123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218 |
- /*
- * 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 "CreateSliceCommand.h"
- #include <AzCore/Asset/AssetManager.h>
- #include <AzCore/Serialization/Utils.h>
- #include <AzToolsFramework/Slice/SliceUtilities.h>
- #include <AzToolsFramework/API/EditorAssetSystemAPI.h>
- #include <AzToolsFramework/Entity/SliceEditorEntityOwnershipServiceBus.h>
- namespace AzToolsFramework
- {
- CreateSliceCommand::CreateSliceCommand(const AZStd::string& friendlyName)
- : BaseSliceCommand(friendlyName)
- {
- }
- void CreateSliceCommand::Capture(const AZ::Data::Asset<AZ::SliceAsset>& tempSliceAsset,
- const AZStd::string& fullSliceAssetPath,
- const AZ::SliceComponent::EntityIdToEntityIdMap& liveToAssetMap)
- {
- if (!tempSliceAsset.Get())
- {
- AZ_Error("CreateSliceCommand::Capture",
- false,
- "Invalid SliceAsset passed in. Unable to capture undo/redo state");
- return;
- }
- if (liveToAssetMap.empty())
- {
- AZ_Warning("CreateSliceCommand::Capture",
- false,
- "Empty liveToAsset EntityId map passed in. Nothing to undo/redo");
- return;
- }
- m_fullSliceAssetPath = fullSliceAssetPath;
- m_liveToAssetMap = liveToAssetMap;
- // 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
- AZ::Data::AssetInfo assetInfo;
- AZStd::string watchFolder;
- bool foundSourceInfo = false;
- AzToolsFramework::AssetSystemRequestBus::BroadcastResult(foundSourceInfo,
- &AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath,
- m_fullSliceAssetPath.c_str(), assetInfo, watchFolder);
- if (!foundSourceInfo)
- {
- AZ_Error("CreateSliceCommand::Capture",
- false,
- "Failed to acquire asset source info for asset located at local path: %s. Unable to capture undo/redo state",
- m_fullSliceAssetPath.c_str());
- m_liveToAssetMap.clear();
- return;
- }
- // Convert retrieved assetId to have the appropriate subID for a static (non-dynamic) slice asset
- m_sliceAssetId = AZ::Data::AssetId(assetInfo.m_assetId.m_guid, AZ::SliceAsset::GetAssetSubId());
- // Save a copy of our tempSliceAsset
- AZ::SliceAsset* tempSliceAssetData = tempSliceAsset.Get();
- AZ::Entity* tempSliceAssetEntity = tempSliceAssetData->GetEntity();
- AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> assetStream(&m_sliceAssetBuffer);
- bool saveSuccess = AZ::Utils::SaveObjectToStream(assetStream, AZ::DataStream::ST_BINARY, tempSliceAssetEntity);
- if (!saveSuccess)
- {
- AZ_Error("CreateSliceCommand::Capture",
- false,
- "Failed to cache provided slice asset specified at local path: %s. Unable to capture undo/redo state",
- m_fullSliceAssetPath.c_str());
- m_liveToAssetMap.clear();
- return;
- }
- // Capture restore info for all the live entities in our map
- for (const AZStd::pair<AZ::EntityId, AZ::EntityId>& liveToAssetIdPair : m_liveToAssetMap)
- {
- const AZ::EntityId& liveEntityId = liveToAssetIdPair.first;
- bool restoreCaptured = BaseSliceCommand::CaptureRestoreInfoForUndo(liveEntityId);
- if(!restoreCaptured)
- {
- m_liveToAssetMap.clear();
- m_entityUndoRestoreInfoArray.clear();
- return;
- }
- }
- // Remove the dirty flag on these entities
- // Otherwise an additional entity restore will be scheduled on these entities
- for (const AZStd::pair<AZ::EntityId, AZ::EntityId>& liveToAssetId : m_liveToAssetMap)
- {
- AzToolsFramework::ToolsApplicationRequestBus::Broadcast(&AzToolsFramework::ToolsApplicationRequestBus::Events::RemoveDirtyEntity, liveToAssetId.first);
- }
- }
- void CreateSliceCommand::Undo()
- {
- BaseSliceCommand::RestoreEntities(m_entityUndoRestoreInfoArray);
- }
- void CreateSliceCommand::Redo()
- {
- // Load our slice asset in memory
- AZ::Data::Asset<AZ::SliceAsset> sliceAsset = PreloadSliceAsset();
- // Move all entities marked in m_liveToAssetMap into a new instance of our sliceAsset
- AZ::SliceComponent::SliceInstanceAddress sliceInstanceResult;
- AzToolsFramework::SliceEditorEntityOwnershipServiceRequestBus::BroadcastResult(sliceInstanceResult,
- &AzToolsFramework::SliceEditorEntityOwnershipServiceRequestBus::Events::PromoteEditorEntitiesIntoSlice,
- sliceAsset, m_liveToAssetMap);
- }
- AZ::Data::Asset<AZ::SliceAsset> CreateSliceCommand::PreloadSliceAsset()
- {
- AZ::SerializeContext* serializeContext = nullptr;
- AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
- if (!serializeContext)
- {
- AZ_Error("CreateSliceCommand::PreloadSliceAsset",
- false,
- "Failed to retrieve serialize context. Unable to proceed with loading cached slice asset for redo");
- return AZ::Data::Asset<AZ::SliceAsset>();
- }
- // Load our sliceAsset back in
- AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> sliceAssetStream(&m_sliceAssetBuffer);
- // 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
- AZStd::unique_ptr<AZ::Entity> sliceAssetEntity(AZ::Utils::LoadObjectFromStream<AZ::Entity>(sliceAssetStream, serializeContext));
- if (!sliceAssetEntity)
- {
- AZ_Assert(false,
- "CreateSliceCommand::PreloadSliceAsset could not load cached slice asset from stream. Unable to proceed with loading cached asset for redo");
- return AZ::Data::Asset<AZ::SliceAsset>();
- }
- AZ::Data::Asset<AZ::SliceAsset> sliceAsset = AZ::Data::AssetManager::Instance().FindOrCreateAsset<AZ::SliceAsset>(m_sliceAssetId, AZ::Data::AssetLoadBehavior::Default);
- // No Asset should exist under this AssetID. If one does we cannot continue
- if (sliceAsset.GetStatus() != AZ::Data::AssetData::AssetStatus::NotLoaded)
- {
- AZ_Error("CreateSliceCommand::PreloadSliceAsset",
- false,
- "Asset already registered with AssetID: %s. Unable to proceed with loading cached asset for redo",
- m_sliceAssetId.ToString<AZStd::string>().c_str());
- return AZ::Data::Asset<AZ::SliceAsset>();
- }
- AZ::SliceAsset* sliceAssetData = sliceAsset.Get();
- // Confirm GetAsset was successful
- if (!sliceAssetData)
- {
- AZ_Error("CreateSliceCommand::PreloadSliceAsset",
- false,
- "Failed to get slice asset from Asset ID: %s via the AssetManager. Unable to generate initial slice instance during Create Slice",
- m_sliceAssetId.ToString<AZStd::string>().c_str());
- return AZ::Data::Asset<AZ::SliceAsset>();
- }
- // Set the new asset's data to be the data we cached in m_sliceAssetBuffer
- sliceAssetData->SetData(sliceAssetEntity.get(), sliceAssetEntity->FindComponent<AZ::SliceComponent>());
- // Validate that the entity and component of sliceAssetData were successfully set
- if (sliceAssetData->GetStatus() != AZ::Data::AssetData::AssetStatus::Ready)
- {
- AZ_Error("CreateSliceCommand::PreloadSliceAsset",
- false,
- "Failed to load valid slice data during initial creation of slice asset with AssetID: %s. Unable to generate initial slice instance during Create Slice",
- m_sliceAssetId.ToString<AZStd::string>().c_str());
- return AZ::Data::Asset<AZ::SliceAsset>();
- }
- // Safe to release our Entity to the asset
- sliceAssetEntity.release();
- // Finalize configuring the slice asset
- sliceAssetData->GetComponent()->SetMyAsset(sliceAssetData);
- sliceAssetData->GetComponent()->ListenForAssetChanges();
- // Update the asset's hint to be its relative asset path
- bool relativePathFound = false;
- AZStd::string assetPathRelative;
- AssetSystemRequestBus::BroadcastResult(relativePathFound, &AssetSystemRequestBus::Events::GetRelativeProductPathFromFullSourceOrProductPath, m_fullSliceAssetPath, assetPathRelative);
- AZStd::to_lower(assetPathRelative.begin(), assetPathRelative.end());
- sliceAsset.SetHint(assetPathRelative);
- // We've finalized loading this asset from memory
- // Ignore the following reload from AssetCatalog since it will attempt to overwrite our asset with what's on disk
- // Which is an unnecessary operation as SliceTransaction serialized the contents of transactionAsset to disk
- sliceAssetData->SetIgnoreNextAutoReload(true);
- return sliceAsset;
- }
- }
|