Addressing feedback for the Play In Editor missing asset fixes.

- Deduplicated code for StoreInstanceInPrefabDom.
- Used QueueLoad to load an asset instead of starting a load by getting a new asset instance.
- Extended the error information when failing to load an asset.
- RefreshPrefabDom no longer returns a boolean as it wasn't used.

Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
monroegm-disable-blank-issue-2
AMZN-koppersr 4 years ago
parent e27a666bac
commit 27a75fa6a1

@ -28,7 +28,7 @@ namespace AzToolsFramework
{
namespace Internal
{
AZ::JsonSerializationResult::ResultCode JsonIssueReporter(AZStd::string& scratchBuffer,
static AZ::JsonSerializationResult::ResultCode JsonIssueReporter(AZStd::string& scratchBuffer,
AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result, AZStd::string_view path)
{
namespace JSR = AZ::JsonSerializationResult;
@ -48,6 +48,66 @@ namespace AzToolsFramework
return result;
}
static bool StoreInstanceInPrefabDom(
const Instance& instance,
PrefabDom& prefabDom,
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>* referencedAssets,
StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(instance);
// Need to store the id mapper as both its type and its base type
// Metadata is found by type id and we need access to both types at different levels (Instance, EntityId)
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
if (referencedAssets)
{
settings.m_metadata.Add(AZ::Data::SerializedAssetTracker{});
}
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
if ((flags & StoreFlags::StoreLinkIds) != StoreFlags::None)
{
settings.m_metadata.Create<LinkIdMetadata>();
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer](
AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Store(prefabDom, prefabDom.GetAllocator(), instance, settings);
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error(
"Prefab", false,
"Failed to serialize prefab instance with source path %s. "
"Unable to proceed.",
instance.GetTemplateSourcePath().c_str());
return false;
}
if (referencedAssets)
{
*referencedAssets = AZStd::move(settings.m_metadata.Find<AZ::Data::SerializedAssetTracker>()->GetTrackedAssets());
}
return true;
}
}
PrefabDomValueReference FindPrefabDomValue(PrefabDomValue& parentValue, const char* valueName)
@ -74,49 +134,7 @@ namespace AzToolsFramework
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(instance);
// Need to store the id mapper as both its type and its base type
// Meta data is found by type id and we need access to both types at different levels (Instance, EntityId)
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
if ((flags & StoreFlags::StoreLinkIds) != StoreFlags::None)
{
settings.m_metadata.Create<LinkIdMetadata>();
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer]
(AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Store(prefabDom, prefabDom.GetAllocator(), instance, settings);
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error("Prefab", false,
"Failed to serialize prefab instance with source path %s. "
"Unable to proceed.",
instance.GetTemplateSourcePath().c_str());
return false;
}
return true;
return Internal::StoreInstanceInPrefabDom(instance, prefabDom, nullptr, flags);
}
bool StoreInstanceInPrefabDom(
@ -125,52 +143,7 @@ namespace AzToolsFramework
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(instance);
// Need to store the id mapper as both its type and its base type
// Meta data is found by type id and we need access to both types at different levels (Instance, EntityId)
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
settings.m_metadata.Add(AZ::Data::SerializedAssetTracker{});
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
if ((flags & StoreFlags::StoreLinkIds) != StoreFlags::None)
{
settings.m_metadata.Create<LinkIdMetadata>();
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer](
AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Store(prefabDom, prefabDom.GetAllocator(), instance, settings);
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error(
"Prefab", false,
"Failed to serialize prefab instance with source path %s. "
"Unable to proceed.",
instance.GetTemplateSourcePath().c_str());
return false;
}
referencedAssets = AZStd::move(settings.m_metadata.Find<AZ::Data::SerializedAssetTracker>()->GetTrackedAssets());
return true;
return Internal::StoreInstanceInPrefabDom(instance, prefabDom, &referencedAssets, flags);
}
bool StoreEntityInPrefabDomFormat(const AZ::Entity& entity, Instance& owningInstance, PrefabDom& prefabDom, StoreFlags flags)

@ -255,20 +255,23 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZ::Data::AssetId assetId = asset->GetId();
AZ::Data::AssetType assetType = asset->GetType();
// Always queue load as the next step will stop loading for all PreLoad assets
*asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, AZ::Data::AssetLoadBehavior::QueueLoad);
if (!asset->GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
return false;
}
if (loadBehavior == AZ::Data::AssetLoadBehavior::PreLoad)
{
// Only assets that are preloaded need to be waited on.
blockingAssets.push_back(asset);
// Queue any pending request in parallel. Assets that were set to PreLoad will be waited for resulting
// in the same overall load guarantees.
asset->SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::QueueLoad);
}
if (!asset->QueueLoad())
{
AZ_Error(
"Prefab", false, "Failed to queue asset '%s' (%s) of type '%s' for loading while entering game mode.",
asset->GetHint().c_str(), asset->GetId().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str(),
asset->GetType().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str());
return false;
}
return false;
}
return true;
@ -288,8 +291,9 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
if (asset->IsError())
{
AZ_Error(
"Prefab", false, "Asset with id %s failed to preload while entering game mode",
asset->GetId().ToString<AZStd::string>().c_str());
"Prefab", false, "Asset '%s' (%s) of type '%s' failed to preload while entering game mode", asset->GetHint().c_str(),
asset->GetId().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str(),
asset->GetType().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str());
continue;
}

@ -154,7 +154,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
}
}
bool PrefabDocument::RefreshPrefabDom() const
void PrefabDocument::RefreshPrefabDom() const
{
if (m_isDirty)
{
@ -162,14 +162,11 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
if (PrefabDomUtils::StoreInstanceInPrefabDom(*m_instance, m_dom, m_referencedAssets))
{
m_isDirty = false;
return true;
}
else
{
AZ_Assert(false, "Failed to store Instance '%s' to PrefabDom.", m_name.c_str());
return false;
}
}
return true;
}
} // namespace AzToolsFramework::Prefab::PrefabConversionUtils

@ -59,7 +59,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
private:
bool ConstructInstanceFromPrefabDom(const PrefabDom& prefab);
// Marked const so this function can be called from other const functions. It will only operate on mutable variables.
bool RefreshPrefabDom() const;
void RefreshPrefabDom() const;
mutable PrefabDom m_dom;
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> m_instance;

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