Files
o3de/Assets/Engine/Scripts/Utils/Containers.lua
T
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* 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'
2021-04-28 21:38:43 -05:00

334 lines
9.4 KiB
Lua

----------------------------------------------------------------------------------------------------
--
-- 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.
--
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
--
--
-- Description: Containers for Lua
-- Docs:
--
----------------------------------------------------------------------------------------------------
local countTable = Set and Set.countTable or {};
-- Create factory and management table
Set = {};
Set.countTable = countTable;
-- All tables are registered in Set.countTable, therefore won't GCed!
-- Unless we make their entries weak references. See Lua docs.
-- The effect is that these references are ignored by the garbage collector.
setmetatable(Set.countTable, { __mode="kv" });
-- Create and return a new Set table
Set.New = function()
local nt = {}
Set.countTable[nt] = 0
return nt
end
Set.SerializeValues = function(tbl)
local result = {}
for k,v in pairs(tbl) do
local item = {}
table.insert( item, 1, k );
table.insert( item, 2, v );
table.insert( result, item );
end
return result
end
Set.DeserializeValues = function(tbl)
local result = Set.New()
for i,item in ipairs(tbl) do
Set.Add( result, item[1], item[2] );
end
return result;
end
Set.DeserializeEntities = function(tbl)
local result = Set.New()
for i,entityID in ipairs(tbl) do
Set.Add(result, entityID)
end
return result
end
Set.SerializeEntities = function(tbl)
local result = {};
for entityID,v in pairs(tbl) do
table.insert(result, entityID)
end
return result;
end
Set.DeserializeItems = function(tbl)
local result = Set.New();
for i,item in ipairs(tbl) do
if (item) then
Set.Add(result, item);
end
end
return result;
end
Set.SerializeItems = function(tbl)
local result = {};
local index = 1;
for item,v in pairs(tbl) do
result[index] = item;
index = index + 1;
end
return result;
end
-- Is this table registered as a Set?
-- When performance and best-effort execution are required, this function
-- can easily be reduced to a stub or even all calls to it removed with regexp
Set.Check = function(table)
-- Run-time checking
if (not Set.countTable[table]) then
-- Throwing an error here would be preferable
if (print) then
print(tostring(table).."is not registered as a Set");
else
System.Log(tostring(table).."is not registered as a Set");
end
System.ShowDebugger()
Set.throwAnError.throwAnError = true;
end
end
-- Add an entry into a Set iff it does not already exist
-- if v == nil, we set it to true - leaving it nil would break things
-- Returns true on success, false if entry already exists
Set.Add = function(table, k, v)
v = v or true;
Set.Check(table);
if (not table[k]) then
table[k] = v;
Set.countTable[table] = Set.countTable[table] + 1;
return true;
end
return false;
end
-- Removes an entry from a Set
-- if k == nil, does nothing, which is debatable semantics
-- Returns true on success, false if entry did not exist
Set.Remove = function(table, k)
Set.Check(table);
if (table[k]) then
table[k] = nil;
Set.countTable[table] = Set.countTable[table] - 1;
return true;
end
return false;
end
-- Get a value from a Set
-- Return the value or nil if none
Set.Get = function(table, k)
Set.Check(table);
return table[k]
end
-- Set the value associated with a key, even if it already exists
-- if v == nil, we set it to true - leaving it nil would break things
-- Returns true if it did already exist, false if not
Set.Set = function(table, k, v)
v = v or true;
Set.Check(table);
if (not table[k]) then
table[k] = v;
Set.countTable[table] = Set.countTable[table] + 1;
return false;
else
-- Replace, no need to change count
table[k] = v;
return true;
end
end
-- Get the number of entries in the Set
Set.Size = function(table)
Set.Check(table);
return Set.countTable[table];
end
-- Remove all entries
-- No return value
Set.RemoveAll = function(table)
Set.Check(table);
for k,v in pairs(table) do
table[k] = nil;
end
Set.countTable[table] = 0;
end
-- Add entries of one Set into another
-- Keys shared by both will not be overwritten
-- Returns true iff keys were disjoint, none shared
Set.Merge = function(dest, source)
local disjoint = true;
Set.Check(dest);
Set.Check(source);
for k,v in pairs(source) do
if (not Set.Add(dest, k, v)) then
disjoint = false;
end
end
return disjoint;
end
-- Iterating:
-- For now, treat a Set as any table.
-- This should change.
-- Utility/debugging function:
-- Sanity check a suspicious Set
-- Tries to find evidence of tampering
-- Returns true iff it passes
Set.SanityCheck = function(table)
-- Check this was created as a Set
Set.Check(table);
-- Find as many things as you can in the Set
local count = 0;
for i,v in pairs(table) do
count = count + 1;
end
local size = Set.Size(table);
if (count ~= size) then
System.Log("[Set] Sanity check failed - Set size is "..tostring(size)..", counted "..count);
return false;
end
-- Check that all entries have the same type
-- This is just good practice, rather than an error
local indexType = nil;
local valueType = nil;
for i,v in pairs(table) do
-- Check index
if (indexType) then
if (indexType ~= type(i)) then
System.Log("[Set] Sanity check failed - Found indices of both types "..indexType.." and "..type(i));
return false;
end
else
indexType = type(i);
end
-- Check value
if (valueType) then
if (valueType ~= type(v)) then
System.Log("[Set] Sanity check failed - Found values of both types "..valueType.." and "..type(v));
return false;
end
else
valueType = type(v);
end
end
return true;
end
-- Unit test
-- Return true for success or false on failure
Set.Test = function(fullTest)
local A = Set.New();
local B = Set.New();
if ( Set.Add(A, "key1", 1) == false ) then return false; end
if ( Set.Add(A, "key2") == false ) then return false; end
if ( Set.Add(A, "key3", 3) == false ) then return false; end
if ( Set.Add(A, "key1", 1) == true ) then return false; end
if ( Set.Remove(A, "key1") == false ) then return false; end
if ( Set.Get(A, "key2")== false ) then return false; end
if ( Set.Get(A, "key1") ~= nil ) then return false; end
if ( Set.Get(A, "key3") ~= 3 ) then return false; end
if ( Set.Size(A) ~= 2 ) then return false; end
Set.RemoveAll(A);
if ( Set.Size(A) ~= 0 ) then return false; end
if ( Set.Add(A, "key1", 1) == false ) then return false; end
if ( Set.Set(A, "key1", 9) == false ) then return false; end
if ( Set.Set(A, "key0", 9) == true ) then return false; end
if ( Set.Add(A, "keyF", 3) == false ) then return false; end
if ( Set.Size(A) ~= 3 ) then return false; end
if ( Set.Add(B, "key3", 3) == false ) then return false; end
if ( Set.Add(B, "key4", 4) == false ) then return false; end
if ( Set.Add(B, "key5", 5) == false ) then return false; end
if ( Set.Add(B, "key3", 3) == true ) then return false; end
if ( Set.Set(B, "key9") == true ) then return false; end
if ( Set.Get(B, "key9") == nil ) then return false; end
if (not Set.Merge(A,B)) then return false; end
if (Set.Size(A) ~= 7) then return false; end
if (Set.Merge(A,B)) then return false; end
if (Set.Size(A) ~= 7) then return false; end
if (fullTest) then
-- Check countTable and GC (slow)
-- Shouldn't assume there are no Sets when testing
collectgarbage();
local baseCount = 0;
for i,v in pairs(Set.countTable) do
baseCount = baseCount + 1;
end
B = nil;
collectgarbage();
local count = 0;
for i,v in pairs(Set.countTable) do
count = count + 1;
end
if (baseCount - count ~= 1) then return false; end
end
-- Move this line around for testing
do return true; end
return true;
end
-- Perform quick version of unit test
if (not Set.Test()) then
System.Log("Containers: ... Error - Failed Unit Test");
else
--System.Log("Containers: ... End loading!");
end
-- Useful testing lines in Editor:
-- #Script.ReloadScript("Scripts/Utils/Containers.lua");
-- #System.Log(tostring(Set.Test(true)))