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
@@ -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