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440 lines
18 KiB
440 lines
18 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using TNodeCore.Runtime.Models;
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using UnityEditor;
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using UnityEngine;
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namespace TNodeCore.Runtime.Components{
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public class RuntimeGraph:MonoBehaviour{
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/// <summary>
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/// Graph data reference to be used in runtime
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/// </summary>
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public GraphData graphData;
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/// <summary>
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/// Runtime copy of scene node data to hold references to scene objects
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/// </summary>
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/// <summary>
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/// Map of node id to runtime node
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/// </summary>
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[NonSerialized]
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public readonly Dictionary<string, RuntimeNode> RuntimeNodes = new Dictionary<string, RuntimeNode>();
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///<summary>
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/// The graph tool the current runtime graph is using
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/// </summary>
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[NonSerialized]
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private GraphTool _graphTool;
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/// <summary>
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/// Inner graph tool to help with graph operations
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/// </summary>
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private class GraphTool{
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/// <summary>
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/// Topological order of the graph nodes
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/// </summary>
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[NonSerialized]
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public readonly List<RuntimeNode> TopologicalOrder = new List<RuntimeNode>();
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public RuntimeGraph Parent;
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/// <summary>
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/// Entry nodes of the graph. These are the nodes that has no input.
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/// </summary>
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[NonSerialized]
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public readonly List<RuntimeNode> EntryNodes = new List<RuntimeNode>();
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/// <summary>
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/// Cached data for Dependency traversal.
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/// </summary>
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public readonly Dictionary<string, object> OutputCached = new Dictionary<string, object>();
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/// <summary>
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/// Ssed to detect if the graph tool is caching the output data of the node
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/// </summary>
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private bool _isCachingOutput = false;
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/// <summary>
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/// elements are read only ,do not modify them
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/// </summary>
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public readonly Dictionary<string, RuntimeNode> RuntimeNodes;
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//Traverse and process all nodes in a topological order,dependency of the node is already resolved.if you want to run specific node,you can use RunNodeDependently instead
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public void DirectlyTraversal(){
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foreach (var node in TopologicalOrder){
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var links = node.InputLink;
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foreach (var link in links){
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HandlingLink(link);
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}
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node.NodeData.Process();
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}
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}
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/// <summary>
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/// Cache out port data in the graph tool so that we can directly access the output.
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/// The two function assume there will be no change happens in scene nodes or blackboard referenced data during the running,so in a dependency traversal for some
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/// batch of nodes.the nodes could directly access the output data in the graph tool instead of waiting dependency traversal resolve the result of the output.
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/// </summary>
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public void StartCachingPort(){
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_isCachingOutput = true;
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}
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public void EndCachingPort(){
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_isCachingOutput = false;
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OutputCached.Clear();
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}
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/// <summary>
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/// Resolve dependencies by a deep first search,the depended nodes will be processed to satisfy the need of the the given runtime node
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/// Note it's a recursive function.if you want directly traverse all nodes with dependency resolved ,use DirectlyTraversal() instead.
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/// </summary>
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/// <param name="runtimeNode">The node you want to resolve dependency</param>
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/// <param name="dependencyLevel">search depth,no need provide a number when use outside</param>
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public void RunNodeDependently(RuntimeNode runtimeNode,int dependencyLevel=0){
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var links = runtimeNode.InputLink;
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foreach (var link in links){
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var outputNode = RuntimeNodes[link.outPort.nodeDataId];
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RunNodeDependently(outputNode,dependencyLevel+1);
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HandlingLink(link);
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}
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if (dependencyLevel > DependencyLevelMax){
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throw new Exception("Dependency anomaly detected,check if there is a loop in the graph");
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}
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//if the runtime node has no output ,it will not be processed
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if (runtimeNode.OutputLink.Count == 0 && dependencyLevel != 0){
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return;
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}
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runtimeNode.NodeData.Process();
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Parent.StartCoroutine(runtimeNode.NodeData.AfterProcess());
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}
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/// <summary>
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/// Max depth of dependency traversal,in case of some special situation. the dependency level bigger than this number will be considered as a loop.
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/// </summary>
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private const int DependencyLevelMax = 1145;
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/// <summary>
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/// Handling a node link to transfer data from it's output side to the input side
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/// </summary>
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/// <param name="nodeLink">Link you want to process</param>
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public void HandlingLink(NodeLink nodeLink){
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//out node is node output data
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//in node is node receive data
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var inNode = RuntimeNodes[nodeLink.inPort.nodeDataId];
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var outNode = RuntimeNodes[nodeLink.outPort.nodeDataId];
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//TODO looks like this string would be too long to make a cache
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var cachedKey = $"{outNode.NodeData.id}-{nodeLink.inPort.portEntryName}";
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var outValue = OutputCached.ContainsKey(cachedKey) ? OutputCached[cachedKey] : outNode.GetOutput(nodeLink.outPort.portEntryName);;
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if (_isCachingOutput){
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OutputCached[cachedKey] = outValue;
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}
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inNode.SetInput(nodeLink.inPort.portEntryName, outValue);
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}
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/// <summary>
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/// Constructor of the graph tool,it will traverse the graph and build the topological order of the graph.
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/// </summary>
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/// <param name="list">List of nodes you need to traversal to build graph tool</param>
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/// <param name="graphNodes">Map stores the mapping of node data id to runtime node</param>
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public GraphTool(List<RuntimeNode> list, Dictionary<string, RuntimeNode> graphNodes,RuntimeGraph graph){
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RuntimeNodes = graphNodes;
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Parent = graph;
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if (list == null) return;
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Queue<RuntimeNode> queue = new Queue<RuntimeNode>();
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Dictionary<string,int> inDegreeCounterForTopologicalSort = new Dictionary<string, int>();
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foreach (var runtimeNode in list){
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var id = runtimeNode.NodeData.id;
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if (!inDegreeCounterForTopologicalSort.ContainsKey(id)){
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inDegreeCounterForTopologicalSort.Add(id,runtimeNode.InputLink.Count);
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}
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if (inDegreeCounterForTopologicalSort[id] == 0){
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queue.Enqueue(runtimeNode);
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EntryNodes.Add(runtimeNode);
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}
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}
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//Topological sort
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while (queue.Count > 0){
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var node = queue.Dequeue();
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TopologicalOrder.Add(node);
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foreach (var outputLink in node.OutputLink){
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inDegreeCounterForTopologicalSort[outputLink.inPort.nodeDataId]--;
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if (inDegreeCounterForTopologicalSort[outputLink.inPort.nodeDataId] == 0){
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queue.Enqueue(RuntimeNodes[outputLink.inPort.nodeDataId]);
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}
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}
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}
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if(TopologicalOrder.Count!= list.Count){
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throw new Exception("Topological sort failed,circular dependency detected");
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}
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inDegreeCounterForTopologicalSort.Clear();
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queue.Clear();
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}
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}
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/// <summary>
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/// Holding the reference of the blackboard ,but it will be override by the runtime graph
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/// </summary>
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[SerializeReference]
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public BlackboardData runtimeBlackboardData;
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/// <summary>
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/// Check if the runtime graph is build .a built graph has a graph tool set up
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/// </summary>
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[NonSerialized]
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private bool _build = false;
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/// <summary>
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/// Build the graph tool and other dependencies for the runtime graph
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/// </summary>
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public void Build(){
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if (_build) return;
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var link = graphData.NodeLinks;
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//iterate links and create runtime nodes
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foreach (var linkData in link){
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ModifyOrCreateInNode(linkData);
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ModifyOrCreateOutNode(linkData);
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}
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//iterate nodes and create runtime nodes
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foreach (var nodeData in graphData.NodeDictionary.Values){
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CreateRuntimeNodeIfNone(nodeData);
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}
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var nodeList = RuntimeNodes.Values;
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_graphTool = new GraphTool(nodeList.ToList(),RuntimeNodes,this);
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var sceneNodes = RuntimeNodes.Values.Where(x => x.NodeData is SceneNodeData).Select(x => x.NodeData as SceneNodeData);
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foreach (var sceneNode in sceneNodes){
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if (sceneNode != null) sceneNode.BlackboardData = runtimeBlackboardData;
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}
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#if UNITY_EDITOR
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BuildSceneNode();
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#endif
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_build = true;
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}
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private void CreateRuntimeNodeIfNone(NodeData nodeData){
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if (RuntimeNodes.ContainsKey(nodeData.id)) return;
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var runtimeNode = new RuntimeNode(nodeData);
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RuntimeNodes.Add(nodeData.id,runtimeNode);
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}
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/// <summary>
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/// Cast the node data to a runtime node
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/// </summary>
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/// <param name="nodeData">Node data you provided</param>
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/// <returns></returns>
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public RuntimeNode Get(NodeData nodeData){
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if(!_build)
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Build();
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if(RuntimeNodes.ContainsKey(nodeData.id)){
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return RuntimeNodes[nodeData.id];
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}
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return null;
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}
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/// <summary>
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/// Get the runtime node from an id
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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public RuntimeNode Get(string id){
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if(!_build)
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Build();
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if (RuntimeNodes.ContainsKey(id)){
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return RuntimeNodes[id];
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}
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return null;
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}
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//DFS search to run a node.
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public bool RunOnDependency(NodeData startNode){
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if(!_build)
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Build();
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if (_graphTool == null)
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return false;
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_graphTool.RunNodeDependently(Get(startNode));
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return true;
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}
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public bool TraverseAll(){
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if(!_build)
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Build();
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if (_graphTool == null)
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return false;
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_graphTool.DirectlyTraversal();
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return true;
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}
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#region build scene node data
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#if UNITY_EDITOR
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public void BuildSceneNodePersistentData(SceneNodeData sceneNodeData){
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var persistentData = transform.Find("PersistentData").GetComponent<SceneDataPersistent>();
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persistentData.SceneNodeDataDictionary.Add(sceneNodeData.id,sceneNodeData);
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}
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public SceneDataPersistent CreateSceneNodePersistentGameObject(){
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var go = new GameObject("PersistentData");
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go.transform.SetParent(transform);
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return go.AddComponent<SceneDataPersistent>();
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}
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public void BuildSceneNode(){
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var fetchedSceneNode = graphData.NodeDictionary.Values.Where(x => x is SceneNodeData and not BlackboardDragNodeData).ToArray();
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if (!fetchedSceneNode.Any()) return;
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var scenePersistent = transform.Find("PersistentData")?.GetComponent<SceneDataPersistent>();
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if(scenePersistent == null){
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scenePersistent = CreateSceneNodePersistentGameObject();
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}
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foreach (var nodeData in fetchedSceneNode){
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if (scenePersistent.SceneNodeDataDictionary.ContainsKey(nodeData.id)){
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var sceneNodeData = scenePersistent.SceneNodeDataDictionary[nodeData.id];
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RuntimeNodes[nodeData.id].NodeData = sceneNodeData;
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}
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else if (nodeData.Clone() is SceneNodeData clonedNodeData){
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clonedNodeData.BlackboardData = runtimeBlackboardData;
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RuntimeNodes.Remove(nodeData.id);
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RuntimeNodes.Add(nodeData.id,new RuntimeNode(clonedNodeData));
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BuildSceneNodePersistentData(clonedNodeData);
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}
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}
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UpdatePersistentData();
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}
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private void UpdatePersistentData(){
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var persistentData = transform.Find("PersistentData")?.GetComponent<SceneDataPersistent>();
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if (persistentData == null) return;
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var fetchedSceneNode =
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RuntimeNodes
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.Where(x => x.Value.NodeData is SceneNodeData and not BlackboardDragNodeData)
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.Select(x=>x.Value.NodeData).ToArray();
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var dic = persistentData.SceneNodeDataDictionary;
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foreach (var sceneNodeData in dic.Values){
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if(!fetchedSceneNode.Contains(sceneNodeData)){
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persistentData.SceneNodeDataDictionary.Remove(sceneNodeData.id);
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}
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}
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}
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#endif
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#endregion
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private void ModifyOrCreateInNode(NodeLink linkData){
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var inNodeId = linkData.inPort.nodeDataId;
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var inNode = graphData.NodeDictionary[inNodeId];
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if (!RuntimeNodes.ContainsKey(inNode.id)){
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var runtimeInNode = new RuntimeNode(inNode);
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RuntimeNodes.Add(inNode.id,runtimeInNode);
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}
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RuntimeNodes[inNode.id].InputLink.Add(linkData);
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}
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public List<RuntimeNode> GetRuntimeNodesOfType<T>(){
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return RuntimeNodes.Values.Where(x => typeof(T).IsAssignableFrom(x.NodeType)).ToList();
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}
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public List<RuntimeNode> GetRuntimeNodesOfType(Type type){
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return RuntimeNodes.Values.Where(x => type.IsAssignableFrom(type)).ToList();
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}
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public void RunNodesOfType(Type t,bool isCaching= false){
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var nodes = GetRuntimeNodesOfType(t);
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if(isCaching)
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_graphTool.StartCachingPort();
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foreach (var runtimeNode in nodes){
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RunOnDependency(runtimeNode.NodeData);
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}
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if(isCaching)
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_graphTool.EndCachingPort();
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}
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public void RunNodesOfType<T>(bool isCaching= false){
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var nodes = GetRuntimeNodesOfType<T>();
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if(isCaching)
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_graphTool.StartCachingPort();
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foreach (var runtimeNode in nodes){
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RunOnDependency(runtimeNode.NodeData);
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}
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if(isCaching)
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_graphTool.EndCachingPort();
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}
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/// <summary>
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/// Run some nodes ,if the node is not in the graph ,then pass
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/// </summary>
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/// <param name="runtimeNodes"></param>
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/// <param name="isCaching"></param>
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public void RunNodes(List<RuntimeNode> runtimeNodes,bool isCaching= false){
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if (isCaching){
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_graphTool.StartCachingPort();
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}
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foreach (var runtimeNode in runtimeNodes){
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if(!RuntimeNodes.ContainsKey(runtimeNode.NodeData.id)){
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continue;
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}
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RunOnDependency(runtimeNode.NodeData);
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}
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if (isCaching){
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_graphTool.EndCachingPort();
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}
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}
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private void ModifyOrCreateOutNode(NodeLink linkData){
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var outNodeId = linkData.outPort.nodeDataId;
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var outNode = graphData.NodeDictionary[outNodeId];
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if(!RuntimeNodes.ContainsKey(outNode.id)){
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var runtimeOutNode = new RuntimeNode(outNode);
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RuntimeNodes.Add(outNode.id,runtimeOutNode);
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}
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RuntimeNodes[outNode.id].OutputLink.Add(linkData);
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}
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public void OnValidate(){
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if(runtimeBlackboardData==null||runtimeBlackboardData.GetType()==typeof(BlackboardData)){
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if (graphData != null)
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runtimeBlackboardData = graphData.blackboardData?.Clone() as BlackboardData;
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}
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}
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public void OnDisable(){
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RuntimeNodes.Clear();
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_build = false;
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}
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public void OnDestroy(){
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RuntimeNodes.Clear();
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_build = false;
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}
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public void Start(){
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Build();
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}
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public virtual void RuntimeExecute(){
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_graphTool.DirectlyTraversal();
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}
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}
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public class SceneDataPersistent:MonoBehaviour,ISerializationCallbackReceiver{
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[NonSerialized]
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public readonly Dictionary<string,SceneNodeData> SceneNodeDataDictionary = new();
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[SerializeReference]
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public List<SceneNodeData> sceneNodeData=new ();
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public void OnBeforeSerialize(){
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sceneNodeData.Clear();
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foreach(var node in SceneNodeDataDictionary.Values){
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sceneNodeData.Add(node);
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}
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}
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public void OnAfterDeserialize(){
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SceneNodeDataDictionary.Clear();
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foreach(var node in sceneNodeData){
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SceneNodeDataDictionary.Add(node.id,node);
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}
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}
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}
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public enum ProcessingStrategy{
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BreadthFirst,
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DepthFirst
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}
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} |