Add support for AP-compliant relative paths (#998)
The method "PrefabLoader::GetRelativePathToProject" has been changed to "PrefabLoader::GenerateRelativePath", and reworked to get a correct relative path. GetFullPath has also been modified to get correct relative paths too. This requires an Asset Processor connection - if one isn't available (like during unit tests), the methods have fallback logic to produce project-relative paths. With this change, SliceConverter can't use SaveTemplate() to save the file any more, because GetFullPath now expects to find an existing path, which doesn't work for not-yet-created files. Instead, it now has to use the same technique as the Editor and call SaveTemplateToString then save the string out as a file.
This commit is contained in:
+18
-11
@@ -57,7 +57,6 @@ namespace AzToolsFramework
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"Couldn't get prefab loader interface, it's a requirement for PrefabEntityOwnership system to work");
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m_rootInstance = AZStd::unique_ptr<Prefab::Instance>(m_prefabSystemComponent->CreatePrefab({}, {}, "NewLevel.prefab"));
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m_sliceOwnershipService.BusConnect(m_entityContextId);
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m_sliceOwnershipService.m_shouldAssertForLegacySlicesUsage = m_shouldAssertForLegacySlicesUsage;
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m_editorSliceOwnershipService.BusConnect();
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@@ -91,14 +90,17 @@ namespace AzToolsFramework
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void PrefabEditorEntityOwnershipService::Reset()
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{
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Prefab::TemplateId templateId = m_rootInstance->GetTemplateId();
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if (templateId != Prefab::InvalidTemplateId)
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if (m_rootInstance)
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{
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m_rootInstance->SetTemplateId(Prefab::InvalidTemplateId);
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m_prefabSystemComponent->RemoveTemplate(templateId);
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Prefab::TemplateId templateId = m_rootInstance->GetTemplateId();
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if (templateId != Prefab::InvalidTemplateId)
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{
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m_rootInstance->SetTemplateId(Prefab::InvalidTemplateId);
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m_prefabSystemComponent->RemoveTemplate(templateId);
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}
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m_rootInstance->Reset();
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m_rootInstance->SetContainerEntityName("Level");
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}
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m_rootInstance->Reset();
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m_rootInstance->SetContainerEntityName("Level");
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AzFramework::EntityOwnershipServiceNotificationBus::Event(
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m_entityContextId, &AzFramework::EntityOwnershipServiceNotificationBus::Events::OnEntityOwnershipServiceReset);
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@@ -202,7 +204,7 @@ namespace AzToolsFramework
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}
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m_rootInstance->SetTemplateId(templateId);
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m_rootInstance->SetTemplateSourcePath(m_loaderInterface->GetRelativePathToProject(filename));
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m_rootInstance->SetTemplateSourcePath(m_loaderInterface->GenerateRelativePath(filename));
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m_rootInstance->SetContainerEntityName("Level");
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m_prefabSystemComponent->PropagateTemplateChanges(templateId);
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@@ -220,7 +222,7 @@ namespace AzToolsFramework
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bool PrefabEditorEntityOwnershipService::SaveToStream(AZ::IO::GenericStream& stream, AZStd::string_view filename)
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{
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AZ::IO::Path relativePath = m_loaderInterface->GetRelativePathToProject(filename);
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AZ::IO::Path relativePath = m_loaderInterface->GenerateRelativePath(filename);
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AzToolsFramework::Prefab::TemplateId templateId = m_prefabSystemComponent->GetTemplateIdFromFilePath(relativePath);
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m_rootInstance->SetTemplateSourcePath(relativePath);
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@@ -267,7 +269,7 @@ namespace AzToolsFramework
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void PrefabEditorEntityOwnershipService::CreateNewLevelPrefab(AZStd::string_view filename, const AZStd::string& templateFilename)
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{
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AZ::IO::Path relativePath = m_loaderInterface->GetRelativePathToProject(filename);
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AZ::IO::Path relativePath = m_loaderInterface->GenerateRelativePath(filename);
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AzToolsFramework::Prefab::TemplateId templateId = m_prefabSystemComponent->GetTemplateIdFromFilePath(relativePath);
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m_rootInstance->SetTemplateSourcePath(relativePath);
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@@ -378,7 +380,12 @@ namespace AzToolsFramework
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Prefab::InstanceOptionalReference PrefabEditorEntityOwnershipService::GetRootPrefabInstance()
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{
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AZ_Assert(m_rootInstance, "A valid root prefab instance couldn't be found in PrefabEditorEntityOwnershipService.");
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return *m_rootInstance;
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if (m_rootInstance)
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{
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return *m_rootInstance;
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}
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return AZStd::nullopt;
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}
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& PrefabEditorEntityOwnershipService::GetPlayInEditorAssetData()
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+1
-1
@@ -124,7 +124,7 @@ namespace AzToolsFramework
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"PrefabLoaderInterface could not be found. It is required to load Prefab Instances");
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// Make sure we have a relative path
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instance->m_templateSourcePath = loaderInterface->GetRelativePathToProject(instance->m_templateSourcePath);
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instance->m_templateSourcePath = loaderInterface->GenerateRelativePath(instance->m_templateSourcePath);
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TemplateId templateId = prefabSystemComponentInterface->GetTemplateIdFromFilePath(instance->GetTemplateSourcePath());
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@@ -18,7 +18,9 @@
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#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
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#include <AzCore/StringFunc/StringFunc.h>
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#include <AzFramework/Asset/AssetSystemBus.h>
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#include <AzFramework/FileFunc/FileFunc.h>
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#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
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#include <AzToolsFramework/API/ToolsApplicationAPI.h>
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#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
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#include <AzToolsFramework/Prefab/PrefabSystemComponentInterface.h>
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@@ -112,7 +114,7 @@ namespace AzToolsFramework
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return InvalidTemplateId;
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}
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AZ::IO::Path relativePath = GetRelativePathToProject(originPath);
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AZ::IO::Path relativePath = GenerateRelativePath(originPath);
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// Cyclical dependency detected if the prefab file is already part of the progressed
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// file path set.
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@@ -385,21 +387,100 @@ namespace AzToolsFramework
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AZ::IO::Path pathWithOSSeparator = AZ::IO::Path(path).MakePreferred();
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if (pathWithOSSeparator.IsAbsolute())
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{
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// If an absolute path was passed in, just return it as-is.
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return path;
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}
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return AZ::IO::Path(m_projectPathWithOsSeparator).Append(pathWithOSSeparator);
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// A relative path was passed in, so try to turn it back into an absolute path.
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AZ::IO::Path fullPath;
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bool pathFound = false;
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AZ::Data::AssetInfo assetInfo;
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AZStd::string rootFolder;
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AZStd::string inputPath(path.Native());
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// Given an input path that's expected to exist, try to look it up.
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AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
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pathFound, &AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath,
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inputPath.c_str(), assetInfo, rootFolder);
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if (pathFound)
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{
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// The asset system provided us with a valid root folder and relative path, so return it.
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fullPath = AZ::IO::Path(rootFolder) / assetInfo.m_relativePath;
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}
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else
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{
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// If for some reason the Asset system couldn't provide a relative path, provide some fallback logic.
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// Check to see if the AssetProcessor is ready. If it *is* and we didn't get a path, print an error then follow
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// the fallback logic. If it's *not* ready, we're probably either extremely early in a tool startup flow or inside
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// a unit test, so just execute the fallback logic without an error.
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[[maybe_unused]] bool assetProcessorReady = false;
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AzFramework::AssetSystemRequestBus::BroadcastResult(
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assetProcessorReady, &AzFramework::AssetSystemRequestBus::Events::AssetProcessorIsReady);
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AZ_Error(
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"Prefab", !assetProcessorReady, "Full source path for '%.*s' could not be determined. Using fallback logic.",
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AZ_STRING_ARG(path.Native()));
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// If a relative path was passed in, make it relative to the project root.
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fullPath = AZ::IO::Path(m_projectPathWithOsSeparator).Append(pathWithOSSeparator);
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}
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return fullPath;
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}
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AZ::IO::Path PrefabLoader::GetRelativePathToProject(AZ::IO::PathView path)
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AZ::IO::Path PrefabLoader::GenerateRelativePath(AZ::IO::PathView path)
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{
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AZ::IO::Path pathWithOSSeparator = AZ::IO::Path(path.Native()).MakePreferred();
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if (!pathWithOSSeparator.IsAbsolute())
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bool pathFound = false;
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AZStd::string relativePath;
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AZStd::string rootFolder;
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AZ::IO::Path finalPath;
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// The asset system allows for paths to be relative to multiple root folders, using a priority system.
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// This request will make the input path relative to the most appropriate, highest-priority root folder.
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AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
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pathFound, &AzToolsFramework::AssetSystemRequestBus::Events::GenerateRelativeSourcePath, path.Native(),
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relativePath, rootFolder);
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if (pathFound && !relativePath.empty())
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{
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return path;
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// A relative path was generated successfully, so return it.
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finalPath = relativePath;
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}
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else
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{
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// If for some reason the Asset system couldn't provide a relative path, provide some fallback logic.
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// Check to see if the AssetProcessor is ready. If it *is* and we didn't get a path, print an error then follow
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// the fallback logic. If it's *not* ready, we're probably either extremely early in a tool startup flow or inside
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// a unit test, so just execute the fallback logic without an error.
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[[maybe_unused]] bool assetProcessorReady = false;
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AzFramework::AssetSystemRequestBus::BroadcastResult(
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assetProcessorReady, &AzFramework::AssetSystemRequestBus::Events::AssetProcessorIsReady);
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AZ_Error("Prefab", !assetProcessorReady,
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"Relative source path for '%.*s' could not be determined. Using project path as relative root.",
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AZ_STRING_ARG(path.Native()));
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AZ::IO::Path pathWithOSSeparator = AZ::IO::Path(path.Native()).MakePreferred();
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if (pathWithOSSeparator.IsAbsolute())
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{
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// If an absolute path was passed in, make it relative to the project path.
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finalPath = AZ::IO::Path(path.Native(), '/').MakePreferred().LexicallyRelative(m_projectPathWithSlashSeparator);
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}
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else
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{
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// If a relative path was passed in, just return it.
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finalPath = path;
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}
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}
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return AZ::IO::Path(path.Native(), '/').MakePreferred().LexicallyRelative(m_projectPathWithSlashSeparator);
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return finalPath;
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}
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AZ::IO::Path PrefabLoaderInterface::GeneratePath()
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@@ -91,9 +91,11 @@ namespace AzToolsFramework
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//! The path will always have the correct separator for the current OS
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AZ::IO::Path GetFullPath(AZ::IO::PathView path) override;
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//! Converts path into a relative path to the project, this will be the paths in .prefab file.
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//! The path will always have '/' separator.
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AZ::IO::Path GetRelativePathToProject(AZ::IO::PathView path) override;
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//! Converts path into a path that's relative to the highest-priority containing folder of all the folders registered
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//! with the engine.
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//! This path will be the path that appears in the .prefab file.
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//! The path will always use the '/' separator.
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AZ::IO::Path GenerateRelativePath(AZ::IO::PathView path) override;
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//! Returns if the path is a valid path for a prefab
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static bool IsValidPrefabPath(AZ::IO::PathView path);
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@@ -74,9 +74,11 @@ namespace AzToolsFramework
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//! The path will always have the correct separator for the current OS
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virtual AZ::IO::Path GetFullPath(AZ::IO::PathView path) = 0;
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//! Converts path into a relative path to the current project, this will be the paths in .prefab file.
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//! The path will always have '/' separator.
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virtual AZ::IO::Path GetRelativePathToProject(AZ::IO::PathView path) = 0;
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//! Converts path into a path that's relative to the highest-priority containing folder of all the folders registered
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//! with the engine.
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//! This path will be the path that appears in the .prefab file.
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//! The path will always use the '/' separator.
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virtual AZ::IO::Path GenerateRelativePath(AZ::IO::PathView path) = 0;
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protected:
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@@ -318,7 +318,7 @@ namespace AzToolsFramework
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}
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//Detect whether this instantiation would produce a cyclical dependency
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auto relativePath = m_prefabLoaderInterface->GetRelativePathToProject(filePath);
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auto relativePath = m_prefabLoaderInterface->GenerateRelativePath(filePath);
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Prefab::TemplateId templateId = m_prefabSystemComponentInterface->GetTemplateIdFromFilePath(relativePath);
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if (templateId == InvalidTemplateId)
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@@ -95,7 +95,7 @@ namespace AzToolsFramework
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const AZStd::vector<AZ::Entity*>& entities, AZStd::vector<AZStd::unique_ptr<Instance>>&& instancesToConsume,
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AZ::IO::PathView filePath, AZStd::unique_ptr<AZ::Entity> containerEntity, bool shouldCreateLinks)
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{
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AZ::IO::Path relativeFilePath = m_prefabLoader.GetRelativePathToProject(filePath);
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AZ::IO::Path relativeFilePath = m_prefabLoader.GenerateRelativePath(filePath);
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if (GetTemplateIdFromFilePath(relativeFilePath) != InvalidTemplateId)
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{
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AZ_Error("Prefab", false,
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+2
-1
@@ -333,7 +333,8 @@ namespace AzToolsFramework
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}
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}
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auto createPrefabOutcome = s_prefabPublicInterface->CreatePrefab(selectedEntities, s_prefabLoaderInterface->GetRelativePathToProject(prefabFilePath.data()));
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auto createPrefabOutcome = s_prefabPublicInterface->CreatePrefab(
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selectedEntities, s_prefabLoaderInterface->GenerateRelativePath(prefabFilePath.data()));
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if (!createPrefabOutcome.IsSuccess())
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{
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@@ -244,7 +244,7 @@ namespace AZ
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}
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else
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{
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return SavePrefab(templateId);
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return SavePrefab(outputPath, templateId);
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}
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}
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@@ -318,7 +318,7 @@ namespace AZ
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nestedPrefabPath.ReplaceExtension("prefab");
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auto prefabLoaderInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabLoaderInterface>::Get();
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nestedPrefabPath = prefabLoaderInterface->GetRelativePathToProject(nestedPrefabPath);
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nestedPrefabPath = prefabLoaderInterface->GenerateRelativePath(nestedPrefabPath);
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AzToolsFramework::Prefab::TemplateId nestedTemplateId =
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prefabSystemComponentInterface->GetTemplateIdFromFilePath(nestedPrefabPath);
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@@ -439,17 +439,31 @@ namespace AZ
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AZ::Debug::Trace::Instance().Output("", "\n");
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}
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bool SliceConverter::SavePrefab(AzToolsFramework::Prefab::TemplateId templateId)
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bool SliceConverter::SavePrefab(AZ::IO::PathView outputPath, AzToolsFramework::Prefab::TemplateId templateId)
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{
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auto prefabLoaderInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabLoaderInterface>::Get();
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if (!prefabLoaderInterface->SaveTemplate(templateId))
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AZStd::string out;
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if (prefabLoaderInterface->SaveTemplateToString(templateId, out))
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{
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AZ_Printf("Convert-Slice", " Could not save prefab - internal error (Json write operation failure).\n");
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return false;
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IO::SystemFile outputFile;
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if (!outputFile.Open(
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AZStd::string(outputPath.Native()).c_str(),
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IO::SystemFile::OpenMode::SF_OPEN_CREATE |
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IO::SystemFile::OpenMode::SF_OPEN_CREATE_PATH |
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IO::SystemFile::OpenMode::SF_OPEN_WRITE_ONLY))
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{
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AZ_Error("Convert-Slice", false, " Unable to create output file '%.*s'.", AZ_STRING_ARG(outputPath.Native()));
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return false;
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}
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outputFile.Write(out.data(), out.size());
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outputFile.Close();
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return true;
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}
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return true;
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AZ_Printf("Convert-Slice", " Could not save prefab - internal error (Json write operation failure).\n");
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return false;
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}
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bool SliceConverter::ConnectToAssetProcessor()
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@@ -56,7 +56,7 @@ namespace AZ
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AZ::SliceComponent::SliceInstance& instance, AZ::Data::Asset<AZ::SliceAsset>& sliceAsset,
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AzToolsFramework::Prefab::TemplateReference nestedTemplate, AzToolsFramework::Prefab::Instance* topLevelInstance);
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static void PrintPrefab(AzToolsFramework::Prefab::TemplateId templateId);
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static bool SavePrefab(AzToolsFramework::Prefab::TemplateId templateId);
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static bool SavePrefab(AZ::IO::PathView outputPath, AzToolsFramework::Prefab::TemplateId templateId);
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};
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} // namespace SerializeContextTools
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} // namespace AZ
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Reference in New Issue
Block a user