// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using System; using System.IO; using System.Net.Http; using System.Text; using AutomationTool; using UnrealBuildTool; using System.Threading.Tasks; using System.Collections.Generic; using System.Security.Cryptography; using System.Text.RegularExpressions; public class HTML5Platform : Platform { // ini configurations static bool Compressed = false; static bool targetingWasm = true; static bool targetWebGL2 = true; static bool enableIndexedDB = false; // experimental for now... public HTML5Platform() : base(UnrealTargetPlatform.HTML5) { } public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL) { Log("Package {0}", Params.RawProjectPath); Log("Setting Emscripten SDK for packaging.."); HTML5SDKInfo.SetupEmscriptenTemp(); HTML5SDKInfo.SetUpEmscriptenConfigFile(); string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5"); if (!Directory.Exists(PackagePath)) { Directory.CreateDirectory(PackagePath); } // ini configurations var ConfigCache = UnrealBuildTool.ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Params.RawProjectPath), UnrealTargetPlatform.HTML5); bool targetingAsmjs = false; // inverted checked - this will be going away soon... bool targetWebGL1 = false; // inverted checked - this will be going away soon... if ( ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "TargetAsmjs", out targetingAsmjs) ) { targetingWasm = !targetingAsmjs; } if ( ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "TargetWebGL1", out targetWebGL1) ) { targetWebGL2 = !targetWebGL1; } // Debug and Development builds are not uncompressed to: // - speed up iteration times // - ensure (IndexedDB) data are not cached/used // Shipping builds "can be": // - compressed // - (IndexedDB) cached if (Params.ClientConfigsToBuild[0].ToString() == "Shipping") { ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "Compressed", out Compressed); ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableIndexedDB", out enableIndexedDB); } Log("HTML5Platform.Automation: TargetWasm = " + targetingWasm ); Log("HTML5Platform.Automation: TargetWebGL2 = " + targetWebGL2 ); Log("HTML5Platform.Automation: Compressed = " + Compressed ); Log("HTML5Platform.Automation: EnableIndexedDB = " + enableIndexedDB ); string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data"; if (HTMLPakAutomation.CanCreateMapPaks(Params)) { HTMLPakAutomation PakAutomation = new HTMLPakAutomation(Params, SC); // Create Necessary Paks. PakAutomation.CreateEnginePak(); PakAutomation.CreateGamePak(); PakAutomation.CreateContentDirectoryPak(); // Create Emscripten Package from Necessary Paks. - This will be the VFS. PakAutomation.CreateEmscriptenDataPackage(PackagePath, FinalDataLocation); // Create All Map Paks which will be downloaded on the fly. PakAutomation.CreateMapPak(); // Create Delta Paks if setup. List Paks = new List(); ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5TargetSettings", "LevelTransitions", out Paks); if (Paks != null) { foreach (var Pak in Paks) { var Matched = Regex.Matches(Pak, "\"[^\"]+\"", RegexOptions.IgnoreCase); string MapFrom = Path.GetFileNameWithoutExtension(Matched[0].ToString().Replace("\"", "")); string MapTo = Path.GetFileNameWithoutExtension(Matched[1].ToString().Replace("\"", "")); PakAutomation.CreateDeltaMapPaks(MapFrom, MapTo); } } } else { // we need to operate in the root string PythonPath = HTML5SDKInfo.Python(); string PackagerPath = HTML5SDKInfo.EmscriptenPackager(); using (new ScopedEnvVar("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN)) { using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5"))) { string CmdLine = string.Format("\"{0}\" \"{1}\" --preload . --js-output=\"{1}.js\" --no-heap-copy", PackagerPath, FinalDataLocation); RunAndLog(CmdEnv, PythonPath, CmdLine); } } } // copy the "Executable" to the package directory string GameBasename = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename); if (Params.ClientConfigsToBuild[0].ToString() != "Development") { GameBasename += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString(); } // no extension string GameBasepath = Path.GetDirectoryName(Params.ProjectGameExeFilename); string FullGameBasePath = Path.Combine(GameBasepath, GameBasename); string FullPackageGameBasePath = Path.Combine(PackagePath, GameBasename); // with extension string GameExe = GameBasename + ".js"; string FullGameExePath = Path.Combine(GameBasepath, GameExe); string FullPackageGameExePath = Path.Combine(PackagePath, GameExe); // special case -- this will be removed when asm.js has been deprecated string ASMJS_FullPackageGameExePath = Path.Combine(PackagePath, GameBasename + "_asm.js"); // ensure the ue4game binary exists, if applicable if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullGameExePath)) { Log("Failed to find game application " + FullGameExePath); throw new AutomationException(ExitCode.Error_MissingExecutable, "Stage Failed. Could not find application {0}. You may need to build the UE4 project with your target configuration and platform.", FullGameExePath); } if (FullGameExePath != FullPackageGameExePath) // TODO: remove this check { File.Copy(FullGameExePath + ".symbols", FullPackageGameExePath + ".symbols", true); if (targetingWasm) { File.Copy(FullGameBasePath + ".wasm", FullPackageGameBasePath + ".wasm", true); File.Copy(FullGameExePath, FullPackageGameExePath, true); } else { File.Copy(FullGameExePath + ".mem", FullPackageGameExePath + ".mem", true); File.Copy(FullGameBasePath + ".asm.js", FullPackageGameBasePath + ".asm.js", true); } } File.SetAttributes(FullPackageGameExePath + ".symbols", FileAttributes.Normal); if (targetingWasm) { File.SetAttributes(FullPackageGameBasePath + ".wasm", FileAttributes.Normal); File.SetAttributes(FullPackageGameExePath, FileAttributes.Normal); } else { File.SetAttributes(FullPackageGameExePath + ".mem", FileAttributes.Normal); File.SetAttributes(FullPackageGameBasePath + ".asm.js", FileAttributes.Normal); File.Copy(FullGameExePath, ASMJS_FullPackageGameExePath, true); // --separate-asm // UE-45058 File.SetAttributes(ASMJS_FullPackageGameExePath, FileAttributes.Normal); } // put the HTML file to the package directory string TemplateFile = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/GameX.html.template"); string OutputFile = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html"; GenerateFileFromTemplate(TemplateFile, OutputFile, Params.ShortProjectName, Params.ClientConfigsToBuild[0].ToString(), Params.StageCommandline, !Params.IsCodeBasedProject, HTML5SDKInfo.HeapSize(ConfigCache, Params.ClientConfigsToBuild[0].ToString())); string MacBashTemplateFile = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/RunMacHTML5LaunchHelper.command.template"); string MacBashOutputFile = Path.Combine(PackagePath, "RunMacHTML5LaunchHelper.command"); string MonoPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/BatchFiles/Mac/SetupMono.sh"); GenerateMacCommandFromTemplate(MacBashTemplateFile, MacBashOutputFile, MonoPath); string htaccessTemplate = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/htaccess.template"); string htaccesspath = Path.Combine(PackagePath, ".htaccess"); if ( File.Exists(htaccesspath) ) { FileAttributes attributes = File.GetAttributes(htaccesspath); if ((attributes & FileAttributes.ReadOnly) == FileAttributes.ReadOnly) { attributes &= ~FileAttributes.ReadOnly; File.SetAttributes(htaccesspath, attributes); } } File.Copy(htaccessTemplate, htaccesspath, true); string JSDir = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5"); string OutDir = PackagePath; // Gather utlity .js files and combine into one file string[] UtilityJavaScriptFiles = Directory.GetFiles(JSDir, "*.js"); string DestinationFile = OutDir + "/Utility.js"; File.Delete(DestinationFile); foreach( var UtilityFile in UtilityJavaScriptFiles) { string Data = File.ReadAllText(UtilityFile); File.AppendAllText(DestinationFile, Data); } if (Compressed) { Log("Build configuration is " + Params.ClientConfigsToBuild[0].ToString() + ", so (gzip) compressing files for web servers."); // Compress all files. These are independent tasks which can be threaded. List CompressionTasks = new List(); // Note that the main .data file is never gzip compressed, because we rely on UnrealPak having compressed it already (above), and gzipping the pak file on // top is showing negligible benefit. Check the console output from UnrealPak run to verify that it is indeed compressed. // CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FinalDataLocation, FinalDataLocation + "gz"))); // data file .js driver. CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FinalDataLocation + ".js" , FinalDataLocation + ".jsgz"))); if (targetingWasm) { // main game code CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameBasePath + ".wasm", FullPackageGameBasePath + ".wasmgz"))); // main js. CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameExePath, FullPackageGameExePath + "gz"))); } else { // mem init file. CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameExePath + ".mem", FullPackageGameExePath + ".memgz"))); // main js. CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameBasePath + ".asm.js", FullPackageGameBasePath + ".asm.jsgz"))); // main game code CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(ASMJS_FullPackageGameExePath, ASMJS_FullPackageGameExePath + "gz"))); } // symbols file. CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameExePath + ".symbols", FullPackageGameExePath + ".symbolsgz"))); // Utility CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(OutDir + "/Utility.js", OutDir + "/Utility.jsgz"))); Task.WaitAll(CompressionTasks.ToArray()); } else { Log("Build configuration is " + Params.ClientConfigsToBuild[0].ToString() + ", so not compressing. Build Shipping configuration to compress files to save space."); // nuke old compressed files to prevent using stale files File.Delete(FinalDataLocation + "gz"); File.Delete(FinalDataLocation + ".jsgz"); File.Delete(FullPackageGameExePath + "gz"); File.Delete(FullPackageGameBasePath + ".wasmgz"); File.Delete(FullPackageGameExePath + ".memgz"); File.Delete(FullPackageGameExePath + ".symbolsgz"); File.Delete(OutDir + "/Utility.jsgz"); } File.Copy(CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/HTML5LaunchHelper.exe"),CombinePaths(OutDir, "HTML5LaunchHelper.exe"),true); // Task.WaitAll(CompressionTasks); PrintRunTime(); } void CompressFile(string Source, string Destination) { Log(" Compressing " + Source); bool DeleteSource = false; if( Source == Destination ) { string CopyOrig = Source + ".Copy"; File.Copy(Source, CopyOrig); Source = CopyOrig; DeleteSource = true; } using (System.IO.Stream input = System.IO.File.OpenRead(Source)) { using (var raw = System.IO.File.Create(Destination)) { using (Stream compressor = new Ionic.Zlib.GZipStream(raw, Ionic.Zlib.CompressionMode.Compress,Ionic.Zlib.CompressionLevel.BestCompression)) { byte[] buffer = new byte[2048]; int SizeRead = 0; while ((SizeRead = input.Read(buffer, 0, buffer.Length)) != 0) { compressor.Write(buffer, 0, SizeRead); } } } } if (DeleteSource) { File.Delete(Source); } } public override bool RequiresPackageToDeploy { get { return true; } } protected void GenerateFileFromTemplate(string InTemplateFile, string InOutputFile, string InGameName, string InGameConfiguration, string InArguments, bool IsContentOnly, int HeapSize) { StringBuilder outputContents = new StringBuilder(); using (StreamReader reader = new StreamReader(InTemplateFile)) { string LineStr = null; while (reader.Peek() != -1) { LineStr = reader.ReadLine(); if (LineStr.Contains("%TIMESTAMP%")) { string TimeStamp = DateTime.UtcNow.ToString("yyyyMMddHHmm"); LineStr = LineStr.Replace("%TIMESTAMP%", TimeStamp); } if (LineStr.Contains("%GAME%")) { LineStr = LineStr.Replace("%GAME%", InGameName); } if (LineStr.Contains("%SERVE_COMPRESSED%")) { LineStr = LineStr.Replace("%SERVE_COMPRESSED%", Compressed ? "true" : "false"); } if (LineStr.Contains("%DISABLE_INDEXEDDB%")) { LineStr = LineStr.Replace("%DISABLE_INDEXEDDB%", enableIndexedDB ? "" : "enableReadFromIndexedDB = false;\nenableWriteToIndexedDB = false;"); } if (LineStr.Contains("%HEAPSIZE%")) { LineStr = LineStr.Replace("%HEAPSIZE%", HeapSize.ToString() + " * 1024 * 1024"); } if (LineStr.Contains("%CONFIG%")) { string TempGameName = InGameName; if (IsContentOnly) TempGameName = "UE4Game"; LineStr = LineStr.Replace("%CONFIG%", (InGameConfiguration != "Development" ? (TempGameName + "-HTML5-" + InGameConfiguration) : TempGameName)); } if (LineStr.Contains("%UE4CMDLINE%")) { InArguments = InArguments.Replace ("\"", ""); string[] Arguments = InArguments.Split(' '); string ArgumentString = IsContentOnly ? "'../../../" + InGameName + "/" + InGameName + ".uproject '," : ""; for (int i = 0; i < Arguments.Length - 1; ++i) { ArgumentString += "'" + Arguments[i] + "'" + ",' ',"; } if (Arguments.Length > 0) { ArgumentString += "'" + Arguments[Arguments.Length - 1] + "'"; } LineStr = LineStr.Replace("%UE4CMDLINE%", ArgumentString); } if (!targetingWasm && LineStr.Contains("const explicitlyLoadedAsmJs")) { LineStr = "const explicitlyLoadedAsmJs = true;"; } if (!targetWebGL2 && LineStr.Contains("const explicitlyUseWebGL1")) { LineStr = "const explicitlyUseWebGL1 = true;"; } outputContents.AppendLine(LineStr); } } if (outputContents.Length > 0) { // Save the file try { Directory.CreateDirectory(Path.GetDirectoryName(InOutputFile)); File.WriteAllText(InOutputFile, outputContents.ToString(), Encoding.UTF8); } catch (Exception) { // Unable to write to the project file. } } } protected void GenerateMacCommandFromTemplate(string InTemplateFile, string InOutputFile, string InMonoPath) { StringBuilder outputContents = new StringBuilder(); using (StreamReader reader = new StreamReader(InTemplateFile)) { string InMonoPathParent = Path.GetDirectoryName(InMonoPath); string LineStr = null; while (reader.Peek() != -1) { LineStr = reader.ReadLine(); if (LineStr.Contains("${unreal_mono_pkg_path}")) { LineStr = LineStr.Replace("${unreal_mono_pkg_path}", InMonoPath); } if (LineStr.Contains("${unreal_mono_pkg_path_base}")) { LineStr = LineStr.Replace("${unreal_mono_pkg_path_base}", InMonoPathParent); } outputContents.Append(LineStr + '\n'); } } if (outputContents.Length > 0) { // Save the file. We Copy the template file to keep any permissions set to it. try { Directory.CreateDirectory(Path.GetDirectoryName(InOutputFile)); if (File.Exists(InOutputFile)) { File.SetAttributes(InOutputFile, File.GetAttributes(InOutputFile) & ~FileAttributes.ReadOnly); File.Delete(InOutputFile); } File.Copy(InTemplateFile, InOutputFile); File.SetAttributes(InOutputFile, File.GetAttributes(InOutputFile) & ~FileAttributes.ReadOnly); using (var CmdFile = File.Open(InOutputFile, FileMode.OpenOrCreate | FileMode.Truncate)) { Byte[] BytesToWrite = new UTF8Encoding(true).GetBytes(outputContents.ToString()); CmdFile.Write(BytesToWrite, 0, BytesToWrite.Length); } } catch (Exception) { // Unable to write to the project file. } } } public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) { } public override void GetFilesToArchive(ProjectParams Params, DeploymentContext SC) { if (SC.StageTargetConfigurations.Count != 1) { throw new AutomationException("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count); } string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5"); string ProjectDataName = Params.ShortProjectName + ".data"; // copy the "Executable" to the archive directory string GameBasename = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename); if (Params.ClientConfigsToBuild[0].ToString() != "Development") { GameBasename += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString(); } string GameExe = GameBasename + ".js"; // put the HTML file to the package directory string OutputFilename = (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName) + ".html"; // data file SC.ArchiveFiles(PackagePath, ProjectDataName); // data file js driver SC.ArchiveFiles(PackagePath, ProjectDataName + ".js"); if (targetingWasm) { // main game code SC.ArchiveFiles(PackagePath, GameBasename + ".wasm"); // main js file SC.ArchiveFiles(PackagePath, GameExe); } else { // memory init file SC.ArchiveFiles(PackagePath, GameExe + ".mem"); // maingame code SC.ArchiveFiles(PackagePath, GameBasename + ".asm.js"); // main js file SC.ArchiveFiles(PackagePath, GameBasename + "_asm.js"); } // symbols file SC.ArchiveFiles(PackagePath, GameExe + ".symbols"); // utilities SC.ArchiveFiles(PackagePath, "Utility.js"); // landing page. SC.ArchiveFiles(PackagePath, OutputFilename); // Archive HTML5 Server and a Readme. SC.ArchiveFiles(CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/"), "HTML5LaunchHelper.exe"); SC.ArchiveFiles(CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/"), "Readme.txt"); SC.ArchiveFiles(PackagePath, "RunMacHTML5LaunchHelper.command"); SC.ArchiveFiles(PackagePath, ".htaccess"); if (Compressed) { SC.ArchiveFiles(PackagePath, ProjectDataName + "gz"); SC.ArchiveFiles(PackagePath, ProjectDataName + ".jsgz"); SC.ArchiveFiles(PackagePath, GameExe + "gz"); if (targetingWasm) { SC.ArchiveFiles(PackagePath, GameBasename + ".wasmgz"); } else { SC.ArchiveFiles(PackagePath, GameExe + ".memgz"); SC.ArchiveFiles(PackagePath, GameExe + ".asm.jsgz"); } SC.ArchiveFiles(PackagePath, GameExe + ".symbolsgz"); SC.ArchiveFiles(PackagePath, "Utility.jsgz"); } else { // nuke old compressed files to prevent using stale files File.Delete(ProjectDataName + "gz"); File.Delete(ProjectDataName + ".jsgz"); File.Delete(GameExe + "gz"); File.Delete(GameBasename + ".wasmgz"); File.Delete(GameExe + ".memgz"); File.Delete(GameExe + ".symbolsgz"); File.Delete("Utility.jsgz"); } if (HTMLPakAutomation.CanCreateMapPaks(Params)) { // find all paks. string[] Files = Directory.GetFiles(Path.Combine(PackagePath, Params.ShortProjectName), "*", SearchOption.AllDirectories); foreach(string PakFile in Files) { SC.ArchivedFiles.Add(PakFile, Path.GetFileName(PakFile)); } } UploadToS3(SC, OutputFilename); } public override IProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params) { // look for browser string BrowserPath = Params.Devices[0].Replace("HTML5@", ""); // open the webpage Int32 ServerPort = 8000; // HTML5LaunchHelper default var ConfigCache = UnrealBuildTool.ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Params.RawProjectPath), UnrealTargetPlatform.HTML5); ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "DeployServerPort", out ServerPort); // LaunchOn via Editor or FrontEnd string WorkingDirectory = Path.GetDirectoryName(ClientApp); string url = Path.GetFileName(ClientApp) +".html"; // WARNING: splitting the following situation // if cookonthefly is used: tell the browser to use the PROXY at DEFAULT_HTTP_FILE_SERVING_PORT // leave the normal HTML5LaunchHelper port (ServerPort) alone -- otherwise it will collide with the PROXY port if (ClientCmdLine.Contains("filehostip")) { url += "?cookonthefly=true"; Int32 ProxyPort = 41898; // DEFAULT_HTTP_FILE_SERVING_PORT url = String.Format("http://localhost:{0}/{1}", ProxyPort, url); } else { url = String.Format("http://localhost:{0}/{1}", ServerPort, url); } // Check HTML5LaunchHelper source for command line args var LowerBrowserPath = BrowserPath.ToLower(); var ProfileDirectory = Path.Combine(Utils.GetUserSettingDirectory().FullName, "UE4_HTML5", "user"); string BrowserCommandline = url; if (LowerBrowserPath.Contains("chrome")) { ProfileDirectory = Path.Combine(ProfileDirectory, "chrome"); // removing [--enable-logging] otherwise, chrome breaks with a bunch of the following errors: // > ERROR:process_info.cc(631)] range at 0x7848406c00000000, size 0x1a4 fully unreadable // leaving this note here for future reference: UE-45078 BrowserCommandline += " " + String.Format("--user-data-dir=\\\"{0}\\\" --no-first-run", ProfileDirectory); } else if (LowerBrowserPath.Contains("firefox")) { ProfileDirectory = Path.Combine(ProfileDirectory, "firefox"); BrowserCommandline += " " + String.Format("-no-remote -profile \\\"{0}\\\"", ProfileDirectory); } if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux) { // TODO: test on other platforms to remove this if() check if (!Directory.Exists(ProfileDirectory)) { Directory.CreateDirectory(ProfileDirectory); } } string LauncherArguments = string.Format(" -Browser=\"{0}\" + -BrowserCommandLine=\"{1}\" -ServerPort=\"{2}\" -ServerRoot=\"{3}\" ", new object[] { BrowserPath, BrowserCommandline, ServerPort, WorkingDirectory }); var LaunchHelperPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/HTML5LaunchHelper.exe"); IProcessResult BrowserProcess = Run(LaunchHelperPath, LauncherArguments, null, ClientRunFlags | ERunOptions.NoWaitForExit); return BrowserProcess; } public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly) { return "HTML5"; } public override string GetCookExtraCommandLine(ProjectParams Params) { return HTMLPakAutomation.CanCreateMapPaks(Params) ? " -GenerateDependenciesForMaps " : ""; } public override PakType RequiresPak(ProjectParams Params) { return HTMLPakAutomation.CanCreateMapPaks(Params) ? PakType.Never : PakType.Always; } public override string GetPlatformPakCommandLine() { return Compressed ? " -compress" : ""; } public override bool DeployLowerCaseFilenames(bool bUFSFile) { return false; } public override string LocalPathToTargetPath(string LocalPath, string LocalRoot) { return LocalPath;//.Replace("\\", "/").Replace(LocalRoot, "../../.."); } public override bool IsSupported { get { return true; } } public override List GetDebugFileExtentions() { return new List { ".pdb" }; } #region Hooks public override void PreBuildAgenda(UE4Build Build, UE4Build.BuildAgenda Agenda) { } public override List GetExecutableNames(DeploymentContext SC) { List ExecutableNames = new List(); ExecutableNames.Add(FileReference.Combine(SC.ProjectRoot, "Binaries", "HTML5", SC.ShortProjectName)); return ExecutableNames; } #endregion #region AMAZON S3 public void UploadToS3(DeploymentContext SC, string OutputFilename) { ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(SC.RawProjectPath), SC.StageTargetPlatform.PlatformType); bool Upload = false; string Region = ""; string KeyId = ""; string AccessKey = ""; string BucketName = ""; string FolderName = ""; if (! Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UploadToS3", out Upload) || ! Upload ) { return; } bool AmazonIdentity = Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3Region", out Region) && Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3KeyID", out KeyId) && Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3SecretAccessKey", out AccessKey) && Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3BucketName", out BucketName); if ( !AmazonIdentity ) { Log("Amazon S3 Incorrectly configured"); return; } Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3FolderName", out FolderName); if ( FolderName == "" ) { FolderName = SC.ShortProjectName; } else { // strip any before and after folder "/" FolderName = Regex.Replace(Regex.Replace(FolderName, "^/+", "" ), "/+$", ""); } List UploadTasks = new List(); long msTimeOut = 0; foreach (KeyValuePair Entry in SC.ArchivedFiles) { FileInfo Info = new FileInfo(Entry.Key); UploadTasks.Add(UploadToS3Worker(Info, Region, KeyId, AccessKey, BucketName, FolderName)); if ( msTimeOut < Info.Length ) { msTimeOut = Info.Length; } } msTimeOut /= 100; // [miliseconds] give 10 secs for each ~MB ( (10s * 1000ms) / ( 1024KB * 1024MB * 1000ms ) ) if ( msTimeOut < (100*1000) ) // HttpClient: default timeout is 100 sec { msTimeOut = 100*1000; } Log("Upload Timeout set to: " + (msTimeOut/1000) + "secs"); Task.WaitAll(UploadTasks.ToArray(), (int)msTimeOut); // set timeout [miliseconds] string URL = "https://" + BucketName + ".s3.amazonaws.com/" + FolderName + "/" + OutputFilename; Log("Your project's shareable link is: " + URL); Log("Upload Tasks finished."); } private static IDictionary MimeTypeMapping = new Dictionary(StringComparer.InvariantCultureIgnoreCase) { // the following will default to: "appication/octet-stream" // .data .datagz { ".wasm", "application/wasm" }, { ".wasmgz", "application/wasm" }, { ".htaccess", "text/plain"}, { ".html", "text/html"}, { ".js", "application/x-javascript" }, { ".jsgz", "application/x-javascript" }, { ".symbols", "text/plain"}, { ".symbolsgz", "text/plain"}, { ".txt", "text/plain"} }; static async Task UploadToS3Worker(FileInfo Info, string Region, string KeyId, string AccessKey, string BucketName, string FolderName) { // -------------------------------------------------- // "AWS Signature Version 4" // http://docs.aws.amazon.com/AmazonS3/latest/API/sig-v4-header-based-auth.html // -------------------------------------------------- Log(" Uploading " + Info.Name); // -------------------------------------------------- // http://docs.aws.amazon.com/AmazonS3/latest/API/sigv4-post-example.html string TimeStamp = DateTime.UtcNow.ToString("yyyyMMddTHHmmssZ"); string DateExpire = DateTime.UtcNow.AddDays(1).ToString("yyyy-MM-dd"); string AWSDate = DateTime.UtcNow.AddDays(1).ToString("yyyyMMdd"); string MimeType = (MimeTypeMapping.ContainsKey(Info.Extension)) ? MimeTypeMapping[Info.Extension] : "application/octet-stream"; string MimePath = MimeType.Split('/')[0]; string AWSCredential = KeyId + "/" + AWSDate + "/" + Region + "/s3/aws4_request"; // -------------------------------------------------- string policy = "{ \"expiration\": \"" + DateExpire + "T12:00:00.000Z\"," + " \"conditions\": [" + " { \"bucket\": \"" + BucketName + "\" }," + " [ \"starts-with\", \"$key\", \"" + FolderName + "/\" ]," + " { \"acl\": \"public-read\" }," + " [ \"starts-with\", \"$content-type\", \"" + MimePath + "/\" ],"; if (Info.Extension.EndsWith("gz")) { policy += " [ \"starts-with\", \"$content-encoding\", \"gzip\" ],"; } policy += " { \"x-amz-credential\": \"" + AWSCredential + "\" }," + " { \"x-amz-algorithm\": \"AWS4-HMAC-SHA256\" }," + " { \"x-amz-date\": \"" + TimeStamp + "\" }" + " ]" + "}"; string policyBase64 = System.Convert.ToBase64String(System.Text.Encoding.UTF8.GetBytes(policy), Base64FormattingOptions.InsertLineBreaks); // -------------------------------------------------- // http://docs.aws.amazon.com/general/latest/gr/signature-v4-examples.html var kha = KeyedHashAlgorithm.Create("HmacSHA256"); kha.Key = Encoding.UTF8.GetBytes(("AWS4" + AccessKey).ToCharArray()); // kSecret byte[] sig = kha.ComputeHash(Encoding.UTF8.GetBytes(AWSDate)); kha.Key = sig; // kDate sig = kha.ComputeHash(Encoding.UTF8.GetBytes(Region)); kha.Key = sig; // kRegion sig = kha.ComputeHash(Encoding.UTF8.GetBytes("s3")); kha.Key = sig; // kService sig = kha.ComputeHash(Encoding.UTF8.GetBytes("aws4_request")); kha.Key = sig; // kSigning sig = kha.ComputeHash(Encoding.UTF8.GetBytes(policyBase64)); string signature = BitConverter.ToString(sig).Replace("-", "").ToLower(); // for Authorization // debugging... //Console.WriteLine("policy: [" + policy + "]"); //Console.WriteLine("policyBase64: [" + policyBase64 + "]"); //Console.WriteLine("signature: [" + signature + "]"); // -------------------------------------------------- HttpClient httpClient = new HttpClient(); var formData = new MultipartFormDataContent(); formData.Add(new StringContent(FolderName + "/" + Info.Name), "key"); formData.Add(new StringContent("public-read"), "acl"); formData.Add(new StringContent(AWSCredential), "X-Amz-Credential"); formData.Add(new StringContent("AWS4-HMAC-SHA256"), "X-Amz-Algorithm"); formData.Add(new StringContent(signature), "X-Amz-Signature"); formData.Add(new StringContent(TimeStamp), "X-Amz-Date"); formData.Add(new StringContent(policyBase64), "Policy"); formData.Add(new StringContent(MimeType), "Content-Type"); if ( Info.Extension.EndsWith("gz") ) { formData.Add(new StringContent("gzip"), "Content-Encoding"); } // debugging... //Console.WriteLine("key: [" + FolderName + "/" + Info.Name + "]"); //Console.WriteLine("AWSCredential: [" + AWSCredential + "]"); //Console.WriteLine("TimeStamp: [" + TimeStamp + "]"); //Console.WriteLine("MimeType: [" + MimeType + "]"); // the file ---------------------------------------- var fileContent = new ByteArrayContent(System.IO.File.ReadAllBytes(Info.FullName)); fileContent.Headers.ContentType = System.Net.Http.Headers.MediaTypeHeaderValue.Parse(MimeType); formData.Add(fileContent, "file", Info.Name); int adjustTimeout = (int)(Info.Length / (100*1000)); // [seconds] give 10 secs for each ~MB ( (10s * 1000ms) / ( 1024KB * 1024MB * 1000ms ) ) if ( adjustTimeout > 100 ) // default timeout is 100 sec { httpClient.Timeout = TimeSpan.FromSeconds(adjustTimeout); // increase timeout } //Console.WriteLine("httpClient Timeout: [" + httpClient.Timeout + "]" ); // upload ---------------------------------------- string URL = "https://" + BucketName + ".s3.amazonaws.com/"; var response = await httpClient.PostAsync(URL, formData); if (response.IsSuccessStatusCode) { Log("Upload done: " + Info.Name); } else { var contents = response.Content.ReadAsStringAsync(); var reason = Regex.Replace( /* grab inner block */ Regex.Replace(contents.Result, "<[^>]+>\n<[^>]+>([^<]+)]+>", "$1") /* strip tags */ , "<([^>]+)>([^<]+)]+>", "$1 - $2\n"); //Console.WriteLine("Fail to Upload: " + Info.Name + " Header - " + response.ToString()); Console.WriteLine("Fail to Upload: " + Info.Name + "\nResponse - " + reason); throw new Exception("FAILED TO UPLOAD: " + Info.Name); } } #endregion }