amzn-mike fed1278fe6 AP: product dependency optimization (#6619)
* Initial pass at optimizing product path dependency resolution

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add version of StripAssetPlatform that doesn't allocate or copy strings.  Re-add missing test and fix up compile errors.  Add benchmark test

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Change UpdateProductDependencies to directly call s_InsertProductDependencyQuery.BindAndStep

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add test for same filename on multiple platforms

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Rework search logic to keep track of the source of a search path (source vs product) and keep track of which search matches which dependency to avoid doing another search through every product later on

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Clean up code, expand test

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Fix paths not being lowercased by SanitizeForDatabase.  Fix UpdateProductDependencies not updating existing dependencies

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add test for duplicate dependency matches.  Fix saving duplicates

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Clean up code

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Separate test into test and benchmark versions

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Cleanup include

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Fix includes, switch hardcoded job manager setup to use JobManagerComponent instead

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Replaced wildcard_match with PathView::Match.  Changed StripAssetPlatformNoCopy to use TokenizeNext.  Removed Environment Create/Destroy calls.  Made ScopedAllocatorFixture a base class of ScopedAllocatorSetupFixture

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add AZ Environment create/destroy on AP test environment

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add missing asserts on database functions

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Fix incorrect usage of StripAssetPlatformNoCopy

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Fix source/product dependency type being ignored.  Removed need for unordered_set for list of resolved dependencies.  Updated unit tests

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Better variable names

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Remove testing code

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Fix missing includes and namespaces

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
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O3DE (Open 3D Engine)

O3DE (Open 3D Engine) is an open-source, real-time, multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.

Contribute

For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/.

Download and Install

This repository uses Git LFS for storing large binary files.

Verify you have Git LFS installed by running the following command to print the version number.

git lfs --version 

If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.

Install Git LFS hooks

git lfs install

Clone the repository

git clone https://github.com/o3de/o3de.git

Building the Engine

Build requirements and redistributables

For the latest details and system requirements, refer to System Requirements in the documentation.

Windows

Optional

  • Wwise audio SDK
    • For the latest version requirements and setup instructions, refer to the Wwise Audio Engine Gem reference in the documentation.

Quick start engine setup

To set up a project-centric source engine, complete the following steps. For other build options, refer to Setting up O3DE from GitHub in the documentation.

  1. Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.

  2. Install the following redistributables:

    • Visual Studio and VC++ redistributable can be installed to any location.
    • CMake can be installed to any location, as long as it's available in the system path.
  3. Configure the engine source into a solution using this command line, replacing <your build path>, <your source path>, and <3rdParty package path> with the paths you've created:

    cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>
    

    Example:

    cmake -B C:\o3de\build\windows -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
    

    Note: Do not use trailing slashes for the <3rdParty package path>.

  4. Alternatively, you can do this through the CMake GUI:

    1. Start cmake-gui.exe.
    2. Select the local path of the repo under "Where is the source code".
    3. Select a path where to build binaries under "Where to build the binaries".
    4. Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
      1. Name: LY_3RDPARTY_PATH
      2. Type: STRING
      3. Value: <3rdParty package path>
    5. Click Configure.
    6. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
    7. Click Generate.
  5. Register the engine with this command:

    scripts\o3de.bat register --this-engine
    
  6. The configuration of the solution is complete. You are now ready to create a project and build the engine.

For more details on the steps above, refer to Setting up O3DE from GitHub in the documentation.

Setting up new projects and building the engine

  1. From the O3DE repo folder, set up a new project using the o3de create-project command.

    scripts\o3de.bat create-project --project-path <your new project path>
    
  2. Configure a solution for your project.

    cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16"
    

    Example:

    cmake -B C:\my-project\build\windows -S C:\my-project -G "Visual Studio 16"
    

    Note: Do not use trailing slashes for the <3rdParty cache path>.

  3. Build the project, Asset Processor, and Editor to binaries by running this command inside your project:

    cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
    

    Note: Your project name used in the build target is the same as the directory name of your project.

This will compile after some time and binaries will be available in the project build path you've specified, under bin/profile.

For a complete tutorial on project configuration, see Creating Projects Using the Command Line Interface in the documentation.

License

For terms please see the LICENSE*.TXT files at the root of this distribution.

S
Description
Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Readme 150 MiB
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C++ 82.6%
Python 13.1%
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