Files
UnrealEngineUWP/Engine/Source/ThirdParty/DotNetZip/Zip/ZipFile.SaveSelfExtractor.cs
Ben Marsh fedc653232 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3550452 by Ben.Marsh

	UAT: Improve readability of error message when an editor commandlet fails with an error code.

Change 3551179 by Ben.Marsh

	Add methods for reading text files into an array of strings.

Change 3551260 by Ben.Marsh

	Core: Change FFileHelper routines to use enum classes for flags.

Change 3555697 by Gil.Gribb

	Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.

	#jira UE-47668

Change 3556464 by Ben.Marsh

	UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.

Change 3557630 by Ben.Marsh

	Allow the network version to be set via Build.version if it's not overriden from Version.h.

Change 3561357 by Gil.Gribb

	Fixed crashes related to loading old unversioned files in the editor.

	#jira UE-47806

Change 3565711 by Graeme.Thornton

	PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)


Change 3565864 by Robert.Manuszewski

	Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.

Change 3569022 by Ben.Marsh

	PR #3849: Update gitignore (Contributed by mhutch)


Change 3569113 by Ben.Marsh

	Fix Japanese errors not displaying correctly in the cook output log.

	#jira UE-47746

Change 3569486 by Ben.Marsh

	UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.

Change 3570483 by Graeme.Thornton

	Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors

Change 3570513 by Robert.Manuszewski

	Fix for a race condition with async loading thread enabled.

Change 3570664 by Ben.Marsh

	UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.

Change 3570708 by Robert.Manuszewski

	Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.

Change 3571592 by Ben.Marsh

	UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.

Change 3572215 by Graeme.Thornton

	UBT
	- Remove some unnecessary using directives
	- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself

Change 3572437 by Robert.Manuszewski

	Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.

	#jira UE-44996

Change 3572480 by Robert.Manuszewski

	MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long

Change 3573547 by Ben.Marsh

	Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.

Change 3574562 by Robert.Manuszewski

	PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)


Change 3575017 by Ben.Marsh

	Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.

Change 3575689 by Ben.Marsh

	Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.

Change 3575934 by Steve.Robb

	Fix for nested preprocessor definitions.

Change 3575961 by Steve.Robb

	Fix for nested zeros.

Change 3576297 by Robert.Manuszewski

	Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.

	#jira FORT-38977

Change 3576366 by Ben.Marsh

	Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.

Change 3578290 by Graeme.Thornton

	Changes to Ionic zip library to allow building on dot net core

Change 3578291 by Graeme.Thornton

	Ionic zip library binaries built for .NET Core

Change 3578354 by Graeme.Thornton

	Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string

Change 3578674 by Robert.Manuszewski

	After loading packages flush linker cache on uncooked platforms to free precache memory

Change 3579068 by Steve.Robb

	Fix for CLASS_Intrinsic getting stomped.
	Fix to EClassFlags so that they are visible in the debugger.
	Re-added mysteriously-removed comments.

Change 3579228 by Steve.Robb

	BOM removed.

Change 3579297 by Ben.Marsh

	Fix exception if a plugin lists the same module twice.

	#jira UE-48232

Change 3579898 by Robert.Manuszewski

	When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.

Change 3579983 by Robert.Manuszewski

	More fixes for freeing linker cache memory in the editor.

Change 3580012 by Graeme.Thornton

	Remove redundant copy of FileReference.cs

Change 3580408 by Ben.Marsh

	Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.

Change 3582104 by Graeme.Thornton

	Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.

Change 3582131 by Graeme.Thornton

	#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.

Change 3582645 by Ben.Marsh

	PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)

	#jira UE-48192

Change 3583955 by Robert.Manuszewski

	Support for EDL cooked packages in the editor

Change 3584035 by Graeme.Thornton

	Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.

Change 3584177 by Robert.Manuszewski

	Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)

Change 3584315 by Ben.Marsh

	Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.

Change 3584370 by Ben.Marsh

	Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.

Change 3584498 by Ben.Marsh

	Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.

Change 3585003 by Steve.Robb

	Fix for TChunkedArray ranged-for iteration.

	#jira UE-48297

Change 3585235 by Ben.Marsh

	Remove LogEngine extern from Core; use the platform log channels instead.

Change 3585942 by Ben.Marsh

	Move MessageBoxExt() implementation into application layer for platforms that require it.

Change 3587071 by Ben.Marsh

	Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.

Change 3587161 by Ben.Marsh

	Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.

Change 3587579 by Steve.Robb

	Fix for Children list not being rebuilt after hot reload.

Change 3587584 by Graeme.Thornton

	Logging improvements for pak signature check failures
	 - Added "PakCorrupt" console command which corrupts the master signature table
	 - Added some extra log information about which block failed
	 - Re-hash the master signature table and to make sure that it hasn't changed since startup
	 - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
	 - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again

Change 3587586 by Graeme.Thornton

	Changes to make UBT build and run on .NET Core
	 - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
	 - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
	 - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects

Change 3587953 by Steve.Robb

	Allow arbitrary UENUM initializers for enumerators.
	Editor-only data UENUM support.
	Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.

	#jira UE-46274

Change 3589827 by Graeme.Thornton

	More fixes for VSCode project generation and for UBT running on .NET Core
	 - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
	 - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
	 - Added documentation for UEConsoleTraceListener
	 - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
	 - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
	 - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff

Change 3589868 by Graeme.Thornton

	Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.

	UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases

Change 3589919 by Robert.Manuszewski

	Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)

Change 3589940 by Graeme.Thornton

	Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.

Change 3590078 by Graeme.Thornton

	Fully disable automatic assembly info generation in .NET Core projects

Change 3590534 by Robert.Manuszewski

	Marking UObject as intrinsic clas to fix a crash on UFE startup.

Change 3591498 by Gil.Gribb

	UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.

Change 3591605 by Gil.Gribb

	UE4 - Follow up to fixing several edge cases in the low level async loading code.

Change 3592577 by Graeme.Thornton

	.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates

Change 3592684 by Steve.Robb

	Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.

Change 3592710 by Steve.Robb

	Fix for invalid casts in ListProps command.
	Some name changes in command output.

Change 3592715 by Ben.Marsh

	Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.

Change 3592767 by Gil.Gribb

	UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.

Change 3592770 by Gil.Gribb

	UE4 - Fixed a race condition with async read completion in the prescence of cancels.

Change 3593090 by Steve.Robb

	Better error message when there two clashing type names are found.

Change 3593697 by Steve.Robb

	VisitTupleElements function, which calls a functor for each element in the tuple.

Change 3595206 by Ben.Marsh

	Include additional diagnostics for missing imports when a module load fails.

Change 3596140 by Graeme.Thornton

	Batch file for running MSBuild

Change 3596267 by Steve.Robb

	Thread safety fix to FPaths::GetProjectFilePath().

Change 3596271 by Robert.Manuszewski

	Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor

	#jira UE-47535

Change 3596283 by Steve.Robb

	Redundant casts removed from UHT.

Change 3596303 by Ben.Marsh

	EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.

Change 3596337 by Ben.Marsh

	UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.

Change 3596367 by Steve.Robb

	Iterator checks in ranged-for on TMap, TSet and TSparseArray.

Change 3596410 by Gil.Gribb

	UE4 - Improved some error messages on runtime failures in the EDL.

Change 3596532 by Ben.Marsh

	UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.

	#jira UE-48119

Change 3596631 by Steve.Robb

	Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.

Change 3596807 by Ben.Marsh

	Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.

	* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
	* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.

Change 3596957 by Steve.Robb

	UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
	Renaming of ObjMap to ObjSrcMap in MapFileParser.

Change 3597213 by Ben.Marsh

	Remove AutoReporter. We don't support this any more.

Change 3597558 by Ben.Marsh

	UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:

	+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")

	The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.

Change 3597982 by Ben.Marsh

	Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).

	#jira UE-47173

Change 3598045 by Ben.Marsh

	UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).

Change 3599214 by Ben.Marsh

	Avoid string duplication when comparing extensions.

Change 3600038 by Steve.Robb

	Fix for maps being modified during iteration in cache compaction.

Change 3600136 by Steve.Robb

	GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool

Change 3600214 by Steve.Robb

	More accurate error message when unsupported template parameters are provided in a TSet property.

Change 3600232 by Ben.Marsh

	UBT: Force UHT to run again if the .build.cs file for a module has changed.

	#jira UE-46119

Change 3600246 by Steve.Robb

	GitHub #3045 : allow multiple interface definition in a file

Change 3600645 by Ben.Marsh

	Convert QAGame to Include-What-You-Use.

Change 3600897 by Ben.Marsh

	Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.

Change 3601558 by Graeme.Thornton

	Simple first pass VSCode editor integration plugin

Change 3601658 by Graeme.Thornton

	Enable intellisense generation for VS Code project files and setup include paths properly

Change 3601762 by Ben.Marsh

	UBT: Add support for adaptive non-unity builds when working from a Git repository.

	The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.

	Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:

	<SourceFileWorkingSet>
	    <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
	    <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
	    <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
	</SourceFileWorkingSet>

Change 3604032 by Graeme.Thornton

	First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.

Change 3604038 by Graeme.Thornton

	Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
	Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.

Change 3604106 by Steve.Robb

	GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro

Change 3604192 by Steve.Robb

	GitHub #3911 : Improving ToUpper/ToLower efficiency

Change 3604273 by Graeme.Thornton

	IWYU build fixes when malloc profiler is enabled

Change 3605457 by Ben.Marsh

	Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.

Change 3606720 by James.Hopkin

	Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.

Change 3606807 by Graeme.Thornton

	Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.

Change 3607026 by James.Hopkin

	Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed

Change 3607142 by Graeme.Thornton

	UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.

Change 3607146 by Ben.Marsh

	UGS: Fix exception due to formatting string when Perforce throws an error.

Change 3607147 by Steve.Robb

	Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
	Float and double conversion support added to int properties.
	NAME_DoubleProperty added.
	Fix for converting enum class enumerators > 255 to int properties.

Change 3607516 by Ben.Marsh

	PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)


Change 3610421 by Ben.Marsh

	UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.

Change 3610657 by Ben.Marsh

	UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.

Change 3611000 by Ben.Marsh

	UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.

Change 3612471 by Ben.Marsh

	UBT: Move FastJSON into DotNETUtilities.

Change 3613479 by Ben.Marsh

	UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.

Change 3613910 by Ben.Marsh

	UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.

Change 3614075 by Ben.Marsh

	UBT: Remove hacks for testing project file attributes by name.

Change 3614090 by Ben.Marsh

	UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.

Change 3614488 by Ben.Marsh

	UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.

Change 3614490 by Ben.Marsh

	UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.

Change 3614962 by Ben.Marsh

	UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.

Change 3615416 by Ben.Marsh

	EC: Include an icon showing the overall status of a build in the grid view.

Change 3615713 by Ben.Marsh

	UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.

	#jira UE-48987

Change 3616652 by Ben.Marsh

	Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.

	#jira UE-49007

Change 3616680 by Ben.Marsh

	Add the CodeAPI-HTML.tgz file into the installed engine build.

Change 3616767 by Ben.Marsh

	Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.

Change 3616864 by Ben.Marsh

	Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.

	#jira UE-48711

Change 3619964 by Ben.Marsh

	UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.

Change 3548930 by Ben.Marsh

	UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.

Change 3558056 by Ben.Marsh

	Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).

Change 3563309 by Graeme.Thornton

	Moved some common C# classes into the DotNETCommon assembly

Change 3570283 by Graeme.Thornton

	Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
	Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore

Change 3572811 by Ben.Marsh

	UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).

Change 3573397 by Ben.Marsh

	UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.

Change 3575659 by Ben.Marsh

	Remove CHM API documentation.

Change 3582103 by Graeme.Thornton

	Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core

	Removed reference to System.Windows.Form from UBT.

Change 3584113 by Ben.Marsh

	Move key-mapping functionality into the InputCore module.

Change 3584278 by Ben.Marsh

	Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.

Change 3584453 by Ben.Marsh

	Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.

Change 3585301 by Ben.Marsh

	Move PlatformPostInit() into an FPlatformApplicationMisc function.

Change 3587050 by Ben.Marsh

	Move IsThisApplicationForeground() into FPlatformApplicationMisc.

Change 3587059 by Ben.Marsh

	Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.

Change 3587119 by Ben.Marsh

	Move GetAbsoluteLogFilename() into FPlatformMisc.

Change 3587800 by Steve.Robb

	Fixes to container visualizers for types whose pointer type isn't simply Type*.

Change 3588393 by Ben.Marsh

	Move platform output devices into their own headers.

Change 3588868 by Ben.Marsh

	Move creation of console, error and warning output devices int PlatformApplicationMisc.

Change 3589879 by Graeme.Thornton

	All automation projects now have a reference to DotNETUtilities
	Fixed a build error in the WEX automation library

Change 3590034 by Ben.Marsh

	Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).

Change 3593754 by Steve.Robb

	Fix for tuple debugger visualization.

Change 3597208 by Ben.Marsh

	Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.

Change 3600163 by Ben.Marsh

	UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.

	#jira UE-46725

Change 3604279 by Graeme.Thornton

	Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects

Change 3606685 by James.Hopkin

	Removed redundant 'Cast's (casting to either the same type or a base).

	In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
	Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.

Change 3610950 by Ben.Marsh

	UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.

Change 3610991 by Ben.Marsh

	UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.

Change 3612342 by Ben.Marsh

	UBT: Change JsonObject.Read() to take a FileReference parameter.

Change 3612362 by Ben.Marsh

	UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.

Change 3619128 by Ben.Marsh

	Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.

[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00

1104 lines
48 KiB
C#
Raw Blame History

// ZipFile.saveSelfExtractor.cs
// ------------------------------------------------------------------
//
// Copyright (c) 2008-2011 Dino Chiesa.
// All rights reserved.
//
// This code module is part of DotNetZip, a zipfile class library.
//
// ------------------------------------------------------------------
//
// This code is licensed under the Microsoft Public License.
// See the file License.txt for the license details.
// More info on: http://dotnetzip.codeplex.com
//
// ------------------------------------------------------------------
//
// last saved (in emacs):
// Time-stamp: <2011-August-03 16:42:15>
//
// ------------------------------------------------------------------
//
// This is a the source module that implements the stuff for saving to a
// self-extracting Zip archive.
//
// ZipFile is set up as a "partial class" - defined in multiple .cs source modules.
// This is one of the source modules for the ZipFile class.
//
// Here's the design: The self-extracting zip file is just a regular managed EXE
// file, with embedded resources. The managed code logic instantiates a ZipFile, and
// then extracts each entry. The embedded resources include the zip archive content,
// as well as the Zip library itself. The latter is required so that self-extracting
// can work on any machine, whether or not it has the DotNetZip library installed on
// it.
//
// What we need to do is create the animal I just described, within a method on the
// ZipFile class. This source module provides that capability. The method is
// SaveSelfExtractor().
//
// The way the method works: it uses the programmatic interface to the csc.exe
// compiler, Microsoft.CSharp.CSharpCodeProvider, to compile "boilerplate"
// extraction logic into a new assembly. As part of that compile, we embed within
// that assembly the zip archive itself, as well as the Zip library.
//
// Therefore we need to first save to a temporary zip file, then produce the exe.
//
// There are a few twists.
//
// The Visual Studio Project structure is a little weird. There are code files
// that ARE NOT compiled during a normal build of the VS Solution. They are
// marked as embedded resources. These are the various "boilerplate" modules that
// are used in the self-extractor. These modules are: WinFormsSelfExtractorStub.cs
// WinFormsSelfExtractorStub.Designer.cs CommandLineSelfExtractorStub.cs
// PasswordDialog.cs PasswordDialog.Designer.cs
//
// At design time, if you want to modify the way the GUI looks, you have to
// mark those modules to have a "compile" build action. Then tweak em, test,
// etc. Then again mark them as "Embedded resource".
//
// ------------------------------------------------------------------
using System;
using System.Reflection;
using System.IO;
using System.Collections.Generic;
namespace Ionic.Zip
{
#if !NO_SFX
/// <summary>
/// An enum that provides the different self-extractor flavors
/// </summary>
public enum SelfExtractorFlavor
{
/// <summary>
/// A self-extracting zip archive that runs from the console or
/// command line.
/// </summary>
ConsoleApplication = 0,
/// <summary>
/// A self-extracting zip archive that presents a graphical user
/// interface when it is executed.
/// </summary>
WinFormsApplication,
}
/// <summary>
/// The options for generating a self-extracting archive.
/// </summary>
public class SelfExtractorSaveOptions
{
/// <summary>
/// The type of SFX to create.
/// </summary>
public SelfExtractorFlavor Flavor
{
get;
set;
}
/// <summary>
/// The command to run after extraction.
/// </summary>
///
/// <remarks>
/// <para>
/// This is optional. Leave it empty (<c>null</c> in C# or <c>Nothing</c> in
/// VB) to run no command after extraction.
/// </para>
///
/// <para>
/// If it is non-empty, the SFX will execute the command specified in this
/// string on the user's machine, and using the extract directory as the
/// working directory for the process, after unpacking the archive. The
/// program to execute can include a path, if you like. If you want to execute
/// a program that accepts arguments, specify the program name, followed by a
/// space, and then the arguments for the program, each separated by a space,
/// just as you would on a normal command line. Example: <c>program.exe arg1
/// arg2</c>. The string prior to the first space will be taken as the
/// program name, and the string following the first space specifies the
/// arguments to the program.
/// </para>
///
/// <para>
/// If you want to execute a program that has a space in the name or path of
/// the file, surround the program name in double-quotes. The first character
/// of the command line should be a double-quote character, and there must be
/// a matching double-quote following the end of the program file name. Any
/// optional arguments to the program follow that, separated by
/// spaces. Example: <c>"c:\project files\program name.exe" arg1 arg2</c>.
/// </para>
///
/// <para>
/// If the flavor of the SFX is <c>SelfExtractorFlavor.ConsoleApplication</c>,
/// then the SFX starts a new process, using this string as the post-extract
/// command line. The SFX waits for the process to exit. The exit code of
/// the post-extract command line is returned as the exit code of the
/// command-line self-extractor exe. A non-zero exit code is typically used to
/// indicated a failure by the program. In the case of an SFX, a non-zero exit
/// code may indicate a failure during extraction, OR, it may indicate a
/// failure of the run-after-extract program if specified, OR, it may indicate
/// the run-after-extract program could not be fuond. There is no way to
/// distinguish these conditions from the calling shell, aside from parsing
/// the output of the SFX. If you have Quiet set to <c>true</c>, you may not
/// see error messages, if a problem occurs.
/// </para>
///
/// <para>
/// If the flavor of the SFX is
/// <c>SelfExtractorFlavor.WinFormsApplication</c>, then the SFX starts a new
/// process, using this string as the post-extract command line, and using the
/// extract directory as the working directory for the process. The SFX does
/// not wait for the command to complete, and does not check the exit code of
/// the program. If the run-after-extract program cannot be fuond, a message
/// box is displayed indicating that fact.
/// </para>
///
/// <para>
/// You can specify environment variables within this string, with a format like
/// <c>%NAME%</c>. The value of these variables will be expanded at the time
/// the SFX is run. Example: <c>%WINDIR%\system32\xcopy.exe</c> may expand at
/// runtime to <c>c:\Windows\System32\xcopy.exe</c>.
/// </para>
///
/// <para>
/// By combining this with the <c>RemoveUnpackedFilesAfterExecute</c>
/// flag, you can create an SFX that extracts itself, runs a file that
/// was extracted, then deletes all the files that were extracted. If
/// you want it to run "invisibly" then set <c>Flavor</c> to
/// <c>SelfExtractorFlavor.ConsoleApplication</c>, and set <c>Quiet</c>
/// to true. The user running such an EXE will see a console window
/// appear, then disappear quickly. You may also want to specify the
/// default extract location, with <c>DefaultExtractDirectory</c>.
/// </para>
///
/// <para>
/// If you set <c>Flavor</c> to
/// <c>SelfExtractorFlavor.WinFormsApplication</c>, and set <c>Quiet</c> to
/// true, then a GUI with progressbars is displayed, but it is
/// "non-interactive" - it accepts no input from the user. Instead the SFX
/// just automatically unpacks and exits.
/// </para>
///
/// </remarks>
public String PostExtractCommandLine
{
get;
set;
}
/// <summary>
/// The default extract directory the user will see when
/// running the self-extracting archive.
/// </summary>
///
/// <remarks>
/// <para>
/// Passing null (or Nothing in VB) here will cause the Self Extractor to use
/// the the user's personal directory (<see
/// cref="Environment.SpecialFolder.Personal"/>) for the default extract
/// location.
/// </para>
///
/// <para>
/// This is only a default location. The actual extract location will be
/// settable on the command line when the SFX is executed.
/// </para>
///
/// <para>
/// You can specify environment variables within this string,
/// with <c>%NAME%</c>. The value of these variables will be
/// expanded at the time the SFX is run. Example:
/// <c>%USERPROFILE%\Documents\unpack</c> may expand at runtime to
/// <c>c:\users\melvin\Documents\unpack</c>.
/// </para>
/// </remarks>
public String DefaultExtractDirectory
{
get;
set;
}
/// <summary>
/// The name of an .ico file in the filesystem to use for the application icon
/// for the generated SFX.
/// </summary>
///
/// <remarks>
/// <para>
/// Normally, DotNetZip will embed an "zipped folder" icon into the generated
/// SFX. If you prefer to use a different icon, you can specify it here. It
/// should be a .ico file. This file is passed as the <c>/win32icon</c>
/// option to the csc.exe compiler when constructing the SFX file.
/// </para>
/// </remarks>
///
public string IconFile
{
get;
set;
}
/// <summary>
/// Whether the ConsoleApplication SFX will be quiet during extraction.
/// </summary>
///
/// <remarks>
/// <para>
/// This option affects the way the generated SFX runs. By default it is
/// false. When you set it to true,...
/// </para>
///
/// <list type="table">
/// <listheader>
/// <term>Flavor</term>
/// <description>Behavior</description>
/// </listheader>
///
/// <item>
/// <term><c>ConsoleApplication</c></term>
/// <description><para>no messages will be emitted during successful
/// operation.</para> <para> Double-clicking the SFX in Windows
/// Explorer or as an attachment in an email will cause a console
/// window to appear briefly, before it disappears. If you run the
/// ConsoleApplication SFX from the cmd.exe prompt, it runs as a
/// normal console app; by default, because it is quiet, it displays
/// no messages to the console. If you pass the -v+ command line
/// argument to the Console SFX when you run it, you will get verbose
/// messages to the console. </para>
/// </description>
/// </item>
///
/// <item>
/// <term><c>WinFormsApplication</c></term>
/// <description>the SFX extracts automatically when the application
/// is launched, with no additional user input.
/// </description>
/// </item>
///
/// </list>
///
/// <para>
/// When you set it to false,...
/// </para>
///
/// <list type="table">
/// <listheader>
/// <term>Flavor</term>
/// <description>Behavior</description>
/// </listheader>
///
/// <item>
/// <term><c>ConsoleApplication</c></term>
/// <description><para>the extractor will emit a
/// message to the console for each entry extracted.</para>
/// <para>
/// When double-clicking to launch the SFX, the console window will
/// remain, and the SFX will emit a message for each file as it
/// extracts. The messages fly by quickly, they won't be easily
/// readable, unless the extracted files are fairly large.
/// </para>
/// </description>
/// </item>
///
/// <item>
/// <term><c>WinFormsApplication</c></term>
/// <description>the SFX presents a forms UI and allows the user to select
/// options before extracting.
/// </description>
/// </item>
///
/// </list>
///
/// </remarks>
public bool Quiet
{
get;
set;
}
/// <summary>
/// Specify what the self-extractor will do when extracting an entry
/// would overwrite an existing file.
/// </summary>
/// <remarks>
/// <para>
/// The default behavvior is to Throw.
/// </para>
/// </remarks>
public Ionic.Zip.ExtractExistingFileAction ExtractExistingFile
{
get;
set;
}
/// <summary>
/// Whether to remove the files that have been unpacked, after executing the
/// PostExtractCommandLine.
/// </summary>
///
/// <remarks>
/// <para>
/// If true, and if there is a <see
/// cref="SelfExtractorSaveOptions.PostExtractCommandLine">
/// PostExtractCommandLine</see>, and if the command runs successfully,
/// then the files that the SFX unpacked will be removed, afterwards. If
/// the command does not complete successfully (non-zero return code),
/// that is interpreted as a failure, and the extracted files will not be
/// removed.
/// </para>
///
/// <para>
/// Setting this flag, and setting <c>Flavor</c> to
/// <c>SelfExtractorFlavor.ConsoleApplication</c>, and setting <c>Quiet</c> to
/// true, results in an SFX that extracts itself, runs a file that was
/// extracted, then deletes all the files that were extracted, with no
/// intervention by the user. You may also want to specify the default
/// extract location, with <c>DefaultExtractDirectory</c>.
/// </para>
///
/// </remarks>
public bool RemoveUnpackedFilesAfterExecute
{
get;
set;
}
/// <summary>
/// The file version number to embed into the generated EXE. It will show up, for
/// example, during a mouseover in Windows Explorer.
/// </summary>
///
public Version FileVersion
{
get;
set;
}
/// <summary>
/// The product version to embed into the generated EXE. It will show up, for
/// example, during a mouseover in Windows Explorer.
/// </summary>
///
/// <remarks>
/// You can use any arbitrary string, but a human-readable version number is
/// recommended. For example "v1.2 alpha" or "v4.2 RC2". If you specify nothing,
/// then there is no product version embedded into the EXE.
/// </remarks>
///
public String ProductVersion
{
get;
set;
}
/// <summary>
/// The copyright notice, if any, to embed into the generated EXE.
/// </summary>
///
/// <remarks>
/// It will show up, for example, while viewing properties of the file in
/// Windows Explorer. You can use any arbitrary string, but typically you
/// want something like "Copyright <20> Dino Chiesa 2011".
/// </remarks>
///
public String Copyright
{
get;
set;
}
/// <summary>
/// The description to embed into the generated EXE.
/// </summary>
///
/// <remarks>
/// Use any arbitrary string. This text will be displayed during a
/// mouseover in Windows Explorer. If you specify nothing, then the string
/// "DotNetZip SFX Archive" is embedded into the EXE as the description.
/// </remarks>
///
public String Description
{
get;
set;
}
/// <summary>
/// The product name to embed into the generated EXE.
/// </summary>
///
/// <remarks>
/// Use any arbitrary string. This text will be displayed
/// while viewing properties of the EXE file in
/// Windows Explorer.
/// </remarks>
///
public String ProductName
{
get;
set;
}
/// <summary>
/// The title to display in the Window of a GUI SFX, while it extracts.
/// </summary>
///
/// <remarks>
/// <para>
/// By default the title show in the GUI window of a self-extractor
/// is "DotNetZip Self-extractor (http://DotNetZip.codeplex.com/)".
/// You can change that by setting this property before saving the SFX.
/// </para>
///
/// <para>
/// This property has an effect only when producing a Self-extractor
/// of flavor <c>SelfExtractorFlavor.WinFormsApplication</c>.
/// </para>
/// </remarks>
///
public String SfxExeWindowTitle
{
// workitem 12608
get;
set;
}
/// <summary>
/// Additional options for the csc.exe compiler, when producing the SFX
/// EXE.
/// </summary>
/// <exclude/>
public string AdditionalCompilerSwitches
{
get; set;
}
}
partial class ZipFile
{
class ExtractorSettings
{
public SelfExtractorFlavor Flavor;
public List<string> ReferencedAssemblies;
public List<string> CopyThroughResources;
public List<string> ResourcesToCompile;
}
private static ExtractorSettings[] SettingsList = {
new ExtractorSettings() {
Flavor = SelfExtractorFlavor.WinFormsApplication,
ReferencedAssemblies= new List<string>{
"System.dll", "System.Windows.Forms.dll", "System.Drawing.dll"},
CopyThroughResources = new List<string>{
"Ionic.Zip.WinFormsSelfExtractorStub.resources",
"Ionic.Zip.Forms.PasswordDialog.resources",
"Ionic.Zip.Forms.ZipContentsDialog.resources"},
ResourcesToCompile = new List<string>{
"WinFormsSelfExtractorStub.cs",
"WinFormsSelfExtractorStub.Designer.cs", // .Designer.cs?
"PasswordDialog.cs",
"PasswordDialog.Designer.cs", //.Designer.cs"
"ZipContentsDialog.cs",
"ZipContentsDialog.Designer.cs", //.Designer.cs"
"FolderBrowserDialogEx.cs",
}
},
new ExtractorSettings() {
Flavor = SelfExtractorFlavor.ConsoleApplication,
ReferencedAssemblies= new List<string> { "System.dll", },
CopyThroughResources = null,
ResourcesToCompile = new List<string>{"CommandLineSelfExtractorStub.cs"}
}
};
//string _defaultExtractLocation;
//string _postExtractCmdLine;
// string _SetDefaultLocationCode =
// "namespace Ionic.Zip { public partial class WinFormsSelfExtractorStub { partial void _SetDefaultExtractLocation() {" +
// " txtExtractDirectory.Text = \"@@VALUE\"; } }}";
/// <summary>
/// Saves the ZipFile instance to a self-extracting zip archive.
/// </summary>
///
/// <remarks>
///
/// <para>
/// The generated exe image will execute on any machine that has the .NET
/// Framework 2.0 installed on it. The generated exe image is also a
/// valid ZIP file, readable with DotNetZip or another Zip library or tool
/// such as WinZip.
/// </para>
///
/// <para>
/// There are two "flavors" of self-extracting archive. The
/// <c>WinFormsApplication</c> version will pop up a GUI and allow the
/// user to select a target directory into which to extract. There's also
/// a checkbox allowing the user to specify to overwrite existing files,
/// and another checkbox to allow the user to request that Explorer be
/// opened to see the extracted files after extraction. The other flavor
/// is <c>ConsoleApplication</c>. A self-extractor generated with that
/// flavor setting will run from the command line. It accepts command-line
/// options to set the overwrite behavior, and to specify the target
/// extraction directory.
/// </para>
///
/// <para>
/// There are a few temporary files created during the saving to a
/// self-extracting zip. These files are created in the directory pointed
/// to by <see cref="ZipFile.TempFileFolder"/>, which defaults to <see
/// cref="System.IO.Path.GetTempPath"/>. These temporary files are
/// removed upon successful completion of this method.
/// </para>
///
/// <para>
/// When a user runs the WinForms SFX, the user's personal directory (<see
/// cref="Environment.SpecialFolder.Personal">Environment.SpecialFolder.Personal</see>)
/// will be used as the default extract location. If you want to set the
/// default extract location, you should use the other overload of
/// <c>SaveSelfExtractor()</c>/ The user who runs the SFX will have the
/// opportunity to change the extract directory before extracting. When
/// the user runs the Command-Line SFX, the user must explicitly specify
/// the directory to which to extract. The .NET Framework 2.0 is required
/// on the computer when the self-extracting archive is run.
/// </para>
///
/// <para>
/// NB: This method is not available in the version of DotNetZip build for
/// the .NET Compact Framework, nor in the "Reduced" DotNetZip library.
/// </para>
///
/// </remarks>
///
/// <example>
/// <code>
/// string DirectoryPath = "c:\\Documents\\Project7";
/// using (ZipFile zip = new ZipFile())
/// {
/// zip.AddDirectory(DirectoryPath, System.IO.Path.GetFileName(DirectoryPath));
/// zip.Comment = "This will be embedded into a self-extracting console-based exe";
/// zip.SaveSelfExtractor("archive.exe", SelfExtractorFlavor.ConsoleApplication);
/// }
/// </code>
/// <code lang="VB">
/// Dim DirectoryPath As String = "c:\Documents\Project7"
/// Using zip As New ZipFile()
/// zip.AddDirectory(DirectoryPath, System.IO.Path.GetFileName(DirectoryPath))
/// zip.Comment = "This will be embedded into a self-extracting console-based exe"
/// zip.SaveSelfExtractor("archive.exe", SelfExtractorFlavor.ConsoleApplication)
/// End Using
/// </code>
/// </example>
///
/// <param name="exeToGenerate">
/// a pathname, possibly fully qualified, to be created. Typically it
/// will end in an .exe extension.</param>
/// <param name="flavor">
/// Indicates whether a Winforms or Console self-extractor is
/// desired. </param>
public void SaveSelfExtractor(string exeToGenerate, SelfExtractorFlavor flavor)
{
SelfExtractorSaveOptions options = new SelfExtractorSaveOptions();
options.Flavor = flavor;
SaveSelfExtractor(exeToGenerate, options);
}
/// <summary>
/// Saves the ZipFile instance to a self-extracting zip archive, using
/// the specified save options.
/// </summary>
///
/// <remarks>
/// <para>
/// This method saves a self extracting archive, using the specified save
/// options. These options include the flavor of the SFX, the default extract
/// directory, the icon file, and so on. See the documentation
/// for <see cref="SaveSelfExtractor(string , SelfExtractorFlavor)"/> for more
/// details.
/// </para>
///
/// <para>
/// The user who runs the SFX will have the opportunity to change the extract
/// directory before extracting. If at the time of extraction, the specified
/// directory does not exist, the SFX will create the directory before
/// extracting the files.
/// </para>
///
/// </remarks>
///
/// <example>
/// This example saves a WinForms-based self-extracting archive EXE that
/// will use c:\ExtractHere as the default extract location. The C# code
/// shows syntax for .NET 3.0, which uses an object initializer for
/// the SelfExtractorOptions object.
/// <code>
/// string DirectoryPath = "c:\\Documents\\Project7";
/// using (ZipFile zip = new ZipFile())
/// {
/// zip.AddDirectory(DirectoryPath, System.IO.Path.GetFileName(DirectoryPath));
/// zip.Comment = "This will be embedded into a self-extracting WinForms-based exe";
/// var options = new SelfExtractorOptions
/// {
/// Flavor = SelfExtractorFlavor.WinFormsApplication,
/// DefaultExtractDirectory = "%USERPROFILE%\\ExtractHere",
/// PostExtractCommandLine = ExeToRunAfterExtract,
/// SfxExeWindowTitle = "My Custom Window Title",
/// RemoveUnpackedFilesAfterExecute = true
/// };
/// zip.SaveSelfExtractor("archive.exe", options);
/// }
/// </code>
/// <code lang="VB">
/// Dim DirectoryPath As String = "c:\Documents\Project7"
/// Using zip As New ZipFile()
/// zip.AddDirectory(DirectoryPath, System.IO.Path.GetFileName(DirectoryPath))
/// zip.Comment = "This will be embedded into a self-extracting console-based exe"
/// Dim options As New SelfExtractorOptions()
/// options.Flavor = SelfExtractorFlavor.WinFormsApplication
/// options.DefaultExtractDirectory = "%USERPROFILE%\\ExtractHere"
/// options.PostExtractCommandLine = ExeToRunAfterExtract
/// options.SfxExeWindowTitle = "My Custom Window Title"
/// options.RemoveUnpackedFilesAfterExecute = True
/// zip.SaveSelfExtractor("archive.exe", options)
/// End Using
/// </code>
/// </example>
///
/// <param name="exeToGenerate">The name of the EXE to generate.</param>
/// <param name="options">provides the options for creating the
/// Self-extracting archive.</param>
public void SaveSelfExtractor(string exeToGenerate, SelfExtractorSaveOptions options)
{
// Save an SFX that is both an EXE and a ZIP.
// Check for the case where we are re-saving a zip archive
// that was originally instantiated with a stream. In that case,
// the _name will be null. If so, we set _writestream to null,
// which insures that we'll cons up a new WriteStream (with a filesystem
// file backing it) in the Save() method.
if (_name == null)
_writestream = null;
_SavingSfx = true;
_name = exeToGenerate;
if (Directory.Exists(_name))
throw new ZipException("Bad Directory", new System.ArgumentException("That name specifies an existing directory. Please specify a filename.", "exeToGenerate"));
_contentsChanged = true;
_fileAlreadyExists = File.Exists(_name);
_SaveSfxStub(exeToGenerate, options);
Save();
_SavingSfx = false;
}
private static void ExtractResourceToFile(Assembly a, string resourceName, string filename)
{
int n = 0;
byte[] bytes = new byte[1024];
using (Stream instream = a.GetManifestResourceStream(resourceName))
{
if (instream == null)
throw new ZipException(String.Format("missing resource '{0}'", resourceName));
using (FileStream outstream = File.OpenWrite(filename))
{
do
{
n = instream.Read(bytes, 0, bytes.Length);
outstream.Write(bytes, 0, n);
} while (n > 0);
}
}
}
private void _SaveSfxStub(string exeToGenerate, SelfExtractorSaveOptions options)
{
#if NET_CORE
throw new Exception("Dynamic code compilation is not supported when using the dot net core frameworks");
#else
string nameOfIconFile = null;
string stubExe = null;
string unpackedResourceDir = null;
string tmpDir = null;
try
{
if (File.Exists(exeToGenerate))
{
if (Verbose) StatusMessageTextWriter.WriteLine("The existing file ({0}) will be overwritten.", exeToGenerate);
}
if (!exeToGenerate.EndsWith(".exe"))
{
if (Verbose) StatusMessageTextWriter.WriteLine("Warning: The generated self-extracting file will not have an .exe extension.");
}
// workitem 10553
tmpDir = TempFileFolder ?? Path.GetDirectoryName(exeToGenerate);
stubExe = GenerateTempPathname(tmpDir, "exe");
// get the Ionic.Zip assembly
Assembly a1 = typeof(ZipFile).Assembly;
using (var csharp = new Microsoft.CSharp.CSharpCodeProvider())
{
// The following is a perfect opportunity for a linq query, but
// I cannot use it. The generated SFX needs to run on .NET 2.0,
// and using LINQ would break that. Here's what it would look
// like:
//
// var settings = (from x in SettingsList
// where x.Flavor == flavor
// select x).First();
ExtractorSettings settings = null;
foreach (var x in SettingsList)
{
if (x.Flavor == options.Flavor)
{
settings = x;
break;
}
}
// sanity check; should never happen
if (settings == null)
throw new BadStateException(String.Format("While saving a Self-Extracting Zip, Cannot find that flavor ({0})?", options.Flavor));
// This is the list of referenced assemblies. Ionic.Zip is
// needed here. Also if it is the winforms (gui) extractor, we
// need other referenced assemblies, like
// System.Windows.Forms.dll, etc.
var cp = new System.CodeDom.Compiler.CompilerParameters();
cp.ReferencedAssemblies.Add(a1.Location);
if (settings.ReferencedAssemblies != null)
foreach (string ra in settings.ReferencedAssemblies)
cp.ReferencedAssemblies.Add(ra);
cp.GenerateInMemory = false;
cp.GenerateExecutable = true;
cp.IncludeDebugInformation = false;
cp.CompilerOptions = "";
Assembly a2 = Assembly.GetExecutingAssembly();
// Use this to concatenate all the source code resources into a
// single module.
var sb = new System.Text.StringBuilder();
// In case there are compiler errors later, we allocate a source
// file name now. If errors are detected, we'll spool the source
// code as well as the errors (in comments) into that filename,
// and throw an exception with the filename. Makes it easier to
// diagnose. This should be rare; most errors happen only
// during devlpmt of DotNetZip itself, but there are rare
// occasions when they occur in other cases.
string sourceFile = GenerateTempPathname(tmpDir, "cs");
// // debugging: enumerate the resources in this assembly
// Console.WriteLine("Resources in this assembly:");
// foreach (string rsrc in a2.GetManifestResourceNames())
// {
// Console.WriteLine(rsrc);
// }
// Console.WriteLine();
// all the source code is embedded in the DLL as a zip file.
using (ZipFile zip = ZipFile.Read(a2.GetManifestResourceStream("Ionic.Zip.Resources.ZippedResources.zip")))
{
// // debugging: enumerate the files in the embedded zip
// Console.WriteLine("Entries in the embbedded zip:");
// foreach (ZipEntry entry in zip)
// {
// Console.WriteLine(entry.FileName);
// }
// Console.WriteLine();
unpackedResourceDir = GenerateTempPathname(tmpDir, "tmp");
if (String.IsNullOrEmpty(options.IconFile))
{
// Use the ico file that is embedded into the Ionic.Zip
// DLL itself. To do this we must unpack the icon to
// the filesystem, in order to specify it on the cmdline
// of csc.exe. This method will remove the unpacked
// file later.
System.IO.Directory.CreateDirectory(unpackedResourceDir);
ZipEntry e = zip["zippedFile.ico"];
// Must not extract a readonly file - it will be impossible to
// delete later.
if ((e.Attributes & FileAttributes.ReadOnly) == FileAttributes.ReadOnly)
e.Attributes ^= FileAttributes.ReadOnly;
e.Extract(unpackedResourceDir);
nameOfIconFile = Path.Combine(unpackedResourceDir, "zippedFile.ico");
cp.CompilerOptions += String.Format("/win32icon:\"{0}\"", nameOfIconFile);
}
else
cp.CompilerOptions += String.Format("/win32icon:\"{0}\"", options.IconFile);
cp.OutputAssembly = stubExe;
if (options.Flavor == SelfExtractorFlavor.WinFormsApplication)
cp.CompilerOptions += " /target:winexe";
if (!String.IsNullOrEmpty(options.AdditionalCompilerSwitches))
cp.CompilerOptions += " " + options.AdditionalCompilerSwitches;
if (String.IsNullOrEmpty(cp.CompilerOptions))
cp.CompilerOptions = null;
if ((settings.CopyThroughResources != null) && (settings.CopyThroughResources.Count != 0))
{
if (!Directory.Exists(unpackedResourceDir)) System.IO.Directory.CreateDirectory(unpackedResourceDir);
foreach (string re in settings.CopyThroughResources)
{
string filename = Path.Combine(unpackedResourceDir, re);
ExtractResourceToFile(a2, re, filename);
// add the file into the target assembly as an embedded resource
cp.EmbeddedResources.Add(filename);
}
}
// add the Ionic.Utils.Zip DLL as an embedded resource
cp.EmbeddedResources.Add(a1.Location);
// file header
sb.Append("// " + Path.GetFileName(sourceFile) + "\n")
.Append("// --------------------------------------------\n//\n")
.Append("// This SFX source file was generated by DotNetZip ")
.Append(ZipFile.LibraryVersion.ToString())
.Append("\n// at ")
.Append(System.DateTime.Now.ToString("yyyy MMMM dd HH:mm:ss"))
.Append("\n//\n// --------------------------------------------\n\n\n");
// assembly attributes
if (!String.IsNullOrEmpty(options.Description))
sb.Append("[assembly: System.Reflection.AssemblyTitle(\""
+ options.Description.Replace("\"", "")
+ "\")]\n");
else
sb.Append("[assembly: System.Reflection.AssemblyTitle(\"DotNetZip SFX Archive\")]\n");
if (!String.IsNullOrEmpty(options.ProductVersion))
sb.Append("[assembly: System.Reflection.AssemblyInformationalVersion(\""
+ options.ProductVersion.Replace("\"", "")
+ "\")]\n");
// workitem
string copyright =
(String.IsNullOrEmpty(options.Copyright))
? "Extractor: Copyright <20> Dino Chiesa 2008-2011"
: options.Copyright.Replace("\"", "");
if (!String.IsNullOrEmpty(options.ProductName))
sb.Append("[assembly: System.Reflection.AssemblyProduct(\"")
.Append(options.ProductName.Replace("\"", ""))
.Append("\")]\n");
else
sb.Append("[assembly: System.Reflection.AssemblyProduct(\"DotNetZip\")]\n");
sb.Append("[assembly: System.Reflection.AssemblyCopyright(\"" + copyright + "\")]\n")
.Append(String.Format("[assembly: System.Reflection.AssemblyVersion(\"{0}\")]\n", ZipFile.LibraryVersion.ToString()));
if (options.FileVersion != null)
sb.Append(String.Format("[assembly: System.Reflection.AssemblyFileVersion(\"{0}\")]\n",
options.FileVersion.ToString()));
sb.Append("\n\n\n");
// Set the default extract location if it is available
string extractLoc = options.DefaultExtractDirectory;
if (extractLoc != null)
{
// remove double-quotes and replace slash with double-slash.
// This, because the value is going to be embedded into a
// cs file as a quoted string, and it needs to be escaped.
extractLoc = extractLoc.Replace("\"", "").Replace("\\", "\\\\");
}
string postExCmdLine = options.PostExtractCommandLine;
if (postExCmdLine != null)
{
postExCmdLine = postExCmdLine.Replace("\\", "\\\\");
postExCmdLine = postExCmdLine.Replace("\"", "\\\"");
}
foreach (string rc in settings.ResourcesToCompile)
{
using (Stream s = zip[rc].OpenReader())
{
if (s == null)
throw new ZipException(String.Format("missing resource '{0}'", rc));
using (StreamReader sr = new StreamReader(s))
{
while (sr.Peek() >= 0)
{
string line = sr.ReadLine();
if (extractLoc != null)
line = line.Replace("@@EXTRACTLOCATION", extractLoc);
line = line.Replace("@@REMOVE_AFTER_EXECUTE", options.RemoveUnpackedFilesAfterExecute.ToString());
line = line.Replace("@@QUIET", options.Quiet.ToString());
if (!String.IsNullOrEmpty(options.SfxExeWindowTitle))
line = line.Replace("@@SFX_EXE_WINDOW_TITLE", options.SfxExeWindowTitle);
line = line.Replace("@@EXTRACT_EXISTING_FILE", ((int)options.ExtractExistingFile).ToString());
if (postExCmdLine != null)
line = line.Replace("@@POST_UNPACK_CMD_LINE", postExCmdLine);
sb.Append(line).Append("\n");
}
}
sb.Append("\n\n");
}
}
}
string LiteralSource = sb.ToString();
#if DEBUGSFX
// for debugging only
string sourceModule = GenerateTempPathname(tmpDir, "cs");
using (StreamWriter sw = File.CreateText(sourceModule))
{
sw.Write(LiteralSource);
}
Console.WriteLine("source: {0}", sourceModule);
#endif
var cr = csharp.CompileAssemblyFromSource(cp, LiteralSource);
if (cr == null)
throw new SfxGenerationException("Cannot compile the extraction logic!");
if (Verbose)
foreach (string output in cr.Output)
StatusMessageTextWriter.WriteLine(output);
if (cr.Errors.Count != 0)
{
using (TextWriter tw = new StreamWriter(sourceFile))
{
// first, the source we compiled
tw.Write(LiteralSource);
// now, append the compile errors
tw.Write("\n\n\n// ------------------------------------------------------------------\n");
tw.Write("// Errors during compilation: \n//\n");
string p = Path.GetFileName(sourceFile);
foreach (System.CodeDom.Compiler.CompilerError error in cr.Errors)
{
tw.Write(String.Format("// {0}({1},{2}): {3} {4}: {5}\n//\n",
p, // 0
error.Line, // 1
error.Column, // 2
error.IsWarning ? "Warning" : "error", // 3
error.ErrorNumber, // 4
error.ErrorText)); // 5
}
}
throw new SfxGenerationException(String.Format("Errors compiling the extraction logic! {0}", sourceFile));
}
OnSaveEvent(ZipProgressEventType.Saving_AfterCompileSelfExtractor);
// Now, copy the resulting EXE image to the _writestream.
// Because this stub exe is being saved first, the effect will be to
// concatenate the exe and the zip data together.
using (System.IO.Stream input = System.IO.File.OpenRead(stubExe))
{
byte[] buffer = new byte[4000];
int n = 1;
while (n != 0)
{
n = input.Read(buffer, 0, buffer.Length);
if (n != 0)
WriteStream.Write(buffer, 0, n);
}
}
}
OnSaveEvent(ZipProgressEventType.Saving_AfterSaveTempArchive);
}
finally
{
try
{
if (Directory.Exists(unpackedResourceDir))
{
try { Directory.Delete(unpackedResourceDir, true); }
catch (System.IO.IOException exc1)
{
StatusMessageTextWriter.WriteLine("Warning: Exception: {0}", exc1);
}
}
if (File.Exists(stubExe))
{
try { File.Delete(stubExe); }
catch (System.IO.IOException exc1)
{
StatusMessageTextWriter.WriteLine("Warning: Exception: {0}", exc1);
}
}
}
catch (System.IO.IOException) { }
}
return;
#endif
}
internal static string GenerateTempPathname(string dir, string extension)
{
string candidate = null;
String AppName = System.Reflection.Assembly.GetExecutingAssembly().GetName().Name;
do
{
// workitem 13475
string uuid = System.Guid.NewGuid().ToString();
string Name = String.Format("{0}-{1}-{2}.{3}",
AppName, System.DateTime.Now.ToString("yyyyMMMdd-HHmmss"),
uuid, extension);
candidate = System.IO.Path.Combine(dir, Name);
} while (System.IO.File.Exists(candidate) || System.IO.Directory.Exists(candidate));
// The candidate path does not exist as a file or directory.
// It can now be created, as a file or directory.
return candidate;
}
}
#endif
}