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o3de/Code/CryEngine/CrySystem/LevelSystem/SpawnableLevelSystem.cpp

662 lines
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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 "CrySystem_precompiled.h"
#include "SpawnableLevelSystem.h"
#include <IAudioSystem.h>
#include "IMovieSystem.h"
#include <IResourceManager.h>
#include "IDeferredCollisionEvent.h"
#include <LoadScreenBus.h>
#include <AzCore/Debug/AssetTracking.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/IO/FileOperations.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Input/Buses/Requests/InputChannelRequestBus.h>
#include "MainThreadRenderRequestBus.h"
#include <LyShine/ILyShine.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/IO/Path/Path.h>
#include <AzCore/StringFunc/StringFunc.h>
#include <AzCore/Script/ScriptSystemBus.h>
namespace LegacyLevelSystem
{
//------------------------------------------------------------------------
static void LoadLevel(const AZ::ConsoleCommandContainer& arguments)
{
AZ_Error("SpawnableLevelSystem", arguments.empty(), "LoadLevel requires a level file name to be provided.");
AZ_Error("SpawnableLevelSystem", arguments.size() > 1, "LoadLevel requires a single level file name to be provided.");
if (!arguments.empty() && gEnv->pSystem && gEnv->pSystem->GetILevelSystem() && !gEnv->IsEditor())
{
gEnv->pSystem->GetILevelSystem()->LoadLevel(arguments[0].data());
}
}
//------------------------------------------------------------------------
static void UnloadLevel([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
AZ_Warning("SpawnableLevelSystem", !arguments.empty(), "UnloadLevel doesn't use any arguments.");
if (gEnv->pSystem && gEnv->pSystem->GetILevelSystem() && !gEnv->IsEditor())
{
gEnv->pSystem->GetILevelSystem()->UnloadLevel();
}
}
AZ_CONSOLEFREEFUNC(LoadLevel, AZ::ConsoleFunctorFlags::Null, "Unloads the current level and loads a new one with the given asset name");
AZ_CONSOLEFREEFUNC(UnloadLevel, AZ::ConsoleFunctorFlags::Null, "Unloads the current level");
//------------------------------------------------------------------------
SpawnableLevelSystem::SpawnableLevelSystem(ISystem* pSystem)
: m_pSystem(pSystem)
{
LOADING_TIME_PROFILE_SECTION;
CRY_ASSERT(pSystem);
m_fLastLevelLoadTime = 0;
m_fLastTime = 0;
m_bLevelLoaded = false;
m_levelLoadStartTime.SetValue(0);
m_nLoadedLevelsCount = 0;
AZ_Assert(gEnv && gEnv->pCryPak, "gEnv and CryPak must be initialized for loading levels.");
if (!gEnv || !gEnv->pCryPak)
{
return;
}
AzFramework::RootSpawnableNotificationBus::Handler::BusConnect();
}
//------------------------------------------------------------------------
SpawnableLevelSystem::~SpawnableLevelSystem()
{
AzFramework::RootSpawnableNotificationBus::Handler::BusDisconnect();
}
void SpawnableLevelSystem::Release()
{
delete this;
}
bool SpawnableLevelSystem::IsLevelLoaded()
{
return m_bLevelLoaded;
}
const char* SpawnableLevelSystem::GetCurrentLevelName() const
{
return m_bLevelLoaded ? m_lastLevelName.c_str() : "";
}
// If the level load failed then we need to have a different shutdown procedure vs when a level is naturally unloaded
void SpawnableLevelSystem::SetLevelLoadFailed(bool loadFailed)
{
m_levelLoadFailed = loadFailed;
}
bool SpawnableLevelSystem::GetLevelLoadFailed()
{
return m_levelLoadFailed;
}
AZ::Data::AssetType SpawnableLevelSystem::GetLevelAssetType() const
{
return azrtti_typeid<AzFramework::Spawnable>();
}
// The following methods are deprecated from ILevelSystem and will be removed once slice support is removed.
// [LYN-2376] Remove once legacy slice support is removed
void SpawnableLevelSystem::Rescan([[maybe_unused]] const char* levelsFolder)
{
AZ_Assert(false, "Rescan - No longer supported.");
}
// [LYN-2376] Remove once legacy slice support is removed
int SpawnableLevelSystem::GetLevelCount()
{
AZ_Assert(false, "GetLevelCount - No longer supported.");
return 0;
}
// [LYN-2376] Remove once legacy slice support is removed
ILevelInfo* SpawnableLevelSystem::GetLevelInfo([[maybe_unused]] int level)
{
AZ_Assert(false, "GetLevelInfo - No longer supported.");
return nullptr;
}
// [LYN-2376] Remove once legacy slice support is removed
ILevelInfo* SpawnableLevelSystem::GetLevelInfo([[maybe_unused]] const char* levelName)
{
AZ_Assert(false, "GetLevelInfo - No longer supported.");
return nullptr;
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::AddListener(ILevelSystemListener* pListener)
{
AZStd::vector<ILevelSystemListener*>::iterator it = AZStd::find(m_listeners.begin(), m_listeners.end(), pListener);
if (it == m_listeners.end())
{
m_listeners.push_back(pListener);
}
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::RemoveListener(ILevelSystemListener* pListener)
{
AZStd::vector<ILevelSystemListener*>::iterator it = AZStd::find(m_listeners.begin(), m_listeners.end(), pListener);
if (it != m_listeners.end())
{
m_listeners.erase(it);
}
}
//------------------------------------------------------------------------
bool SpawnableLevelSystem::LoadLevel(const char* levelName)
{
if (gEnv->IsEditor())
{
AZ_TracePrintf("CrySystem::CLevelSystem", "LoadLevel for %s was called in the editor - not actually loading.\n", levelName);
return false;
}
// If a level is currently loaded, unload it before loading the next one.
if (IsLevelLoaded())
{
UnloadLevel();
}
gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_PREPARE, 0, 0);
PrepareNextLevel(levelName);
bool result = LoadLevelInternal(levelName);
if (result)
{
OnLoadingComplete(levelName);
}
return result;
}
//------------------------------------------------------------------------
bool SpawnableLevelSystem::LoadLevelInternal(const char* levelName)
{
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START);
AZ_ASSET_NAMED_SCOPE("Level: %s", levelName);
INDENT_LOG_DURING_SCOPE();
AZ::Data::AssetId rootSpawnableAssetId;
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
rootSpawnableAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, levelName, nullptr, false);
if (!rootSpawnableAssetId.IsValid())
{
OnLoadingError(levelName, "AssetCatalog has no entry for the requested level.");
return false;
}
// This scope is specifically used for marking a loading time profile section
{
LOADING_TIME_PROFILE_SECTION;
m_bLevelLoaded = false;
m_lastLevelName = levelName;
gEnv->pConsole->SetScrollMax(600);
ICVar* con_showonload = gEnv->pConsole->GetCVar("con_showonload");
if (con_showonload && con_showonload->GetIVal() != 0)
{
gEnv->pConsole->ShowConsole(true);
ICVar* g_enableloadingscreen = gEnv->pConsole->GetCVar("g_enableloadingscreen");
if (g_enableloadingscreen)
{
g_enableloadingscreen->Set(0);
}
}
// This is a workaround until the replacement for GameEntityContext is done
AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnPreGameEntitiesStarted);
// Reset the camera to (1,1,1) (not (0,0,0) which is the invalid/uninitialised state,
// to avoid the hack in the renderer to not show anything if the camera is at the origin).
CCamera defaultCam;
defaultCam.SetPosition(Vec3(1.0f));
m_pSystem->SetViewCamera(defaultCam);
OnLoadingStart(levelName);
auto pPak = gEnv->pCryPak;
m_pSystem->SetThreadState(ESubsys_Physics, false);
ICVar* pSpamDelay = gEnv->pConsole->GetCVar("log_SpamDelay");
float spamDelay = 0.0f;
if (pSpamDelay)
{
spamDelay = pSpamDelay->GetFVal();
pSpamDelay->Set(0.0f);
}
// Parse level specific config data.
AZStd::string const sLevelNameOnly(PathUtil::GetFileName(levelName));
if (!sLevelNameOnly.empty())
{
const char* controlsPath = nullptr;
Audio::AudioSystemRequestBus::BroadcastResult(controlsPath, &Audio::AudioSystemRequestBus::Events::GetControlsPath);
if (controlsPath)
{
AZStd::string sAudioLevelPath(controlsPath);
sAudioLevelPath.append("levels/");
sAudioLevelPath += sLevelNameOnly;
Audio::SAudioManagerRequestData<Audio::eAMRT_PARSE_CONTROLS_DATA> oAMData(
sAudioLevelPath.c_str(), Audio::eADS_LEVEL_SPECIFIC);
Audio::SAudioRequest oAudioRequestData;
oAudioRequestData.nFlags =
(Audio::eARF_PRIORITY_HIGH |
Audio::eARF_EXECUTE_BLOCKING); // Needs to be blocking so data is available for next preloading request!
oAudioRequestData.pData = &oAMData;
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
Audio::SAudioManagerRequestData<Audio::eAMRT_PARSE_PRELOADS_DATA> oAMData2(
sAudioLevelPath.c_str(), Audio::eADS_LEVEL_SPECIFIC);
oAudioRequestData.pData = &oAMData2;
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
Audio::TAudioPreloadRequestID nPreloadRequestID = INVALID_AUDIO_PRELOAD_REQUEST_ID;
Audio::AudioSystemRequestBus::BroadcastResult(
nPreloadRequestID, &Audio::AudioSystemRequestBus::Events::GetAudioPreloadRequestID, sLevelNameOnly.c_str());
if (nPreloadRequestID != INVALID_AUDIO_PRELOAD_REQUEST_ID)
{
Audio::SAudioManagerRequestData<Audio::eAMRT_PRELOAD_SINGLE_REQUEST> requestData(nPreloadRequestID, true);
oAudioRequestData.pData = &requestData;
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
}
}
}
AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable(
rootSpawnableAssetId, azrtti_typeid<AzFramework::Spawnable>(), levelName);
m_rootSpawnableId = rootSpawnableAssetId;
m_rootSpawnableGeneration = AzFramework::RootSpawnableInterface::Get()->AssignRootSpawnable(rootSpawnable);
// This is a workaround until the replacement for GameEntityContext is done
AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesStarted);
//////////////////////////////////////////////////////////////////////////
// Movie system must be reset after entities.
//////////////////////////////////////////////////////////////////////////
IMovieSystem* movieSys = gEnv->pMovieSystem;
if (movieSys != NULL)
{
// bSeekAllToStart needs to be false here as it's only of interest in the editor
movieSys->Reset(true, false);
}
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PRECACHE);
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
gEnv->pConsole->SetScrollMax(600 / 2);
pPak->GetResourceList(AZ::IO::IArchive::RFOM_NextLevel)->Clear();
if (pSpamDelay)
{
pSpamDelay->Set(spamDelay);
}
m_bLevelLoaded = true;
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_END);
}
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_END, 0, 0);
if (auto cvar = gEnv->pConsole->GetCVar("sv_map"); cvar)
{
cvar->Set(levelName);
}
gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_PRECACHE_START, 0, 0);
m_pSystem->SetThreadState(ESubsys_Physics, true);
return true;
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::PrepareNextLevel(const char* levelName)
{
AZ::Data::AssetId rootSpawnableAssetId;
AZ::Data::AssetCatalogRequestBus::BroadcastResult(
rootSpawnableAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, levelName, nullptr, false);
if (!rootSpawnableAssetId.IsValid())
{
// alert the listener
OnLevelNotFound(levelName);
return;
}
// This work not required in-editor.
if (!gEnv || !gEnv->IsEditor())
{
m_levelLoadStartTime = gEnv->pTimer->GetAsyncTime();
// switched to level heap, so now imm start the loading screen (renderer will be reinitialized in the levelheap)
gEnv->pSystem->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_START_LOADINGSCREEN, 0, 0);
gEnv->pSystem->SetSystemGlobalState(ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PREPARE);
}
OnPrepareNextLevel(levelName);
}
void SpawnableLevelSystem::OnPrepareNextLevel(const char* levelName)
{
AZ_TracePrintf("LevelSystem", "Level system is preparing to load '%s'\n", levelName);
for (auto& listener : m_listeners)
{
listener->OnPrepareNextLevel(levelName);
}
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::OnLevelNotFound(const char* levelName)
{
AZ_Error("LevelSystem", false, "Requested level not found: '%s'\n", levelName);
for (auto& listener : m_listeners)
{
listener->OnLevelNotFound(levelName);
}
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::OnLoadingStart(const char* levelName)
{
AZ_TracePrintf("LevelSystem", "Level system is loading '%s'\n", levelName);
if (gEnv->pCryPak->GetRecordFileOpenList() == AZ::IO::IArchive::RFOM_EngineStartup)
{
gEnv->pCryPak->RecordFileOpen(AZ::IO::IArchive::RFOM_Level);
}
m_fLastTime = gEnv->pTimer->GetAsyncCurTime();
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_LOAD_START, 0, 0);
LOADING_TIME_PROFILE_SECTION(gEnv->pSystem);
for (auto& listener : m_listeners)
{
listener->OnLoadingStart(levelName);
}
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::OnLoadingError(const char* levelName, const char* error)
{
AZ_Error("LevelSystem", false, "Error loading level '%s': %s\n", levelName, error);
if (gEnv->pRenderer)
{
gEnv->pRenderer->SetTexturePrecaching(false);
}
for (auto& listener : m_listeners)
{
listener->OnLoadingError(levelName, error);
}
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::OnLoadingComplete(const char* levelName)
{
CTimeValue t = gEnv->pTimer->GetAsyncTime();
m_fLastLevelLoadTime = (t - m_levelLoadStartTime).GetSeconds();
LogLoadingTime();
m_nLoadedLevelsCount++;
// Hide console after loading.
gEnv->pConsole->ShowConsole(false);
for (auto& listener : m_listeners)
{
listener->OnLoadingComplete(levelName);
}
#if AZ_LOADSCREENCOMPONENT_ENABLED
EBUS_EVENT(LoadScreenBus, Stop);
#endif // if AZ_LOADSCREENCOMPONENT_ENABLED
AZ_TracePrintf("LevelSystem", "Level load complete: '%s'\n", levelName);
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::OnLoadingProgress(const char* levelName, int progressAmount)
{
for (auto& listener : m_listeners)
{
listener->OnLoadingProgress(levelName, progressAmount);
}
}
//------------------------------------------------------------------------
void SpawnableLevelSystem::OnUnloadComplete(const char* levelName)
{
for (auto& listener : m_listeners)
{
listener->OnUnloadComplete(levelName);
}
AZ_TracePrintf("LevelSystem", "Level unload complete: '%s'\n", levelName);
}
//////////////////////////////////////////////////////////////////////////
void SpawnableLevelSystem::LogLoadingTime()
{
if (gEnv->IsEditor())
{
return;
}
if (!GetISystem()->IsDevMode())
{
return;
}
char vers[128];
GetISystem()->GetFileVersion().ToString(vers, sizeof(vers));
const char* sChain = "";
if (m_nLoadedLevelsCount > 0)
{
sChain = " (Chained)";
}
AZStd::string text;
text.format(
"Game Level Load Time: [%s] Level %s loaded in %.2f seconds%s", vers, m_lastLevelName.c_str(), m_fLastLevelLoadTime, sChain);
gEnv->pLog->Log(text.c_str());
}
//////////////////////////////////////////////////////////////////////////
void SpawnableLevelSystem::UnloadLevel()
{
if (gEnv->IsEditor())
{
return;
}
if (m_lastLevelName.empty())
{
return;
}
AZ_TracePrintf("LevelSystem", "UnloadLevel Start\n");
INDENT_LOG_DURING_SCOPE();
// Flush core buses. We're about to unload Cry modules and need to ensure we don't have module-owned functions left behind.
AZ::Data::AssetBus::ExecuteQueuedEvents();
AZ::TickBus::ExecuteQueuedEvents();
AZ::MainThreadRenderRequestBus::ExecuteQueuedEvents();
if (gEnv && gEnv->pSystem)
{
// clear all error messages to prevent stalling due to runtime file access check during chainloading
gEnv->pSystem->ClearErrorMessages();
}
if (gEnv && gEnv->pCryPak)
{
gEnv->pCryPak->DisableRuntimeFileAccess(false);
}
CTimeValue tBegin = gEnv->pTimer->GetAsyncTime();
// AM: Flush render thread (Flush is not exposed - using EndFrame())
// We are about to delete resources that could be in use
if (gEnv->pRenderer)
{
gEnv->pRenderer->EndFrame();
bool isLoadScreenPlaying = false;
#if AZ_LOADSCREENCOMPONENT_ENABLED
LoadScreenBus::BroadcastResult(isLoadScreenPlaying, &LoadScreenBus::Events::IsPlaying);
#endif // if AZ_LOADSCREENCOMPONENT_ENABLED
// force a black screen as last render command.
// if load screen is playing do not call this draw as it may lead to a crash due to UI loading code getting
// pumped while loading the shaders for this draw.
if (!isLoadScreenPlaying)
{
gEnv->pRenderer->BeginFrame();
gEnv->pRenderer->SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_NODEPTHTEST);
gEnv->pRenderer->Draw2dImage(0, 0, 800, 600, -1, 0.0f, 0.0f, 1.0f, 1.0f, 0.f, 0.0f, 0.0f, 0.0f, 1.0, 0.f);
gEnv->pRenderer->EndFrame();
}
// flush any outstanding texture requests
gEnv->pRenderer->FlushPendingTextureTasks();
}
// Clear level entities and prefab instances.
EBUS_EVENT(AzFramework::GameEntityContextRequestBus, ResetGameContext);
if (gEnv->pMovieSystem)
{
gEnv->pMovieSystem->Reset(false, false);
gEnv->pMovieSystem->RemoveAllSequences();
}
// Unload level specific audio binary data.
Audio::SAudioManagerRequestData<Audio::eAMRT_UNLOAD_AFCM_DATA_BY_SCOPE> oAMData(Audio::eADS_LEVEL_SPECIFIC);
Audio::SAudioRequest oAudioRequestData;
oAudioRequestData.nFlags = (Audio::eARF_PRIORITY_HIGH | Audio::eARF_EXECUTE_BLOCKING);
oAudioRequestData.pData = &oAMData;
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
// Now unload level specific audio config data.
Audio::SAudioManagerRequestData<Audio::eAMRT_CLEAR_CONTROLS_DATA> oAMData2(Audio::eADS_LEVEL_SPECIFIC);
oAudioRequestData.pData = &oAMData2;
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
Audio::SAudioManagerRequestData<Audio::eAMRT_CLEAR_PRELOADS_DATA> oAMData3(Audio::eADS_LEVEL_SPECIFIC);
oAudioRequestData.pData = &oAMData3;
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
// Reset the camera to (0,0,0) which is the invalid/uninitialised state
CCamera defaultCam;
m_pSystem->SetViewCamera(defaultCam);
OnUnloadComplete(m_lastLevelName.c_str());
AzFramework::RootSpawnableInterface::Get()->ReleaseRootSpawnable();
m_lastLevelName.clear();
GetISystem()->GetIResourceManager()->UnloadLevel();
// Force Lua garbage collection (may no longer be needed now the legacy renderer has been removed).
// Normally the GC step is triggered at the end of this method (by the ESYSTEM_EVENT_LEVEL_POST_UNLOAD event).
EBUS_EVENT(AZ::ScriptSystemRequestBus, GarbageCollect);
// Force to clean render resources left after deleting all objects and materials.
IRenderer* pRenderer = gEnv->pRenderer;
if (pRenderer)
{
pRenderer->FlushRTCommands(true, true, true);
CryComment("Deleting Render meshes, render resources and flush texture streaming");
// This may also release some of the materials.
int flags = FRR_DELETED_MESHES | FRR_FLUSH_TEXTURESTREAMING | FRR_OBJECTS | FRR_RENDERELEMENTS | FRR_RP_BUFFERS | FRR_POST_EFFECTS;
// Always keep the system resources around in the editor.
// If a level load fails for any reason, then do not unload the system resources, otherwise we will not have any system resources to
// continue rendering the console and debug output text.
if (!gEnv->IsEditor() && !GetLevelLoadFailed())
{
flags |= FRR_SYSTEM_RESOURCES;
}
pRenderer->FreeResources(flags);
CryComment("done");
}
// Perform level unload procedures for the LyShine UI system
if (gEnv && gEnv->pLyShine)
{
gEnv->pLyShine->OnLevelUnload();
}
m_bLevelLoaded = false;
CTimeValue tUnloadTime = gEnv->pTimer->GetAsyncTime() - tBegin;
AZ_TracePrintf("LevelSystem", "UnloadLevel End: %.1f sec\n", tUnloadTime.GetSeconds());
// Must be sent last.
// Cleanup all containers
GetISystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_POST_UNLOAD, 0, 0);
AzFramework::InputChannelRequestBus::Broadcast(&AzFramework::InputChannelRequests::ResetState);
AzFramework::GameEntityContextEventBus::Broadcast(&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesReset);
}
void SpawnableLevelSystem::OnRootSpawnableAssigned(
[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
{
}
void SpawnableLevelSystem::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
{
}
} // namespace LegacyLevelSystem