Added support for nested prefabs in multiplayer pipeline

main
pereslav 5 years ago
parent 85feef74dc
commit 22e893ccbe

@ -54,34 +54,15 @@ namespace Multiplayer
}
}
static AZStd::vector<AZ::Entity*> GetEntitiesFromInstance(AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& instance)
{
AZStd::vector<AZ::Entity*> result;
instance->GetNestedEntities([&result](const AZStd::unique_ptr<AZ::Entity>& entity) {
result.emplace_back(entity.get());
return true;
});
if (instance->HasContainerEntity())
{
auto containerEntityReference = instance->GetContainerEntity();
result.emplace_back(&containerEntityReference->get());
}
return result;
}
void NetworkPrefabProcessor::ProcessPrefab(PrefabProcessorContext& context, AZStd::string_view prefabName, PrefabDom& prefab)
static AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> LoadInstanceFromPrefab(const PrefabDom& prefab)
{
using namespace AzToolsFramework::Prefab;
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> sourceInstance(aznew Instance());
if (!PrefabDomUtils::LoadInstanceFromPrefabDom(*sourceInstance, prefab,
PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
if (!PrefabDomUtils::LoadInstanceFromPrefabDom(*sourceInstance, prefab, PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
{
PrefabDomValueReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);
PrefabDomValueConstReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);
AZStd::string errorMessage("NetworkPrefabProcessor: Failed to Load Prefab Instance from given Prefab Dom.");
if (sourceReference.has_value() && sourceReference->get().IsString() && sourceReference->get().GetStringLength() != 0)
@ -90,6 +71,38 @@ namespace Multiplayer
errorMessage += AZStd::string::format("Prefab Source: %.*s", AZ_STRING_ARG(source));
}
AZ_Error("NetworkPrefabProcessor", false, errorMessage.c_str());
return nullptr;
}
return sourceInstance;
}
static void GatherNetEntities(
AzToolsFramework::Prefab::Instance* instance,
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>>& output)
{
instance->GetEntities([instance, &output](AZStd::unique_ptr<AZ::Entity>& prefabEntity)
{
if (prefabEntity->FindComponent<NetBindComponent>())
{
output.push_back(AZStd::make_pair(prefabEntity.get(), instance));
}
return true;
});
instance->GetNestedInstances([&output](AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& nestedInstance)
{
GatherNetEntities(nestedInstance.get(), output);
});
}
void NetworkPrefabProcessor::ProcessPrefab(PrefabProcessorContext& context, AZStd::string_view prefabName, PrefabDom& prefab)
{
using namespace AzToolsFramework::Prefab;
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> sourceInstance = LoadInstanceFromPrefab(prefab);
if (!sourceInstance)
{
return;
}
@ -105,36 +118,37 @@ namespace Multiplayer
auto&& [object, networkSpawnable] =
ProcessedObjectStore::Create<AzFramework::Spawnable>(uniqueName, context.GetSourceUuid(), AZStd::move(serializer));
// grab all nested entities from the Instance as source entities.
AZStd::vector<AZ::Entity*> sourceEntities = GetEntitiesFromInstance(sourceInstance);
AZStd::vector<AZ::EntityId> networkedEntityIds;
networkedEntityIds.reserve(sourceEntities.size());
// Grab all net entities with their corresponding Instances to handle nested prefabs correctly
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>> netEntities;
GatherNetEntities(sourceInstance.get(), netEntities);
for (auto* sourceEntity : sourceEntities)
{
if (sourceEntity->FindComponent<NetBindComponent>())
{
networkedEntityIds.push_back(sourceEntity->GetId());
}
}
// Instance container for net entities
AZStd::unique_ptr<Instance> networkInstance(aznew Instance());
if (networkedEntityIds.empty())
// Create an asset for our future network spawnable: this allows us to put references to the asset in the components
AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
networkSpawnableAsset.Create(networkSpawnable->GetId());
networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
if (netEntities.empty())
{
// No networked entities in the prefab, no need to do anything in this processor.
return;
}
AZStd::unique_ptr<Instance> networkInstance(aznew Instance());
// Each spawnable has a root meta-data entity at position 0, so starting net indices from 1
size_t netEntitiesIndexCounter = 1;
AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
networkSpawnableAsset.Create(networkSpawnable->GetId());
networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
for (size_t entityIndex = 0; entityIndex < networkedEntityIds.size(); ++entityIndex)
for (auto& entityInstancePair : netEntities)
{
AZ::EntityId entityId = networkedEntityIds[entityIndex];
AZ::Entity* prefabEntity = entityInstancePair.first;
Instance* instance = entityInstancePair.second;
AZ::EntityId entityId = prefabEntity->GetId();
AZ::Entity* netEntity = instance->DetachEntity(entityId).release();
AZ_Assert(netEntity, "Unable to detach entity %s [%s] from the source prefab instance",
prefabEntity->GetName().c_str(), entityId.ToString().c_str());
AZ::Entity* netEntity = sourceInstance->DetachEntity(entityId).release();
// Net entity will need a new ID to avoid IDs collision
netEntity->SetId(AZ::Entity::MakeId());
networkInstance->AddEntity(*netEntity);
@ -143,17 +157,21 @@ namespace Multiplayer
AZ::Entity* breadcrumbEntity = aznew AZ::Entity(entityId, netEntity->GetName());
breadcrumbEntity->SetRuntimeActiveByDefault(netEntity->IsRuntimeActiveByDefault());
// Marker component is what is responsible to spawning entities based on the index.
NetBindMarkerComponent* netBindMarkerComponent = breadcrumbEntity->CreateComponent<NetBindMarkerComponent>();
// Each spawnable has a root meta-data entity at position 0, so starting net indices from 1
netBindMarkerComponent->SetNetEntityIndex(entityIndex + 1);
netBindMarkerComponent->SetNetEntityIndex(netEntitiesIndexCounter);
netBindMarkerComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
// Copy the transform component from the original entity to have the correct transform and parent-child relationship
AzFramework::TransformComponent* transformComponent = netEntity->FindComponent<AzFramework::TransformComponent>();
breadcrumbEntity->CreateComponent<AzFramework::TransformComponent>(*transformComponent);
sourceInstance->AddEntity(*breadcrumbEntity);
instance->AddEntity(*breadcrumbEntity);
netEntitiesIndexCounter++;
}
// Add net spawnable asset holder
// Add net spawnable asset holder to the prefab root
{
EntityOptionalReference containerEntityRef = sourceInstance->GetContainerEntity();
if (containerEntityRef.has_value())
@ -184,7 +202,6 @@ namespace Multiplayer
return;
}
bool result = SpawnableUtils::CreateSpawnable(*networkSpawnable, networkPrefab);
if (result)
{

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