/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include #include #include #include #include #include #include #include namespace AssetBundler { enum CommandType { Invalid, Seeds, AssetLists, ComparisonRules, Compare, BundleSettings, Bundles, BundleSeed }; //////////////////////////////////////////////////////////////////////////////////////////// // General extern const char* AppWindowName; extern const char* AppWindowNameVerbose; extern const char* HelpFlag; extern const char* HelpFlagAlias; extern const char* VerboseFlag; extern const char* SaveFlag; extern const char* PlatformArg; extern const char* PrintFlag; extern const char* AssetCatalogFileArg; extern const char* AllowOverwritesFlag; extern const char* IgnoreFileCaseFlag; extern const char* ProjectArg; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Seeds extern const char* SeedsCommand; extern const char* SeedListFileArg; extern const char* AddSeedArg; extern const char* RemoveSeedArg; extern const char* AddPlatformToAllSeedsFlag; extern const char* RemovePlatformFromAllSeedsFlag; extern const char* UpdateSeedPathArg; extern const char* RemoveSeedPathArg; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Asset Lists extern const char* AssetListsCommand; extern const char* AssetListFileArg; extern const char* AddDefaultSeedListFilesFlag; extern const char* DryRunFlag; extern const char* GenerateDebugFileFlag; extern const char* SkipArg; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Comparison Rules extern const char* ComparisonRulesCommand; extern const char* ComparisonRulesFileArg; extern const char* ComparisonTypeArg; extern const char* ComparisonFilePatternArg; extern const char* ComparisonFilePatternTypeArg; extern const char* ComparisonTokenNameArg; extern const char* ComparisonFirstInputArg; extern const char* ComparisonSecondInputArg; extern const char* AddComparisonStepArg; extern const char* RemoveComparisonStepArg; extern const char* MoveComparisonStepArg; extern const char* EditComparisonStepArg; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Compare extern const char* CompareCommand; extern const char* CompareFirstFileArg; extern const char* CompareSecondFileArg; extern const char* CompareOutputFileArg; extern const char* ComparePrintArg; extern const char* IntersectionCountArg; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Bundle Settings extern const char* BundleSettingsCommand; extern const char* BundleSettingsFileArg; extern const char* OutputBundlePathArg; extern const char* BundleVersionArg; extern const char* MaxBundleSizeArg; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Bundles extern const char* BundlesCommand; //////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////// // Bundle Seed extern const char* BundleSeedCommand; //////////////////////////////////////////////////////////////////////////////////////////// extern const char* AssetCatalogFilename; static const size_t MaxErrorMessageLength = 4096; // The Warning Absorber is used to absorb warnings // One case that this is being used is during loading of the asset catalog. // During loading the asset catalog tries to communicate to the AP which is not required for this application. class WarningAbsorber : public AZ::Debug::TraceMessageBus::Handler { public: WarningAbsorber(); ~WarningAbsorber(); bool OnWarning(const char* window, const char* message) override; bool OnPreWarning(const char* window, const char* fileName, int line, const char* func, const char* message) override; }; /** * Determines the name of the currently enabled game project * @return Current Project name on success, error message on failure */ AZ::Outcome GetCurrentProjectName(); /** * Retrieve the project path from the Settings Registry * @return Absolute path of the Project Folder on success, error message on failure */ AZ::Outcome GetProjectFolderPath(); /** * Retrieve the project path from the Settings Registry * @return Absolute path of the project-specific cache folder on success, error message on failure */ AZ::Outcome GetProjectCacheFolderPath(); /** * Computes the absolute path to the Asset Catalog file for a specified project and platform. * With platform set as "pc" and project as "ProjectName", the path will resemble: C:/ProjectPath/Cache/pc/assetcatalog.xml * * @param pathToCacheFolder The absolute path to the Cache folder. ex: C:/ProjectPath/Cache * @param platformIdentifier The platform identifier of the desired Asset Catalog. Valid inputs can be found by reading the folder names * found inside ProjectPath/Cache * @param projectName The name of the project you want to search * @return Absolute Path to the Asset Catalog file on success, error message on failure */ AZ::Outcome GetAssetCatalogFilePath(); /** * Computes the absolute path to the platform-specific Cache folder where product assets are stored. * With platform set as "pc" the path will resemble: C:/ProjectPath/Cache/pc/projectname/ * * @param projectSpecificCacheFolderAbsolutePath The absolute path to the Cache folder. Example: C:/ProjectPath/Cache * @param platform the platform of the desired cache location * @return Absolute path to the platform-specific Cache folder where product assets are stored */ AZ::IO::Path GetPlatformSpecificCacheFolderPath(); AZStd::string GenerateKeyFromAbsolutePath(const AZStd::string& absoluteFilePath); void ConvertToRelativePath(AZStd::string_view parentFolderPath, AZStd::string& absoluteFilePath); AZ::Outcome MakePath(const AZStd::string& path); //! Add the specified platform identifier to the filename void AddPlatformIdentifier(AZStd::string& filePath, const AZStd::string& platformIdentifier); //! Returns the list of platforms that exist on-disk for the input file path. AzFramework::PlatformFlags GetPlatformsOnDiskForPlatformSpecificFile(const AZStd::string& platformIndependentAbsolutePath); //! Returns a map of of all default Seed List files for the current game project. AZStd::unordered_map GetDefaultSeedListFiles( AZStd::string_view enginePath, AZStd::string_view projectPath, const AZStd::vector& gemInfoList, AzFramework::PlatformFlags platformFlags); //! Returns a vector of relative paths to Assets that should be included as default Seeds, but are not already in a Seed List file. AZStd::vector GetDefaultSeeds(AZStd::string_view projectPath, AZStd::string_view projectName); //! Returns the absolute path of {ProjectName}_Dependencies.xml AZ::IO::Path GetProjectDependenciesFile(AZStd::string_view productPath, AZStd::string_view projectName); //! Creates the ProjectName_Dependencies.xml file if it does not exist, and adds returns the relative path to the asset in the Cache. AZ::IO::Path GetProjectDependenciesAssetPath(AZStd::string_view projectPath, AZStd::string_view projectName); //! Returns the map from gem seed list file path to gem name AZStd::unordered_map GetGemSeedListFilePathToGemNameMap( const AZStd::vector& gemInfoList, AzFramework::PlatformFlags platformFlags); //! Given an absolute gem seed file path determines whether the file is valid for the current game project. //! This method is for validating gem seed list files only. bool IsGemSeedFilePathValid( AZStd::string_view enginePath, AZStd::string seedAbsoluteFilePath, const AZStd::vector& gemInfoList, AzFramework::PlatformFlags platformFlags); //! Returns platformFlags of all enabled platforms by parsing all the asset processor config files. //! Please note that the game project could be in a different location to the engine therefore we need the assetRoot param. AzFramework::PlatformFlags GetEnabledPlatformFlags( AZStd::string_view enginePath, AZStd::string_view projectPath); QJsonObject ReadJson(const AZStd::string& filePath); void SaveJson(const AZStd::string& filePath, const QJsonObject& jsonObject); //! Filepath is a helper class that is used to find the absolute path of a file //! if the inputted file path is an absolute path than it does nothing //! if the inputted file path is a relative path than based on whether the user //! also inputted a root directory it computes the absolute path, //! if root directory is provided it uses that otherwise it uses the engine root as the default root folder. class FilePath { public: AZ_CLASS_ALLOCATOR(FilePath, AZ::SystemAllocator, 0); explicit FilePath( const AZStd::string& filePath, AZStd::string platformIdentifier = AZStd::string(), bool checkFileCase = false, bool ignoreFileCase = false); explicit FilePath(const AZStd::string& filePath, bool checkFileCase, bool ignoreFileCase); FilePath() = default; const AZStd::string& AbsolutePath() const; const AZStd::string& OriginalPath() const; AZStd::string ErrorString() const; bool IsValid() const; private: void ComputeAbsolutePath(const AZStd::string& platformIdentifier, bool checkFileCase, bool ignoreFileCase); AZ::IO::Path m_absolutePath; AZ::IO::Path m_originalPath; AZStd::string m_errorString; bool m_validPath = false; }; void ValidateOutputFilePath(FilePath filePath, const char* format, ...); //! ScopedTraceHandler can be used to handle and report errors class ScopedTraceHandler : public AZ::Debug::TraceMessageBus::Handler { public: ScopedTraceHandler(); ~ScopedTraceHandler(); //! TraceMessageBus Interface bool OnError(const char* /*window*/, const char* /*message*/) override; ////////////////////////////////////////////////////////// //! Returns the error count int GetErrorCount() const; //! Report all the errors void ReportErrors(); //! Clear all the errors void ClearErrors(); private: AZStd::vector m_errors; bool m_reportingError = false; }; AZ::Outcome ParseComparisonType( const AZStd::string& comparisonType); AZ::Outcome ParseFilePatternType( const AZStd::string& filePatternType); bool LooksLikePath(const AZStd::string& inputString); bool LooksLikeWildcardPattern(const AZStd::string& inputPattern); }