Merge branch 'main' into ly-as-sdk/LYN-2948
# Conflicts: # CMakeLists.txt # Code/Tools/ProjectManager/Source/GemCatalog/GemInfo.h # Gems/AtomLyIntegration/AtomViewportDisplayInfo/gem.json # cmake/LYWrappers.cmake # cmake/SettingsRegistry.cmake # scripts/o3de/tests/unit_test_current_project.py
This commit is contained in:
@@ -99,7 +99,7 @@
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"CMAKE_NATIVE_BUILD_ARGS": "/m /nologo",
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"ASSET_PROCESSOR_BINARY": "bin\\profile\\AssetProcessorBatch.exe",
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"ASSET_PROCESSOR_OPTIONS": "/zeroAnalysisMode --regset=\"/Amazon/AssetProcessor/Settings/Exclude Android/pattern=.*/DiffuseGlobalIllumination/.*precompiledshader\"",
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"ASSET_PROCESSOR_PLATFORMS":"es3"
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"ASSET_PROCESSOR_PLATFORMS":"android"
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}
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},
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"release": {
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@@ -83,7 +83,7 @@
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"CMAKE_OPTIONS": "-G 'Ninja Multi-Config' -DCMAKE_C_COMPILER=clang-6.0 -DCMAKE_CXX_COMPILER=clang++-6.0 -DLY_UNITY_BUILD=TRUE -DLY_PARALLEL_LINK_JOBS=4",
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"CMAKE_LY_PROJECTS": "AutomatedTesting",
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"CMAKE_TARGET": "all",
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"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSClientAuth.Tests|Gem::AWSCore.Editor.Tests) -L FRAMEWORK_googletest"
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"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSClientAuth.Tests|Gem::AWSCore.Editor.Tests) -LE SUITE_sandbox -L FRAMEWORK_googletest"
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}
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},
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"test_profile_nounity": {
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@@ -95,7 +95,7 @@
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"CMAKE_OPTIONS": "-G 'Ninja Multi-Config' -DCMAKE_C_COMPILER=clang-6.0 -DCMAKE_CXX_COMPILER=clang++-6.0 -DLY_UNITY_BUILD=FALSE -DLY_PARALLEL_LINK_JOBS=4",
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"CMAKE_LY_PROJECTS": "AutomatedTesting",
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"CMAKE_TARGET": "all",
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"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSClientAuth.Tests|Gem::AWSCore.Editor.Tests) -L FRAMEWORK_googletest"
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"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSClientAuth.Tests|Gem::AWSCore.Editor.Tests) -LE SUITE_sandbox -L FRAMEWORK_googletest"
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}
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},
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"asset_profile": {
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@@ -86,7 +86,7 @@
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"CMAKE_TARGET": "AssetProcessorBatch",
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"ASSET_PROCESSOR_BINARY": "bin/profile/AssetProcessorBatch",
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"ASSET_PROCESSOR_OPTIONS": "/zeroAnalysisMode",
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"ASSET_PROCESSOR_PLATFORMS": "osx_gl"
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"ASSET_PROCESSOR_PLATFORMS": "mac"
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}
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},
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"periodic_test_profile": {
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@@ -53,7 +53,7 @@ def lambda_handler(event, context):
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backoff = 30
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status_list = [404] # Retry if the branch doesn't exist yet and provide time for Jenkins to discover it.
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method_list = ['POST']
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retry_config = Retry(total=retries, backoff_factor=backoff, status_forcelist=status_list, method_whitelist=method_list)
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retry_config = Retry(total=retries, backoff_factor=backoff, status_forcelist=status_list, allowed_methods=method_list)
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session = requests.Session()
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session.mount('https://', HTTPAdapter(max_retries=retry_config))
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@@ -25,9 +25,6 @@ from glob3 import glob
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def package(options):
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package_env = PackageEnv(options.platform, options.type, options.package_env)
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# Override values in bootstrap.cfg for PC package
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override_bootstrap_cfg(package_env)
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if not package_env.get('SKIP_BUILD'):
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print(package_env.get('SKIP_BUILD'))
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print('SKIP_BUILD is False, running CMake build...')
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@@ -51,34 +48,6 @@ def get_python_path(package_env):
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return os.path.join(package_env.get('ENGINE_ROOT'), 'python', 'python.sh')
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def override_bootstrap_cfg(package_env):
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print('Override values in bootstrap.cfg')
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engine_root = package_env.get('ENGINE_ROOT')
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bootstrap_path = os.path.join(engine_root, 'bootstrap.cfg')
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replace_values = {'project_path':'{}'.format(package_env.get('BOOTSTRAP_CFG_GAME_FOLDER'))}
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try:
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with open(bootstrap_path, 'r') as bootstrap_cfg:
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content = bootstrap_cfg.read()
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except:
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error('Cannot read file {}'.format(bootstrap_path))
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content = content.split('\n')
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new_content = []
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for line in content:
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if not line.startswith('--'):
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strs = line.split('=')
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if len(strs):
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key = strs[0].strip(' ')
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if key in replace_values:
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line = '{}={}'.format(key, replace_values[key])
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new_content.append(line)
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try:
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with open(bootstrap_path, 'w') as out:
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out.write('\n'.join(new_content))
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except:
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error('Cannot write to file {}'.format(bootstrap_path))
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print('{} updated with value {}'.format(bootstrap_path, replace_values))
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def cmake_build(package_env):
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build_targets = package_env.get('BUILD_TARGETS')
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for build_target in build_targets:
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@@ -163,11 +163,11 @@ def add_shaders_types():
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shaders.append(gl4)
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gles3 = _ShaderType('GLES3', 'GLSL_HLSLcc')
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gles3.add_configuration('Android', 'es3')
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gles3.add_configuration('Android', 'android')
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shaders.append(gles3)
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metal = _ShaderType('METAL', 'METAL_LLVM_DXC')
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metal.add_configuration('Mac', 'osx_gl')
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metal.add_configuration('Mac', 'mac')
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metal.add_configuration('iOS', 'ios')
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shaders.append(metal)
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