Files
o3de/Code/LauncherUnified/launcher_generator.cmake
T
amzn-phist 6cba64f226 Fix issue with Server Launcher debug console not accepting keystrokes (#5325)
* Fix issue with debug console ignoring some keys

This problem was reported for Server only, the Enter/Backspace keys were
being ignored in the ImGui Debug Console.
This wasn't an issue if the Server had loaded a map.
The problem was with XConsole explicitly setting a bool in dedicated
server mode.  This caused text input to be processed by XConsole code
and not passed further along to DebugConsole where it should have been
handling it via ImGui.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Fix missing runtime dependency of ServerLauncher

ServerLauncher in non-monolithic config was missing a runtime dependency
on Legacy::CrySystem.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
2021-11-05 13:47:24 -05:00

266 lines
12 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
#
#
set_property(GLOBAL PROPERTY LAUNCHER_UNIFIED_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR})
# Launcher targets for a project need to be generated when configuring a project.
# When building the engine source, this file will be included by LauncherUnified's CMakeLists.txt
# When using an installed engine, this file will be included by the FindLauncherGenerator.cmake script
get_property(LY_PROJECTS_TARGET_NAME GLOBAL PROPERTY LY_PROJECTS_TARGET_NAME)
foreach(project_name project_path IN ZIP_LISTS LY_PROJECTS_TARGET_NAME LY_PROJECTS)
# Computes the realpath to the project
# If the project_path is relative, it is evaluated relative to the ${LY_ROOT_FOLDER}
# Otherwise the the absolute project_path is returned with symlinks resolved
file(REAL_PATH ${project_path} project_real_path BASE_DIRECTORY ${LY_ROOT_FOLDER})
if(NOT project_name)
o3de_read_json_key(project_name ${project_real_path}/project.json "project_name")
message(WARNING "The project located at path ${project_real_path} has a valid \"project name\" of '${project_name}' read from it's project.json file."
" This indicates that the ${project_real_path}/CMakeLists.txt is not properly appending the \"project name\" "
"to the LY_PROJECTS_TARGET_NAME global property. Other configuration errors might occur")
endif()
################################################################################
# Assets
################################################################################
if(PAL_TRAIT_BUILD_HOST_TOOLS)
add_custom_target(${project_name}.Assets
COMMENT "Processing ${project_name} assets..."
COMMAND "${CMAKE_COMMAND}"
-DLY_LOCK_FILE=$<GENEX_EVAL:$<TARGET_FILE_DIR:AZ::AssetProcessorBatch>>/project_assets.lock
-P ${LY_ROOT_FOLDER}/cmake/CommandExecution.cmake
EXEC_COMMAND $<GENEX_EVAL:$<TARGET_FILE:AZ::AssetProcessorBatch>>
--zeroAnalysisMode
--project-path=${project_real_path}
--platforms=${LY_ASSET_DEPLOY_ASSET_TYPE}
)
set_target_properties(${project_name}.Assets
PROPERTIES
EXCLUDE_FROM_ALL TRUE
FOLDER ${project_name}
)
endif()
################################################################################
# Monolithic game
################################################################################
if(LY_MONOLITHIC_GAME)
# In the monolithic case, we need to register the gem modules, to do so we will generate a StaticModules.inl
# file from StaticModules.in
set_property(GLOBAL APPEND PROPERTY LY_STATIC_MODULE_PROJECTS_NAME ${project_name})
get_property(game_gem_dependencies GLOBAL PROPERTY LY_DELAYED_DEPENDENCIES_${project_name}.GameLauncher)
set(game_build_dependencies
${game_gem_dependencies}
Legacy::CrySystem
)
if(PAL_TRAIT_BUILD_SERVER_SUPPORTED)
get_property(server_gem_dependencies GLOBAL PROPERTY LY_DELAYED_DEPENDENCIES_${project_name}.ServerLauncher)
set(server_build_dependencies
${server_gem_dependencies}
Legacy::CrySystem
)
endif()
else()
set(game_runtime_dependencies
Legacy::CrySystem
)
if(PAL_TRAIT_BUILD_SERVER_SUPPORTED)
set(server_runtime_dependencies
Legacy::CrySystem
)
endif()
endif()
################################################################################
# Game
################################################################################
ly_add_target(
NAME ${project_name}.GameLauncher ${PAL_TRAIT_LAUNCHERUNIFIED_LAUNCHER_TYPE}
NAMESPACE AZ
FILES_CMAKE
${CMAKE_CURRENT_LIST_DIR}/launcher_project_files.cmake
PLATFORM_INCLUDE_FILES
${pal_dir}/launcher_project_${PAL_PLATFORM_NAME_LOWERCASE}.cmake
COMPILE_DEFINITIONS
PRIVATE
# Adds the name of the project/game
LY_PROJECT_NAME="${project_name}"
# Adds the ${project_name}_GameLauncher target as a define so for the Settings Registry to use
# when loading .setreg file specializations
# This is needed so that only gems for the project game launcher are loaded
LY_CMAKE_TARGET="${project_name}_GameLauncher"
INCLUDE_DIRECTORIES
PRIVATE
.
${CMAKE_CURRENT_BINARY_DIR}/${project_name}.GameLauncher/Includes # required for StaticModules.inl
BUILD_DEPENDENCIES
PRIVATE
AZ::Launcher.Static
AZ::Launcher.Game.Static
${game_build_dependencies}
RUNTIME_DEPENDENCIES
${game_runtime_dependencies}
)
# Needs to be set manually after ly_add_target to prevent the default location overriding it
set_target_properties(${project_name}.GameLauncher
PROPERTIES
FOLDER ${project_name}
LY_PROJECT_NAME ${project_name}
)
# After ensuring that we correctly support DPI scaling, this should be switched to "PerMonitor"
set_property(TARGET ${project_name}.GameLauncher APPEND PROPERTY VS_DPI_AWARE "OFF")
if(LY_DEFAULT_PROJECT_PATH)
set_property(TARGET ${project_name}.GameLauncher APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${LY_DEFAULT_PROJECT_PATH}\"")
endif()
# Associate the Clients Gem Variant with each projects GameLauncher
ly_set_gem_variant_to_load(TARGETS ${project_name}.GameLauncher VARIANTS Clients)
################################################################################
# Server
################################################################################
if(PAL_TRAIT_BUILD_SERVER_SUPPORTED)
get_property(server_projects GLOBAL PROPERTY LY_LAUNCHER_SERVER_PROJECTS)
if(${project_name} IN_LIST server_projects)
ly_add_target(
NAME ${project_name}.ServerLauncher APPLICATION
NAMESPACE AZ
FILES_CMAKE
${CMAKE_CURRENT_LIST_DIR}/launcher_project_files.cmake
PLATFORM_INCLUDE_FILES
${pal_dir}/launcher_project_${PAL_PLATFORM_NAME_LOWERCASE}.cmake
COMPILE_DEFINITIONS
PRIVATE
# Adds the name of the project/game
LY_PROJECT_NAME="${project_name}"
# Adds the ${project_name}_ServerLauncher target as a define so for the Settings Registry to use
# when loading .setreg file specializations
# This is needed so that only gems for the project server launcher are loaded
LY_CMAKE_TARGET="${project_name}_ServerLauncher"
INCLUDE_DIRECTORIES
PRIVATE
.
${CMAKE_CURRENT_BINARY_DIR}/${project_name}.ServerLauncher/Includes # required for StaticModules.inl
BUILD_DEPENDENCIES
PRIVATE
AZ::Launcher.Static
AZ::Launcher.Server.Static
${server_build_dependencies}
RUNTIME_DEPENDENCIES
${server_runtime_dependencies}
)
# Needs to be set manually after ly_add_target to prevent the default location overriding it
set_target_properties(${project_name}.ServerLauncher
PROPERTIES
FOLDER ${project_name}
LY_PROJECT_NAME ${project_name}
)
if(LY_DEFAULT_PROJECT_PATH)
set_property(TARGET ${project_name}.ServerLauncher APPEND PROPERTY VS_DEBUGGER_COMMAND_ARGUMENTS "--project-path=\"${LY_DEFAULT_PROJECT_PATH}\"")
endif()
# Associate the Servers Gem Variant with each projects ServerLauncher
ly_set_gem_variant_to_load(TARGETS ${project_name}.ServerLauncher VARIANTS Servers)
endif()
endif()
endforeach()
#! Defer generation of the StaticModules.inl file needed in monolithic builds until after all the CMake targets are known
# This is that the GEM_MODULE target runtime dependencies can be parsed to discover the list of dependent modules
# to load
function(ly_delayed_generate_static_modules_inl)
if(LY_MONOLITHIC_GAME)
get_property(launcher_unified_binary_dir GLOBAL PROPERTY LAUNCHER_UNIFIED_BINARY_DIR)
get_property(project_names GLOBAL PROPERTY LY_STATIC_MODULE_PROJECTS_NAME)
foreach(project_name ${project_names})
unset(extern_module_declarations)
unset(module_invocations)
unset(all_game_gem_dependencies)
ly_get_gem_load_dependencies(all_game_gem_dependencies ${project_name}.GameLauncher)
foreach(game_gem_dependency ${all_game_gem_dependencies})
# Sometimes, a gem's Client variant may be an interface library
# which dependes on multiple gem targets. The interface libraries
# should be skipped; the real dependencies of the interface will be processed
if(TARGET ${game_gem_dependency})
get_target_property(target_type ${game_gem_dependency} TYPE)
if(${target_type} STREQUAL "INTERFACE_LIBRARY")
continue()
endif()
endif()
# To match the convention on how gems targets vs gem modules are named,
# we remove the ".Static" from the suffix
# Replace "." with "_"
string(REPLACE "." "_" game_gem_dependency ${game_gem_dependency})
string(APPEND extern_module_declarations "extern \"C\" AZ::Module* CreateModuleClass_Gem_${game_gem_dependency}();\n")
string(APPEND module_invocations " modulesOut.push_back(CreateModuleClass_Gem_${game_gem_dependency}());\n")
endforeach()
configure_file(${CMAKE_CURRENT_FUNCTION_LIST_DIR}/StaticModules.in
${launcher_unified_binary_dir}/${project_name}.GameLauncher/Includes/StaticModules.inl
)
ly_target_link_libraries(${project_name}.GameLauncher PRIVATE ${all_game_gem_dependencies})
if(PAL_TRAIT_BUILD_SERVER_SUPPORTED)
get_property(server_gem_dependencies GLOBAL PROPERTY LY_STATIC_MODULE_PROJECTS_DEPENDENCIES_${project_name}.ServerLauncher)
unset(extern_module_declarations)
unset(module_invocations)
unset(all_server_gem_dependencies)
ly_get_gem_load_dependencies(all_server_gem_dependencies ${project_name}.ServerLauncher)
foreach(server_gem_dependency ${server_gem_dependencies})
ly_get_gem_load_dependencies(server_gem_load_dependencies ${server_gem_dependency})
list(APPEND all_server_gem_dependencies ${server_gem_load_dependencies} ${server_gem_dependency})
endforeach()
foreach(server_gem_dependency ${all_server_gem_dependencies})
# Skip interface libraries
if(TARGET ${server_gem_dependency})
get_target_property(target_type ${server_gem_dependency} TYPE)
if(${target_type} STREQUAL "INTERFACE_LIBRARY")
continue()
endif()
endif()
# Replace "." with "_"
string(REPLACE "." "_" server_gem_dependency ${server_gem_dependency})
string(APPEND extern_module_declarations "extern \"C\" AZ::Module* CreateModuleClass_Gem_${server_gem_dependency}();\n")
string(APPEND module_invocations " modulesOut.push_back(CreateModuleClass_Gem_${server_gem_dependency}());\n")
endforeach()
configure_file(${CMAKE_CURRENT_FUNCTION_LIST_DIR}/StaticModules.in
${launcher_unified_binary_dir}/${project_name}.ServerLauncher/Includes/StaticModules.inl
)
ly_target_link_libraries(${project_name}.ServerLauncher PRIVATE ${all_server_gem_dependencies})
endif()
endforeach()
endif()
endfunction()