LYN-4866 Fixed net entities indices when creating net spawnable

Signed-off-by: pereslav <pereslav@amazon.com>
This commit is contained in:
pereslav
2021-07-02 16:01:30 +01:00
parent 1100e20e26
commit d17390befb
3 changed files with 48 additions and 54 deletions
@@ -46,10 +46,11 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
}
}
template<typename EntityPtr>
void OrganizeEntitiesForSorting(
AzFramework::Spawnable::EntityList& entities,
AZStd::vector<EntityPtr>& entities,
AZStd::unordered_set<AZ::EntityId>& existingEntityIds,
AZStd::unordered_map<AZ::EntityId, AzFramework::Spawnable::EntityList>& parentIdToChildren,
AZStd::unordered_map<AZ::EntityId, AZStd::vector<EntityPtr>>& parentIdToChildren,
AZStd::vector<AZ::EntityId>& candidateIds,
size_t& removedEntitiesCount)
{
@@ -90,7 +91,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
// entities with no transform component will be treated like entities with no parent.
AZ::EntityId parentId;
if (AZ::TransformInterface* transformInterface =
AZ::EntityUtils::FindFirstDerivedComponent<AZ::TransformInterface>(entity.get()))
AZ::EntityUtils::FindFirstDerivedComponent<AZ::TransformInterface>(&(*entity)))
{
parentId = transformInterface->GetParentId();
if (parentId == entityId)
@@ -104,8 +105,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
}
auto& children = parentIdToChildren[parentId];
children.emplace_back(nullptr);
children.back().swap(entity);
children.emplace_back(AZStd::move(entity));
}
// clear 'entities', we'll refill it in sorted order.
@@ -125,9 +125,10 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
}
template<typename EntityPtr>
void TraceParentingLoop(
const AZ::EntityId& parentFromLoopId,
const AZStd::unordered_map<AZ::EntityId, AzFramework::Spawnable::EntityList>& parentIdToChildren)
const AZStd::unordered_map<AZ::EntityId, AZStd::vector<EntityPtr>>& parentIdToChildren)
{
// Find name to use in warning message
@@ -153,16 +154,22 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
parentFromLoopId.ToString().c_str());
}
void SortEntitiesByTransformHierarchy(AzFramework::Spawnable& spawnable)
{
auto& entities = spawnable.GetEntities();
SortEntitiesByTransformHierarchy(spawnable.GetEntities());
}
template<typename EntityPtr>
void SortEntitiesByTransformHierarchy(AZStd::vector<EntityPtr>& entities)
{
const size_t originalEntityCount = entities.size();
// IDs of those present in 'entities'. Does not include parent ID if parent not found in 'entities'
AZStd::unordered_set<AZ::EntityId> existingEntityIds;
// map children by their parent ID (even if parent not found in 'entities')
AZStd::unordered_map<AZ::EntityId, AzFramework::Spawnable::EntityList> parentIdToChildren;
AZStd::unordered_map<AZ::EntityId, AZStd::vector<EntityPtr>> parentIdToChildren;
// use 'candidateIds' to track the parent IDs we're going to process next.
AZStd::vector<AZ::EntityId> candidateIds;
@@ -199,8 +206,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
for (auto& child : foundChildren->second)
{
candidateIds.push_back(child->GetId());
entities.emplace_back(nullptr);
entities.back().swap(child);
entities.emplace_back(AZStd::move(child));
}
parentIdToChildren.erase(foundChildren);
@@ -16,4 +16,11 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
void SortEntitiesByTransformHierarchy(AzFramework::Spawnable& spawnable);
template <typename EntityPtr>
void SortEntitiesByTransformHierarchy(AZStd::vector<EntityPtr>& entities);
// Explicit specializations
template void SortEntitiesByTransformHierarchy(AZStd::vector<AZ::Entity*>& entities);
template void SortEntitiesByTransformHierarchy(AZStd::vector<AZStd::unique_ptr<AZ::Entity>>& entities);
} // namespace AzToolsFramework::Prefab::SpawnableUtils
@@ -72,21 +72,24 @@ namespace Multiplayer
}
static void GatherNetEntities(
AzToolsFramework::Prefab::Instance* instance,
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>>& output)
AzToolsFramework::Prefab::Instance* instance,
AZStd::unordered_map<AZ::Entity*, AzToolsFramework::Prefab::Instance*>& entityToInstanceMap,
AZStd::vector<AZ::Entity*>& netEntities)
{
instance->GetEntities([instance, &output](AZStd::unique_ptr<AZ::Entity>& prefabEntity)
instance->GetEntities([instance, &entityToInstanceMap, &netEntities](AZStd::unique_ptr<AZ::Entity>& prefabEntity)
{
if (prefabEntity->FindComponent<NetBindComponent>())
{
output.push_back(AZStd::make_pair(prefabEntity.get(), instance));
AZ::Entity* entity = prefabEntity.get();
entityToInstanceMap[entity] = instance;
netEntities.push_back(entity);
}
return true;
});
instance->GetNestedInstances([&output](AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& nestedInstance)
instance->GetNestedInstances([&entityToInstanceMap, &netEntities](AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& nestedInstance)
{
GatherNetEntities(nestedInstance.get(), output);
GatherNetEntities(nestedInstance.get(), entityToInstanceMap, netEntities);
});
}
@@ -112,33 +115,32 @@ namespace Multiplayer
auto&& [object, networkSpawnable] =
ProcessedObjectStore::Create<AzFramework::Spawnable>(uniqueName, context.GetSourceUuid(), AZStd::move(serializer));
auto& netSpawnableEntities = networkSpawnable->GetEntities();
// Grab all net entities with their corresponding Instances to handle nested prefabs correctly
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>> netEntities;
GatherNetEntities(sourceInstance.get(), netEntities);
AZStd::unordered_map<AZ::Entity*, AzToolsFramework::Prefab::Instance*> netEntityToInstanceMap;
AZStd::vector<AZ::Entity*> prefabNetEntities;
GatherNetEntities(sourceInstance.get(), netEntityToInstanceMap, prefabNetEntities);
if (netEntities.empty())
if (prefabNetEntities.empty())
{
// No networked entities in the prefab, no need to do anything in this processor.
return;
}
// Instance container for net entities
AZStd::unique_ptr<Instance> networkInstance(aznew Instance());
networkInstance->SetTemplateSourcePath(AZ::IO::PathView(uniqueName));
// Sort the entities prior to processing. The entities will end up in the net spawnable in this order.
SpawnableUtils::SortEntitiesByTransformHierarchy(prefabNetEntities);
// Create an asset for our future network spawnable: this allows us to put references to the asset in the components
AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
networkSpawnableAsset.Create(networkSpawnable->GetId());
networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
// Each spawnable has a root meta-data entity at position 0, so starting net indices from 1
size_t netEntitiesIndexCounter = 1;
size_t netEntitiesIndexCounter = 0;
for (auto& entityInstancePair : netEntities)
for (auto* prefabEntity : prefabNetEntities)
{
AZ::Entity* prefabEntity = entityInstancePair.first;
Instance* instance = entityInstancePair.second;
Instance* instance = netEntityToInstanceMap[prefabEntity];
AZ::EntityId entityId = prefabEntity->GetId();
AZ::Entity* netEntity = instance->DetachEntity(entityId).release();
@@ -147,7 +149,11 @@ namespace Multiplayer
// Net entity will need a new ID to avoid IDs collision
netEntity->SetId(AZ::Entity::MakeId());
networkInstance->AddEntity(*netEntity);
netEntity->InvalidateDependencies();
netEntity->EvaluateDependencies();
// Insert the entity into the target net spawnable
netSpawnableEntities.emplace_back(netEntity);
// Use the old ID for the breadcrumb entity to keep parent-child relationship in the original spawnable
AZ::Entity* breadcrumbEntity = aznew AZ::Entity(entityId, netEntity->GetName());
@@ -185,37 +191,12 @@ namespace Multiplayer
}
// save the final result in the target Prefab DOM.
PrefabDom networkPrefab;
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*networkInstance, networkPrefab))
{
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
return;
}
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefab))
{
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
return;
}
bool result = SpawnableUtils::CreateSpawnable(*networkSpawnable, networkPrefab);
if (result)
{
AzFramework::Spawnable::EntityList& entities = networkSpawnable->GetEntities();
for (auto it = entities.begin(); it != entities.end(); ++it)
{
(*it)->InvalidateDependencies();
(*it)->EvaluateDependencies();
}
SpawnableUtils::SortEntitiesByTransformHierarchy(*networkSpawnable);
context.GetProcessedObjects().push_back(AZStd::move(object));
}
else
{
AZ_Error("Prefabs", false, "Failed to convert prefab '%.*s' to a spawnable.", AZ_STRING_ARG(prefabName));
context.ErrorEncountered();
}
context.GetProcessedObjects().push_back(AZStd::move(object));
}
}