GetCriticalAssetFilters()
Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
@@ -51,7 +51,7 @@ AZ_POP_DISABLE_WARNING
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namespace MaterialEditor
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{
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//! This function returns the build system target name of "MaterialEditor
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AZStd::string MaterialEditorApplication::GetBuildTargetName()
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AZStd::string MaterialEditorApplication::GetBuildTargetName() const
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{
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#if !defined (LY_CMAKE_TARGET)
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#error "LY_CMAKE_TARGET must be defined in order to add this source file to a CMake executable target"
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@@ -117,36 +117,11 @@ namespace MaterialEditor
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Base::Destroy();
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}
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void MaterialEditorApplication::AssetSystemAvailable()
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AZStd::vector<AZStd::string> MaterialEditorApplication::GetCriticalAssetFilters() const
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{
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bool connectedToAssetProcessor = false;
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// When the AssetProcessor is already launched it should take less than a second to perform a connection
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// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
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// and able to negotiate a connection when running a debug build
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// and to negotiate a connection
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AzFramework::AssetSystem::ConnectionSettings connectionSettings;
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AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
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connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
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connectionSettings.m_connectionIdentifier = GetBuildTargetName();
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connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
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{
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AZ_TracePrintf("Material Editor", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
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};
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AzFramework::AssetSystemRequestBus::BroadcastResult(connectedToAssetProcessor,
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&AzFramework::AssetSystemRequestBus::Events::EstablishAssetProcessorConnection, connectionSettings);
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if (connectedToAssetProcessor)
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{
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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const AZStd::vector<AZStd::string> assetFiltersArray = { "passes/", "config/", "MaterialEditor/" };
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CompileCriticalAssets(assetFiltersArray);
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}
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AzFramework::AssetSystemStatusBus::Handler::BusDisconnect();
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// List of common asset filters for things that need to be compiled to run the material editor
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// Some of these things will not be necessary once we have proper support for queued asset loading and reloading
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return AZStd::vector<AZStd::string>({ "passes/", "config/", "MaterialEditor" });
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}
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void MaterialEditorApplication::ProcessCommandLine(const AZ::CommandLine& commandLine)
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@@ -164,7 +139,7 @@ namespace MaterialEditor
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{
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const AZStd::string openDocumentPath = commandLine.GetMiscValue(openDocumentIndex);
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AZ_Printf("MaterialEditor", "Opening document: %s", openDocumentPath.c_str());
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AZ_Printf(GetBuildTargetName().c_str(), "Opening document: %s", openDocumentPath.c_str());
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MaterialDocumentSystemRequestBus::Broadcast(&MaterialDocumentSystemRequestBus::Events::OpenDocument, openDocumentPath);
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}
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