Files
o3de/Gems/LmbrCentral/Code/Source/Builders/LevelBuilder/LevelBuilderWorker.cpp
T
amzn-phist fec77632ef Archive Component - Rewrite and additional work on Archive and Asset Bundler (#4332)
* Fix issues with seedlist for AutomatedTesting

Fixes error reporting so it will show the file hint in the tool.
Removes any missing assets from the .seed file.
Remove an unnecessary dependency from AutomatedTesting dependencies
file.

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

* Make ArchiveComponent use AZ::IO::IArchive

Initial changes that will get the sychronous calls in ArchiveComponent
to use IArchive interface rather than external zip/7z tools.

Some of the asynchronous api are still in place, anything that wasn't
being used has been removed for now.  This may change later if we move
towards all the api being asynchronous.  Until then, we can't remove the
reliance upon the external archive tools completely.

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

* Updates AZStd::thread constructors

Adds a variadic constructor which forwards args to the functor.
Because of our thread_desc extension, there was confusion on the
arugments, so the args were reordered to take the thread_desc first,
before the functor and args.
Also the thread_desc is taken as reference rather than by pointer.
Update callsites to account for this change.

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

* Async operation of ArchiveComponent api

This sets up the ArchiveComponent to operate asynchronously.  It uses
promise/future to transfer results to caller.

This is still broken, there's a few things that need to get fixed up,
but this is a good checkpoint for the work as it solidifies the api,
cleans up a bunch of unused code, and compiles.

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

* Removes the platform-specific ArchiveComponen

These are no longer needed, as they control the direct interaction with
host OS tools like 7za.exe or /bin/zip.

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

* Removes the platform-specific files from cmake

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

* Removes the 7za.exe (and legal notice)

This tool is no longer needed in the repo.

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

* Fixes usage of IArchive::GetFullPath()

This changed to return a PathView, updated to reflect that.

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

* Fix promises and threads

Make sure promises are only set exactly once.  This meant reworking some
of the initial error checking.
Detach threads when created.  Adds [[nodiscard]] to the functions that
return a future.  Since threads are detached, the future is the main way
to get communication from the thread.
Clean up interface, add comments.

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

* More edits to thread creation

Changes to thread construction to account for parameter change.

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

* Fix some remaining issues with ArchiveComponent

Put created threads inside a container, then join them at Deactivate.
Fix asset bundler case when injecting a file with no working directory.
Fix thread constructor that applies args to a function.
Fix lambdas to take string args by value rather than reference.

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

* Fixes some remaining bugs in ArchiveComponent

Open archive as read-only during extract & list operations.
Fixes paths issues.

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

* Fix initialize of opaque thread handle in thread_UnixLike.h

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

* Removed unused variable in AssetBundleComponent.cpp to fix compiler warning

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

* Fix some issues with archives

File paths in the CDR and the local headers need to match, but there
were issues with path separators and case that made it possible to get
invalid headers errors in some archives.

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

* Adds some new ArchiveComponent unit tests

Adds new tests for extraction of archive and adding files from a file
list to an archive.

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

* Fix file data offset issues when opening archives

When opening an INestedArchive it would run through the CDR headers to
create file entries in the zip cache.  The offsets to the compressed
data were being calculated incorrectly because they were using the CDR
headers rather than jumping to the local file headers and getting
offsets from those sizes.

Removed and refactored some archive validation flow and zip cache
factory init methods to either init default or init w/ additional
validation checks.

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

* Addresses PR feedback

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

* Address more points of feedback in PR

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

* Address additional PR feedback

 Fixes up some error checks and uses of strings vs paths.
 Enable archive component tests on Linux so we can see if they will
 pass.

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

* Address PR feedback

Change the INestedArchive interface to list files as AZ::IO::Path.

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

* Disabling the ArchiveComponent tests on Linux

They failed so we will revisit them to attempt a fix.

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

* Rename a member variable to be more accurate

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

* Address feedback on PR

Bump version of Archive Components for serialize context.
Improve error messages during archive open and validation.

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

* Revert recent changes

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

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-10-01 10:15:16 -05:00

445 lines
19 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
*
*/
#include "LevelBuilderWorker.h"
#include <AssetBuilderSDK/SerializationDependencies.h>
#include <AzCore/Asset/AssetDataStream.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/Debug/Trace.h>
#include <AzCore/IO/Path/Path.h>
#include <AzCore/IO/SystemFile.h>
#include <AzCore/Slice/SliceAsset.h>
#include <AzCore/Slice/SliceAssetHandler.h>
#include <AzCore/std/chrono/chrono.h>
#include <AzCore/std/parallel/binary_semaphore.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzFramework/IO/LocalFileIO.h>
#include <AzToolsFramework/Archive/ArchiveAPI.h>
#include <AzCore/XML/rapidxml.h>
#include "AzFramework/Asset/SimpleAsset.h"
#include "AzCore/Component/Entity.h"
#include <AzCore/std/string/utf8/unchecked.h>
namespace LevelBuilder
{
const char s_materialExtension[] = ".mtl";
const char s_audioControlFilesLevelPath[] = "@devassets@/libs/gameaudio/wwise/levels/%s";
const char s_audioControlFilter[] = "*.xml";
AZ::u64 readXmlDataLength(AZ::IO::GenericStream* stream, int& charSize)
{
// This code is replicated from readStringLength method found in .\dev\Code\Editor\Util\EditorUtils.h file
// such that we do not have any Cry or Qt related dependencies.
// The basic algorithm is that it reads in an 8 bit int, and if the length is less than 2^8,
// then that's the length. Next it reads in a 16 bit int, and if the length is less than 2^16,
// then that's the length. It does the same thing for 32 bit values and finally for 64 bit values.
// The 16 bit length also indicates whether or not it's a UCS2 / wide-char Windows string, if it's
// 0xfffe, but that comes after the first byte marker indicating there's a 16 bit length value.
// So, if the first 3 bytes are: 0xFF, 0xFF, 0xFE, it's a 2 byte string being read in, and the real
// length follows those 3 bytes (which may still be an 8, 16, or 32 bit length).
// default to one byte strings
charSize = 1;
AZ::u8 len8;
stream->Read(sizeof(AZ::u8), &len8);
if (len8 < 0xff)
{
return len8;
}
AZ::u16 len16;
stream->Read(sizeof(AZ::u16), &len16);
if (len16 == 0xfffe)
{
charSize = 2;
stream->Read(sizeof(AZ::u8), &len8);
if (len8 < 0xff)
{
return len8;
}
stream->Read(sizeof(AZ::u16), &len16);
}
if (len16 < 0xffff)
{
return len16;
}
AZ::u32 len32;
stream->Read(sizeof(AZ::u32), &len32);
if (len32 < 0xffffffff)
{
return len32;
}
AZ::u64 len64;
stream->Read(sizeof(AZ::u64), &len64);
return len64;
}
void LevelBuilderWorker::ShutDown()
{
m_isShuttingDown = true;
}
void LevelBuilderWorker::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response)
{
if (m_isShuttingDown)
{
response.m_result = AssetBuilderSDK::CreateJobsResultCode::ShuttingDown;
return;
}
for (const AssetBuilderSDK::PlatformInfo& info : request.m_enabledPlatforms)
{
AssetBuilderSDK::JobDescriptor descriptor;
descriptor.m_jobKey = "Level Builder Job";
descriptor.m_critical = true;
descriptor.SetPlatformIdentifier(info.m_identifier.c_str());
response.m_createJobOutputs.push_back(descriptor);
}
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
}
void LevelBuilderWorker::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response)
{
AZ_TracePrintf(AssetBuilderSDK::InfoWindow, "LevelBuilderWorker Starting Job.\n");
if (m_isShuttingDown)
{
AZ_TracePrintf(AssetBuilderSDK::WarningWindow, "Cancelled job %s because shutdown was requested.\n", request.m_fullPath.c_str());
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
AZStd::vector<AssetBuilderSDK::ProductDependency> productDependencies;
AssetBuilderSDK::ProductPathDependencySet productPathDependencies;
AZStd::string tempUnpackDirectory;
AzFramework::StringFunc::Path::Join(request.m_tempDirPath.c_str(), "LevelUnpack", tempUnpackDirectory);
AZ::IO::LocalFileIO fileIO;
fileIO.DestroyPath(tempUnpackDirectory.c_str());
fileIO.CreatePath(tempUnpackDirectory.c_str());
PopulateProductDependencies(request.m_fullPath, request.m_sourceFile, tempUnpackDirectory, productDependencies, productPathDependencies);
// level.pak needs to be copied into the cache, emitting the source as a product will have the
// asset processor take care of that.
AssetBuilderSDK::JobProduct jobProduct(request.m_fullPath);
jobProduct.m_dependencies = AZStd::move(productDependencies);
jobProduct.m_pathDependencies = AZStd::move(productPathDependencies);
jobProduct.m_dependenciesHandled = true; // We've populated the dependencies immediately above so it's OK to tell the AP we've handled dependencies
response.m_outputProducts.push_back(jobProduct);
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
}
void LevelBuilderWorker::PopulateProductDependencies(
const AZStd::string& levelPakFile,
const AZStd::string& sourceRelativeFile,
const AZStd::string& tempDirectory,
AZStd::vector<AssetBuilderSDK::ProductDependency>& productDependencies,
AssetBuilderSDK::ProductPathDependencySet& productPathDependencies) const
{
PopulateOptionalLevelDependencies(sourceRelativeFile, productPathDependencies);
std::future<bool> extractResult;
AzToolsFramework::ArchiveCommandsBus::BroadcastResult(
extractResult, &AzToolsFramework::ArchiveCommandsBus::Events::ExtractArchive, levelPakFile, tempDirectory);
extractResult.wait();
auto levelsubfolder = AZ::IO::Path(tempDirectory) / "level";
PopulateLevelSliceDependencies(levelsubfolder.Native(), productDependencies, productPathDependencies);
PopulateMissionDependencies(levelPakFile, levelsubfolder.Native(), productPathDependencies);
PopulateLevelAudioControlDependencies(levelPakFile, productPathDependencies);
}
AZStd::string GetLastFolderFromPath(const AZStd::string& path)
{
AZStd::string result(path);
// AzFramework::StringFunc::Path::GetFolder gives different results in debug and profile, so get the last folder from the path another way.
size_t lastSeparator(result.find_last_of(AZ_CORRECT_AND_WRONG_FILESYSTEM_SEPARATOR));
// If it ends with a slash, strip it and try again.
if (lastSeparator == result.length() - 1)
{
result = result.substr(0, result.length()-1);
lastSeparator = result.find_last_of(AZ_CORRECT_AND_WRONG_FILESYSTEM_SEPARATOR);
}
return result.substr(lastSeparator + 1);
}
void LevelBuilderWorker::PopulateOptionalLevelDependencies(
const AZStd::string& sourceRelativeFile,
AssetBuilderSDK::ProductPathDependencySet& productPathDependencies) const
{
AZStd::string sourceLevelPakPath = sourceRelativeFile;
AzFramework::StringFunc::Path::StripFullName(sourceLevelPakPath);
AZStd::string levelFolderName(GetLastFolderFromPath(sourceLevelPakPath));
// Hardcoded paths are used here instead of the defines because:
// The defines exist in CryEngine code that we can't link from here.
// We want to minimize engine changes to make it easier for game teams to incorporate these dependency improvements.
// CCullThread::LoadLevel attempts to load the occluder mesh, if it exists.
// AZ::IO::HandleType fileHandle = gEnv->pCryPak->FOpen((string(pFolderName) + "/occluder.ocm").c_str(), "rbx");
AddLevelRelativeSourcePathProductDependency("occluder.ocm", sourceLevelPakPath, productPathDependencies);
// C3DEngine::LoadLevel attempts to load this file for the current level, if it exists.
// GetISystem()->LoadConfiguration(GetLevelFilePath(LEVEL_CONFIG_FILE));
AddLevelRelativeSourcePathProductDependency("level.cfg", sourceLevelPakPath, productPathDependencies);
// CResourceManager::PrepareLevel attemps to load this file for the current level, if it exists.
// string filename = PathUtil::Make(sLevelFolder, AUTO_LEVEL_RESOURCE_LIST);
// if (!pResList->Load(filename.c_str()))
AddLevelRelativeSourcePathProductDependency("auto_resourcelist.txt", sourceLevelPakPath, productPathDependencies);
// CLevelInfo::ReadMetaData() constructs a string based on levelName/LevelName.xml, and attempts to read that file.
AZStd::string levelXml(AZStd::string::format("%s.xml", levelFolderName.c_str()));
AddLevelRelativeSourcePathProductDependency(levelXml, sourceLevelPakPath, productPathDependencies);
}
void LevelBuilderWorker::AddLevelRelativeSourcePathProductDependency(
const AZStd::string& optionalDependencyRelativeToLevel,
const AZStd::string& sourceLevelPakPath,
AssetBuilderSDK::ProductPathDependencySet& productPathDependencies) const
{
AZStd::string sourceDependency;
AzFramework::StringFunc::Path::Join(
sourceLevelPakPath.c_str(),
optionalDependencyRelativeToLevel.c_str(),
sourceDependency,
false);
productPathDependencies.emplace(sourceDependency, AssetBuilderSDK::ProductPathDependencyType::SourceFile);
}
void LevelBuilderWorker::PopulateLevelSliceDependencies(
const AZStd::string& levelPath,
AZStd::vector<AssetBuilderSDK::ProductDependency>& productDependencies,
AssetBuilderSDK::ProductPathDependencySet& productPathDependencies) const
{
const char levelDynamicSliceFileName[] = "mission0.entities_xml";
AZStd::string entityFilename;
AzFramework::StringFunc::Path::Join(levelPath.c_str(), levelDynamicSliceFileName, entityFilename);
PopulateLevelSliceDependenciesHelper(entityFilename, productDependencies, productPathDependencies);
}
void LevelBuilderWorker::PopulateLevelSliceDependenciesHelper(
const AZStd::string& levelSliceName,
AZStd::vector<AssetBuilderSDK::ProductDependency>& productDependencies,
AssetBuilderSDK::ProductPathDependencySet& productPathDependencies) const
{
AZ::Data::Asset<AZ::SliceAsset> tempLevelSliceAsset;
tempLevelSliceAsset.Create(AZ::Data::AssetId(AZ::Uuid::CreateRandom()));
AZ::u64 fileLength = 0;
AZ::IO::FileIOBase::GetInstance()->Size(levelSliceName.c_str(), fileLength);
AZStd::shared_ptr<AZ::Data::AssetDataStream> assetDataStream = AZStd::make_shared<AZ::Data::AssetDataStream>();
assetDataStream->Open(levelSliceName, 0, fileLength);
assetDataStream->BlockUntilLoadComplete();
AZ::SerializeContext* context = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
AZ::SliceAssetHandler assetHandler(context);
assetHandler.LoadAssetData(tempLevelSliceAsset, assetDataStream, &AZ::Data::AssetFilterNoAssetLoading);
AZ::Entity* entity = tempLevelSliceAsset.Get()->GetEntity();
AssetBuilderSDK::GatherProductDependencies(*context, entity, productDependencies, productPathDependencies);
}
void LevelBuilderWorker::PopulateLevelSliceDependenciesHelper(
AZ::Data::Asset<AZ::SliceAsset>& sliceAsset,
AZStd::vector<AssetBuilderSDK::ProductDependency>& productDependencies,
AssetBuilderSDK::ProductPathDependencySet& productPathDependencies) const
{
AZ::Data::Asset<AZ::SliceAsset> tempLevelSliceAsset;
tempLevelSliceAsset.Create(AZ::Data::AssetId(AZ::Uuid::CreateRandom()));
AZStd::shared_ptr<AZ::Data::AssetDataStream> assetDataStream = AZStd::make_shared<AZ::Data::AssetDataStream>();
// Create a buffer containing the asset, and hand ownership over to the assetDataStream
{
AZ::SliceAssetHandler assetHandler;
assetHandler.SetSerializeContext(nullptr);
AZStd::vector<AZ::u8> charBuffer;
AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> charStream(&charBuffer);
assetHandler.SaveAssetData(sliceAsset, &charStream);
assetDataStream->Open(AZStd::move(charBuffer));
}
AZ::SerializeContext* context = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
AZ::SliceAssetHandler assetHandler(context);
assetHandler.LoadAssetData(tempLevelSliceAsset, assetDataStream, &AZ::Data::AssetFilterNoAssetLoading);
AZ::Entity* entity = tempLevelSliceAsset.Get()->GetEntity();
AssetBuilderSDK::GatherProductDependencies(*context, entity, productDependencies, productPathDependencies);
}
void LevelBuilderWorker::PopulateMissionDependencies(
[[maybe_unused]] const AZStd::string& levelPakFile,
const AZStd::string& levelPath,
AssetBuilderSDK::ProductPathDependencySet& productDependencies) const
{
const char* fileName = "mission_mission0.xml";
AZStd::string fileFullPath;
AzFramework::StringFunc::Path::Join(levelPath.c_str(), fileName, fileFullPath);
AZ::IO::FileIOStream fileStream;
if (fileStream.Open(fileFullPath.c_str(), AZ::IO::OpenMode::ModeRead | AZ::IO::OpenMode::ModeBinary))
{
PopulateMissionDependenciesHelper(&fileStream, productDependencies);
}
}
void LevelBuilderWorker::PopulateLevelAudioControlDependenciesHelper(
const AZStd::string& levelName,
AssetBuilderSDK::ProductPathDependencySet& productDependencies) const
{
AZ::IO::FileIOBase* fileIO = AZ::IO::FileIOBase::GetDirectInstance();
AZ::IO::FileIOBase::FindFilesCallbackType registerFoundFileAsProductPathDependencyCallback = [&productDependencies](const char* aliasedFilePath)->bool {
// remove the alias at the front of path passed in to get the path relative to the cache.
AZStd::string relativePath = aliasedFilePath;
AzFramework::StringFunc::RKeep(relativePath, relativePath.find_first_of('/'));
productDependencies.emplace(relativePath.c_str(), AssetBuilderSDK::ProductPathDependencyType::ProductFile);
return true;
};
AZStd::string levelScopedControlsPath = AZStd::string::format(s_audioControlFilesLevelPath, levelName.c_str());
if (fileIO->IsDirectory(levelScopedControlsPath.c_str()))
{
fileIO->FindFiles(levelScopedControlsPath.c_str(), s_audioControlFilter, registerFoundFileAsProductPathDependencyCallback);
}
}
void LevelBuilderWorker::PopulateLevelAudioControlDependencies(
const AZStd::string& levelPakFile,
AssetBuilderSDK::ProductPathDependencySet& productDependencies) const
{
AZStd::string normalizedPakPath = levelPakFile;
AzFramework::StringFunc::Path::Normalize(normalizedPakPath);
AZStd::string levelName;
AzFramework::StringFunc::Path::GetFolder(normalizedPakPath.c_str(), levelName);
// modify the level name to the scope name that the audio controls editor would use
AZStd::to_lower(levelName.begin(), levelName.end());
PopulateLevelAudioControlDependenciesHelper(levelName, productDependencies);
}
bool GetAttribute(const AZ::rapidxml::xml_node<char>* parentNode, const char* childNodeName, const char* attributeName, const char*& outValue)
{
const auto* childNode = parentNode->first_node(childNodeName);
if (!childNode)
{
return false;
}
const auto* attribute = childNode->first_attribute(attributeName);
if (!attribute)
{
return false;
}
outValue = attribute->value();
return true;
}
bool AddAttribute(const AZ::rapidxml::xml_node<char>* parentNode, const char* childNodeName, const char* attributeName, bool required, const char* extensionToAppend, AssetBuilderSDK::ProductPathDependencySet& dependencySet)
{
const char* attributeValue = nullptr;
if (!GetAttribute(parentNode, childNodeName, attributeName, attributeValue) && required)
{
return false;
}
if (attributeValue && strlen(attributeValue))
{
dependencySet.emplace(AZStd::string(attributeValue) + (extensionToAppend ? extensionToAppend : ""), AssetBuilderSDK::ProductPathDependencyType::ProductFile);
}
return true;
}
bool LevelBuilderWorker::PopulateMissionDependenciesHelper(AZ::IO::GenericStream* stream,
AssetBuilderSDK::ProductPathDependencySet& productDependencies) const
{
if (!stream)
{
return false;
}
AZ::IO::SizeType length = stream->GetLength();
if (length == 0)
{
return false;
}
AZStd::vector<char> charBuffer;
charBuffer.resize_no_construct(length + 1);
stream->Read(length, charBuffer.data());
charBuffer.back() = 0;
AZ::rapidxml::xml_document<char> xmlDoc;
xmlDoc.parse<AZ::rapidxml::parse_no_data_nodes>(charBuffer.data());
const auto* missionNode = xmlDoc.first_node("Mission");
if (!missionNode)
{
return false;
}
const auto* environmentNode = missionNode->first_node("Environment");
if (!environmentNode)
{
return false;
}
if(!AddAttribute(environmentNode, "SkyBox", "Material", true, s_materialExtension, productDependencies)
|| !AddAttribute(environmentNode, "SkyBox", "MaterialLowSpec", true, s_materialExtension, productDependencies)
|| !AddAttribute(environmentNode, "Ocean", "Material", true, s_materialExtension, productDependencies)
|| !AddAttribute(environmentNode, "Moon", "Texture", false, nullptr, productDependencies)
|| !AddAttribute(environmentNode, "CloudShadows", "CloudShadowTexture", false, nullptr, productDependencies))
{
return false;
}
return true;
}
}