* Enable relocation of the Project Game Release Layout
Relocating the Project Game Release Layout to another directory on the file system failed due to the querying of the engine root failing due to the ComponentApplication::m_engineRoot not using the project path stored in the SettingsRegisry if the engine root cannot be detected
Removed the ApplicationRequestBus GetEngineRoot function.
The ComponentApplicationRequestBus has a function of the same name that returns the same path.
Removed the deprecated GetAppRoot function.
The path it returns has no defined value. It was not the engine root or the project root.
Removed unused CFileUtil and CFileUtil_impl functions that were invoking the ApplicationREquestBus GetEngineRoot function.
On the way to update the functions it was discovered that they aren't called
Added a CalculateBranchToken overload that can populate a fixed_string to avoid heap allocations
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Protect against an empty list of artifacts to remove when generating the
engine.pak
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the return value of the ConvertToAbsolutePath function
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* 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>
* Update how the project related file paths are determined when not
supplied.
The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory
The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.
The project-path defaults to executable folder if it cannot be detected.
The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.
The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added constant for the storing the name of Cache directory
Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.
This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest
Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing the scan up logic for the "Cache" directory.
This is no longer needed to locate the project cache path in a Project Game Release Layout.
Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Modify the AssetBundler to correctly identify the Gems that are enabled in the current active project
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Removed unnecessary if() statement and updated the comment.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Disabling gem loading in the asset bundler tests, just like the asset bundler itself.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Fix issues with seedlist for AutomatedTesting
Fixes error reporting so it will show the file hint in the tool.
Removes any missing assets from the .seed file.
Remove an unnecessary dependency from AutomatedTesting dependencies
file.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Make ArchiveComponent use AZ::IO::IArchive
Initial changes that will get the sychronous calls in ArchiveComponent
to use IArchive interface rather than external zip/7z tools.
Some of the asynchronous api are still in place, anything that wasn't
being used has been removed for now. This may change later if we move
towards all the api being asynchronous. Until then, we can't remove the
reliance upon the external archive tools completely.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Updates AZStd::thread constructors
Adds a variadic constructor which forwards args to the functor.
Because of our thread_desc extension, there was confusion on the
arugments, so the args were reordered to take the thread_desc first,
before the functor and args.
Also the thread_desc is taken as reference rather than by pointer.
Update callsites to account for this change.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Async operation of ArchiveComponent api
This sets up the ArchiveComponent to operate asynchronously. It uses
promise/future to transfer results to caller.
This is still broken, there's a few things that need to get fixed up,
but this is a good checkpoint for the work as it solidifies the api,
cleans up a bunch of unused code, and compiles.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the platform-specific ArchiveComponen
These are no longer needed, as they control the direct interaction with
host OS tools like 7za.exe or /bin/zip.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the platform-specific files from cmake
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the 7za.exe (and legal notice)
This tool is no longer needed in the repo.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fixes usage of IArchive::GetFullPath()
This changed to return a PathView, updated to reflect that.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix promises and threads
Make sure promises are only set exactly once. This meant reworking some
of the initial error checking.
Detach threads when created. Adds [[nodiscard]] to the functions that
return a future. Since threads are detached, the future is the main way
to get communication from the thread.
Clean up interface, add comments.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* More edits to thread creation
Changes to thread construction to account for parameter change.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix some remaining issues with ArchiveComponent
Put created threads inside a container, then join them at Deactivate.
Fix asset bundler case when injecting a file with no working directory.
Fix thread constructor that applies args to a function.
Fix lambdas to take string args by value rather than reference.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fixes some remaining bugs in ArchiveComponent
Open archive as read-only during extract & list operations.
Fixes paths issues.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix initialize of opaque thread handle in thread_UnixLike.h
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable in AssetBundleComponent.cpp to fix compiler warning
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix some issues with archives
File paths in the CDR and the local headers need to match, but there
were issues with path separators and case that made it possible to get
invalid headers errors in some archives.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Adds some new ArchiveComponent unit tests
Adds new tests for extraction of archive and adding files from a file
list to an archive.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix file data offset issues when opening archives
When opening an INestedArchive it would run through the CDR headers to
create file entries in the zip cache. The offsets to the compressed
data were being calculated incorrectly because they were using the CDR
headers rather than jumping to the local file headers and getting
offsets from those sizes.
Removed and refactored some archive validation flow and zip cache
factory init methods to either init default or init w/ additional
validation checks.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Addresses PR feedback
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address more points of feedback in PR
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address additional PR feedback
Fixes up some error checks and uses of strings vs paths.
Enable archive component tests on Linux so we can see if they will
pass.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address PR feedback
Change the INestedArchive interface to list files as AZ::IO::Path.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Disabling the ArchiveComponent tests on Linux
They failed so we will revisit them to attempt a fix.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Rename a member variable to be more accurate
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address feedback on PR
Bump version of Archive Components for serialize context.
Improve error messages during archive open and validation.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Revert recent changes
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
* Fixed organization of the AssetProcessor SourceAssetBrowser
Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations
* Added ly_enable_gems call to Atom gems targets that are required
The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.
* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.
This is needed as the DefaultLevel.prefab contains an Editor Camera
Component
* Adding the ly_enable_gem call to make the Maestro gem required
CrySystem currently requires Maestro to be enabled in order to
initialize
* Added ly_enable_gems call to the SceneProcessing gem to make it required
The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.
* Fixed bad argument in comment for Prefab CMakeLists.txt
* Fixed Assert in Asset Builders due to the Atom RPI Builder
The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time
The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset
Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum
* Added TypeId output to the JsonDeserializer report message about missing
ClassData
Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type
* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.
Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target
* Adding newline to the end of the Camera Gem CMakeLists.txt
* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE
* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory
* Adding the Atom_Bootstrap gem as a required gem
The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module
* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array
* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into
* Adding newline to the end of Atom_Bootstrap CMakeLists.txt
* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block
* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
Asset Bundler - Minor Feedback
* updated the formatting so all lines are shorter than 140 characters
* fixed a few nitpicks that came up on a recent PR
* removed a function that wasn't being used anymore
* updated some error messages based on PR feedback
* LYN-2537 Updated the AssetBundler code to looks for the AssetSeedList
files within the Assets/Engine directory
Updated the MissingDependencyScanner GetXMLDependenciesFile functions to
use the Assets/Engine directory as well
Also fixed the MissingDependencyScanner to properly located dependency
xml files within gem directories
* Adding back input argument validation for the AssetBundler command options.
Also added an application_options settings registry file that contains the list of valid command options for the ComponentApplication
* Adding missing end of file newline for applications_options.setreg
* Fixed the AssetBundler help output for the bundleSeed command
The AssetBundler is a new ToolsApplication that allows users to work through the entire Asset Bundling process without ever touching a command line.
* Integrating github/AssetBundler through commit 1d65018
* Asset Bundler bug fixes: platform initialization and GUI styling (#5)
* fixed enabled platform initialization
* fixed the cached engine root. This fixed some of my Seeds tab data issues. The default Engine Seed List appeared, and was able to display the contents on screen.
* updated my notes of active bugs
* changed some casing in various include lines to hopefully fix my linux build
* another include fix for linux
* AssetBundler GUI is now compiling on Mac
* removed some things off of my todo list because the mac build fix actually fixed the visuals! everything's the right color again
* removed the word Lumberyard from the bundler
* Asset bundler bug fixes - Bundles, Gems, and Tests (#9)
* Fixed the Bundle loading and generation problem. Turned out to be a FileWatcher issue.
* turns out gem loading wasn't broken, there were just no existing SeedListFiles for any of the gems loaded by the AutomatedTesting project. I added a default SeedListFile for the PrimitiveAssets Gem.
* fixed some failing AssetBundler Gem tests
* Misunderstood the need to have default seed lists for asset-only gems. removing the previously created seed list file
* Asset bundler bug fixes: Seeds Tab display issues and _dependencies.xml loading (#10)
* Fixed the Project Source column in the Seeds tab
* The AssetBundler will no longer attempt to copy a template version of the ProjectName_dependencies.xml file into your active project. However, it will throw an error if you do not have one. A follow-up ticket has been cut to address this issue.
* updated the AssetBundler icon. This one matches the current style guides
* PR feedback: pass a const ref instead of a value
* PR feedback: safer conversion from a string_view to a QString
Co-authored-by: alexpete <alexpete@amazon.com>
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder
* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file
* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message
* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets
* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder
* Moving the Engine Settings Registry folder from Engine/Registry -> Registry
* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator
* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now
* Fixed Atom Shader Preprocessing when running using an External Project
* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable
* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root
* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder
* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder
* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder
* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension
* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command
* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder
* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames
* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder
* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available
* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder
* Updating References to EngineAssets source asset folder in code to be the Assets source folder
* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders
* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner
* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test
Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory
* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory
* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'