Files
o3de/Code/LauncherUnified/Launcher.cpp
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

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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 <Launcher.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/Debug/Trace.h>
#include <AzCore/IO/Path/Path.h>
#include <AzCore/IO/SystemFile.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/StringFunc/StringFunc.h>
#include <AzCore/Utils/Utils.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <AzFramework/IO/RemoteStorageDrive.h>
#include <AzGameFramework/Application/GameApplication.h>
#include <CryLibrary.h>
#include <ISystem.h>
#include <ITimer.h>
#include <LegacyAllocator.h>
#include <Launcher_Traits_Platform.h>
#if defined(AZ_MONOLITHIC_BUILD)
extern "C" void CreateStaticModules(AZStd::vector<AZ::Module*>& modulesOut);
#endif // defined(AZ_MONOLITHIC_BUILD)
// Add the "REMOTE_ASSET_PROCESSOR" define except in release
// this makes it so that asset processor functions. Without this, all assets must be present and on local media
// with this, the asset processor can be used to remotely process assets.
#if !defined(_RELEASE)
# define REMOTE_ASSET_PROCESSOR
#endif
namespace
{
void ExecuteConsoleCommandFile(AzFramework::Application& application)
{
const AZStd::string_view customConCmdKey = "console-command-file";
const AZ::CommandLine* commandLine = application.GetCommandLine();
AZStd::size_t numSwitchValues = commandLine->GetNumSwitchValues(customConCmdKey);
if (numSwitchValues > 0)
{
// The expectations for command line parameters is that the "last one wins"
// That way it allows users and test scripts to override previous command line options by just listing them later on the invocation line
const AZStd::string& consoleCmd = commandLine->GetSwitchValue(customConCmdKey, numSwitchValues - 1);
if (!consoleCmd.empty())
{
AZ::Interface<AZ::IConsole>::Get()->ExecuteConfigFile(consoleCmd.c_str());
}
}
}
#if AZ_TRAIT_LAUNCHER_USE_CRY_DYNAMIC_MODULE_HANDLE
// mimics AZ::DynamicModuleHandle but uses CryLibrary under the hood,
// which is necessary to properly load legacy Cry libraries on some platforms
class DynamicModuleHandle
{
public:
AZ_CLASS_ALLOCATOR(DynamicModuleHandle, AZ::OSAllocator, 0)
static AZStd::unique_ptr<DynamicModuleHandle> Create(const char* fullFileName)
{
return AZStd::unique_ptr<DynamicModuleHandle>(aznew DynamicModuleHandle(fullFileName));
}
DynamicModuleHandle(const DynamicModuleHandle&) = delete;
DynamicModuleHandle& operator=(const DynamicModuleHandle&) = delete;
~DynamicModuleHandle()
{
Unload();
}
// argument is strictly to match the API of AZ::DynamicModuleHandle
bool Load(bool unused)
{
AZ_UNUSED(unused);
if (IsLoaded())
{
return true;
}
m_moduleHandle = CryLoadLibrary(m_fileName.c_str());
return IsLoaded();
}
bool Unload()
{
if (!IsLoaded())
{
return false;
}
return CryFreeLibrary(m_moduleHandle);
}
bool IsLoaded() const
{
return m_moduleHandle != nullptr;
}
const AZ::OSString& GetFilename() const
{
return m_fileName;
}
template<typename Function>
Function GetFunction(const char* functionName) const
{
if (IsLoaded())
{
return reinterpret_cast<Function>(CryGetProcAddress(m_moduleHandle, functionName));
}
else
{
return nullptr;
}
}
private:
DynamicModuleHandle(const char* fileFullName)
: m_fileName()
, m_moduleHandle(nullptr)
{
m_fileName = AZ::OSString::format("%s%s%s",
CrySharedLibraryPrefix, fileFullName, CrySharedLibraryExtension);
}
AZ::OSString m_fileName;
HMODULE m_moduleHandle;
};
#else
// mimics AZ::DynamicModuleHandle but also calls InjectEnvironmentFunction on
// the loaded module which is necessary to properly load legacy Cry libraries
class DynamicModuleHandle
{
public:
AZ_CLASS_ALLOCATOR(DynamicModuleHandle, AZ::OSAllocator, 0);
static AZStd::unique_ptr<DynamicModuleHandle> Create(const char* fullFileName)
{
return AZStd::unique_ptr<DynamicModuleHandle>(aznew DynamicModuleHandle(fullFileName));
}
bool Load(bool isInitializeFunctionRequired)
{
const bool loaded = m_moduleHandle->Load(isInitializeFunctionRequired);
if (loaded)
{
// We need to inject the environment first thing so that allocators are available immediately
InjectEnvironmentFunction injectEnv = GetFunction<InjectEnvironmentFunction>(INJECT_ENVIRONMENT_FUNCTION);
if (injectEnv)
{
auto env = AZ::Environment::GetInstance();
injectEnv(env);
}
}
return loaded;
}
bool Unload()
{
bool unloaded = m_moduleHandle->Unload();
if (unloaded)
{
DetachEnvironmentFunction detachEnv = GetFunction<DetachEnvironmentFunction>(DETACH_ENVIRONMENT_FUNCTION);
if (detachEnv)
{
detachEnv();
}
}
return unloaded;
}
template<typename Function>
Function GetFunction(const char* functionName) const
{
return m_moduleHandle->GetFunction<Function>(functionName);
}
private:
DynamicModuleHandle(const char* fileFullName)
: m_moduleHandle(AZ::DynamicModuleHandle::Create(fileFullName))
{
}
AZStd::unique_ptr<AZ::DynamicModuleHandle> m_moduleHandle;
};
#endif // AZ_TRAIT_LAUNCHER_USE_CRY_DYNAMIC_MODULE_HANDLE
void RunMainLoop(AzGameFramework::GameApplication& gameApplication)
{
// Ideally we'd just call GameApplication::RunMainLoop instead, but
// we'd have to stop calling ISystem::UpdatePreTickBus / PostTickBus
// directly, and instead have something subscribe to the TickBus in
// order to call them, using order ComponentTickBus::TICK_FIRST - 1
// and ComponentTickBus::TICK_LAST + 1 to ensure they get called at
// the same time as they do now. Also, we'd need to pass a function
// pointer to AzGameFramework::GameApplication::MainLoop that would
// be used to call ITimer::GetFrameTime (unless we could also shift
// our frame time to be managed by AzGameFramework::GameApplication
// instead, which probably isn't going to happen anytime soon given
// how many things depend on the ITimer interface).
bool continueRunning = true;
ISystem* system = gEnv ? gEnv->pSystem : nullptr;
while (continueRunning)
{
// Pump the system event loop
gameApplication.PumpSystemEventLoopUntilEmpty();
// Update the AzFramework system tick bus
gameApplication.TickSystem();
// Pre-update CrySystem
if (system)
{
system->UpdatePreTickBus();
}
// Update the AzFramework application tick bus
gameApplication.Tick(gEnv->pTimer->GetFrameTime());
// Post-update CrySystem
if (system)
{
system->UpdatePostTickBus();
}
// Check for quit requests
continueRunning = !gameApplication.WasExitMainLoopRequested() && continueRunning;
}
}
}
namespace O3DELauncher
{
AZ_CVAR(bool, bg_ConnectToAssetProcessor, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "If true, the process will launch and connect to the asset processor");
bool PlatformMainInfo::CopyCommandLine(int argc, char** argv)
{
for (int argIndex = 0; argIndex < argc; ++argIndex)
{
if (!AddArgument(argv[argIndex]))
{
return false;
}
}
return true;
}
bool PlatformMainInfo::AddArgument(const char* arg)
{
AZ_Error("Launcher", arg, "Attempting to add a nullptr command line argument!");
bool needsQuote = (strstr(arg, " ") != nullptr);
bool needsSpace = (m_commandLine[0] != 0);
// strip the previous null-term from the count to prevent double counting
m_commandLineLen = (m_commandLineLen == 0) ? 0 : (m_commandLineLen - 1);
// compute the expected length with the added argument
size_t argLen = strlen(arg);
size_t pendingLen = m_commandLineLen + argLen + 1 + (needsSpace ? 1 : 0) + (needsQuote ? 2 : 0); // +1 null-term, [+1 space], [+2 quotes]
if (pendingLen >= AZ_COMMAND_LINE_LEN)
{
AZ_Assert(false, "Command line exceeds the %d character limit!", AZ_COMMAND_LINE_LEN);
return false;
}
if (needsSpace)
{
m_commandLine[m_commandLineLen++] = ' ';
}
azsnprintf(m_commandLine + m_commandLineLen,
AZ_COMMAND_LINE_LEN - m_commandLineLen,
needsQuote ? "\"%s\"" : "%s",
arg);
// Inject the argument in the argument buffer to preserve/replicate argC and argV
azstrncpy(&m_commandLineArgBuffer[m_nextCommandLineArgInsertPoint],
AZ_COMMAND_LINE_LEN - m_nextCommandLineArgInsertPoint,
arg,
argLen+1);
m_argV[m_argC++] = &m_commandLineArgBuffer[m_nextCommandLineArgInsertPoint];
m_nextCommandLineArgInsertPoint += argLen + 1;
m_commandLineLen = pendingLen;
return true;
}
const char* GetReturnCodeString(ReturnCode code)
{
switch (code)
{
case ReturnCode::Success:
return "Success";
case ReturnCode::ErrCommandLine:
return "Failed to copy command line arguments";
case ReturnCode::ErrResourceLimit:
return "A resource limit failed to update";
case ReturnCode::ErrAppDescriptor:
return "Application descriptor file was not found";
case ReturnCode::ErrCrySystemLib:
return "Failed to load the CrySystem library";
case ReturnCode::ErrCrySystemInterface:
return "Failed to initialize the CrySystem Interface";
case ReturnCode::ErrCryEnvironment:
return "Failed to initialize the global environment";
case ReturnCode::ErrAssetProccessor:
return "Failed to connect to AssetProcessor while the /Amazon/AzCore/Bootstrap/wait_for_connect value is 1\n."
"wait_for_connect can be set to 0 within the bootstrap to allow connecting to the AssetProcessor"
" to not be an error if unsuccessful.";
default:
return "Unknown error code";
}
}
void CompileCriticalAssets();
void CreateRemoteFileIO();
bool ConnectToAssetProcessor()
{
bool connectedToAssetProcessor{};
// When the AssetProcessor is already launched it should take less than a second to perform a connection
// but when the AssetProcessor needs to be launch it could take up to 15 seconds to have the AssetProcessor initialize
// and able to negotiate a connection when running a debug build
// and to negotiate a connection
// Setting the connectTimeout to 3 seconds if not set within the settings registry
AzFramework::AssetSystem::ConnectionSettings connectionSettings;
AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
connectionSettings.m_launchAssetProcessorOnFailedConnection = true;
connectionSettings.m_connectionIdentifier = AzFramework::AssetSystem::ConnectionIdentifiers::Game;
connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
{
AZ_TracePrintf("Launcher", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
};
AzFramework::AssetSystemRequestBus::BroadcastResult(connectedToAssetProcessor, &AzFramework::AssetSystemRequestBus::Events::EstablishAssetProcessorConnection, connectionSettings);
if (connectedToAssetProcessor)
{
AZ_TracePrintf("Launcher", "Connected to Asset Processor\n");
CreateRemoteFileIO();
CompileCriticalAssets();
}
return connectedToAssetProcessor;
}
//! Compiles the critical assets that are within the Engine directory of Open 3D Engine
//! This code should be in a centralized location, but doesn't belong in AzFramework
//! since it is specific to how Open 3D Engine projects has assets setup
void CompileCriticalAssets()
{
// VERY early on, as soon as we can, request that the asset system make sure the following assets take priority over others,
// so that by the time we ask for them there is a greater likelihood that they're already good to go.
// these can be loaded later but are still important:
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetBySearchTerm, "/texturemsg/");
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetBySearchTerm, "engineassets/materials");
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetBySearchTerm, "engineassets/geomcaches");
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetBySearchTerm, "engineassets/objects");
// some are specifically extra important and will cause issues if missing completely:
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::CompileAssetSync, "engineassets/objects/default.cgf");
}
//! Remote FileIO to use as a Virtual File System
//! Communication of FileIOBase operations occur through an AssetProcessor connection
void CreateRemoteFileIO()
{
AZ::SettingsRegistryInterface* settingsRegistry = AZ::SettingsRegistry::Get();
AZ::s64 allowRemoteFilesystem{};
AZ::SettingsRegistryMergeUtils::PlatformGet(*settingsRegistry, allowRemoteFilesystem,
AZ::SettingsRegistryMergeUtils::BootstrapSettingsRootKey, "remote_filesystem");
if (allowRemoteFilesystem != 0)
{
// The SetInstance calls below will assert if this has already been set and we don't clear first
// Application::StartCommon will set a LocalFileIO base first.
// This provides an opportunity for the RemoteFileIO to override the direct instance
auto remoteFileIo = new AZ::IO::RemoteFileIO(AZ::IO::FileIOBase::GetDirectInstance()); // Wrap LocalFileIO the direct instance
AZ::IO::FileIOBase::SetDirectInstance(nullptr);
// Wrap AZ:IO::LocalFileIO the direct instance
AZ::IO::FileIOBase::SetDirectInstance(remoteFileIo);
}
}
ReturnCode Run(const PlatformMainInfo& mainInfo)
{
if (mainInfo.m_updateResourceLimits
&& !mainInfo.m_updateResourceLimits())
{
return ReturnCode::ErrResourceLimit;
}
// Game Application (AzGameFramework)
int gameArgC = mainInfo.m_argC;
char** gameArgV = const_cast<char**>(mainInfo.m_argV);
constexpr size_t MaxCommandArgsCount = 128;
using ArgumentContainer = AZStd::fixed_vector<char*, MaxCommandArgsCount>;
ArgumentContainer argContainer(gameArgV, gameArgV + gameArgC);
using FixedValueString = AZ::SettingsRegistryInterface::FixedValueString;
// Inject the Engine Path, Project Path and Project Name into the CommandLine parameters to the command line
// in order to be used in the Settings Registry
// The command line overrides are stored in the following fixed strings
// until the ComponentApplication constructor can parse the command line parameters
FixedValueString projectNameOptionOverride;
FixedValueString projectPathOptionOverride;
FixedValueString enginePathOptionOverride;
// Insert the project_name option to the front
const AZStd::string_view launcherProjectName = GetProjectName();
if (!launcherProjectName.empty())
{
const auto projectNameKey = FixedValueString(AZ::SettingsRegistryMergeUtils::ProjectSettingsRootKey) + "/project_name";
projectNameOptionOverride = FixedValueString::format(R"(--regset="%s=%.*s")",
projectNameKey.c_str(), aznumeric_cast<int>(launcherProjectName.size()), launcherProjectName.data());
argContainer.emplace_back(projectNameOptionOverride.data());
}
// Non-host platforms cannot use the project path that is #defined within the launcher.
// In this case the the result of AZ::Utils::GetDefaultAppRoot is used instead
#if !AZ_TRAIT_OS_IS_HOST_OS_PLATFORM
AZStd::string_view projectPath;
// Make sure the defaultAppRootPath variable is in scope long enough until the projectPath string_view is used below
AZStd::optional<AZ::IO::FixedMaxPathString> defaultAppRootPath = AZ::Utils::GetDefaultAppRootPath();
if (defaultAppRootPath.has_value())
{
projectPath = *defaultAppRootPath;
}
if (!projectPath.empty())
{
const auto projectPathKey = FixedValueString(AZ::SettingsRegistryMergeUtils::BootstrapSettingsRootKey)
+ "/project_path";
projectPathOptionOverride = FixedValueString::format(R"(--regset="%s=%.*s")",
projectPathKey.c_str(), aznumeric_cast<int>(projectPath.size()), projectPath.data());
argContainer.emplace_back(projectPathOptionOverride.data());
// For non-host platforms set the engine root to be the project root
// Since the directories available during execution are limited on those platforms
AZStd::string_view enginePath = projectPath;
const auto enginePathKey = FixedValueString(AZ::SettingsRegistryMergeUtils::BootstrapSettingsRootKey)
+ "/engine_path";
enginePathOptionOverride = FixedValueString ::format(R"(--regset="%s=%.*s")",
enginePathKey.c_str(), aznumeric_cast<int>(enginePath.size()), enginePath.data());
argContainer.emplace_back(enginePathOptionOverride.data());
}
#endif
AzGameFramework::GameApplication gameApplication(aznumeric_cast<int>(argContainer.size()), argContainer.data());
// The settings registry has been created by the AZ::ComponentApplication constructor at this point
auto settingsRegistry = AZ::SettingsRegistry::Get();
if (settingsRegistry == nullptr)
{
// Settings registry must be available at this point in order to continue
return ReturnCode::ErrValidation;
}
const AZStd::string_view buildTargetName = GetBuildTargetName();
AZ::SettingsRegistryMergeUtils::MergeSettingsToRegistry_AddBuildSystemTargetSpecialization(*settingsRegistry, buildTargetName);
AZ_TracePrintf("Launcher", R"(Running project "%.*s.)" "\n"
R"(The project name value has been successfully set in the Settings Registry at key "%s/project_name)"
R"( for Launcher target "%.*s")" "\n",
aznumeric_cast<int>(launcherProjectName.size()), launcherProjectName.data(),
AZ::SettingsRegistryMergeUtils::ProjectSettingsRootKey,
aznumeric_cast<int>(buildTargetName.size()), buildTargetName.data());
AZ::SettingsRegistryInterface::FixedValueString pathToAssets;
if (!settingsRegistry->Get(pathToAssets, AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
{
// Default to mainInfo.m_appResource if the cache root folder is missing from the Settings Registry
pathToAssets = mainInfo.m_appResourcesPath;
AZ_Error("Launcher", false, "Unable to retrieve asset cache root folder from the settings registry at json pointer path %s",
AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder);
}
else
{
AZ_TracePrintf("Launcher", "The asset cache folder of %s has been successfully read from the Settings Registry\n",
pathToAssets.c_str());
}
CryAllocatorsRAII cryAllocatorsRAII;
// System Init Params ("Legacy" Open 3D Engine)
SSystemInitParams systemInitParams;
memset(&systemInitParams, 0, sizeof(SSystemInitParams));
{
AzGameFramework::GameApplication::StartupParameters gameApplicationStartupParams;
if (mainInfo.m_allocator)
{
gameApplicationStartupParams.m_allocator = mainInfo.m_allocator;
}
else if (AZ::AllocatorInstance<AZ::OSAllocator>::IsReady())
{
gameApplicationStartupParams.m_allocator = &AZ::AllocatorInstance<AZ::OSAllocator>::Get();
}
#if defined(AZ_MONOLITHIC_BUILD)
gameApplicationStartupParams.m_createStaticModulesCallback = CreateStaticModules;
gameApplicationStartupParams.m_loadDynamicModules = false;
#endif // defined(AZ_MONOLITHIC_BUILD)
gameApplication.Start({}, gameApplicationStartupParams);
#if defined(REMOTE_ASSET_PROCESSOR)
bool allowedEngineConnection = !systemInitParams.bToolMode && !systemInitParams.bTestMode && bg_ConnectToAssetProcessor;
//connect to the asset processor using the bootstrap values
if (allowedEngineConnection)
{
if (!ConnectToAssetProcessor())
{
AZ::s64 waitForConnect{};
AZ::SettingsRegistryMergeUtils::PlatformGet(*settingsRegistry, waitForConnect,
AZ::SettingsRegistryMergeUtils::BootstrapSettingsRootKey, "wait_for_connect");
if (waitForConnect != 0)
{
AZ_Error("Launcher", false, "Failed to connect to AssetProcessor.");
return ReturnCode::ErrAssetProccessor;
}
}
}
#endif
AZ_Assert(AZ::AllocatorInstance<AZ::SystemAllocator>::IsReady(), "System allocator was not created or creation failed.");
//Initialize the Debug trace instance to create necessary environment variables
AZ::Debug::Trace::Instance().Init();
}
if (mainInfo.m_onPostAppStart)
{
mainInfo.m_onPostAppStart();
}
azstrncpy(systemInitParams.szSystemCmdLine, sizeof(systemInitParams.szSystemCmdLine),
mainInfo.m_commandLine, mainInfo.m_commandLineLen);
systemInitParams.pSharedEnvironment = AZ::Environment::GetInstance();
systemInitParams.sLogFileName = GetLogFilename();
systemInitParams.hInstance = mainInfo.m_instance;
systemInitParams.hWnd = mainInfo.m_window;
systemInitParams.pPrintSync = mainInfo.m_printSink;
if (strstr(mainInfo.m_commandLine, "-norandom"))
{
systemInitParams.bNoRandom = true;
}
systemInitParams.bDedicatedServer = IsDedicatedServer();
if (IsDedicatedServer())
{
AZ::Interface<AZ::IConsole>::Get()->PerformCommand("sv_isDedicated true");
}
else
{
AZ::Interface<AZ::IConsole>::Get()->PerformCommand("sv_isDedicated false");
}
bool remoteFileSystemEnabled{};
AZ::SettingsRegistryMergeUtils::PlatformGet(*settingsRegistry, remoteFileSystemEnabled,
AZ::SettingsRegistryMergeUtils::BootstrapSettingsRootKey, "remote_filesystem");
if (remoteFileSystemEnabled)
{
AZ_TracePrintf("Launcher", "Application is configured for VFS");
AZ_TracePrintf("Launcher", "Log and cache files will be written to the Cache directory on your host PC");
#if defined(AZ_ENABLE_TRACING)
const char* message = "If your game does not run, check any of the following:\n"
"\t- Verify the remote_ip address is correct in bootstrap.cfg";
#endif
if (mainInfo.m_additionalVfsResolution)
{
AZ_TracePrintf("Launcher", "%s\n%s", message, mainInfo.m_additionalVfsResolution)
}
else
{
AZ_TracePrintf("Launcher", "%s", message)
}
}
else
{
AZ_TracePrintf("Launcher", "Application is configured to use device local files at %s\n", pathToAssets.c_str());
AZ_TracePrintf("Launcher", "Log and cache files will be written to device storage\n");
}
// Create CrySystem.
#if !defined(AZ_MONOLITHIC_BUILD)
AZStd::unique_ptr<DynamicModuleHandle> crySystemLibrary;
PFNCREATESYSTEMINTERFACE CreateSystemInterface = nullptr;
crySystemLibrary = DynamicModuleHandle::Create("CrySystem");
if (crySystemLibrary->Load(false))
{
CreateSystemInterface = crySystemLibrary->GetFunction<PFNCREATESYSTEMINTERFACE>("CreateSystemInterface");
if (CreateSystemInterface)
{
systemInitParams.pSystem = CreateSystemInterface(systemInitParams);
}
}
#else
systemInitParams.pSystem = CreateSystemInterface(systemInitParams);
#endif // !defined(AZ_MONOLITHIC_BUILD)
ReturnCode status = ReturnCode::Success;
if (systemInitParams.pSystem)
{
// Process queued events before main loop.
AZ::TickBus::ExecuteQueuedEvents();
#if !defined(SYS_ENV_AS_STRUCT)
gEnv = systemInitParams.pSystem->GetGlobalEnvironment();
#endif // !defined(SYS_ENV_AS_STRUCT)
if (gEnv && gEnv->pConsole)
{
// Execute autoexec.cfg to load the initial level
AZ::Interface<AZ::IConsole>::Get()->ExecuteConfigFile("autoexec.cfg");
// Find out if console command file was passed
// via --console-command-file=%filename% and execute it
ExecuteConsoleCommandFile(gameApplication);
gEnv->pSystem->ExecuteCommandLine(false);
// Run the main loop
RunMainLoop(gameApplication);
}
else
{
status = ReturnCode::ErrCryEnvironment;
}
}
else
{
status = ReturnCode::ErrCrySystemInterface;
}
#if !defined(AZ_MONOLITHIC_BUILD)
delete systemInitParams.pSystem;
crySystemLibrary.reset(nullptr);
#endif // !defined(AZ_MONOLITHIC_BUILD)
gameApplication.Stop();
AZ::Debug::Trace::Instance().Destroy();
return status;
}
}