Integrating latest from github/staging
Integrating up through commit 5e1bdae
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@@ -51,8 +51,7 @@ namespace AssetProcessor
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namespace AssetUtilities
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{
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inline constexpr char GameFolderOverrideParameter[] = "gamefolder";
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inline constexpr char ProjectPathOverrideParameter[] = "project-path";
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//! Set precision fingerprint timestamps will be truncated to avoid mismatches across systems/packaging with different file timestamp precisions
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//! Timestamps default to milliseconds. A value of 1 will keep the default millisecond precision. A value of 1000 will reduce the precision to seconds
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@@ -79,10 +78,10 @@ namespace AssetUtilities
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//! makes the file writable
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//! return true if operation is successful, otherwise return false
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bool MakeFileWritable(QString filename);
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bool MakeFileWritable(const QString& filename);
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//! Check to see if we can Lock the file
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bool CheckCanLock(QString filename);
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bool CheckCanLock(const QString& filename);
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//! Updates the branch token in the bootstrap file
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bool UpdateBranchToken();
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@@ -98,11 +97,14 @@ namespace AssetUtilities
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bool ShouldUseFileHashing();
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//! Determine the name of the current game - for example, SamplesProject
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//! Can be overridden by passing in a non-empty gameNameOverride
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//! The override will persist if the GameName wasn't set previously or
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//! Determine the name of the current project - for example, SamplesProject
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//! Can be overridden by passing in a non-empty projectNameOverride
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//! The override will persist if the project name wasn't set previously or
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//! force=true is supplied
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QString ComputeGameName(QString gameNameOverride = QString(), bool force = false);
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QString ComputeProjectName(QString projectNameOverride = QString(), bool force = false);
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//! Determine the absolute path of the current project
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QString ComputeProjectPath();
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//! Reads the allowed list directly from the bootstrap file
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QString ReadAllowedlistFromSettingsRegistry(QString initialFolder = QString());
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@@ -111,13 +113,7 @@ namespace AssetUtilities
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QString ReadRemoteIpFromSettingsRegistry(QString initialFolder = QString());
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//! Writes the allowed list directly to the bootstrap file
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bool WriteAllowedlistToBootstrap(QStringList allowedList);
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//! Writes the remote ip directly to the bootstrap file
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bool WriteRemoteIpToBootstrap(QString remoteIp);
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//! Reads the game name directly from the bootstrap file
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QString ReadGameNameFromSettingsRegistry(QString initialFolder = QString());
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bool WriteAllowedlistToSettingsRegistry(const QStringList& allowedList);
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//! Reads the listening port from the bootstrap file
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//! By default the listening port is 45643
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@@ -143,13 +139,24 @@ namespace AssetUtilities
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QString ComputeJobDescription(const AssetProcessor::AssetRecognizer* recognizer);
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//! Compute the root of the cache for the current project.
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//! This is generally the "cache" folder, subfolder gamedir.
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//! This is generally the "<Project>/Cache" folder
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bool ComputeProjectCacheRoot(QDir& projectCacheRoot);
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//! Compute the folder that will be used for fence files.
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bool ComputeFenceDirectory(QDir& fenceDir);
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//! Converts all slashes to forward slashes, removes double slashes,
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//! Strips the first "asset platform" from the first path segment of a relative product path
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//! This is meant for removing the asset platform for paths such as "pc/MyAssetFolder/MyAsset.asset"
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//! Therefore the result here becomes "MyAssetFolder/MyAsset"
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//!
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//! Similarly invoking this function on relative path that begins with the "server" platform
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//! "server/AssetFolder/Server.asset2" -> "AssetFolder/Server.asset2"
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//! This function does not strip an asset platform from anywhere, but the first path segment
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//! Therefore invoking strip Asset on "MyProject/Cache/pc/MyAsset/MyAsset.asset"
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//! would return a copy of the relative path
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QString StripAssetPlatform(AZStd::string_view relativeProductPath);
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//! Converts all slashes to forward slashes, removes double slashes,
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//! replaces all indirections such as '.' or '..' as appropriate.
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//! On windows, the drive letter (if present) is converted to uppercase.
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//! Besides that, all case is preserved.
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