Integrating up through commit 90f050496
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -16,6 +16,8 @@
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#include "ILevelSystem.h"
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#include <AzFramework/Archive/IArchive.h>
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// [LYN-2376] Remove the entire file once legacy slice support is removed
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namespace LegacyLevelSystem
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{
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@@ -24,75 +26,38 @@ class CLevelInfo
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{
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friend class CLevelSystem;
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public:
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CLevelInfo()
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: m_heightmapSize(0)
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, m_bMetaDataRead(false)
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, m_isModLevel(false)
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, m_scanTag(ILevelSystem::TAG_UNKNOWN)
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, m_levelTag(ILevelSystem::TAG_UNKNOWN)
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{
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SwapEndian(m_scanTag, eBigEndian);
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SwapEndian(m_levelTag, eBigEndian);
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};
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CLevelInfo() = default;
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// ILevelInfo
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virtual const char* GetName() const { return m_levelName.c_str(); };
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virtual const bool IsOfType(const char* sType) const;
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virtual const char* GetPath() const { return m_levelPath.c_str(); };
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virtual const char* GetPaks() const { return m_levelPaks.c_str(); };
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virtual bool GetIsModLevel() const { return m_isModLevel; }
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virtual const uint32 GetScanTag() const { return m_scanTag; }
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virtual const uint32 GetLevelTag() const { return m_levelTag; }
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virtual const char* GetDisplayName() const;
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virtual const char* GetPreviewImagePath() const { return m_previewImagePath.c_str(); }
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virtual const char* GetBackgroundImagePath() const { return m_backgroundImagePath.c_str(); }
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virtual const char* GetMinimapImagePath() const {return m_minimapImagePath.c_str(); }
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//virtual const ILevelInfo::TStringVec& GetMusicLibs() const { return m_musicLibs; }; // Gets reintroduced when level specific music data loading is implemented.
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virtual const bool MetadataLoaded() const { return m_bMetaDataRead; }
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virtual int GetGameTypeCount() const { return m_gameTypes.size(); };
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virtual const ILevelInfo::TGameTypeInfo* GetGameType(int gameType) const { return &m_gameTypes[gameType]; };
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virtual bool SupportsGameType(const char* gameTypeName) const;
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virtual const ILevelInfo::TGameTypeInfo* GetDefaultGameType() const;
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virtual bool HasGameRules() const{ return !m_gamerules.empty(); }
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virtual const ILevelInfo::SMinimapInfo& GetMinimapInfo() const { return m_minimapInfo; }
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virtual const char* GetDefaultGameRules() const{ return m_gamerules.empty() ? NULL : m_gamerules[0].c_str(); }
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virtual ILevelInfo::TStringVec GetGameRules() const{ return m_gamerules; }
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virtual const char* GetName() const { return m_levelName.c_str(); }
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virtual const char* GetPath() const { return m_levelPath.c_str(); }
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virtual const char* GetAssetName() const { return m_levelAssetName.c_str(); }
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// ~ILevelInfo
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void GetMemoryUsage(ICrySizer*) const;
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private:
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void ReadMetaData();
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bool ReadInfo();
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bool OpenLevelPak();
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void CloseLevelPak();
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string m_levelName;
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string m_levelPath;
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string m_levelPaks;
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string m_levelDisplayName;
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string m_previewImagePath;
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string m_backgroundImagePath;
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string m_minimapImagePath;
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AZStd::string m_defaultGameTypeName;
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AZStd::string m_levelName;
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AZStd::string m_levelPath;
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AZStd::string m_levelAssetName;
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string m_levelPakFullPath;
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AZStd::string m_levelPakFullPath;
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TStringVec m_gamerules;
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int m_heightmapSize;
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uint32 m_scanTag;
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uint32 m_levelTag;
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bool m_bMetaDataRead;
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std::vector<ILevelInfo::TGameTypeInfo> m_gameTypes;
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bool m_isModLevel;
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SMinimapInfo m_minimapInfo;
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bool m_isPak = false;
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};
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DynArray<string> m_levelTypeList;
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bool m_isPak = false;
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struct ILevel
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{
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virtual ~ILevel() = default;
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virtual void Release() = 0;
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virtual ILevelInfo* GetLevelInfo() = 0;
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};
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class CLevel
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@@ -121,10 +86,7 @@ public:
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void Release() { delete this; };
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// ILevelSystem
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virtual DynArray<string>* GetLevelTypeList();
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virtual void Rescan(const char* levelsFolder, const uint32 tag);
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void ScanFolder(const char* subfolder, bool modFolder, const uint32 tag) override;
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void PopulateLevels(string searchPattern, string& folder, AZ::IO::IArchive* pPak, bool& modFolder, const uint32& tag, bool fromFileSystemOnly) override;
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virtual void Rescan(const char* levelsFolder);
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virtual int GetLevelCount();
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virtual ILevelInfo* GetLevelInfo(int level);
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virtual ILevelInfo* GetLevelInfo(const char* levelName);
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@@ -132,74 +94,81 @@ public:
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virtual void AddListener(ILevelSystemListener* pListener);
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virtual void RemoveListener(ILevelSystemListener* pListener);
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virtual ILevel* GetCurrentLevel() const { return m_pCurrentLevel; }
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virtual ILevel* LoadLevel(const char* levelName);
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virtual void UnLoadLevel();
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virtual ILevel* SetEditorLoadedLevel(const char* levelName, bool bReadLevelInfoMetaData = false);
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virtual void PrepareNextLevel(const char* levelName);
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virtual float GetLastLevelLoadTime() { return m_fLastLevelLoadTime; };
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virtual bool LoadLevel(const char* levelName);
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virtual void UnloadLevel();
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virtual bool IsLevelLoaded() { return m_bLevelLoaded; }
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const char* GetCurrentLevelName() const override
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{
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if (m_pCurrentLevel && m_pCurrentLevel->GetLevelInfo())
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{
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return m_pCurrentLevel->GetLevelInfo()->GetName();
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}
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else
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{
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return "";
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}
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}
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// If the level load failed then we need to have a different shutdown procedure vs when a level is naturally unloaded
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virtual void SetLevelLoadFailed(bool loadFailed) { m_levelLoadFailed = loadFailed; }
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virtual bool GetLevelLoadFailed() { return m_levelLoadFailed; }
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// Unsupported by legacy level system.
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virtual AZ::Data::AssetType GetLevelAssetType() const { return {}; }
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// ~ILevelSystem
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void GetMemoryUsage(ICrySizer* s) const;
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void SaveOpenedFilesList();
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private:
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float GetLastLevelLoadTime() { return m_fLastLevelLoadTime; }
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void ScanFolder(const char* subfolder, bool modFolder);
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void PopulateLevels(
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AZStd::string searchPattern, AZStd::string& folder, AZ::IO::IArchive* pPak, bool& modFolder, bool fromFileSystemOnly);
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void PrepareNextLevel(const char* levelName);
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ILevel* LoadLevelInternal(const char* _levelName);
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// ILevelSystemListener events notification
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// Methods to notify ILevelSystemListener
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void OnLevelNotFound(const char* levelName);
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void OnLoadingStart(ILevelInfo* pLevel);
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void OnLoadingComplete(ILevel* pLevel);
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void OnLoadingError(ILevelInfo* pLevel, const char* error);
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void OnLoadingProgress(ILevelInfo* pLevel, int progressAmount);
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void OnUnloadComplete(ILevel* pLevel);
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void OnLoadingStart(const char* levelName);
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void OnLoadingComplete(const char* levelName);
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void OnLoadingError(const char* levelName, const char* error);
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void OnLoadingProgress(const char* levelName, int progressAmount);
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void OnUnloadComplete(const char* levelName);
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// lowercase string and replace backslashes with forward slashes
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// TODO: move this to a more general place in CryEngine
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string& UnifyName(string& name);
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void LogLoadingTime();
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bool LoadLevelInfo(CLevelInfo& levelInfo);
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// internal get functions for the level infos ... they preserve the type and don't
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// directly cast to the interface
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CLevelInfo* GetLevelInfoInternal(int level);
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CLevelInfo* GetLevelInfoInternal(const char* levelName);
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CLevelInfo* GetLevelInfoInternal(const AZStd::string& levelName);
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ISystem* m_pSystem;
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std::vector<CLevelInfo> m_levelInfos;
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string m_levelsFolder;
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AZStd::vector<CLevelInfo> m_levelInfos;
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AZStd::string m_levelsFolder;
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ILevel* m_pCurrentLevel;
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ILevelInfo* m_pLoadingLevelInfo;
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string m_lastLevelName;
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AZStd::string m_lastLevelName;
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float m_fLastLevelLoadTime;
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float m_fFilteredProgress;
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float m_fLastTime;
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bool m_bLevelLoaded;
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bool m_bRecordingFileOpens;
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bool m_levelLoadFailed = false;
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int m_nLoadedLevelsCount;
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CTimeValue m_levelLoadStartTime;
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static int s_loadCount;
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std::vector<ILevelSystemListener*> m_listeners;
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DynArray<string> m_levelTypeList;
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AZStd::vector<ILevelSystemListener*> m_listeners;
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AZ::IO::IArchive::LevelPackOpenEvent::Handler m_levelPackOpenHandler;
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AZ::IO::IArchive::LevelPackCloseEvent::Handler m_levelPackCloseHandler;
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static constexpr const char* LevelPakName = "level.pak";
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};
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} // namespace LegacyLevelSystem
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@@ -0,0 +1,709 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "CrySystem_precompiled.h"
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#include "SpawnableLevelSystem.h"
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#include <IAudioSystem.h>
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#include "IMovieSystem.h"
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#include <IResourceManager.h>
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#include "IDeferredCollisionEvent.h"
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#include <LoadScreenBus.h>
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#include <AzCore/Debug/AssetTracking.h>
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#include <AzFramework/API/ApplicationAPI.h>
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#include <AzFramework/IO/FileOperations.h>
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#include <AzFramework/Entity/GameEntityContextBus.h>
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#include <AzFramework/Input/Buses/Requests/InputChannelRequestBus.h>
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#include "MainThreadRenderRequestBus.h"
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#include <LyShine/ILyShine.h>
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#include <AzCore/Component/TickBus.h>
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/StringFunc/StringFunc.h>
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#include <AzCore/Script/ScriptSystemBus.h>
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namespace LegacyLevelSystem
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{
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//------------------------------------------------------------------------
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static void LoadLevel(const AZ::ConsoleCommandContainer& arguments)
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{
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AZ_Error("SpawnableLevelSystem", arguments.empty(), "LoadLevel requires a level file name to be provided.");
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AZ_Error("SpawnableLevelSystem", arguments.size() > 1, "LoadLevel requires a single level file name to be provided.");
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if (!arguments.empty() && gEnv->pSystem && gEnv->pSystem->GetILevelSystem() && !gEnv->IsEditor())
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{
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gEnv->pSystem->GetILevelSystem()->LoadLevel(arguments[0].data());
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}
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}
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//------------------------------------------------------------------------
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static void UnloadLevel([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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AZ_Warning("SpawnableLevelSystem", !arguments.empty(), "UnloadLevel doesn't use any arguments.");
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if (gEnv->pSystem && gEnv->pSystem->GetILevelSystem() && !gEnv->IsEditor())
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{
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gEnv->pSystem->GetILevelSystem()->UnloadLevel();
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if (gEnv->p3DEngine)
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{
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gEnv->p3DEngine->LoadEmptyLevel();
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}
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}
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}
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AZ_CONSOLEFREEFUNC(LoadLevel, AZ::ConsoleFunctorFlags::Null, "Unloads the current level and loads a new one with the given asset name");
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AZ_CONSOLEFREEFUNC(UnloadLevel, AZ::ConsoleFunctorFlags::Null, "Unloads the current level");
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//------------------------------------------------------------------------
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SpawnableLevelSystem::SpawnableLevelSystem(ISystem* pSystem)
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: m_pSystem(pSystem)
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{
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LOADING_TIME_PROFILE_SECTION;
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CRY_ASSERT(pSystem);
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m_fLastLevelLoadTime = 0;
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m_fLastTime = 0;
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m_bLevelLoaded = false;
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m_levelLoadStartTime.SetValue(0);
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m_nLoadedLevelsCount = 0;
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AZ_Assert(gEnv && gEnv->pCryPak, "gEnv and CryPak must be initialized for loading levels.");
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if (!gEnv || !gEnv->pCryPak)
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{
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return;
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}
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auto pPak = gEnv->pCryPak;
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AzFramework::RootSpawnableNotificationBus::Handler::BusConnect();
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}
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//------------------------------------------------------------------------
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SpawnableLevelSystem::~SpawnableLevelSystem()
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{
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AzFramework::RootSpawnableNotificationBus::Handler::BusDisconnect();
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}
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void SpawnableLevelSystem::Release()
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{
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delete this;
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}
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bool SpawnableLevelSystem::IsLevelLoaded()
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{
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return m_bLevelLoaded;
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}
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const char* SpawnableLevelSystem::GetCurrentLevelName() const
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{
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return m_bLevelLoaded ? m_lastLevelName.c_str() : "";
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}
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// If the level load failed then we need to have a different shutdown procedure vs when a level is naturally unloaded
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void SpawnableLevelSystem::SetLevelLoadFailed(bool loadFailed)
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{
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m_levelLoadFailed = loadFailed;
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}
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bool SpawnableLevelSystem::GetLevelLoadFailed()
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{
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return m_levelLoadFailed;
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}
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AZ::Data::AssetType SpawnableLevelSystem::GetLevelAssetType() const
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{
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return azrtti_typeid<AzFramework::Spawnable>();
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}
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// The following methods are deprecated from ILevelSystem and will be removed once slice support is removed.
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// [LYN-2376] Remove once legacy slice support is removed
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void SpawnableLevelSystem::Rescan([[maybe_unused]] const char* levelsFolder)
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{
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AZ_Assert(false, "Rescan - No longer supported.");
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}
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// [LYN-2376] Remove once legacy slice support is removed
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int SpawnableLevelSystem::GetLevelCount()
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{
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AZ_Assert(false, "GetLevelCount - No longer supported.");
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return 0;
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}
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// [LYN-2376] Remove once legacy slice support is removed
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ILevelInfo* SpawnableLevelSystem::GetLevelInfo([[maybe_unused]] int level)
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{
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AZ_Assert(false, "GetLevelInfo - No longer supported.");
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return nullptr;
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}
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// [LYN-2376] Remove once legacy slice support is removed
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ILevelInfo* SpawnableLevelSystem::GetLevelInfo([[maybe_unused]] const char* levelName)
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{
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AZ_Assert(false, "GetLevelInfo - No longer supported.");
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return nullptr;
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::AddListener(ILevelSystemListener* pListener)
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{
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AZStd::vector<ILevelSystemListener*>::iterator it = AZStd::find(m_listeners.begin(), m_listeners.end(), pListener);
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if (it == m_listeners.end())
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{
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m_listeners.push_back(pListener);
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}
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::RemoveListener(ILevelSystemListener* pListener)
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{
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AZStd::vector<ILevelSystemListener*>::iterator it = AZStd::find(m_listeners.begin(), m_listeners.end(), pListener);
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if (it != m_listeners.end())
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{
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m_listeners.erase(it);
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}
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}
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||||
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//------------------------------------------------------------------------
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bool SpawnableLevelSystem::LoadLevel(const char* levelName)
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{
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if (gEnv->IsEditor())
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{
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AZ_TracePrintf("CrySystem::CLevelSystem", "LoadLevel for %s was called in the editor - not actually loading.\n", levelName);
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return false;
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}
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||||
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// If a level is currently loaded, unload it before loading the next one.
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if (IsLevelLoaded())
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{
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UnloadLevel();
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}
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||||
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gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_PREPARE, 0, 0);
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PrepareNextLevel(levelName);
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bool result = LoadLevelInternal(levelName);
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if (result)
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{
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OnLoadingComplete(levelName);
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}
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||||
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return result;
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}
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||||
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||||
//------------------------------------------------------------------------
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bool SpawnableLevelSystem::LoadLevelInternal(const char* levelName)
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{
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gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START);
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AZ_ASSET_NAMED_SCOPE("Level: %s", levelName);
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INDENT_LOG_DURING_SCOPE();
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||||
AZ::Data::AssetId rootSpawnableAssetId;
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||||
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
|
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rootSpawnableAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, levelName, nullptr, false);
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||||
if (!rootSpawnableAssetId.IsValid())
|
||||
{
|
||||
OnLoadingError(levelName, "AssetCatalog has no entry for the requested level.");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// This scope is specifically used for marking a loading time profile section
|
||||
{
|
||||
LOADING_TIME_PROFILE_SECTION;
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||||
|
||||
m_bLevelLoaded = false;
|
||||
m_lastLevelName = levelName;
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||||
gEnv->pConsole->SetScrollMax(600);
|
||||
ICVar* con_showonload = gEnv->pConsole->GetCVar("con_showonload");
|
||||
if (con_showonload && con_showonload->GetIVal() != 0)
|
||||
{
|
||||
gEnv->pConsole->ShowConsole(true);
|
||||
ICVar* g_enableloadingscreen = gEnv->pConsole->GetCVar("g_enableloadingscreen");
|
||||
if (g_enableloadingscreen)
|
||||
{
|
||||
g_enableloadingscreen->Set(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Reset the camera to (1,1,1) (not (0,0,0) which is the invalid/uninitialised state,
|
||||
// to avoid the hack in the renderer to not show anything if the camera is at the origin).
|
||||
CCamera defaultCam;
|
||||
defaultCam.SetPosition(Vec3(1.0f));
|
||||
m_pSystem->SetViewCamera(defaultCam);
|
||||
|
||||
OnLoadingStart(levelName);
|
||||
|
||||
auto pPak = gEnv->pCryPak;
|
||||
|
||||
m_pSystem->SetThreadState(ESubsys_Physics, false);
|
||||
|
||||
ICVar* pSpamDelay = gEnv->pConsole->GetCVar("log_SpamDelay");
|
||||
float spamDelay = 0.0f;
|
||||
if (pSpamDelay)
|
||||
{
|
||||
spamDelay = pSpamDelay->GetFVal();
|
||||
pSpamDelay->Set(0.0f);
|
||||
}
|
||||
|
||||
if (gEnv->p3DEngine)
|
||||
{
|
||||
AZ::IO::PathView levelPath(levelName);
|
||||
AZStd::string parentPath(levelPath.ParentPath().Native());
|
||||
|
||||
static constexpr const char* defaultGameTypeName = "Mission0";
|
||||
bool is3DEngineLoaded = gEnv->IsEditor() ? gEnv->p3DEngine->InitLevelForEditor(parentPath.c_str(), defaultGameTypeName)
|
||||
: gEnv->p3DEngine->LoadLevel(parentPath.c_str(), defaultGameTypeName);
|
||||
if (!is3DEngineLoaded)
|
||||
{
|
||||
OnLoadingError(levelName, "3DEngine failed to handle loading the level");
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Parse level specific config data.
|
||||
AZStd::string const sLevelNameOnly(PathUtil::GetFileName(levelName));
|
||||
|
||||
if (!sLevelNameOnly.empty())
|
||||
{
|
||||
const char* controlsPath = nullptr;
|
||||
Audio::AudioSystemRequestBus::BroadcastResult(controlsPath, &Audio::AudioSystemRequestBus::Events::GetControlsPath);
|
||||
if (controlsPath)
|
||||
{
|
||||
AZStd::string sAudioLevelPath(controlsPath);
|
||||
sAudioLevelPath.append("levels/");
|
||||
sAudioLevelPath += sLevelNameOnly;
|
||||
|
||||
Audio::SAudioManagerRequestData<Audio::eAMRT_PARSE_CONTROLS_DATA> oAMData(
|
||||
sAudioLevelPath.c_str(), Audio::eADS_LEVEL_SPECIFIC);
|
||||
Audio::SAudioRequest oAudioRequestData;
|
||||
oAudioRequestData.nFlags =
|
||||
(Audio::eARF_PRIORITY_HIGH |
|
||||
Audio::eARF_EXECUTE_BLOCKING); // Needs to be blocking so data is available for next preloading request!
|
||||
oAudioRequestData.pData = &oAMData;
|
||||
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
|
||||
|
||||
Audio::SAudioManagerRequestData<Audio::eAMRT_PARSE_PRELOADS_DATA> oAMData2(
|
||||
sAudioLevelPath.c_str(), Audio::eADS_LEVEL_SPECIFIC);
|
||||
oAudioRequestData.pData = &oAMData2;
|
||||
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
|
||||
|
||||
Audio::TAudioPreloadRequestID nPreloadRequestID = INVALID_AUDIO_PRELOAD_REQUEST_ID;
|
||||
|
||||
Audio::AudioSystemRequestBus::BroadcastResult(
|
||||
nPreloadRequestID, &Audio::AudioSystemRequestBus::Events::GetAudioPreloadRequestID, sLevelNameOnly.c_str());
|
||||
if (nPreloadRequestID != INVALID_AUDIO_PRELOAD_REQUEST_ID)
|
||||
{
|
||||
Audio::SAudioManagerRequestData<Audio::eAMRT_PRELOAD_SINGLE_REQUEST> requestData(nPreloadRequestID, true);
|
||||
oAudioRequestData.pData = &requestData;
|
||||
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable(
|
||||
rootSpawnableAssetId, azrtti_typeid<AzFramework::Spawnable>(), levelName);
|
||||
|
||||
m_rootSpawnableId = rootSpawnableAssetId;
|
||||
m_rootSpawnableGeneration = AzFramework::RootSpawnableInterface::Get()->AssignRootSpawnable(rootSpawnable);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Movie system must be reset after entities.
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
IMovieSystem* movieSys = gEnv->pMovieSystem;
|
||||
if (movieSys != NULL)
|
||||
{
|
||||
// bSeekAllToStart needs to be false here as it's only of interest in the editor
|
||||
movieSys->Reset(true, false);
|
||||
}
|
||||
|
||||
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PRECACHE);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Notify 3D engine that loading finished
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
if (gEnv->p3DEngine)
|
||||
{
|
||||
gEnv->p3DEngine->PostLoadLevel();
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
gEnv->pConsole->SetScrollMax(600 / 2);
|
||||
|
||||
pPak->GetResourceList(AZ::IO::IArchive::RFOM_NextLevel)->Clear();
|
||||
|
||||
if (pSpamDelay)
|
||||
{
|
||||
pSpamDelay->Set(spamDelay);
|
||||
}
|
||||
|
||||
m_bLevelLoaded = true;
|
||||
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_END);
|
||||
}
|
||||
|
||||
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_END, 0, 0);
|
||||
|
||||
if (auto cvar = gEnv->pConsole->GetCVar("sv_map"); cvar)
|
||||
{
|
||||
cvar->Set(levelName);
|
||||
}
|
||||
|
||||
gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_PRECACHE_START, 0, 0);
|
||||
|
||||
m_pSystem->SetThreadState(ESubsys_Physics, true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::PrepareNextLevel(const char* levelName)
|
||||
{
|
||||
AZ::Data::AssetId rootSpawnableAssetId;
|
||||
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
|
||||
rootSpawnableAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, levelName, nullptr, false);
|
||||
if (!rootSpawnableAssetId.IsValid())
|
||||
{
|
||||
// alert the listener
|
||||
OnLevelNotFound(levelName);
|
||||
return;
|
||||
}
|
||||
|
||||
// This work not required in-editor.
|
||||
if (!gEnv || !gEnv->IsEditor())
|
||||
{
|
||||
m_levelLoadStartTime = gEnv->pTimer->GetAsyncTime();
|
||||
|
||||
// switched to level heap, so now imm start the loading screen (renderer will be reinitialized in the levelheap)
|
||||
gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_START_LOADINGSCREEN, 0, 0);
|
||||
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PREPARE);
|
||||
}
|
||||
|
||||
OnPrepareNextLevel(levelName);
|
||||
}
|
||||
|
||||
void SpawnableLevelSystem::OnPrepareNextLevel(const char* levelName)
|
||||
{
|
||||
AZ_TracePrintf("LevelSystem", "Level system is preparing to load '%s'\n", levelName);
|
||||
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnPrepareNextLevel(levelName);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::OnLevelNotFound(const char* levelName)
|
||||
{
|
||||
AZ_Error("LevelSystem", false, "Requested level not found: '%s'\n", levelName);
|
||||
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnLevelNotFound(levelName);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::OnLoadingStart(const char* levelName)
|
||||
{
|
||||
AZ_TracePrintf("LevelSystem", "Level system is loading '%s'\n", levelName);
|
||||
|
||||
if (gEnv->pCryPak->GetRecordFileOpenList() == AZ::IO::IArchive::RFOM_EngineStartup)
|
||||
{
|
||||
gEnv->pCryPak->RecordFileOpen(AZ::IO::IArchive::RFOM_Level);
|
||||
}
|
||||
|
||||
m_fLastTime = gEnv->pTimer->GetAsyncCurTime();
|
||||
|
||||
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_START, 0, 0);
|
||||
|
||||
LOADING_TIME_PROFILE_SECTION(gEnv->pSystem);
|
||||
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnLoadingStart(levelName);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::OnLoadingError(const char* levelName, const char* error)
|
||||
{
|
||||
AZ_Error("LevelSystem", false, "Error loading level '%s': %s\n", levelName, error);
|
||||
|
||||
if (gEnv->pRenderer)
|
||||
{
|
||||
gEnv->pRenderer->SetTexturePrecaching(false);
|
||||
}
|
||||
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnLoadingError(levelName, error);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::OnLoadingComplete(const char* levelName)
|
||||
{
|
||||
CTimeValue t = gEnv->pTimer->GetAsyncTime();
|
||||
m_fLastLevelLoadTime = (t - m_levelLoadStartTime).GetSeconds();
|
||||
|
||||
LogLoadingTime();
|
||||
|
||||
m_nLoadedLevelsCount++;
|
||||
|
||||
// Hide console after loading.
|
||||
gEnv->pConsole->ShowConsole(false);
|
||||
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnLoadingComplete(levelName);
|
||||
}
|
||||
|
||||
#if AZ_LOADSCREENCOMPONENT_ENABLED
|
||||
EBUS_EVENT(LoadScreenBus, Stop);
|
||||
#endif // if AZ_LOADSCREENCOMPONENT_ENABLED
|
||||
|
||||
AZ_TracePrintf("LevelSystem", "Level load complete: '%s'\n", levelName);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::OnLoadingProgress(const char* levelName, int progressAmount)
|
||||
{
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnLoadingProgress(levelName, progressAmount);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
void SpawnableLevelSystem::OnUnloadComplete(const char* levelName)
|
||||
{
|
||||
for (auto& listener : m_listeners)
|
||||
{
|
||||
listener->OnUnloadComplete(levelName);
|
||||
}
|
||||
|
||||
AZ_TracePrintf("LevelSystem", "Level unload complete: '%s'\n", levelName);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void SpawnableLevelSystem::LogLoadingTime()
|
||||
{
|
||||
if (gEnv->IsEditor())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!GetISystem()->IsDevMode())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
char vers[128];
|
||||
GetISystem()->GetFileVersion().ToString(vers, sizeof(vers));
|
||||
|
||||
const char* sChain = "";
|
||||
if (m_nLoadedLevelsCount > 0)
|
||||
{
|
||||
sChain = " (Chained)";
|
||||
}
|
||||
|
||||
AZStd::string text;
|
||||
text.format(
|
||||
"Game Level Load Time: [%s] Level %s loaded in %.2f seconds%s", vers, m_lastLevelName.c_str(), m_fLastLevelLoadTime, sChain);
|
||||
gEnv->pLog->Log(text.c_str());
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void SpawnableLevelSystem::UnloadLevel()
|
||||
{
|
||||
if (gEnv->IsEditor())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_lastLevelName.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
AZ_TracePrintf("LevelSystem", "UnloadLevel Start\n");
|
||||
INDENT_LOG_DURING_SCOPE();
|
||||
|
||||
// Flush core buses. We're about to unload Cry modules and need to ensure we don't have module-owned functions left behind.
|
||||
AZ::Data::AssetBus::ExecuteQueuedEvents();
|
||||
AZ::TickBus::ExecuteQueuedEvents();
|
||||
AZ::MainThreadRenderRequestBus::ExecuteQueuedEvents();
|
||||
|
||||
if (gEnv && gEnv->pSystem)
|
||||
{
|
||||
// clear all error messages to prevent stalling due to runtime file access check during chainloading
|
||||
gEnv->pSystem->ClearErrorMessages();
|
||||
}
|
||||
|
||||
if (gEnv && gEnv->pCryPak)
|
||||
{
|
||||
gEnv->pCryPak->DisableRuntimeFileAccess(false);
|
||||
}
|
||||
|
||||
CTimeValue tBegin = gEnv->pTimer->GetAsyncTime();
|
||||
|
||||
I3DEngine* p3DEngine = gEnv->p3DEngine;
|
||||
if (p3DEngine)
|
||||
{
|
||||
IDeferredPhysicsEventManager* pPhysEventManager = p3DEngine->GetDeferredPhysicsEventManager();
|
||||
if (pPhysEventManager)
|
||||
{
|
||||
// clear deferred physics queues before renderer, since we could have jobs running
|
||||
// which access a rendermesh
|
||||
pPhysEventManager->ClearDeferredEvents();
|
||||
}
|
||||
}
|
||||
|
||||
// AM: Flush render thread (Flush is not exposed - using EndFrame())
|
||||
// We are about to delete resources that could be in use
|
||||
if (gEnv->pRenderer)
|
||||
{
|
||||
gEnv->pRenderer->EndFrame();
|
||||
|
||||
bool isLoadScreenPlaying = false;
|
||||
#if AZ_LOADSCREENCOMPONENT_ENABLED
|
||||
LoadScreenBus::BroadcastResult(isLoadScreenPlaying, &LoadScreenBus::Events::IsPlaying);
|
||||
#endif // if AZ_LOADSCREENCOMPONENT_ENABLED
|
||||
|
||||
// force a black screen as last render command.
|
||||
// if load screen is playing do not call this draw as it may lead to a crash due to UI loading code getting
|
||||
// pumped while loading the shaders for this draw.
|
||||
if (!isLoadScreenPlaying)
|
||||
{
|
||||
gEnv->pRenderer->BeginFrame();
|
||||
gEnv->pRenderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST);
|
||||
gEnv->pRenderer->Draw2dImage(0, 0, 800, 600, -1, 0.0f, 0.0f, 1.0f, 1.0f, 0.f, 0.0f, 0.0f, 0.0f, 1.0, 0.f);
|
||||
gEnv->pRenderer->EndFrame();
|
||||
}
|
||||
|
||||
// flush any outstanding texture requests
|
||||
gEnv->pRenderer->FlushPendingTextureTasks();
|
||||
}
|
||||
|
||||
// Clear level entities and prefab instances.
|
||||
EBUS_EVENT(AzFramework::GameEntityContextRequestBus, ResetGameContext);
|
||||
|
||||
if (gEnv->pMovieSystem)
|
||||
{
|
||||
gEnv->pMovieSystem->Reset(false, false);
|
||||
gEnv->pMovieSystem->RemoveAllSequences();
|
||||
}
|
||||
|
||||
// Unload level specific audio binary data.
|
||||
Audio::SAudioManagerRequestData<Audio::eAMRT_UNLOAD_AFCM_DATA_BY_SCOPE> oAMData(Audio::eADS_LEVEL_SPECIFIC);
|
||||
Audio::SAudioRequest oAudioRequestData;
|
||||
oAudioRequestData.nFlags = (Audio::eARF_PRIORITY_HIGH | Audio::eARF_EXECUTE_BLOCKING);
|
||||
oAudioRequestData.pData = &oAMData;
|
||||
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
|
||||
|
||||
// Now unload level specific audio config data.
|
||||
Audio::SAudioManagerRequestData<Audio::eAMRT_CLEAR_CONTROLS_DATA> oAMData2(Audio::eADS_LEVEL_SPECIFIC);
|
||||
oAudioRequestData.pData = &oAMData2;
|
||||
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
|
||||
|
||||
Audio::SAudioManagerRequestData<Audio::eAMRT_CLEAR_PRELOADS_DATA> oAMData3(Audio::eADS_LEVEL_SPECIFIC);
|
||||
oAudioRequestData.pData = &oAMData3;
|
||||
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
|
||||
|
||||
// Reset the camera to (0,0,0) which is the invalid/uninitialised state
|
||||
CCamera defaultCam;
|
||||
m_pSystem->SetViewCamera(defaultCam);
|
||||
|
||||
OnUnloadComplete(m_lastLevelName.c_str());
|
||||
|
||||
AzFramework::RootSpawnableInterface::Get()->ReleaseRootSpawnable();
|
||||
|
||||
m_lastLevelName.clear();
|
||||
|
||||
GetISystem()->GetIResourceManager()->UnloadLevel();
|
||||
|
||||
/*
|
||||
Force Lua garbage collection before p3DEngine->UnloadLevel() and pRenderer->FreeResources(flags) are called.
|
||||
p3DEngine->UnloadLevel() will destroy particle emitters even if they're still referenced by Lua objects that are yet to be
|
||||
collected. (as per comment in 3dEngineLoad.cpp (line 501) - "Force to clean all particles that are left, even if still referenced.").
|
||||
Then, during the next GC cycle, Lua finally cleans up, the particle emitter smart pointers will be pointing to invalid memory).
|
||||
Normally the GC step is triggered at the end of this method (by the ESYSTEM_EVENT_LEVEL_POST_UNLOAD event), which is too late
|
||||
(after the render resources have been purged).
|
||||
This extra GC step takes a few ms more level unload time, which is a small price for fixing nasty crashes.
|
||||
If, however, we wanted to claim it back, we could potentially get rid of the GC step that is triggered by
|
||||
ESYSTEM_EVENT_LEVEL_POST_UNLOAD to break even.
|
||||
*/
|
||||
|
||||
EBUS_EVENT(AZ::ScriptSystemRequestBus, GarbageCollect);
|
||||
|
||||
// Delete engine resources
|
||||
if (p3DEngine)
|
||||
{
|
||||
p3DEngine->UnloadLevel();
|
||||
}
|
||||
// Force to clean render resources left after deleting all objects and materials.
|
||||
IRenderer* pRenderer = gEnv->pRenderer;
|
||||
if (pRenderer)
|
||||
{
|
||||
pRenderer->FlushRTCommands(true, true, true);
|
||||
|
||||
CryComment("Deleting Render meshes, render resources and flush texture streaming");
|
||||
// This may also release some of the materials.
|
||||
int flags = FRR_DELETED_MESHES | FRR_FLUSH_TEXTURESTREAMING | FRR_OBJECTS | FRR_RENDERELEMENTS | FRR_RP_BUFFERS | FRR_POST_EFFECTS;
|
||||
|
||||
// Always keep the system resources around in the editor.
|
||||
// If a level load fails for any reason, then do not unload the system resources, otherwise we will not have any system resources to
|
||||
// continue rendering the console and debug output text.
|
||||
if (!gEnv->IsEditor() && !GetLevelLoadFailed())
|
||||
{
|
||||
flags |= FRR_SYSTEM_RESOURCES;
|
||||
}
|
||||
|
||||
pRenderer->FreeResources(flags);
|
||||
CryComment("done");
|
||||
}
|
||||
|
||||
// Perform level unload procedures for the LyShine UI system
|
||||
if (gEnv && gEnv->pLyShine)
|
||||
{
|
||||
gEnv->pLyShine->OnLevelUnload();
|
||||
}
|
||||
|
||||
m_bLevelLoaded = false;
|
||||
|
||||
CTimeValue tUnloadTime = gEnv->pTimer->GetAsyncTime() - tBegin;
|
||||
AZ_TracePrintf("LevelSystem", "UnloadLevel End: %.1f sec\n", tUnloadTime.GetSeconds());
|
||||
|
||||
// Must be sent last.
|
||||
// Cleanup all containers
|
||||
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_POST_UNLOAD, 0, 0);
|
||||
AzFramework::InputChannelRequestBus::Broadcast(&AzFramework::InputChannelRequests::ResetState);
|
||||
}
|
||||
|
||||
void SpawnableLevelSystem::OnRootSpawnableAssigned(
|
||||
[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
|
||||
{
|
||||
}
|
||||
|
||||
void SpawnableLevelSystem::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
|
||||
{
|
||||
}
|
||||
|
||||
} // namespace LegacyLevelSystem
|
||||
@@ -0,0 +1,93 @@
|
||||
/*
|
||||
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "ILevelSystem.h"
|
||||
#include <AzCore/Console/IConsole.h>
|
||||
#include <AzFramework/Archive/IArchive.h>
|
||||
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
|
||||
|
||||
namespace LegacyLevelSystem
|
||||
{
|
||||
|
||||
class SpawnableLevelSystem
|
||||
: public ILevelSystem
|
||||
, public AzFramework::RootSpawnableNotificationBus::Handler
|
||||
{
|
||||
public:
|
||||
explicit SpawnableLevelSystem(ISystem* pSystem);
|
||||
~SpawnableLevelSystem() override;
|
||||
|
||||
// ILevelSystem
|
||||
void Release() override;
|
||||
|
||||
void AddListener(ILevelSystemListener* pListener) override;
|
||||
void RemoveListener(ILevelSystemListener* pListener) override;
|
||||
|
||||
bool LoadLevel(const char* levelName) override;
|
||||
void UnloadLevel() override;
|
||||
bool IsLevelLoaded() override;
|
||||
const char* GetCurrentLevelName() const override;
|
||||
|
||||
// If the level load failed then we need to have a different shutdown procedure vs when a level is naturally unloaded
|
||||
void SetLevelLoadFailed(bool loadFailed) override;
|
||||
bool GetLevelLoadFailed() override;
|
||||
AZ::Data::AssetType GetLevelAssetType() const override;
|
||||
|
||||
// The following methods are deprecated from ILevelSystem and will be removed once slice support is removed.
|
||||
|
||||
// [LYN-2376] Remove once legacy slice support is removed
|
||||
void Rescan([[maybe_unused]] const char* levelsFolder) override;
|
||||
int GetLevelCount() override;
|
||||
ILevelInfo* GetLevelInfo([[maybe_unused]] int level) override;
|
||||
ILevelInfo* GetLevelInfo([[maybe_unused]] const char* levelName) override;
|
||||
|
||||
private:
|
||||
void OnRootSpawnableAssigned(AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, uint32_t generation) override;
|
||||
void OnRootSpawnableReleased(uint32_t generation) override;
|
||||
|
||||
void PrepareNextLevel(const char* levelName);
|
||||
bool LoadLevelInternal(const char* levelName);
|
||||
|
||||
// Methods to notify ILevelSystemListener
|
||||
void OnPrepareNextLevel(const char* levelName);
|
||||
void OnLevelNotFound(const char* levelName);
|
||||
void OnLoadingStart(const char* levelName);
|
||||
void OnLoadingComplete(const char* levelName);
|
||||
void OnLoadingError(const char* levelName, const char* error);
|
||||
void OnLoadingProgress(const char* levelName, int progressAmount);
|
||||
void OnUnloadComplete(const char* levelName);
|
||||
|
||||
void LogLoadingTime();
|
||||
|
||||
ISystem* m_pSystem{nullptr};
|
||||
|
||||
AZStd::string m_lastLevelName;
|
||||
float m_fLastLevelLoadTime{0.0f};
|
||||
float m_fLastTime{0.0f};
|
||||
|
||||
bool m_bLevelLoaded{false};
|
||||
bool m_levelLoadFailed{false};
|
||||
|
||||
int m_nLoadedLevelsCount{0};
|
||||
|
||||
CTimeValue m_levelLoadStartTime;
|
||||
|
||||
AZStd::vector<ILevelSystemListener*> m_listeners;
|
||||
|
||||
// Information about the currently-loaded root spawnable, used for tracking loads and unloads.
|
||||
uint64_t m_rootSpawnableGeneration{0};
|
||||
AZ::Data::AssetId m_rootSpawnableId{};
|
||||
};
|
||||
|
||||
} // namespace LegacyLevelSystem
|
||||
Reference in New Issue
Block a user