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556 lines
19 KiB
C++
556 lines
19 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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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 "IMovieSystem.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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}
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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([[maybe_unused]] ISystem* pSystem)
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{
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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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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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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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// Make sure a spawnable level exists that matches levelname
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AZStd::string validLevelName = "";
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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())
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{
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validLevelName = levelName;
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}
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else
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{
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// It's common for users to only provide the level name, but not the full asset path
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// Example: "MyLevel" instead of "Levels/MyLevel/MyLevel.spawnable"
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if (!AZ::IO::PathView(levelName).HasExtension())
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{
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// Search inside the "Levels" folder for a level spawnable matching levelname
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const AZStd::string possibleLevelAssetPath = AZStd::string::format("Levels/%s/%s.spawnable", levelName, levelName);
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(
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rootSpawnableAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, possibleLevelAssetPath.c_str(),
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nullptr, false);
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if (rootSpawnableAssetId.IsValid())
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{
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validLevelName = possibleLevelAssetPath;
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}
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}
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}
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if (validLevelName.empty())
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{
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OnLevelNotFound(levelName);
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return false;
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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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gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_PREPARE, 0, 0);
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PrepareNextLevel(validLevelName.c_str());
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bool result = LoadLevelInternal(validLevelName.c_str());
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if (result)
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{
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OnLoadingComplete(validLevelName.c_str());
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}
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return result;
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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())
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{
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OnLoadingError(levelName, "AssetCatalog has no entry for the requested level.");
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return false;
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}
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// This scope is specifically used for marking a loading time profile section
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{
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m_bLevelLoaded = false;
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m_lastLevelName = levelName;
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gEnv->pConsole->SetScrollMax(600);
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ICVar* con_showonload = gEnv->pConsole->GetCVar("con_showonload");
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if (con_showonload && con_showonload->GetIVal() != 0)
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{
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gEnv->pConsole->ShowConsole(true);
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ICVar* g_enableloadingscreen = gEnv->pConsole->GetCVar("g_enableloadingscreen");
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if (g_enableloadingscreen)
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{
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g_enableloadingscreen->Set(0);
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}
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}
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// This is a workaround until the replacement for GameEntityContext is done
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AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnPreGameEntitiesStarted);
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OnLoadingStart(levelName);
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auto pPak = gEnv->pCryPak;
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ICVar* pSpamDelay = gEnv->pConsole->GetCVar("log_SpamDelay");
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float spamDelay = 0.0f;
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if (pSpamDelay)
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{
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spamDelay = pSpamDelay->GetFVal();
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pSpamDelay->Set(0.0f);
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}
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AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable(
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rootSpawnableAssetId, azrtti_typeid<AzFramework::Spawnable>(), levelName);
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m_rootSpawnableId = rootSpawnableAssetId;
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m_rootSpawnableGeneration = AzFramework::RootSpawnableInterface::Get()->AssignRootSpawnable(rootSpawnable);
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// This is a workaround until the replacement for GameEntityContext is done
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AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesStarted);
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//////////////////////////////////////////////////////////////////////////
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// Movie system must be reset after entities.
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//////////////////////////////////////////////////////////////////////////
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IMovieSystem* movieSys = gEnv->pMovieSystem;
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if (movieSys != NULL)
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{
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// bSeekAllToStart needs to be false here as it's only of interest in the editor
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movieSys->Reset(true, false);
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}
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gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PRECACHE);
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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gEnv->pConsole->SetScrollMax(600 / 2);
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pPak->GetResourceList(AZ::IO::IArchive::RFOM_NextLevel)->Clear();
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if (pSpamDelay)
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{
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pSpamDelay->Set(spamDelay);
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}
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m_bLevelLoaded = true;
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gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_END);
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}
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GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_END, 0, 0);
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if (auto cvar = gEnv->pConsole->GetCVar("sv_map"); cvar)
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{
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cvar->Set(levelName);
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}
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gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_PRECACHE_START, 0, 0);
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return true;
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::PrepareNextLevel(const char* levelName)
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{
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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())
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{
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// alert the listener
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OnLevelNotFound(levelName);
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return;
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}
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// This work not required in-editor.
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if (!gEnv || !gEnv->IsEditor())
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{
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m_levelLoadStartTime = gEnv->pTimer->GetAsyncTime();
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// switched to level heap, so now imm start the loading screen (renderer will be reinitialized in the levelheap)
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gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_START_LOADINGSCREEN, 0, 0);
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gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PREPARE);
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}
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OnPrepareNextLevel(levelName);
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}
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void SpawnableLevelSystem::OnPrepareNextLevel(const char* levelName)
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{
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AZ_TracePrintf("LevelSystem", "Level system is preparing to load '%s'\n", levelName);
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for (auto& listener : m_listeners)
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{
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listener->OnPrepareNextLevel(levelName);
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}
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::OnLevelNotFound(const char* levelName)
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{
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AZ_Error("LevelSystem", false, "Requested level not found: '%s'\n", levelName);
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for (auto& listener : m_listeners)
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{
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listener->OnLevelNotFound(levelName);
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}
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::OnLoadingStart(const char* levelName)
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{
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AZ_TracePrintf("LevelSystem", "Level system is loading '%s'\n", levelName);
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if (gEnv->pCryPak->GetRecordFileOpenList() == AZ::IO::IArchive::RFOM_EngineStartup)
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{
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gEnv->pCryPak->RecordFileOpen(AZ::IO::IArchive::RFOM_Level);
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}
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m_fLastTime = gEnv->pTimer->GetAsyncCurTime();
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GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_START, 0, 0);
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for (auto& listener : m_listeners)
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{
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listener->OnLoadingStart(levelName);
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}
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::OnLoadingError(const char* levelName, const char* error)
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{
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AZ_Error("LevelSystem", false, "Error loading level '%s': %s\n", levelName, error);
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for (auto& listener : m_listeners)
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{
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listener->OnLoadingError(levelName, error);
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}
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::OnLoadingComplete(const char* levelName)
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{
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CTimeValue t = gEnv->pTimer->GetAsyncTime();
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m_fLastLevelLoadTime = (t - m_levelLoadStartTime).GetSeconds();
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LogLoadingTime();
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m_nLoadedLevelsCount++;
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// Hide console after loading.
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gEnv->pConsole->ShowConsole(false);
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for (auto& listener : m_listeners)
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{
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listener->OnLoadingComplete(levelName);
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}
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#if AZ_LOADSCREENCOMPONENT_ENABLED
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EBUS_EVENT(LoadScreenBus, Stop);
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#endif // if AZ_LOADSCREENCOMPONENT_ENABLED
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AZ_TracePrintf("LevelSystem", "Level load complete: '%s'\n", levelName);
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::OnLoadingProgress(const char* levelName, int progressAmount)
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{
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for (auto& listener : m_listeners)
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{
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listener->OnLoadingProgress(levelName, progressAmount);
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}
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}
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//------------------------------------------------------------------------
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void SpawnableLevelSystem::OnUnloadComplete(const char* levelName)
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{
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for (auto& listener : m_listeners)
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{
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listener->OnUnloadComplete(levelName);
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}
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AZ_TracePrintf("LevelSystem", "Level unload complete: '%s'\n", levelName);
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}
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//////////////////////////////////////////////////////////////////////////
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void SpawnableLevelSystem::LogLoadingTime()
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{
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if (gEnv->IsEditor())
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{
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return;
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}
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if (!GetISystem()->IsDevMode())
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{
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return;
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}
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char vers[128];
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GetISystem()->GetFileVersion().ToString(vers, sizeof(vers));
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const char* sChain = "";
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if (m_nLoadedLevelsCount > 0)
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{
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sChain = " (Chained)";
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}
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gEnv->pLog->Log("Game Level Load Time: [%s] Level %s loaded in %.2f seconds%s", vers, m_lastLevelName.c_str(), m_fLastLevelLoadTime, sChain);
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}
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//////////////////////////////////////////////////////////////////////////
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void SpawnableLevelSystem::UnloadLevel()
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{
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if (gEnv->IsEditor())
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{
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return;
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}
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if (m_lastLevelName.empty())
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{
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return;
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}
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AZ_TracePrintf("LevelSystem", "UnloadLevel Start\n");
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INDENT_LOG_DURING_SCOPE();
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// Flush core buses. We're about to unload Cry modules and need to ensure we don't have module-owned functions left behind.
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AZ::Data::AssetBus::ExecuteQueuedEvents();
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AZ::TickBus::ExecuteQueuedEvents();
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AZ::MainThreadRenderRequestBus::ExecuteQueuedEvents();
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if (gEnv && gEnv->pSystem)
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{
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// clear all error messages to prevent stalling due to runtime file access check during chainloading
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gEnv->pSystem->ClearErrorMessages();
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}
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if (gEnv && gEnv->pCryPak)
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{
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gEnv->pCryPak->DisableRuntimeFileAccess(false);
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}
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CTimeValue tBegin = gEnv->pTimer->GetAsyncTime();
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// Clear level entities and prefab instances.
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EBUS_EVENT(AzFramework::GameEntityContextRequestBus, ResetGameContext);
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if (gEnv->pMovieSystem)
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{
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gEnv->pMovieSystem->Reset(false, false);
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gEnv->pMovieSystem->RemoveAllSequences();
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}
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OnUnloadComplete(m_lastLevelName.c_str());
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AzFramework::RootSpawnableInterface::Get()->ReleaseRootSpawnable();
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m_lastLevelName.clear();
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// Force Lua garbage collection (may no longer be needed now the legacy renderer has been removed).
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// Normally the GC step is triggered at the end of this method (by the ESYSTEM_EVENT_LEVEL_POST_UNLOAD event).
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|
EBUS_EVENT(AZ::ScriptSystemRequestBus, GarbageCollect);
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|
|
|
// Perform level unload procedures for the LyShine UI system
|
|
if (gEnv && gEnv->pLyShine)
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|
{
|
|
gEnv->pLyShine->OnLevelUnload();
|
|
}
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|
|
|
m_bLevelLoaded = false;
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|
|
|
CTimeValue tUnloadTime = gEnv->pTimer->GetAsyncTime() - tBegin;
|
|
AZ_TracePrintf("LevelSystem", "UnloadLevel End: %.1f sec\n", tUnloadTime.GetSeconds());
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|
|
|
// Must be sent last.
|
|
// Cleanup all containers
|
|
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_POST_UNLOAD, 0, 0);
|
|
AzFramework::InputChannelRequestBus::Broadcast(&AzFramework::InputChannelRequests::ResetState);
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|
|
|
AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesReset);
|
|
}
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|
|
|
void SpawnableLevelSystem::OnRootSpawnableAssigned(
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|
[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
|
|
{
|
|
}
|
|
|
|
void SpawnableLevelSystem::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
|
|
{
|
|
}
|
|
|
|
} // namespace LegacyLevelSystem
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