Merge pull request #7145 from aws-lumberyard-dev/Prefabs/PlayInEditorMissingAssets

Fixed missing assets when entering Play-In-Editor.
This commit is contained in:
Ronald Koppers
2022-01-27 14:41:11 -08:00
committed by GitHub
7 changed files with 190 additions and 108 deletions
@@ -92,6 +92,12 @@ namespace AZ::Data
result.Combine(resultHint);
}
if (SerializedAssetTracker* assetTracker = context.GetMetadata().Find<SerializedAssetTracker>();
assetTracker != nullptr && result.GetProcessing() == JSR::Processing::Completed)
{
assetTracker->AddAsset(*instance);
}
return context.Report(result,
result.GetProcessing() == JSR::Processing::Completed ? "Successfully stored Asset<T>." : "Failed to store Asset<T>.");
}
@@ -28,7 +28,7 @@ namespace AzToolsFramework
{
namespace Internal
{
AZ::JsonSerializationResult::ResultCode JsonIssueReporter(AZStd::string& scratchBuffer,
static AZ::JsonSerializationResult::ResultCode JsonIssueReporter(AZStd::string& scratchBuffer,
AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result, AZStd::string_view path)
{
namespace JSR = AZ::JsonSerializationResult;
@@ -48,6 +48,66 @@ namespace AzToolsFramework
return result;
}
static bool StoreInstanceInPrefabDom(
const Instance& instance,
PrefabDom& prefabDom,
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>* referencedAssets,
StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(instance);
// Need to store the id mapper as both its type and its base type
// Metadata is found by type id and we need access to both types at different levels (Instance, EntityId)
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
if (referencedAssets)
{
settings.m_metadata.Add(AZ::Data::SerializedAssetTracker{});
}
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
if ((flags & StoreFlags::StoreLinkIds) != StoreFlags::None)
{
settings.m_metadata.Create<LinkIdMetadata>();
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer](
AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Store(prefabDom, prefabDom.GetAllocator(), instance, settings);
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error(
"Prefab", false,
"Failed to serialize prefab instance with source path %s. "
"Unable to proceed.",
instance.GetTemplateSourcePath().c_str());
return false;
}
if (referencedAssets)
{
*referencedAssets = AZStd::move(settings.m_metadata.Find<AZ::Data::SerializedAssetTracker>()->GetTrackedAssets());
}
return true;
}
}
PrefabDomValueReference FindPrefabDomValue(PrefabDomValue& parentValue, const char* valueName)
@@ -74,49 +134,16 @@ namespace AzToolsFramework
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreFlags flags)
{
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetStoringInstance(instance);
return Internal::StoreInstanceInPrefabDom(instance, prefabDom, nullptr, flags);
}
// Need to store the id mapper as both its type and its base type
// Meta data is found by type id and we need access to both types at different levels (Instance, EntityId)
AZ::JsonSerializerSettings settings;
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
if ((flags & StoreFlags::StripDefaultValues) != StoreFlags::StripDefaultValues)
{
settings.m_keepDefaults = true;
}
if ((flags & StoreFlags::StoreLinkIds) != StoreFlags::None)
{
settings.m_metadata.Create<LinkIdMetadata>();
}
AZStd::string scratchBuffer;
auto issueReportingCallback = [&scratchBuffer]
(AZStd::string_view message, AZ::JsonSerializationResult::ResultCode result,
AZStd::string_view path) -> AZ::JsonSerializationResult::ResultCode
{
return Internal::JsonIssueReporter(scratchBuffer, message, result, path);
};
settings.m_reporting = AZStd::move(issueReportingCallback);
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Store(prefabDom, prefabDom.GetAllocator(), instance, settings);
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error("Prefab", false,
"Failed to serialize prefab instance with source path %s. "
"Unable to proceed.",
instance.GetTemplateSourcePath().c_str());
return false;
}
return true;
bool StoreInstanceInPrefabDom(
const Instance& instance,
PrefabDom& prefabDom,
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
StoreFlags flags)
{
return Internal::StoreInstanceInPrefabDom(instance, prefabDom, &referencedAssets, flags);
}
bool StoreEntityInPrefabDomFormat(const AZ::Entity& entity, Instance& owningInstance, PrefabDom& prefabDom, StoreFlags flags)
@@ -57,14 +57,28 @@ namespace AzToolsFramework
AZ_DEFINE_ENUM_BITWISE_OPERATORS(StoreFlags);
/**
* Stores a valid Prefab Instance within a Prefab Dom. Useful for generating Templates
* @param instance The instance to store
* @param prefabDom The prefabDom that will be used to store the Instance data
* @param flags Controls behavior such as whether to store default values
* @return bool on whether the operation succeeded
* Stores a valid Prefab Instance within a Prefab Dom. Useful for generating Templates.
* @param instance The instance to store.
* @param prefabDom The prefabDom that will be used to store the Instance data.
* @param flags Controls behavior such as whether to store default values.
* @return bool on whether the operation succeeded.
*/
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom, StoreFlags flags = StoreFlags::None);
/**
* Stores a valid Prefab Instance within a Prefab Dom. Useful for generating Templates.
* @param instance The instance to store.
* @param prefabDom The prefabDom that will be used to store the Instance data.
* @param referencedAssets Collect a list of the assets that are referenced during storing.
* @param flags Controls behavior such as whether to store default values.
* @return bool on whether the operation succeeded.
*/
bool StoreInstanceInPrefabDom(
const Instance& instance,
PrefabDom& prefabDom,
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
StoreFlags flags = StoreFlags::None);
/**
* Stores a valid entity in Prefab Dom format.
* @param entity The entity to store
@@ -6,12 +6,14 @@
*
*/
#include <AzToolsFramework/Prefab/Spawnable/InMemorySpawnableAssetContainer.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Asset/AssetSerializer.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzToolsFramework/Prefab/PrefabLoader.h>
#include <AzToolsFramework/Prefab/PrefabSystemComponentInterface.h>
#include <AzToolsFramework/Prefab/Spawnable/InMemorySpawnableAssetContainer.h>
#include <AzToolsFramework/Prefab/Spawnable/PrefabConverterStackProfileNames.h>
namespace AzToolsFramework::Prefab::PrefabConversionUtils
@@ -161,13 +163,10 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
{
return AZ::Failure(AZStd::string::format("Failed to produce the target spawnable '%.*s'.", AZ_STRING_ARG(spawnableName)));
}
if (loadReferencedAssets)
{
for (auto& product : context.GetProcessedObjects())
{
LoadReferencedAssets(product.GetReferencedAssets());
}
LoadReferencedAssets(spawnableAssetData);
}
auto& spawnableAssetDataAdded = m_spawnableAssets.emplace(spawnableName, spawnableAssetData).first->second;
@@ -213,63 +212,87 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
return m_spawnableAssets;
}
void InMemorySpawnableAssetContainer::LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
void InMemorySpawnableAssetContainer::LoadReferencedAssets(SpawnableAssetData& spawnable)
{
// Start our loads on all assets by calling GetAsset from the AssetManager
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
// Get the referenced assets directly from the product. This is done for two reasons:
// 1. Avoids calls to the Asset Manager for assets that are already loaded.
// 2. Gets the exact asset to load to avoid issues with assets that don't reload.
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>*> blockingAssets;
AZ::SerializeContext* sc = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(sc, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
AZ_Assert(sc, "Unable to locate Serialize Context while resolving asset references in the in-memory spawnable asset container.");
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : spawnable.m_assets)
{
if (!asset.GetId().IsValid())
auto callback = [&blockingAssets](
void* object, const AZ::SerializeContext::ClassData* classData,
[[maybe_unused]]const AZ::SerializeContext::ClassElement* elementData) -> bool
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
if (classData->m_typeId == AZ::GetAssetClassId())
{
auto asset = reinterpret_cast<AZ::Data::Asset<AZ::Data::AssetData>*>(object);
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (!asset->GetId().IsValid())
{
AZ_Error(
"Prefab", false,
"Invalid asset found referenced in scene while entering game mode. The asset was stored in an instance of %s.",
classData->m_name);
return false;
}
if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
{
continue;
}
if (asset->GetStatus() != AZ::Data::AssetData::AssetStatus::NotLoaded)
{
// Already loaded so no need to do anything.
return false;
}
AZ::Data::AssetId assetId = asset.GetId();
AZ::Data::AssetType assetType = asset.GetType();
const AZ::Data::AssetLoadBehavior loadBehavior = asset->GetAutoLoadBehavior();
if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
{
return false;
}
asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, loadBehavior);
if (loadBehavior == AZ::Data::AssetLoadBehavior::PreLoad)
{
// Only assets that are preloaded need to be waited on.
blockingAssets.push_back(asset);
}
if (!asset->QueueLoad())
{
AZ_Error(
"Prefab", false, "Failed to queue asset '%s' (%s) of type '%s' for loading while entering game mode.",
asset->GetHint().c_str(), asset->GetId().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str(),
asset->GetType().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str());
return false;
}
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
return false;
}
return true;
};
AZ::SerializeContext::EnumerateInstanceCallContext enumerationContext(
callback, nullptr, sc, AZ::SerializeContext::ENUM_ACCESS_FOR_READ, nullptr);
sc->EnumerateInstance(&enumerationContext, asset.GetData(), asset.GetType(), nullptr, nullptr);
}
// For all Preload assets we block until they're ready
// We do this as a separate pass so that we don't interrupt queuing up all other asset loads
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
for (AZ::Data::Asset<AZ::Data::AssetData>* asset : blockingAssets)
{
if (!asset.GetId().IsValid())
asset->BlockUntilLoadComplete();
if (asset->IsError())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior != AZ::Data::AssetLoadBehavior::PreLoad)
{
continue;
}
asset.BlockUntilLoadComplete();
if (asset.IsError())
{
AZ_Error("Prefab", false, "Asset with id %s failed to preload while entering game mode",
asset.GetId().ToString<AZStd::string>().c_str());
AZ_Error(
"Prefab", false, "Asset '%s' (%s) of type '%s' failed to preload while entering game mode", asset->GetHint().c_str(),
asset->GetId().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str(),
asset->GetType().ToString<AZStd::fixed_string<AZ::Uuid::MaxStringBuffer>>().c_str());
continue;
}
}
}
} // namespace AzToolsFramework::Prefab::PrefabConversionUtils
@@ -21,7 +21,6 @@ namespace AzToolsFramework::Prefab
namespace AzToolsFramework::Prefab::PrefabConversionUtils
{
class InMemorySpawnableAssetContainer
{
public:
@@ -58,8 +57,8 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
const SpawnableAssets& GetAllInMemorySpawnableAssets() const;
private:
void LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
void LoadReferencedAssets(SpawnableAssetData& spawnable);
SpawnableAssets m_spawnableAssets;
PrefabConversionUtils::PrefabConversionPipeline m_converter;
AZStd::string_view m_stockProfile;
@@ -53,21 +53,14 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
const PrefabDom& PrefabDocument::GetDom() const
{
if (m_isDirty)
{
m_isDirty = !PrefabDomUtils::StoreInstanceInPrefabDom(*m_instance, m_dom);
}
RefreshPrefabDom();
return m_dom;
}
PrefabDom&& PrefabDocument::TakeDom()
{
if (m_isDirty)
{
[[maybe_unused]] bool storedSuccessfully = PrefabDomUtils::StoreInstanceInPrefabDom(*m_instance, m_dom);
AZ_Assert(storedSuccessfully, "Failed to store Instance '%s' to PrefabDom.", m_name.c_str());
m_isDirty = false;
}
RefreshPrefabDom();
// After the PrefabDom is moved an empty PrefabDom is left behind. This should be reflected in the Instance,
// so reset it so it's empty as well.
m_instance->Reset();
@@ -126,11 +119,13 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& PrefabDocument::GetReferencedAssets()
{
RefreshPrefabDom();
return m_referencedAssets;
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& PrefabDocument::GetReferencedAssets() const
{
RefreshPrefabDom();
return m_referencedAssets;
}
@@ -158,4 +153,20 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
return false;
}
}
void PrefabDocument::RefreshPrefabDom() const
{
if (m_isDirty)
{
m_referencedAssets.clear();
if (PrefabDomUtils::StoreInstanceInPrefabDom(*m_instance, m_dom, m_referencedAssets))
{
m_isDirty = false;
}
else
{
AZ_Assert(false, "Failed to store Instance '%s' to PrefabDom.", m_name.c_str());
}
}
}
} // namespace AzToolsFramework::Prefab::PrefabConversionUtils
@@ -58,11 +58,13 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
private:
bool ConstructInstanceFromPrefabDom(const PrefabDom& prefab);
// Marked const so this function can be called from other const functions. It will only operate on mutable variables.
void RefreshPrefabDom() const;
mutable PrefabDom m_dom;
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> m_instance;
AZStd::string m_name;
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> m_referencedAssets;
mutable AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> m_referencedAssets;
mutable bool m_isDirty{ false };
};
} // namespace AzToolsFramework::Prefab::PrefabConversionUtils