Integrating latest from github/staging
Integrating up through commit 5e1bdae
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@@ -44,7 +44,6 @@
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#include <CryCommon/IDeferredCollisionEvent.h>
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#include <CryCommon/ITimeOfDay.h>
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#include <CryCommon/LyShine/ILyShine.h>
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#include <CryCommon/ParseEngineConfig.h>
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#include <CryCommon/MainThreadRenderRequestBus.h>
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// Editor
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@@ -415,24 +414,7 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
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(PFNCREATESYSTEMINTERFACE)CryGetProcAddress(m_hSystemHandle, "CreateSystemInterface");
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// Locate the root path
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const char* calcRootPath = nullptr;
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EBUS_EVENT_RESULT(calcRootPath, AZ::ComponentApplicationBus, GetAppRoot);
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if (calcRootPath == nullptr)
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{
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// If the app root isnt available, default to the engine root
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EBUS_EVENT_RESULT(calcRootPath, AzToolsFramework::ToolsApplicationRequestBus, GetEngineRootPath);
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}
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const char* searchPath[] = { calcRootPath };
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CEngineConfig engineConfig(searchPath,AZ_ARRAY_SIZE(searchPath)); // read the engine config also to see what game is running, and what folder(s) there are.
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SSystemInitParams sip;
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engineConfig.CopyToStartupParams(sip);
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sip.connectToRemote = true; // editor always connects
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sip.waitForConnection = true; // editor REQUIRES connect.
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const char localIP[10] = "127.0.0.1";
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azstrncpy(sip.remoteIP, AZ_ARRAY_SIZE(sip.remoteIP), localIP, AZ_ARRAY_SIZE(localIP)); // editor ONLY connects to the local asset processor
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sip.bEditor = true;
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sip.bDedicatedServer = false;
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@@ -457,15 +439,6 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
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sip.pUserCallback = m_pSystemUserCallback;
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sip.pValidator = GetIEditor()->GetErrorReport(); // Assign validator from Editor.
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// Calculate the branch token first based on the app root path if possible
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if (calcRootPath!=nullptr)
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{
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AZStd::string appRoot(calcRootPath);
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AZStd::string branchToken;
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AzFramework::StringFunc::AssetPath::CalculateBranchToken(appRoot, branchToken);
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azstrncpy(sip.branchToken, AZ_ARRAY_SIZE(sip.branchToken), branchToken.c_str(), branchToken.length());
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}
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if (sInCmdLine)
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{
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azstrncpy(sip.szSystemCmdLine, AZ_COMMAND_LINE_LEN, sInCmdLine, AZ_COMMAND_LINE_LEN);
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@@ -484,7 +457,7 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
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{
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sip.bSkipFont = true;
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}
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AssetProcessConnectionStatus apConnectionStatus;
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AssetProcessConnectionStatus apConnectionStatus;
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m_pISystem = pfnCreateSystemInterface(sip);
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@@ -512,33 +485,16 @@ AZ::Outcome<void, AZStd::string> CGameEngine::Init(
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if (apConnectionStatus.CheckConnectionFailed())
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{
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AzFramework::AssetSystem::ConnectionSettings connectionSettings;
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AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
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auto errorMessage = AZStd::string::format("Unable to connect to the local Asset Processor.\n\n"
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"The Asset Processor is either not running locally or not accepting connections on port %d. "
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"The Asset Processor is either not running locally or not accepting connections on port %hu. "
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"Check your remote_port settings in bootstrap.cfg or view the Asset Processor's \"Logs\" tab "
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"for any errors.", sip.remotePort);
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"for any errors.", connectionSettings.m_assetProcessorPort);
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gEnv = nullptr;
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return AZ::Failure(errorMessage);
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}
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// because we're the editor here, we also give tool aliases to the original, unaltered roots:
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string devAssetsFolder = engineConfig.m_rootFolder + "/" + engineConfig.m_gameFolder;
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if (gEnv && gEnv->pFileIO)
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{
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const char* engineRoot = nullptr;
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AzToolsFramework::ToolsApplicationRequestBus::BroadcastResult(engineRoot, &AzToolsFramework::ToolsApplicationRequests::GetEngineRootPath);
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if (engineRoot != nullptr)
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{
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gEnv->pFileIO->SetAlias("@engroot@", engineRoot);
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}
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else
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{
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gEnv->pFileIO->SetAlias("@engroot@", engineConfig.m_rootFolder.c_str());
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}
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gEnv->pFileIO->SetAlias("@devroot@", engineConfig.m_rootFolder.c_str());
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gEnv->pFileIO->SetAlias("@devassets@", devAssetsFolder.c_str());
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}
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SetEditorCoreEnvironment(gEnv);
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if (gEnv
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