Convert prefab to temp spawnable assets (#6179)
* Convert prefab to temp in-memory spawnable assets Signed-off-by: chiyenteng <82238204+chiyenteng@users.noreply.github.com>
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@@ -277,22 +277,25 @@ namespace Multiplayer
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}
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// BeginGameMode and Prefab Processing have completed at this point
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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const auto& allAssetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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AZStd::vector<uint8_t> buffer;
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AZ::IO::ByteContainerStream byteStream(&buffer);
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// Serialize Asset information and AssetData into a potentially large buffer
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for (const auto& asset : assetData)
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for (auto& [spawnableName, spawnableAssetData] : allAssetData)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZStd::string assetHint = asset.GetHint();
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uint32_t hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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for (auto& asset : spawnableAssetData.m_assets)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZStd::string assetHint = asset.GetHint();
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uint32_t hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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}
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}
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const AZ::CVarFixedString remoteAddress = editorsv_serveraddr;
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@@ -364,24 +367,27 @@ namespace Multiplayer
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AZ_Printf("MultiplayerEditor", "Editor is sending the editor-server the level data packet.")
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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const auto& allAssetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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AZStd::vector<uint8_t> buffer;
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AZ::IO::ByteContainerStream byteStream(&buffer);
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// Serialize Asset information and AssetData into a potentially large buffer
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for (const auto& asset : assetData)
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for (auto& [spawnableName, spawnableAssetData] : allAssetData)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZStd::string assetHint = asset.GetHint();
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auto hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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for (auto& asset : spawnableAssetData.m_assets)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZStd::string assetHint = asset.GetHint();
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auto hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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}
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}
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// Spawnable library needs to be rebuilt since now we have newly registered in-memory spawnable assets
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AZ::Interface<INetworkSpawnableLibrary>::Get()->BuildSpawnablesList();
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