2025-07-08 10:46:31 +00:00
//#define ASTAR_POOL_DEBUG // 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 ;
using System.Runtime.CompilerServices ;
using Pathfinding.Collections ;
using Pathfinding.Pooling ;
namespace Pathfinding {
/// <summary>Base class for all path types</summary>
[Unity.Burst.BurstCompile]
public abstract class Path : IPathInternals {
#if ASTAR_POOL_DEBUG
private string pathTraceInfo = "" ;
private List < string > claimInfo = new List < string > ( ) ;
~ 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
/// <summary>Data for the thread calculating this path</summary>
protected PathHandler pathHandler ;
/// <summary>
/// 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
/// </summary>
public OnPathDelegate callback ;
/// <summary>
/// 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
/// </summary>
public OnPathDelegate immediateCallback ;
/// <summary>Returns the state of the path in the pathfinding pipeline</summary>
public PathState PipelineState { get ; private set ; }
/// <summary>
/// Provides additional traversal information to a path request.
/// See: traversal_provider (view in online documentation for working links)
/// </summary>
public ITraversalProvider traversalProvider ;
/// <summary>Backing field for <see cref="CompleteState"/></summary>
protected PathCompleteState completeState ;
/// <summary>
/// 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 <see cref="IsDone"/> instead.
/// </summary>
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 ;
}
}
}
/// <summary>
/// If the path failed, this is true.
///
/// This typically happens if there's no valid node close enough to the start point of the path,
/// or if there's no node close enough to the target point that is reachable from the start point.
/// The <see cref="errorLog"/> will have more information about what happened.
///
/// See: <see cref="errorLog"/>
/// See: error-messages (view in online documentation for working links)
/// See: This is equivalent to checking path.CompleteState == PathCompleteState.Error
/// </summary>
public bool error { get { return CompleteState = = PathCompleteState . Error ; } }
/// <summary>
/// Additional info on why a path failed.
/// See: <see cref="AstarPath.logPathResults"/>
/// See: error-messages (view in online documentation for working links)
/// </summary>
public string errorLog { get ; private set ; }
/// <summary>
/// Holds the path as a <see cref="GraphNode"/> 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: <see cref="vectorPath"/>
/// </summary>
public List < GraphNode > path ;
/// <summary>
/// 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: <see cref="path"/>
/// </summary>
public List < Vector3 > vectorPath ;
/// <summary>How long it took to calculate this path in milliseconds</summary>
public float duration ;
/// <summary>Number of nodes this path has searched</summary>
public int searchedNodes { get ; protected set ; }
/// <summary>
/// True if the path is currently pooled.
/// Do not set this value. Only read. It is used internally.
///
/// See: <see cref="PathPool"/>
/// </summary>
bool IPathInternals . Pooled { get ; set ; }
/// <summary>
/// True if the Reset function has been called.
/// Used to alert users when they are doing something wrong.
/// </summary>
protected bool hasBeenReset ;
/// <summary>Constraint for how to search for nodes</summary>
public NNConstraint nnConstraint = PathNNConstraint . Walkable ;
/// <summary>Determines which heuristic to use</summary>
public Heuristic heuristic ;
/// <summary>
/// Scale of the heuristic values.
/// See: AstarPath.heuristicScale
/// </summary>
public float heuristicScale = 1F ;
/// <summary>ID of this path. Used to distinguish between different paths</summary>
public ushort pathID { get ; private set ; }
/// <summary>Target to use for H score calculation.</summary>
protected GraphNode hTargetNode ;
/// <summary>
/// Target to use for H score calculations.
/// See: https://en.wikipedia.org/wiki/Admissible_heuristic
/// </summary>
protected HeuristicObjective heuristicObjective ;
internal ref HeuristicObjective heuristicObjectiveInternal = > ref heuristicObjective ;
/// <summary>
/// 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
/// <code> myPath.enabledTags |= 1 << 5; </code>
/// To set it to false, you would do
/// <code> myPath.enabledTags &= ~(1 << 5); </code>
///
/// 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 cref="CanTraverse"/>
/// See: bitmasks (view in online documentation for working links)
/// </summary>
public int enabledTags = - 1 ;
/// <summary>List of zeroes to use as default tag penalties</summary>
internal static readonly int [ ] ZeroTagPenalties = new int [ 32 ] ;
/// <summary>
/// The tag penalties that are actually used.
/// See: <see cref="tagPenalties"/>
/// </summary>
protected int [ ] internalTagPenalties ;
/// <summary>
/// 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: <see cref="Seeker.tagPenalties"/>
/// </summary>
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 ;
}
}
}
/// <summary>Copies the given settings into this path</summary>
public void UseSettings ( PathRequestSettings settings ) {
nnConstraint . graphMask = settings . graphMask ;
traversalProvider = settings . traversalProvider ;
enabledTags = settings . traversableTags ;
tagPenalties = settings . tagPenalties ;
}
/// <summary>
/// Total Length of the path.
/// Calculates the total length of the <see cref="vectorPath"/>.
/// 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 <see cref="vectorPath"/>, if <see cref="vectorPath"/> is null positive infinity is returned.
/// </summary>
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 ;
}
/// <summary>
/// Waits until this path has been calculated and returned.
/// Allows for very easy scripting.
///
/// <code>
/// IEnumerator Start () {
/// // Get the seeker component attached to this GameObject
/// var seeker = GetComponent<Seeker>();
///
/// 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);
/// }
/// }
/// </code>
///
/// 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 <see cref="Seeker.StartPath(Path)"/> or <see cref="AstarPath.StartPath"/> before calling this function.
///
/// See: <see cref="BlockUntilCalculated"/>
/// See: https://docs.unity3d.com/Manual/Coroutines.html
/// </summary>
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 ;
}
/// <summary>
/// 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.
///
/// <code>
/// 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
/// </code>
///
/// See: This is equivalent to calling <see cref="AstarPath.BlockUntilCalculated(Path)"/>
/// See: <see cref="WaitForPath"/>
/// </summary>
public void BlockUntilCalculated ( ) {
AstarPath . BlockUntilCalculated ( this ) ;
}
/// <summary>
/// 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.
/// </summary>
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" ) ;
/// <summary>
/// Paths use this to skip adding nodes to the search heap.
///
/// This is used by triangle nodes if they find an edge which is identical (but reversed) to an edge in an adjacent node.
/// This means that it cannot be better to visit the adjacent node's edge from any other way than what we are currently considering.
/// Therefore, instead of adding the node to the heap, only to pop it in the next iteration, we can skip that step and save some processing time.
///
/// After calling this function, the skipped node should be immediately opened, so that it can be searched.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SkipOverNode ( uint pathNodeIndex , uint parentNodeIndex , uint fractionAlongEdge , uint hScore , uint gScore ) {
ref var otherPathNode = ref pathHandler . pathNodes [ pathNodeIndex ] ;
otherPathNode . pathID = pathID ;
otherPathNode . heapIndex = BinaryHeap . NotInHeap ;
otherPathNode . parentIndex = parentNodeIndex ;
otherPathNode . fractionAlongEdge = fractionAlongEdge ;
// Make sure the path gets information about us having visited this in-between node,
// even if we never add it to the heap
OnVisitNode ( pathNodeIndex , hScore , gScore ) ;
pathHandler . LogVisitedNode ( pathNodeIndex , hScore , gScore ) ;
}
/// <summary>
/// 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 <see cref="GraphNode.Open"/> function.
/// </summary>
/// <param name="position">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.</param>
/// <param name="parentPathNode">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.</param>
/// <param name="parentNodeIndex">Index of the node that is being opened.</param>
/// <param name="parentG">G score of the parent node. The cost to reach the parent node from the start of the path.</param>
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 ( ) ;
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="parentPathNode">The node that is being opened.</param>
/// <param name="targetPathNode">A neighbour of the parent that is being considered.</param>
/// <param name="parentG">The G value of the parent node. This is the cost to reach the parent node from the start of the path.</param>
/// <param name="connectionCost">The cost of moving from the parent node to the target node.</param>
/// <param name="fractionAlongEdge">Internal value used by the TriangleMeshNode to store where on the shared edge between the nodes we say we cross over.</param>
/// <param name="targetNodePosition">The position of the target node. This is used by the heuristic to estimate the cost to reach the end node.</param>
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
) ;
}
/// <summary>
/// Parameters to OpenCandidateConnectionBurst.
/// Using a struct instead of passing the parameters as separate arguments is significantly faster.
/// </summary>
public struct OpenCandidateParams {
public UnsafeSpan < PathNode > pathNodes ;
public uint parentPathNode ;
public uint targetPathNode ;
public uint targetNodeIndex ;
public uint candidateG ;
public uint fractionAlongEdge ;
public int3 targetNodePosition ;
public ushort pathID ;
}
/// <summary>
/// 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.
/// </summary>
[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 ) ;
heap . Add ( pathNodes , targetPathNode , candidateG , candidateH ) ;
} 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.
// The previous F score of the node
var targetF = heap . GetF ( target . heapIndex ) ;
var targetH = heap . GetH ( target . heapIndex ) ;
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 , candidateH ) ;
} else {
// This connection is not better than the previous one.
// We can safely discard this connection.
}
}
}
/// <summary>Returns penalty for the given tag.</summary>
/// <param name="tag">A value between 0 (inclusive) and 32 (exclusive).</param>
public uint GetTagPenalty ( int tag ) {
return ( uint ) internalTagPenalties [ tag ] ;
}
/// <summary>
/// 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 cref="enabledTags"/>.
///
/// See: <see cref="traversalProvider"/>
/// </summary>
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 ; }
}
/// <summary>
/// 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 cref="enabledTags"/>.
///
/// See: <see cref="traversalProvider"/>
/// </summary>
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 ; }
}
/// <summary>Returns the cost of traversing the given node</summary>
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
}
/// <summary>
/// True if this path is done calculating.
///
/// Note: The callback for the path might not have been called yet.
///
/// See: <see cref="Seeker.IsDone"/> which also takes into account if the path callback has been called and had modifiers applied.
/// </summary>
public bool IsDone ( ) {
return PipelineState > PathState . Processing ;
}
/// <summary>Threadsafe increment of the state</summary>
void IPathInternals . AdvanceState ( PathState s ) {
lock ( this ) {
PipelineState = ( PathState ) System . Math . Max ( ( int ) PipelineState , ( int ) s ) ;
}
}
/// <summary>Causes the path to fail and sets <see cref="errorLog"/> to msg</summary>
public void FailWithError ( string msg ) {
Error ( ) ;
if ( errorLog ! = "" ) errorLog + = "\n" + msg ;
else errorLog = msg ;
}
/// <summary>
/// Aborts the path because of an error.
/// Sets <see cref="error"/> to true.
/// This function is called when an error has occurred (e.g a valid path could not be found).
/// See: <see cref="FailWithError"/>
/// </summary>
public void Error ( ) {
CompleteState = PathCompleteState . Error ;
}
/// <summary>
/// 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.
/// </summary>
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." ) ;
}
/// <summary>
/// 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.
/// </summary>
protected virtual void OnEnterPool ( ) {
if ( vectorPath ! = null ) Pathfinding . Pooling . ListPool < Vector3 > . Release ( ref vectorPath ) ;
if ( path ! = null ) Pathfinding . Pooling . ListPool < GraphNode > . 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 ;
}
/// <summary>
/// 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().
/// </summary>
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 . Pooling . ListPool < GraphNode > . Claim ( ) ;
vectorPath = Pathfinding . Pooling . ListPool < Vector3 > . 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 ;
}
/// <summary>List of claims on this path with reference objects</summary>
private List < System . Object > claimed = new List < System . Object > ( ) ;
/// <summary>
/// True if the path has been released with a non-silent call yet.
///
/// See: Release
/// See: Claim
/// </summary>
private bool releasedNotSilent ;
/// <summary>
/// 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
/// </summary>
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
}
/// <summary>
/// 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
/// </summary>
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." ) ;
}
/// <summary>
/// Traces the calculated path from the end node to the start.
/// This will build an array (<see cref="path)"/> of the nodes this path will pass through and also set the <see cref="vectorPath"/> array to the <see cref="path"/> arrays positions.
/// Assumes the <see cref="vectorPath"/> and <see cref="path"/> are empty and not null (which will be the case for a correctly initialized path).
/// </summary>
protected virtual void Trace ( uint fromPathNodeIndex ) {
Trace ( fromPathNodeIndex , true ) ;
}
protected void Trace ( uint fromPathNodeIndex , bool reverse ) {
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 to make the path go from the start to the end.
// Note: List<T>.Reverse is way faster than a for loop, even for very small lists.
// It seems to call out to a native function.
if ( reverse ) path . Reverse ( ) ;
count = path . Count ;
if ( vectorPath . Capacity < count ) vectorPath . Capacity = count ;
for ( int i = 0 ; i < count ; i + + ) {
vectorPath . Add ( ( Vector3 ) path [ i ] . position ) ;
}
MarkerTrace . End ( ) ;
}
/// <summary>
/// Writes text shared for all overrides of DebugString to the string builder.
/// See: DebugString
/// </summary>
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 ( ) ) ;
}
}
/// <summary>
/// Writes text shared for all overrides of DebugString to the string builder.
/// See: DebugString
/// </summary>
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)" ) ;
}
/// <summary>
/// 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.
/// </summary>
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 ( ) ;
}
/// <summary>Calls callback to return the calculated path. See: <see cref="callback"/></summary>
protected virtual void ReturnPath ( ) {
if ( callback ! = null ) {
callback ( this ) ;
}
}
void InitializeNNConstraint ( ) {
// Initialize the NNConstraint
nnConstraint . tags = enabledTags ;
// If we are using a traversal provider, we wrap the original NNConstraint in one
// that takes both the constraint and the traversal provider into account.
// This is slightly convoluted since we want to avoid allocating an NNConstraint object.
if ( traversalProvider ! = null ) {
this . pathHandler . constraintWrapper . Set ( this , nnConstraint , traversalProvider ) ;
} else {
// Reset the wrapper to ensure it throws an exception if we accidentally use it
this . pathHandler . constraintWrapper . Reset ( ) ;
}
}
/// <summary>
/// Closest point and node which is traversable by this path.
///
/// This takes both the NNConstraint and the ITraversalProvider into account.
/// </summary>
protected NNInfo GetNearest ( Vector3 point ) {
return AstarPath . active . GetNearest ( point , pathHandler . constraintWrapper . isSet ? pathHandler . constraintWrapper : nnConstraint ) ;
}
/// <summary>
/// Prepares low level path variables for calculation.
/// Called before a path search will take place.
/// Always called before the Prepare, Initialize and CalculateStep functions
/// </summary>
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 ) ;
InitializeNNConstraint ( ) ;
// 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 ) ;
}
}
/// <summary>
/// Called before the path is started.
/// Called right before Initialize
/// </summary>
protected abstract void Prepare ( ) ;
/// <summary>
/// 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.
/// </summary>
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 ) ;
}
}
}
/// <summary>
/// Called when there are no more nodes to search.
///
/// This may be used to calculate a partial path as a fallback.
/// </summary>
protected abstract void OnHeapExhausted ( ) ;
/// <summary>
/// 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.
/// </summary>
protected abstract void OnFoundEndNode ( uint pathNode , uint hScore , uint gScore ) ;
/// <summary>
/// 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.
/// </summary>
public virtual void OnVisitNode ( uint pathNode , uint hScore , uint gScore ) { }
/// <summary>
/// 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).
/// <code>
/// 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
/// </code>
/// </summary>
protected virtual void CalculateStep ( long targetTick ) {
int counter = 0 ;
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 ( pathHandler . pathNodes , out uint currentNodeG , out uint currentNodeH ) ;
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 ) ; }
}
/// <summary>Used for hiding internal methods of the Path class</summary>
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 ) ;
}
}