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:
+66
-1
@@ -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)
|
||||
{
|
||||
|
||||
+2
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user