You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Code/Framework/AzGameFramework/AzGameFramework/Application/GameApplication.cpp

122 lines
5.7 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "GameApplication.h"
#include <AzCore/IO/Path/Path.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/StringFunc/StringFunc.h>
#include <AzCore/std/string/conversions.h>
#include <AzFramework/Driller/RemoteDrillerInterface.h>
#include <AzFramework/Driller/DrillToFileComponent.h>
#include <GridMate/Drillers/CarrierDriller.h>
#include <GridMate/Drillers/ReplicaDriller.h>
#include <AzFramework/TargetManagement/TargetManagementComponent.h>
#include <AzFramework/Metrics/MetricsPlainTextNameRegistration.h>
#include <AzGameFramework/AzGameFrameworkModule.h>
namespace AzGameFramework
{
GameApplication::GameApplication()
{
}
GameApplication::GameApplication(int argc, char** argv)
: Application(&argc, &argv)
{
}
GameApplication::~GameApplication()
{
}
void GameApplication::StartCommon(AZ::Entity* systemEntity)
{
AzFramework::Application::StartCommon(systemEntity);
if (GetDrillerManager())
{
GetDrillerManager()->Register(aznew GridMate::Debug::CarrierDriller());
GetDrillerManager()->Register(aznew GridMate::Debug::ReplicaDriller());
}
}
void GameApplication::MergeSettingsToRegistry(AZ::SettingsRegistryInterface& registry)
{
AZ::SettingsRegistryInterface::Specializations specializations;
Application::SetSettingsRegistrySpecializations(specializations);
specializations.Append("game");
AZStd::vector<char> scratchBuffer;
#if defined(AZ_DEBUG_BUILD) || defined(AZ_PROFILE_BUILD)
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_O3deUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_ProjectUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddRuntimeFilePaths(registry);
#endif
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_TargetBuildDependencyRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
// Used the lowercase the platform name since the bootstrap.game.<config>.<platform>.setreg is being loaded
// from the asset cache root where all the files are in lowercased from regardless of the filesystem case-sensitivity
static constexpr char filename[] = "bootstrap.game." AZ_BUILD_CONFIGURATION_TYPE "." AZ_TRAIT_OS_PLATFORM_CODENAME_LOWER ".setreg";
AZ::IO::FixedMaxPath cacheRootPath;
if (registry.Get(cacheRootPath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
{
cacheRootPath /= filename;
registry.MergeSettingsFile(cacheRootPath.Native(), AZ::SettingsRegistryInterface::Format::JsonMergePatch, "", &scratchBuffer);
}
#if defined(AZ_DEBUG_BUILD) || defined(AZ_PROFILE_BUILD)
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_O3deUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, false);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_ProjectUserRegistry(registry, AZ_TRAIT_OS_PLATFORM_CODENAME, specializations, &scratchBuffer);
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_CommandLine(registry, m_commandLine, true);
#endif
// Update the Runtime file paths in case the "{BootstrapSettingsRootKey}/assets" key was overriden by a setting registry
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddRuntimeFilePaths(registry);
}
AZ::ComponentTypeList GameApplication::GetRequiredSystemComponents() const
{
AZ::ComponentTypeList components = Application::GetRequiredSystemComponents();
#if !defined(_RELEASE)
components.emplace_back(azrtti_typeid<AzFramework::TargetManagementComponent>());
#endif
// Note that this component is registered by AzFramework.
// It must be registered here instead of in the module so that existence of AzFrameworkModule is guaranteed.
components.emplace_back(azrtti_typeid<AzFramework::DrillerNetworkAgentComponent>());
return components;
}
void GameApplication::CreateStaticModules(AZStd::vector<AZ::Module*>& outModules)
{
AzFramework::Application::CreateStaticModules(outModules);
outModules.emplace_back(aznew AzGameFrameworkModule());
// have to let the metrics system know that it's ok to send back the name of the DrillerNetworkAgentComponent to Amazon as plain text, without hashing
EBUS_EVENT(AzFramework::MetricsPlainTextNameRegistrationBus, RegisterForNameSending, AZStd::vector<AZ::Uuid>{ azrtti_typeid<AzFramework::DrillerNetworkAgentComponent>() });
}
void GameApplication::QueryApplicationType(AZ::ApplicationTypeQuery& appType) const
{
appType.m_maskValue = AZ::ApplicationTypeQuery::Masks::Game;
};
} // namespace AzGameFramework