Progress on Animation Queue Pipeline
This commit is contained in:
@@ -83,3 +83,147 @@ FString FAnimStepDecoder::DebugString(const FAnimStep& step) {
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return result;
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}
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//// Our own copy of the animation queue. We only
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//// store the hashes, not the steps. The First element
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//// of the queue is the oldest item.
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////
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//TDeque<FAnimStoredStep> AQ;
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//// The sequence number of the first item in AQ.
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////
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//int32 FirstSeqno;
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//// Map from hash to sequence number.
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////
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//TMap<uint64, int32> HashToSeqno;
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//// The sequence number of the first unstarted animation.
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////
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//int32 UnstartedSeqno;
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//// Array of recently-aborted hash values.
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//TArray<uint64> AbortedHashes;
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FAnimTracker::FAnimTracker() {
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AQ.Empty();
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FirstSeqno = 0;
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HashToSeqno.Empty();
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UnstartedSeqno = 0;
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AbortedHashes.Empty();
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}
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void FAnimTracker::Update(std::string_view encqueue) {
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// Check for an exact match. If the most recent entry
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// in encqueue has the same hash as the most recent
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// entry in AQ, then that's an exact match. Or,
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// if both are empty, that's also an exact match.
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// In case of exact match, abort early, there's no
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// further work needed.
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//
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if (encqueue.empty()) {
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if (AQ.IsEmpty()) {
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return;
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}
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} else {
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if (!AQ.IsEmpty()) {
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FStringDecoder qdecoder(encqueue);
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uint64 hash = qdecoder.read_uint64();
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if (hash == AQ.Last().Hash) {
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return;
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}
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}
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}
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// Search for a Luprex animation record that matches
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// something that we already have. Yields the sequence
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// number of the most recent matching record.
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//
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// At the same time, push all non-matching records
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// after the matching record onto a stack of new records.
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//
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FAnimQueueDecoder decoder(encqueue);
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TArray<FAnimStep> newsteps;
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int32 matchingseqno = -1;
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while (!decoder.AtEOF()) {
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FAnimStep step = decoder.ReadStep();
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int32* stepseq = HashToSeqno.Find(step.Hash);
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if (stepseq == nullptr) {
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newsteps.Emplace(step);
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} else {
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matchingseqno = *stepseq;
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break;
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}
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}
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// Abort all animations after the most recent matching
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// record. Animations are aborted in most-recent-first order.
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//
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int32 nabort = (FirstSeqno + AQ.Num()) - (matchingseqno + 1);
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check((nabort >= 0) && (nabort <= AQ.Num()));
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for (int32 i = 0; i < nabort; i++) {
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uint64 lasthash = AQ.Last().Hash;
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HashToSeqno.Remove(lasthash);
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AbortedHashes.Emplace(lasthash);
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AQ.PopLast();
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}
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// Transfer the new animations onto the queue.
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//
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while (!newsteps.IsEmpty()) {
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FAnimStep step = newsteps.Pop();
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int32 seqno = FirstSeqno + AQ.Num();
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AQ.EmplaceLast(step.Hash, step.Body);
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HashToSeqno.Emplace(step.Hash, seqno);
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}
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// Move back the Unstarted pointer, so that the
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// unstarted range includes all the new animations.
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//
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if (UnstartedSeqno > matchingseqno + 1) {
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UnstartedSeqno = matchingseqno + 1;
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}
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// If there are too many animations in AQ, discard
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// any very old ones.
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//
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if (AQ.Num() > 10) {
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int ndiscard = AQ.Num() - 10;
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for (int i = 0; i < ndiscard; i++) {
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uint64 hash = AQ.First().Hash;
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HashToSeqno.Remove(hash);
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AQ.PopFirst();
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}
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FirstSeqno += ndiscard;
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if (UnstartedSeqno < FirstSeqno) {
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UnstartedSeqno = FirstSeqno;
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}
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}
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}
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TArray<uint64> FAnimTracker::GetAborted() {
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TArray<uint64> result;
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result = std::move(AbortedHashes);
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AbortedHashes.Empty();
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return result;
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}
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bool FAnimTracker::AnyUnstarted() {
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int offset = UnstartedSeqno - FirstSeqno;
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return (offset < AQ.Num());
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}
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FAnimStoredStep FAnimTracker::GetUnstarted() {
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int offset = UnstartedSeqno - FirstSeqno;
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check(offset < AQ.Num());
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return AQ[offset];
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}
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void FAnimTracker::Started(uint64 hash) {
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int offset = UnstartedSeqno - FirstSeqno;
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check(offset < AQ.Num());
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check(AQ[offset].Hash == hash);
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UnstartedSeqno += 1;
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}
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@@ -2,6 +2,7 @@
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#include "CoreMinimal.h"
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#include "StringDecoder.h"
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#include "Containers/Deque.h"
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////////////////////////////////////////////////
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//
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@@ -24,12 +25,25 @@ enum EAnimValueType {
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// The body consists of a sequence of FAnimField
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// records. The body is encoded, to read the
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// FAnimField records you need an FAnimStepDecoder.
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// This comes in two versions: the string version,
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// and the string_view version.
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//
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////////////////////////////////////////////////
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struct FAnimStep {
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uint32 Hash;
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std::string_view Body;
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FAnimStep() : Hash(0), Body("") {}
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FAnimStep(uint32 h, std::string_view b) : Hash(h), Body(b) {}
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};
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struct FAnimStoredStep {
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uint64 Hash;
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std::string Body;
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FAnimStoredStep() : Hash(0), Body("") {}
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FAnimStoredStep(uint32 h, std::string_view b) : Hash(h), Body(b) {}
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};
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////////////////////////////////////////////////
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@@ -106,6 +120,7 @@ public:
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// Initialize the FAnimStepDecoder from the FAnimStep.
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//
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FAnimStepDecoder(const FAnimStep &step) : Decoder(step.Body) {}
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FAnimStepDecoder(const FAnimStoredStep& step) : Decoder(step.Body) {}
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// Return true if the parser has reached the end of the string.
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//
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@@ -119,3 +134,76 @@ public:
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//
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static FString DebugString(const FAnimStep &step);
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};
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////////////////////////////////////////////////
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//
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// FAnimTracker
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//
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// This class monitors the animation queue for a single
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// tangible. It can identify when a new animation has
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// appeared on the animation queue, and when animations have
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// been removed from the animation queue. It also
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// keeps track of which animations have been started.
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//
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////////////////////////////////////////////////
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class FAnimTracker {
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public:
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// Our own copy of the animation queue. We only
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// store the hashes, not the steps. The First element
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// of the queue is the oldest item.
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//
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TDeque<FAnimStoredStep> AQ;
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// The sequence number of the first item in AQ.
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//
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int32 FirstSeqno;
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// Map from hash to sequence number.
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//
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TMap<uint64, int32> HashToSeqno;
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// The sequence number of the first unstarted animation.
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//
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int32 UnstartedSeqno;
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// Array of recently-aborted hash values.
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TArray<uint64> AbortedHashes;
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public:
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// Construct a tracker.
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//
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// Initially, the tracker is in the empty (Clear) state.
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//
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FAnimTracker();
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// Update from the specified animation queue.
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//
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// After the update is done, AQ will be a copy
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// of the animation queue that is passed in.
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//
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void Update(std::string_view encqueue);
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// Fetch the aborted hash values.
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//
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// This gets the array of aborted hashes and clears
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// the stored array.
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//
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TArray<uint64> GetAborted();
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// Return true if there are any unstarted animation steps.
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//
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bool AnyUnstarted();
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// Get the next unstarted animation step.
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//
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// You may only call this if AnyUnstarted returns true.
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//
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FAnimStoredStep GetUnstarted();
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// Declare that an animation has been started.
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//
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// After starting an animation, you should call this.
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//
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void Started(uint64 Hash);
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};
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@@ -3,6 +3,7 @@
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#include "IntegrationGameModeBase.h"
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#include "lpx-drvutil.hpp"
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#include "DebugPrint.h"
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#include "Tangible.h"
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#include "TangibleManager.h"
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#include "TangibleInterface.h"
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#include "CommonTypes.h"
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@@ -120,13 +121,9 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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// Tick all the tangibles.
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if (EngineSeconds > NextRotateCube) {
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for (int i = 0; i < live.Num(); i++) {
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AActor* a = TangibleManager.GetTangible(live[i]);
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check(a != nullptr);
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bool hasInterface = a->GetClass()->ImplementsInterface(UTangibleInterface::StaticClass());
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if (hasInterface) {
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ITangibleInterface* iface = Cast<ITangibleInterface>(a);
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iface->Execute_TurnFromCXX(a);
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}
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UTangible *t = TangibleManager.GetTangible(live[i]);
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check(t != nullptr);
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ITangibleInterface::Execute_TurnFromCXX(t->Actor);
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}
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NextRotateCube += 0.5;
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}
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12
Source/Integration/SampleEmptyClass.cpp
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12
Source/Integration/SampleEmptyClass.cpp
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@@ -0,0 +1,12 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SampleEmptyClass.h"
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SampleEmptyClass::SampleEmptyClass()
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{
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}
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SampleEmptyClass::~SampleEmptyClass()
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{
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}
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15
Source/Integration/SampleEmptyClass.h
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15
Source/Integration/SampleEmptyClass.h
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@@ -0,0 +1,15 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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/**
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*
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*/
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class INTEGRATION_API SampleEmptyClass
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{
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public:
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SampleEmptyClass();
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~SampleEmptyClass();
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};
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5
Source/Integration/SampleUObject.cpp
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5
Source/Integration/SampleUObject.cpp
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SampleUObject.h"
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17
Source/Integration/SampleUObject.h
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17
Source/Integration/SampleUObject.h
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@@ -0,0 +1,17 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "SampleUObject.generated.h"
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/**
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*
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*/
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UCLASS()
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class INTEGRATION_API USampleUObject : public UObject
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{
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GENERATED_BODY()
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};
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5
Source/Integration/Tangible.cpp
Normal file
5
Source/Integration/Tangible.cpp
Normal file
@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Tangible.h"
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29
Source/Integration/Tangible.h
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29
Source/Integration/Tangible.h
Normal file
@@ -0,0 +1,29 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "AnimQueue.h"
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#include "TangibleInterface.h"
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#include "Tangible.generated.h"
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/**
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*
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*/
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UCLASS()
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class INTEGRATION_API UTangible : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY()
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AActor* Actor;
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FAnimTracker AnimTracker;
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void Init(AActor* a) {
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Actor = a;
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}
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};
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@@ -7,7 +7,7 @@
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#include "TangibleInterface.generated.h"
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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UINTERFACE(Blueprintable)
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class UTangibleInterface : public UInterface
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{
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GENERATED_BODY()
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@@ -2,8 +2,10 @@
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#include "TangibleManager.h"
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#include "TangibleInterface.h"
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#include "DebugPrint.h"
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using AActorPtr = AActor*;
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using namespace DebugPrint;
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FTangibleManager::FTangibleManager() {
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World = nullptr;
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@@ -19,8 +21,8 @@ void FTangibleManager::Init(UWorld *world, UClass* tanact) {
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Near = IdView();
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}
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AActorPtr FTangibleManager::GetTangible(int64 id) {
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AActorPtr *p = IdToActor.Find(id);
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UTangible *FTangibleManager::GetTangible(int64 id) {
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UTangible **p = IdToTangible.Find(id);
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if (p == nullptr) {
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return nullptr;
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} else {
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@@ -28,14 +30,17 @@ AActorPtr FTangibleManager::GetTangible(int64 id) {
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}
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}
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AActorPtr FTangibleManager::MakeTangible(int64 id) {
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AActorPtr& p = IdToActor.FindOrAdd(id);
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UTangible *FTangibleManager::MakeTangible(int64 id) {
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UTangible *& p = IdToTangible.FindOrAdd(id);
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if (p == nullptr) {
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FVector location(0,0,0);
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FRotator rotation(0, 0, 0);
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FActorSpawnParameters params;
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p = World->SpawnActor(ClassTangibleActor, &location, &rotation, params);
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check(p != nullptr);
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AActor* a = World->SpawnActor(ClassTangibleActor, &location, &rotation, params);
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check(a != nullptr);
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check(a->GetClass()->ImplementsInterface(UTangibleInterface::StaticClass()));
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p = NewObject<UTangible>();
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p->Init(a);
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}
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return p;
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}
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@@ -46,9 +51,9 @@ void FTangibleManager::DeleteTangible(int64 id) {
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FTangibleManager::IdArray FTangibleManager::GetLive() {
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IdArray result;
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result.SetNum(IdToActor.Num());
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result.SetNum(IdToTangible.Num());
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int next = 0;
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for (auto &pair : IdToActor) {
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for (auto &pair : IdToTangible) {
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result[next++] = pair.Key;
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}
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return result;
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@@ -5,11 +5,9 @@
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "CommonTypes.h"
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#include "Tangible.h"
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#include "TangibleManager.generated.h"
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/**
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*
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*/
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USTRUCT()
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struct INTEGRATION_API FTangibleManager
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{
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@@ -28,7 +26,7 @@ public:
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// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
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UPROPERTY()
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TMap<int64, AActor*> IdToActor;
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TMap<int64, UTangible*> IdToTangible;
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// Actor tangible Id.
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int64 Actor;
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@@ -44,10 +42,10 @@ public:
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void Init(UWorld *world, UClass* tanact);
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// Get the tangible if it exists, otherwise return NULL
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AActor* GetTangible(int64 id);
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UTangible* GetTangible(int64 id);
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// Get the tangible if it exists, otherwise create it.
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AActor* MakeTangible(int64 id);
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UTangible* MakeTangible(int64 id);
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// Delete the tangible.
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void DeleteTangible(int64 id);
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