Files
o3de/Code/Tools/SerializeContextTools/SliceConverter.cpp
T
Mike Balfour 6f61454be4 Added support for remapping entity refs across slice instances (#1284)
* Fixed memory assert on shutdown.
Cleaned up the entity pointers on serialization, so that they no longer leak themselves, their asset references, or anything else within them.

* Added support for remapping entity refs across slice instances.
Slice instances can have components with entity references that have been modified to reference entities in other slice instances, or even in the parent.  This change detects and remaps those references so that they work correctly.
2021-06-14 14:20:39 -05:00

918 lines
51 KiB
C++

/*
* 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.
*
*/
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/EntityUtils.h>
#include <AzCore/Debug/Trace.h>
#include <AzCore/JSON/prettywriter.h>
#include <AzCore/Module/Module.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/Utils.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzCore/Settings/SettingsRegistryImpl.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/std/containers/unordered_set.h>
#include <AzCore/Utils/Utils.h>
#include <AzFramework/Archive/IArchive.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <AzToolsFramework/Prefab/EditorPrefabComponent.h>
#include <AzToolsFramework/Prefab/PrefabPublicInterface.h>
#include <AzToolsFramework/Prefab/Instance/InstanceUpdateExecutorInterface.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
#include <AzToolsFramework/Entity/PrefabEditorEntityOwnershipInterface.h>
#include <AzToolsFramework/ToolsComponents/TransformComponent.h>
#include <Application.h>
#include <SliceConverter.h>
#include <SliceConverterEditorEntityContextComponent.h>
#include <Utilities.h>
// SliceConverter reads in a slice file (saved in an ObjectStream format), instantiates it, creates a prefab out of the data,
// and saves the prefab in a JSON format. This can be used for one-time migrations of slices or slice-based levels to prefabs.
//
// If the slice contains legacy data, it will print out warnings / errors about the data that couldn't be serialized.
// The prefab will be generated without that data.
namespace AZ
{
namespace SerializeContextTools
{
bool SliceConverter::ConvertSliceFiles(Application& application)
{
using namespace AZ::JsonSerializationResult;
const AZ::CommandLine* commandLine = application.GetAzCommandLine();
if (!commandLine)
{
AZ_Error("SerializeContextTools", false, "Command line not available.");
return false;
}
JsonSerializerSettings convertSettings;
convertSettings.m_keepDefaults = commandLine->HasSwitch("keepdefaults");
convertSettings.m_registrationContext = application.GetJsonRegistrationContext();
convertSettings.m_serializeContext = application.GetSerializeContext();
if (!convertSettings.m_serializeContext)
{
AZ_Error("Convert-Slice", false, "No serialize context found.");
return false;
}
if (!convertSettings.m_registrationContext)
{
AZ_Error("Convert-Slice", false, "No json registration context found.");
return false;
}
// Connect to the Asset Processor so that we can get the correct source path to any nested slice references.
if (!ConnectToAssetProcessor())
{
AZ_Error("Convert-Slice", false, " Failed to connect to the Asset Processor.\n");
return false;
}
// Load the asset catalog so that we can find any nested assets successfully. We also need to tick the tick bus
// so that the OnCatalogLoaded event gets processed now, instead of during application shutdown.
AZ::Data::AssetCatalogRequestBus::Broadcast(
&AZ::Data::AssetCatalogRequestBus::Events::LoadCatalog, "@assets@/assetcatalog.xml");
application.Tick();
AZStd::string logggingScratchBuffer;
SetupLogging(logggingScratchBuffer, convertSettings.m_reporting, *commandLine);
bool isDryRun = commandLine->HasSwitch("dryrun");
JsonDeserializerSettings verifySettings;
verifySettings.m_registrationContext = application.GetJsonRegistrationContext();
verifySettings.m_serializeContext = application.GetSerializeContext();
SetupLogging(logggingScratchBuffer, verifySettings.m_reporting, *commandLine);
bool result = true;
rapidjson::StringBuffer scratchBuffer;
// For slice conversion, disable the EditorEntityContextComponent logic that activates entities on creation.
// This prevents a lot of error messages and crashes during conversion due to lack of full environment and subsystem setup.
AzToolsFramework::SliceConverterEditorEntityContextComponent::DisableOnContextEntityLogic();
// Loop through the list of requested files and convert them.
AZStd::vector<AZStd::string> fileList = Utilities::ReadFileListFromCommandLine(application, "files");
for (AZStd::string& filePath : fileList)
{
bool convertResult = ConvertSliceFile(convertSettings.m_serializeContext, filePath, isDryRun);
result = result && convertResult;
// Clear out all registered prefab templates between each top-level file that gets processed.
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
for (auto templateId : m_createdTemplateIds)
{
// We don't just want to call RemoveAllTemplates() because the root template should remain between file conversions.
prefabSystemComponentInterface->RemoveTemplate(templateId);
}
m_aliasIdMapper.clear();
m_createdTemplateIds.clear();
}
DisconnectFromAssetProcessor();
return result;
}
bool SliceConverter::ConvertSliceFile(AZ::SerializeContext* serializeContext, const AZStd::string& slicePath, bool isDryRun)
{
/* To convert a slice file, we read the input file in via ObjectStream, then use the "class ready" callback to convert
* the data in memory to a Prefab.
* If the input file is a level file (.ly), we actually need to load the level slice file ("levelentities.editor_xml") from
* within the level file, which effectively is a zip file of the level slice file and a bunch of legacy level files that won't
* be converted, since the systems that would use them no longer exist.
*/
bool result = true;
bool packOpened = false;
auto archiveInterface = AZ::Interface<AZ::IO::IArchive>::Get();
AZ::IO::Path outputPath = slicePath;
outputPath.ReplaceExtension("prefab");
AZ_Printf("Convert-Slice", "------------------------------------------------------------------------------------------\n");
AZ_Printf("Convert-Slice", "Converting '%s' to '%s'\n", slicePath.c_str(), outputPath.c_str());
AZ::IO::Path inputPath = slicePath;
auto fileExtension = inputPath.Extension();
if (fileExtension == ".ly")
{
// Special case: for level files, we need to open the .ly zip file and convert the levelentities.editor_xml file
// inside of it. All the other files can be ignored as they are deprecated legacy system files that are no longer
// loaded with prefab-based levels.
packOpened = archiveInterface->OpenPack(slicePath);
inputPath.ReplaceFilename("levelentities.editor_xml");
AZ_Warning("Convert-Slice", packOpened, " '%s' could not be opened as a pack file.\n", slicePath.c_str());
}
else
{
AZ_Warning(
"Convert-Slice", (fileExtension == ".slice"),
" Warning: Only .ly and .slice files are supported, conversion of '%.*s' may not work.\n",
AZ_STRING_ARG(fileExtension.Native()));
}
auto callback = [this, &outputPath, isDryRun](void* classPtr, const Uuid& classId, SerializeContext* context)
{
if (classId != azrtti_typeid<AZ::Entity>())
{
AZ_Printf("Convert-Slice", " File not converted: Slice root is not an entity.\n");
return false;
}
AZ::Entity* rootEntity = reinterpret_cast<AZ::Entity*>(classPtr);
bool convertResult = ConvertSliceToPrefab(context, outputPath, isDryRun, rootEntity);
// Delete the root entity pointer. Otherwise, it will leak itself along with all of the slice asset references held
// within it.
delete rootEntity;
return convertResult;
};
// Read in the slice file and call the callback on completion to convert the read-in slice to a prefab.
// This will also load dependent slice assets, but no other dependent asset types.
// Since we're not actually initializing any of the entities, we don't need any of the non-slice assets to be loaded.
if (!Utilities::InspectSerializedFile(
inputPath.c_str(), serializeContext, callback,
[](const AZ::Data::AssetFilterInfo& filterInfo)
{
return (filterInfo.m_assetType == azrtti_typeid<AZ::SliceAsset>());
}))
{
AZ_Warning("Convert-Slice", false, "Failed to load '%s'. File may not contain an object stream.", inputPath.c_str());
result = false;
}
if (packOpened)
{
[[maybe_unused]] bool closeResult = archiveInterface->ClosePack(slicePath);
AZ_Warning("Convert-Slice", closeResult, "Failed to close '%s'.", slicePath.c_str());
}
AZ_Printf("Convert-Slice", "Finished converting '%s' to '%s'\n", slicePath.c_str(), outputPath.c_str());
AZ_Printf("Convert-Slice", "------------------------------------------------------------------------------------------\n");
return result;
}
bool SliceConverter::ConvertSliceToPrefab(
AZ::SerializeContext* serializeContext, AZ::IO::PathView outputPath, bool isDryRun, AZ::Entity* rootEntity)
{
/* Given a root slice entity, we convert it to a prefab by doing the following:
* - Locate the SliceComponent
* - Take all the entities directly located on the slice, and put them into a prefab
* - Fix up any top-level entities to have the prefab container entity as their parent
* - If there are any nested slice instances, convert the nested slices to prefabs, then convert the instances.
*/
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
// Find the slice from the root entity.
SliceComponent* sliceComponent = AZ::EntityUtils::FindFirstDerivedComponent<SliceComponent>(rootEntity);
if (sliceComponent == nullptr)
{
AZ_Printf("Convert-Slice", " File not converted: Root entity did not contain a slice component.\n");
return false;
}
// Get all of the entities from the slice. We're taking ownership of them, so we also remove them from the slice component
// without deleting them.
constexpr bool deleteEntities = false;
constexpr bool removeEmptyInstances = true;
SliceComponent::EntityList sliceEntities = sliceComponent->GetNewEntities();
sliceComponent->RemoveAllEntities(deleteEntities, removeEmptyInstances);
AZ_Printf("Convert-Slice", " Slice contains %zu entities.\n", sliceEntities.size());
// Create the Prefab with the entities from the slice.
// The entities are added in a separate step so that we can give them deterministic entity aliases that match their entity Ids
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> sourceInstance(
prefabSystemComponentInterface->CreatePrefab({}, {}, outputPath));
for (auto& entity : sliceEntities)
{
sourceInstance->AddEntity(*entity, AZStd::string::format("Entity_%s", entity->GetId().ToString().c_str()));
}
// Dispatch events here, because prefab creation might trigger asset loads in rare circumstances.
AZ::Data::AssetManager::Instance().DispatchEvents();
// Fix up the container entity to have the proper components and fix up the slice entities to have the proper hierarchy
// with the container as the top-most parent.
AzToolsFramework::Prefab::EntityOptionalReference container = sourceInstance->GetContainerEntity();
FixPrefabEntities(container->get(), sliceEntities);
// Keep track of the template Id we created, we're going to remove it at the end of slice file conversion to make sure
// the data doesn't stick around between file conversions.
auto templateId = sourceInstance->GetTemplateId();
if (templateId == AzToolsFramework::Prefab::InvalidTemplateId)
{
AZ_Printf("Convert-Slice", " Path error. Path could be invalid, or the prefab may not be loaded in this level.\n");
return false;
}
m_createdTemplateIds.emplace(templateId);
// Save off a mapping of the original slice entity IDs to the new prefab template entity aliases.
// When converting nested slices, this mapping will be needed to fix up the parent entity hierarchy correctly.
auto entityAliases = sourceInstance->GetEntityAliases();
for (auto& alias : entityAliases)
{
auto id = sourceInstance->GetEntityId(alias);
auto result = m_aliasIdMapper.emplace(id, SliceEntityMappingInfo(templateId, alias));
if (!result.second)
{
AZ_Printf("Convert-Slice", " Duplicate entity alias -> entity id entries found, conversion may not be successful.\n");
}
}
// Save off a mapping of the slice's metadata entity ID as well, even though we never converted the entity itself.
// This will help us better detect entity ID mapping errors for nested slice instances.
AZ::Entity* metadataEntity = sliceComponent->GetMetadataEntity();
constexpr bool isMetadataEntity = true;
m_aliasIdMapper.emplace(metadataEntity->GetId(), SliceEntityMappingInfo(templateId, "MetadataEntity", isMetadataEntity));
// Update the prefab template with the fixed-up data in our prefab instance.
AzToolsFramework::Prefab::PrefabDom prefabDom;
bool storeResult = AzToolsFramework::Prefab::PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefabDom);
if (storeResult == false)
{
AZ_Printf("Convert-Slice", " Failed to convert prefab instance data to a PrefabDom.\n");
return false;
}
prefabSystemComponentInterface->UpdatePrefabTemplate(templateId, prefabDom);
// Dispatch events here, because prefab serialization might trigger asset loads in rare circumstances.
AZ::Data::AssetManager::Instance().DispatchEvents();
// If this slice has nested slices, we need to loop through those, convert them to prefabs as well, and
// set up the new nesting relationships correctly.
const SliceComponent::SliceList& sliceList = sliceComponent->GetSlices();
AZ_Printf("Convert-Slice", " Slice contains %zu nested slices.\n", sliceList.size());
if (!sliceList.empty())
{
bool nestedSliceResult = ConvertNestedSlices(sliceComponent, sourceInstance.get(), serializeContext, isDryRun);
if (!nestedSliceResult)
{
return false;
}
}
if (isDryRun)
{
PrintPrefab(templateId);
return true;
}
else
{
return SavePrefab(outputPath, templateId);
}
}
void SliceConverter::FixPrefabEntities(AZ::Entity& containerEntity, SliceComponent::EntityList& sliceEntities)
{
// Set up the Prefab container entity to be a proper Editor entity. (This logic is normally triggered
// via an EditorRequests EBus in CreatePrefab, but the subsystem that listens for it isn't present in this tool.)
AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
&AzToolsFramework::EditorEntityContextRequestBus::Events::AddRequiredComponents, containerEntity);
if (containerEntity.FindComponent<AzToolsFramework::Prefab::EditorPrefabComponent>() == nullptr)
{
containerEntity.AddComponent(aznew AzToolsFramework::Prefab::EditorPrefabComponent());
}
// Make all the components on the container entity have deterministic component IDs, so that multiple runs of the tool
// on the same slice will produce the same prefab output. We're going to cheat a bit and just use the component type hash
// as the component ID. This would break if we had multiple components of the same type, but that currently doesn't
// happen for the container entity.
auto containerComponents = containerEntity.GetComponents();
for (auto& component : containerComponents)
{
component->SetId(component->GetUnderlyingComponentType().GetHash());
}
// Reparent any root-level slice entities to the container entity.
for (auto entity : sliceEntities)
{
constexpr bool onlySetIfInvalid = true;
SetParentEntity(*entity, containerEntity.GetId(), onlySetIfInvalid);
}
}
bool SliceConverter::ConvertNestedSlices(
SliceComponent* sliceComponent, AzToolsFramework::Prefab::Instance* sourceInstance,
AZ::SerializeContext* serializeContext, bool isDryRun)
{
/* Given a root slice, find all the nested slices and convert them. */
// Get the list of nested slices that this slice uses.
const SliceComponent::SliceList& sliceList = sliceComponent->GetSlices();
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
// For each nested slice, convert it.
for (auto& slice : sliceList)
{
// Get the nested slice asset. These should already be preloaded due to loading the root asset.
auto sliceAsset = slice.GetSliceAsset();
AZ_Assert(sliceAsset.IsReady(), "slice asset hasn't been loaded yet!");
// The slice list gives us asset IDs, and we need to get to the source path. So first we get the asset path from the ID,
// then we get the source path from the asset path.
AZStd::string processedAssetPath;
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
processedAssetPath, &AZ::Data::AssetCatalogRequests::GetAssetPathById, sliceAsset.GetId());
AZStd::string assetPath;
AzToolsFramework::AssetSystemRequestBus::Broadcast(
&AzToolsFramework::AssetSystemRequestBus::Events::GetFullSourcePathFromRelativeProductPath,
processedAssetPath, assetPath);
if (assetPath.empty())
{
AZ_Warning("Convert-Slice", false,
" Source path for nested slice '%s' could not be found, slice not converted.", processedAssetPath.c_str());
return false;
}
// Now, convert the nested slice to a prefab.
bool nestedSliceResult = ConvertSliceFile(serializeContext, assetPath, isDryRun);
if (!nestedSliceResult)
{
AZ_Warning("Convert-Slice", nestedSliceResult, " Nested slice '%s' could not be converted.", assetPath.c_str());
return false;
}
// Find the prefab template we created for the newly-created nested prefab.
// To get the template, we need to take our absolute slice path and turn it into a project-relative prefab path.
AZ::IO::Path nestedPrefabPath = assetPath;
nestedPrefabPath.ReplaceExtension("prefab");
auto prefabLoaderInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabLoaderInterface>::Get();
nestedPrefabPath = prefabLoaderInterface->GenerateRelativePath(nestedPrefabPath);
AzToolsFramework::Prefab::TemplateId nestedTemplateId =
prefabSystemComponentInterface->GetTemplateIdFromFilePath(nestedPrefabPath);
AzToolsFramework::Prefab::TemplateReference nestedTemplate =
prefabSystemComponentInterface->FindTemplate(nestedTemplateId);
// For each slice instance of the nested slice, convert it to a nested prefab instance instead.
auto instances = slice.GetInstances();
AZ_Printf(
"Convert-Slice", " Attaching %zu instances of nested slice '%s'.\n", instances.size(),
nestedPrefabPath.Native().c_str());
// Before processing any further, save off all the known entity IDs from all the instances and how they map back to
// the base nested prefab that they've come from (i.e. this one). As we proceed up the chain of nesting, this will
// build out a hierarchical list of owning instances for each entity that we can trace upwards to know where to add
// the entity into our nested prefab instance.
// This step needs to occur *before* converting the instances themselves, because while converting instances, they
// might have entity ID references that point to other instances. By having the full instance entity ID map in place
// before conversion, we'll be able to fix them up appropriately.
for (auto& instance : instances)
{
AZStd::string instanceAlias = GetInstanceAlias(instance);
UpdateSliceEntityInstanceMappings(instance.GetEntityIdToBaseMap(), instanceAlias);
}
// Now that we have all the entity ID mappings, convert all the instances.
for (auto& instance : instances)
{
bool instanceConvertResult = ConvertSliceInstance(instance, sliceAsset, nestedTemplate, sourceInstance);
if (!instanceConvertResult)
{
return false;
}
}
}
return true;
}
AZStd::string SliceConverter::GetInstanceAlias(const AZ::SliceComponent::SliceInstance& instance)
{
// When creating the new instance, we would like to have deterministic instance aliases. Prefabs that depend on this one
// will have patches that reference the alias, so if we reconvert this slice a second time, we would like it to produce
// the same results. To get a deterministic and unique alias, we rely on the slice instance. The slice instance contains
// a map of slice entity IDs to unique instance entity IDs. We'll just consistently use the first entry in the map as the
// unique instance ID.
AZStd::string instanceAlias;
auto entityIdMap = instance.GetEntityIdMap();
if (!entityIdMap.empty())
{
instanceAlias = AZStd::string::format("Instance_%s", entityIdMap.begin()->second.ToString().c_str());
}
else
{
AZ_Error("Convert-Slice", false, " Couldn't create deterministic instance alias.");
instanceAlias = AZStd::string::format("Instance_%s", AZ::Entity::MakeId().ToString().c_str());
}
return instanceAlias;
}
bool SliceConverter::ConvertSliceInstance(
AZ::SliceComponent::SliceInstance& instance,
AZ::Data::Asset<AZ::SliceAsset>& sliceAsset,
AzToolsFramework::Prefab::TemplateReference nestedTemplate,
AzToolsFramework::Prefab::Instance* topLevelInstance)
{
/* To convert a slice instance, it's important to understand the similarities and differences between slices and prefabs.
* Both slices and prefabs have the concept of instances of a nested slice/prefab, where each instance can have its own
* set of changed data (transforms, component values, etc).
* For slices, the changed data comes from applying a DataPatch to an instantiated set of entities from the nested slice.
* From prefabs, the changed data comes from Json patches that are applied to the instantiated set of entities from the
* nested prefab. The prefab instance entities also have different IDs than the slice instance entities, so we'll need
* to remap some of them along the way.
* To get from one to the other, we'll need to do the following:
* - Instantiate the nested slice and nested prefab
* - Patch the nested slice instance and fix up the entity ID references
* - Replace the nested prefab instance entities with the fixed-up slice ones
* - Add the nested instance (and the link patch) to the top-level prefab
*/
auto instanceToTemplateInterface = AZ::Interface<AzToolsFramework::Prefab::InstanceToTemplateInterface>::Get();
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
AZStd::string instanceAlias = GetInstanceAlias(instance);
// Create a new unmodified prefab Instance for the nested slice instance.
auto nestedInstance = AZStd::make_unique<AzToolsFramework::Prefab::Instance>();
AzToolsFramework::Prefab::Instance::EntityList newEntities;
if (!AzToolsFramework::Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(
*nestedInstance, newEntities, nestedTemplate->get().GetPrefabDom()))
{
AZ_Error(
"Convert-Slice", false, " Failed to load and instantiate nested Prefab Template '%s'.",
nestedTemplate->get().GetFilePath().c_str());
return false;
}
// Get the DOM for the unmodified nested instance. This will be used later below for generating the correct patch
// to the top-level template DOM.
AzToolsFramework::Prefab::PrefabDom unmodifiedNestedInstanceDom;
instanceToTemplateInterface->GenerateDomForInstance(unmodifiedNestedInstanceDom, *(nestedInstance.get()));
// Instantiate a new instance of the nested slice
SliceComponent* dependentSlice = sliceAsset.Get()->GetComponent();
[[maybe_unused]] AZ::SliceComponent::InstantiateResult instantiationResult = dependentSlice->Instantiate();
AZ_Assert(instantiationResult == AZ::SliceComponent::InstantiateResult::Success, "Failed to instantiate instance");
// Apply the data patch for this instance of the nested slice. This will provide us with a version of the slice's entities
// with all data overrides applied to them.
DataPatch::FlagsMap sourceDataFlags = dependentSlice->GetDataFlagsForInstances().GetDataFlagsForPatching();
DataPatch::FlagsMap targetDataFlags = instance.GetDataFlags().GetDataFlagsForPatching(&instance.GetEntityIdToBaseMap());
AZ::ObjectStream::FilterDescriptor filterDesc(AZ::Data::AssetFilterNoAssetLoading);
AZ::SliceComponent::InstantiatedContainer sourceObjects(false);
dependentSlice->GetEntities(sourceObjects.m_entities);
dependentSlice->GetAllMetadataEntities(sourceObjects.m_metadataEntities);
const DataPatch& dataPatch = instance.GetDataPatch();
auto instantiated =
dataPatch.Apply(&sourceObjects, dependentSlice->GetSerializeContext(), filterDesc, sourceDataFlags, targetDataFlags);
// Replace all the entities in the instance with the new patched ones. To do this, we'll remove all existing entities
// throughout the entire nested hierarchy, then add the new patched entities back in at the appropriate place in the hierarchy.
// (This is easier than trying to figure out what the patched data changes are - we can let the JSON patch handle it for us)
nestedInstance->RemoveNestedEntities(
[](const AZStd::unique_ptr<AZ::Entity>&)
{
return true;
});
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>> addedEntityList;
for (auto& entity : instantiated->m_entities)
{
auto entityEntry = m_aliasIdMapper.find(entity->GetId());
if (entityEntry != m_aliasIdMapper.end())
{
auto& mappingStruct = entityEntry->second;
// Starting with the current nested instance, walk downwards through the nesting hierarchy until we're at the
// correct level for this instanced entity ID, then add it. Because we're adding it with the non-instanced alias,
// it doesn't matter what the slice's instanced entity ID is, and the JSON patch will correctly pick up the changes
// we've made for this instance.
AzToolsFramework::Prefab::Instance* addingInstance = nestedInstance.get();
for (auto it = mappingStruct.m_nestedInstanceAliases.rbegin(); it != mappingStruct.m_nestedInstanceAliases.rend(); it++)
{
auto foundInstance = addingInstance->FindNestedInstance(*it);
if (foundInstance.has_value())
{
addingInstance = &(foundInstance->get());
}
else
{
AZ_Assert(false, "Couldn't find nested instance %s", it->c_str());
}
}
addingInstance->AddEntity(*entity, mappingStruct.m_entityAlias);
addedEntityList.emplace_back(entity, addingInstance);
}
else
{
AZ_Assert(false, "Failed to find entity alias.");
nestedInstance->AddEntity(*entity);
addedEntityList.emplace_back(entity, nestedInstance.get());
}
}
for (auto& [entity, addingInstance] : addedEntityList)
{
// Fix up the parent hierarchy:
// - Invalid parents need to get set to the container.
// - Valid parents into the top-level instance mean that the nested slice instance is also child-nested under an entity.
// Prefabs handle this type of nesting differently - we need to set the parent to the container, and the container's
// parent to that other instance.
auto containerEntity = addingInstance->GetContainerEntity();
auto containerEntityId = containerEntity->get().GetId();
AzToolsFramework::Components::TransformComponent* transformComponent =
entity->FindComponent<AzToolsFramework::Components::TransformComponent>();
if (transformComponent)
{
bool onlySetIfInvalid = true;
auto parentId = transformComponent->GetParentId();
if (parentId.IsValid())
{
// Look to see if the parent ID exists in the same instance (i.e. an entity in the nested slice is a
// child of an entity in the containing slice). If this case exists, we need to adjust the parents so that
// the child entity connects to the prefab container, and the *container* is the child of the entity in the
// containing slice. (i.e. go from A->B to A->container->B)
auto parentEntry = m_aliasIdMapper.find(parentId);
if (parentEntry != m_aliasIdMapper.end())
{
auto& parentMappingInfo = parentEntry->second;
if (parentMappingInfo.m_templateId != addingInstance->GetTemplateId())
{
if (topLevelInstance->GetTemplateId() == parentMappingInfo.m_templateId)
{
parentId = topLevelInstance->GetEntityId(parentMappingInfo.m_entityAlias);
}
else
{
AzToolsFramework::Prefab::Instance* parentInstance = addingInstance;
while ((parentInstance->GetParentInstance().has_value()) &&
(parentInstance->GetTemplateId() != parentMappingInfo.m_templateId))
{
parentInstance = &(parentInstance->GetParentInstance()->get());
}
if (parentInstance->GetTemplateId() == parentMappingInfo.m_templateId)
{
parentId = parentInstance->GetEntityId(parentMappingInfo.m_entityAlias);
}
else
{
AZ_Assert(false, "Could not find parent instance");
}
}
// Set the container's parent to this entity's parent, and set this entity's parent to the container
// auto newParentId = topLevelInstance->GetEntityId(parentMappingInfo.m_entityAlias);
SetParentEntity(containerEntity->get(), parentId, false);
onlySetIfInvalid = false;
}
}
// If the parent ID is valid, but NOT in the top-level instance, then it's just a nested hierarchy inside
// the slice and we don't need to adjust anything. "onlySetIfInvalid" will still be true, which means we
// won't change the parent ID below.
}
SetParentEntity(*entity, containerEntityId, onlySetIfInvalid);
}
}
// Set the container entity of the nested prefab to have the top-level prefab as the parent if it hasn't already gotten
// another entity as its parent.
{
auto containerEntity = nestedInstance->GetContainerEntity();
constexpr bool onlySetIfInvalid = true;
SetParentEntity(containerEntity->get(), topLevelInstance->GetContainerEntityId(), onlySetIfInvalid);
}
// After doing all of the above, run through entity references in any of the patched entities, and fix up the entity IDs to
// match the new ones in our prefabs.
RemapIdReferences(m_aliasIdMapper, topLevelInstance, nestedInstance.get(), instantiated, dependentSlice->GetSerializeContext());
// Add the nested instance itself to the top-level prefab. To do this, we need to add it to our top-level instance,
// create a patch out of it, and patch the top-level prefab template.
AzToolsFramework::Prefab::PrefabDom topLevelInstanceDomBefore;
instanceToTemplateInterface->GenerateDomForInstance(topLevelInstanceDomBefore, *topLevelInstance);
// Use the deterministic instance alias for this new instance
AzToolsFramework::Prefab::Instance& addedInstance = topLevelInstance->AddInstance(AZStd::move(nestedInstance), instanceAlias);
AzToolsFramework::Prefab::PrefabDom topLevelInstanceDomAfter;
instanceToTemplateInterface->GenerateDomForInstance(topLevelInstanceDomAfter, *topLevelInstance);
AzToolsFramework::Prefab::PrefabDom addedInstancePatch;
instanceToTemplateInterface->GeneratePatch(addedInstancePatch, topLevelInstanceDomBefore, topLevelInstanceDomAfter);
instanceToTemplateInterface->PatchTemplate(addedInstancePatch, topLevelInstance->GetTemplateId());
// Get the DOM for the modified nested instance. Now that the data has been fixed up, and the instance has been added
// to the top-level instance, we've got all the changes we need to generate the correct patch.
AzToolsFramework::Prefab::PrefabDom modifiedNestedInstanceDom;
instanceToTemplateInterface->GenerateDomForInstance(modifiedNestedInstanceDom, addedInstance);
AzToolsFramework::Prefab::PrefabDom linkPatch;
instanceToTemplateInterface->GeneratePatch(linkPatch, unmodifiedNestedInstanceDom, modifiedNestedInstanceDom);
prefabSystemComponentInterface->CreateLink(
topLevelInstance->GetTemplateId(), addedInstance.GetTemplateId(), addedInstance.GetInstanceAlias(), linkPatch,
AzToolsFramework::Prefab::InvalidLinkId);
prefabSystemComponentInterface->PropagateTemplateChanges(topLevelInstance->GetTemplateId());
AZ::Interface<AzToolsFramework::Prefab::InstanceUpdateExecutorInterface>::Get()->UpdateTemplateInstancesInQueue();
return true;
}
void SliceConverter::SetParentEntity(const AZ::Entity& entity, const AZ::EntityId& parentId, bool onlySetIfInvalid)
{
AzToolsFramework::Components::TransformComponent* transformComponent =
entity.FindComponent<AzToolsFramework::Components::TransformComponent>();
if (transformComponent)
{
// Only set the parent if we didn't set the onlySetIfInvalid flag, or if we did and the parent is currently invalid
if (!onlySetIfInvalid || !transformComponent->GetParentId().IsValid())
{
transformComponent->SetParent(parentId);
transformComponent->UpdateCachedWorldTransform();
}
}
}
void SliceConverter::PrintPrefab(AzToolsFramework::Prefab::TemplateId templateId)
{
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
auto prefabTemplate = prefabSystemComponentInterface->FindTemplate(templateId);
auto& prefabDom = prefabTemplate->get().GetPrefabDom();
const AZ::IO::Path& templatePath = prefabTemplate->get().GetFilePath();
rapidjson::StringBuffer prefabBuffer;
rapidjson::PrettyWriter<rapidjson::StringBuffer> writer(prefabBuffer);
prefabDom.Accept(writer);
AZ_Printf("Convert-Slice", "JSON for %s:\n", templatePath.c_str());
// We use Output() to print out the JSON because AZ_Printf has a 4096-character limit.
AZ::Debug::Trace::Instance().Output("", prefabBuffer.GetString());
AZ::Debug::Trace::Instance().Output("", "\n");
}
bool SliceConverter::SavePrefab(AZ::IO::PathView outputPath, AzToolsFramework::Prefab::TemplateId templateId)
{
auto prefabLoaderInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabLoaderInterface>::Get();
AZStd::string out;
if (prefabLoaderInterface->SaveTemplateToString(templateId, out))
{
IO::SystemFile outputFile;
if (!outputFile.Open(
AZStd::string(outputPath.Native()).c_str(),
IO::SystemFile::OpenMode::SF_OPEN_CREATE |
IO::SystemFile::OpenMode::SF_OPEN_CREATE_PATH |
IO::SystemFile::OpenMode::SF_OPEN_WRITE_ONLY))
{
AZ_Error("Convert-Slice", false, " Unable to create output file '%.*s'.", AZ_STRING_ARG(outputPath.Native()));
return false;
}
outputFile.Write(out.data(), out.size());
outputFile.Close();
return true;
}
AZ_Printf("Convert-Slice", " Could not save prefab - internal error (Json write operation failure).\n");
return false;
}
bool SliceConverter::ConnectToAssetProcessor()
{
AzFramework::AssetSystem::ConnectionSettings connectionSettings;
AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
connectionSettings.m_launchAssetProcessorOnFailedConnection = true;
connectionSettings.m_connectionDirection =
AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
connectionSettings.m_connectionIdentifier = AzFramework::AssetSystem::ConnectionIdentifiers::Editor;
connectionSettings.m_loggingCallback = [](AZStd::string_view logData)
{
AZ_Printf("Convert-Slice", "%.*s\n", AZ_STRING_ARG(logData));
};
bool connectedToAssetProcessor = false;
AzFramework::AssetSystemRequestBus::BroadcastResult(
connectedToAssetProcessor, &AzFramework::AssetSystemRequestBus::Events::EstablishAssetProcessorConnection,
connectionSettings);
return connectedToAssetProcessor;
}
void SliceConverter::DisconnectFromAssetProcessor()
{
AzFramework::AssetSystemRequestBus::Broadcast(
&AzFramework::AssetSystem::AssetSystemRequests::StartDisconnectingAssetProcessor);
// Wait for the disconnect to finish.
bool disconnected = false;
AzFramework::AssetSystemRequestBus::BroadcastResult(disconnected,
&AzFramework::AssetSystem::AssetSystemRequests::WaitUntilAssetProcessorDisconnected, AZStd::chrono::seconds(30));
AZ_Error("Convert-Slice", disconnected, "Asset Processor failed to disconnect successfully.");
}
void SliceConverter::UpdateSliceEntityInstanceMappings(
const AZ::SliceComponent::EntityIdToEntityIdMap& sliceEntityIdMap, const AZStd::string& currentInstanceAlias)
{
// For each instanced entity, map its ID all the way back to the original prefab template and entity ID that it came from.
// This counts on being run recursively from the leaf nodes upwards, so we first get B->A,
// then C->B which becomes a C->A entry, then D->C which becomes D->A, etc.
for (auto& [newId, oldId] : sliceEntityIdMap)
{
// Try to find the conversion chain from the old ID. if it's there, copy it and use it for the new ID, plus add this
// instance's name to the end of the chain. If it's not there, skip it, since it's probably the slice metadata entity,
// which we didn't convert.
auto parentEntry = m_aliasIdMapper.find(oldId);
if (parentEntry != m_aliasIdMapper.end())
{
// Only add this instance's name if we don't already have an entry for the new ID.
if (m_aliasIdMapper.find(newId) == m_aliasIdMapper.end())
{
auto newMappingEntry = m_aliasIdMapper.emplace(newId, parentEntry->second).first;
newMappingEntry->second.m_nestedInstanceAliases.emplace_back(currentInstanceAlias);
}
else
{
// If we already had an entry for the new ID, it might be because the old and new ID are the same. This happens
// when nesting multiple prefabs directly underneath each other without a nesting entity in-between.
// If the IDs are different, it's an unexpected error condition.
AZ_Assert(oldId == newId, "The same entity instance ID has unexpectedly appeared twice in the same nested prefab.");
}
}
else
{
AZ_Warning("Convert-Slice", false, " Couldn't find an entity ID conversion for %s.", oldId.ToString().c_str());
}
}
}
void SliceConverter::RemapIdReferences(
const AZStd::unordered_map<AZ::EntityId, SliceEntityMappingInfo>& idMapper,
AzToolsFramework::Prefab::Instance* topLevelInstance,
AzToolsFramework::Prefab::Instance* nestedInstance,
SliceComponent::InstantiatedContainer* instantiatedEntities,
SerializeContext* context)
{
// Given a set of instantiated entities, run through all of them, look for entity references, and replace the entity IDs with
// new ones that match up with our prefabs.
IdUtils::Remapper<EntityId>::ReplaceIdsAndIdRefs(
instantiatedEntities,
[idMapper, &topLevelInstance, &nestedInstance](
const EntityId& sourceId, bool isEntityId, [[maybe_unused]] const AZStd::function<EntityId()>& idGenerator) -> EntityId
{
EntityId newId = sourceId;
// Only convert valid entity references. Actual entity IDs have already been taken care of elsewhere, so ignore them.
if (!isEntityId && sourceId.IsValid())
{
auto entityEntry = idMapper.find(sourceId);
// Since we've already remapped transform hierarchies to include container entities, it's possible that our entity
// reference is pointing to a container, which means it won't be in our slice mapping table. In that case, just
// return it as-is.
if (entityEntry == idMapper.end())
{
return sourceId;
}
// We've got a slice->prefab mapping entry, so now we need to use it.
auto& mappingStruct = entityEntry->second;
if (mappingStruct.m_nestedInstanceAliases.empty())
{
// If we don't have a chain of nested instance aliases, then this entity reference is either within the
// current nested instance or it's pointing to an entity in the top-level instance. We'll try them both
// to look for a match.
EntityId prefabId = nestedInstance->GetEntityId(mappingStruct.m_entityAlias);
if (!prefabId.IsValid())
{
prefabId = topLevelInstance->GetEntityId(mappingStruct.m_entityAlias);
}
if (prefabId.IsValid())
{
newId = prefabId;
}
else
{
AZ_Error("Convert-Slice", false, " Couldn't find source ID %s", sourceId.ToString().c_str());
}
}
else
{
// We *do* have a chain of nested instance aliases. This chain could either be relative to the nested instance
// or the top-level instance. We can tell which one it is by which one can find the first nested instance
// alias.
AzToolsFramework::Prefab::Instance* entityInstance = nestedInstance;
auto it = mappingStruct.m_nestedInstanceAliases.rbegin();
if (!entityInstance->FindNestedInstance(*it).has_value())
{
entityInstance = topLevelInstance;
}
// Now that we've got a starting point, iterate through the chain of nested instance aliases to find the
// correct instance to get the entity ID for. We have to go from slice IDs -> entity aliases -> entity IDs
// because prefab instance creation can change some of our entity IDs along the way.
for (; it != mappingStruct.m_nestedInstanceAliases.rend(); it++)
{
auto foundInstance = entityInstance->FindNestedInstance(*it);
if (foundInstance.has_value())
{
entityInstance = &(foundInstance->get());
}
else
{
AZ_Assert(false, "Couldn't find nested instance %s", it->c_str());
}
}
EntityId prefabId = entityInstance->GetEntityId(mappingStruct.m_entityAlias);
if (prefabId.IsValid())
{
newId = prefabId;
}
}
}
return newId;
},
context);
}
} // namespace SerializeContextTools
} // namespace AZ