//#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 { /// /// Provides additional traversal information to a path request. /// See: turnbased (view in online documentation for working links) /// public interface ITraversalProvider { bool CanTraverse(Path path, GraphNode node); uint GetTraversalCost(Path path, GraphNode node); } /// Convenience class to access the default implementation of the ITraversalProvider 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; } } /// Base class for all path types public abstract class Path : IPathInternals { #if ASTAR_POOL_DEBUG private string pathTraceInfo = ""; private List claimInfo = new List(); ~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 /// Data for the thread calculating this path protected PathHandler pathHandler; /// /// 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 /// public OnPathDelegate callback; /// /// 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 /// public OnPathDelegate immediateCallback; /// Returns the state of the path in the pathfinding pipeline public PathState PipelineState { get; private set; } System.Object stateLock = new object(); /// /// Provides additional traversal information to a path request. /// See: turnbased (view in online documentation for working links) /// public ITraversalProvider traversalProvider; /// Backing field for protected PathCompleteState completeState; /// /// 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 instead. /// 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; } } } /// /// If the path failed, this is true. /// See: /// See: This is equivalent to checking path.CompleteState == PathCompleteState.Error /// public bool error { get { return CompleteState == PathCompleteState.Error; } } /// /// Additional info on why a path failed. /// See: /// public string errorLog { get; private set; } /// /// 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. /// public List path; /// Holds the (possibly post processed) path as a Vector3 list public List vectorPath; /// The node currently being processed protected PathNode currentR; /// How long it took to calculate this path in milliseconds public float duration; /// Number of nodes this path has searched public int searchedNodes { get; protected set; } /// /// 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. /// bool IPathInternals.Pooled { get; set; } /// /// 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 /// [System.Obsolete("Has been renamed to 'Pooled' to use more widely underestood terminology", true)] internal bool recycled { get { return false; } } /// /// True if the Reset function has been called. /// Used to alert users when they are doing something wrong. /// protected bool hasBeenReset; /// Constraint for how to search for nodes public NNConstraint nnConstraint = PathNNConstraint.Default; /// /// Internal linked list implementation. /// Warning: This is used internally by the system. You should never change this. /// internal Path next; /// Determines which heuristic to use public Heuristic heuristic; /// /// Scale of the heuristic values. /// See: AstarPath.heuristicScale /// public float heuristicScale = 1F; /// ID of this path. Used to distinguish between different paths public ushort pathID { get; private set; } /// Target to use for H score calculation. Used alongside . protected GraphNode hTargetNode; /// Target to use for H score calculations. See: Pathfinding.Node.H protected Int3 hTarget; /// /// 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 /// myPath.enabledTags |= 1 << 5; /// To set it to false, you would do /// myPath.enabledTags &= ~(1 << 5); /// /// 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 /// public int enabledTags = -1; /// List of zeroes to use as default tag penalties static readonly int[] ZeroTagPenalties = new int[32]; /// /// The tag penalties that are actually used. /// If manualTagPenalties is null, this will be ZeroTagPenalties /// See: tagPenalties /// protected int[] internalTagPenalties; /// /// Tag penalties set by other scripts /// See: tagPenalties /// protected int[] manualTagPenalties; /// /// 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. /// /// When assigning an array to this property it must have a length of 32. /// /// Note: Setting this to null, or trying to assign an array which does not have a length of 32, will make all tag penalties be treated as if they are zero. /// /// Note: If you are using a Seeker. The Seeker will set this value to what is set in the inspector field when you call seeker.StartPath. /// So you need to change the Seeker's value via script, not set this value. /// /// See: Seeker.tagPenalties /// public int[] tagPenalties { get { return manualTagPenalties; } set { if (value == null || value.Length != 32) { manualTagPenalties = null; internalTagPenalties = ZeroTagPenalties; } else { manualTagPenalties = value; internalTagPenalties = value; } } } /// /// 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. /// public virtual bool FloodingPath { get { return false; } } /// /// Total Length of the path. /// Calculates the total length of the . /// 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 , if is null positive infinity is returned. /// 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; } /// /// Waits until this path has been calculated and returned. /// Allows for very easy scripting. /// /// IEnumerator Start () { /// var path = seeker.StartPath(transform.position, transform.position + transform.forward*10, null); /// yield return StartCoroutine(path.WaitForPath()); /// // The path is calculated now /// } /// /// /// 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: https://docs.unity3d.com/Manual/Coroutines.html /// 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; } /// /// 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. /// /// /// Path p = seeker.StartPath (transform.position, transform.position + Vector3.forward * 10); /// p.BlockUntilCalculated(); /// // The path is calculated now /// /// /// See: This is equivalent to calling AstarPath.BlockUntilCalculated(Path) /// See: WaitForPath /// public void BlockUntilCalculated () { AstarPath.BlockUntilCalculated(this); } /// /// Estimated cost from the specified node to the target. /// See: https://en.wikipedia.org/wiki/A*_search_algorithm /// 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; } /// Returns penalty for the given tag. /// A value between 0 (inclusive) and 32 (exclusive). public uint GetTagPenalty (int tag) { return (uint)internalTagPenalties[tag]; } protected Int3 GetHTarget () { return hTarget; } /// /// 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 /// public 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); // Manually inlined code from DefaultITraversalProvider unchecked { return node.Walkable && (enabledTags >> (int)node.Tag & 0x1) != 0; } } /// Returns the cost of traversing the given node public 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 } /// /// 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. /// /// Moving from this node /// Moving to this node /// The cost of moving between the nodes. Return this value if there is no meaningful special cost to return. public virtual uint GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) { return currentCost; } /// /// True 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: \reflink{Seeker.IsDone} which also takes into account if the %path %callback has been called and had modifiers applied. /// public bool IsDone () { return PipelineState > PathState.Processing; } /// Threadsafe increment of the state void IPathInternals.AdvanceState (PathState s) { lock (stateLock) { PipelineState = (PathState)System.Math.Max((int)PipelineState, (int)s); } } /// /// State of the path in the pathfinding pipeline. /// Deprecated: Use the property instead /// [System.Obsolete("Use the 'PipelineState' property instead")] public PathState GetState () { return PipelineState; } /// Causes the path to fail and sets to msg public void FailWithError (string msg) { Error(); if (errorLog != "") errorLog += "\n" + msg; else errorLog = msg; } /// /// Logs an error. /// Deprecated: Use instead /// [System.Obsolete("Use FailWithError instead")] protected void LogError (string msg) { Log(msg); } /// /// Appends a message to the . /// 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 instead /// [System.Obsolete("Use FailWithError instead")] protected void Log (string msg) { errorLog += msg; } /// /// Aborts the path because of an error. /// Sets to true. /// This function is called when an error has occurred (e.g a valid path could not be found). /// See: /// public void Error () { CompleteState = PathCompleteState.Error; } /// /// 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. /// 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."); } /// /// 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. /// protected virtual void OnEnterPool () { if (vectorPath != null) Pathfinding.Util.ListPool.Release(ref vectorPath); if (path != null) Pathfinding.Util.ListPool.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; pathHandler = null; } /// /// 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(). /// 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.Claim(); vectorPath = Pathfinding.Util.ListPool.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; } /// List of claims on this path with reference objects private List claimed = new List(); /// /// True if the path has been released with a non-silent call yet. /// /// See: Release /// See: Claim /// private bool releasedNotSilent; /// /// 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 /// 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 } /// /// Releases the path silently (pooling). /// Deprecated: Use Release(o, true) instead /// [System.Obsolete("Use Release(o, true) instead")] internal void ReleaseSilent (System.Object o) { Release(o, true); } /// /// 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 /// 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."); } /// /// Traces the calculated path from the end node to the start. /// This will build an array ( of the nodes this path will pass through and also set the array to the arrays positions. /// Assumes the and are empty and not null (which will be the case for a correctly initialized path). /// 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); } } /// /// Writes text shared for all overrides of DebugString to the string builder. /// See: DebugString /// 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()); } } /// /// Writes text shared for all overrides of DebugString to the string builder. /// See: DebugString /// 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)"); } /// /// 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. /// protected 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(); } /// Calls callback to return the calculated path. See: protected virtual void ReturnPath () { if (callback != null) { callback(this); } } /// /// Prepares low level path variables for calculation. /// Called before a path search will take place. /// Always called before the Prepare, Initialize and CalculateStep functions /// 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); } } /// /// Called before the path is started. /// Called right before Initialize /// protected abstract void Prepare(); /// /// 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. /// protected virtual void Cleanup () {} /// /// Initializes the path. /// Sets up the open list and adds the first node to it /// protected abstract void Initialize(); /// Calculates the until it is complete or the time has progressed past targetTick 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); } string IPathInternals.DebugString (PathLog logMode) { return DebugString(logMode); } } /// Used for hiding internal methods of the Path class 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); string DebugString(PathLog logMode); } }