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o3de/cmake/Projects.cmake
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lumberyard-employee-dm b1c82fc045 Updated references to Engine.pak to be lowercase engine.pak (#4397)
* Updated references to Engine.pak to be lowercase engine.pak

This makes the engine.pak file consistent with naming scheme of other pak files such as assets.pak.

It will also help avoid issues with mounting the file on Linux.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Engine.pak now loads correctly in release builds. The check for the file existing was failing in release builds because it was only checking inside packs. OpenPack first checks if the file exists, anyways, so it was safe to remove.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

Co-authored-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
2021-09-30 10:57:54 -05:00

184 lines
8.9 KiB
CMake

#
# 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
#
#
# Deals with projects (e.g. game gems)
include_guard()
set(LY_PROJECTS "${LY_PROJECTS}" CACHE STRING "List of projects to enable, this can be a relative path to the engine root or an absolute path")
#! ly_add_target_dependencies: adds module load dependencies for this target.
#
# Each target may have dependencies on gems. To properly define these dependencies, users provides
# this build target a list of dependencies that need to load dynamically when this target executes
# So for example, the PythonBindingExample target adds a dependency on the EditorPythonBindings gem
# via a tool dependencies file
#
# \arg:PREFIX(optional) value to prefix to the generated cmake_dependencies .setreg file for each target
# found in the DEPENDENCIES_FILES. The PREFIX and each dependent target will be joined using the <dot> symbol
# \arg:TARGETS names of the targets to associate the dependencies to
# \arg:DEPENDENCIES_FILES file(s) that contains the load-time dependencies the TARGETS will be associated to
# \arg:DEPENDENT_TARGETS additional list of targets should be added as load-time dependencies for the TARGETS list
#
function(ly_add_target_dependencies)
set(options)
set(oneValueArgs PREFIX)
set(multiValueArgs TARGETS DEPENDENCIES_FILES DEPENDENT_TARGETS)
cmake_parse_arguments(ly_add_gem_dependencies "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
# Validate input arguments
if(NOT ly_add_gem_dependencies_TARGETS)
message(FATAL_ERROR "You must provide at least one target to associate the dependencies with")
endif()
if(NOT ly_add_gem_dependencies_DEPENDENCIES_FILES AND NOT ly_add_gem_dependencies_DEPENDENT_TARGETS)
message(FATAL_ERROR "DEPENDENCIES_FILES parameter missing. It must be supplied unless the DEPENDENT_TARGETS parameter is set")
endif()
unset(ALL_GEM_DEPENDENCIES)
foreach(dependency_file ${ly_add_gem_dependencies_DEPENDENCIES_FILES})
#unset any GEM_DEPENDENCIES and include the dependencies file, that should populate GEM_DEPENDENCIES
unset(GEM_DEPENDENCIES)
include(${dependency_file})
list(APPEND ALL_GEM_DEPENDENCIES ${GEM_DEPENDENCIES})
endforeach()
# Append the DEPENDENT_TARGETS to the list of ALL_GEM_DEPENDENCIES
list(APPEND ALL_GEM_DEPENDENCIES ${ly_add_gem_dependencies_DEPENDENT_TARGETS})
# for each target, add the dependencies and generate setreg json with the list of gems to load
foreach(target ${ly_add_gem_dependencies_TARGETS})
ly_add_dependencies(${target} ${ALL_GEM_DEPENDENCIES})
# Add the target to the LY_DELAYED_LOAD_DEPENDENCIES if it isn't already on the list
get_property(delayed_load_target_set GLOBAL PROPERTY LY_DELAYED_LOAD_"${ly_add_gem_dependencies_PREFIX},${target}" SET)
if(NOT delayed_load_target_set)
set_property(GLOBAL APPEND PROPERTY LY_DELAYED_LOAD_DEPENDENCIES "${ly_add_gem_dependencies_PREFIX},${target}")
endif()
foreach(gem_target ${ALL_GEM_DEPENDENCIES})
# Add the list of gem dependencies to the LY_TARGET_DELAYED_DEPENDENCIES_${ly_add_gem_dependencies_PREFIX};${target} property
set_property(GLOBAL APPEND PROPERTY LY_DELAYED_LOAD_"${ly_add_gem_dependencies_PREFIX},${target}" ${gem_target})
endforeach()
endforeach()
endfunction()
#template for generating the project build_path setreg
set(project_build_path_template [[
{
"Amazon": {
"Project": {
"Settings": {
"Build": {
"project_build_path": "@project_bin_path@"
}
}
}
}
}]]
)
#! ly_generate_project_build_path_setreg: Generates a .setreg file that contains an absolute path to the ${CMAKE_BINARY_DIR}
# This allows locate the directory where the project it's binaries are built to be located within the engine.
# Which are the shared libraries and launcher executables
# When an a pre-built engine application runs from a directory other than the project build directory, it needs
# to be able to locate the project build directory to determine the list of gems that the project depends on to load
# as well the location of those gems.
# For example if the project uses an external gem not associated with the engine, that gem's dlls/so/dylib files
# would be located within the project build directory and the engine SDK binary directory would need that info
# NOTE: This only needed for non-monolithic host platforms.
# This is because there are no dynamic gems to load on monolithic builds
# Furthermore the pre-built SDK engine applications such as the Editor and AssetProcessor
# can only run on the host platform
# \arg:project_real_path Full path to the o3de project directory
function(ly_generate_project_build_path_setreg project_real_path)
# The build path isn't needed on non-monolithic platforms
# Nor on any non-host platforms
if (LY_MONOLITHIC_GAME OR NOT PAL_TRAIT_BUILD_HOST_TOOLS)
return()
endif()
# Set the project_bin_path to the ${CMAKE_BINARY_DIR} to provide the configure template
# with the project build directory
set(project_bin_path ${CMAKE_BINARY_DIR})
string(CONFIGURE ${project_build_path_template} project_build_path_setreg_content @ONLY)
set(project_user_build_path_setreg_file ${project_real_path}/user/Registry/Platform/${PAL_PLATFORM_NAME}/build_path.setreg)
file(GENERATE OUTPUT ${project_user_build_path_setreg_file} CONTENT ${project_build_path_setreg_content})
endfunction()
function(add_project_json_external_subdirectories project_path)
set(project_json_path ${project_path}/project.json)
if(EXISTS ${project_json_path})
read_json_external_subdirs(external_subdirs ${project_path}/project.json)
foreach(external_subdir ${external_subdirs})
file(REAL_PATH ${external_subdir} real_external_subdir BASE_DIRECTORY ${project_path})
list(APPEND project_external_subdirs ${real_external_subdir})
endforeach()
set_property(GLOBAL APPEND PROPERTY LY_EXTERNAL_SUBDIRS ${project_external_subdirs})
endif()
endfunction()
# Add the projects here so the above function is found
foreach(project ${LY_PROJECTS})
file(REAL_PATH ${project} full_directory_path BASE_DIRECTORY ${CMAKE_SOURCE_DIR})
string(SHA256 full_directory_hash ${full_directory_path})
# Truncate the full_directory_hash down to 8 characters to avoid hitting the Windows 260 character path limit
# when the external subdirectory contains relative paths of significant length
string(SUBSTRING ${full_directory_hash} 0 8 full_directory_hash)
get_filename_component(project_folder_name ${project} NAME)
list(APPEND LY_PROJECTS_FOLDER_NAME ${project_folder_name})
add_subdirectory(${project} "${project_folder_name}-${full_directory_hash}")
ly_generate_project_build_path_setreg(${full_directory_path})
add_project_json_external_subdirectories(${full_directory_path})
# Generate pak for project in release installs
cmake_path(RELATIVE_PATH CMAKE_RUNTIME_OUTPUT_DIRECTORY BASE_DIRECTORY ${CMAKE_BINARY_DIR} OUTPUT_VARIABLE runtime_output_directory)
set(install_engine_pak_template [=[
if("${CMAKE_INSTALL_CONFIG_NAME}" MATCHES "^([Rr][Ee][Ll][Ee][Aa][Ss][Ee])$")
set(install_output_folder "${CMAKE_INSTALL_PREFIX}/@runtime_output_directory@/@PAL_PLATFORM_NAME@/${CMAKE_INSTALL_CONFIG_NAME}/@LY_BUILD_PERMUTATION@")
if(NOT DEFINED LY_ASSET_DEPLOY_ASSET_TYPE)
set(LY_ASSET_DEPLOY_ASSET_TYPE @LY_ASSET_DEPLOY_ASSET_TYPE@)
endif()
message(STATUS "Generating ${install_output_folder}/engine.pak from @full_directory_path@/Cache/${LY_ASSET_DEPLOY_ASSET_TYPE}")
file(MAKE_DIRECTORY "${install_output_folder}")
cmake_path(SET cache_product_path "@full_directory_path@/Cache/${LY_ASSET_DEPLOY_ASSET_TYPE}")
file(GLOB product_assets "${cache_product_path}/*")
if(product_assets)
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar "cf" "${install_output_folder}/engine.pak" --format=zip -- ${product_assets}
WORKING_DIRECTORY "${cache_product_path}"
RESULT_VARIABLE archive_creation_result
)
if(archive_creation_result EQUAL 0)
message(STATUS "${install_output_folder}/engine.pak generated")
endif()
endif()
endif()
]=])
string(CONFIGURE "${install_engine_pak_template}" install_engine_pak_code @ONLY)
ly_install_run_code("${install_engine_pak_code}")
endforeach()
# If just one project is defined we pass it as a parameter to the applications
list(LENGTH LY_PROJECTS projects_length)
if(projects_length EQUAL "1")
list(GET LY_PROJECTS 0 project)
file(REAL_PATH ${project} full_directory_path BASE_DIRECTORY ${CMAKE_SOURCE_DIR})
ly_set(LY_DEFAULT_PROJECT_PATH ${full_directory_path})
endif()
ly_set(LY_PROJECTS_FOLDER_NAME ${LY_PROJECTS_FOLDER_NAME})