merge stabilization/2106 into development
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
@@ -72,21 +72,24 @@ namespace Multiplayer
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}
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static void GatherNetEntities(
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AzToolsFramework::Prefab::Instance* instance,
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AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>>& output)
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AzToolsFramework::Prefab::Instance* instance,
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AZStd::unordered_map<AZ::Entity*, AzToolsFramework::Prefab::Instance*>& entityToInstanceMap,
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AZStd::vector<AZ::Entity*>& netEntities)
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{
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instance->GetEntities([instance, &output](AZStd::unique_ptr<AZ::Entity>& prefabEntity)
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instance->GetEntities([instance, &entityToInstanceMap, &netEntities](AZStd::unique_ptr<AZ::Entity>& prefabEntity)
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{
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if (prefabEntity->FindComponent<NetBindComponent>())
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{
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output.push_back(AZStd::make_pair(prefabEntity.get(), instance));
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AZ::Entity* entity = prefabEntity.get();
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entityToInstanceMap[entity] = instance;
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netEntities.push_back(entity);
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}
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return true;
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});
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instance->GetNestedInstances([&output](AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& nestedInstance)
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instance->GetNestedInstances([&entityToInstanceMap, &netEntities](AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& nestedInstance)
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{
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GatherNetEntities(nestedInstance.get(), output);
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GatherNetEntities(nestedInstance.get(), entityToInstanceMap, netEntities);
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});
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}
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@@ -112,33 +115,32 @@ namespace Multiplayer
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auto&& [object, networkSpawnable] =
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ProcessedObjectStore::Create<AzFramework::Spawnable>(uniqueName, context.GetSourceUuid(), AZStd::move(serializer));
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auto& netSpawnableEntities = networkSpawnable->GetEntities();
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// Grab all net entities with their corresponding Instances to handle nested prefabs correctly
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AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>> netEntities;
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GatherNetEntities(sourceInstance.get(), netEntities);
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AZStd::unordered_map<AZ::Entity*, AzToolsFramework::Prefab::Instance*> netEntityToInstanceMap;
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AZStd::vector<AZ::Entity*> prefabNetEntities;
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GatherNetEntities(sourceInstance.get(), netEntityToInstanceMap, prefabNetEntities);
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if (netEntities.empty())
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if (prefabNetEntities.empty())
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{
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// No networked entities in the prefab, no need to do anything in this processor.
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return;
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}
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// Instance container for net entities
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AZStd::unique_ptr<Instance> networkInstance(aznew Instance());
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networkInstance->SetTemplateSourcePath(AZ::IO::PathView(uniqueName));
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// Sort the entities prior to processing. The entities will end up in the net spawnable in this order.
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SpawnableUtils::SortEntitiesByTransformHierarchy(prefabNetEntities);
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// Create an asset for our future network spawnable: this allows us to put references to the asset in the components
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AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
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networkSpawnableAsset.Create(networkSpawnable->GetId());
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networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
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// Each spawnable has a root meta-data entity at position 0, so starting net indices from 1
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size_t netEntitiesIndexCounter = 1;
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size_t netEntitiesIndexCounter = 0;
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for (auto& entityInstancePair : netEntities)
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for (auto* prefabEntity : prefabNetEntities)
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{
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AZ::Entity* prefabEntity = entityInstancePair.first;
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Instance* instance = entityInstancePair.second;
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Instance* instance = netEntityToInstanceMap[prefabEntity];
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AZ::EntityId entityId = prefabEntity->GetId();
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AZ::Entity* netEntity = instance->DetachEntity(entityId).release();
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@@ -147,7 +149,11 @@ namespace Multiplayer
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// Net entity will need a new ID to avoid IDs collision
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netEntity->SetId(AZ::Entity::MakeId());
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networkInstance->AddEntity(*netEntity);
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netEntity->InvalidateDependencies();
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netEntity->EvaluateDependencies();
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// Insert the entity into the target net spawnable
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netSpawnableEntities.emplace_back(netEntity);
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// Use the old ID for the breadcrumb entity to keep parent-child relationship in the original spawnable
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AZ::Entity* breadcrumbEntity = aznew AZ::Entity(entityId, netEntity->GetName());
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@@ -185,37 +191,12 @@ namespace Multiplayer
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}
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// save the final result in the target Prefab DOM.
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PrefabDom networkPrefab;
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if (!PrefabDomUtils::StoreInstanceInPrefabDom(*networkInstance, networkPrefab))
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{
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AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
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return;
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}
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if (!PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefab))
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{
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AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
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return;
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}
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bool result = SpawnableUtils::CreateSpawnable(*networkSpawnable, networkPrefab);
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if (result)
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{
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AzFramework::Spawnable::EntityList& entities = networkSpawnable->GetEntities();
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for (auto it = entities.begin(); it != entities.end(); ++it)
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{
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(*it)->InvalidateDependencies();
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(*it)->EvaluateDependencies();
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}
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SpawnableUtils::SortEntitiesByTransformHierarchy(*networkSpawnable);
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context.GetProcessedObjects().push_back(AZStd::move(object));
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}
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else
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{
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AZ_Error("Prefabs", false, "Failed to convert prefab '%.*s' to a spawnable.", AZ_STRING_ARG(prefabName));
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context.ErrorEncountered();
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}
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context.GetProcessedObjects().push_back(AZStd::move(object));
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}
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}
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