SimulationManager.cpp 13 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::InitializeSimulationState()
  72. {
  73. // if start in stopped state, pause simulation. Default state for simulation by the standard is STOPPED and
  74. // SetSimulationState has logic to prevent transition to the same state.
  75. if (StartInStoppedState())
  76. {
  77. m_simulationState = simulation_interfaces::msg::SimulationState::STATE_STOPPED;
  78. SetSimulationPaused(true);
  79. }
  80. else
  81. {
  82. SetSimulationState(simulation_interfaces::msg::SimulationState::STATE_PLAYING);
  83. }
  84. }
  85. void SimulationManager::Activate()
  86. {
  87. AzFramework::LevelSystemLifecycleNotificationBus::Handler::BusDisconnect();
  88. SimulationManagerRequestBus::Handler::BusConnect();
  89. SimulationFeaturesAggregatorRequestBus::Broadcast(
  90. &SimulationFeaturesAggregatorRequests::AddSimulationFeatures,
  91. AZStd::unordered_set<SimulationFeatureType>{ simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET,
  92. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET_TIME,
  93. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET_STATE,
  94. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_RESET_SPAWNED,
  95. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_STATE_PAUSE,
  96. simulation_interfaces::msg::SimulatorFeatures::STEP_SIMULATION_SINGLE,
  97. simulation_interfaces::msg::SimulatorFeatures::STEP_SIMULATION_MULTIPLE,
  98. simulation_interfaces::msg::SimulatorFeatures::STEP_SIMULATION_ACTION,
  99. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_STATE_SETTING,
  100. simulation_interfaces::msg::SimulatorFeatures::SIMULATION_STATE_GETTING });
  101. AZ::SystemTickBus::QueueFunction(
  102. [this]()
  103. {
  104. InitializeSimulationState();
  105. });
  106. }
  107. void SimulationManager::Deactivate()
  108. {
  109. SimulationManagerRequestBus::Handler::BusDisconnect();
  110. }
  111. bool SimulationManager::IsSimulationPaused() const
  112. {
  113. return m_isSimulationPaused;
  114. }
  115. bool SimulationManager::IsSimulationStepsActive() const
  116. {
  117. return m_simulationFinishEvent.IsConnected();
  118. }
  119. void SimulationManager::CancelStepSimulation()
  120. {
  121. if (m_simulationFinishEvent.IsConnected())
  122. {
  123. m_simulationFinishEvent.Disconnect();
  124. SetSimulationPaused(true);
  125. m_numberOfPhysicsSteps = 0;
  126. }
  127. }
  128. void SimulationManager::SetSimulationPaused(bool paused)
  129. {
  130. // get az physics system
  131. auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get();
  132. AZ_Assert(physicsSystem, "Physics system is not available");
  133. const auto& sceneHandlers = physicsSystem->GetAllScenes();
  134. [[maybe_unused]] auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
  135. AZ_Assert(sceneInterface, "Physics scene interface is not available");
  136. for (auto& scene : sceneHandlers)
  137. {
  138. AZ_Assert(scene, "Physics scene is not available");
  139. scene->SetEnabled(!paused);
  140. m_isSimulationPaused = paused;
  141. }
  142. }
  143. void SimulationManager::StepSimulation(AZ::u64 steps)
  144. {
  145. if (steps == 0)
  146. {
  147. return;
  148. }
  149. m_numberOfPhysicsSteps = steps;
  150. // install handler
  151. m_simulationFinishEvent = AzPhysics::SceneEvents::OnSceneSimulationFinishHandler(
  152. [this](AzPhysics::SceneHandle sceneHandle, float)
  153. {
  154. m_numberOfPhysicsSteps--;
  155. AZ_Printf("SimulationManager", "Physics simulation step finished. Remaining steps: %d", m_numberOfPhysicsSteps);
  156. SimulationManagerNotificationsBus::Broadcast(
  157. &SimulationManagerNotifications::OnSimulationStepFinish, m_numberOfPhysicsSteps);
  158. if (m_numberOfPhysicsSteps <= 0)
  159. {
  160. SetSimulationPaused(true);
  161. // remove handler
  162. m_simulationFinishEvent.Disconnect();
  163. }
  164. });
  165. // get default scene
  166. [[maybe_unused]] auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get();
  167. AZ_Assert(physicsSystem, "Physics system is not available");
  168. auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
  169. AZ_Assert(sceneInterface, "Physics scene interface is not available");
  170. AzPhysics::SceneHandle defaultScene = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
  171. auto scene = sceneInterface->GetScene(defaultScene);
  172. AZ_Assert(scene, "Default physics scene is not available");
  173. // install handler
  174. scene->RegisterSceneSimulationFinishHandler(m_simulationFinishEvent);
  175. SetSimulationPaused(false);
  176. }
  177. void SimulationManager::ReloadLevel(SimulationManagerRequests::ReloadLevelCallback completionCallback)
  178. {
  179. AzFramework::LevelSystemLifecycleNotificationBus::Handler::BusConnect();
  180. m_reloadLevelCallback = completionCallback;
  181. // We need to delete all entities before reloading the level
  182. DeletionCompletedCb deleteAllCompletion = [](const AZ::Outcome<void, FailedResult>& result)
  183. {
  184. AZ_Trace("SimulationManager", "Delete all entities completed: %s, reload level", result.IsSuccess() ? "true" : "false");
  185. const char* levelName = AZ::Interface<AzFramework::ILevelSystemLifecycle>::Get()->GetCurrentLevelName();
  186. AzFramework::ConsoleRequestBus::Broadcast(&AzFramework::ConsoleRequests::ExecuteConsoleCommand, "UnloadLevel");
  187. AZStd::string command = AZStd::string::format("LoadLevel %s", levelName);
  188. AzFramework::ConsoleRequestBus::Broadcast(&AzFramework::ConsoleRequests::ExecuteConsoleCommand, command.c_str());
  189. };
  190. // delete spawned entities
  191. SimulationEntityManagerRequestBus::Broadcast(&SimulationEntityManagerRequests::DeleteAllEntities, deleteAllCompletion);
  192. }
  193. void SimulationManager::OnLoadingComplete(const char* levelName)
  194. {
  195. AZ_Printf("SimulationManager", "Level loading started: %s", levelName);
  196. if (m_reloadLevelCallback)
  197. {
  198. m_reloadLevelCallback();
  199. m_reloadLevelCallback = nullptr;
  200. }
  201. // reset of the simulation, assign the same state as at the beginning
  202. InitializeSimulationState();
  203. AzFramework::LevelSystemLifecycleNotificationBus::Handler::BusDisconnect();
  204. }
  205. SimulationState SimulationManager::GetSimulationState() const
  206. {
  207. return m_simulationState;
  208. }
  209. AZ::Outcome<void, FailedResult> SimulationManager::SetSimulationState(SimulationState stateToSet)
  210. {
  211. // check if simulation is in desire state
  212. if (m_simulationState == stateToSet)
  213. {
  214. return AZ::Failure(FailedResult(
  215. simulation_interfaces::srv::SetSimulationState::Response::ALREADY_IN_TARGET_STATE,
  216. "Simulation is already in requested state, transition unecessary"));
  217. }
  218. if (IsTransitionForbidden(stateToSet))
  219. {
  220. return AZ::Failure(FailedResult(
  221. simulation_interfaces::srv::SetSimulationState::Response::INCORRECT_TRANSITION,
  222. AZStd::string::format("Requested transition (%d -> %d) is forbidden", m_simulationState, stateToSet)));
  223. }
  224. switch (stateToSet)
  225. {
  226. case simulation_interfaces::msg::SimulationState::STATE_STOPPED:
  227. {
  228. SimulationManagerRequests::ReloadLevelCallback cb = []()
  229. {
  230. SimulationInterfaces::SimulationManagerRequestBus::Broadcast(
  231. &SimulationInterfaces::SimulationManagerRequests::SetSimulationPaused, true);
  232. };
  233. ReloadLevel(cb);
  234. break;
  235. }
  236. case simulation_interfaces::msg::SimulationState::STATE_PLAYING:
  237. {
  238. SetSimulationPaused(false);
  239. break;
  240. }
  241. case simulation_interfaces::msg::SimulationState::STATE_PAUSED:
  242. {
  243. SetSimulationPaused(true);
  244. break;
  245. }
  246. case simulation_interfaces::msg::SimulationState::STATE_QUITTING:
  247. {
  248. // stop simulation -> kill the simulator.
  249. SetSimulationPaused(true);
  250. // queue to allow status of this method to be returned, then start quitting
  251. AZ::SystemTickBus::QueueFunction(
  252. []()
  253. {
  254. AzFramework::ConsoleRequestBus::Broadcast(&AzFramework::ConsoleRequests::ExecuteConsoleCommand, "quit");
  255. });
  256. break;
  257. }
  258. default:
  259. {
  260. return AZ::Failure(FailedResult(
  261. simulation_interfaces::srv::SetSimulationState::Response::INCORRECT_TRANSITION, "Requested state doesn't exists"));
  262. break;
  263. }
  264. }
  265. m_simulationState = stateToSet;
  266. return AZ::Success();
  267. }
  268. bool SimulationManager::IsTransitionForbidden(SimulationState requestedState)
  269. {
  270. AZStd::pair<SimulationState, SimulationState> desireTransition{ m_simulationState, requestedState };
  271. auto it = AZStd::find(m_forbiddenStatesTransitions.begin(), m_forbiddenStatesTransitions.end(), desireTransition);
  272. return it != m_forbiddenStatesTransitions.end();
  273. }
  274. } // namespace SimulationInterfaces