtcNow.Ticks >= targetTick) { return; } counter = 0; // Mostly for development if (searchedNodes > 1000000) { throw new System.Exception("Probable infinite loop. Over 1,000,000 nodes searched"); } } counter++; } } PathHandler IPathInternals.PathHandler { get { return pathHandler; } } void IPathInternals.OnEnterPool () { OnEnterPool(); } void IPathInternals.Reset () { Reset(); } void IPathInternals.ReturnPath () { ReturnPath(); } void IPathInternals.PrepareBase (PathHandler handler) { PrepareBase(handler); } void IPathInternals.Prepare () { Prepare(); } void IPathInternals.Cleanup () { Cleanup(); } void IPathInternals.CalculateStep (long targetTick) { CalculateStep(targetTick); } string IPathInternals.DebugString (PathLog logMode) { return DebugString(logMode); } } /// Used for hiding internal methods of the Path class internal interface IPathInternals { PathHandler PathHandler { get; } bool Pooled { get; set; } void AdvanceState(PathState s); void OnEnterPool(); void Reset(); void ReturnPath(); void PrepareBase(PathHandler handler); void Prepare(); void Cleanup(); void CalculateStep(long targetTick); string DebugString(PathLog logMode); } }