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>
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzCore/Serialization/Json/JsonUtils.h>
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#include <AzCore/Component/Component.h>
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#include <Prefab/PrefabTestFixture.h>
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#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
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namespace UnitTest
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{
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using PrefabInstantiateTest = PrefabTestFixture;
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struct MockAsset : AZ::Data::AssetData
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{
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AZ_RTTI(MockAsset, "{DAB98A3F-1714-4B95-AACB-8C150B0D0628}", AZ::Data::AssetData);
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AZ_CLASS_ALLOCATOR(MockAsset, AZ::SystemAllocator, 0);
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static void Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<MockAsset>()->Field("data", &MockAsset::m_data);
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}
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}
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float m_data = 1.f;
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};
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struct MockAssetComponent : AZ::Component
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{
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AZ_COMPONENT(MockAssetComponent, "{D81B0D06-B495-479E-832A-A63079FD6D37}");
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static void Reflect(AZ::ReflectContext* context)
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{
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MockAsset::Reflect(context);
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<MockAssetComponent>()
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->Field("asset", &MockAssetComponent::m_asset);
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}
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}
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void Activate() override{}
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void Deactivate() override{}
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AZ::Data::Asset<MockAsset> m_asset;
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};
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class MockAssetHandler : public AZ::Data::AssetHandler
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{
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public:
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AZ_CLASS_ALLOCATOR(MockAssetHandler, AZ::SystemAllocator, 0);
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AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
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{
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(void)id;
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EXPECT_TRUE(type == azrtti_typeid<MockAsset>());
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if (type == azrtti_typeid<MockAsset>())
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{
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return aznew MockAsset();
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}
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return nullptr;
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}
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LoadResult LoadAssetData(const AZ::Data::Asset<AZ::Data::AssetData>&, AZStd::shared_ptr<AZ::Data::AssetDataStream>, const AZ::Data::AssetFilterCB&) override
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{
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return LoadResult::Error;
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}
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void DestroyAsset(AZ::Data::AssetPtr ptr) override
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{
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EXPECT_TRUE(ptr->GetType() == azrtti_typeid<MockAsset>());
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delete ptr;
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}
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void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override
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{
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assetTypes.push_back(azrtti_typeid<MockAsset>());
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}
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};
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struct PrefabFixupTest : PrefabInstantiateTest
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{
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void SetUpEditorFixtureImpl() override
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{
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PrefabInstantiateTest::SetUpEditorFixtureImpl();
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AZ::SerializeContext* context = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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ASSERT_NE(context, nullptr);
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MockAssetComponent::Reflect(context);
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AZ::Data::AssetManager::Instance().RegisterHandler(&m_handler, azrtti_typeid<MockAsset>());
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auto entity = aznew AZ::Entity();
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auto mockAssetComponent = entity->CreateComponent<MockAssetComponent>();
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mockAssetComponent->m_asset =
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AZ::Data::Asset<MockAsset>(AZ::Uuid::CreateNull(), AZ::Data::AssetType::CreateNull(), "test.asset");
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auto newInstance = AZ::Interface<PrefabSystemComponentInterface>::Get()->CreatePrefab({ entity }, {}, "test.prefab");
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AZStd::string prefabString;
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ASSERT_TRUE(m_prefabLoaderInterface->SaveTemplateToString(newInstance->GetTemplateId(), prefabString));
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m_prefabSystemComponent->RemoveAllTemplates();
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AZ::Outcome<PrefabDom, AZStd::string> readPrefabFileResult = AZ::JsonSerializationUtils::ReadJsonString(prefabString);
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ASSERT_TRUE(readPrefabFileResult.IsSuccess());
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(
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m_assetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, "test.asset", azrtti_typeid<MockAsset>(),
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true); // True to register the asset and generate an AssetId for lookup
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m_prefabDom = readPrefabFileResult.TakeValue();
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}
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void TearDownEditorFixtureImpl() override
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{
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PrefabInstantiateTest::TearDownEditorFixtureImpl();
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AZ::Data::AssetManager::Instance().UnregisterHandler(&m_handler);
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}
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void CheckInstance(const Instance& instance)
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{
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const AZ::Entity* loadedEntity = nullptr;
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instance.GetConstEntities(
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[&loadedEntity](const AZ::Entity& entity)
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{
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loadedEntity = &entity;
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return false;
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});
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auto loadedComponent = loadedEntity->FindComponent<MockAssetComponent>();
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ASSERT_NE(loadedComponent, nullptr);
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ASSERT_STREQ(loadedComponent->m_asset.GetHint().c_str(), "test.asset");
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ASSERT_EQ(loadedComponent->m_asset->GetId(), m_assetId);
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}
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MockAssetHandler m_handler;
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PrefabDom m_prefabDom;
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AZ::Data::AssetId m_assetId;
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};
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TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload1)
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{
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Instance instance;
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ASSERT_TRUE(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, m_prefabDom));
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CheckInstance(instance);
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}
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TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload2)
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{
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Instance instance;
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
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ASSERT_TRUE(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, m_prefabDom, referencedAssets));
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CheckInstance(instance);
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}
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TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload3)
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{
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Instance instance;
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
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Instance::EntityList entityList;
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(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, entityList, m_prefabDom));
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CheckInstance(instance);
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}
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}
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