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o3de/Code/Tools/AssetBundler/source/utils/utils.h

289 lines
13 KiB
C++

/*
* 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
*
*/
#pragma once
#include <AzCore/std/string/string.h>
#include <AzCore/Debug/TraceMessageBus.h>
#include <AzCore/IO/Path/Path.h>
#include <AzCore/Outcome/Outcome.h>
#include <AzFramework/Platform/PlatformDefaults.h>
#include <AzToolsFramework/Asset/AssetBundler.h>
#include <AzToolsFramework/Asset/AssetUtils.h>
#include <QDir>
#include <QStringList>
#include <QJsonObject>
namespace AssetBundler
{
enum CommandType
{
Invalid,
Seeds,
AssetLists,
ComparisonRules,
Compare,
BundleSettings,
Bundles,
BundleSeed
};
////////////////////////////////////////////////////////////////////////////////////////////
// General
extern const char* AppWindowName;
extern const char* AppWindowNameVerbose;
extern const char* HelpFlag;
extern const char* HelpFlagAlias;
extern const char* VerboseFlag;
extern const char* SaveFlag;
extern const char* PlatformArg;
extern const char* PrintFlag;
extern const char* AssetCatalogFileArg;
extern const char* AllowOverwritesFlag;
extern const char* IgnoreFileCaseFlag;
extern const char* ProjectArg;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Seeds
extern const char* SeedsCommand;
extern const char* SeedListFileArg;
extern const char* AddSeedArg;
extern const char* RemoveSeedArg;
extern const char* AddPlatformToAllSeedsFlag;
extern const char* RemovePlatformFromAllSeedsFlag;
extern const char* UpdateSeedPathArg;
extern const char* RemoveSeedPathArg;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Asset Lists
extern const char* AssetListsCommand;
extern const char* AssetListFileArg;
extern const char* AddDefaultSeedListFilesFlag;
extern const char* DryRunFlag;
extern const char* GenerateDebugFileFlag;
extern const char* SkipArg;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Comparison Rules
extern const char* ComparisonRulesCommand;
extern const char* ComparisonRulesFileArg;
extern const char* ComparisonTypeArg;
extern const char* ComparisonFilePatternArg;
extern const char* ComparisonFilePatternTypeArg;
extern const char* ComparisonTokenNameArg;
extern const char* ComparisonFirstInputArg;
extern const char* ComparisonSecondInputArg;
extern const char* AddComparisonStepArg;
extern const char* RemoveComparisonStepArg;
extern const char* MoveComparisonStepArg;
extern const char* EditComparisonStepArg;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Compare
extern const char* CompareCommand;
extern const char* CompareFirstFileArg;
extern const char* CompareSecondFileArg;
extern const char* CompareOutputFileArg;
extern const char* ComparePrintArg;
extern const char* IntersectionCountArg;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Bundle Settings
extern const char* BundleSettingsCommand;
extern const char* BundleSettingsFileArg;
extern const char* OutputBundlePathArg;
extern const char* BundleVersionArg;
extern const char* MaxBundleSizeArg;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Bundles
extern const char* BundlesCommand;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
// Bundle Seed
extern const char* BundleSeedCommand;
////////////////////////////////////////////////////////////////////////////////////////////
extern const char* AssetCatalogFilename;
static const size_t MaxErrorMessageLength = 4096;
// The Warning Absorber is used to absorb warnings
// One case that this is being used is during loading of the asset catalog.
// During loading the asset catalog tries to communicate to the AP which is not required for this application.
class WarningAbsorber
: public AZ::Debug::TraceMessageBus::Handler
{
public:
WarningAbsorber();
~WarningAbsorber();
bool OnWarning(const char* window, const char* message) override;
bool OnPreWarning(const char* window, const char* fileName, int line, const char* func, const char* message) override;
};
/**
* Determines the name of the currently enabled game project
* @return Current Project name on success, error message on failure
*/
AZ::Outcome<AZStd::string, AZStd::string> GetCurrentProjectName();
/**
* Retrieve the project path from the Settings Registry
* @return Absolute path of the Project Folder on success, error message on failure
*/
AZ::Outcome<AZ::IO::Path, AZStd::string> GetProjectFolderPath();
/**
* Retrieve the project path from the Settings Registry
* @return Absolute path of the project-specific cache folder on success, error message on failure
*/
AZ::Outcome<AZ::IO::Path, AZStd::string> GetProjectCacheFolderPath();
/**
* Computes the absolute path to the Asset Catalog file for a specified project and platform.
* With platform set as "pc" and project as "ProjectName", the path will resemble: C:/ProjectPath/Cache/pc/assetcatalog.xml
*
* @param pathToCacheFolder The absolute path to the Cache folder. ex: C:/ProjectPath/Cache
* @param platformIdentifier The platform identifier of the desired Asset Catalog. Valid inputs can be found by reading the folder names
* found inside ProjectPath/Cache
* @param projectName The name of the project you want to search
* @return Absolute Path to the Asset Catalog file on success, error message on failure
*/
AZ::Outcome<AZ::IO::Path, AZStd::string> GetAssetCatalogFilePath();
/**
* Computes the absolute path to the platform-specific Cache folder where product assets are stored.
* With platform set as "pc" the path will resemble: C:/ProjectPath/Cache/pc/projectname/
*
* @param projectSpecificCacheFolderAbsolutePath The absolute path to the Cache folder. Example: C:/ProjectPath/Cache
* @param platform the platform of the desired cache location
* @return Absolute path to the platform-specific Cache folder where product assets are stored
*/
AZ::IO::Path GetPlatformSpecificCacheFolderPath();
AZStd::string GenerateKeyFromAbsolutePath(const AZStd::string& absoluteFilePath);
void ConvertToRelativePath(AZStd::string_view parentFolderPath, AZStd::string& absoluteFilePath);
AZ::Outcome<void, AZStd::string> MakePath(const AZStd::string& path);
//! Add the specified platform identifier to the filename
void AddPlatformIdentifier(AZStd::string& filePath, const AZStd::string& platformIdentifier);
//! Returns the list of platforms that exist on-disk for the input file path.
AzFramework::PlatformFlags GetPlatformsOnDiskForPlatformSpecificFile(const AZStd::string& platformIndependentAbsolutePath);
//! Returns a map of <absolute file path, source folder display name> of all default Seed List files for the current game project.
AZStd::unordered_map<AZStd::string, AZStd::string> GetDefaultSeedListFiles(
AZStd::string_view enginePath,
AZStd::string_view projectPath,
const AZStd::vector<AzFramework::GemInfo>& gemInfoList,
AzFramework::PlatformFlags platformFlags);
//! Returns a vector of relative paths to Assets that should be included as default Seeds, but are not already in a Seed List file.
AZStd::vector<AZStd::string> GetDefaultSeeds(AZStd::string_view projectPath, AZStd::string_view projectName);
//! Returns the absolute path of {ProjectName}_Dependencies.xml
AZ::IO::Path GetProjectDependenciesFile(AZStd::string_view productPath, AZStd::string_view projectName);
//! Creates the ProjectName_Dependencies.xml file if it does not exist, and adds returns the relative path to the asset in the Cache.
AZ::IO::Path GetProjectDependenciesAssetPath(AZStd::string_view projectPath, AZStd::string_view projectName);
//! Returns the map from gem seed list file path to gem name
AZStd::unordered_map<AZStd::string, AZStd::string> GetGemSeedListFilePathToGemNameMap(
const AZStd::vector<AzFramework::GemInfo>& gemInfoList,
AzFramework::PlatformFlags platformFlags);
//! Given an absolute gem seed file path determines whether the file is valid for the current game project.
//! This method is for validating gem seed list files only.
bool IsGemSeedFilePathValid(
AZStd::string_view enginePath,
AZStd::string seedAbsoluteFilePath,
const AZStd::vector<AzFramework::GemInfo>& gemInfoList,
AzFramework::PlatformFlags platformFlags);
//! Returns platformFlags of all enabled platforms by parsing all the asset processor config files.
//! Please note that the game project could be in a different location to the engine therefore we need the assetRoot param.
AzFramework::PlatformFlags GetEnabledPlatformFlags(
AZStd::string_view enginePath,
AZStd::string_view projectPath);
QJsonObject ReadJson(const AZStd::string& filePath);
void SaveJson(const AZStd::string& filePath, const QJsonObject& jsonObject);
//! Filepath is a helper class that is used to find the absolute path of a file
//! if the inputted file path is an absolute path than it does nothing
//! if the inputted file path is a relative path than based on whether the user
//! also inputted a root directory it computes the absolute path,
//! if root directory is provided it uses that otherwise it uses the engine root as the default root folder.
class FilePath
{
public:
AZ_CLASS_ALLOCATOR(FilePath, AZ::SystemAllocator, 0);
explicit FilePath(
const AZStd::string& filePath,
AZStd::string platformIdentifier = AZStd::string(),
bool checkFileCase = false,
bool ignoreFileCase = false);
explicit FilePath(const AZStd::string& filePath, bool checkFileCase, bool ignoreFileCase);
FilePath() = default;
const AZStd::string& AbsolutePath() const;
const AZStd::string& OriginalPath() const;
AZStd::string ErrorString() const;
bool IsValid() const;
private:
void ComputeAbsolutePath(const AZStd::string& platformIdentifier, bool checkFileCase, bool ignoreFileCase);
AZ::IO::Path m_absolutePath;
AZ::IO::Path m_originalPath;
AZStd::string m_errorString;
bool m_validPath = false;
};
void ValidateOutputFilePath(FilePath filePath, const char* format, ...);
//! ScopedTraceHandler can be used to handle and report errors
class ScopedTraceHandler : public AZ::Debug::TraceMessageBus::Handler
{
public:
ScopedTraceHandler();
~ScopedTraceHandler();
//! TraceMessageBus Interface
bool OnError(const char* /*window*/, const char* /*message*/) override;
//////////////////////////////////////////////////////////
//! Returns the error count
int GetErrorCount() const;
//! Report all the errors
void ReportErrors();
//! Clear all the errors
void ClearErrors();
private:
AZStd::vector<AZStd::string> m_errors;
bool m_reportingError = false;
};
AZ::Outcome<AzToolsFramework::AssetFileInfoListComparison::ComparisonType, AZStd::string> ParseComparisonType(
const AZStd::string& comparisonType);
AZ::Outcome<AzToolsFramework::AssetFileInfoListComparison::FilePatternType, AZStd::string> ParseFilePatternType(
const AZStd::string& filePatternType);
bool LooksLikePath(const AZStd::string& inputString);
bool LooksLikeWildcardPattern(const AZStd::string& inputPattern);
}