07a14bdce1
NOTE: The memory driller is still intact for now to avoid needing to modify allocators, but the frame/cpu portions of driller and the standalone executable are now gone. Signed-off-by: Jeremy Ong <jcong@amazon.com>
103 lines
3.6 KiB
C++
103 lines
3.6 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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#pragma once
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/Component/EntityId.h>
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#include <AzCore/Debug/Budget.h>
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#include <AzCore/Serialization/ObjectStream.h>
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#include <AzFramework/Entity/EntityOwnershipServiceBus.h>
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namespace AZ
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{
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class Entity;
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}
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AZ_DECLARE_BUDGET(AzFramework);
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namespace AzFramework
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{
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// Types
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using EntityList = AZStd::vector<AZ::Entity*>;
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using EntityIdList = AZStd::vector<AZ::EntityId>;
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using EntityContextId = AZ::Uuid;
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// Callbacks
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using OnEntitiesAddedCallback = AZStd::function<void(const EntityList&)>;
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using OnEntitiesRemovedCallback = AZStd::function<void(const EntityIdList&)>;
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using ValidateEntitiesCallback = AZStd::function<bool(const EntityList&)>;
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class EntityOwnershipService
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: public AZ::Data::AssetBus::MultiHandler
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{
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public:
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using EntityIdToEntityIdMap = AZStd::unordered_map<AZ::EntityId, AZ::EntityId>;
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virtual ~EntityOwnershipService() = default;
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//! Initializes all assets/entities/components required for managing entities.
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virtual void Initialize() = 0;
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//! Returns true if the entity ownership service is initialized.
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virtual bool IsInitialized() = 0;
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//! Destroys all the assets/entities/components created for managing entities.
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virtual void Destroy() = 0;
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//! Resets the assets/entities/components without fully destroying them for managing entities.
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virtual void Reset() = 0;
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virtual void AddEntity(AZ::Entity* entity) = 0;
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virtual void AddEntities(const EntityList& entities) = 0;
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virtual bool DestroyEntity(AZ::Entity* entity) = 0;
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virtual bool DestroyEntityById(AZ::EntityId entityId) = 0;
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/**
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* Gets the entities in entity ownership service that do not belong to a prefab.
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*
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* \param entityList The entity list to add the entities to.
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*/
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virtual void GetNonPrefabEntities(EntityList& entityList) = 0;
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/**
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* Gets all entities, including those that are owned by prefabs in the entity ownership service.
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*
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* \param entityList The entity list to add the entities to.
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* \return bool whether fetching entities was successful.
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*/
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virtual bool GetAllEntities(EntityList& entityList) = 0;
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/**
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* Instantiates all the prefabs that are in the entity ownership service.
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*
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*/
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virtual void InstantiateAllPrefabs() = 0;
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virtual void HandleEntitiesAdded(const EntityList& entities) = 0;
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virtual bool LoadFromStream(AZ::IO::GenericStream& stream, bool remapIds,
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EntityIdToEntityIdMap* idRemapTable = nullptr,
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const AZ::ObjectStream::FilterDescriptor& filterDesc = AZ::ObjectStream::FilterDescriptor()) = 0;
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virtual void SetEntitiesAddedCallback(OnEntitiesAddedCallback onEntitiesAddedCallback) = 0;
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virtual void SetEntitiesRemovedCallback(OnEntitiesRemovedCallback onEntitiesRemovedCallback) = 0;
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virtual void SetValidateEntitiesCallback(ValidateEntitiesCallback validateEntitiesCallback) = 0;
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bool m_shouldAssertForLegacySlicesUsage = false;
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protected:
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OnEntitiesAddedCallback m_entitiesAddedCallback;
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OnEntitiesRemovedCallback m_entitiesRemovedCallback;
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ValidateEntitiesCallback m_validateEntitiesCallback;
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};
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}
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