【UE4 C++】编程子系统 Subsystem
概述
定义
- Subsystems 是一套可以定义、自动实例化和释放的类的框架。可以将其理解为 GamePlay 级别的 Component
- 不支持网络赋值
- 4.22开始引入,4.24完善。(可以移植源码到更早之前的版本使用。源码在手,为所欲为)
五类 Subsystems 及其生命周期
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UEngineSubsystem(继承自 UDynamicSubsystem,UDynamicSubsystem继承自 USubsystem)
UEngine* GEngine
代表引擎,数量1。 Editor或Runtime模式都是全局唯一,从进程启动开始创建,进程退出时销毁。UEngine::Init()
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UEditorSubsystem(继承自 UDynamicSubsystem,UDynamicSubsystem继承自 USubsystem)
UEditorEngine* GEditor
代表编辑器,数量1。 顾名思义,只在编辑器下存在且全局唯一,从编辑器启动开始创建,到编辑器退出时销毁。 -
UGameInstanceSubsystem (继承自 USubsystem)
UGameInstance* GameInstance
代表一场游戏,数量1。 从游戏的启动开始创建,游戏退出时销毁。这里的一场游戏指的是Runtime或PIE模式的运行的都算,一场游戏里可能会创建多个World切换。 -
UWorldSubsystem (继承自 USubsystem)
UWorld* World
代表一个世界,数量可能>1。其生命周期,跟GameMode是一起的。(EWorldType:Game,Editor,PIE,EditorPreview,GamePreview等 ) -
ULocalPlayerSubsystem (继承自 USubsystem)
ULocalPlayer* LocalPlayer:代表本地玩家,数量可能>1。
UE支持本地分屏多玩家类型的游戏,但往往最常见的是就只有一个。LocalPlayer虽然往往跟PlayerController一起访问,但是其生命周期其实是跟UGameInstance一起的(默认一开始的时候就创建好一定数量的本地玩家),或者更准确的说是跟LocalPlayer的具体数量挂钩(当然你也可以运行时动态调用AddLocalPlayer)。
为什么要使用 Subsystems
- 更适用的生命周期
- 引擎只支持一个 GameInstance ,运行周期是整个引擎的生命周期
- 自定义 ManagerActor,生命周期一般为当前 level 的生命周期
- Subsystems 的生命周期可以依存于Engine,Editor,World,LocalPlayer
- 更简
- GameInstance 或者自定义 ManagerActor,需要手动维控制创建、释放
- Subsystems 自动创建、释放,提供 Initialize()、Deinitialize(),并且可重载
- 更模块化、更优雅、更封装、更易于维护、移植复用
- GameInstance 中将任务系统,计分系统,经济系统、对话系统等多个Manager 写在一起,会变得臃肿
- 模块间的数据访问封装不够良好,容易污染
- 不利于业务逻辑模块的复用,特别是需要进行移植的时候,以及多个插件同时都有自己的 GameInstance
- Subsystems 可以为不同的 Manager 创建对应的Subsystems
- 如 Manager 划分,
- 任务系统Subsystem : UGameInstanceSubsystem
- 计分系统Subsystem : UGameInstanceSubsystem
- 经济系统Subsystem : UGameInstanceSubsystem
- 对话系统Subsystem : UGameInstanceSubsystem
- 更模块化,代码显得优雅
- 解耦性高,易于维护、分工协作;易于移植复用
- 模块间的数据访问具有更好的封装性
- 如 Manager 划分,
- GameInstance 中将任务系统,计分系统,经济系统、对话系统等多个Manager 写在一起,会变得臃肿
- 更友好的访问接口
- Subsystem 更像以全局变量的形式来访问
- 提供了 Python 脚本的访问,用于编写编辑器脚本或编写测试代码
- Subsystem 无需覆盖引擎类。
Subsystems 的使用
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创建过程,涉及 FSubsystemCollectionBase
FSubsystemCollectionBase::Initialize() FSubsystemCollectionBase::AddAndInitializeSubsystem() FSubsystemCollectionBase::Deinitialize()
参考附录源码 或者
EngineDir\Engine\Source\Runtime\Engine\Private\Subsystems\SubsystemCollection.cpp
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默认重载函数
- ShouldCreateSubsystem
- Initialize()
- Deinitialize()
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C++ 访问
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html // UMyEngineSubsystem 获取 UMyEngineSubsystem* MyEngineSubsystem = GEngine->GetEngineSubsystem<UMyEngineSubsystem>(); // UMyEditorSubsystem 获取 UMyEditorSubsystem* MyEditorSubsystem = GEditor->GetEditorSubsystem<UMyEditorSubsystem>(); // UMyGameInstanceSubsystem 获取 //UGameInstance* GameInstance = GetWorld()->GetGameInstance(); UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(); UMyGameInstanceSubsystem* MyGameInstanceSubsystem = GameInstance->GetSubsystem<UMyGameInstanceSubsystem>(); // UMyWorldSubsystem 获取 UMyWorldSubsystem* MyWorldSubsystem = GetWorld()->GetSubsystem<UMyWorldSubsystem>(); // UMyLocalPlayerSubsystem 获取 ULocalPlayer* LocalPlayer = UGameplayStatics::GetPlayerController()->GetLocalPlayer(); UMyLocalPlayerSubsystem* MyLocalPlayerSubsystem = LocalPlayer->GetSubsystem<UMyLocalPlayerSubsystem>();
- 引擎自带 USubsystemBlueprintLibrary 访问方法
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html UCLASS() class ENGINE_API USubsystemBlueprintLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** Get a Game Instance Subsystem from the Game Instance associated with the provided context */ UFUNCTION(BlueprintPure, Category = "Engine Subsystems", meta = (BlueprintInternalUseOnly = "true")) static UEngineSubsystem* GetEngineSubsystem(TSubclassOf<UEngineSubsystem> Class); /** Get a Game Instance Subsystem from the Game Instance associated with the provided context */ UFUNCTION(BlueprintPure, Category = "GameInstance Subsystems", meta = (WorldContext = "ContextObject", BlueprintInternalUseOnly = "true")) static UGameInstanceSubsystem* GetGameInstanceSubsystem(UObject* ContextObject, TSubclassOf<UGameInstanceSubsystem> Class); /** Get a Local Player Subsystem from the Local Player associated with the provided context */ UFUNCTION(BlueprintPure, Category = "LocalPlayer Subsystems", meta = (WorldContext = "ContextObject", BlueprintInternalUseOnly = "true")) static ULocalPlayerSubsystem* GetLocalPlayerSubsystem(UObject* ContextObject, TSubclassOf<ULocalPlayerSubsystem> Class); /** Get a World Subsystem from the World associated with the provided context */ UFUNCTION(BlueprintPure, Category = "GameInstance Subsystems", meta = (WorldContext = "ContextObject", BlueprintInternalUseOnly = "true")) static UWorldSubsystem* GetWorldSubsystem(UObject* ContextObject, TSubclassOf<UWorldSubsystem> Class); /** * Get a Local Player Subsystem from the LocalPlayer associated with the provided context * If the player controller isn't associated to a LocalPlayer nullptr is returned */ UFUNCTION(BlueprintPure, Category = "LocalPlayer Subsystems", meta = (BlueprintInternalUseOnly = "true")) static ULocalPlayerSubsystem* GetLocalPlayerSubSystemFromPlayerController(APlayerController* PlayerController, TSubclassOf<ULocalPlayerSubsystem> Class); private: static UWorld* GetWorldFrom(UObject* ContextObject); };
UGameInstanceSubsystem
用法一
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支持委托
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支持普通变量和函数
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支持蓝图调用
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html UCLASS() class DESIGNPATTERNS_API UScoreGameInsSubsystem : public UGameInstanceSubsystem { GENERATED_BODY() public: // 是否允许被创建 virtual bool ShouldCreateSubsystem(UObject* Outer) const override { return true; } // 初始化 virtual void Initialize(FSubsystemCollectionBase& Collection) override; // 释放 virtual void Deinitialize() override; // 声明委托 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FScoreChanged, int32, CurrentScore); UPROPERTY(BlueprintAssignable) FScoreChanged ScoreChange; UFUNCTION(BlueprintCallable, Category = "MySubsystem | ScoreGameInsSubsystem") int32 AddScore(int32 BaseScore); private: int32 Score; };
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html void UScoreGameInsSubsystem::Initialize(FSubsystemCollectionBase& Collection) { Super::Initialize(Collection); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"")); } void UScoreGameInsSubsystem::Deinitialize() { Super::Deinitialize(); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"")); } int32 UScoreGameInsSubsystem::AddScore(int32 BaseScore) { Score = UKismetMathLibrary::Max(0, Score + BaseScore); // 调用委托 ScoreChange.Broadcast(Score); return Score; }
用法二
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支持创建抽象类,多个派生类,支持蓝图继承,支持遍历访问
- 注意UCLASS(Type)
- 父类为 Abstract抽象类,防止实例化
- Blueprintable 蓝图继承
- BlueprintType 可定义蓝图变量
- 注意每种类型的 Subsystem 只能创建一个实例
- 注意UCLASS(Type)
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C++访问
- 访问单个
GetWorld()->GetGameInstance()->GetSubsystem<T>()
- 访问多个
GetWorld()->GetGameInstance()->GetSubsystemArray<T>()
- 访问单个
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使用示例
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html /** * 抽象类 USourceControlSubsystem */ UCLASS(Abstract, Blueprintable, BlueprintType) class DESIGNPATTERNS_API USourceControlSubsystem : public UGameInstanceSubsystem { GENERATED_BODY() public: // ShouldCreateSubsystem 默认返回 True // 可重载 UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "MySubsystem | SourceControl") FString GetPlatformName(); }; /** * 派生类 UGitSubsystem */ UCLASS() class DESIGNPATTERNS_API UGitSubsystem : public USourceControlSubsystem { GENERATED_BODY() public: // 初始化 virtual void Initialize(FSubsystemCollectionBase& Collection) override { Super::Initialize(Collection); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"【%s】"),*GetName()); } // 释放 virtual void Deinitialize() override { Super::Deinitialize(); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"【%s】"),*GetName()); } virtual FString GetPlatformName_Implementation()override { UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"【Git】")); return TEXT("Git"); } void Help() { UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" Help Command")); } }; /** * 派生类 USVNSubsystem */ UCLASS() class DESIGNPATTERNS_API USVNSubsystem : public USourceControlSubsystem { GENERATED_BODY() public: // 初始化 virtual void Initialize(FSubsystemCollectionBase& Collection) override { Super::Initialize(Collection); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"【%s】"), *GetName()); } // 释放 virtual void Deinitialize() override { Super::Deinitialize(); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"【%s】"), *GetName()); } virtual FString GetPlatformName_Implementation()override { UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"【SVN】")); return TEXT("SVN"); } }; /** * 用于测试 ASourceControlActor */ UCLASS(Blueprintable, BlueprintType) class DESIGNPATTERNS_API ASourceControlActor : public AActor { GENERATED_BODY() public: ASourceControlActor(){} virtual void BeginPlay()override { Super::BeginPlay(); // 获取单个 Subsystem UGitSubsystem* GitSubsystem = GetWorld()->GetGameInstance()->GetSubsystem<UGitSubsystem>(); GitSubsystem->Help(); // 获取多个 Subsystem,继承自同个抽象类 const TArray<USourceControlSubsystem*> SourceControlSubsystems = GetWorld()->GetGameInstance()->GetSubsystemArray<USourceControlSubsystem>(); UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"********************* 遍历USourceControlSubsystem ********************")); for (USourceControlSubsystem* ItemSubSystem : SourceControlSubsystems) { ItemSubSystem->GetPlatformName(); } } };
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蓝图调用
其他用法
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支持Tick, 需继承 FTickableGameObject,参考 UAutoDestroySubsystem 写法
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html UCLASS() class DESIGNPATTERNS_API UScoreGameInsSubsystem : public UGameInstanceSubsystem, public FTickableGameObject { GENERATED_BODY() public: virtual void Tick(float DeltaTime)override{ UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__"Ping Pong"));} virtual bool IsTickable()const override { return !IsTemplate(); } //判断是否是 CDO,避免执行两次 Tick virtual TStatId GetStatId() const override { RETURN_QUICK_DECLARE_CYCLE_STAT(UMyScoreSubsystem, STATGROUP_Tickables); } };
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支持 Subsystem 之间的访问
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支持多个Subsystem定义依赖顺序,再初始化时调用
Collection.InitializeDependency(UScoreGameInsSubsystem::StaticClass());
UWorldSubsystem
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可以再编辑器 和 运行时 使用
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html UCLASS() class DESIGNPATTERNS_API UMyWorldSubsystem : public UWorldSubsystem { GENERATED_BODY() public: // 是否允许被创建 virtual bool ShouldCreateSubsystem(UObject* Outer) const override { return true; } // 初始化 virtual void Initialize(FSubsystemCollectionBase& Collection) override; // 释放 virtual void Deinitialize() override; FString GetWorldType(); };
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html void UMyWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection) { UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" [World] %-20s\t[Type] %s\t"), *GetWorld()->GetName(), *GetWorldType()); } void UMyWorldSubsystem::Deinitialize() { UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" [World] %-20s\t[Type] %s\t"), *GetWorld()->GetName(), *GetWorldType()); } FString UMyWorldSubsystem::GetWorldType() { FString WorldTypeName; switch (GetWorld()->WorldType) { case EWorldType::None: {WorldTypeName = TEXT("None"); }break; case EWorldType::Game: {WorldTypeName = TEXT("Game"); }break; case EWorldType::Editor: {WorldTypeName = TEXT("Editor"); }break; case EWorldType::PIE: {WorldTypeName = TEXT("PIE"); }break; case EWorldType::EditorPreview: {WorldTypeName = TEXT("EditorPreview"); }break; case EWorldType::GamePreview: {WorldTypeName = TEXT("GamePreview"); }break; case EWorldType::GameRPC: {WorldTypeName = TEXT("GameRPC"); }break; case EWorldType::Inactive: {WorldTypeName = TEXT("Inactive"); }break; default: WorldTypeName = TEXT("default"); }; return WorldTypeName; }
UEditorSubsystem
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需要再 .build.cs 添加 EditorSubsystem 模块
if (Target.bBuildEditor) { PublicDependencyModuleNames.AddRange(new string[] { "EditorSubsystem" }); }
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需要添加头文件
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编译模式记得选Editor 模式
// 原文链接 https://www.cnblogs.com/shiroe/p/14819721.html #include "EditorSubsystem.h" UCLASS() class DESIGNPATTERNS_API UMyEditorSubsystem : public UEditorSubsystem { GENERATED_BODY() public: // 是否允许被创建 virtual bool ShouldCreateSubsystem(UObject* Outer) const override { return true; } // 初始化 virtual void Initialize(FSubsystemCollectionBase& Collection) override; // 释放 virtual void Deinitialize() override; };
系统自带 Subsystem 使用蓝图示例
Asset Editor Subsystem
Asset Tag Subsystem
Editor Utility Subsystem
Layer Subsystem
Import Subsystem
Editor Validator Subsystem
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检查、验证资产
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从 EditorUtilityBlueprint 中选择父类 EditorValidatorBase
参考
- 编程子系统
- 【B站】[英文直播]Programming Subsystems(真实字幕组)
- 《InsideUE4》GamePlay架构(十一)Subsystems
- 【PPT】猫でも分かるUE4.22から入ったSubsystem
- Does 'Data Validation' not work for Blueprints?
- 原博客地址 https://www.cnblogs.com/shiroe/p/14819721.html
附录
-
SubsystemCollection.cpp
- FSubsystemCollectionBase::Initialize()
- FSubsystemCollectionBase::AddAndInitializeSubsystem()
- FSubsystemCollectionBase::Deinitialize()
void FSubsystemCollectionBase::Initialize(UObject* NewOuter) { if (Outer != nullptr) { // already initialized return; } Outer = NewOuter; check(Outer); if (ensure(BaseType) && ensureMsgf(SubsystemMap.Num() == 0, TEXT("Currently don't support repopulation of Subsystem Collections."))) { check(!bPopulating); //Populating collections on multiple threads? if (SubsystemCollections.Num() == 0) { FSubsystemModuleWatcher::InitializeModuleWatcher(); } TGuardValue<bool> PopulatingGuard(bPopulating, true); if (BaseType->IsChildOf(UDynamicSubsystem::StaticClass())) // 判断是否是 UDynamicSubsystem 的子类 { for (const TPair<FName, TArray<TSubclassOf<UDynamicSubsystem>>>& SubsystemClasses : DynamicSystemModuleMap) { for (const TSubclassOf<UDynamicSubsystem>& SubsystemClass : SubsystemClasses.Value) { if (SubsystemClass->IsChildOf(BaseType)) { AddAndInitializeSubsystem(SubsystemClass); } } } } else // 不是 UDynamicSubsystem 的子类 { TArray<UClass*> SubsystemClasses; GetDerivedClasses(BaseType, SubsystemClasses, true); for (UClass* SubsystemClass : SubsystemClasses) { AddAndInitializeSubsystem(SubsystemClass); } } // Statically track collections SubsystemCollections.Add(this); } } void FSubsystemCollectionBase::Deinitialize() { // Remove static tracking SubsystemCollections.Remove(this); if (SubsystemCollections.Num() == 0) { FSubsystemModuleWatcher::DeinitializeModuleWatcher(); } // Deinit and clean up existing systems SubsystemArrayMap.Empty(); for (auto Iter = SubsystemMap.CreateIterator(); Iter; ++Iter) // 遍历 SubsystemMap { UClass* KeyClass = Iter.Key(); USubsystem* Subsystem = Iter.Value(); if (Subsystem->GetClass() == KeyClass) { Subsystem->Deinitialize(); // 清理、释放 Subsystem->InternalOwningSubsystem = nullptr; } } SubsystemMap.Empty(); Outer = nullptr; } USubsystem* FSubsystemCollectionBase::AddAndInitializeSubsystem(UClass* SubsystemClass) { if (!SubsystemMap.Contains(SubsystemClass)) { // Only add instances for non abstract Subsystems if (SubsystemClass && !SubsystemClass->HasAllClassFlags(CLASS_Abstract)) { // Catch any attempt to add a subsystem of the wrong type checkf(SubsystemClass->IsChildOf(BaseType), TEXT("ClassType (%s) must be a subclass of BaseType(%s)."), *SubsystemClass->GetName(), *BaseType->GetName()); // Do not create instances of classes aren't authoritative if (SubsystemClass->GetAuthoritativeClass() != SubsystemClass) { return nullptr; } const USubsystem* CDO = SubsystemClass->GetDefaultObject<USubsystem>(); if (CDO->ShouldCreateSubsystem(Outer)) // 从CDO调用ShouldCreateSubsystem来判断是否要创建 { USubsystem* Subsystem = NewObject<USubsystem>(Outer, SubsystemClass); //创建 SubsystemMap.Add(SubsystemClass,Subsystem); // 添加到 SubsystemMap Subsystem->InternalOwningSubsystem = this; Subsystem->Initialize(*this); //调用Initialize return Subsystem; } } return nullptr; } return SubsystemMap.FindRef(SubsystemClass); }