Merge pull request #671 from aws-lumberyard-dev/Prefabs/AssetPreload

Asset Preload fix for json serialization and prefab game mode
This commit is contained in:
sconel
2021-05-11 09:35:06 -07:00
committed by GitHub
15 changed files with 236 additions and 23 deletions
@@ -13,6 +13,7 @@
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Script/ScriptSystemBus.h>
#include <AzCore/Serialization/Utils.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
@@ -342,6 +343,65 @@ namespace AzToolsFramework
m_validateEntitiesCallback = AZStd::move(validateEntitiesCallback);
}
void PrefabEditorEntityOwnershipService::LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
// Start our loads on all assets by calling GetAsset from the AssetManager
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
{
continue;
}
AZ::Data::AssetId assetId = asset.GetId();
AZ::Data::AssetType assetType = asset.GetType();
asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, loadBehavior);
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
}
// For all Preload assets we block until they're ready
// We do this as a seperate pass so that we don't interrupt queuing up all other asset loads
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior != AZ::Data::AssetLoadBehavior::PreLoad)
{
continue;
}
asset.BlockUntilLoadComplete();
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());
continue;
}
}
}
void PrefabEditorEntityOwnershipService::StartPlayInEditor()
{
// This is a workaround until the replacement for GameEntityContext is done
@@ -381,16 +441,21 @@ namespace AzToolsFramework
rootSpawnableIndex = m_playInEditorData.m_assets.size();
}
LoadReferencedAssets(product.GetReferencedAssets());
AZ::Data::AssetInfo info;
info.m_assetId = product.GetAsset().GetId();
info.m_assetType = product.GetAssetType();
info.m_relativePath = product.GetId();
AZ::Data::AssetCatalogRequestBus::Broadcast(
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, product.GetAsset().GetId(), info);
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, info.m_assetId, info);
m_playInEditorData.m_assets.emplace_back(product.ReleaseAsset().release(), AZ::Data::AssetLoadBehavior::Default);
}
// make sure that PRE_NOTIFY assets get their notify before we activate, so that we can preserve the order of
// (load asset) -> (notify) -> (init) -> (activate)
AZ::Data::AssetManager::Instance().DispatchEvents();
if (rootSpawnableIndex != NoRootSpawnable)
{
@@ -199,6 +199,8 @@ namespace AzToolsFramework
void OnEntityRemoved(AZ::EntityId entityId);
void LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
OnEntitiesAddedCallback m_entitiesAddedCallback;
OnEntitiesRemovedCallback m_entitiesRemovedCallback;
ValidateEntitiesCallback m_validateEntitiesCallback;
@@ -11,8 +11,10 @@
*/
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetJsonSerializer.h>
#include <AzCore/JSON/prettywriter.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
@@ -115,6 +117,48 @@ namespace AzToolsFramework
return true;
}
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets, LoadInstanceFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
// is avoided.
AZ::Data::AssetManager::Instance().SuspendAssetRelease();
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetLoadingInstance(instance);
if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
{
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
AZ::JsonDeserializerSettings settings;
// The InstanceEntityIdMapper is registered twice because it's used in several places during deserialization where one is
// specific for the InstanceEntityIdMapper and once for the generic JsonEntityIdMapper. Because the Json Serializer's meta
// data has strict typing and doesn't look for inheritance both have to be explicitly added so they're found both locations.
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
settings.m_metadata.Create<AZ::Data::SerializedAssetTracker>();
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Load(instance, prefabDom, settings);
AZ::Data::AssetManager::Instance().ResumeAssetRelease();
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error("Prefab", false,
"Failed to de-serialize Prefab Instance from Prefab DOM. "
"Unable to proceed.");
return false;
}
AZ::Data::SerializedAssetTracker* assetTracker = settings.m_metadata.Find<AZ::Data::SerializedAssetTracker>();
referencedAssets = AZStd::move(assetTracker->GetTrackedAssets());
return true;
}
bool LoadInstanceFromPrefabDom(
Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom, LoadInstanceFlags flags)
{
@@ -13,6 +13,7 @@
#pragma once
#include <AzCore/std/optional.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomTypes.h>
@@ -42,7 +43,7 @@ namespace AzToolsFramework
/**
* Stores a valid Prefab Instance within a Prefab Dom. Useful for generating Templates
* @param instance The instance to store
* @param prefabDom the prefabDom that will be used to store the Instance data
* @param prefabDom The prefabDom that will be used to store the Instance data
* @return bool on whether the operation succeeded
*/
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom);
@@ -60,20 +61,32 @@ namespace AzToolsFramework
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param prefabDom the prefabDom that will be used to load the Instance data.
* @param shouldClearContainers whether to clear containers in Instance while loading.
* @param prefabDom The prefabDom that will be used to load the Instance data.
* @param shouldClearContainers Whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param referencedAssets AZ::Assets discovered during json load are added to this list
* @param prefabDom The prefabDom that will be used to load the Instance data.
* @param shouldClearContainers Whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param newlyAddedEntities The new instances added during deserializing the instance. These are the entities found
* in the prefabDom.
* @param prefabDom the prefabDom that will be used to load the Instance data.
* @param shouldClearContainers whether to clear containers in Instance while loading.
* @param prefabDom The prefabDom that will be used to load the Instance data.
* @param shouldClearContainers Whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
@@ -63,7 +63,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZStd::move(uniqueName), context.GetSourceUuid(), AZStd::move(serializer));
AZ_Assert(spawnable, "Failed to create a new spawnable.");
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab);
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab, object.GetReferencedAssets());
if (result)
{
AzFramework::Spawnable::EntityList& entities = spawnable->GetEntities();
@@ -56,6 +56,16 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
return *m_asset;
}
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets()
{
return m_referencedAssets;
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets() const
{
return m_referencedAssets;
}
AZStd::unique_ptr<AZ::Data::AssetData> ProcessedObjectStore::ReleaseAsset()
{
return AZStd::move(m_asset);
@@ -48,6 +48,10 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZ::Data::AssetData& GetAsset();
AZStd::unique_ptr<AZ::Data::AssetData> ReleaseAsset();
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets();
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets() const;
const AZStd::string& GetId() const;
private:
@@ -55,6 +59,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
SerializerFunction m_assetSerializer;
AZStd::unique_ptr<AZ::Data::AssetData> m_asset;
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> m_referencedAssets;
AZStd::string m_uniqueId;
};
@@ -28,16 +28,23 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom)
{
AzFramework::Spawnable spawnable;
[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom);
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom, referencedAssets);
AZ_Assert(result,
"Failed to Load Prefab Instance from given Prefab DOM while Spawnable creation.");
return spawnable;
}
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom)
{
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
return CreateSpawnable(spawnable, prefabDom, referencedAssets);
}
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
Instance instance;
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom,
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
// going to be used to create clones of the entities.
{
@@ -19,6 +19,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
{
AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom);
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom);
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
void SortEntitiesByTransformHierarchy(AzFramework::Spawnable& spawnable);
} // namespace AzToolsFramework::Prefab::SpawnableUtils