migrate the static getworld to sgengineutils

This commit is contained in:
Mamadou Babaei
2024-08-16 18:01:38 +02:00
parent 271317b292
commit 10d14bb40f
7 changed files with 191 additions and 193 deletions
@@ -35,15 +35,9 @@
#include "SGTracking/SGGloveTracker.h"
#if WITH_EDITOR
#include "Editor.h"
#endif /* WITH_EDITOR */
#include "Engine/Engine.h"
#include "Engine/TimerHandle.h"
#include "Engine/World.h"
#if WITH_EDITOR
#include "Subsystems/UnrealEditorSubsystem.h"
#endif /* WITH_EDITOR */
#include "TimerManager.h"
#include "SGBackend/SGBackend.h"
@@ -52,6 +46,7 @@
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h"
#include "SGSettings/SGTrackingSettings.h"
#include "SGUtils/SGEngineUtils.h"
struct USGGloveTracker::FImpl
{
@@ -59,8 +54,6 @@ struct USGGloveTracker::FImpl
* Static methods
************************/
static UWorld* GetWorld();
FORCEINLINE static float GetGloveConnectivityCheckInterval()
{
const USGSettings* Settings{USGSettings::GetInstance()};
@@ -101,90 +94,9 @@ struct USGGloveTracker::FImpl
void UpdateGloves() const;
};
UWorld* USGGloveTracker::FImpl::GetWorld()
{
UWorld* World{nullptr};
#if WITH_EDITOR
if (GIsEditor)
{
if (IsValid(GEditor))
{
const bool bIsPIE = GPlayInEditorID != -1;
if (!bIsPIE)
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(1)};
if (WorldContext)
{
World = WorldContext->World();
}
}
else
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(GPlayInEditorID)};
if (WorldContext)
{
World = WorldContext->World();
}
}
/// NOTE
// IsInGameThread() check is to avoid EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// "You are not on the main thread."
// !(GEditor->PlayWorld || GIsPlayInEditorWorld) check is to avoid
// EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// The Editor is currently in a play mode.
if (!IsValid(World) && IsInGameThread() && !(GEditor->PlayWorld || GIsPlayInEditorWorld))
{
UUnrealEditorSubsystem* UnrealEditorSubsystem{GEditor->GetEditorSubsystem<UUnrealEditorSubsystem>()};
if (IsValid(UnrealEditorSubsystem))
{
/// NOTE
// This is exactly UnrealEditorSubsystem->GetEditorWorld() without all the annoying warnings that
// pollutes the logs. It's safe since we've already done all the checks.
World = GEditor->GetEditorWorldContext(false).World();
}
}
}
if (!IsValid(World) && IsValid(GEngine))
{
const UGameViewportClient* Viewport{GEngine->GameViewport};
if (IsValid(Viewport))
{
World = Viewport->GetWorld();
}
}
}
else
{
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
}
#else /* WITH_EDITOR */
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
#endif /* WITH_EDITOR */
if (!IsValid(World) && IsValid(GEngine))
{
UEngineSubsystem* EngineSubsystem{GEngine->GetEngineSubsystem<UEngineSubsystem>()};
if (IsValid(EngineSubsystem))
{
World = EngineSubsystem->GetWorld();
}
}
return World;
}
USGGloveTracker* USGGloveTracker::GetInstance()
{
UWorld* World{FImpl::GetWorld()};
UWorld* World{FSGEngineUtils::GetWorld()};
USGGloveTracker* Instance{IsValid(World) ? World->GetSubsystem<USGGloveTracker>() : nullptr};
return Instance;
}