Remove many unused variables and unused setting files (#4607)

* Remove many unused variables and unused setting files

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove a few more dead config vars

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* fix android test_ConfigureSettings_DefaultValues_SetsValues

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
This commit is contained in:
Artur K
2021-10-13 00:06:15 +02:00
committed by GitHub
parent f34811c373
commit 80db67e90a
71 changed files with 21 additions and 2800 deletions
+14 -25
View File
@@ -120,10 +120,7 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
warning_count += _warn(f"'system_{platform_name_lower}_{asset_type}.cfg' is missing from {str(layout_path)}")
system_config_values = None
else:
system_config_values = common.get_config_file_values(str(platform_system_cfg_file), ['r_ShadersRemoteCompiler',
'r_ShadersAllowCompilation',
'r_AssetProcessorShaderCompiler',
'r_ShaderCompilerServer'])
system_config_values = common.get_config_file_values(str(platform_system_cfg_file), [])
if bootstrap_values:
@@ -146,24 +143,23 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
elif system_config_values is not None:
shaders_remote_compiler = system_config_values.get('r_ShadersRemoteCompiler') or '0'
shaders_remote_compiler = '0'
asset_processor_shader_compiler = system_config_values.get('r_AssetProcessorShaderCompiler') or '0'
shader_compiler_server = system_config_values.get('r_ShaderCompilerServer') or LOCAL_HOST
shader_compiler_server = LOCAL_HOST
shaders_allow_compilation = system_config_values.get('r_ShadersAllowCompilation')
def _validate_remote_shader_settings():
if shader_compiler_server == LOCAL_HOST:
if asset_processor_shader_compiler != '1':
return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
f"r_AssetProcessorShaderCompiler must be set to 1.")
if asset_processor_shader_compiler != '1':
return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
f"r_AssetProcessorShaderCompiler must be set to 1.")
else:
if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
f" shader compiler server through the remote connection to the Asset Processor.")
else:
if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
f" shader compiler server through the remote connection to the Asset Processor.")
return 0
# Validation steps based on the asset mode
@@ -181,16 +177,9 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
warning_count += _warn("No pak files found for PAK mode deployment")
# Check if the shader paks are set
if has_shader_pak:
# If the shader paks are set, make sure that the remote shader compiler connection settings are set
# or that it is going through AP
if shaders_remote_compiler == '1':
warning_count += _warn(f"Shader paks are set for project {project_name} but remote shader compiling "
f"(r_ShadersRemoteCompiler) is still enabled "
f"for it in system_{platform_name_lower}_{asset_type}.cfg.")
else:
# Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
# connect to Asset Processor remotely
warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
# Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
# connect to Asset Processor remotely
warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
if shaders_allow_compilation is not None and shaders_allow_compilation == '1':
warning_count += _warn(f"Shader paks are set for project {project_name} but shader compiling "