Files
o3de/Gems/Multiplayer/Code/CMakeLists.txt
T
lumberyard-employee-dm 2478c60793 Fixed several o3de python package and install layout issues (#1714)
* Updated the CrashLog directory path to save to the project user
directory instead of the engine-root directory

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

* Removing the custom OUTPUT_NAME for the Multiplayer Gem Builder target

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

* Changed the default value for the LY_3RDPARTY_PATH cache variable to be
~/.o3de/3rdParty

This simplifies the first time user experience when running cmake

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

* Fixed Windows only issue where using creating a VS Solution for an O3DE project on a different drive resulted in an unloaded "<drive letter>:" entry appearing in the solution explorer

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

* Refactored install layout logic for External Subdirectories

Instead of performing a regular expression over the Gems/* directory, now the each external subdirectory including the project (external) directory is recursied over and scanned for any folders that aren't excluded.
By default those folders are the [Cc]ache, [Bb]uild and [Uu]ser directories

Afterwards the list files to copy over are then split into a directory list and a file list that is filtered by an include regex
Next the directory list is iterated over and the directories are copied to the install layout
Finally the file list is iterated and the list of files are also copied to the install layout

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

* Fixed the o3de.bat script changing the working directory before running the o3de.py script

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

* Fixed exception in engine-template.py script when the create-gem command
is invoked with the --template-name parameter that does not correspond
to a registered Template

Updated the create-project command to register the project with the
o3de_manifest.json and the engine with the project as the final step

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

* Fixed register.py over-registration of non-engine directories when then
--this-engine parameter is supplied.
All the projects, gems and templates inside of the default o3de_manifest
folder locations were being registered with the engine that was being
registered

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

* Fixed register.py register_project_path() method to return 0 when the
project path is successfully registered.

This issue was that the save_o3de_manifest method "return" value was
being checked and that method doesn't actually return a value

Added question mark to the engine_template.py to correct text around
notifying the user if the project was registered

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

* Added doc comment on the new cmke ly_get_vs_folder_directory function()

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

* Added clarifying comment to the ly_setup_others() command logic to copy over directories and files from any external subdirectories(Gems) that are registered with the engine at the time of install

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

* Fixed infinite recursion when trying to create a template with the
source directory used to seed the template

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-07-02 00:22:12 -05:00

203 lines
6.0 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
#
#
ly_add_target(
NAME Multiplayer.Static STATIC
NAMESPACE Gem
FILES_CMAKE
multiplayer_files.cmake
multiplayer_autogen_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
${pal_source_dir}
AZ::AzNetworking
Source
.
PUBLIC
Include
BUILD_DEPENDENCIES
PUBLIC
AZ::AzCore
AZ::AzFramework
AZ::AzNetworking
AUTOGEN_RULES
*.AutoPackets.xml,AutoPackets_Header.jinja,$path/$fileprefix.AutoPackets.h
*.AutoPackets.xml,AutoPackets_Inline.jinja,$path/$fileprefix.AutoPackets.inl
*.AutoPackets.xml,AutoPackets_Source.jinja,$path/$fileprefix.AutoPackets.cpp
*.AutoPackets.xml,AutoPacketDispatcher_Header.jinja,$path/$fileprefix.AutoPacketDispatcher.h
*.AutoPackets.xml,AutoPacketDispatcher_Inline.jinja,$path/$fileprefix.AutoPacketDispatcher.inl
*.AutoComponent.xml,AutoComponent_Header.jinja,$path/$fileprefix.AutoComponent.h
*.AutoComponent.xml,AutoComponent_Source.jinja,$path/$fileprefix.AutoComponent.cpp
*.AutoComponent.xml,AutoComponentTypes_Header.jinja,$path/AutoComponentTypes.h
*.AutoComponent.xml,AutoComponentTypes_Source.jinja,$path/AutoComponentTypes.cpp
)
ly_add_target(
NAME Multiplayer ${PAL_TRAIT_MONOLITHIC_DRIVEN_MODULE_TYPE}
NAMESPACE Gem
FILES_CMAKE
multiplayer_shared_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Source
.
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
Gem::Multiplayer.Static
RUNTIME_DEPENDENCIES
Gem::CertificateManager
)
ly_add_target(
NAME Multiplayer.Debug ${PAL_TRAIT_MONOLITHIC_DRIVEN_MODULE_TYPE}
NAMESPACE Gem
FILES_CMAKE
multiplayer_debug_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Source
.
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
AZ::AzCore
AZ::AtomCore
AZ::AzFramework
AZ::AzNetworking
Gem::Atom_Feature_Common.Static
Gem::Multiplayer.Static
Gem::ImGui.Static
)
# The "Multiplayer" target is used by clients and servers, Debug is used only on clients.
ly_create_alias(NAME Multiplayer.Clients NAMESPACE Gem TARGETS Gem::Multiplayer Gem::Multiplayer.Debug)
ly_create_alias(NAME Multiplayer.Servers NAMESPACE Gem TARGETS Gem::Multiplayer)
if (PAL_TRAIT_BUILD_HOST_TOOLS)
ly_add_target(
NAME Multiplayer.Builders.Static STATIC
NAMESPACE Gem
FILES_CMAKE
multiplayer_tools_files.cmake
COMPILE_DEFINITIONS
PUBLIC
MULTIPLAYER_TOOLS
INCLUDE_DIRECTORIES
PRIVATE
.
Source
${pal_source_dir}
PUBLIC
Include
BUILD_DEPENDENCIES
PUBLIC
AZ::AzToolsFramework
Gem::Multiplayer.Static
)
# by naming this target Multiplayer.Builders it ensures that it is loaded
# in any pipeline tools (Like Asset Processor, AssetBuilder, etc)
ly_add_target(
NAME Multiplayer.Builders GEM_MODULE
NAMESPACE Gem
FILES_CMAKE
multiplayer_tools_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Source
.
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
Gem::Multiplayer.Builders.Static
RUNTIME_DEPENDENCIES
Gem::Multiplayer.Editor
)
ly_add_target(
NAME Multiplayer.Editor GEM_MODULE
NAMESPACE Gem
FILES_CMAKE
multiplayer_editor_shared_files.cmake
COMPILE_DEFINITIONS
PUBLIC
MULTIPLAYER_EDITOR
INCLUDE_DIRECTORIES
PRIVATE
.
Source
${pal_source_dir}
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
Legacy::CryCommon
Legacy::Editor.Headers
AZ::AzCore
AZ::AzFramework
AZ::AzNetworking
AZ::AzToolsFramework
Gem::Multiplayer.Static
Gem::Multiplayer.Builders
)
# use the Multiplayer.Editor module in tools like the Editor: Such tools also get the visual debug view:
ly_create_alias(NAME Multiplayer.Tools NAMESPACE Gem TARGETS Gem::Multiplayer.Editor Gem::Multiplayer.Debug Gem::Multiplayer.Builders)
endif()
if (PAL_TRAIT_BUILD_TESTS_SUPPORTED)
ly_add_target(
NAME Multiplayer.Tests ${PAL_TRAIT_TEST_TARGET_TYPE}
NAMESPACE Gem
FILES_CMAKE
multiplayer_tests_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Tests
${pal_source_dir}
Source
.
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
AZ::AzTest
Gem::Multiplayer.Static
)
ly_add_googletest(
NAME Gem::Multiplayer.Tests
)
if (PAL_TRAIT_BUILD_HOST_TOOLS)
ly_add_target(
NAME Multiplayer.Builders.Tests ${PAL_TRAIT_TEST_TARGET_TYPE}
NAMESPACE Gem
FILES_CMAKE
multiplayer_tools_tests_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Tests
Source
.
BUILD_DEPENDENCIES
PRIVATE
AZ::AzTest
AZ::AzTestShared
AZ::AzToolsFrameworkTestCommon
Gem::Multiplayer.Builders.Static
)
ly_add_googletest(
NAME Gem::Multiplayer.Builders.Tests
)
endif()
endif()