Integrating latest from github/staging
Integrating up through commit 5e1bdae
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@@ -45,7 +45,6 @@ struct IConsoleCmdArgs;
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class CServerThrottle;
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struct ICryFactoryRegistryImpl;
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struct IZLibCompressor;
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class CLoadingProfilerSystem;
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class CWatchdogThread;
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class CThreadManager;
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@@ -437,11 +436,6 @@ public:
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uint32 GetUsedMemory();
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//! For asset processor, we need to know what kind of assets we're loading. This comes all the way from bootstrap.cfg
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//! It will be a string like "pc" or "es3" or such and controls what kind of assets we have access to (its used when for example
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//! attempting to open a file when multiple different assets for different platforms are available.)
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const char* GetAssetsPlatform() const;
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virtual void DumpMemoryUsageStatistics(bool bUseKB);
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virtual void DumpMemoryCoverage();
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void CollectMemInfo(SCryEngineStatsGlobalMemInfo&);
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@@ -685,7 +679,7 @@ private:
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bool InitRenderer(WIN_HINSTANCE hinst, WIN_HWND hwnd, const SSystemInitParams& initParams);
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bool InitFont(const SSystemInitParams& initParams);
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bool InitFileSystem(const SSystemInitParams& initParams);
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bool InitFileSystem();
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bool InitFileSystem_LoadEngineFolders(const SSystemInitParams& initParams);
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bool InitStreamEngine();
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bool Init3DEngine(const SSystemInitParams& initParams);
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@@ -792,7 +786,7 @@ public:
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const CTimeValue& GetLastTickTime(void) const { return m_lastTickTime; }
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const ICVar* GetDedicatedMaxRate(void) const { return m_svDedicatedMaxRate; }
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const char* GetRenderingDriverName(void) const
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{
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if(m_rDriver)
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@@ -802,7 +796,7 @@ public:
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return nullptr;
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}
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std::shared_ptr<AZ::IO::FileIOBase> CreateLocalFileIO();
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// Gets the dimensions (in pixels) of the primary physical display.
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@@ -914,7 +908,6 @@ private: // ------------------------------------------------------
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// DLL names
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ICVar* m_sys_dll_response_system;
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ICVar* m_sys_game_folder;
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#if !defined(_RELEASE)
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ICVar* m_sys_resource_cache_folder;
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#endif
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@@ -950,7 +943,6 @@ private: // ------------------------------------------------------
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ICVar* m_rFullscreenWindow;
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ICVar* m_rFullscreenNativeRes;
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ICVar* m_rDriver;
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ICVar* m_cvGameName;
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ICVar* m_rDisplayInfo;
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ICVar* m_rOverscanBordersDrawDebugView;
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ICVar* m_sysNoUpdate;
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@@ -1040,8 +1032,6 @@ private: // ------------------------------------------------------
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uint64 m_nUpdateCounter;
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int sys_ProfileLevelLoading, sys_ProfileLevelLoadingDump;
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bool m_executedCommandLine = false;
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AZStd::unique_ptr<AzFramework::MissingAssetLogger> m_missingAssetLogger;
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@@ -1072,18 +1062,6 @@ public:
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void CloseLanguageAudioPak(const char* sLanguage);
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void UpdateMovieSystem(const int updateFlags, const float fFrameTime, const bool bPreUpdate);
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// level loading profiling
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virtual void OutputLoadingTimeStats();
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virtual struct SLoadingTimeContainer* StartLoadingSectionProfiling(CLoadingTimeProfiler* pProfiler, const char* szFuncName);
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virtual void EndLoadingSectionProfiling(CLoadingTimeProfiler* pProfiler);
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virtual const char* GetLoadingProfilerCallstack();
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//////////////////////////////////////////////////////////////////////////
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virtual CBootProfilerRecord* StartBootSectionProfiler(const char* name, const char* args);
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virtual void StopBootSectionProfiler(CBootProfilerRecord* record);
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virtual void StartBootProfilerSessionFrames(const char* pName);
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virtual void StopBootProfilerSessionFrames();
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//////////////////////////////////////////////////////////////////////////
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// CryAssert and error related.
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virtual bool RegisterErrorObserver(IErrorObserver* errorObserver);
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@@ -1139,17 +1117,9 @@ protected: // -------------------------------------------------------------
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ITextModeConsole* m_pTextModeConsole;
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INotificationNetwork* m_pNotificationNetwork;
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string m_binariesDir;
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string m_currentLanguageAudio;
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string m_assetPlatform; // ("es3" / "pc" / etc) describes the KIND of assets we load and controls where they're loaded from
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string m_systemConfigName; // computed from system_(hardwareplatform)_(assetsPlatform) - eg, system_android_es3.cfg or system_android_opengl.cfg or system_windows_pc.cfg
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// the following variables capture what was set up in the systeminitparams after/during InitFileSystem
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// They are not actually to be used except to establish aliases like @user@
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string m_userRootDir;
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string m_cacheDir;
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string m_logsDir;
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std::vector< std::pair<CTimeValue, float> > m_updateTimes;
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CMemoryFragmentationProfiler m_MemoryFragmentationProfiler;
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