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#pragma warning disable CS0282
#if MODULE_ENTITIES
using Unity.Entities;
using Unity.Burst;
using GCHandle = System.Runtime.InteropServices.GCHandle;
using Unity.Transforms;
namespace Pathfinding.ECS {
/// <summary>
/// Checks if paths have been calculated, and updates the agent's paths if they have.
///
/// This is essentially a replacement for <see cref="Path.callback"/> for ECS agents.
///
/// This system is a bit different in that it doesn't run in the normal update loop,
/// but instead it will run when the <see cref="AstarPath.OnPathsCalculated"/> event fires.
/// This is to avoid having to call a separate callback for every agent, since that
/// would result in excessive overhead as it would have to synchronize with the ECS world
/// on every such call.
///
/// See: <see cref="AstarPath.OnPathsCalculated"/>
/// </summary>
[BurstCompile]
public partial struct PollPendingPathsSystem : ISystem {
GCHandle onPathsCalculated;
static bool anyPendingPaths;
JobRepairPath.Scheduler jobRepairPathScheduler;
EntityQuery entityQueryPrepare;
public void OnCreate (ref SystemState state) {
jobRepairPathScheduler = new JobRepairPath.Scheduler(ref state) {
onlyApplyPendingPaths = true,
};
entityQueryPrepare = jobRepairPathScheduler.GetEntityQuery(Unity.Collections.Allocator.Temp).Build(ref state);
var world = state.WorldUnmanaged;
System.Action onPathsCalculated = () => {
// Allow the system to run
anyPendingPaths = true;
try {
// Update the system manually
world.GetExistingUnmanagedSystem<PollPendingPathsSystem>().Update(world);
} finally {
anyPendingPaths = false;
}
};
AstarPath.OnPathsCalculated += onPathsCalculated;
// Store the callback in a GCHandle to get around limitations on unmanaged systems.
this.onPathsCalculated = GCHandle.Alloc(onPathsCalculated);
}
public void OnDestroy (ref SystemState state) {
AstarPath.OnPathsCalculated -= (System.Action)onPathsCalculated.Target;
onPathsCalculated.Free();
jobRepairPathScheduler.Dispose();
}
void OnUpdate (ref SystemState systemState) {
// Only run the system when we have triggered it manually
if (!anyPendingPaths) return;
// During an off-mesh link traversal, we shouldn't calculate any paths, because it's somewhat undefined where they should start.
// Paths are already cancelled when the off-mesh link traversal starts, but just in case it has been started by a user manually in some way, we also cancel them every frame.
foreach (var state in SystemAPI.Query<ManagedState>().WithAll<AgentOffMeshLinkTraversal>()) state.CancelCurrentPathRequest();
// The JobRepairPath may access graph data, so we need to lock it for reading.
// Otherwise a graph update could start while the job was running, which could cause all kinds of problems.
var readLock = AstarPath.active.LockGraphDataForReading();
// Iterate over all agents and check if they have any pending paths, and if they have been calculated.
// If they have, we update the agent's current path to the newly calculated one.
//
// We do this by running the JobRepairPath for all agents that have just had their path calculated.
// This ensures that all properties like remainingDistance are up to date immediately after
// a path recalculation.
// This may seem wasteful, but during the next update, the regular JobRepairPath job
// will most likely be able to early out, because we did most of the work here.
systemState.Dependency = jobRepairPathScheduler.ScheduleParallel(ref systemState, entityQueryPrepare, systemState.Dependency);
readLock.UnlockAfter(systemState.Dependency);
}
}
}
#endif
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