External Serialize Context for spawning
This change makes it possible to provide a Serialize Context for spawning entities from spawnables. This also removes the need for the Serialize Context to be retrieved multiple times per frame.
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@@ -57,19 +57,16 @@ namespace AzFramework
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// The following functions are thread safe
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//
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void SpawnAllEntities(
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EntitySpawnTicket& ticket, SpawnablePriority priority, EntityPreInsertionCallback preInsertionCallback = {},
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EntitySpawnCallback completionCallback = {}) override;
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void SpawnAllEntities(EntitySpawnTicket& ticket, SpawnablePriority priority, SpawnEntitiesOptionalArgs optionalArgs = {}) override;
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void SpawnEntities(
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EntitySpawnTicket& ticket, SpawnablePriority priority, AZStd::vector<size_t> entityIndices,
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EntityPreInsertionCallback preInsertionCallback = {},
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EntitySpawnCallback completionCallback = {}) override;
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SpawnEntitiesOptionalArgs optionalArgs = {}) override;
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void DespawnAllEntities(
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EntitySpawnTicket& ticket, SpawnablePriority priority, EntityDespawnCallback completionCallback = {}) override;
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EntitySpawnTicket& ticket, SpawnablePriority priority, DespawnAllEntitiesOptionalArgs optionalArgs = {}) override;
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void ReloadSpawnable(
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EntitySpawnTicket& ticket, SpawnablePriority priority, AZ::Data::Asset<Spawnable> spawnable,
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ReloadSpawnableCallback completionCallback = {}) override;
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ReloadSpawnableOptionalArgs optionalArgs = {}) override;
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void ListEntities(EntitySpawnTicket& ticket, SpawnablePriority priority, ListEntitiesCallback listCallback) override;
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void ListIndicesAndEntities(
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@@ -105,6 +102,7 @@ namespace AzFramework
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{
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EntitySpawnCallback m_completionCallback;
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EntityPreInsertionCallback m_preInsertionCallback;
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AZ::SerializeContext* m_serializeContext;
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Ticket* m_ticket;
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EntitySpawnTicket::Id m_ticketId;
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uint32_t m_requestId;
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@@ -114,6 +112,7 @@ namespace AzFramework
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AZStd::vector<size_t> m_entityIndices;
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EntitySpawnCallback m_completionCallback;
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EntityPreInsertionCallback m_preInsertionCallback;
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AZ::SerializeContext* m_serializeContext;
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Ticket* m_ticket;
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EntitySpawnTicket::Id m_ticketId;
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uint32_t m_requestId;
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@@ -129,6 +128,7 @@ namespace AzFramework
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{
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AZ::Data::Asset<Spawnable> m_spawnable;
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ReloadSpawnableCallback m_completionCallback;
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AZ::SerializeContext* m_serializeContext;
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Ticket* m_ticket;
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EntitySpawnTicket::Id m_ticketId;
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uint32_t m_requestId;
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@@ -191,15 +191,15 @@ namespace AzFramework
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AZ::Entity* CloneSingleEntity(const AZ::Entity& entityTemplate,
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EntityIdMap& templateToCloneEntityIdMap, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(SpawnAllEntitiesCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(SpawnEntitiesCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(DespawnAllEntitiesCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(ReloadSpawnableCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(ListEntitiesCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(ListIndicesEntitiesCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(ClaimEntitiesCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(BarrierCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(DestroyTicketCommand& request, AZ::SerializeContext& serializeContext);
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bool ProcessRequest(SpawnAllEntitiesCommand& request);
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bool ProcessRequest(SpawnEntitiesCommand& request);
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bool ProcessRequest(DespawnAllEntitiesCommand& request);
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bool ProcessRequest(ReloadSpawnableCommand& request);
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bool ProcessRequest(ListEntitiesCommand& request);
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bool ProcessRequest(ListIndicesEntitiesCommand& request);
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bool ProcessRequest(ClaimEntitiesCommand& request);
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bool ProcessRequest(BarrierCommand& request);
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bool ProcessRequest(DestroyTicketCommand& request);
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Queue m_highPriorityQueue;
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Queue m_regularPriorityQueue;
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@@ -207,6 +207,7 @@ namespace AzFramework
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AZ::Event<AZ::Data::Asset<Spawnable>> m_onSpawnedEvent;
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AZ::Event<AZ::Data::Asset<Spawnable>> m_onDespawnedEvent;
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AZ::SerializeContext* m_defaultSerializeContext { nullptr };
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//! The threshold used to determine if a request goes in the regular (if bigger than the value) or high priority queue (if smaller
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//! or equal to this value). The starting value of 64 is chosen as it's between default values SpawnablePriority_High and
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//! SpawnablePriority_Default which gives users a bit of room to fine tune the priorities as this value can be configured
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