Asset Preload fix for json serialization and prefab game mode

This commit is contained in:
sconel
2021-05-10 11:46:58 -07:00
parent 54e06b0f63
commit b04bfc459f
14 changed files with 178 additions and 20 deletions
@@ -1,7 +1,8 @@
{
"Amazon": {
"Preferences": {
"EnablePrefabSystem": false
"EnablePrefabSystem": true,
"EnablePrefabSystemWipFeatures": true
}
}
}
@@ -18,6 +18,7 @@
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/Memory/SystemAllocator.h>
#include <AzCore/Math/Uuid.h>
#include <AzCore/Preprocessor/Enum.h>
#include <AzCore/std/containers/bitset.h>
#include <AzCore/std/string/string.h>
#include <AzCore/std/string/string_view.h>
@@ -216,16 +217,14 @@ namespace AZ
/**
* Setting for each reference (Asset<T>) to control loading of referenced assets during serialization.
*/
enum class AssetLoadBehavior : u8
{
PreLoad = 0, ///< Serializer will "Pre load" dependencies, asset containers may load in parallel but will not signal AssetReady
QueueLoad = 1, ///< Serializer will queue an asynchronous load of the referenced asset and return the object to the user. User code should use the \ref AZ::Data::AssetBus to monitor for when it's ready.
NoLoad = 2, ///< Serializer will load reference information, but asset loading will be left to the user. User code should call Asset<T>::QueueLoad and use the \ref AZ::Data::AssetBus to monitor for when it's ready.
///< AssetContainers will skip NoLoad dependencies
AZ_ENUM_WITH_UNDERLYING_TYPE(AssetLoadBehavior, u8,
(PreLoad, 0), ///< Serializer will "Pre load" dependencies, asset containers may load in parallel but will not signal AssetReady
(QueueLoad, 1), ///< Serializer will queue an asynchronous load of the referenced asset and return the object to the user. User code should use the \ref AZ::Data::AssetBus to monitor for when it's ready.
(NoLoad, 2), ///< Serializer will load reference information, but asset loading will be left to the user. User code should call Asset<T>::QueueLoad and use the \ref AZ::Data::AssetBus to monitor for when it's ready.
///< AssetContainers will skip NoLoad dependencies
Count,
Default = QueueLoad,
};
(Default, QueueLoad)
);
struct AssetFilterInfo
{
@@ -1222,6 +1221,7 @@ namespace AZ
} // namespace ProductDependencyInfo
} // namespace Data
AZ_TYPE_INFO_SPECIALIZE(Data::AssetLoadBehavior, "{DAF9ECED-FEF3-4D7A-A220-8CFD6A5E6DA1}");
AZ_TYPE_INFO_TEMPLATE_WITH_NAME(AZ::Data::Asset, "Asset", "{C891BF19-B60C-45E2-BFD0-027D15DDC939}", AZ_TYPE_INFO_CLASS);
} // namespace AZ
@@ -12,6 +12,7 @@
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetJsonSerializer.h>
#include <AzCore/Asset/SerializedAssetTracker.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzCore/Serialization/Json/StackedString.h>
#include <AzCore/Memory/SystemAllocator.h>
@@ -70,6 +71,17 @@ namespace AZ
}
}
{
const AZ::Data::AssetLoadBehavior autoLoadBehavior = instance->GetAutoLoadBehavior();
const AZ::Data::AssetLoadBehavior defaultAutoLoadBehavior = defaultInstance ?
defaultInstance->GetAutoLoadBehavior() : AZ::Data::AssetLoadBehavior::Default;
result.Combine(
ContinueStoringToJsonObjectField(outputValue, "loadBehavior",
&autoLoadBehavior, &defaultAutoLoadBehavior,
azrtti_typeid<Data::AssetLoadBehavior>(), context));
}
{
ScopedContextPath subPathHint(context, "m_assetHint");
const AZStd::string* hint = &instance->GetHint();
@@ -100,6 +112,20 @@ namespace AZ
AssetId id;
JSR::ResultCode result(JSR::Tasks::ReadField);
SerializedAssetTracker** assetIdTracker =
context.GetMetadata().Find<SerializedAssetTracker*>();
{
Data::AssetLoadBehavior loadBehavior = instance->GetAutoLoadBehavior();
result.Combine(
ContinueLoadingFromJsonObjectField(&loadBehavior,
azrtti_typeid<Data::AssetLoadBehavior>(),
inputValue, "loadBehavior", context));
instance->SetAutoLoadBehavior(loadBehavior);
}
auto it = inputValue.FindMember("assetId");
if (it != inputValue.MemberEnd())
{
@@ -107,7 +133,7 @@ namespace AZ
result = ContinueLoading(&id, azrtti_typeid<AssetId>(), it->value, context);
if (!id.m_guid.IsNull())
{
*instance = AssetManager::Instance().FindOrCreateAsset(id, instance->GetType(), AssetLoadBehavior::NoLoad);
*instance = AssetManager::Instance().FindOrCreateAsset(id, instance->GetType(), instance->GetAutoLoadBehavior());
result.Combine(context.Report(result, "Successfully created Asset<T> with id."));
@@ -142,6 +168,11 @@ namespace AZ
"The asset hint is missing for Asset<T>, so it will be left empty."));
}
if (assetIdTracker && *assetIdTracker)
{
(*assetIdTracker)->AddAsset(*instance);
}
bool success = result.GetOutcome() <= JSR::Outcomes::PartialSkip;
bool defaulted = result.GetOutcome() == JSR::Outcomes::DefaultsUsed || result.GetOutcome() == JSR::Outcomes::PartialDefaults;
AZStd::string_view message =
@@ -13,7 +13,7 @@
#include <AzCore/Asset/AssetJsonSerializer.h>
#include <AzCore/Asset/AssetManagerComponent.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Preprocessor/EnumReflectUtils.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Asset/AssetManager.h>
@@ -24,6 +24,11 @@
namespace AZ
{
namespace Data
{
AZ_ENUM_DEFINE_REFLECT_UTILITIES(AssetLoadBehavior);
}
//=========================================================================
// AssetDatabaseComponent
// [6/25/2012]
@@ -99,6 +104,8 @@ namespace AZ
if (SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context))
{
AZ::Data::AssetLoadBehaviorReflect(*serializeContext);
serializeContext->RegisterGenericType<Data::Asset<Data::AssetData>>();
serializeContext->Class<AssetManagerComponent, AZ::Component>()
@@ -14,8 +14,6 @@
#include <limits>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Memory/OSAllocator.h>
#include <AzCore/Memory/SystemAllocator.h>
@@ -35,6 +35,8 @@ set(FILES
Asset/AssetSerializer.h
Asset/AssetTypeInfoBus.h
Asset/AssetInternal/WeakAsset.h
Asset/SerializedAssetTracker.cpp
Asset/SerializedAssetTracker.h
Casting/lossy_cast.h
Casting/numeric_cast.h
Component/Component.cpp
@@ -13,6 +13,7 @@
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Script/ScriptSystemBus.h>
#include <AzCore/Serialization/Utils.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
@@ -342,6 +343,45 @@ namespace AzToolsFramework
m_validateEntitiesCallback = AZStd::move(validateEntitiesCallback);
}
void LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
{
continue;
}
AZ::Data::AssetId assetId = asset.GetId();
AZ::Data::AssetType assetType = asset.GetType();
const bool blockingLoad = loadBehavior == AZ::Data::AssetLoadBehavior::PreLoad;
asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, loadBehavior);
if (!asset.GetId().IsValid())
{
continue;
}
if (blockingLoad)
{
asset.BlockUntilLoadComplete();
if (asset.IsError())
{
continue;
}
}
}
}
void PrefabEditorEntityOwnershipService::StartPlayInEditor()
{
// This is a workaround until the replacement for GameEntityContext is done
@@ -381,13 +421,15 @@ namespace AzToolsFramework
rootSpawnableIndex = m_playInEditorData.m_assets.size();
}
LoadReferencedAssets(product.GetReferencedAssets());
AZ::Data::AssetInfo info;
info.m_assetId = product.GetAsset().GetId();
info.m_assetType = product.GetAssetType();
info.m_relativePath = product.GetId();
AZ::Data::AssetCatalogRequestBus::Broadcast(
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, product.GetAsset().GetId(), info);
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, info.m_assetId, info);
m_playInEditorData.m_assets.emplace_back(product.ReleaseAsset().release(), AZ::Data::AssetLoadBehavior::Default);
}
@@ -398,6 +440,8 @@ namespace AzToolsFramework
m_playInEditorData.m_entities.SpawnAllEntities();
}
AZ::Data::AssetManager::Instance().DispatchEvents();
// This is a workaround until the replacement for GameEntityContext is done
AzFramework::GameEntityContextEventBus::Broadcast(
&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesStarted);
@@ -11,8 +11,10 @@
*/
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/SerializedAssetTracker.h>
#include <AzCore/JSON/prettywriter.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
@@ -115,6 +117,49 @@ namespace AzToolsFramework
return true;
}
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
// is avoided.
AZ::Data::AssetManager::Instance().SuspendAssetRelease();
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetLoadingInstance(instance);
if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
{
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
AZ::Data::SerializedAssetTracker assetTracker;
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(&assetTracker);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Load(instance, prefabDom, settings);
AZ::Data::AssetManager::Instance().ResumeAssetRelease();
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error("Prefab", false,
"Failed to de-serialize Prefab Instance from Prefab DOM. "
"Unable to proceed.");
return false;
}
loadedAssets = assetTracker.GetTrackedAssets();
return true;
}
bool LoadInstanceFromPrefabDom(
Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom, LoadInstanceFlags flags)
{
@@ -13,6 +13,7 @@
#pragma once
#include <AzCore/std/optional.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomTypes.h>
@@ -67,6 +68,16 @@ namespace AzToolsFramework
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param prefabDom the prefabDom that will be used to load the Instance data.
* @param shouldClearContainers whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
@@ -20,6 +20,8 @@
#include <AzToolsFramework/Prefab/Spawnable/PrefabCatchmentProcessor.h>
#include <AzToolsFramework/Prefab/Spawnable/SpawnableUtils.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
namespace AzToolsFramework::Prefab::PrefabConversionUtils
{
void PrefabCatchmentProcessor::Process(PrefabProcessorContext& context)
@@ -63,7 +65,8 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZStd::move(uniqueName), context.GetSourceUuid(), AZStd::move(serializer));
AZ_Assert(spawnable, "Failed to create a new spawnable.");
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab);
Prefab::PrefabDomUtils::PrintPrefabDomValue("Prefab used for spawnable", prefab);
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab, object.GetReferencedAssets());
if (result)
{
AzFramework::Spawnable::EntityList& entities = spawnable->GetEntities();
@@ -56,6 +56,16 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
return *m_asset;
}
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets()
{
return m_referencedAssets;
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets() const
{
return m_referencedAssets;
}
AZStd::unique_ptr<AZ::Data::AssetData> ProcessedObjectStore::ReleaseAsset()
{
return AZStd::move(m_asset);
@@ -48,6 +48,10 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZ::Data::AssetData& GetAsset();
AZStd::unique_ptr<AZ::Data::AssetData> ReleaseAsset();
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets();
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets() const;
const AZStd::string& GetId() const;
private:
@@ -55,6 +59,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
SerializerFunction m_assetSerializer;
AZStd::unique_ptr<AZ::Data::AssetData> m_asset;
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> m_referencedAssets;
AZStd::string m_uniqueId;
};
@@ -28,16 +28,17 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom)
{
AzFramework::Spawnable spawnable;
[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom);
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom, referencedAssets);
AZ_Assert(result,
"Failed to Load Prefab Instance from given Prefab DOM while Spawnable creation.");
return spawnable;
}
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom)
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
Instance instance;
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom,
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
// going to be used to create clones of the entities.
{
@@ -18,7 +18,7 @@
namespace AzToolsFramework::Prefab::SpawnableUtils
{
AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom);
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom);
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
void SortEntitiesByTransformHierarchy(AzFramework::Spawnable& spawnable);
} // namespace AzToolsFramework::Prefab::SpawnableUtils