Fix synchronizing nested prefabs when adding new ObjectsLookupIdMapping

#351
This commit is contained in:
Wojtek Figat
2021-03-18 00:04:58 +01:00
parent df497bf684
commit 42366ee66a
5 changed files with 50 additions and 9 deletions

View File

@@ -1037,9 +1037,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, bool autoI
// Synchronize prefab instances (prefab may have new objects added or some removed so deserialized instances need to synchronize with it)
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
SceneObjectsFactory::SynchronizePrefabInstances(*sceneObjects.Value, actorToRemovedObjectsData, modifier.Value);
Scripting::ObjectsLookupIdMapping.Set(nullptr);
// Delete objects without parent
for (int32 i = 1; i < objectsCount; i++)

View File

@@ -16,6 +16,7 @@
#include "Engine/Core/Cache.h"
#include "Engine/Debug/Exceptions/ArgumentException.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Scripting/Script.h"
#include "Engine/Scripting/Scripting.h"
#if USE_EDITOR
@@ -216,21 +217,57 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent, Dictionary<Guid
// TODO: consider caching actorToRemovedObjectsData per prefab
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
SceneObjectsFactory::SynchronizePrefabInstances(*sceneObjects.Value, actorToRemovedObjectsData, modifier.Value);
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
// Delete objects without parent
// Delete objects without parent or with invalid linkage to the prefab
for (int32 i = 1; i < sceneObjects->Count(); i++)
{
SceneObject* obj = sceneObjects->At(i);
if (obj && obj->GetParent() == nullptr)
if (!obj)
continue;
// Check for missing parent (eg. parent object has been deleted)
if (obj->GetParent() == nullptr)
{
sceneObjects->At(i) = nullptr;
LOG(Warning, "Scene object {0} {1} has missing parent object after load. Removing it.", obj->GetID(), obj->ToString());
obj->DeleteObject();
continue;
}
#if USE_EDITOR && !BUILD_RELEASE
// Check for not being added to the parent (eg. invalid setup events fault on registration)
auto actor = dynamic_cast<Actor*>(obj);
auto script = dynamic_cast<Script*>(obj);
if (obj->GetParent() == obj || (actor && !actor->GetParent()->Children.Contains(actor)) || (script && !script->GetParent()->Scripts.Contains(script)))
{
sceneObjects->At(i) = nullptr;
LOG(Warning, "Scene object {0} {1} has invalid parent object linkage after load. Removing it.", obj->GetID(), obj->ToString());
obj->DeleteObject();
continue;
}
#endif
#if USE_EDITOR && BUILD_DEBUG
// Check for being added to parent not from spawned prefab (eg. invalid parentId linkage fault)
bool hasParentInInstance = false;
for (int32 j = 0; j < sceneObjects->Count(); j++)
{
if (sceneObjects->At(j) == obj->GetParent())
{
hasParentInInstance = true;
break;
}
}
if (!hasParentInInstance)
{
sceneObjects->At(i) = nullptr;
LOG(Warning, "Scene object {0} {1} has invalid parent object after load. Removing it.", obj->GetID(), obj->ToString());
obj->DeleteObject();
continue;
}
#endif
}
// Link objects to prefab (only deserialized from prefab data)

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@@ -204,6 +204,8 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
{
PROFILE_CPU_NAMED("SynchronizePrefabInstances");
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
// Check all objects with prefab linkage for moving to a proper parent
const int32 objectsToCheckCount = sceneObjects.Count();
for (int32 i = 0; i < objectsToCheckCount; i++)
@@ -261,7 +263,7 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
// Preserve order in parent (values from prefab are used)
if (i != 0)
{
const auto defaultInstance = prefab ? prefab->GetDefaultInstance(obj->GetPrefabObjectID()) : nullptr;
const auto defaultInstance = prefab->GetDefaultInstance(obj->GetPrefabObjectID());
if (defaultInstance)
{
obj->SetOrderInParent(defaultInstance->GetOrderInParent());
@@ -315,6 +317,7 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
continue;
// Create instance (including all children)
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
SynchronizeNewPrefabInstance(prefab, actor, prefabObjectId, sceneObjects, modifier);
}
}
@@ -325,6 +328,8 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
SceneObject* obj = sceneObjects[i];
obj->PostLoad();
}
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
void SceneObjectsFactory::HandleObjectDeserializationError(const ISerializable::DeserializeStream& value)
@@ -424,6 +429,7 @@ void SceneObjectsFactory::SynchronizeNewPrefabInstance(Prefab* prefab, Actor* ac
// Map prefab object ID to the new prefab object instance
modifier->IdsMapping[prefabObjectId] = Guid::New();
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
// Create prefab instance (recursive prefab loading to support nested prefabs)
auto child = Spawn(*(ISerializable::DeserializeStream*)prefabData, modifier);