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Unreal-AutoSave/Source/AutoSave/Public/AutoSaveSubsystem.h
2020-12-13 23:31:57 +08:00

131 lines
3.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "AutoSaveSubsystem.generated.h"
USTRUCT(BlueprintType)
struct AUTOSAVE_API FSaveStruct { GENERATED_BODY() };
UENUM(BlueprintType, Category = "AutoSave")
enum class ESaveStructState : uint8
{
Preload,
Loading,
Idle,
Saving,
};
struct AUTOSAVE_API FSaveStructInfo
{
FString Filename;
UScriptStruct* Struct;
ESaveStructState State;
int32 RefConut;
int32 LastRefConut;
FDateTime LastSaveTime;
TArray<uint8> Data;
// FSaveStruct* Data;
};
DECLARE_DELEGATE_OneParam(FSaveStructLoadDelegate, const FString&);
DECLARE_MULTICAST_DELEGATE_OneParam(FSaveStructLoadDelegates, const FString&);
DECLARE_DYNAMIC_DELEGATE_OneParam(FSaveStructLoadDynamicDelegate, const FString&, Filename);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSaveStructLoadDynamicDelegates, const FString&, Filename);
UCLASS(Config = Engine, DefaultConfig)
class AUTOSAVE_API UAutoSaveSubsystem : public UGameInstanceSubsystem, public FTickableGameObject
{
GENERATED_BODY()
friend class UAutoSaveBlueprintLibrary;
template<typename SaveStructType> friend class FSaveStructPtr;
public:
UAutoSaveSubsystem(const class FObjectInitializer& ObjectInitializer);
UPROPERTY(Config, EditAnywhere, Category = "AutoSave")
int32 MaxThreadNum = 4;
UPROPERTY(Config, EditAnywhere, Category = "AutoSave")
FTimespan SaveWaitTime = FTimespan(ETimespan::MaxTicks);
UFUNCTION(BlueprintPure, Category = "AutoSave", meta = (DevelopmentOnly))
FString GetSaveStructDebugString() const;
UFUNCTION(BlueprintPure, Category = "AutoSave")
int32 GetIdleThreadNum() const;
FSaveStruct* AddSaveStructRef(const FString& Filename, UScriptStruct* ScriptStruct = nullptr);
FSaveStruct* AddSaveStructRef(const FString& Filename, UScriptStruct* ScriptStruct, FSaveStructLoadDelegate LoadCallback);
FSaveStruct* AddSaveStructRef(const FString& Filename, UScriptStruct* ScriptStruct, FSaveStructLoadDynamicDelegate LoadCallback);
void RemoveSaveStructRef(const FString& Filename);
private:
UPROPERTY()
TMap<FString, UScriptStruct*> ScriptStructHooker;
TMap<FString, TUniquePtr<FSaveStructInfo>> StructInfos;
class FStructLoadOrSaveTask : public FNonAbandonableTask
{
friend class FAsyncTask<FStructLoadOrSaveTask>;
TArray<uint8> DataCopy;
FSaveStructInfo* StructInfoPtr;
FStructLoadOrSaveTask(FSaveStructInfo* InStructInfoPtr);
~FStructLoadOrSaveTask();
void DoWork();
void LoadWork();
void SaveWork();
FORCEINLINE TStatId GetStatId() const { RETURN_QUICK_DECLARE_CYCLE_STAT(FStructLoadOrSaveTask, STATGROUP_ThreadPoolAsyncTasks); }
};
TArray<TUniquePtr<FAsyncTask<FStructLoadOrSaveTask>>> TaskThreads;
void HandleTaskStart();
void HandleTaskDone();
TMap<FString, FSaveStructLoadDelegates> LoadDelegates;
TMap<FString, FSaveStructLoadDynamicDelegates> LoadDynamicDelegates;
void HandleLoadDelegates();
private:
//~ Begin USubsystem Interface
virtual bool ShouldCreateSubsystem(UObject* Outer) const override { return true; }
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
//~ End USubsystem Interface
//~ Begin FTickableGameObject Interface
virtual void Tick(float DeltaTime) override;
virtual bool IsTickable() const override { return !IsTemplate(); }
virtual TStatId GetStatId() const override { return GetStatID(); }
//~ End FTickableGameObject Interface
};