627012840d
* 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>
137 lines
6.4 KiB
C++
137 lines
6.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "GameApplication.h"
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#include <AzCore/IO/Path/Path.h>
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#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
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#include <AzCore/Utils/Utils.h>
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#include <AzFramework/Archive/Archive.h>
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#include <AzFramework/TargetManagement/TargetManagementComponent.h>
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#include <AzGameFramework/AzGameFrameworkModule.h>
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namespace AzGameFramework
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{
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GameApplication::GameApplication()
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{
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}
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GameApplication::GameApplication(int argc, char** argv)
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: Application(&argc, &argv)
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{
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// In the Launcher Applications the Settings Registry
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// can read from the FileIOBase instance if available
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m_settingsRegistry->SetUseFileIO(true);
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// Attempt to mount the engine pak to the project product asset alias
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// Search Order:
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// - Project Cache Root Directory
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// - Executable Directory
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bool enginePakOpened{};
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AZ::IO::FixedMaxPath enginePakPath;
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if (m_settingsRegistry->Get(enginePakPath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
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{
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// fall back to checking Project Cache Root.
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enginePakPath /= "engine.pak";
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enginePakOpened = m_archive->OpenPack("@products@", enginePakPath.Native());
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}
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if (!enginePakOpened)
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{
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enginePakPath = AZ::IO::FixedMaxPath(AZ::Utils::GetExecutableDirectory()) / "engine.pak";
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m_archive->OpenPack("@products@", enginePakPath.Native());
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}
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// By default, load all archives in the products folder.
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// If you want to adjust this for your project, make sure that the archive containing
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// the bootstrap for the settings registry is still loaded here, and any archives containing
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// assets used early in startup, like default shaders, are loaded here.
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constexpr AZStd::string_view paksFolder = "@products@/*.pak"; // (@products@ assumed)
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m_archive->OpenPacks(paksFolder);
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}
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GameApplication::~GameApplication()
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{
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}
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void GameApplication::StartCommon(AZ::Entity* systemEntity)
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{
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AzFramework::Application::StartCommon(systemEntity);
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}
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void GameApplication::MergeSettingsToRegistry(AZ::SettingsRegistryInterface& registry)
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{
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AZ::SettingsRegistryInterface::Specializations specializations;
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Application::SetSettingsRegistrySpecializations(specializations);
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specializations.Append("game");
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AZStd::vector<char> scratchBuffer;
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#if defined(AZ_DEBUG_BUILD) || defined(AZ_PROFILE_BUILD)
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_O3deUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_ProjectUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
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#endif
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddRuntimeFilePaths(registry);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_TargetBuildDependencyRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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#if AZ_TRAIT_OS_IS_HOST_OS_PLATFORM && (defined (AZ_DEBUG_BUILD) || defined(AZ_PROFILE_BUILD))
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_EngineRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_GemRegistries(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_ProjectRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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#endif
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// Used the lowercase the platform name since the bootstrap.game.<config>.setreg is being loaded
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// from the asset cache root where all the files are in lowercased from regardless of the filesystem case-sensitivity
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static constexpr char filename[] = "bootstrap.game." AZ_BUILD_CONFIGURATION_TYPE ".setreg";
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AZ::IO::FixedMaxPath cacheRootPath;
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if (registry.Get(cacheRootPath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
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{
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cacheRootPath /= filename;
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registry.MergeSettingsFile(cacheRootPath.Native(), AZ::SettingsRegistryInterface::Format::JsonMergePatch, "", &scratchBuffer);
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}
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#if defined(AZ_DEBUG_BUILD) || defined(AZ_PROFILE_BUILD)
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_O3deUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_ProjectUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, true);
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#else
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
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#endif
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// Update the Runtime file paths in case the "{BootstrapSettingsRootKey}/assets" key was overriden by a setting registry
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AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddRuntimeFilePaths(registry);
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}
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AZ::ComponentTypeList GameApplication::GetRequiredSystemComponents() const
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{
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AZ::ComponentTypeList components = Application::GetRequiredSystemComponents();
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#if !defined(_RELEASE)
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components.emplace_back(azrtti_typeid<AzFramework::TargetManagementComponent>());
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#endif
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return components;
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}
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void GameApplication::CreateStaticModules(AZStd::vector<AZ::Module*>& outModules)
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{
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AzFramework::Application::CreateStaticModules(outModules);
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outModules.emplace_back(aznew AzGameFrameworkModule());
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}
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void GameApplication::QueryApplicationType(AZ::ApplicationTypeQuery& appType) const
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{
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appType.m_maskValue = AZ::ApplicationTypeQuery::Masks::Game;
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};
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} // namespace AzGameFramework
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