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219 lines
9.1 KiB
C++
219 lines
9.1 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 "CreateSliceCommand.h"
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Serialization/Utils.h>
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#include <AzToolsFramework/Slice/SliceUtilities.h>
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#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
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#include <AzToolsFramework/Entity/SliceEditorEntityOwnershipServiceBus.h>
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namespace AzToolsFramework
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{
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CreateSliceCommand::CreateSliceCommand(const AZStd::string& friendlyName)
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: BaseSliceCommand(friendlyName)
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{
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}
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void CreateSliceCommand::Capture(const AZ::Data::Asset<AZ::SliceAsset>& tempSliceAsset,
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const AZStd::string& fullSliceAssetPath,
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const AZ::SliceComponent::EntityIdToEntityIdMap& liveToAssetMap)
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{
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if (!tempSliceAsset.Get())
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{
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AZ_Error("CreateSliceCommand::Capture",
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false,
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"Invalid SliceAsset passed in. Unable to capture undo/redo state");
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return;
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}
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if (liveToAssetMap.empty())
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{
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AZ_Warning("CreateSliceCommand::Capture",
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false,
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"Empty liveToAsset EntityId map passed in. Nothing to undo/redo");
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return;
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}
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m_fullSliceAssetPath = fullSliceAssetPath;
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m_liveToAssetMap = liveToAssetMap;
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// Get the sourceUUID of our newly created slice so that we can build its asset ID without having to wait for it to be processed
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AZ::Data::AssetInfo assetInfo;
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AZStd::string watchFolder;
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bool foundSourceInfo = false;
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AzToolsFramework::AssetSystemRequestBus::BroadcastResult(foundSourceInfo,
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&AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath,
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m_fullSliceAssetPath.c_str(), assetInfo, watchFolder);
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if (!foundSourceInfo)
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{
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AZ_Error("CreateSliceCommand::Capture",
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false,
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"Failed to acquire asset source info for asset located at local path: %s. Unable to capture undo/redo state",
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m_fullSliceAssetPath.c_str());
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m_liveToAssetMap.clear();
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return;
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}
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// Convert retrieved assetId to have the appropriate subID for a static (non-dynamic) slice asset
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m_sliceAssetId = AZ::Data::AssetId(assetInfo.m_assetId.m_guid, AZ::SliceAsset::GetAssetSubId());
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// Save a copy of our tempSliceAsset
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AZ::SliceAsset* tempSliceAssetData = tempSliceAsset.Get();
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AZ::Entity* tempSliceAssetEntity = tempSliceAssetData->GetEntity();
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AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> assetStream(&m_sliceAssetBuffer);
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bool saveSuccess = AZ::Utils::SaveObjectToStream(assetStream, AZ::DataStream::ST_BINARY, tempSliceAssetEntity);
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if (!saveSuccess)
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{
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AZ_Error("CreateSliceCommand::Capture",
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false,
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"Failed to cache provided slice asset specified at local path: %s. Unable to capture undo/redo state",
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m_fullSliceAssetPath.c_str());
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m_liveToAssetMap.clear();
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return;
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}
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// Capture restore info for all the live entities in our map
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for (const AZStd::pair<AZ::EntityId, AZ::EntityId>& liveToAssetIdPair : m_liveToAssetMap)
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{
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const AZ::EntityId& liveEntityId = liveToAssetIdPair.first;
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bool restoreCaptured = BaseSliceCommand::CaptureRestoreInfoForUndo(liveEntityId);
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if(!restoreCaptured)
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{
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m_liveToAssetMap.clear();
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m_entityUndoRestoreInfoArray.clear();
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return;
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}
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}
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// Remove the dirty flag on these entities
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// Otherwise an additional entity restore will be scheduled on these entities
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for (const AZStd::pair<AZ::EntityId, AZ::EntityId>& liveToAssetId : m_liveToAssetMap)
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{
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AzToolsFramework::ToolsApplicationRequestBus::Broadcast(&AzToolsFramework::ToolsApplicationRequestBus::Events::RemoveDirtyEntity, liveToAssetId.first);
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}
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}
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void CreateSliceCommand::Undo()
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{
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BaseSliceCommand::RestoreEntities(m_entityUndoRestoreInfoArray);
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}
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void CreateSliceCommand::Redo()
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{
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// Load our slice asset in memory
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AZ::Data::Asset<AZ::SliceAsset> sliceAsset = PreloadSliceAsset();
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// Move all entities marked in m_liveToAssetMap into a new instance of our sliceAsset
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AZ::SliceComponent::SliceInstanceAddress sliceInstanceResult;
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AzToolsFramework::SliceEditorEntityOwnershipServiceRequestBus::BroadcastResult(sliceInstanceResult,
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&AzToolsFramework::SliceEditorEntityOwnershipServiceRequestBus::Events::PromoteEditorEntitiesIntoSlice,
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sliceAsset, m_liveToAssetMap);
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}
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AZ::Data::Asset<AZ::SliceAsset> CreateSliceCommand::PreloadSliceAsset()
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{
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AZ::SerializeContext* serializeContext = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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if (!serializeContext)
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{
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AZ_Error("CreateSliceCommand::PreloadSliceAsset",
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false,
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"Failed to retrieve serialize context. Unable to proceed with loading cached slice asset for redo");
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return AZ::Data::Asset<AZ::SliceAsset>();
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}
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// Load our sliceAsset back in
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AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> sliceAssetStream(&m_sliceAssetBuffer);
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// Load our cached Asset Entity from stream and store it in a unique_ptr. If we early out due to an error it will clean up the loose entity
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AZStd::unique_ptr<AZ::Entity> sliceAssetEntity(AZ::Utils::LoadObjectFromStream<AZ::Entity>(sliceAssetStream, serializeContext));
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if (!sliceAssetEntity)
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{
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AZ_Assert(false,
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"CreateSliceCommand::PreloadSliceAsset could not load cached slice asset from stream. Unable to proceed with loading cached asset for redo");
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return AZ::Data::Asset<AZ::SliceAsset>();
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}
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AZ::Data::Asset<AZ::SliceAsset> sliceAsset = AZ::Data::AssetManager::Instance().FindOrCreateAsset<AZ::SliceAsset>(m_sliceAssetId, AZ::Data::AssetLoadBehavior::Default);
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// No Asset should exist under this AssetID. If one does we cannot continue
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if (sliceAsset.GetStatus() != AZ::Data::AssetData::AssetStatus::NotLoaded)
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{
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AZ_Error("CreateSliceCommand::PreloadSliceAsset",
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false,
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"Asset already registered with AssetID: %s. Unable to proceed with loading cached asset for redo",
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m_sliceAssetId.ToString<AZStd::string>().c_str());
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return AZ::Data::Asset<AZ::SliceAsset>();
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}
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AZ::SliceAsset* sliceAssetData = sliceAsset.Get();
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// Confirm GetAsset was successful
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if (!sliceAssetData)
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{
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AZ_Error("CreateSliceCommand::PreloadSliceAsset",
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false,
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"Failed to get slice asset from Asset ID: %s via the AssetManager. Unable to generate initial slice instance during Create Slice",
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m_sliceAssetId.ToString<AZStd::string>().c_str());
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return AZ::Data::Asset<AZ::SliceAsset>();
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}
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// Set the new asset's data to be the data we cached in m_sliceAssetBuffer
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sliceAssetData->SetData(sliceAssetEntity.get(), sliceAssetEntity->FindComponent<AZ::SliceComponent>());
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// Validate that the entity and component of sliceAssetData were successfully set
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if (sliceAssetData->GetStatus() != AZ::Data::AssetData::AssetStatus::Ready)
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{
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AZ_Error("CreateSliceCommand::PreloadSliceAsset",
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false,
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"Failed to load valid slice data during initial creation of slice asset with AssetID: %s. Unable to generate initial slice instance during Create Slice",
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m_sliceAssetId.ToString<AZStd::string>().c_str());
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return AZ::Data::Asset<AZ::SliceAsset>();
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}
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// Safe to release our Entity to the asset
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sliceAssetEntity.release();
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// Finalize configuring the slice asset
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sliceAssetData->GetComponent()->SetMyAsset(sliceAssetData);
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sliceAssetData->GetComponent()->ListenForAssetChanges();
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// Update the asset's hint to be its relative asset path
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bool relativePathFound = false;
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AZStd::string assetPathRelative;
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AssetSystemRequestBus::BroadcastResult(relativePathFound, &AssetSystemRequestBus::Events::GetRelativeProductPathFromFullSourceOrProductPath, m_fullSliceAssetPath, assetPathRelative);
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AZStd::to_lower(assetPathRelative.begin(), assetPathRelative.end());
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sliceAsset.SetHint(assetPathRelative);
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// We've finalized loading this asset from memory
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// Ignore the following reload from AssetCatalog since it will attempt to overwrite our asset with what's on disk
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// Which is an unnecessary operation as SliceTransaction serialized the contents of transactionAsset to disk
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sliceAssetData->SetIgnoreNextAutoReload(true);
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return sliceAsset;
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}
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}
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