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227 lines
12 KiB
C++
227 lines
12 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#if !defined(Q_MOC_RUN)
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <AzCore/std/smart_ptr/shared_ptr.h>
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#include <QObject>
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#include <QString>
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#include <QTimer>
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#include <QStringList>
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#include <QHash>
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#include <QDir>
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#include "native/AssetDatabase/AssetDatabase.h"
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#include "native/assetprocessor.h"
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#include "native/utilities/AssetUtilEBusHelper.h"
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#include "native/utilities/PlatformConfiguration.h"
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#include <AzFramework/Asset/AssetRegistry.h>
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#include <QMutex>
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#include <QMultiMap>
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#include <AzCore/IO/SystemFile.h>
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#include <AzToolsFramework/ToolsComponents/ToolsAssetCatalogBus.h>
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#endif
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#include "AssetRequestHandler.h"
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namespace AzFramework
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{
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class AssetRegistry;
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namespace AssetSystem
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{
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class AssetNotificationMessage;
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}
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}
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namespace AssetProcessor
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{
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class AssetDatabaseConnection;
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class AssetCatalog
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: public QObject
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, private AssetRegistryRequestBus::Handler
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, private AzToolsFramework::AssetSystemRequestBus::Handler
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, private AzToolsFramework::ToolsAssetSystemBus::Handler
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, private AZ::Data::AssetCatalogRequestBus::Handler
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{
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using NetworkRequestID = AssetProcessor::NetworkRequestID;
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using BaseAssetProcessorMessage = AzFramework::AssetSystem::BaseAssetProcessorMessage;
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Q_OBJECT;
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public:
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AssetCatalog(QObject* parent, AssetProcessor::PlatformConfiguration* platformConfiguration);
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virtual ~AssetCatalog();
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Q_SIGNALS:
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// outgoing message to the network
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void SendAssetMessage(AzFramework::AssetSystem::AssetNotificationMessage message);
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void AsyncAssetCatalogStatusResponse(AssetCatalogStatus status);
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public Q_SLOTS:
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// incoming message from the AP
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void OnAssetMessage(AzFramework::AssetSystem::AssetNotificationMessage message);
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void OnDependencyResolved(const AZ::Data::AssetId& assetId, const AzToolsFramework::AssetDatabase::ProductDependencyDatabaseEntry& entry);
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void SaveRegistry_Impl();
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virtual AzFramework::AssetSystem::GetUnresolvedDependencyCountsResponse HandleGetUnresolvedDependencyCountsRequest(MessageData<AzFramework::AssetSystem::GetUnresolvedDependencyCountsRequest> messageData);
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virtual void HandleSaveAssetCatalogRequest(MessageData<AzFramework::AssetSystem::SaveAssetCatalogRequest> messageData);
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void BuildRegistry();
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void OnSourceQueued(AZ::Uuid sourceUuid, AZ::Uuid legacyUuid, QString rootPath, QString relativeFilePath);
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void OnSourceFinished(AZ::Uuid sourceUuid, AZ::Uuid legacyUuid);
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void AsyncAssetCatalogStatusRequest();
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protected:
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//////////////////////////////////////////////////////////////////////////
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// AssetRegistryRequestBus::Handler overrides
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int SaveRegistry() override;
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void ValidatePreLoadDependency() override;
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//////////////////////////////////////////////////////////////////////////
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void RegistrySaveComplete(int assetCatalogVersion, bool allCatalogsSaved);
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//////////////////////////////////////////////////////////////////////////
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// AzToolsFramework::AssetSystem::AssetSystemRequestBus::Handler overrides
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const char* GetAbsoluteDevGameFolderPath() override;
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const char* GetAbsoluteDevRootFolderPath() override;
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bool GetRelativeProductPathFromFullSourceOrProductPath(const AZStd::string& fullPath, AZStd::string& relativeProductPath) override;
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//! Given a partial or full source file path, respond with its relative path and the watch folder it is relative to.
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//! The input source path does not need to exist, so this can be used for new files that haven't been saved yet.
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bool GenerateRelativeSourcePath(
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const AZStd::string& sourcePath, AZStd::string& relativePath, AZStd::string& watchFolder) override;
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bool GetFullSourcePathFromRelativeProductPath(const AZStd::string& relPath, AZStd::string& fullSourcePath) override;
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bool GetAssetInfoById(const AZ::Data::AssetId& assetId, const AZ::Data::AssetType& assetType, const AZStd::string& platformName, AZ::Data::AssetInfo& assetInfo, AZStd::string& rootFilePath) override;
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bool GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
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bool GetSourceInfoBySourceUUID(const AZ::Uuid& sourceUuid, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
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bool GetScanFolders(AZStd::vector<AZStd::string>& scanFolders) override;
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bool GetAssetSafeFolders(AZStd::vector<AZStd::string>& assetSafeFolders) override;
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bool IsAssetPlatformEnabled(const char* platform) override;
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int GetPendingAssetsForPlatform(const char* platform) override;
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bool GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo) override;
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////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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// AssetCatalogRequestBus overrides
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AZStd::string GetAssetPathById(const AZ::Data::AssetId& id) override;
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AZ::Data::AssetId GetAssetIdByPath(const char* path, const AZ::Data::AssetType& typeToRegister, bool autoRegisterIfNotFound) override;
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AZ::Data::AssetInfo GetAssetInfoById(const AZ::Data::AssetId& id) override;
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AZ::Outcome<AZStd::vector<AZ::Data::ProductDependency>, AZStd::string> GetDirectProductDependencies(const AZ::Data::AssetId& id) override;
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AZ::Outcome<AZStd::vector<AZ::Data::ProductDependency>, AZStd::string> GetAllProductDependencies(const AZ::Data::AssetId& id) override;
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AZ::Outcome<AZStd::vector<AZ::Data::ProductDependency>, AZStd::string> GetLoadBehaviorProductDependencies(
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const AZ::Data::AssetId& id, AZStd::unordered_set<AZ::Data::AssetId>& noloadSet,
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AZ::Data::PreloadAssetListType& preloadAssetList) override;
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////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// AzToolsFramework::ToolsAssetSystemBus::Handler
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void RegisterSourceAssetType(const AZ::Data::AssetType& assetType, const char* assetFileFilter);
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void UnregisterSourceAssetType(const AZ::Data::AssetType& assetType);
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//////////////////////////////////////////////////////////////////////////
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//! given some absolute path, please respond with its relative product path. For now, this will be a
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//! string like 'textures/blah.tif' (we don't care about extensions), but eventually, this will
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//! be an actual asset UUID.
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void ProcessGetRelativeProductPathFromFullSourceOrProductPathRequest(const AZStd::string& fullPath, AZStd::string& relativeProductPath);
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//! This function helps in determining the full product path of an relative product path.
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//! In the future we will be sending an asset UUID to this function to request for full path.
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void ProcessGetFullSourcePathFromRelativeProductPathRequest(const AZStd::string& relPath, AZStd::string& fullSourcePath);
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//! Gets the source file info for an Asset by checking the DB first and the APM queue second
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bool GetSourceFileInfoFromAssetId(const AZ::Data::AssetId &assetId, AZStd::string& watchFolder, AZStd::string& relativePath);
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//! Gets the product AssetInfo based on a platform and assetId. If you specify a null or empty platform the current or first available will be used.
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AZ::Data::AssetInfo GetProductAssetInfo(const char* platformName, const AZ::Data::AssetId& id);
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//! GetAssetInfo that tries to figure out if the asset is a product or source so it can return info about the product or source respectively
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bool GetAssetInfoByIdOnly(const AZ::Data::AssetId& id, const AZStd::string& platformName, AZ::Data::AssetInfo& assetInfo, AZStd::string& rootFilePath);
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//! Checks in the currently-in-queue assets list for info on an asset (by source Id)
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bool GetQueuedAssetInfoById(const AZ::Uuid& guid, AZStd::string& watchFolder, AZStd::string& relativePath);
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//! Checks in the currently-in-queue assets list for info on an asset (by source name)
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bool GetQueuedAssetInfoByRelativeSourceName(const char* sourceName, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder);
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//! Gets the source info for a source that is not in the DB or APM queue
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bool GetUncachedSourceInfoFromDatabaseNameAndWatchFolder(const char* sourceDatabasePath, const char* watchFolder, AZ::Data::AssetInfo& assetInfo);
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bool ConnectToDatabase();
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bool CheckValidatedAssets(AZ::Data::AssetId assetId, const QString& platform);
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//! For lookups that don't provide a specific platform, provide a default platform to use.
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QString GetDefaultAssetPlatform();
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AZ::Outcome<AZStd::vector<AZ::Data::ProductDependency>, AZStd::string> GetAllProductDependenciesFilter(
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const AZ::Data::AssetId& id,
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const AZStd::unordered_set<AZ::Data::AssetId>& exclusionList,
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const AZStd::vector<AZStd::string>& wildcardPatternExclusionList);
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bool DoesAssetIdMatchWildcardPattern(const AZ::Data::AssetId& assetId, const AZStd::string& wildcardPattern);
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void AddAssetDependencies(
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const AZ::Data::AssetId& searchAssetId,
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AZStd::unordered_set<AZ::Data::AssetId>& assetSet,
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AZStd::vector<AZ::Data::ProductDependency>& dependencyList,
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const AZStd::unordered_set<AZ::Data::AssetId>& exclusionList,
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const AZStd::vector<AZStd::string>& wildcardPatternExclusionList,
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AZ::Data::PreloadAssetListType& preloadAssetList);
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//! List of AssetTypes that should return info for the source instead of the product
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AZStd::unordered_set<AZ::Data::AssetType> m_sourceAssetTypes;
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AZStd::unordered_map<AZStd::string, AZ::Data::AssetType> m_sourceAssetTypeFilters;
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AZStd::mutex m_sourceAssetTypesMutex;
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//! Used to protect access to the database connection, only one thread can use it at a time
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AZStd::mutex m_databaseMutex;
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struct SourceInfo
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{
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QString m_watchFolder;
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QString m_sourceName;
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};
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AZStd::mutex m_sourceUUIDToSourceNameMapMutex;
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using SourceUUIDToSourceNameMap = AZStd::unordered_map<AZ::Uuid, SourceInfo>;
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using SourceNameToSourceUuidMap = AZStd::unordered_map<AZStd::string, AZ::Uuid>;
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SourceUUIDToSourceNameMap m_sourceUUIDToSourceNameMap; // map of uuids to source file names for assets that are currently in the processing queue
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SourceNameToSourceUuidMap m_sourceNameToSourceUUIDMap;
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QMutex m_registriesMutex;
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QHash<QString, AzFramework::AssetRegistry> m_registries; // per platform.
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AssetProcessor::PlatformConfiguration* m_platformConfig;
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QStringList m_platforms;
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AZStd::unique_ptr<AssetDatabaseConnection> m_db;
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QDir m_cacheRoot;
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bool m_registryBuiltOnce;
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bool m_catalogIsDirty = true;
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bool m_currentlySavingCatalog = false;
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bool m_currentlyValidatingPreloadDependency = false;
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int m_currentRegistrySaveVersion = 0;
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QMutex m_savingRegistryMutex;
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QMultiMap<int, AssetProcessor::NetworkRequestID> m_queuedSaveCatalogRequest;
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AZStd::vector<AZStd::pair<AZ::Data::AssetId, QString>> m_preloadAssetList;
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AZStd::unordered_multimap<AZ::Data::AssetId, QString> m_cachedNoPreloadDependenyAssetList;
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AZStd::vector<char> m_saveBuffer; // so that we don't realloc all the time
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char m_absoluteDevFolderPath[AZ_MAX_PATH_LEN];
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char m_absoluteDevGameFolderPath[AZ_MAX_PATH_LEN];
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QDir m_cacheRootDir;
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};
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}
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