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- //#define ASTAR_POOL_DEBUG //@SHOWINEDITOR Enables debugging of path pooling. Will log warnings and info messages about paths not beeing pooled correctly.
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- namespace Pathfinding {
- /// <summary>
- /// Provides additional traversal information to a path request.
- /// See: turnbased (view in online documentation for working links)
- /// </summary>
- public interface ITraversalProvider {
- bool CanTraverse (Path path, GraphNode node);
- uint GetTraversalCost (Path path, GraphNode node);
- }
- /// <summary>Convenience class to access the default implementation of the ITraversalProvider</summary>
- public static class DefaultITraversalProvider {
- public static bool CanTraverse (Path path, GraphNode node) {
- return node.Walkable && (path.enabledTags >> (int)node.Tag & 0x1) != 0;
- }
- public static uint GetTraversalCost (Path path, GraphNode node) {
- return path.GetTagPenalty((int)node.Tag) + node.Penalty;
- }
- }
- /// <summary>Base class for all path types</summary>
- public abstract class Path : IPathInternals {
- #if ASTAR_POOL_DEBUG
- private string pathTraceInfo = "";
- private List<string> claimInfo = new List<string>();
- ~Path() {
- Debug.Log("Destroying " + GetType().Name + " instance");
- if (claimed.Count > 0) {
- Debug.LogWarning("Pool Is Leaking. See list of claims:\n" +
- "Each message below will list what objects are currently claiming the path." +
- " These objects have removed their reference to the path object but has not called .Release on it (which is bad).\n" + pathTraceInfo+"\n");
- for (int i = 0; i < claimed.Count; i++) {
- Debug.LogWarning("- Claim "+ (i+1) + " is by a " + claimed[i].GetType().Name + "\n"+claimInfo[i]);
- }
- } else {
- Debug.Log("Some scripts are not using pooling.\n" + pathTraceInfo + "\n");
- }
- }
- #endif
- /// <summary>Data for the thread calculating this path</summary>
- protected PathHandler pathHandler;
- /// <summary>
- /// Callback to call when the path is complete.
- /// This is usually sent to the Seeker component which post processes the path and then calls a callback to the script which requested the path
- /// </summary>
- public OnPathDelegate callback;
- /// <summary>
- /// Immediate callback to call when the path is complete.
- /// Warning: This may be called from a separate thread. Usually you do not want to use this one.
- ///
- /// See: callback
- /// </summary>
- public OnPathDelegate immediateCallback;
- /// <summary>Returns the state of the path in the pathfinding pipeline</summary>
- public PathState PipelineState { get; private set; }
- System.Object stateLock = new object ();
- /// <summary>
- /// Provides additional traversal information to a path request.
- /// See: turnbased (view in online documentation for working links)
- /// </summary>
- public ITraversalProvider traversalProvider;
- /// <summary>Backing field for <see cref="CompleteState"/></summary>
- protected PathCompleteState completeState;
- /// <summary>
- /// Current state of the path.
- /// \bug This may currently be set to Complete before the path has actually been fully calculated. In particular the vectorPath and path lists may not have been fully constructed.
- /// This can lead to race conditions when using multithreading. Try to avoid using this method to check for if the path is calculated right now, use <see cref="IsDone"/> instead.
- /// </summary>
- public PathCompleteState CompleteState {
- get { return completeState; }
- protected set {
- // Locking is used to avoid multithreading race conditions
- // in which the error state is set on the main thread to cancel the path and then a pathfinding thread marks the path as
- // completed which would replace the error state (if a lock and check would not have been used).
- lock (stateLock) {
- // Once the path is put in the error state, it cannot be set to any other state
- if (completeState != PathCompleteState.Error) completeState = value;
- }
- }
- }
- /// <summary>
- /// If the path failed, this is true.
- /// See: <see cref="errorLog"/>
- /// See: This is equivalent to checking path.CompleteState == PathCompleteState.Error
- /// </summary>
- public bool error { get { return CompleteState == PathCompleteState.Error; } }
- /// <summary>
- /// Additional info on why a path failed.
- /// See: <see cref="AstarPath.logPathResults"/>
- /// </summary>
- public string errorLog { get; private set; }
- /// <summary>
- /// Holds the path as a Node array. All nodes the path traverses.
- /// This may not be the same nodes as the post processed path traverses.
- /// </summary>
- public List<GraphNode> path;
- /// <summary>Holds the (possibly post processed) path as a Vector3 list</summary>
- public List<Vector3> vectorPath;
- /// <summary>The node currently being processed</summary>
- protected PathNode currentR;
- /// <summary>How long it took to calculate this path in milliseconds</summary>
- public float duration;
- /// <summary>Number of nodes this path has searched</summary>
- internal int searchedNodes;
- /// <summary>
- /// True if the path is currently pooled.
- /// Do not set this value. Only read. It is used internally.
- ///
- /// See: PathPool
- /// Version: Was named 'recycled' in 3.7.5 and earlier.
- /// </summary>
- bool IPathInternals.Pooled { get; set; }
- /// <summary>
- /// True if the path is currently recycled (i.e in the path pool).
- /// Do not set this value. Only read. It is used internally.
- ///
- /// Deprecated: Has been renamed to 'pooled' to use more widely underestood terminology
- /// </summary>
- [System.Obsolete("Has been renamed to 'Pooled' to use more widely underestood terminology", true)]
- internal bool recycled { get { return false; } }
- /// <summary>
- /// True if the Reset function has been called.
- /// Used to alert users when they are doing something wrong.
- /// </summary>
- protected bool hasBeenReset;
- /// <summary>Constraint for how to search for nodes</summary>
- public NNConstraint nnConstraint = PathNNConstraint.Default;
- /// <summary>
- /// Internal linked list implementation.
- /// Warning: This is used internally by the system. You should never change this.
- /// </summary>
- internal Path next;
- /// <summary>Determines which heuristic to use</summary>
- public Heuristic heuristic;
- /// <summary>
- /// Scale of the heuristic values.
- /// See: AstarPath.heuristicScale
- /// </summary>
- public float heuristicScale = 1F;
- /// <summary>ID of this path. Used to distinguish between different paths</summary>
- public ushort pathID { get; private set; }
- /// <summary>Target to use for H score calculation. Used alongside <see cref="hTarget"/>.</summary>
- protected GraphNode hTargetNode;
- /// <summary>Target to use for H score calculations. See: Pathfinding.Node.H</summary>
- protected Int3 hTarget;
- /// <summary>
- /// Which graph tags are traversable.
- /// This is a bitmask so -1 = all bits set = all tags traversable.
- /// For example, to set bit 5 to true, you would do
- /// <code> myPath.enabledTags |= 1 << 5; </code>
- /// To set it to false, you would do
- /// <code> myPath.enabledTags &= ~(1 << 5); </code>
- ///
- /// The Seeker has a popup field where you can set which tags to use.
- /// Note: If you are using a Seeker. The Seeker will set this value to what is set in the inspector field on StartPath.
- /// So you need to change the Seeker value via script, not set this value if you want to change it via script.
- ///
- /// See: CanTraverse
- /// </summary>
- public int enabledTags = -1;
- /// <summary>List of zeroes to use as default tag penalties</summary>
- static readonly int[] ZeroTagPenalties = new int[32];
- /// <summary>
- /// The tag penalties that are actually used.
- /// If manualTagPenalties is null, this will be ZeroTagPenalties
- /// See: tagPenalties
- /// </summary>
- protected int[] internalTagPenalties;
- /// <summary>
- /// Tag penalties set by other scripts
- /// See: tagPenalties
- /// </summary>
- protected int[] manualTagPenalties;
- /// <summary>
- /// Penalties for each tag.
- /// Tag 0 which is the default tag, will have added a penalty of tagPenalties[0].
- /// These should only be positive values since the A* algorithm cannot handle negative penalties.
- /// Note: This array will never be null. If you try to set it to null or with a length which is not 32. It will be set to "new int[0]".
- ///
- /// Note: If you are using a Seeker. The Seeker will set this value to what is set in the inspector field on StartPath.
- /// So you need to change the Seeker value via script, not set this value if you want to change it via script.
- ///
- /// See: Seeker.tagPenalties
- /// </summary>
- public int[] tagPenalties {
- get {
- return manualTagPenalties;
- }
- set {
- if (value == null || value.Length != 32) {
- manualTagPenalties = null;
- internalTagPenalties = ZeroTagPenalties;
- } else {
- manualTagPenalties = value;
- internalTagPenalties = value;
- }
- }
- }
- /// <summary>
- /// True for paths that want to search all nodes and not jump over nodes as optimizations.
- /// This disables Jump Point Search when that is enabled to prevent e.g ConstantPath and FloodPath
- /// to become completely useless.
- /// </summary>
- internal virtual bool FloodingPath {
- get {
- return false;
- }
- }
- /// <summary>
- /// Total Length of the path.
- /// Calculates the total length of the <see cref="vectorPath"/>.
- /// Cache this rather than call this function every time since it will calculate the length every time, not just return a cached value.
- /// Returns: Total length of <see cref="vectorPath"/>, if <see cref="vectorPath"/> is null positive infinity is returned.
- /// </summary>
- public float GetTotalLength () {
- if (vectorPath == null) return float.PositiveInfinity;
- float tot = 0;
- for (int i = 0; i < vectorPath.Count-1; i++) tot += Vector3.Distance(vectorPath[i], vectorPath[i+1]);
- return tot;
- }
- /// <summary>
- /// Waits until this path has been calculated and returned.
- /// Allows for very easy scripting.
- /// <code>
- /// IEnumerator Start () {
- /// var path = seeker.StartPath(transform.position, transform.position + transform.forward*10, null);
- /// yield return StartCoroutine(path.WaitForPath());
- /// // The path is calculated now
- /// }
- /// </code>
- ///
- /// Note: Do not confuse this with AstarPath.WaitForPath. This one will wait using yield until it has been calculated
- /// while AstarPath.WaitForPath will halt all operations until the path has been calculated.
- ///
- /// \throws System.InvalidOperationException if the path is not started. Send the path to Seeker.StartPath or AstarPath.StartPath before calling this function.
- ///
- /// See: <see cref="BlockUntilCalculated"/>
- /// See: https://docs.unity3d.com/Manual/Coroutines.html
- /// </summary>
- public IEnumerator WaitForPath () {
- if (PipelineState == PathState.Created) throw new System.InvalidOperationException("This path has not been started yet");
- while (PipelineState != PathState.Returned) yield return null;
- }
- /// <summary>
- /// Blocks until this path has been calculated and returned.
- /// Normally it takes a few frames for a path to be calculated and returned.
- /// This function will ensure that the path will be calculated when this function returns
- /// and that the callback for that path has been called.
- ///
- /// Use this function only if you really need to.
- /// There is a point to spreading path calculations out over several frames.
- /// It smoothes out the framerate and makes sure requesting a large
- /// number of paths at the same time does not cause lag.
- ///
- /// Note: Graph updates and other callbacks might get called during the execution of this function.
- ///
- /// <code>
- /// Path p = seeker.StartPath (transform.position, transform.position + Vector3.forward * 10);
- /// p.BlockUntilCalculated();
- /// // The path is calculated now
- /// </code>
- ///
- /// See: This is equivalent to calling AstarPath.BlockUntilCalculated(Path)
- /// See: WaitForPath
- /// </summary>
- public void BlockUntilCalculated () {
- AstarPath.BlockUntilCalculated(this);
- }
- /// <summary>
- /// Estimated cost from the specified node to the target.
- /// See: https://en.wikipedia.org/wiki/A*_search_algorithm
- /// </summary>
- internal uint CalculateHScore (GraphNode node) {
- uint h;
- switch (heuristic) {
- case Heuristic.Euclidean:
- h = (uint)(((GetHTarget() - node.position).costMagnitude)*heuristicScale);
- return h;
- case Heuristic.Manhattan:
- Int3 p2 = node.position;
- h = (uint)((System.Math.Abs(hTarget.x-p2.x) + System.Math.Abs(hTarget.y-p2.y) + System.Math.Abs(hTarget.z-p2.z))*heuristicScale);
- return h;
- case Heuristic.DiagonalManhattan:
- Int3 p = GetHTarget() - node.position;
- p.x = System.Math.Abs(p.x);
- p.y = System.Math.Abs(p.y);
- p.z = System.Math.Abs(p.z);
- int diag = System.Math.Min(p.x, p.z);
- int diag2 = System.Math.Max(p.x, p.z);
- h = (uint)((((14*diag)/10) + (diag2-diag) + p.y) * heuristicScale);
- return h;
- }
- return 0U;
- }
- /// <summary>Returns penalty for the given tag.</summary>
- /// <param name="tag">A value between 0 (inclusive) and 32 (exclusive).</param>
- public uint GetTagPenalty (int tag) {
- return (uint)internalTagPenalties[tag];
- }
- internal Int3 GetHTarget () {
- return hTarget;
- }
- /// <summary>
- /// Returns if the node can be traversed.
- /// This per default equals to if the node is walkable and if the node's tag is included in <see cref="enabledTags"/>
- /// </summary>
- internal bool CanTraverse (GraphNode node) {
- // Use traversal provider if set, otherwise fall back on default behaviour
- // This method is hot, but this branch is extremely well predicted so it
- // doesn't affect performance much (profiling indicates it is just above
- // the noise level, somewhere around 0%-0.3%)
- if (traversalProvider != null)
- return traversalProvider.CanTraverse(this, node);
- unchecked { return node.Walkable && (enabledTags >> (int)node.Tag & 0x1) != 0; }
- }
- internal uint GetTraversalCost (GraphNode node) {
- #if ASTAR_NO_TRAVERSAL_COST
- return 0;
- #else
- // Use traversal provider if set, otherwise fall back on default behaviour
- if (traversalProvider != null)
- return traversalProvider.GetTraversalCost(this, node);
- unchecked { return GetTagPenalty((int)node.Tag) + node.Penalty; }
- #endif
- }
- /// <summary>
- /// May be called by graph nodes to get a special cost for some connections.
- /// Nodes may call it when PathNode.flag2 is set to true, for example mesh nodes, which have
- /// a very large area can be marked on the start and end nodes, this method will be called
- /// to get the actual cost for moving from the start position to its neighbours instead
- /// of as would otherwise be the case, from the start node's position to its neighbours.
- /// The position of a node and the actual start point on the node can vary quite a lot.
- ///
- /// The default behaviour of this method is to return the previous cost of the connection,
- /// essentiall making no change at all.
- ///
- /// This method should return the same regardless of the order of a and b.
- /// That is f(a,b) == f(b,a) should hold.
- /// </summary>
- /// <param name="a">Moving from this node</param>
- /// <param name="b">Moving to this node</param>
- /// <param name="currentCost">The cost of moving between the nodes. Return this value if there is no meaningful special cost to return.</param>
- internal virtual uint GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) {
- return currentCost;
- }
- /// <summary>
- /// Returns if this path is done calculating.
- ///
- /// Note: The callback for the path might not have been called yet.
- ///
- /// \since Added in 3.0.8
- ///
- /// See: <see cref="Seeker.IsDone"/> which also takes into account if the %path %callback has been called and had modifiers applied.
- /// </summary>
- public bool IsDone () {
- return PipelineState > PathState.Processing;
- }
- /// <summary>Threadsafe increment of the state</summary>
- void IPathInternals.AdvanceState (PathState s) {
- lock (stateLock) {
- PipelineState = (PathState)System.Math.Max((int)PipelineState, (int)s);
- }
- }
- /// <summary>
- /// Returns the state of the path in the pathfinding pipeline.
- /// Deprecated: Use the <see cref="Pathfinding.Path.PipelineState"/> property instead
- /// </summary>
- [System.Obsolete("Use the 'PipelineState' property instead")]
- public PathState GetState () {
- return PipelineState;
- }
- /// <summary>Causes the path to fail and sets <see cref="errorLog"/> to msg</summary>
- internal void FailWithError (string msg) {
- Error();
- if (errorLog != "") errorLog += "\n" + msg;
- else errorLog = msg;
- }
- /// <summary>
- /// Logs an error.
- /// Deprecated: Use <see cref="FailWithError"/> instead
- /// </summary>
- [System.Obsolete("Use FailWithError instead")]
- internal void LogError (string msg) {
- Log(msg);
- }
- /// <summary>
- /// Appends a message to the <see cref="errorLog"/>.
- /// Nothing is logged to the console.
- ///
- /// Note: If AstarPath.logPathResults is PathLog.None and this is a standalone player, nothing will be logged as an optimization.
- ///
- /// Deprecated: Use <see cref="FailWithError"/> instead
- /// </summary>
- [System.Obsolete("Use FailWithError instead")]
- internal void Log (string msg) {
- errorLog += msg;
- }
- /// <summary>
- /// Aborts the path because of an error.
- /// Sets <see cref="error"/> to true.
- /// This function is called when an error has occurred (e.g a valid path could not be found).
- /// See: <see cref="FailWithError"/>
- /// </summary>
- public void Error () {
- CompleteState = PathCompleteState.Error;
- }
- /// <summary>
- /// Performs some error checking.
- /// Makes sure the user isn't using old code paths and that no major errors have been made.
- ///
- /// Causes the path to fail if any errors are found.
- /// </summary>
- private void ErrorCheck () {
- if (!hasBeenReset) FailWithError("Please use the static Construct function for creating paths, do not use the normal constructors.");
- if (((IPathInternals)this).Pooled) FailWithError("The path is currently in a path pool. Are you sending the path for calculation twice?");
- if (pathHandler == null) FailWithError("Field pathHandler is not set. Please report this bug.");
- if (PipelineState > PathState.Processing) FailWithError("This path has already been processed. Do not request a path with the same path object twice.");
- }
- /// <summary>
- /// Called when the path enters the pool.
- /// This method should release e.g pooled lists and other pooled resources
- /// The base version of this method releases vectorPath and path lists.
- /// Reset() will be called after this function, not before.
- /// Warning: Do not call this function manually.
- /// </summary>
- protected virtual void OnEnterPool () {
- if (vectorPath != null) Pathfinding.Util.ListPool<Vector3>.Release(ref vectorPath);
- if (path != null) Pathfinding.Util.ListPool<GraphNode>.Release(ref path);
- // Clear the callback to remove a potential memory leak
- // while the path is in the pool (which it could be for a long time).
- callback = null;
- immediateCallback = null;
- traversalProvider = null;
- }
- /// <summary>
- /// Reset all values to their default values.
- ///
- /// Note: All inheriting path types (e.g ConstantPath, RandomPath, etc.) which declare their own variables need to
- /// override this function, resetting ALL their variables to enable pooling of paths.
- /// If this is not done, trying to use that path type for pooling could result in weird behaviour.
- /// The best way is to reset to default values the variables declared in the extended path type and then
- /// call the base function in inheriting types with base.Reset().
- /// </summary>
- protected virtual void Reset () {
- #if ASTAR_POOL_DEBUG
- pathTraceInfo = "This path was got from the pool or created from here (stacktrace):\n";
- pathTraceInfo += System.Environment.StackTrace;
- #endif
- if (System.Object.ReferenceEquals(AstarPath.active, null))
- throw new System.NullReferenceException("No AstarPath object found in the scene. " +
- "Make sure there is one or do not create paths in Awake");
- hasBeenReset = true;
- PipelineState = (int)PathState.Created;
- releasedNotSilent = false;
- pathHandler = null;
- callback = null;
- immediateCallback = null;
- errorLog = "";
- completeState = PathCompleteState.NotCalculated;
- path = Pathfinding.Util.ListPool<GraphNode>.Claim();
- vectorPath = Pathfinding.Util.ListPool<Vector3>.Claim();
- currentR = null;
- duration = 0;
- searchedNodes = 0;
- nnConstraint = PathNNConstraint.Default;
- next = null;
- heuristic = AstarPath.active.heuristic;
- heuristicScale = AstarPath.active.heuristicScale;
- enabledTags = -1;
- tagPenalties = null;
- pathID = AstarPath.active.GetNextPathID();
- hTarget = Int3.zero;
- hTargetNode = null;
- traversalProvider = null;
- }
- /// <summary>List of claims on this path with reference objects</summary>
- private List<System.Object> claimed = new List<System.Object>();
- /// <summary>
- /// True if the path has been released with a non-silent call yet.
- ///
- /// See: Release
- /// See: Claim
- /// </summary>
- private bool releasedNotSilent;
- /// <summary>
- /// Claim this path (pooling).
- /// A claim on a path will ensure that it is not pooled.
- /// If you are using a path, you will want to claim it when you first get it and then release it when you will not
- /// use it anymore. When there are no claims on the path, it will be reset and put in a pool.
- ///
- /// This is essentially just reference counting.
- ///
- /// The object passed to this method is merely used as a way to more easily detect when pooling is not done correctly.
- /// It can be any object, when used from a movement script you can just pass "this". This class will throw an exception
- /// if you try to call Claim on the same path twice with the same object (which is usually not what you want) or
- /// if you try to call Release with an object that has not been used in a Claim call for that path.
- /// The object passed to the Claim method needs to be the same as the one you pass to this method.
- ///
- /// See: Release
- /// See: Pool
- /// See: pooling (view in online documentation for working links)
- /// See: https://en.wikipedia.org/wiki/Reference_counting
- /// </summary>
- public void Claim (System.Object o) {
- if (System.Object.ReferenceEquals(o, null)) throw new System.ArgumentNullException("o");
- for (int i = 0; i < claimed.Count; i++) {
- // Need to use ReferenceEquals because it might be called from another thread
- if (System.Object.ReferenceEquals(claimed[i], o))
- throw new System.ArgumentException("You have already claimed the path with that object ("+o+"). Are you claiming the path with the same object twice?");
- }
- claimed.Add(o);
- #if ASTAR_POOL_DEBUG
- claimInfo.Add(o.ToString() + "\n\nClaimed from:\n" + System.Environment.StackTrace);
- #endif
- }
- /// <summary>
- /// Releases the path silently (pooling).
- /// Deprecated: Use Release(o, true) instead
- /// </summary>
- [System.Obsolete("Use Release(o, true) instead")]
- internal void ReleaseSilent (System.Object o) {
- Release(o, true);
- }
- /// <summary>
- /// Releases a path claim (pooling).
- /// Removes the claim of the path by the specified object.
- /// When the claim count reaches zero, the path will be pooled, all variables will be cleared and the path will be put in a pool to be used again.
- /// This is great for performance since fewer allocations are made.
- ///
- /// If the silent parameter is true, this method will remove the claim by the specified object
- /// but the path will not be pooled if the claim count reches zero unless a Release call (not silent) has been made earlier.
- /// This is used by the internal pathfinding components such as Seeker and AstarPath so that they will not cause paths to be pooled.
- /// This enables users to skip the claim/release calls if they want without the path being pooled by the Seeker or AstarPath and
- /// thus causing strange bugs.
- ///
- /// See: Claim
- /// See: PathPool
- /// </summary>
- public void Release (System.Object o, bool silent = false) {
- if (o == null) throw new System.ArgumentNullException("o");
- for (int i = 0; i < claimed.Count; i++) {
- // Need to use ReferenceEquals because it might be called from another thread
- if (System.Object.ReferenceEquals(claimed[i], o)) {
- claimed.RemoveAt(i);
- #if ASTAR_POOL_DEBUG
- claimInfo.RemoveAt(i);
- #endif
- if (!silent) {
- releasedNotSilent = true;
- }
- if (claimed.Count == 0 && releasedNotSilent) {
- PathPool.Pool(this);
- }
- return;
- }
- }
- if (claimed.Count == 0) {
- throw new System.ArgumentException("You are releasing a path which is not claimed at all (most likely it has been pooled already). " +
- "Are you releasing the path with the same object ("+o+") twice?" +
- "\nCheck out the documentation on path pooling for help.");
- }
- throw new System.ArgumentException("You are releasing a path which has not been claimed with this object ("+o+"). " +
- "Are you releasing the path with the same object twice?\n" +
- "Check out the documentation on path pooling for help.");
- }
- /// <summary>
- /// Traces the calculated path from the end node to the start.
- /// This will build an array (<see cref="path)"/> of the nodes this path will pass through and also set the <see cref="vectorPath"/> array to the <see cref="path"/> arrays positions.
- /// Assumes the <see cref="vectorPath"/> and <see cref="path"/> are empty and not null (which will be the case for a correctly initialized path).
- /// </summary>
- protected virtual void Trace (PathNode from) {
- // Current node we are processing
- PathNode c = from;
- int count = 0;
- while (c != null) {
- c = c.parent;
- count++;
- if (count > 2048) {
- Debug.LogWarning("Infinite loop? >2048 node path. Remove this message if you really have that long paths (Path.cs, Trace method)");
- break;
- }
- }
- // Ensure capacities for lists
- AstarProfiler.StartProfile("Check List Capacities");
- if (path.Capacity < count) path.Capacity = count;
- if (vectorPath.Capacity < count) vectorPath.Capacity = count;
- AstarProfiler.EndProfile();
- c = from;
- for (int i = 0; i < count; i++) {
- path.Add(c.node);
- c = c.parent;
- }
- // Reverse
- int half = count/2;
- for (int i = 0; i < half; i++) {
- var tmp = path[i];
- path[i] = path[count-i-1];
- path[count - i - 1] = tmp;
- }
- for (int i = 0; i < count; i++) {
- vectorPath.Add((Vector3)path[i].position);
- }
- }
- /// <summary>
- /// Writes text shared for all overrides of DebugString to the string builder.
- /// See: DebugString
- /// </summary>
- protected void DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text) {
- text.Append(error ? "Path Failed : " : "Path Completed : ");
- text.Append("Computation Time ");
- text.Append(duration.ToString(logMode == PathLog.Heavy ? "0.000 ms " : "0.00 ms "));
- text.Append("Searched Nodes ").Append(searchedNodes);
- if (!error) {
- text.Append(" Path Length ");
- text.Append(path == null ? "Null" : path.Count.ToString());
- }
- }
- /// <summary>
- /// Writes text shared for all overrides of DebugString to the string builder.
- /// See: DebugString
- /// </summary>
- protected void DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text) {
- if (error) {
- text.Append("\nError: ").Append(errorLog);
- }
- // Can only print this from the Unity thread
- // since otherwise an exception might be thrown
- if (logMode == PathLog.Heavy && !AstarPath.active.IsUsingMultithreading) {
- text.Append("\nCallback references ");
- if (callback != null) text.Append(callback.Target.GetType().FullName).AppendLine();
- else text.AppendLine("NULL");
- }
- text.Append("\nPath Number ").Append(pathID).Append(" (unique id)");
- }
- /// <summary>
- /// Returns a string with information about it.
- /// More information is emitted when logMode == Heavy.
- /// An empty string is returned if logMode == None
- /// or logMode == OnlyErrors and this path did not fail.
- /// </summary>
- internal virtual string DebugString (PathLog logMode) {
- if (logMode == PathLog.None || (!error && logMode == PathLog.OnlyErrors)) {
- return "";
- }
- // Get a cached string builder for this thread
- System.Text.StringBuilder text = pathHandler.DebugStringBuilder;
- text.Length = 0;
- DebugStringPrefix(logMode, text);
- DebugStringSuffix(logMode, text);
- return text.ToString();
- }
- /// <summary>Calls callback to return the calculated path. See: <see cref="callback"/></summary>
- protected virtual void ReturnPath () {
- if (callback != null) {
- callback(this);
- }
- }
- /// <summary>
- /// Prepares low level path variables for calculation.
- /// Called before a path search will take place.
- /// Always called before the Prepare, Initialize and CalculateStep functions
- /// </summary>
- protected void PrepareBase (PathHandler pathHandler) {
- //Path IDs have overflowed 65K, cleanup is needed
- //Since pathIDs are handed out sequentially, we can do this
- if (pathHandler.PathID > pathID) {
- pathHandler.ClearPathIDs();
- }
- //Make sure the path has a reference to the pathHandler
- this.pathHandler = pathHandler;
- //Assign relevant path data to the pathHandler
- pathHandler.InitializeForPath(this);
- // Make sure that internalTagPenalties is an array which has the length 32
- if (internalTagPenalties == null || internalTagPenalties.Length != 32)
- internalTagPenalties = ZeroTagPenalties;
- try {
- ErrorCheck();
- } catch (System.Exception e) {
- FailWithError(e.Message);
- }
- }
- /// <summary>
- /// Called before the path is started.
- /// Called right before Initialize
- /// </summary>
- protected abstract void Prepare ();
- /// <summary>
- /// Always called after the path has been calculated.
- /// Guaranteed to be called before other paths have been calculated on
- /// the same thread.
- /// Use for cleaning up things like node tagging and similar.
- /// </summary>
- protected virtual void Cleanup () {}
- /// <summary>
- /// Initializes the path.
- /// Sets up the open list and adds the first node to it
- /// </summary>
- protected abstract void Initialize ();
- /// <summary>Calculates the until it is complete or the time has progressed past targetTick</summary>
- protected abstract void CalculateStep (long targetTick);
- PathHandler IPathInternals.PathHandler { get { return pathHandler; } }
- void IPathInternals.OnEnterPool () { OnEnterPool(); }
- void IPathInternals.Reset () { Reset(); }
- void IPathInternals.ReturnPath () { ReturnPath(); }
- void IPathInternals.PrepareBase (PathHandler handler) { PrepareBase(handler); }
- void IPathInternals.Prepare () { Prepare(); }
- void IPathInternals.Cleanup () { Cleanup(); }
- void IPathInternals.Initialize () { Initialize(); }
- void IPathInternals.CalculateStep (long targetTick) { CalculateStep(targetTick); }
- }
- /// <summary>Used for hiding internal methods of the Path class</summary>
- internal interface IPathInternals {
- PathHandler PathHandler { get; }
- bool Pooled { get; set; }
- void AdvanceState (PathState s);
- void OnEnterPool ();
- void Reset ();
- void ReturnPath ();
- void PrepareBase (PathHandler handler);
- void Prepare ();
- void Initialize ();
- void Cleanup ();
- void CalculateStep (long targetTick);
- }
- }
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