SimulationManager.cpp 12 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include "SimulationManager.h"
  9. #include "SimulationInterfaces/SimulationMangerRequestBus.h"
  10. #include <AzCore/Component/ComponentApplicationBus.h>
  11. #include <AzCore/Serialization/SerializeContext.h>
  12. #include <AzCore/Settings/SettingsRegistry.h>
  13. #include <AzFramework/Components/ConsoleBus.h>
  14. #include <AzFramework/Physics/PhysicsSystem.h>
  15. #include <SimulationInterfaces/SimulationFeaturesAggregatorRequestBus.h>
  16. #include <SimulationInterfaces/SimulationInterfacesTypeIds.h>
  17. #include <simulation_interfaces/msg/simulator_features.hpp>
  18. namespace SimulationInterfaces
  19. {
  20. namespace
  21. {
  22. constexpr AZStd::string_view StartInStoppedStateKey = "/SimulationInterfaces/StartInStoppedState";
  23. bool StartInStoppedState()
  24. {
  25. AZ::SettingsRegistryInterface* settingsRegistry = AZ::SettingsRegistry::Get();
  26. AZ_Assert(settingsRegistry, "Settings Registry is not available");
  27. bool output = true;
  28. settingsRegistry->Get(output, StartInStoppedStateKey);
  29. return output;
  30. }
  31. } // namespace
  32. AZ_COMPONENT_IMPL(SimulationManager, "SimulationManager", SimulationManagerTypeId);
  33. void SimulationManager::Reflect(AZ::ReflectContext* context)
  34. {
  35. if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
  36. {
  37. serializeContext->Class<SimulationManager, AZ::Component>()->Version(0);
  38. }
  39. }
  40. void SimulationManager::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
  41. {
  42. provided.push_back(AZ_CRC_CE("SimulationManagerService"));
  43. }
  44. void SimulationManager::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
  45. {
  46. incompatible.push_back(AZ_CRC_CE("SimulationManagerService"));
  47. }
  48. void SimulationManager::GetRequiredServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& required)
  49. {
  50. required.push_back(AZ_CRC_CE("PhysicsService"));
  51. required.push_back(AZ_CRC_CE("SimulationFeaturesAggregator"));
  52. }
  53. void SimulationManager::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent)
  54. {
  55. dependent.push_back(AZ_CRC_CE("SimulationFeaturesAggregator"));
  56. }
  57. SimulationManager::SimulationManager()
  58. {
  59. if (SimulationManagerRequestBusInterface::Get() == nullptr)
  60. {
  61. SimulationManagerRequestBusInterface::Register(this);
  62. }
  63. }
  64. SimulationManager::~SimulationManager()
  65. {
  66. if (SimulationManagerRequestBusInterface::Get() == this)
  67. {
  68. SimulationManagerRequestBusInterface::Unregister(this);
  69. }
  70. }
  71. void SimulationManager::Init()
  72. {
  73. }
  74. void SimulationManager::Activate()
  75. {
  76. AzFramework::LevelSystemLifecycleNotificationBus::Handler::BusDisconnect();
  77. SimulationManagerRequestBus::Handler::BusConnect();
  78. SimulationFeaturesAggregatorRequestBus::Broadcast(
  79. &SimulationFeaturesAggregatorRequests::AddSimulationFeatures,
  80. AZStd::unordered_set<SimulationFeatures>{ simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET,
  81. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET_TIME,
  82. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET_STATE,
  83. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET_SPAWNED,
  84. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_STATE_PAUSE,
  85. simulation_interfaces::msg::SimulatorFeatures::STEP_SIMULATION_SINGLE,
  86. simulation_interfaces::msg::SimulatorFeatures::STEP_SIMULATION_MULTIPLE,
  87. simulation_interfaces::msg::SimulatorFeatures::STEP_SIMULATION_ACTION,
  88. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_STATE_SETTING,
  89. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_STATE_GETTING });
  90. AZ::SystemTickBus::QueueFunction(
  91. [this]()
  92. {
  93. // if start in stopped state, pause simulation. Default state for simulation by the standard is STOPPED and
  94. // SetSimulationState has logic to prevent transition to the same state.
  95. if (StartInStoppedState())
  96. {
  97. SetSimulationPaused(true);
  98. }
  99. else
  100. {
  101. SetSimulationState(simulation_interfaces::msg::SimulationState::STATE_PLAYING);
  102. }
  103. });
  104. }
  105. void SimulationManager::Deactivate()
  106. {
  107. SimulationManagerRequestBus::Handler::BusDisconnect();
  108. }
  109. bool SimulationManager::IsSimulationPaused() const
  110. {
  111. return m_isSimulationPaused;
  112. }
  113. bool SimulationManager::IsSimulationStepsActive() const
  114. {
  115. return m_simulationFinishEvent.IsConnected();
  116. }
  117. void SimulationManager::CancelStepSimulation()
  118. {
  119. if (m_simulationFinishEvent.IsConnected())
  120. {
  121. m_simulationFinishEvent.Disconnect();
  122. SetSimulationPaused(true);
  123. m_numberOfPhysicsSteps = 0;
  124. }
  125. }
  126. void SimulationManager::SetSimulationPaused(bool paused)
  127. {
  128. // get az physics system
  129. auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get();
  130. AZ_Assert(physicsSystem, "Physics system is not available");
  131. const auto& sceneHandlers = physicsSystem->GetAllScenes();
  132. [[maybe_unused]] auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
  133. AZ_Assert(sceneInterface, "Physics scene interface is not available");
  134. for (auto& scene : sceneHandlers)
  135. {
  136. AZ_Assert(scene, "Physics scene is not available");
  137. scene->SetEnabled(!paused);
  138. m_isSimulationPaused = paused;
  139. }
  140. }
  141. void SimulationManager::StepSimulation(AZ::u64 steps)
  142. {
  143. if (steps == 0)
  144. {
  145. return;
  146. }
  147. m_numberOfPhysicsSteps = steps;
  148. // install handler
  149. m_simulationFinishEvent = AzPhysics::SceneEvents::OnSceneSimulationFinishHandler(
  150. [this](AzPhysics::SceneHandle sceneHandle, float)
  151. {
  152. m_numberOfPhysicsSteps--;
  153. AZ_Printf("SimulationManager", "Physics simulation step finished. Remaining steps: %d", m_numberOfPhysicsSteps);
  154. SimulationManagerNotificationsBus::Broadcast(
  155. &SimulationManagerNotifications::OnSimulationStepFinish, m_numberOfPhysicsSteps);
  156. if (m_numberOfPhysicsSteps <= 0)
  157. {
  158. SetSimulationPaused(true);
  159. // remove handler
  160. m_simulationFinishEvent.Disconnect();
  161. }
  162. });
  163. // get default scene
  164. [[maybe_unused]] auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get();
  165. AZ_Assert(physicsSystem, "Physics system is not available");
  166. auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
  167. AZ_Assert(sceneInterface, "Physics scene interface is not available");
  168. AzPhysics::SceneHandle defaultScene = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
  169. auto scene = sceneInterface->GetScene(defaultScene);
  170. AZ_Assert(scene, "Default physics scene is not available");
  171. // install handler
  172. scene->RegisterSceneSimulationFinishHandler(m_simulationFinishEvent);
  173. SetSimulationPaused(false);
  174. }
  175. void SimulationManager::ReloadLevel(SimulationManagerRequests::ReloadLevelCallback completionCallback)
  176. {
  177. AzFramework::LevelSystemLifecycleNotificationBus::Handler::BusConnect();
  178. m_reloadLevelCallback = completionCallback;
  179. // We need to delete all entities before reloading the level
  180. DeletionCompletedCb deleteAllCompletion = [](const AZ::Outcome<void, FailedResult>& result)
  181. {
  182. AZ_Trace("SimulationManager", "Delete all entities completed: %s, reload level", result.IsSuccess() ? "true" : "false");
  183. const char* levelName = AZ::Interface<AzFramework::ILevelSystemLifecycle>::Get()->GetCurrentLevelName();
  184. AzFramework::ConsoleRequestBus::Broadcast(&AzFramework::ConsoleRequests::ExecuteConsoleCommand, "UnloadLevel");
  185. AZStd::string command = AZStd::string::format("LoadLevel %s", levelName);
  186. AzFramework::ConsoleRequestBus::Broadcast(&AzFramework::ConsoleRequests::ExecuteConsoleCommand, command.c_str());
  187. };
  188. // delete spawned entities
  189. SimulationEntityManagerRequestBus::Broadcast(&SimulationEntityManagerRequests::DeleteAllEntities, deleteAllCompletion);
  190. }
  191. void SimulationManager::OnLoadingComplete(const char* levelName)
  192. {
  193. AZ_Printf("SimulationManager", "Level loading started: %s", levelName);
  194. if (m_reloadLevelCallback)
  195. {
  196. m_reloadLevelCallback();
  197. m_reloadLevelCallback = nullptr;
  198. }
  199. AzFramework::LevelSystemLifecycleNotificationBus::Handler::BusDisconnect();
  200. }
  201. SimulationState SimulationManager::GetSimulationState() const
  202. {
  203. return m_simulationState;
  204. }
  205. AZ::Outcome<void, FailedResult> SimulationManager::SetSimulationState(SimulationState stateToSet)
  206. {
  207. // check if simulation is in desire state
  208. if (m_simulationState == stateToSet)
  209. {
  210. return AZ::Failure(FailedResult(
  211. simulation_interfaces::srv::SetSimulationState::Response::ALREADY_IN_TARGET_STATE,
  212. "Simulation is already in requested state, transition unecessary"));
  213. }
  214. if (IsTransitionForbidden(stateToSet))
  215. {
  216. return AZ::Failure(FailedResult(
  217. simulation_interfaces::srv::SetSimulationState::Response::INCORRECT_TRANSITION,
  218. AZStd::string::format("Requested transition (%d -> %d) is forbidden", m_simulationState, stateToSet)));
  219. }
  220. switch (stateToSet)
  221. {
  222. case simulation_interfaces::msg::SimulationState::STATE_STOPPED:
  223. {
  224. SimulationManagerRequests::ReloadLevelCallback cb = []()
  225. {
  226. SimulationInterfaces::SimulationManagerRequestBus::Broadcast(
  227. &SimulationInterfaces::SimulationManagerRequests::SetSimulationPaused, true);
  228. };
  229. ReloadLevel(cb);
  230. break;
  231. }
  232. case simulation_interfaces::msg::SimulationState::STATE_PLAYING:
  233. {
  234. SetSimulationPaused(false);
  235. break;
  236. }
  237. case simulation_interfaces::msg::SimulationState::STATE_PAUSED:
  238. {
  239. SetSimulationPaused(true);
  240. break;
  241. }
  242. case simulation_interfaces::msg::SimulationState::STATE_QUITTING:
  243. {
  244. // stop simulation -> kill the simulator.
  245. SetSimulationPaused(true);
  246. // queue to allow status of this method to be returned, then start quitting
  247. AZ::SystemTickBus::QueueFunction(
  248. []()
  249. {
  250. AzFramework::ConsoleRequestBus::Broadcast(&AzFramework::ConsoleRequests::ExecuteConsoleCommand, "quit");
  251. });
  252. break;
  253. }
  254. default:
  255. {
  256. return AZ::Failure(FailedResult(
  257. simulation_interfaces::srv::SetSimulationState::Response::INCORRECT_TRANSITION, "Requested state doesn't exists"));
  258. break;
  259. }
  260. }
  261. m_simulationState = stateToSet;
  262. return AZ::Success();
  263. }
  264. bool SimulationManager::IsTransitionForbidden(SimulationState requestedState)
  265. {
  266. AZStd::pair<SimulationState, SimulationState> desireTransition{ m_simulationState, requestedState };
  267. auto it = AZStd::find(m_forbiddenStatesTransitions.begin(), m_forbiddenStatesTransitions.end(), desireTransition);
  268. return it != m_forbiddenStatesTransitions.end();
  269. }
  270. } // namespace SimulationInterfaces