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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@@ -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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