#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Composites
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
///
/// A node representation of the parallel selector task.
///
[NodeIcon("d47aff1a00bcc6d4da8ca0df32ed8415", "108591b5d7a6bd94383d16a62cb3b4a7")]
[NodeDescription("Similar to the selector task, the parallel selector task will return success as soon as a child task returns success. " +
"The parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
"If one tasks returns success the parallel selector task will end all of the child tasks and return success. " +
"If every child task returns failure then the parallel selector task will return failure.")]
public struct ParallelSelector : ILogicNode, IParentNode, IParallelNode, ITaskComponentData, IComposite
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
[Tooltip("The parent index of the node. ushort.MaxValue indicates no parent.")]
[SerializeField] ushort m_ParentIndex;
[Tooltip("The sibling index of the node. ushort.MaxValue indicates no sibling.")]
[SerializeField] ushort m_SiblingIndex;
public ushort Index { get => m_Index; set => m_Index = value; }
public ushort ParentIndex { get => m_ParentIndex; set => m_ParentIndex = value; }
public ushort SiblingIndex { get => m_SiblingIndex; set => m_SiblingIndex = value; }
public ushort RuntimeIndex { get; set; }
public int MaxChildCount { get { return int.MaxValue; } }
public ComponentType Tag { get => typeof(ParallelSelectorTag); }
public System.Type SystemType { get => typeof(ParallelSelectorTaskSystem); }
///
/// Adds the IBufferElementData to the entity.
///
/// The world that the entity exists.
/// The entity that the IBufferElementData should be assigned to.
public void AddBufferElement(World world, Entity entity)
{
DynamicBuffer buffer;
if (world.EntityManager.HasBuffer(entity)) {
buffer = world.EntityManager.GetBuffer(entity);
} else {
buffer = world.EntityManager.AddBuffer(entity);
}
buffer.Add(new ParallelSelectorComponent() {
Index = RuntimeIndex,
});
var entityManager = world.EntityManager;
ComponentUtility.AddInterruptComponents(entityManager, entity);
}
///
/// Clears the IBufferElementData from the entity.
///
/// The world that the entity exists.
/// The entity that the IBufferElementData should be cleared from.
public void ClearBufferElement(World world, Entity entity)
{
DynamicBuffer buffer;
if (world.EntityManager.HasBuffer(entity)) {
buffer = world.EntityManager.GetBuffer(entity);
buffer.Clear();
}
}
}
///
/// The DOTS data structure for the ParallelSelector class.
///
public struct ParallelSelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
public ushort Index { get => m_Index; set => m_Index = value; }
}
///
/// A DOTS tag indicating when a ParallelSelector node is active.
///
public struct ParallelSelectorTag : IComponentData, IEnableableComponent { }
///
/// Runs the ParallelSelector logic.
///
[DisableAutoCreation]
public partial struct ParallelSelectorTaskSystem : ISystem
{
private EntityQuery m_Query;
private EntityCommandBuffer m_EntityCommandBuffer;
private JobHandle m_Dependency;
///
/// Builds the query.
///
/// THe current SystemState.
private void OnCreate(ref SystemState state)
{
m_Query = SystemAPI.QueryBuilder().WithAllRW().WithAllRW().WithAllRW().WithAll().Build();
}
///
/// Creates the job.
///
/// The current state of the system.
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
m_Dependency.Complete();
if (m_EntityCommandBuffer.IsCreated) {
m_EntityCommandBuffer.Playback(state.EntityManager);
m_EntityCommandBuffer.Dispose();
}
m_EntityCommandBuffer = new EntityCommandBuffer(Allocator.TempJob);
state.Dependency = new ParallelSelectorJob()
{
EntityCommandBuffer = m_EntityCommandBuffer.AsParallelWriter()
}.ScheduleParallel(m_Query, state.Dependency);
m_Dependency = state.Dependency;
}
///
/// The system has been destroyed.
///
/// The current state of the system.
public void OnDestroy(ref SystemState state)
{
if (m_EntityCommandBuffer.IsCreated) {
m_EntityCommandBuffer.Playback(state.EntityManager);
m_EntityCommandBuffer.Dispose();
}
}
///
/// Job which executes the task logic.
///
[BurstCompile]
private partial struct ParallelSelectorJob : IJobEntity
{
[Tooltip("CommandBuffer which sets the component data.")]
public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
///
/// Executes the parallel selector logic.
///
/// The entity that is being acted upon.
/// The index of the entity.
/// An array of BranchComponents.
/// An array of TaskComponents.
/// An array of ParallelSelectorComponents.
[BurstCompile]
public void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer branchComponents, ref DynamicBuffer taskComponents, ref DynamicBuffer parallelSelectorComponents)
{
for (int i = 0; i < parallelSelectorComponents.Length; ++i) {
var parallelSelectorComponent = parallelSelectorComponents[i];
var taskComponent = taskComponents[parallelSelectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt.
if (branchComponent.InterruptType != InterruptType.None) {
continue;
}
ushort childIndex;
TaskComponent childTaskComponent;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponents[taskComponent.Index] = taskComponent;
childIndex = (ushort)(parallelSelectorComponent.Index + 1);
while (childIndex != ushort.MaxValue) {
childTaskComponent = taskComponents[childIndex];
childTaskComponent.Status = TaskStatus.Queued;
taskComponents[childIndex] = childTaskComponent;
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
childBranchComponent.NextIndex = childTaskComponent.Index;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
childIndex = taskComponents[childIndex].SiblingIndex;
}
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
var childSuccess = false;
var childrenRunning = false;
childIndex = (ushort)(parallelSelectorComponent.Index + 1);
while (childIndex != ushort.MaxValue) {
childTaskComponent = taskComponents[childIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
childrenRunning = true;
} else if (childTaskComponent.Status == TaskStatus.Failure) {
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
if (childBranchComponent.ActiveIndex != ushort.MaxValue) {
childBranchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
}
} else if (childTaskComponent.Status == TaskStatus.Success) {
childSuccess = true;
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
childBranchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
break;
}
childIndex = taskComponents[childIndex].SiblingIndex;
}
// If a single child succeeds then all tasks should be stopped.
if (childSuccess) {
var maxChildIndex = math.min(taskComponent.SiblingIndex, taskComponents.Length);
for (ushort j = (ushort)(taskComponent.Index + 1); j < maxChildIndex; ++j) {
childTaskComponent = taskComponents[j];
if (childTaskComponent.Status == TaskStatus.Running || childTaskComponent.Status == TaskStatus.Queued) {
childTaskComponent.Status = TaskStatus.Failure;
taskComponents[j] = childTaskComponent;
branchComponent = branchComponents[childTaskComponent.BranchIndex];
EntityCommandBuffer.SetComponentEnabled(entityIndex, entity, true);
if (branchComponent.ActiveIndex == childTaskComponent.Index) {
branchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = branchComponent;
}
}
}
} else if (childrenRunning) {
continue;
}
// No more children are running. Resume the parent task.
taskComponent.Status = TaskStatus.Success;
taskComponents[taskComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
}
}
}
}
}
#endif