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o3de/Code/Framework/AzToolsFramework/Tests/Prefab/PrefabEntityAliasTests.cpp

262 lines
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C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Prefab/PrefabTestDomUtils.h>
#include <Prefab/PrefabTestComponent.h>
#include <Prefab/PrefabTestFixture.h>
namespace UnitTest
{
using PrefabEntityAliasTests = PrefabTestFixture;
TEST_F(PrefabEntityAliasTests, PrefabEntityAlias_ReferenceEntityWithinSameInstance_ReferencePersists)
{
// Make a new entity with a test component
AZ::Entity* newEntity = CreateEntity("New Entity", false);
PrefabTestComponent* newComponent = newEntity->CreateComponent<PrefabTestComponent>();
ASSERT_TRUE(newComponent);
// Generate a second entity that will be referenced by the first
AZ::Entity* referencedEntity = CreateEntity("Referenced Entity");
newComponent->m_entityIdProperty = referencedEntity->GetId();
// Place both entities in the same prefab
AZStd::unique_ptr<Instance> newInstance =
m_prefabSystemComponent->CreatePrefab({ newEntity, referencedEntity }, {}, "test/path");
ASSERT_TRUE(newInstance);
// Grab the alias of both entities so they can be found in a new instantiation
EntityAliasOptionalReference newEntityAliasRef = newInstance->GetEntityAlias(newEntity->GetId());
ASSERT_TRUE(newEntityAliasRef);
EntityAliasOptionalReference referencedEntityAliasRef = newInstance->GetEntityAlias(referencedEntity->GetId());
ASSERT_TRUE(referencedEntityAliasRef);
EntityAlias newEntityAlias = newEntityAliasRef.value();
EntityAlias referencedEntityAlias = referencedEntityAliasRef.value();
// A new instance should maintain the entity reference while also having unique entity ids
AZStd::unique_ptr<Instance> secondInstance =
m_prefabSystemComponent->InstantiatePrefab(newInstance->GetTemplateId());
bool found = false;
secondInstance->GetConstEntities([&](const AZ::Entity& entity)
{
if (entity.GetId() == secondInstance->GetEntityId(newEntityAlias))
{
PrefabTestComponent* secondComponent = entity.FindComponent<PrefabTestComponent>();
EXPECT_NE(nullptr, secondComponent);
if (secondComponent)
{
// Validate that the entity reference is preserved in the second instance
EXPECT_TRUE(secondComponent->m_entityIdProperty.IsValid());
EXPECT_EQ(secondComponent->m_entityIdProperty, secondInstance->GetEntityId(referencedEntityAlias));
}
found = true;
}
return true;
});
EXPECT_TRUE(found);
}
TEST_F(PrefabEntityAliasTests, DISABLED_PrefabEntityAlias_ReferenceNotInSameHierarchy_ReferenceGoesToNull)
{
// Make a new entity with a test component
AZ::Entity* newEntity = CreateEntity("New Entity", false);
PrefabTestComponent* newComponent = newEntity->CreateComponent<PrefabTestComponent>();
ASSERT_TRUE(newComponent);
// Generate a second entity that will be referenced by the first
// however we won't add both to the same prefab hierarchy
AZ::Entity* referencedEntity = CreateEntity("Referenced Entity");
newComponent->m_entityIdProperty = referencedEntity->GetId();
AZStd::unique_ptr<Instance> unrelatedInstance =
m_prefabSystemComponent->CreatePrefab({ referencedEntity }, {}, "test/path/0");
AZStd::unique_ptr<Instance> firstInstance =
m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "test/path/1");
ASSERT_TRUE(firstInstance);
// Grab the alias of newEntity so it can be found in a new instantiation
EntityAliasOptionalReference newEntityAliasRef = firstInstance->GetEntityAlias(newEntity->GetId());
ASSERT_TRUE(newEntityAliasRef);
EntityAlias newEntityAlias = newEntityAliasRef.value();
// On instantiation the referenced entity should be invalid
AZStd::unique_ptr<Instance> secondInstance =
m_prefabSystemComponent->InstantiatePrefab(firstInstance->GetTemplateId());
size_t count = 0;
secondInstance->GetConstEntities([&](const AZ::Entity& entity)
{
count++;
PrefabTestComponent* secondComponent = entity.FindComponent<PrefabTestComponent>();
EXPECT_NE(nullptr, secondComponent);
if (secondComponent)
{
EXPECT_FALSE(secondComponent->m_entityIdProperty.IsValid());
}
return true;
});
EXPECT_EQ(1, count);
}
TEST_F(PrefabEntityAliasTests, PrefabEntityAlias_ReferenceEntityFoundInNestedInstance_ReferencePersists)
{
// Make a new entity with a test component
AZ::Entity* newEntity = CreateEntity("New Entity", false);
PrefabTestComponent* newComponent = newEntity->CreateComponent<PrefabTestComponent>();
ASSERT_TRUE(newComponent);
// Generate a second entity that will be referenced by the first
AZ::Entity* referencedEntity = CreateEntity("Referenced Entity");
newComponent->m_entityIdProperty = referencedEntity->GetId();
// Build out a prefab holding the referenced entity
AZStd::unique_ptr<Instance> nestedInstance =
m_prefabSystemComponent->CreatePrefab({ referencedEntity }, {}, "Test/Path/0");
// Grab the alias of the nested instance
EntityAliasOptionalReference referencedEntityAliasRef =
nestedInstance->GetEntityAlias(referencedEntity->GetId());
ASSERT_TRUE(referencedEntityAliasRef);
EntityAlias referencedEntityAlias = referencedEntityAliasRef.value();
TemplateId nestedTemplateId = nestedInstance->GetTemplateId();
// Create our root instance and nest our first instance under it
AZStd::unique_ptr<Instance> rootInstance =
m_prefabSystemComponent->CreatePrefab({ newEntity },
PrefabTestUtils::MakeInstanceList(AZStd::move(nestedInstance)), "Test/Path/1");
// Acquire the alias name of our entity so we can look it up in future instances
EntityAliasOptionalReference newEntityAliasRef =
rootInstance->GetEntityAlias(newEntity->GetId());
ASSERT_TRUE(newEntityAliasRef);
EntityAlias newEntityAlias = newEntityAliasRef.value();
// Acquire the nested instance alias so we can look it up in future instances
AZStd::vector<InstanceAlias> nestedInstanceAliases = rootInstance->GetNestedInstanceAliases(nestedTemplateId);
ASSERT_EQ(nestedInstanceAliases.size(), 1);
InstanceAlias nestedAlias = nestedInstanceAliases[0];
// Make a new instance of root
// Entity references should be preserved among its unique entities
AZStd::unique_ptr<Instance> secondRootInstance =
m_prefabSystemComponent->InstantiatePrefab(rootInstance->GetTemplateId());
ASSERT_TRUE(secondRootInstance);
InstanceOptionalReference secondNestedInstance = secondRootInstance->FindNestedInstance(nestedAlias);
ASSERT_TRUE(secondNestedInstance);
AZ::EntityId secondReferencedEntityId = secondNestedInstance->get().GetEntityId(referencedEntityAlias);
size_t count = 0;
secondRootInstance->GetConstEntities([&](const AZ::Entity& entity)
{
count++;
PrefabTestComponent* secondComponent = entity.FindComponent<PrefabTestComponent>();
EXPECT_NE(nullptr, secondComponent);
if (secondComponent)
{
EXPECT_TRUE(secondComponent->m_entityIdProperty.IsValid());
EXPECT_EQ(secondComponent->m_entityIdProperty, secondReferencedEntityId);
}
return true;
});
EXPECT_EQ(1, count);
}
TEST_F(PrefabEntityAliasTests, PrefabEntityAlias_ReferenceEntityFoundInParentInstance_ReferencePersists)
{
// Make a new entity with a test component
AZ::Entity* newEntity = CreateEntity("New Entity", false);
PrefabTestComponent* newComponent = newEntity->CreateComponent<PrefabTestComponent>();
ASSERT_TRUE(newComponent);
// Generate a second entity that will be referenced by the first
AZ::Entity* referencedEntity = CreateEntity("Referenced Entity");
// Make our first instance to be nested under the prefab containing the entity we reference
AZStd::unique_ptr<Instance> nestedInstance =
m_prefabSystemComponent->CreatePrefab({ newEntity }, {}, "Test/Path/0");
// Save off the entity alias so we can find it in future instances
EntityAliasOptionalReference newEntityAliasRef = nestedInstance->GetEntityAlias(newEntity->GetId());
ASSERT_TRUE(newEntityAliasRef);
EntityAlias entityAlias = newEntityAliasRef.value();
TemplateId nestedTemplateId = nestedInstance->GetTemplateId();
// Make our root instance which contains the entity being referenced
AZStd::unique_ptr<Instance> rootInstance =
m_prefabSystemComponent->CreatePrefab({ referencedEntity },
PrefabTestUtils::MakeInstanceList(AZStd::move(nestedInstance)), "Test/Path/1");
// Acquire the nested instance alias so we can look it up in future instances
AZStd::vector<InstanceAlias> nestedInstanceAliases = rootInstance->GetNestedInstanceAliases(nestedTemplateId);
ASSERT_EQ(nestedInstanceAliases.size(), 1);
InstanceAlias nestedAlias = nestedInstanceAliases[0];
// Save off the referenced entity alias
EntityAliasOptionalReference referencedEntityAliasRef =
rootInstance->GetEntityAlias(referencedEntity->GetId());
ASSERT_TRUE(referencedEntityAliasRef);
EntityAlias referencedEntityAlias = referencedEntityAliasRef.value();
// Capture the before and after for setting the reference property
PrefabDom entityDomBeforeUpdate;
m_instanceToTemplateInterface->GenerateDomForEntity(entityDomBeforeUpdate, *newEntity);
newComponent->m_entityIdProperty = referencedEntity->GetId();
PrefabDom entityDomAfterUpdate;
m_instanceToTemplateInterface->GenerateDomForEntity(entityDomAfterUpdate, *newEntity);
PrefabDom patch;
m_instanceToTemplateInterface->GeneratePatch(patch, entityDomBeforeUpdate, entityDomAfterUpdate);
// Patch the nested prefab to reference an entity in its parent
ASSERT_TRUE(m_instanceToTemplateInterface->PatchEntityInTemplate(patch, newEntity->GetId()));
m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootInstance->GetTemplateId());
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
// Using the aliases we saved grab the updated entities so we can verify the entity reference is still preserved
InstanceOptionalReference updatedNestedInstance = rootInstance->FindNestedInstance(nestedAlias);
ASSERT_TRUE(updatedNestedInstance);
AZ::EntityId updatedNewEntityId = updatedNestedInstance->get().GetEntityId(entityAlias);
AZ::Entity* updatedNewEntity = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(updatedNewEntity,
&AZ::ComponentApplicationBus::Events::FindEntity, updatedNewEntityId);
ASSERT_TRUE(updatedNewEntity);
PrefabTestComponent* updatedComponent = updatedNewEntity->FindComponent<PrefabTestComponent>();
ASSERT_TRUE(updatedComponent);
AZ::EntityId updatedReferencedEntityId = rootInstance->GetEntityId(referencedEntityAlias);
EXPECT_TRUE(updatedComponent->m_entityIdProperty.IsValid());
EXPECT_EQ(updatedComponent->m_entityIdProperty, updatedReferencedEntityId);
}
}