Removes unused files from AsetProcessor
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
@@ -11,6 +11,7 @@
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzToolsFramework/Component/EditorComponentAPIComponent.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <AzToolsFramework/Entity/EditorEntityContextComponent.h>
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#include <AzToolsFramework/Entity/EditorEntityModelComponent.h>
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#include <AzToolsFramework/Entity/EditorEntitySearchComponent.h>
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@@ -1,67 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#ifndef ASSETBUILDERUTILEBUSHELPER_H
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#define ASSETBUILDERUTILEBUSHELPER_H
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#include <AzCore/EBus/EBus.h>
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#include <AzCore/std/parallel/mutex.h>
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#include <AzCore/std/string/string.h>
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#include <AzCore/Component/Component.h>
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#include <AzCore/Math/Uuid.h>
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namespace AssetBuilderSDK
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{
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//!This EBUS is used to send commands from the assetprocessor to the builder
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class AssetBuilderCommandBusTraits
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: public AZ::EBusTraits
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{
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public:
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::ById;
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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typedef AZ::Uuid BusIdType;
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typedef AZStd::recursive_mutex MutexType;
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virtual ~AssetBuilderCommandBusTraits() {}
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//Shutdown the builder.
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virtual void ShutDown() {}
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};
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typedef AZ::EBus<AssetBuilderCommandBusTraits> AssetBuilderCommandBus;
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//!Information that builders will send to the assetprocessor
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struct AssetBuilderDesc
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{
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AZStd::string m_name;//builder name
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AZStd::string m_regex;//builder regex
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AZ::Uuid m_busId;// builder id
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};
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//!This EBUS is used to send information from the builder to the AssetProcessor
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class AssetBuilderBusTraits
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: public AZ::EBusTraits
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{
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public:
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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typedef AZStd::recursive_mutex MutexType;
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virtual ~AssetBuilderBusTraits() {}
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//Use this function to send AssetBuilderDesc info to the assetprocessor
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virtual void RegisterBuilderInformation(AssetBuilderDesc builderDesc) {}
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//Use this function to register all the component descriptors
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virtual void RegisterComponentDescriptor(AZ::ComponentDescriptor* descriptor) {}
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};
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typedef AZ::EBus<AssetBuilderBusTraits> AssetBuilderBus;
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}
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#endif //ASSETBUILDERUTILEBUSHELPER_H
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@@ -10,5 +10,4 @@ set(FILES
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native/FileWatcher/FileWatcher_platform.h
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native/FileWatcher/FileWatcher_windows.cpp
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native/FileWatcher/FileWatcher_windows.h
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native/resource.h
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)
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@@ -1,26 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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//{{NO_DEPENDENCIES}}
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// Microsoft Visual C++ generated include file.
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// Used by Editor.rc
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//
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#define IDI_ICON1 2
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#define IDC_STATIC -1
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// Next default values for new objects
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//
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#ifdef APSTUDIO_INVOKED
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NO_MFC 1
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#define _APS_NEXT_RESOURCE_VALUE 3
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#define _APS_NEXT_COMMAND_VALUE 32769
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#define _APS_NEXT_CONTROL_VALUE 1000
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#define _APS_NEXT_SYMED_VALUE 110
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#endif
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#endif
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@@ -25,7 +25,6 @@ set(FILES
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native/tests/resourcecompiler/RCControllerTest.cpp
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native/tests/resourcecompiler/RCControllerTest.h
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native/tests/resourcecompiler/RCJobTest.cpp
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native/tests/resourcecompiler/RCJobTest.h
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native/tests/assetBuilderSDK/assetBuilderSDKTest.h
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native/tests/assetBuilderSDK/assetBuilderSDKTest.cpp
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native/tests/assetBuilderSDK/SerializationDependenciesTests.cpp
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@@ -1,134 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#ifndef ASSETPROCESSOR_ASSETDATA_H
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#define ASSETPROCESSOR_ASSETDATA_H
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#include <QMetaType>
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#include <QString>
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#include <QSet>
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#include <AzCore/Math/Uuid.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzToolsFramework/AssetDatabase/AssetDatabaseConnection.h>
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namespace AssetProcessor
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{
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using namespace AzToolsFramework::AssetDatabase;
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//Check the extension of all the products
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//return true if any one of the product extension matches the input extension, else return false
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bool CheckProductsExtension( const ProductDatabseEntryContainer& products, const char* ext );
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//! this is the interface which we use to speak to the legacy database tables.
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// its known as the legacy database interface because the forthcoming tables will completely replace these
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// but this layer exits for compatibility with the previous version and allows us to upgrade in place.
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class AssetDatabaseInterface
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{
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public:
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AssetDatabaseInterface()
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{
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qRegisterMetaType<SourceDatabaseEntry>( "SourceEntry" );
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qRegisterMetaType<ProductDatabaseEntry>( "ProductEntry" );
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qRegisterMetaType<SourceDatabaseEntryContainer>( "SourceEntryContainer" );
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qRegisterMetaType<ProductDatabseEntryContainer>( "ProductEntryContainer" );
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}
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virtual ~AssetDatabaseInterface()
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{
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}
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//! Returns true if the database or file exists already
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virtual bool DataExists() = 0;
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//! Actually connects to the database, loads it, or creates empty database depending on above.
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virtual void LoadData() = 0;
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//! Use with care. Resets all data! This causes an immediate commit and save!
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virtual void ClearData() = 0;
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//! Retrieve the scan folders
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virtual void GetScanFolders(QStringList& scanFolderList) = 0;
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//! Retrieves a specific scan folder by id, return false if not found
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virtual bool GetScanFolder(AZ::s64 scanFolderID, QString& scanFolder) = 0;
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//! Adds a scan folder
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virtual AZ::s64 AddScanFolder(QString scanFolder) = 0;
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// ! remove a scanfolder
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virtual void RemoveScanFolder(AZ::s64 scanFolderID) = 0;
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virtual void RemoveScanFolder(QString scanFolder) = 0;
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//! query the scanFolder ID for a given folder, return false if not found
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virtual bool GetScanFolderID(QString scanfolder, AZ::s64& scanFolderID) = 0;
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//! query the sourceID of a source
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virtual bool GetSourceID(QString sourceName, QString jobDescription, AZ::s64& sourceID) = 0;
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//! Retrieve the fingerprint for a given source name on a given platform for a particular jobDescription
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//! This could return zero if its never seen this file before.
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virtual bool GetFingerprintForSource(QString sourceName, QString jobDescription, AZ::u32& fingerprint) = 0;
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//! Set the fingerprint for the given source name, platform and jobDescription to the value provided
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//! If updating a existing fingerprint you do not have to supply guid or scanfolderid
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virtual void SetSource(QString sourceName, QString jobDescription, AZ::u32 fingerprint, AZ::Uuid guid = AZ::Uuid::CreateNull(), AZ::s64 scanFolderID = 0) = 0;
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//! Removing a fingerprint will destroy its entry in the database
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//! and any entries that refer to it (products, etc). if you want to merely set it dirty
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//! Then instead call SetSource to zero
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virtual void RemoveSource(QString sourceName, QString jobDescription) = 0;
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virtual void RemoveSource(AZ::s64 sourceID) = 0;
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//! Given a source name, jobDescription, and platform return the list of products by the last compile of that file
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//! returns false if it doesn't know about source or if the source did not emitted any products.
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virtual bool GetProductsForSource(QString sourceName, QString jobDescription, ProductDatabseEntryContainer& products, QString platform = QString()) = 0;
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//! Given a source name and platform return the list of all jobDescriptions associated with them from the last compile of that file
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//! returns false if it doesn't know about any job description for that source and platform.
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virtual bool GetJobDescriptionsForSource(QString sourceName, QStringList& jobDescription) = 0;
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//! Given an product file name, compute source file name
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//! False is returned if its never heard of that product.
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virtual bool GetSourceFromProductName(QString productName, SourceDatabaseEntry& source) = 0;
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//! For a given source, set the list of products for that source.
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//! Removes any data that's present and overwrites it with the new list
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//! Note that an empty list is acceptable data, it means the source emitted no products
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virtual void SetProductsForSource(QString sourceName, QString jobDescription, const ProductDatabseEntryContainer& productList = ProductDatabseEntryContainer(), QString platform = QString()) = 0;
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//! Clear the products for a given source. This removes the entry entirely, not just sets it to empty.
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virtual void RemoveProducts(QString sourceName, QString jobDescription, QString platform = QString()) = 0;
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virtual void RemoveProduct(AZ::s64 productID) = 0;
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//! GetMatchingProductFiles - checks the database for all products that begin with the given match check
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//! Note that the input string is expected to not include the cache folder
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//! so it probably starts with platform name.
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virtual void GetMatchingProducts(QString matchCheck, ProductDatabseEntryContainer& products, QString platform = QString()) = 0;
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//! GetMatchingSourceFiles - checks the database for all source files that begin with the given match check
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//! note that the input string is expected to be the relative path name
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//! and the output is the relative name (so to convert it to a full path, you will need to call the appropriate function)
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virtual void GetMatchingSources(QString matchCheck, SourceDatabaseEntryContainer& sources) = 0;
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//! Get a giant list of ALL known source files in the database.
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virtual void GetSources(SourceDatabaseEntryContainer& sources) = 0;
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//! Get a giant list of ALL known products in the database.
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virtual void GetProducts(ProductDatabseEntryContainer& products, QString platform = QString()) = 0;
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//! finds all elements in the database that ends with the given input. (Used to look things up by extensions, in general)
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virtual void GetSourcesByExtension(QString extension, SourceDatabaseEntryContainer& sources) = 0;
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//! SetJobLogForSource updates the Job Log table to record the status of a particular job.
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//! It also sets all prior jobs that match that job exactly to not be the "latest one" but keeps them in the database.
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virtual void SetJobLogForSource(AZ::s64 jobId, const AZStd::string& sourceName, const AZStd::string& platform, const AZ::Uuid& builderUuid, const AZStd::string& jobKey, AzToolsFramework::AssetProcessor::JobStatus status) = 0;
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};
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} // namespace AssetProcessor
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#endif // ASSETPROCESSOR_ASSETDATA_H
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@@ -1,16 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "AssetData.h"
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#include <QHash>
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#include <QFileInfo>
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namespace AssetProcessor
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{
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}
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@@ -6,8 +6,6 @@
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*
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*/
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#include "RCJobTest.h"
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#include <native/tests/AssetProcessorTest.h>
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#include <native/resourcecompiler/rcjob.h>
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@@ -1,13 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzTest/AzTest.h>
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