Updates in preparation for adding entity aliases to spawnables.
The following has been changed: - AssetDataStream can now return the stored streaming deadline and priority. - RootSpawnable now has an event that's called just before root spawnable spawns entities. This is an immediate event unlike the other events that are queued. Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
This commit is contained in:
@@ -70,6 +70,9 @@ namespace AZ::Data
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const char* GetFilename() const override { return m_filePath.c_str(); }
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AZStd::chrono::milliseconds GetStreamingDeadline() const { return m_curDeadline; }
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AZ::IO::IStreamerTypes::Priority GetStreamingPriority() const { return m_curPriority; }
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// AssetDataStream specific APIs
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//! Whether or not all data has been loaded.
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@@ -30,12 +30,22 @@ namespace AzFramework
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//! Called when the root spawnable has been assigned a new value. This may be called several times without a call to release
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//! in between.
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//! NOTE: The callback is not queued but immediately called from a random thread. This is done because this callback is typically
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//! used before entities are spawned and if it's queued then the entities spawn before this callback is called.
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//! @param rootSpawnable The new root spawnable that was assigned.
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//! @param generation The generation of the root spawnable. This will increment every time a new spawnable is assigned.
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virtual void OnRootSpawnableAssigned([[maybe_unused]] AZ::Data::Asset<Spawnable> rootSpawnable,
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[[maybe_unused]] uint32_t generation) {}
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//! Called when the root spawnable has completed spawning of entities. This may be called several times without a call to release
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//! in between.
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//! NOTE: This callback is queued and will be called with a delay and from the main thread.
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//! @param rootSpawnable The new root spawnable that was used to spawn entities from.
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//! @param generation The generation of the root spawnable. This will increment every time a new spawnable is assigned.
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virtual void OnRootSpawnableReady(
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[[maybe_unused]] AZ::Data::Asset<Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation) {}
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//! Called when the root spawnable has Released. This will only be called if there's no root spawnable assigned to take the
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//! place of the original root spawnable.
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//! Note: This callback is queued and will be called with a delay and from the main thread.
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//! @param generation The generation of the root spawnable that was released.
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virtual void OnRootSpawnableReleased([[maybe_unused]] uint32_t generation) {}
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};
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@@ -72,7 +72,7 @@ namespace AzFramework
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uint64_t SpawnableSystemComponent::AssignRootSpawnable(AZ::Data::Asset<Spawnable> rootSpawnable)
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{
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uint64_t generation = 0;
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uint32_t generation = 0;
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if (m_rootSpawnableId == rootSpawnable.GetId())
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{
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@@ -87,16 +87,25 @@ namespace AzFramework
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// Suspend and resume processing in the container that completion calls aren't received until
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// everything has been setup to accept callbacks from the call.
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m_rootSpawnableContainer.Reset(rootSpawnable);
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m_rootSpawnableContainer.SpawnAllEntities();
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generation = m_rootSpawnableContainer.GetCurrentGeneration();
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AZ_TracePrintf("Spawnables", "Root spawnable set to '%s' at generation %zu.\n", rootSpawnable.GetHint().c_str(),
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generation);
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// Don't send out the alert that the root spawnable has been assigned until the spawnable itself is ready. The common
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// use case is for handlers to do something with the information in the spawnable before the entities get spawned.
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m_rootSpawnableContainer.Alert(
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[rootSpawnable](uint32_t generation)
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{
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RootSpawnableNotificationBus::Broadcast(
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&RootSpawnableNotificationBus::Events::OnRootSpawnableAssigned, AZStd::move(rootSpawnable), generation);
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}, SpawnableEntitiesContainer::CheckIfSpawnableIsLoaded::Yes);
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m_rootSpawnableContainer.SpawnAllEntities();
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m_rootSpawnableContainer.Alert(
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[newSpawnable = AZStd::move(rootSpawnable)](uint32_t generation)
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{
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RootSpawnableNotificationBus::QueueBroadcast(
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&RootSpawnableNotificationBus::Events::OnRootSpawnableAssigned, newSpawnable, generation);
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&RootSpawnableNotificationBus::Events::OnRootSpawnableReady, AZStd::move(newSpawnable), generation);
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});
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AZ_TracePrintf("Spawnables", "Root spawnable set to '%s' at generation %zu.\n", rootSpawnable.GetHint().c_str(), generation);
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}
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else
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{
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@@ -132,6 +141,12 @@ namespace AzFramework
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AZ_TracePrintf("Spawnables", "New root spawnable '%s' assigned (generation: %i).\n", rootSpawnable.GetHint().c_str(), generation);
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}
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void SpawnableSystemComponent::OnRootSpawnableReady(
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[[maybe_unused]] AZ::Data::Asset<Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
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{
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AZ_TracePrintf("Spawnables", "Entities from new root spawnable '%s' are ready (generation: %i).\n", rootSpawnable.GetHint().c_str(), generation);
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}
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void SpawnableSystemComponent::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
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{
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AZ_TracePrintf("Spawnables", "Generation %i of the root spawnable has been released.\n", generation);
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@@ -82,6 +82,7 @@ namespace AzFramework
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//
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void OnRootSpawnableAssigned(AZ::Data::Asset<Spawnable> rootSpawnable, uint32_t generation) override;
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void OnRootSpawnableReady(AZ::Data::Asset<Spawnable> rootSpawnable, uint32_t generation) override;
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void OnRootSpawnableReleased(uint32_t generation) override;
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protected:
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+11
-11
@@ -581,15 +581,15 @@ namespace AzToolsFramework
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{
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if (m_rootInstance && m_playInEditorData.m_isEnabled)
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{
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AZ_Assert(m_playInEditorData.m_entities.IsSet(),
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AZ_Assert(
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m_playInEditorData.m_entities.IsSet(),
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"Invalid Game Mode Entities Container encountered after play-in-editor stopped. "
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"Confirm that the container was initialized correctly");
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m_playInEditorData.m_entities.DespawnAllEntities();
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m_playInEditorData.m_entities.Alert(
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[assets = AZStd::move(m_playInEditorData.m_assets),
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deactivatedEntities = AZStd::move(m_playInEditorData.m_deactivatedEntities)]
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([[maybe_unused]]uint32_t generation) mutable
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deactivatedEntities = AZStd::move(m_playInEditorData.m_deactivatedEntities)]([[maybe_unused]] uint32_t generation) mutable
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{
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auto end = deactivatedEntities.rend();
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for (auto it = deactivatedEntities.rbegin(); it != end; ++it)
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@@ -614,15 +614,15 @@ namespace AzToolsFramework
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AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesReset);
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});
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m_playInEditorData.m_entities.Clear();
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}
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// Game entity cleanup is queued onto the next tick via the DespawnEntities call.
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// To avoid both game entities and Editor entities active at the same time
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// we flush the tick queue to ensure the game entities are cleared first.
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// The Alert callback that follows the DespawnEntities call will then reactivate the editor entities
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// This should be considered temporary as a move to a less rigid event sequence that supports async entity clean up
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// is the desired direction forward.
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AZ::TickBus::ExecuteQueuedEvents();
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// Game entity cleanup is queued onto the next tick via the DespawnEntities call.
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// To avoid both game entities and Editor entities active at the same time
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// we flush the tick queue to ensure the game entities are cleared first.
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// The Alert callback that follows the DespawnEntities call will then reactivate the editor entities
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// This should be considered temporary as a move to a less rigid event sequence that supports async entity clean up
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// is the desired direction forward.
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AZ::TickBus::ExecuteQueuedEvents();
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}
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m_playInEditorData.m_isEnabled = false;
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}
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