Update the FileIO Aliases (#4186)
* Update the FileIOAlias naming to make the cache, project root and engine root paths more clear The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been collapsed to `@projectproductassets@` The alias of `@devroot@` and `@engroot@` has been collapsed to `@engroot@` The alias of `@devassets@` and `@projectroot@` has been collapsed to `@projectroot@` Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated use of devassets and devroot properties in python Those properties now use projectroot and engroot Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed hardcoded size of 9 for the product asset alias. The ResolvePath function now just appends the @projectproductassets@ alias with the input path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fix for typos in Hydra python test Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset cache write errors for Test file creation. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Added a deprecated alias map to the FileIO System When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated python test scripts to use the projectroot binding Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated references to devroot and devgame within the codebase The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated <engroot>/AutomatedTesting references to projectroot Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Correct casing in emfxworkspace file Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed newly added AppendPathParts function Removed the Path constructors which accepts a PathIterable instance The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fixed unused parameter warning Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Undid change to the LexicallyProximate function to set the path result to the base path. It needs to return the *this path if the pathResult is empty Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms). Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Changed the AWSMetricsGemMock to use a temporary for writing test assets Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/" IsAbsolute was not the corect check as the path of "D:" is a relative path. To be absolute according to the Windows the path must have a root directory. i.e "D:/" or "D:\" Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the ScriptCanvas Upgrade Tool to output backed up files to the Project User Path instead of the engine root Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fixed whitespacing issues in Application.cpp Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Modified testSeedFolder variable in the SeedBuilderTests to use the @engroot@ alias instead of @projectproductassets@/.. alias when referring to the LmbrCentral Gem source path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated references to the Project Asset Cache in the PythonTests. Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fixed the FileIO Deprecated Alias test on Windows Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removing @projectsourceassets@ alias, as it is only used once. Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath form the SettingsRegistry. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Replaced @projectproductassets@ alias with @products@ Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Rollback changes to the PhysX EditorSystemComponent.cpp The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497 Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
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@@ -139,16 +139,16 @@ namespace AZ
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//! Validates if a given .shadervariantlist file is located at the correct path for a given .shader full path.
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//! There are two valid paths:
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//! 1- Lower Precedence: The same folder where the .shader file is located.
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//! 2- Higher Precedence: <DEVROOT>/<GAME>/ShaderVariants/<Same Scan Folder Subpath as the .shader file>.
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//! 2- Higher Precedence: <project-path>/ShaderVariants/<Same Scan Folder Subpath as the .shader file>.
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//! The "Higher Precedence" path gives the option to game projects to override what variants to generate. If this
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//! file exists then the "Lower Precedence" path is disregarded.
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//! A .shader full path is located under an AP scan folder.
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//! Example: "<DEVROOT>/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.shader"
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//! - In this example the Scan Folder is "<DEVROOT>/Gems/Atom/Feature/Common/Assets", while the subfolder is "Materials/Types".
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//! Example: "<atom-gem-path>/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.shader"
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//! - In this example the Scan Folder is "<atom-gem-path>/Gems/Atom/Feature/Common/Assets", while the subfolder is "Materials/Types".
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//! The "Higher Precedence" expected valid location for the .shadervariantlist would be:
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//! - <DEVROOT>/<GameProject>/ShaderVariants/Materials/Types/StandardPBR_ForwardPass.shadervariantlist.
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//! - <atom-gem-path>/<GameProject>/ShaderVariants/Materials/Types/StandardPBR_ForwardPass.shadervariantlist.
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//! The "Lower Precedence" valid location would be:
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//! - <DEVROOT>/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.shadervariantlist.
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//! - <atom-gem-path>/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.shadervariantlist.
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//! @shouldExitEarlyFromProcessJob [out] Set to true if ProcessJob should do no work but return successfully.
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//! Set to false if ProcessJob should do work and create assets.
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//! When @shaderVariantListFileFullPath is provided by a Gem/Feature instead of the Game Project
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@@ -169,17 +169,13 @@ namespace AZ
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AZStd::string shaderVariantListFileRelativePath = shaderProductFileRelativePath;
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AzFramework::StringFunc::Path::ReplaceExtension(shaderVariantListFileRelativePath, RPI::ShaderVariantListSourceData::Extension);
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const char * gameProjectPath = nullptr;
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AzToolsFramework::AssetSystemRequestBus::BroadcastResult(gameProjectPath, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetAbsoluteDevGameFolderPath);
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AZ::IO::FixedMaxPath gameProjectPath = AZ::Utils::GetProjectPath();
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AZStd::string expectedHigherPrecedenceFileFullPath;
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AzFramework::StringFunc::Path::Join(gameProjectPath, RPI::ShaderVariantTreeAsset::CommonSubFolder, expectedHigherPrecedenceFileFullPath, false /* handle directory overlap? */, false /* be case insensitive? */);
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AzFramework::StringFunc::Path::Join(expectedHigherPrecedenceFileFullPath.c_str(), shaderProductFileRelativePath.c_str(), expectedHigherPrecedenceFileFullPath, false /* handle directory overlap? */, false /* be case insensitive? */);
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AzFramework::StringFunc::Path::ReplaceExtension(expectedHigherPrecedenceFileFullPath, AZ::RPI::ShaderVariantListSourceData::Extension);
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AzFramework::StringFunc::Path::Normalize(expectedHigherPrecedenceFileFullPath);
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auto expectedHigherPrecedenceFileFullPath = (gameProjectPath
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/ RPI::ShaderVariantTreeAsset::CommonSubFolder / shaderProductFileRelativePath).LexicallyNormal();
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expectedHigherPrecedenceFileFullPath.ReplaceExtension(AZ::RPI::ShaderVariantListSourceData::Extension);
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AZStd::string normalizedShaderVariantListFileFullPath = shaderVariantListFileFullPath;
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AzFramework::StringFunc::Path::Normalize(normalizedShaderVariantListFileFullPath);
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auto normalizedShaderVariantListFileFullPath = AZ::IO::FixedMaxPath(shaderVariantListFileFullPath).LexicallyNormal();
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if (expectedHigherPrecedenceFileFullPath == normalizedShaderVariantListFileFullPath)
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{
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@@ -203,23 +199,15 @@ namespace AZ
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}
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// Check the "Lower Precedence" case, .shader path == .shadervariantlist path.
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AZStd::string normalizedShaderFileFullPath = shaderFileFullPath;
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AzFramework::StringFunc::Path::Normalize(normalizedShaderFileFullPath);
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AZ::IO::Path normalizedShaderFileFullPath = AZ::IO::Path(shaderFileFullPath).LexicallyNormal();
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AZStd::string normalizedShaderFileFullPathWithoutExtension = normalizedShaderFileFullPath;
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AzFramework::StringFunc::Path::StripExtension(normalizedShaderFileFullPathWithoutExtension);
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auto normalizedShaderFileFullPathWithoutExtension = normalizedShaderFileFullPath;
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normalizedShaderFileFullPathWithoutExtension.ReplaceExtension("");
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AZStd::string normalizedShaderVariantListFileFullPathWithoutExtension = normalizedShaderVariantListFileFullPath;
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AzFramework::StringFunc::Path::StripExtension(normalizedShaderVariantListFileFullPathWithoutExtension);
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auto normalizedShaderVariantListFileFullPathWithoutExtension = normalizedShaderVariantListFileFullPath;
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normalizedShaderVariantListFileFullPathWithoutExtension.ReplaceExtension("");
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#if AZ_TRAIT_OS_USE_WINDOWS_FILE_PATHS
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//In certain circumstances, the capitalization of the drive letter may not match
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const bool caseSensitive = false;
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#else
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//On the other platforms there's no drive letter, so it should be a non-issue.
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const bool caseSensitive = true;
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#endif
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if (!StringFunc::Equal(normalizedShaderFileFullPathWithoutExtension.c_str(), normalizedShaderVariantListFileFullPathWithoutExtension.c_str(), caseSensitive))
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if (normalizedShaderFileFullPathWithoutExtension != normalizedShaderVariantListFileFullPathWithoutExtension)
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{
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AZ_Error(ShaderVariantAssetBuilderName, false, "For shader file at path [%s], the shader variant list [%s] is expected to be located at [%s.%s] or [%s]"
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, normalizedShaderFileFullPath.c_str(), normalizedShaderVariantListFileFullPath.c_str(),
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