Initial saving/loading of JSON serialization of sc editor assets

Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
chcurran
2021-08-17 13:47:20 -07:00
parent 5044204839
commit 0270fb7fbe
33 changed files with 418 additions and 154 deletions
@@ -76,7 +76,7 @@ namespace ScriptCanvasEditor
AZ::Data::AssetHandler::LoadResult ScriptCanvasAssetHandler::LoadAssetData
( const AZ::Data::Asset<AZ::Data::AssetData>& assetTarget
, AZStd::shared_ptr<AZ::Data::AssetDataStream> streamSource
, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
, [[maybe_unused]] const AZ::Data::AssetFilterCB& assetLoadFilterCB)
{
namespace JSRU = AZ::JsonSerializationUtils;
using namespace ScriptCanvas;
@@ -86,30 +86,43 @@ namespace ScriptCanvasEditor
if (scriptCanvasAssetTarget && m_serializeContext && streamSource)
{
AZ::JsonDeserializerSettings settings;
// more mapping stuff
settings.m_serializeContext = m_serializeContext;
streamSource->Seek(0U, AZ::IO::GenericStream::ST_SEEK_BEGIN);
// presume JSON serialization...
if (JSRU::LoadObjectFromStreamByType
( scriptCanvasAssetTarget
, azrtti_typeid<ScriptCanvasAsset>()
, *streamSource
, &settings).IsSuccess())
{
return AZ::Data::AssetHandler::LoadResult::LoadComplete;
}
else
{
// ...if there is a failure, check if it is saved in the old format
streamSource->Seek(0U, AZ::IO::GenericStream::ST_SEEK_BEGIN);
// tolerate unknown classes in the editor. Let the asset processor warn about bad nodes...
bool loadSuccess = AZ::Utils::LoadObjectFromStreamInPlace(*streamSource, scriptCanvasAssetTarget->GetScriptCanvasData()
, m_serializeContext
, AZ::ObjectStream::FilterDescriptor(assetLoadFilterCB, AZ::ObjectStream::FILTERFLAG_IGNORE_UNKNOWN_CLASSES));
auto& scriptCanvasDataTarget = scriptCanvasAssetTarget->GetScriptCanvasData();
AZStd::vector<AZ::u8> byteBuffer(streamSource->GetLength());
AZ::IO::ByteContainerStream<decltype(byteBuffer)> byteStreamSource(&byteBuffer);
const size_t bytesRead = streamSource->Read(byteBuffer.size(), byteBuffer.data());
return loadSuccess ? AZ::Data::AssetHandler::LoadResult::LoadComplete : AZ::Data::AssetHandler::LoadResult::Error;
if (bytesRead == streamSource->GetLength())
{
byteStreamSource.Seek(0U, AZ::IO::GenericStream::ST_SEEK_BEGIN);
AZ::JsonDeserializerSettings settings;
// \todo more mapping stuff needs to go in the settings
settings.m_serializeContext = m_serializeContext;
byteStreamSource.Seek(0U, AZ::IO::GenericStream::ST_SEEK_BEGIN);
// attempt JSON deserialization...
if (JSRU::LoadObjectFromStreamByType
( &scriptCanvasDataTarget
, azrtti_typeid<ScriptCanvasData>()
, byteStreamSource
, &settings).IsSuccess())
{
return AZ::Data::AssetHandler::LoadResult::LoadComplete;
}
#if defined(OBJECT_STREAM_EDITOR_ASSET_LOADING_SUPPORT_ENABLED)
else
{
// ...if there is a failure, check if it is saved in the old format
byteStreamSource.Seek(0U, AZ::IO::GenericStream::ST_SEEK_BEGIN);
// tolerate unknown classes in the editor. Let the asset processor warn about bad nodes...
if (AZ::Utils::LoadObjectFromStreamInPlace(byteStreamSource, scriptCanvasAssetTarget->GetScriptCanvasData()
, m_serializeContext
, AZ::ObjectStream::FilterDescriptor(assetLoadFilterCB, AZ::ObjectStream::FILTERFLAG_IGNORE_UNKNOWN_CLASSES)))
{
return AZ::Data::AssetHandler::LoadResult::LoadComplete;
}
}
}
#endif
}
return AZ::Data::AssetHandler::LoadResult::Error;