Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache directory Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed the platform name from the bootstrap.game.*.setreg Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
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@@ -215,11 +215,6 @@ namespace AZ
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m_oldProjectPath = newProjectPath;
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// Merge the project.json file into settings registry under ProjectSettingsRootKey path.
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AZ::IO::FixedMaxPath projectMetadataFile{ AZ::SettingsRegistryMergeUtils::FindEngineRoot(m_registry) / newProjectPath };
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projectMetadataFile /= "project.json";
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m_registry.MergeSettingsFile(projectMetadataFile.Native(),
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AZ::SettingsRegistryInterface::Format::JsonMergePatch, AZ::SettingsRegistryMergeUtils::ProjectSettingsRootKey);
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// Update all the runtime file paths based on the new "project_path" value.
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddRuntimeFilePaths(m_registry);
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}
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@@ -634,12 +634,18 @@ namespace AZ::SettingsRegistryMergeUtils
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}
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// Project name - if it was set via merging project.json use that value, otherwise use the project path's folder name.
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auto projectNameKey =
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AZ::SettingsRegistryInterface::FixedValueString(AZ::SettingsRegistryMergeUtils::ProjectSettingsRootKey)
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constexpr auto projectNameKey =
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FixedValueString(AZ::SettingsRegistryMergeUtils::ProjectSettingsRootKey)
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+ "/project_name";
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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if (!registry.Get(projectName, projectNameKey))
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// Read the project name from the project.json file if it exists
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if (AZ::IO::FixedMaxPath projectJsonPath = normalizedProjectPath / "project.json";
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AZ::IO::SystemFile::Exists(projectJsonPath.c_str()))
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{
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registry.MergeSettingsFile(projectJsonPath.Native(),
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AZ::SettingsRegistryInterface::Format::JsonMergePatch, AZ::SettingsRegistryMergeUtils::ProjectSettingsRootKey);
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}
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if (FixedValueString projectName; !registry.Get(projectName, projectNameKey))
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{
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projectName = path.Filename().Native();
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registry.Set(projectNameKey, projectName);
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@@ -82,7 +82,7 @@ namespace AzGameFramework
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// Used the lowercase the platform name since the bootstrap.game.<config>.<platform>.setreg is being loaded
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// from the asset cache root where all the files are in lowercased from regardless of the filesystem case-sensitivity
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static constexpr char filename[] = "bootstrap.game." AZ_BUILD_CONFIGURATION_TYPE "." AZ_TRAIT_OS_PLATFORM_CODENAME_LOWER ".setreg";
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static constexpr char filename[] = "bootstrap.game." AZ_BUILD_CONFIGURATION_TYPE ".setreg";
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AZ::IO::FixedMaxPath cacheRootPath;
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if (registry.Get(cacheRootPath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
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@@ -259,6 +259,11 @@ namespace AssetProcessor
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scratchBuffer.reserve(512 * 1024); // Reserve 512kb to avoid repeatedly resizing the buffer;
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AZStd::fixed_vector<AZStd::string_view, AzFramework::MaxPlatformCodeNames> platformCodes;
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AzFramework::PlatformHelper::AppendPlatformCodeNames(platformCodes, request.m_platformInfo.m_identifier);
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AZ_Assert(platformCodes.size() <= 1, "A one-to-one mapping of asset type platform identifier"
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" to platform codename is required in the SettingsRegistryBuilder."
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" The bootstrap.game is now only produced per build configuration and doesn't take into account"
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" different platforms names");
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const AZStd::string& assetPlatformIdentifier = request.m_jobDescription.GetPlatformIdentifier();
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// Determines the suffix that will be used for the launcher based on processing server vs non-server assets
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const char* launcherType = assetPlatformIdentifier != AzFramework::PlatformHelper::GetPlatformName(AzFramework::PlatformId::SERVER)
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@@ -293,9 +298,10 @@ namespace AssetProcessor
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outputBuffer.Reserve(512 * 1024); // Reserve 512kb to avoid repeatedly resizing the buffer;
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SettingsExporter exporter(outputBuffer, excludes);
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for (AZStd::string_view platform : platformCodes)
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if (!platformCodes.empty())
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{
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AZ::u32 productSubID = static_cast<AZ::u32>(AZStd::hash<AZStd::string_view>{}(platform)); // Deliberately ignoring half the bits.
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AZStd::string_view platform = platformCodes.front();
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constexpr AZ::u32 productSubID = 0;
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for (size_t i = 0; i < AZStd::size(specializations); ++i)
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{
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const AZ::SettingsRegistryInterface::Specializations& specialization = specializations[i];
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@@ -337,7 +343,7 @@ namespace AssetProcessor
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// The purpose of this section is to copy the Gem's SourcePaths from the Global Settings Registry
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// the local SettingsRegistry. The reason this is needed is so that the call to
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// `MergeSettingsToRegistry_GemRegistries` below is able to locate each gem's "<gem-root>/Registry" folder
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// that will be merged into the bootstrap.game.<configuration>.<platform>.setreg file
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// that will be merged into the bootstrap.game.<configuration>.setreg file
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// This is used by the GameLauncher applications to read from a single merged .setreg file
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// containing the settings needed to run a game/simulation without have access to the source code base registry
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AZStd::vector<AzFramework::GemInfo> gemInfos;
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@@ -408,8 +414,6 @@ namespace AssetProcessor
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}
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outputPath += specialization.GetSpecialization(0); // Append configuration
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outputPath += '.';
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outputPath += platform;
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outputPath += ".setreg";
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AZ::IO::SystemFile file;
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+23
-2
@@ -150,22 +150,43 @@ foreach(project ${LY_PROJECTS})
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# Get project name
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o3de_read_json_key(project_name ${full_directory_path}/project.json "project_name")
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# The cmake tar command has a bit of a flaw
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# Any paths within the archive files it creates are relative to the current working directory.
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# That means with the setup of:
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# cwd = "<project-path>/Cache/pc"
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# project product assets = "<project-path>/Cache/pc/*"
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# cmake dependency registry files = "<project-path>/build/bin/Release/Registry/*"
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# Running the tar command would result in the assets being placed in the to layout
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# correctly, but the registry files
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# engine.pak/
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# ../...build/bin/Release/Registry/cmake_dependencies.*.setreg -> Not correct
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# project.json -> Correct
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# Generate pak for project in release installs
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cmake_path(RELATIVE_PATH CMAKE_RUNTIME_OUTPUT_DIRECTORY BASE_DIRECTORY ${CMAKE_BINARY_DIR} OUTPUT_VARIABLE install_base_runtime_output_directory)
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set(install_engine_pak_template [=[
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if("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
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set(install_output_folder "${CMAKE_INSTALL_PREFIX}/@install_base_runtime_output_directory@/@PAL_PLATFORM_NAME@/${CMAKE_INSTALL_CONFIG_NAME}/@LY_BUILD_PERMUTATION@")
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set(install_pak_output_folder "${install_output_folder}/Cache/@LY_ASSET_DEPLOY_ASSET_TYPE@")
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set(runtime_output_directory_RELEASE @CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE@)
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if(NOT DEFINED LY_ASSET_DEPLOY_ASSET_TYPE)
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set(LY_ASSET_DEPLOY_ASSET_TYPE @LY_ASSET_DEPLOY_ASSET_TYPE@)
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endif()
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message(STATUS "Generating ${install_pak_output_folder}/engine.pak from @full_directory_path@/Cache/${LY_ASSET_DEPLOY_ASSET_TYPE}")
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file(MAKE_DIRECTORY "${install_pak_output_folder}")
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cmake_path(SET cache_product_path "@full_directory_path@/Cache/${LY_ASSET_DEPLOY_ASSET_TYPE}")
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# Copy the generated cmake_dependencies.*.setreg files for loading gems in non-monolithic to the cache
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file(GLOB gem_source_paths_setreg "${runtime_output_directory_RELEASE}/Registry/*.setreg")
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# The MergeSettingsToRegistry_TargetBuildDependencyRegistry function looks for lowercase "registry"
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# So make sure the to copy it to a lowercase path, so that it works on non-case sensitive filesystems
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file(MAKE_DIRECTORY "${cache_product_path}/registry")
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file(COPY ${gem_source_paths_setreg} DESTINATION "${cache_product_path}/registry")
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file(GLOB product_assets "${cache_product_path}/*")
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if(product_assets)
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list(APPEND pak_artifacts ${product_assets})
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if(pak_artifacts)
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execute_process(
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COMMAND ${CMAKE_COMMAND} -E tar "cf" "${install_pak_output_folder}/engine.pak" --format=zip -- ${product_assets}
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COMMAND ${CMAKE_COMMAND} -E tar "cf" "${install_pak_output_folder}/engine.pak" --format=zip -- ${pak_artifacts}
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WORKING_DIRECTORY "${cache_product_path}"
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RESULT_VARIABLE archive_creation_result
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)
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