Integrating latest from github/staging

Integrating up through commit 5e1bdae
This commit is contained in:
alexpete
2021-03-26 14:31:50 -07:00
parent 9c54341af8
commit 36c4e827bd
764 changed files with 11453 additions and 20251 deletions
+12 -28
View File
@@ -157,7 +157,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
#include "ServerThrottle.h"
#include "ILocalMemoryUsage.h"
#include "ResourceManager.h"
#include "LoadingProfiler.h"
#include "HMDBus.h"
#include "OverloadSceneManager/OverloadSceneManager.h"
#include <IThreadManager.h>
@@ -168,7 +167,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
#include "IZStdDecompressor.h"
#include "zlib.h"
#include "RemoteConsole/RemoteConsole.h"
#include "BootProfiler.h"
#include <PNoise3.h>
#include <StringUtils.h>
@@ -320,10 +318,6 @@ CSystem::CSystem(SharedEnvironmentInstance* pSharedEnvironment)
m_bIsAsserting = false;
m_pSystemEventDispatcher = new CSystemEventDispatcher(); // Must be first.
#if defined(ENABLE_LOADING_PROFILER)
CBootProfiler::GetInstance().Init(this);
#endif
if (m_pSystemEventDispatcher)
{
m_pSystemEventDispatcher->RegisterListener(this);
@@ -422,7 +416,6 @@ CSystem::CSystem(SharedEnvironmentInstance* pSharedEnvironment)
// m_sys_filecache = NULL;
m_gpu_particle_physics = NULL;
m_pCpu = NULL;
m_sys_game_folder = NULL;
m_bInitializedSuccessfully = false;
m_bShaderCacheGenMode = false;
@@ -634,10 +627,6 @@ void CSystem::ShutDown()
EBUS_EVENT(CrySystemEventBus, OnCrySystemShutdown, *this);
}
#if defined(ENABLE_LOADING_PROFILER)
CLoadingProfilerSystem::ShutDown();
#endif
if (m_pUserCallback)
{
m_pUserCallback->OnShutdown();
@@ -657,7 +646,7 @@ void CSystem::ShutDown()
SAFE_DELETE(m_pTextModeConsole);
KillPhysicsThread();
if (m_sys_firstlaunch)
{
m_sys_firstlaunch->Set("0");
@@ -828,7 +817,7 @@ void CSystem::ShutDown()
void CSystem::Quit()
{
CryLogAlways("CSystem::Quit invoked from thread %" PRI_THREADID " (main is %" PRI_THREADID ")", GetCurrentThreadId(), gEnv->mMainThreadId);
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::ExitMainLoop);
// If this was set from anywhere but the main thread, bail and let the main thread handle shutdown
@@ -857,13 +846,13 @@ void CSystem::Quit()
/*
* TODO: This call to _exit, _Exit, TerminateProcess etc. needs to
* eventually be removed. This causes an extremely early exit before we
* actually perform cleanup. When this gets called most managers are
* eventually be removed. This causes an extremely early exit before we
* actually perform cleanup. When this gets called most managers are
* simply never deleted and we leave it to the OS to clean up our mess
* which is just really bad practice. However there are LOTS of issues
* with shutdown at the moment. Removing this will simply cause
* a crash when either the Editor or Launcher initiate shutdown. Both
* applications crash differently too. Bugs will be logged about those
* with shutdown at the moment. Removing this will simply cause
* a crash when either the Editor or Launcher initiate shutdown. Both
* applications crash differently too. Bugs will be logged about those
* issues.
*/
#if defined(AZ_RESTRICTED_PLATFORM)
@@ -1117,7 +1106,7 @@ void CSystem::CreatePhysicsThread()
#include AZ_RESTRICTED_FILE(System_cpp)
#endif
{
{
m_PhysThread = new CPhysicsThreadTask;
GetIThreadTaskManager()->RegisterTask(m_PhysThread, threadParams);
}
@@ -1412,7 +1401,7 @@ bool CSystem::UpdatePreTickBus(int updateFlags, int nPauseMode)
ti.xscale = ti.yscale = 1.2f;
const int viewportHeight = GetViewCamera().GetViewSurfaceZ();
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION SYSTEM_CPP_SECTION_8
#include AZ_RESTRICTED_FILE(System_cpp)
@@ -1428,7 +1417,7 @@ bool CSystem::UpdatePreTickBus(int updateFlags, int nPauseMode)
switch (stat.GetType())
{
case AZ::IO::Statistic::Type::FloatingPoint:
gEnv->pRenderer->DrawTextQueued(Vec3(10, y, 1.0f), ti,
gEnv->pRenderer->DrawTextQueued(Vec3(10, y, 1.0f), ti,
AZStd::string::format("%s/%s: %.3f", stat.GetOwner().data(), stat.GetName().data(), stat.GetFloatValue()).c_str());
break;
case AZ::IO::Statistic::Type::Integer:
@@ -2744,10 +2733,10 @@ bool CSystem::HandleMessage([[maybe_unused]] HWND hWnd, UINT uMsg, WPARAM wParam
{
// System event translation
case WM_CLOSE:
/*
/*
Trigger CSystem to call Quit() the next time
it calls Update(). HandleMessages can get messages
pumped to it from SyncMainWithRender which would
pumped to it from SyncMainWithRender which would
be called recurively by Quit(). Doing so would
cause the render thread to deadlock and the main
thread to spin in SRenderThread::WaitFlushFinishedCond.
@@ -2897,11 +2886,6 @@ std::shared_ptr<AZ::IO::FileIOBase> CSystem::CreateLocalFileIO()
return std::make_shared<AZ::IO::LocalFileIO>();
}
const char* CSystem::GetAssetsPlatform() const
{
return m_assetPlatform.c_str();
}
IViewSystem* CSystem::GetIViewSystem()
{
return m_pViewSystem;