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o3de/Gems/Multiplayer/Code/Source/Pipeline/NetworkPrefabProcessor.cpp

222 lines
9.8 KiB
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 <Multiplayer/IMultiplayerTools.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Pipeline/NetBindMarkerComponent.h>
#include <Pipeline/NetworkPrefabProcessor.h>
#include <Pipeline/NetworkSpawnableHolderComponent.h>
#include <AzCore/Serialization/Utils.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Spawnable/Spawnable.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <Prefab/Spawnable/SpawnableUtils.h>
namespace Multiplayer
{
using AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessor;
using AzToolsFramework::Prefab::PrefabConversionUtils::ProcessedObjectStore;
void NetworkPrefabProcessor::Process(PrefabProcessorContext& context)
{
IMultiplayerTools* mpTools = AZ::Interface<IMultiplayerTools>::Get();
if (mpTools)
{
mpTools->SetDidProcessNetworkPrefabs(false);
}
context.ListPrefabs([&context](AZStd::string_view prefabName, PrefabDom& prefab) {
ProcessPrefab(context, prefabName, prefab);
});
if (mpTools && !context.GetProcessedObjects().empty())
{
mpTools->SetDidProcessNetworkPrefabs(true);
}
}
void NetworkPrefabProcessor::Reflect(AZ::ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context); serializeContext != nullptr)
{
serializeContext->Class<NetworkPrefabProcessor, PrefabProcessor>()->Version(1);
}
}
static AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> LoadInstanceFromPrefab(const PrefabDom& prefab)
{
using namespace AzToolsFramework::Prefab;
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> sourceInstance(aznew Instance());
if (!PrefabDomUtils::LoadInstanceFromPrefabDom(*sourceInstance, prefab, PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
{
PrefabDomValueConstReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);
AZStd::string errorMessage("NetworkPrefabProcessor: Failed to Load Prefab Instance from given Prefab Dom.");
if (sourceReference.has_value() && sourceReference->get().IsString() && sourceReference->get().GetStringLength() != 0)
{
AZStd::string_view source(sourceReference->get().GetString(), sourceReference->get().GetStringLength());
errorMessage += AZStd::string::format("Prefab Source: %.*s", AZ_STRING_ARG(source));
}
AZ_Error("NetworkPrefabProcessor", false, errorMessage.c_str());
return nullptr;
}
return sourceInstance;
}
static void GatherNetEntities(
AzToolsFramework::Prefab::Instance* instance,
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>>& output)
{
instance->GetEntities([instance, &output](AZStd::unique_ptr<AZ::Entity>& prefabEntity)
{
if (prefabEntity->FindComponent<NetBindComponent>())
{
output.push_back(AZStd::make_pair(prefabEntity.get(), instance));
}
return true;
});
instance->GetNestedInstances([&output](AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& nestedInstance)
{
GatherNetEntities(nestedInstance.get(), output);
});
}
void NetworkPrefabProcessor::ProcessPrefab(PrefabProcessorContext& context, AZStd::string_view prefabName, PrefabDom& prefab)
{
using namespace AzToolsFramework::Prefab;
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> sourceInstance = LoadInstanceFromPrefab(prefab);
if (!sourceInstance)
{
return;
}
AZStd::string uniqueName = prefabName;
uniqueName += ".network.spawnable";
auto serializer = [](AZStd::vector<uint8_t>& output, const ProcessedObjectStore& object) -> bool {
AZ::IO::ByteContainerStream stream(&output);
auto& asset = object.GetAsset();
return AZ::Utils::SaveObjectToStream(stream, AZ::DataStream::ST_JSON, &asset, asset.GetType());
};
auto&& [object, networkSpawnable] =
ProcessedObjectStore::Create<AzFramework::Spawnable>(uniqueName, context.GetSourceUuid(), AZStd::move(serializer));
// Grab all net entities with their corresponding Instances to handle nested prefabs correctly
AZStd::vector<AZStd::pair<AZ::Entity*, AzToolsFramework::Prefab::Instance*>> netEntities;
GatherNetEntities(sourceInstance.get(), netEntities);
if (netEntities.empty())
{
// No networked entities in the prefab, no need to do anything in this processor.
return;
}
// Instance container for net entities
AZStd::unique_ptr<Instance> networkInstance(aznew Instance());
networkInstance->SetTemplateSourcePath(AZ::IO::PathView(uniqueName));
// Create an asset for our future network spawnable: this allows us to put references to the asset in the components
AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
networkSpawnableAsset.Create(networkSpawnable->GetId());
networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
// Each spawnable has a root meta-data entity at position 0, so starting net indices from 1
size_t netEntitiesIndexCounter = 1;
for (auto& entityInstancePair : netEntities)
{
AZ::Entity* prefabEntity = entityInstancePair.first;
Instance* instance = entityInstancePair.second;
AZ::EntityId entityId = prefabEntity->GetId();
AZ::Entity* netEntity = instance->DetachEntity(entityId).release();
AZ_Assert(netEntity, "Unable to detach entity %s [%s] from the source prefab instance",
prefabEntity->GetName().c_str(), entityId.ToString().c_str());
// Net entity will need a new ID to avoid IDs collision
netEntity->SetId(AZ::Entity::MakeId());
networkInstance->AddEntity(*netEntity);
// Use the old ID for the breadcrumb entity to keep parent-child relationship in the original spawnable
AZ::Entity* breadcrumbEntity = aznew AZ::Entity(entityId, netEntity->GetName());
breadcrumbEntity->SetRuntimeActiveByDefault(netEntity->IsRuntimeActiveByDefault());
// Marker component is responsible to spawning entities based on the index.
NetBindMarkerComponent* netBindMarkerComponent = breadcrumbEntity->CreateComponent<NetBindMarkerComponent>();
netBindMarkerComponent->SetNetEntityIndex(netEntitiesIndexCounter);
netBindMarkerComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
// Copy the transform component from the original entity to have the correct transform and parent-child relationship
AzFramework::TransformComponent* transformComponent = netEntity->FindComponent<AzFramework::TransformComponent>();
breadcrumbEntity->CreateComponent<AzFramework::TransformComponent>(*transformComponent);
instance->AddEntity(*breadcrumbEntity);
netEntitiesIndexCounter++;
}
// Add net spawnable asset holder to the prefab root
{
EntityOptionalReference containerEntityRef = sourceInstance->GetContainerEntity();
if (containerEntityRef.has_value())
{
auto* networkSpawnableHolderComponent = containerEntityRef.value().get().CreateComponent<NetworkSpawnableHolderComponent>();
networkSpawnableHolderComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
}
else
{
AZ::Entity* networkSpawnableHolderEntity = aznew AZ::Entity(uniqueName);
auto* networkSpawnableHolderComponent = networkSpawnableHolderEntity->CreateComponent<NetworkSpawnableHolderComponent>();
networkSpawnableHolderComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
sourceInstance->AddEntity(*networkSpawnableHolderEntity);
}
}
// save the final result in the target Prefab DOM.
PrefabDom networkPrefab;
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*networkInstance, networkPrefab))
{
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
return;
}
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefab))
{
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
return;
}
bool result = SpawnableUtils::CreateSpawnable(*networkSpawnable, networkPrefab);
if (result)
{
AzFramework::Spawnable::EntityList& entities = networkSpawnable->GetEntities();
for (auto it = entities.begin(); it != entities.end(); ++it)
{
(*it)->InvalidateDependencies();
(*it)->EvaluateDependencies();
}
SpawnableUtils::SortEntitiesByTransformHierarchy(*networkSpawnable);
context.GetProcessedObjects().push_back(AZStd::move(object));
}
else
{
AZ_Error("Prefabs", false, "Failed to convert prefab '%.*s' to a spawnable.", AZ_STRING_ARG(prefabName));
context.ErrorEncountered();
}
}
}