* Adds the gem repo screen with the UI built but with mocked data and not connected to the o3de scripts
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed name of added to enabled, disabled define, removed unused functions
Signed-off-by: nggieber <nggieber@amazon.com>
* Added Repo Screen Inspector UI
Signed-off-by: nggieber <nggieber@amazon.com>
* Addressed minor PR feedback
Signed-off-by: nggieber <nggieber@amazon.com>
* Add some more minor PR changes
Signed-off-by: nggieber <nggieber@amazon.com>
* [Mac] Initial support for building with hardened runtime enabled and code signing the binaries and bundles generated by the CMake install process.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move call to ly_post_install_step
2. Entitlements should only be added for executables
3. Change use of CMake exec_program to newer execute_process
4. Remove broken symlinks from embedded Python frameworks
5. Run post install code signing only if hardened runtime is enabled
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove unnecessary flag
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove unnecessary additional call to condesign python inside a bundle
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move commonly used install functions for codesigning, copying files, and fixing frameworks to a utility script
2. Remove unnecessary wait in the Editor/AP launchers I added earlier.
3. Codesign 3rd party libraries for distribution.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Codesigning on 3rd party libs should only happen when hardened runtime is enabled.
2. Change the order of the if blocks in Editor's main_dummy.cpp. This was causing strange notarization issues because it wass too similar to AP's main executable.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add new line to end of file
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move architecture specification to PAL_mac cmake file. 2. Codesign failure should be fatal.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Address some PR feedback
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove unnecessary comment. Change if to use IN_LIST.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* HOME may not always be defined. Adding alternate POSIX way of determining HOME.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Checking in partial work to get O3DE SDK built as an app bundle. Has a bunch of debug code that needs to be cleaned up.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove this and add it back later with fixed casing.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Adding file back with fixed case
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add entitlements sparingly(only when necessary)
2. Convert entitlements to plist files which we can directly pass to codesign
3. Install python site-packages in the o3de_sdk launcher and then launch the project manger.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move hardened runtime check to codesigning functions only. This way, non-hardened runtime install is identical to the former except for codesign. Makes it easy for QA to test internally.
2. Move cmake min version for install to the pre-install steps.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Remove the dummy launchers for AssetProcessor and Editor
2. Add loader_path to the rpaths of binaries outside an app bundle so that the dynamic loader can load their dependencies if any.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove file named main_dummy.cpp
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add O3DE SDK launcher
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add missing runtime dependencies to gems
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Update the path to binaries when codesigning to the correct one.
2. Remove some debug messages.
3. Move installed binary path setreg generation to the target install function. This way, we get the correct path to the bundle accounting for different configs and subdirectories.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add explanatory comments.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. ly_install_add_install_path_setreg cannot be called during install target because the runtime dependencies are already processed by then.
2. The SDK launcher now uses the ProjectManager's bundle setreg to find the path to the installed binaries
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update path to install relative binaries after merge from dev
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Only one config of the SDK launcher needs to be installed. Preinstall steps should not be run per config, but only once.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Install python dependencies using the get_python.sh script.
2. Replace any reference to hard-coded package name/version numbers with variables.
3. Add one more missing runtime dependency.
4. Misc. PR feedback.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Remove the need for setreg files in all tool bundle. Project binary path can be used instead.
2. Move O3DE_SDK_Launcher to Code/Tools/BundleLauncher
3. Add ly_install_run_script() function for install(SCRIPT) functionality.
4. Address some other PR feedback.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add source permission when installing O3DE_SDK executable.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Rename setreg file to add specialization tag.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove LY_BUILD_PERMUTATION that's not needed
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add BinariesInstallPath.setreg to all our bundles like before. This is now only added during the install process though.
2. Fix path in Install_common.cmake
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix comment
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Adds the gem repo screen with the UI built but with mocked data and not connected to the o3de scripts
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed name of added to enabled, disabled define, removed unused functions
Signed-off-by: nggieber <nggieber@amazon.com>
* Added eof nl to qss
Signed-off-by: nggieber <nggieber@amazon.com>
* Updated the GameApplication to mount the engine.pak
This allows loading the autoexec.cfg and bootstrap.game.<config>.<platform>.setreg from the engine.pak files
The engine.pak is searched for in the following order: <ExecutableDirectory>/engine.pak, followed by <ProjectCacheRoot>/engine.pak
Removed a lot of unused APIs from the AZ::IO::Archive feature suite
Updated many of the AZ::IO::Archive classes to use AZ::IO::Path internally.
The logic to search for files within an Archive has been updated to use AZ::IO::Path and to remove case-insensitve string comparisons
Somehow removed the CryFile dependency on anything Cry
Updated the Settings Registry to support reading from the FileIOBase and therefore Archive files in the GameLauncher via the `SetUseFileIO` function
Removed AzFramework Dependency on md5 3rdParty library
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Linux build fix
Added an include of <stdio.h> before the <rapidxml/rapidxml.h> include as it usesnprintf.
Added `static` to the constexpr constants in ExtractFileDescription in SettingsRegistryImpl.cpp to fix clang compile issue
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the case used to mount the Engine PAK file in the GameApplication to be Engine.pak to match the other locations where it is mounted
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the proper FFont call to FileIOBase::Size to supply the correct
integer type of AZ::u64 instead of size_t
This fixes building on platforms where size_t is type defined to be
unsigned long
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed segmentation fault in Archive::Unregister when outputing the filename of the Archive file being closed
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix calls to OpenPack in the Legacy LevelSystem
The LevelSystem was calling the incorrect overload of OpenPack that
accepts BindRoot for the mounted level.pak instead of the overload that
that passes a memory block object.
This was causing the level pak files to be mounted using an invalid
directory, causing file accesses inside the level pak to fail.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the error messages in the ZipDir CacheFactory class to use AZ_Warning directly
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ArchiveFileIO m_trackedFiles container to store mapped type as an AZ::IO::Path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix code that deregisters the Atom Scene subsystem from the AzFramework Scene
The AzFramework Scene subsystem API is a generic container based on the
type of argument that is passed to it. It maintains a vector of typeids,
and only one object of any type is stored at a time. The Bootstrap system
component registers the Atom scene as a `ScenePtr` (aka
`AZStd::shared_ptr<RPI:Scene>`) with the AzFramework Scene's generic
subsystem. However, the component was previously deregistering the type by
value, `RPI::Scene`. Since no subsystem for the type `RPI::Scene` was set,
unsetting this type did nothing. The result was that the `RPI::Scene`
object would still be around by the time that all the Atom
`InstanceDatabse`s were being destroyed, resulting in a large number of
errors reported about leaked instances during global shutdown.
This fixes the above issue by passing the `m_defaultScene` as a parameter
to `AzFramework::Scene::UnsetSubsystem`, the same value that is passed to
`SetSubsystem`. This is better, because instead of providing explicit
template arguments (which were specifying the incorrect type), this now
allows the compiler to deduce the correct type, and the syntax is symmetric
with the call to `SetSubsystem`.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Correctly release the AWS API from the `HttpRequestManager` module
This code was incorrectly assuming that
`AWSNativeSDKInit::InitializationManager::Shutdown()` would be called
automatically by the `InitializationManager` itself. However, all that
`InitAwsApi()` does is create an `AZ::EnvironmentVariable`, which is a
ref-counted type, and stores it in a global static. That global static is
defined in a static library (namely `AWSNativeSDKInit`), which is linked
in to the `HttpRequestManager` dynamic lib. Because it is a global static,
it has to be explicitly cleared with the call to `Shutdown()`. Otherwise
the destructor of the EnvironmentVariable doesn't happen until global
destruction, by which time the allocator that is supplied to the AWS SDK
has already been destroyed, and the shutdown of the AWS SDK attempts to use
the already-destroyed allocator.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Avoid blocking the remote console server thread if there are no connections
The Remote console server runs in a separate thread. Previously, it would
directly call `AzSock::Accept()` and block the server thread until some
client connected to it. However, if no client connected, the thread would
continue to be blocked, even if the game launcher tried to exit.
This adds a check to see if there's a client on the socket before calling
`Accept()`, to avoid the deadlock on launcher exit.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix a log message to print one message per line
Signed-off-by: Chris Burel <burelc@amazon.com>
* Allow pumping the event loop to close the launcher window
Events from the OS are handled in the game's main loop. The general loop
looks like this:
* Read events from the OS
* Tick the game application
One of the events that can come from the OS is that the window hosting the
game is closed. When this event happens, many resources provided by the
renderer are freed, and the game application's `shouldExit` bit is set.
However, when the game's `Tick()` is called, there is lots of code that
assumes the renderer is still there. To avoid crashing in the `Tick()`
call, check if the game should exit after pumping the system events.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Unload the level when exiting the launcher
This ensures that any resources held onto by the level are freed before the
launcher exits.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add an explicit bus `Disconnect()` call to `AZCoreLogSink`
This is necessary because this bus has virtual functions and can be called
from multiple threads.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Allow normal cleanup to take place when exiting the game launcher
Previously, global cleanup was side-stepped by calling `TerminateProcess`
or `exit`, when quitting the game launcher. This is in contrast to the call
to `_exit` on Linux and Mac when exiting the Editor. That leading `_` makes
a big difference: the former runs object destruction, the latter does not.
Instead of making the launcher exit with `_exit` on Linux, instead, remove
that call and actually run all the atexit code.
This does not modify the Editor's behavior however. It still uses `_exit`
and `TerminateProcess`.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Avoid redefining `PRI` macros on Linux
The fixed width 64-bit integer types are defined differently per platform.
Some platforms define it as "long", others define it as "long long". For
consistency, `AZ::u64` or `AZ::s64` is always defined to "long long".
However, this causes problems for formatting those types, because on
platforms where `uint64_t` is a `long`, `PRIu64` gives the wrong format
string for `AZ::u64`. Previously this was fixed by redefining the `PRI`
macros so that they work for `AZ::u64`, but that breaks the ability to
format `uint64_t`.
We could add an AZ-specific version of the `PRI` macros for 64-bit integer
types, but we don't really need to, since they are `long long` on every
platform we support.
* Use `%ll` for `AZ::u64`
* Use `PRIu64` for `uint64_t`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Avoid redefining `PRI` macros in CryCommon
Signed-off-by: Chris Burel <burelc@amazon.com>
* Move a few specializations from AzStdOnDemandReflection.inl to cpp file
This reduces compilation time and produced profile/debug file sizes.
The specializations for string and string_view are only implemented for 'char' type, since
others are not used anywhere.
Extracted `Reflect` method from `ClientAuthAWSCredentials` to a cpp file.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Windows build fixes.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Added missing license.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix missing spaces in template argument lists
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Clang format on ClientAuthAWSCredentials.cpp
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Merge upstream development and fix linux build.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Miscellaneous fixes and PAL changes required for restricted platforms.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Rename O3DE::ProjectManager::ProjectUtils::ReplaceFile -> ReplaceProjectFile to prevent conflict with Windows ReplaceFile #define
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Implemented the RFC to allow projects to need to specify the Gems
Projects no longer need to specify CMake Targets to associate a Gem
variant with.
In order to associate a CMake Target with a gem variant a new
`ly_set_gem_variant_to_load` function has been added that maps CMake
Targets -> Gem Variants.
This allows CMake Targets to self describe which gem variants they
desire to build and load
This implementation is backwards compatible:
The `ly_enable_gems` function still accepts the TARGETS and VARIANTS
arguments which it will forward to the new `ly_set_gem_variant_to_load`
function to allow the input Targets to be associated with input Gem
Variants
This changes fixes the issue with gems that are required by an
Application regardless of the Project in use, not replicating it's
"requiredness" to the SDK layout
Fixes#3430
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added an LY_PROJECT_NAME property to the Launcher targets
The `ly_enable_gems_delayed` now command queries the LY_PROJECT_NAME property
associated with each target to determine if the gems being enabled are
match the project the target is associated with.
In this case the target only adds dependencies if the gems is being enabled
without a specific project or if the gems is being enabled for the
matching project.
If the LY_PROJECT_NAME property is not set for target, it indicates the
gems for each project can be added as dependencies to the target.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* The INSTALL step now forwards the LY_PROJECT_NAME property for a target
The Install_common.cmake has been updated to support configuring
TARGET_PROPERTIES into the generated CMakeLists.txt for install targets.
Furthermore the indentation of the generated CMakeLists.txt has been
normalized to help with readability
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Atom_Bootstrap CMakeLists.txt to enable the Atom_Bootstrap Gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a deprecation message to ly_enable_gems when supplying TARGETS and
VARIANTS
Added a define_property call for the LY_PROJECT_NAME target property
Removed the .Builders alias for the PrefabBuilder and renamed the
GEM_MODULE target o PrefabBuilder.Builders.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed superflous space from AutomatedTesting Gem CMakeLists.txt
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* {LYN2076} Add Material data types Behavior for the scene graph
Adding behavior to expose GraphData MaterialData to Python scripts so that scripters can read in the material properties from a scene graph
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* new warning fixed in code
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Refocuses from tab to button on projects screen fist time it is opened
Signed-off-by: nggieber <nggieber@amazon.com>
* Adds border highlighting to big buttons when they are focused
Signed-off-by: nggieber <nggieber@amazon.com>
* Fixes issues where project buttons aren't found or deleted on projects screen
Signed-off-by: nggieber <nggieber@amazon.com>
* Adds tooltip to project name showing project path
Signed-off-by: nggieber <nggieber@amazon.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>
* Potential Memory Corruption in Release Build
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* @lumberyard-employee-dm suggested code
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* warnings as errors found in VS2022
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* simplifying some strucutres used and fixing a bug
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* some unused fixes for VS2022
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fix for other platforms
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixes check used in unit tests to be case-insensitive
fixes memory leaks/invalid memory operations in AWSCore tests
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>