ProjectDDD/Packages/com.arongranberg.astar/Core/Pathfinding/Path.cs
2025-07-08 19:46:31 +09:00

1149 lines
47 KiB
C#

//#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);
}
}