Added ability to convert multiply-nested slices (#1239)
* Addressed feedback from previous PR * Change missing entity aliases to be deterministic. When converting slices, this helps produce the same results on multiple reconversions of the same data. * Exposed the asset filter callback. This allows the slice converter to specifically load nested slices as opposed to not loading *any* referenced assets. * Added support for multiply-nested slice instance conversion.
This commit is contained in:
@@ -128,8 +128,7 @@ namespace AZ
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return result;
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}
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bool SliceConverter::ConvertSliceFile(
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AZ::SerializeContext* serializeContext, const AZStd::string& slicePath, bool isDryRun)
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bool SliceConverter::ConvertSliceFile(AZ::SerializeContext* serializeContext, const AZStd::string& slicePath, bool isDryRun)
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{
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/* To convert a slice file, we read the input file in via ObjectStream, then use the "class ready" callback to convert
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* the data in memory to a Prefab.
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@@ -177,11 +176,22 @@ namespace AZ
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}
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AZ::Entity* rootEntity = reinterpret_cast<AZ::Entity*>(classPtr);
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return ConvertSliceToPrefab(context, outputPath, isDryRun, rootEntity);
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bool convertResult = ConvertSliceToPrefab(context, outputPath, isDryRun, rootEntity);
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// Clear out the references to any nested slices so that the nested assets get unloaded correctly at the end of
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// the conversion.
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ClearSliceAssetReferences(rootEntity);
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return convertResult;
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};
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// Read in the slice file and call the callback on completion to convert the read-in slice to a prefab.
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if (!Utilities::InspectSerializedFile(inputPath.c_str(), serializeContext, callback))
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// This will also load dependent slice assets, but no other dependent asset types.
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// Since we're not actually initializing any of the entities, we don't need any of the non-slice assets to be loaded.
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if (!Utilities::InspectSerializedFile(
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inputPath.c_str(), serializeContext, callback,
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[](const AZ::Data::AssetFilterInfo& filterInfo)
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{
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return (filterInfo.m_assetType == azrtti_typeid<AZ::SliceAsset>());
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}))
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{
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AZ_Warning("Convert-Slice", false, "Failed to load '%s'. File may not contain an object stream.", inputPath.c_str());
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result = false;
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@@ -256,7 +266,7 @@ namespace AZ
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for (auto& alias : entityAliases)
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{
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auto id = sourceInstance->GetEntityId(alias);
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auto result = m_aliasIdMapper.emplace(TemplateEntityIdPair(templateId, id), alias);
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auto result = m_aliasIdMapper.emplace(id, SliceEntityMappingInfo(templateId, alias));
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if (!result.second)
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{
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AZ_Printf("Convert-Slice", " Duplicate entity alias -> entity id entries found, conversion may not be successful.\n");
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@@ -342,10 +352,9 @@ namespace AZ
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// For each nested slice, convert it.
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for (auto& slice : sliceList)
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{
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// Get the nested slice asset
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// Get the nested slice asset. These should already be preloaded due to loading the root asset.
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auto sliceAsset = slice.GetSliceAsset();
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sliceAsset.QueueLoad();
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sliceAsset.BlockUntilLoadComplete();
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AZ_Assert(sliceAsset.IsReady(), "slice asset hasn't been loaded yet!");
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// The slice list gives us asset IDs, and we need to get to the source path. So first we get the asset path from the ID,
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// then we get the source path from the asset path.
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@@ -429,6 +438,28 @@ namespace AZ
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auto instanceToTemplateInterface = AZ::Interface<AzToolsFramework::Prefab::InstanceToTemplateInterface>::Get();
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auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
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// When creating the new instance, we would like to have deterministic instance aliases. Prefabs that depend on this one
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// will have patches that reference the alias, so if we reconvert this slice a second time, we would like it to produce
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// the same results. To get a deterministic and unique alias, we rely on the slice instance. The slice instance contains
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// a map of slice entity IDs to unique instance entity IDs. We'll just consistently use the first entry in the map as the
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// unique instance ID.
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AZStd::string instanceAlias;
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auto entityIdMap = instance.GetEntityIdMap();
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if (!entityIdMap.empty())
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{
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instanceAlias = AZStd::string::format("Instance_%s", entityIdMap.begin()->second.ToString().c_str());
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}
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else
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{
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instanceAlias = AZStd::string::format("Instance_%s", AZ::Entity::MakeId().ToString().c_str());
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}
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// Before processing any further, save off all the known entity IDs from this instance and how they map back to the base
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// nested prefab that they've come from (i.e. this one). As we proceed up the chain of nesting, this will build out a
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// hierarchical list of owning instances for each entity that we can trace upwards to know where to add the entity into
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// our nested prefab instance.
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UpdateSliceEntityInstanceMappings(instance.GetEntityIdToBaseMap(), instanceAlias);
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// Create a new unmodified prefab Instance for the nested slice instance.
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auto nestedInstance = AZStd::make_unique<AzToolsFramework::Prefab::Instance>();
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AzToolsFramework::Prefab::Instance::EntityList newEntities;
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@@ -465,15 +496,62 @@ namespace AZ
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auto instantiated =
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dataPatch.Apply(&sourceObjects, dependentSlice->GetSerializeContext(), filterDesc, sourceDataFlags, targetDataFlags);
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// Run through all the instantiated entities and fix up their parent hierarchy:
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// - Invalid parents need to get set to the container.
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// - Valid parents into the top-level instance mean that the nested slice instance is also child-nested under an entity.
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// Prefabs handle this type of nesting differently - we need to set the parent to the container, and the container's
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// parent to that other instance.
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auto containerEntity = nestedInstance->GetContainerEntity();
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auto containerEntityId = containerEntity->get().GetId();
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for (auto entity : instantiated->m_entities)
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// Replace all the entities in the instance with the new patched ones. To do this, we'll remove all existing entities
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// throughout the entire nested hierarchy, then add the new patched entities back in at the appropriate place in the hierarchy.
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// (This is easier than trying to figure out what the patched data changes are - we can let the JSON patch handle it for us)
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nestedInstance->RemoveNestedEntities(
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[](const AZStd::unique_ptr<AZ::Entity>&)
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{
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return true;
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});
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AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>> addedEntityList;
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for (auto& entity : instantiated->m_entities)
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{
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auto entityEntry = m_aliasIdMapper.find(entity->GetId());
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if (entityEntry != m_aliasIdMapper.end())
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{
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auto& mappingStruct = entityEntry->second;
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// Starting with the current nested instance, walk downwards through the nesting hierarchy until we're at the
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// correct level for this instanced entity ID, then add it. Because we're adding it with the non-instanced alias,
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// it doesn't matter what the slice's instanced entity ID is, and the JSON patch will correctly pick up the changes
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// we've made for this instance.
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AzToolsFramework::Prefab::Instance* addingInstance = nestedInstance.get();
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for (auto it = mappingStruct.m_nestedInstanceAliases.rbegin(); it != mappingStruct.m_nestedInstanceAliases.rend(); it++)
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{
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auto foundInstance = addingInstance->FindNestedInstance(*it);
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if (foundInstance.has_value())
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{
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addingInstance = &(foundInstance->get());
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}
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else
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{
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AZ_Assert(false, "Couldn't find nested instance %s", it->c_str());
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}
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}
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addingInstance->AddEntity(*entity, mappingStruct.m_entityAlias);
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addedEntityList.emplace_back(entity, addingInstance);
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}
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else
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{
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AZ_Assert(false, "Failed to find entity alias.");
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nestedInstance->AddEntity(*entity);
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addedEntityList.emplace_back(entity, nestedInstance.get());
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}
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}
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for (auto& [entity, addingInstance] : addedEntityList)
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{
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// Fix up the parent hierarchy:
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// - Invalid parents need to get set to the container.
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// - Valid parents into the top-level instance mean that the nested slice instance is also child-nested under an entity.
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// Prefabs handle this type of nesting differently - we need to set the parent to the container, and the container's
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// parent to that other instance.
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auto containerEntity = addingInstance->GetContainerEntity();
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auto containerEntityId = containerEntity->get().GetId();
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AzToolsFramework::Components::TransformComponent* transformComponent =
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entity->FindComponent<AzToolsFramework::Components::TransformComponent>();
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if (transformComponent)
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@@ -482,45 +560,61 @@ namespace AZ
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auto parentId = transformComponent->GetParentId();
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if (parentId.IsValid())
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{
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auto parentAlias = m_aliasIdMapper.find(TemplateEntityIdPair(topLevelInstance->GetTemplateId(), parentId));
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if (parentAlias != m_aliasIdMapper.end())
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// Look to see if the parent ID exists in the same instance (i.e. an entity in the nested slice is a
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// child of an entity in the containing slice). If this case exists, we need to adjust the parents so that
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// the child entity connects to the prefab container, and the *container* is the child of the entity in the
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// containing slice. (i.e. go from A->B to A->container->B)
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auto parentEntry = m_aliasIdMapper.find(parentId);
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if (parentEntry != m_aliasIdMapper.end())
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{
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// Set the container's parent to this entity's parent, and set this entity's parent to the container
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// (i.e. go from A->B to A->container->B)
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auto newParentId = topLevelInstance->GetEntityId(parentAlias->second);
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SetParentEntity(containerEntity->get(), newParentId, false);
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onlySetIfInvalid = false;
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auto& parentMappingInfo = parentEntry->second;
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if (parentMappingInfo.m_templateId != addingInstance->GetTemplateId())
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{
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if (topLevelInstance->GetTemplateId() == parentMappingInfo.m_templateId)
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{
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parentId = topLevelInstance->GetEntityId(parentMappingInfo.m_entityAlias);
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}
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else
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{
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AzToolsFramework::Prefab::Instance* parentInstance = addingInstance;
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while ((parentInstance->GetParentInstance().has_value()) &&
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(parentInstance->GetTemplateId() != parentMappingInfo.m_templateId))
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{
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parentInstance = &(parentInstance->GetParentInstance()->get());
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}
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if (parentInstance->GetTemplateId() == parentMappingInfo.m_templateId)
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{
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parentId = parentInstance->GetEntityId(parentMappingInfo.m_entityAlias);
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}
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else
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{
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AZ_Assert(false, "Could not find parent instance");
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}
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}
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// Set the container's parent to this entity's parent, and set this entity's parent to the container
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// auto newParentId = topLevelInstance->GetEntityId(parentMappingInfo.m_entityAlias);
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SetParentEntity(containerEntity->get(), parentId, false);
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onlySetIfInvalid = false;
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}
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}
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// If the parent ID is valid, but NOT in the top-level instance, then it's just a nested hierarchy inside
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// the slice and we don't need to adjust anything. "onlySetIfInvalid" will still be true, which means we
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// won't change the parent ID below.
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}
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SetParentEntity(*entity, containerEntityId, onlySetIfInvalid);
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SetParentEntity(*entity, containerEntityId, onlySetIfInvalid);
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}
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}
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// Replace all the entities in the instance with the new patched ones.
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// (This is easier than trying to figure out what the patched data changes are - we can let the JSON patch handle it for us)
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nestedInstance->RemoveNestedEntities(
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[](const AZStd::unique_ptr<AZ::Entity>&)
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{
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return true;
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});
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for (auto& entity : instantiated->m_entities)
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{
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auto entityAlias = m_aliasIdMapper.find(TemplateEntityIdPair(nestedInstance->GetTemplateId(), entity->GetId()));
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if (entityAlias != m_aliasIdMapper.end())
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{
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nestedInstance->AddEntity(*entity, entityAlias->second);
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}
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else
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{
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AZ_Assert(false, "Failed to find entity alias.");
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nestedInstance->AddEntity(*entity);
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}
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}
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// Set the container entity of the nested prefab to have the top-level prefab as the parent if it hasn't already gotten
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// another entity as its parent.
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{
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auto containerEntity = nestedInstance->GetContainerEntity();
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constexpr bool onlySetIfInvalid = true;
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SetParentEntity(containerEntity->get(), topLevelInstance->GetContainerEntityId(), onlySetIfInvalid);
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}
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@@ -531,21 +625,7 @@ namespace AZ
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AzToolsFramework::Prefab::PrefabDom topLevelInstanceDomBefore;
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instanceToTemplateInterface->GenerateDomForInstance(topLevelInstanceDomBefore, *topLevelInstance);
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// When creating the new instance, we would like to have deterministic instance aliases. Prefabs that depend on this one
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// will have patches that reference the alias, so if we reconvert this slice a second time, we would like it to produce
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// the same results. To get a deterministic and unique alias, we rely on the slice instance. The slice instance contains
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// a map of slice entity IDs to unique instance entity IDs. We'll just consistently use the first entry in the map as the
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// unique instance ID.
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AZStd::string instanceAlias;
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auto entityIdMap = instance.GetEntityIdMap();
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if (!entityIdMap.empty())
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{
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instanceAlias = AZStd::string::format("Instance_%s", entityIdMap.begin()->second.ToString().c_str());
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}
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else
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{
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instanceAlias = AZStd::string::format("Instance_%s", AZ::Entity::MakeId().ToString().c_str());
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}
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// Use the deterministic instance alias for this new instance
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AzToolsFramework::Prefab::Instance& addedInstance = topLevelInstance->AddInstance(AZStd::move(nestedInstance), instanceAlias);
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AzToolsFramework::Prefab::PrefabDom topLevelInstanceDomAfter;
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@@ -670,5 +750,48 @@ namespace AZ
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AZ_Error("Convert-Slice", disconnected, "Asset Processor failed to disconnect successfully.");
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}
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void SliceConverter::ClearSliceAssetReferences(AZ::Entity* rootEntity)
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{
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SliceComponent* sliceComponent = AZ::EntityUtils::FindFirstDerivedComponent<SliceComponent>(rootEntity);
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// Make a copy of the slice list and remove all of them from the loaded component.
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AZ::SliceComponent::SliceList slices = sliceComponent->GetSlices();
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for (auto& slice : slices)
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{
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sliceComponent->RemoveSlice(&slice);
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}
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}
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void SliceConverter::UpdateSliceEntityInstanceMappings(
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const AZ::SliceComponent::EntityIdToEntityIdMap& sliceEntityIdMap, const AZStd::string& currentInstanceAlias)
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{
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// For each instanced entity, map its ID all the way back to the original prefab template and entity ID that it came from.
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// This counts on being run recursively from the leaf nodes upwards, so we first get B->A,
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// then C->B which becomes a C->A entry, then D->C which becomes D->A, etc.
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for (auto& [newId, oldId] : sliceEntityIdMap)
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{
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// Try to find the conversion chain from the old ID. if it's there, copy it and use it for the new ID, plus add this
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// instance's name to the end of the chain. If it's not there, skip it, since it's probably the slice metadata entity,
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// which we didn't convert.
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auto parentEntry = m_aliasIdMapper.find(oldId);
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if (parentEntry != m_aliasIdMapper.end())
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{
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// Only add this instance's name if we don't already have an entry for the new ID.
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if (m_aliasIdMapper.find(newId) == m_aliasIdMapper.end())
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{
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auto newMappingEntry = m_aliasIdMapper.emplace(newId, parentEntry->second).first;
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newMappingEntry->second.m_nestedInstanceAliases.emplace_back(currentInstanceAlias);
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}
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else
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{
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// If we already had an entry for the new ID, it might be because the old and new ID are the same. This happens
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// when nesting multiple prefabs directly underneath each other without a nesting entity in-between.
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// If the IDs are different, it's an unexpected error condition.
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AZ_Assert(oldId == newId, "The same entity instance ID has unexpectedly appeared twice in the same nested prefab.");
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}
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}
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}
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}
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} // namespace SerializeContextTools
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} // namespace AZ
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Block a user