GetCriticalAssetFilters()

Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
Dayo Lawal
2021-07-27 02:06:33 -05:00
parent 4baea40a75
commit 4b97a416a3
6 changed files with 62 additions and 83 deletions
@@ -62,6 +62,11 @@ namespace AtomToolsFramework
void Destroy() override;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// AzFramework::AssetSystemStatusBus::Handler overrides...
void AssetSystemAvailable() override;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// AZ::ComponentApplication overrides...
void QueryApplicationType(AZ::ApplicationTypeQuery& appType) const override;
@@ -79,7 +84,8 @@ namespace AtomToolsFramework
void OnExceptionMessage(AZStd::string_view message) override;
////////////////////////////////////////////////////////////////////////
virtual AZStd::string GetBuildTargetName();
virtual AZStd::string GetBuildTargetName() const;
virtual AZStd::vector<AZStd::string> GetCriticalAssetFilters() const;
virtual void LoadSettings();
virtual void UnloadSettings();
@@ -39,7 +39,7 @@ AZ_POP_DISABLE_WARNING
namespace AtomToolsFramework
{
AZStd::string AtomToolsApplication::GetBuildTargetName()
AZStd::string AtomToolsApplication::GetBuildTargetName() const
{
return AZStd::string("AtomTools");
}
@@ -69,7 +69,7 @@ namespace AtomToolsFramework
void AtomToolsApplication::Reflect(AZ::ReflectContext* context)
{
Application::Reflect(context);
Base::Reflect(context);
AzToolsFramework::AssetBrowser::AssetBrowserEntry::Reflect(context);
AzToolsFramework::AssetBrowser::RootAssetBrowserEntry::Reflect(context);
@@ -82,13 +82,12 @@ namespace AtomToolsFramework
if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
AZStd::string fileName = GetBuildTargetName() + ".general";
// this will put these methods into the 'azlmbr.AtomTools.general' module
auto addGeneral = [fileName](AZ::BehaviorContext::GlobalMethodBuilder methodBuilder)
auto addGeneral = [](AZ::BehaviorContext::GlobalMethodBuilder methodBuilder)
{
methodBuilder->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation)
->Attribute(AZ::Script::Attributes::Category, "Editor")
->Attribute(AZ::Script::Attributes::Module, fileName);
->Attribute(AZ::Script::Attributes::Module, "AtomTools");
};
// The reflection here is based on patterns in CryEditPythonHandler::Reflect
addGeneral(behaviorContext->Method(
@@ -150,6 +149,42 @@ namespace AtomToolsFramework
Base::Destroy();
}
AZStd::vector<AZStd::string> AtomToolsApplication::GetCriticalAssetFilters() const
{
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
return AZStd::vector<AZStd::string>({ "passes/", "config/" });
}
void AtomToolsApplication::AssetSystemAvailable()
{
bool connectedToAssetProcessor = false;
// When the AssetProcessor is already launched it should take less than a second to perform a connection
// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
// and able to negotiate a connection when running a debug build
// and to negotiate a connection
AzFramework::AssetSystem::ConnectionSettings connectionSettings;
AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
connectionSettings.m_connectionDirection =
AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
connectionSettings.m_connectionIdentifier = GetBuildTargetName();
connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
{
AZ_TracePrintf("Atom Tools", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
};
AzFramework::AssetSystemRequestBus::BroadcastResult(
connectedToAssetProcessor, &AzFramework::AssetSystemRequestBus::Events::EstablishAssetProcessorConnection, connectionSettings);
if (connectedToAssetProcessor)
{
CompileCriticalAssets(GetCriticalAssetFilters());
}
AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
}
void AtomToolsApplication::CompileCriticalAssets(const AZStd::vector<AZStd::string> &assetFiltersArray)
{
AZ_TracePrintf(GetBuildTargetName().c_str(), "Compiling critical assets.\n");
@@ -51,7 +51,7 @@ AZ_POP_DISABLE_WARNING
namespace MaterialEditor
{
//! This function returns the build system target name of "MaterialEditor
AZStd::string MaterialEditorApplication::GetBuildTargetName()
AZStd::string MaterialEditorApplication::GetBuildTargetName() const
{
#if !defined (LY_CMAKE_TARGET)
#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
@@ -117,36 +117,11 @@ namespace MaterialEditor
Base::Destroy();
}
void MaterialEditorApplication::AssetSystemAvailable()
AZStd::vector<AZStd::string> MaterialEditorApplication::GetCriticalAssetFilters() const
{
bool connectedToAssetProcessor = false;
// When the AssetProcessor is already launched it should take less than a second to perform a connection
// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
// and able to negotiate a connection when running a debug build
// and to negotiate a connection
AzFramework::AssetSystem::ConnectionSettings connectionSettings;
AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
connectionSettings.m_connectionIdentifier = GetBuildTargetName();
connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
{
AZ_TracePrintf("Material Editor", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
};
AzFramework::AssetSystemRequestBus::BroadcastResult(connectedToAssetProcessor,
&AzFramework::AssetSystemRequestBus::Events::EstablishAssetProcessorConnection, connectionSettings);
if (connectedToAssetProcessor)
{
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/", "MaterialEditor/" };
CompileCriticalAssets(assetFiltersArray);
}
AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
return AZStd::vector<AZStd::string>({ "passes/", "config/", "MaterialEditor" });
}
void MaterialEditorApplication::ProcessCommandLine(const AZ::CommandLine& commandLine)
@@ -164,7 +139,7 @@ namespace MaterialEditor
{
const AZStd::string openDocumentPath = commandLine.GetMiscValue(openDocumentIndex);
AZ_Printf("MaterialEditor", "Opening document: %s", openDocumentPath.c_str());
AZ_Printf(GetBuildTargetName().c_str(), "Opening document: %s", openDocumentPath.c_str());
MaterialDocumentSystemRequestBus::Broadcast(&MaterialDocumentSystemRequestBus::Events::OpenDocument, openDocumentPath);
}
@@ -46,13 +46,9 @@ namespace MaterialEditor
void Destroy() override;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// AzFramework::AssetSystemStatusBus::Handler overrides...
void AssetSystemAvailable() override;
//////////////////////////////////////////////////////////////////////////
void ProcessCommandLine(const AZ::CommandLine& commandLine) override;
void StartInternal() override;
AZStd::string GetBuildTargetName() override;
AZStd::string GetBuildTargetName() const override;
AZStd::vector<AZStd::string> GetCriticalAssetFilters() const override;
};
} // namespace MaterialEditor
@@ -47,7 +47,7 @@ AZ_POP_DISABLE_WARNING
namespace ShaderManagementConsole
{
AZStd::string ShaderManagementConsoleApplication::GetBuildTargetName()
AZStd::string ShaderManagementConsoleApplication::GetBuildTargetName() const
{
#if !defined (LY_CMAKE_TARGET)
#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
@@ -100,40 +100,11 @@ namespace ShaderManagementConsole
Base::Destroy();
}
void ShaderManagementConsoleApplication::AssetSystemAvailable()
AZStd::vector<AZStd::string> ShaderManagementConsoleApplication::GetCriticalAssetFilters() const
{
// Try connect to AP first before try to launch it manually.
bool connected = false;
auto ConnectToAssetProcessorWithIdentifier = [&connected](AzFramework::AssetSystem::AssetSystemRequests* assetSystemRequests)
{
// When the AssetProcessor is already launched it should take less than a second to perform a connection
// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
// and able to negotiate a connection when running a debug build
// and to negotiate a connection
AzFramework::AssetSystem::ConnectionSettings connectionSettings;
AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
connectionSettings.m_connectionIdentifier = "Shader Management Console";
connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
{
AZ_TracePrintf("Shader Management Console", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
};
connected = assetSystemRequests->EstablishAssetProcessorConnection(connectionSettings);
};
AzFramework::AssetSystemRequestBus::Broadcast(ConnectToAssetProcessorWithIdentifier);
if (connected)
{
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/" };
CompileCriticalAssets(assetFiltersArray);
}
AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
// List of common asset filters for things that need to be compiled to run the material editor
// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
return AZStd::vector<AZStd::string>({ "passes/", "config/" });
}
void ShaderManagementConsoleApplication::ProcessCommandLine()
@@ -43,13 +43,9 @@ namespace ShaderManagementConsole
void Destroy() override;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// AzFramework::AssetSystemStatusBus::Handler overrides...
void AssetSystemAvailable() override;
//////////////////////////////////////////////////////////////////////////
void ProcessCommandLine();
void StartInternal() override;
AZStd::string GetBuildTargetName() override;
AZStd::string GetBuildTargetName() const override;
AZStd::vector<AZStd::string> GetCriticalAssetFilters() const override;
};
} // namespace ShaderManagementConsole