Integrating latest 47acbe8
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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"""
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import logging
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import os
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import psutil
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import subprocess
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import test_tools.shared.file_system as file_system
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from test_tools.shared.process_utils import kill_processes_named
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from test_tools import HOST_PLATFORM
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logger = logging.getLogger(__name__)
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def start_shader_compile_server(tools_dir, build_config, win_x64_compiler, clean=True):
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"""
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Starts the shader compile server for the given compiler version. Failure is currently not checked due to issues
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with detecting if the process is alive immediately after requesting it to be spun up.
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:param tools_dir: Tools directory inside of the dev root.
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:param build_config: Build configuration name (profile, debug, etc.).
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:param win_x64_compiler: Windows compiler version used to build the project.
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:param clean: Removes Cache, Error, Shaders, and Temp directories if set to True.
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"""
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shader_compile_server_dir = os.path.join(tools_dir, 'CrySCompileServer', 'x64', build_config)
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os.chdir(shader_compile_server_dir)
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shader_compile_server_exe = build_shader_compile_server_file_name(win_x64_compiler)
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# Only one shader compile server can run at a time, so kill the currently running process if any
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kill_processes_named(shader_compile_server_exe)
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if clean:
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clean_shader_compile_server_files(tools_dir, build_config)
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logger.info("Attempting to start shader compile server")
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# Running with basic user permissions since the shader compile server warns against running as admin
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subprocess.Popen(['RunAs', '/trustlevel:0x20000', shader_compile_server_exe])
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def start_mac_shader_compile_server(tools_dir, build_config, clean=True):
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"""
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Mac version of starting shader compiler given build configuration. Failure is currently not checked due to issues
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with detecting if the process is alive immediately after requesting it to be spun up.
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:param tools_dir: Tools directory inside of the dev root.
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:param build_config: Build configuration name (profile, debug, etc.).
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:param clean: Removes Cache, Error, Shaders, and Temp directories if set to True.
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:return: Returns the actual process.
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"""
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shader_compile_server_dir = os.path.join(tools_dir, 'CrySCompileServer', 'osx', build_config)
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os.chdir(shader_compile_server_dir)
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kill_processes_named('CrySCompileServer')
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if clean:
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clean_shader_compile_server_files(tools_dir, build_config)
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logger.info("Attempting to start shader compile server")
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subprocess.Popen('./CrySCompileServer', shell=True)
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def build_shader_compile_server_file_name(win_x64_compiler):
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"""
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Puts together the shader compile server file name based on the specified VC compiler version.
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:param win_x64_compiler: The VC compiler version specified in vsyyyy format, where yyyy is a year (ex: vs2017)
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:return: The shader compile server file name complete with extension.
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"""
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shader_compile_server_exe = 'CrySCompileServer'
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return '{}.exe'.format(shader_compile_server_exe)
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def clean_shader_compile_server_files(tools_dir, build_config):
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"""
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Removes the shader compile server generated Cache, Error, Shaders, and Temp directories.
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:param tools_dir: Tools directory inside of the dev root.
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:param build_config: Build configuration name (profile, debug, etc.).
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"""
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if HOST_PLATFORM == 'win_x64':
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shader_compile_server_dir = os.path.join(tools_dir, 'CrySCompileServer', 'x64', build_config)
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else:
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shader_compile_server_dir = os.path.join(tools_dir, 'CrySCompileServer', 'osx', build_config)
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os.chdir(shader_compile_server_dir)
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shader_compile_server_dirs = [os.path.join(shader_compile_server_dir, 'Cache'),
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os.path.join(shader_compile_server_dir, 'Error'),
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os.path.join(shader_compile_server_dir, 'Shaders'),
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os.path.join(shader_compile_server_dir, 'Temp')]
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if not file_system.delete(shader_compile_server_dirs, True, True):
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directories_still_present = []
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for directory in shader_compile_server_dirs:
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if os.path.exists(directory):
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directories_still_present.append(directory)
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raise RuntimeError("Failed to clean folders {} from directory {}".format(directories_still_present,
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shader_compile_server_dir))
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def stop_shader_compile_server():
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"""
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Finds any process with CrySCompileServer in its name and kills it.
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"""
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# This is necessary because the shader compile server is spawned from another process which
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# immediately terminates after spawning its child
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for process in psutil.process_iter():
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try:
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if 'CrySCompileServer' in process.name():
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success_code = process.kill()
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if success_code == 0:
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logger.error("Failed to terminate CrySCompileServer process")
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except psutil.NoSuchProcess:
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# Process was already killed but caught as a zombie process, so pass as normal.
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pass
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