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>
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+14
-25
@@ -120,10 +120,7 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
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warning_count += _warn(f"'system_{platform_name_lower}_{asset_type}.cfg' is missing from {str(layout_path)}")
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system_config_values = None
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else:
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system_config_values = common.get_config_file_values(str(platform_system_cfg_file), ['r_ShadersRemoteCompiler',
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'r_ShadersAllowCompilation',
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'r_AssetProcessorShaderCompiler',
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'r_ShaderCompilerServer'])
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system_config_values = common.get_config_file_values(str(platform_system_cfg_file), [])
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if bootstrap_values:
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@@ -146,24 +143,23 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
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elif system_config_values is not None:
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shaders_remote_compiler = system_config_values.get('r_ShadersRemoteCompiler') or '0'
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shaders_remote_compiler = '0'
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asset_processor_shader_compiler = system_config_values.get('r_AssetProcessorShaderCompiler') or '0'
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shader_compiler_server = system_config_values.get('r_ShaderCompilerServer') or LOCAL_HOST
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shader_compiler_server = LOCAL_HOST
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shaders_allow_compilation = system_config_values.get('r_ShadersAllowCompilation')
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def _validate_remote_shader_settings():
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if shader_compiler_server == LOCAL_HOST:
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if asset_processor_shader_compiler != '1':
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return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
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f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
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f"r_AssetProcessorShaderCompiler must be set to 1.")
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if asset_processor_shader_compiler != '1':
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return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
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f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
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f"r_AssetProcessorShaderCompiler must be set to 1.")
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else:
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if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
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return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
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f" shader compiler server through the remote connection to the Asset Processor.")
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else:
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if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
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return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
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f" shader compiler server through the remote connection to the Asset Processor.")
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return 0
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# Validation steps based on the asset mode
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@@ -181,16 +177,9 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
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warning_count += _warn("No pak files found for PAK mode deployment")
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# Check if the shader paks are set
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if has_shader_pak:
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# If the shader paks are set, make sure that the remote shader compiler connection settings are set
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# or that it is going through AP
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if shaders_remote_compiler == '1':
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warning_count += _warn(f"Shader paks are set for project {project_name} but remote shader compiling "
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f"(r_ShadersRemoteCompiler) is still enabled "
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f"for it in system_{platform_name_lower}_{asset_type}.cfg.")
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else:
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# Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
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# connect to Asset Processor remotely
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warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
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# Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
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# connect to Asset Processor remotely
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warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
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if shaders_allow_compilation is not None and shaders_allow_compilation == '1':
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warning_count += _warn(f"Shader paks are set for project {project_name} but shader compiling "
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