Fix loaded procprefabs not going through the asset hint fixup process… (#6077)

* Fix loaded procprefabs not going through the asset hint fixup process for all versions of LoadInstanceFromPrefabDom.

Fixes procprefab asset references not working when pressing Ctrl+G in the editor

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add unit test

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add missing include

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
This commit is contained in:
amzn-mike
2021-12-07 13:00:47 -06:00
committed by GitHub
parent 1be7845cd2
commit 7c96bc4f1f
3 changed files with 214 additions and 25 deletions
@@ -150,6 +150,24 @@ namespace AzToolsFramework
return result.GetOutcome() == AZ::JsonSerializationResult::Outcomes::Success;
}
// some assets may come in from the JSON serialzier with no AssetID, but have an asset hint
// this attempts to fix up the assets using the assetHint field
void FixUpInvalidAssets(AZ::Data::Asset<AZ::Data::AssetData>& asset)
{
if (!asset.GetId().IsValid() && !asset.GetHint().empty())
{
AZ::Data::AssetId assetId;
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
assetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, asset.GetHint().c_str(),
AZ::Data::s_invalidAssetType, false);
if (assetId.IsValid())
{
asset.Create(assetId, false);
}
}
}
bool LoadInstanceFromPrefabDom(Instance& instance, const PrefabDom& prefabDom, LoadFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
@@ -164,13 +182,17 @@ namespace AzToolsFramework
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
auto tracker = AZ::Data::SerializedAssetTracker{};
tracker.SetAssetFixUp(&FixUpInvalidAssets);
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.Add(tracker);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Load(instance, prefabDom, settings);
@@ -203,13 +225,16 @@ namespace AzToolsFramework
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
auto tracker = AZ::Data::SerializedAssetTracker{};
tracker.SetAssetFixUp(&FixUpInvalidAssets);
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>();
settings.m_metadata.Add(tracker);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Load(instance, prefabDom, settings);
@@ -246,29 +271,8 @@ namespace AzToolsFramework
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
// some assets may come in from the JSON serialzier with no AssetID, but have an asset hint
// this attempts to fix up the assets using the assetHint field
auto fixUpInvalidAssets = [](AZ::Data::Asset<AZ::Data::AssetData>& asset)
{
if (!asset.GetId().IsValid() && !asset.GetHint().empty())
{
AZ::Data::AssetId assetId;
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
assetId,
&AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
asset.GetHint().c_str(),
AZ::Data::s_invalidAssetType,
false);
if (assetId.IsValid())
{
asset.Create(assetId, false);
}
}
};
auto tracker = AZ::Data::SerializedAssetTracker{};
tracker.SetAssetFixUp(fixUpInvalidAssets);
tracker.SetAssetFixUp(&FixUpInvalidAssets);
AZ::JsonDeserializerSettings settings;
// The InstanceEntityIdMapper is registered twice because it's used in several places during deserialization where one is
@@ -0,0 +1,185 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Asset/AssetSerializer.h>
#include <AzCore/Serialization/Json/JsonUtils.h>
#include <AzCore/Component/Component.h>
#include <Prefab/PrefabTestFixture.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
namespace UnitTest
{
using PrefabInstantiateTest = PrefabTestFixture;
struct MockAsset : AZ::Data::AssetData
{
AZ_RTTI(MockAsset, "{DAB98A3F-1714-4B95-AACB-8C150B0D0628}", AZ::Data::AssetData);
AZ_CLASS_ALLOCATOR(MockAsset, AZ::SystemAllocator, 0);
static void Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<MockAsset>()->Field("data", &MockAsset::m_data);
}
}
float m_data = 1.f;
};
struct MockAssetComponent : AZ::Component
{
AZ_COMPONENT(MockAssetComponent, "{D81B0D06-B495-479E-832A-A63079FD6D37}");
static void Reflect(AZ::ReflectContext* context)
{
MockAsset::Reflect(context);
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<MockAssetComponent>()
->Field("asset", &MockAssetComponent::m_asset);
}
}
void Activate() override{}
void Deactivate() override{}
AZ::Data::Asset<MockAsset> m_asset;
};
class MockAssetHandler : public AZ::Data::AssetHandler
{
public:
AZ_CLASS_ALLOCATOR(MockAssetHandler, AZ::SystemAllocator, 0);
AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
{
(void)id;
EXPECT_TRUE(type == azrtti_typeid<MockAsset>());
if (type == azrtti_typeid<MockAsset>())
{
return aznew MockAsset();
}
return nullptr;
}
LoadResult LoadAssetData(const AZ::Data::Asset<AZ::Data::AssetData>&, AZStd::shared_ptr<AZ::Data::AssetDataStream>, const AZ::Data::AssetFilterCB&) override
{
return LoadResult::Error;
}
void DestroyAsset(AZ::Data::AssetPtr ptr) override
{
EXPECT_TRUE(ptr->GetType() == azrtti_typeid<MockAsset>());
delete ptr;
}
void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override
{
assetTypes.push_back(azrtti_typeid<MockAsset>());
}
};
struct PrefabFixupTest : PrefabInstantiateTest
{
void SetUpEditorFixtureImpl() override
{
PrefabInstantiateTest::SetUpEditorFixtureImpl();
AZ::SerializeContext* context = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
ASSERT_NE(context, nullptr);
MockAssetComponent::Reflect(context);
AZ::Data::AssetManager::Instance().RegisterHandler(&m_handler, azrtti_typeid<MockAsset>());
auto entity = aznew AZ::Entity();
auto mockAssetComponent = entity->CreateComponent<MockAssetComponent>();
mockAssetComponent->m_asset =
AZ::Data::Asset<MockAsset>(AZ::Uuid::CreateNull(), AZ::Data::AssetType::CreateNull(), "test.asset");
auto newInstance = AZ::Interface<PrefabSystemComponentInterface>::Get()->CreatePrefab({ entity }, {}, "test.prefab");
AZStd::string prefabString;
ASSERT_TRUE(m_prefabLoaderInterface->SaveTemplateToString(newInstance->GetTemplateId(), prefabString));
m_prefabSystemComponent->RemoveAllTemplates();
AZ::Outcome<PrefabDom, AZStd::string> readPrefabFileResult = AZ::JsonSerializationUtils::ReadJsonString(prefabString);
ASSERT_TRUE(readPrefabFileResult.IsSuccess());
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
m_assetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, "test.asset", azrtti_typeid<MockAsset>(),
true); // True to register the asset and generate an AssetId for lookup
m_prefabDom = readPrefabFileResult.TakeValue();
}
void TearDownEditorFixtureImpl() override
{
PrefabInstantiateTest::TearDownEditorFixtureImpl();
AZ::Data::AssetManager::Instance().UnregisterHandler(&m_handler);
}
void CheckInstance(const Instance& instance)
{
const AZ::Entity* loadedEntity = nullptr;
instance.GetConstEntities(
[&loadedEntity](const AZ::Entity& entity)
{
loadedEntity = &entity;
return false;
});
auto loadedComponent = loadedEntity->FindComponent<MockAssetComponent>();
ASSERT_NE(loadedComponent, nullptr);
ASSERT_STREQ(loadedComponent->m_asset.GetHint().c_str(), "test.asset");
ASSERT_EQ(loadedComponent->m_asset->GetId(), m_assetId);
}
MockAssetHandler m_handler;
PrefabDom m_prefabDom;
AZ::Data::AssetId m_assetId;
};
TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload1)
{
Instance instance;
ASSERT_TRUE(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, m_prefabDom));
CheckInstance(instance);
}
TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload2)
{
Instance instance;
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
ASSERT_TRUE(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, m_prefabDom, referencedAssets));
CheckInstance(instance);
}
TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload3)
{
Instance instance;
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
Instance::EntityList entityList;
(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, entityList, m_prefabDom));
CheckInstance(instance);
}
}
@@ -74,7 +74,7 @@ set(FILES
Prefab/PrefabEntityAliasTests.cpp
Prefab/PrefabInstanceToTemplatePropagatorTests.cpp
Prefab/PrefabInstantiateTests.cpp
Prefab/PrefabInstantiateTests.cpp
Prefab/PrefabAssetFixupTests.cpp
Prefab/PrefabLoadTemplateTests.cpp
Prefab/PrefabTestComponent.cpp
Prefab/PrefabTestComponent.h