Fix AssetContainer behavior with immediate load errors

The AssetContainer was getting "stuck" in the case that it tried to load a missing asset that was already registered with the AssetManager as missing. This fixes the bug, as well as adding a unit test for the specific condition.
This commit is contained in:
Mike Balfour
2021-05-13 16:08:47 -05:00
committed by GitHub
3 changed files with 70 additions and 17 deletions
@@ -269,13 +269,13 @@ namespace AZ
{
for (auto& [assetId, dependentAsset] : m_dependencies)
{
if (dependentAsset->IsReady())
if (dependentAsset->IsReady() || dependentAsset->IsError())
{
HandleReadyAsset(dependentAsset);
}
}
}
if (auto asset = m_rootAsset.GetStrongReference(); asset.IsReady())
if (auto asset = m_rootAsset.GetStrongReference(); asset.IsReady() || asset.IsError())
{
HandleReadyAsset(asset);
}
@@ -496,10 +496,10 @@ namespace AZ
m_waitingCount -= 1;
disconnectEbus = true;
if (m_waitingAssets.empty())
{
allReady = true;
}
}
if (m_waitingAssets.empty())
{
allReady = true;
}
}
@@ -510,8 +510,15 @@ namespace AZ
}
}
if (allReady && m_initComplete)
// If there are no assets left to be loaded, trigger the final AssetContainer notification (ready or canceled).
// We guard against prematurely sending it (m_initComplete) because it's possible for assets to get removed from our waiting
// list *while* we're still building up the list, so the list would appear to be empty too soon.
// We also guard against sending it multiple times (m_finalNotificationSent), because in some error conditions, it may be
// possible to try to remove the same asset multiple times, which if it's the last asset, it could trigger multiple
// notifications.
if (allReady && m_initComplete && !m_finalNotificationSent)
{
m_finalNotificationSent = true;
if (m_rootAsset)
{
AssetManagerBus::Broadcast(&AssetManagerBus::Events::OnAssetContainerReady, this);
@@ -137,6 +137,7 @@ namespace AZ
AZStd::atomic_int m_invalidDependencies{ 0 };
AZStd::unordered_set<AZ::Data::AssetId> m_unloadedDependencies;
AZStd::atomic_bool m_initComplete{ false };
AZStd::atomic_bool m_finalNotificationSent{false};
mutable AZStd::recursive_mutex m_preloadMutex;
// AssetId -> List of assets it is still waiting on
@@ -351,6 +351,7 @@ namespace UnitTest
public AZ::Data::AssetCatalog
{
static inline const AZ::Uuid TestAssetId{"{E970B177-5F45-44EB-A2C4-9F29D9A0B2A2}"};
static inline const AZ::Uuid MissingAssetId{"{11111111-1111-1111-1111-111111111111}"};
static inline constexpr AZStd::string_view TestAssetPath = "test";
void SetUp() override
@@ -431,24 +432,40 @@ namespace UnitTest
// AssetCatalogRequestBus implementation
// Minimalist mocks to provide our desired asset path or asset id
AZStd::string GetAssetPathById([[maybe_unused]] const AZ::Data::AssetId& id) override
AZStd::string GetAssetPathById(const AZ::Data::AssetId& id) override
{
return TestAssetPath;
if (id == TestAssetId)
{
return TestAssetPath;
}
return "";
}
AZ::Data::AssetId GetAssetIdByPath(
[[maybe_unused]] const char* path, [[maybe_unused]] const AZ::Data::AssetType& typeToRegister,
const char* path, [[maybe_unused]] const AZ::Data::AssetType& typeToRegister,
[[maybe_unused]] bool autoRegisterIfNotFound) override
{
return TestAssetId;
if (path == TestAssetPath)
{
return TestAssetId;
}
return AZ::Data::AssetId();
}
// Return the mocked-out information for our test asset
AZ::Data::AssetInfo GetAssetInfoById([[maybe_unused]] const AZ::Data::AssetId& id) override
AZ::Data::AssetInfo GetAssetInfoById(const AZ::Data::AssetId& id) override
{
AZ::Data::AssetInfo assetInfo;
assetInfo.m_assetId = TestAssetId;
assetInfo.m_assetType = AZ::AzTypeInfo<EmptyAsset>::Uuid();
assetInfo.m_relativePath = TestAssetPath;
if (id == TestAssetId)
{
assetInfo.m_assetId = TestAssetId;
assetInfo.m_assetType = AZ::AzTypeInfo<EmptyAsset>::Uuid();
assetInfo.m_relativePath = TestAssetPath;
}
return assetInfo;
}
@@ -456,15 +473,20 @@ namespace UnitTest
// Set the mocked-out asset load to have a 0-byte length so that the load skips I/O and immediately returns success
AZ::Data::AssetStreamInfo GetStreamInfoForLoad(
[[maybe_unused]] const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
{
EXPECT_TRUE(type == AZ::AzTypeInfo<EmptyAsset>::Uuid());
AZ::Data::AssetStreamInfo info;
info.m_dataOffset = 0;
info.m_streamName = TestAssetPath;
info.m_dataLen = 0;
info.m_streamFlags = AZ::IO::OpenMode::ModeRead;
if (id == TestAssetId)
{
info.m_streamName = TestAssetPath;
}
return info;
}
@@ -489,4 +511,27 @@ namespace UnitTest
EXPECT_TRUE(testAsset.IsReady());
}
// This test verifies that even if the asset loading returns immediately with an error, all of the loading code works
// successfully. The test itself loads a missing asset twice - the first time is a non-immediate error, where the error
// isn't reported until the DispatchEvents() call. The second time is an immediate error, because now the asset is already
// registered in an Error state. If the test fails, it will likely get caught in the shutdown of the test class, if any
// assets still exist at the point that the asset handler is unregistered. If they're present, then handling of the immediate
// error didn't work, as it left around extra references to the asset that haven't been cleaned up.
TEST_F(AssetManagerStreamerImmediateCompletionTests, ImmediateAssetError_WorksSuccessfully)
{
AZ::Data::AssetLoadParameters loadParams;
// Attempt to load a missing asset the first time. It will get an error, but not until the DispatchEvents() call happens.
auto testAsset1 = AssetManager::Instance().GetAsset<EmptyAsset>(MissingAssetId, AZ::Data::AssetLoadBehavior::Default, loadParams);
AZ::Data::AssetManager::Instance().DispatchEvents();
EXPECT_TRUE(testAsset1.IsError());
// While the reference to the missing asset still exists, try to get it again. This will cause a more immediate error in
// the AssetContainer code, which should still get handled correctly. In the failure condition, it will instead leave the
// AssetContainer in a state where it never sends the final OnAssetContainerReady/Canceled message.
auto testAsset2 = AssetManager::Instance().GetAsset<EmptyAsset>(MissingAssetId, AZ::Data::AssetLoadBehavior::Default, loadParams);
AZ::Data::AssetManager::Instance().DispatchEvents();
EXPECT_TRUE(testAsset2.IsError());
}
} // namespace UnitTest