Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.Automation.cs
Ben Zeigler 67566bb0f2 Merging changes to UAT from UE4-Fortnite branch, up to CL #2256868:
Add BuildOnlyPlatforms_MonolithicOnly to the RulesCompiler, to specify platforms that we want to compile but not cook
Add concept of "Dependent platform" to UAT, where the cooked data comes from a source platform, and is duplicated at stage time
Updated brutal submit to handle the same changes already being submitted during a build.
Brutal submit now considers it as success when it attempts to reconcile with latest in P4 and finds no files are different in its workspace.
Fix formatting on automation.cs files to avoid future integration issues, unify as tabs-as-tabs instead of spaces

#codereview kellan.carr

[CL 2261070 by Ben Zeigler in Main branch]
2014-08-18 13:29:39 -04:00

324 lines
12 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
public class HTML5Platform : Platform
{
public HTML5Platform()
: base(UnrealTargetPlatform.HTML5)
{
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
Log("Package {0}", Params.RawProjectPath);
string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "HTML5");
if (!Directory.Exists(PackagePath))
{
Directory.CreateDirectory(PackagePath);
}
string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";
// we need to operate in the root
using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
{
string BaseSDKPath = Environment.GetEnvironmentVariable("EMSCRIPTEN");
// make the file_packager command line
if (Utils.IsRunningOnMono)
{
string PackagerPath = BaseSDKPath + "/tools/file_packager.py";
string CmdLine = string.Format("-c \" python {0} '{1}' --preload . --js-output='{1}.js' \" ", PackagerPath, FinalDataLocation);
RunAndLog(CmdEnv, "/bin/bash", CmdLine);
}
else
{
string PackagerPath = "\"" + BaseSDKPath + "\\tools\\file_packager.py\"";
string CmdLine = string.Format("/c python {0} \"{1}\" --preload . --js-output=\"{1}.js\"", PackagerPath, FinalDataLocation);
RunAndLog(CmdEnv, CommandUtils.CombinePaths(Environment.SystemDirectory, "cmd.exe"), CmdLine);
}
}
// copy the "Executable" to the package directory
string GameExe = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
if (Params.ClientConfigsToBuild[0].ToString() != "Development")
{
GameExe += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
}
GameExe += ".js";
if (Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) != Path.Combine(PackagePath, GameExe))
{
File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe), Path.Combine(PackagePath, GameExe), true);
File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".mem", true);
}
File.SetAttributes(Path.Combine(PackagePath, GameExe), FileAttributes.Normal);
File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".mem", FileAttributes.Normal);
// put the HTML file to the package directory
string TemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", "Game.html.template");
string OutputFile = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";
// find Heap Size.
ulong HeapSize;
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
int ConfigHeapSize;
if (!ConfigCache.GetInt32("BuildSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize)) // in Megs.
{
// we couldn't find a per config heap size, look for a common one.
if (!ConfigCache.GetInt32("BuildSettings", "HeapSize", out ConfigHeapSize))
{
ConfigHeapSize = Params.IsCodeBasedProject ? 1024 : 512;
Log("Could not find Heap Size setting in .ini for Client config {0}", Params.ClientConfigsToBuild[0].ToString());
}
}
HeapSize = (ulong)ConfigHeapSize * 1024L * 1024L; // convert to bytes.
Log("Setting Heap size to {0} Mb ", ConfigHeapSize);
GenerateFileFromTemplate(TemplateFile, OutputFile, Params.ShortProjectName, Params.ClientConfigsToBuild[0].ToString(), Params.StageCommandline, !Params.IsCodeBasedProject, HeapSize);
// copy the jstorage files to the binaries directory
string JSDir = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5");
string OutDir = PackagePath;
File.Copy(JSDir + "/json2.js", OutDir + "/json2.js", true);
File.SetAttributes(OutDir + "/json2.js", FileAttributes.Normal);
File.Copy(JSDir + "/jstorage.js", OutDir + "/jstorage.js", true);
File.SetAttributes(OutDir + "/jstorage.js", FileAttributes.Normal);
File.Copy(JSDir + "/moz_binarystring.js", OutDir + "/moz_binarystring.js", true);
File.SetAttributes(OutDir + "/moz_binarystring.js", FileAttributes.Normal);
PrintRunTime();
}
protected void GenerateFileFromTemplate(string InTemplateFile, string InOutputFile, string InGameName, string InGameConfiguration, string InArguments, bool IsContentOnly, ulong HeapSize)
{
StringBuilder outputContents = new StringBuilder();
using (StreamReader reader = new StreamReader(InTemplateFile))
{
string LineStr = null;
while (reader.Peek() != -1)
{
LineStr = reader.ReadLine();
if (LineStr.Contains("%GAME%"))
{
LineStr = LineStr.Replace("%GAME%", InGameName);
}
if (LineStr.Contains("%HEAPSIZE%"))
{
LineStr = LineStr.Replace("%HEAPSIZE%", HeapSize.ToString());
}
if (LineStr.Contains("%CONFIG%"))
{
if (IsContentOnly)
InGameName = "UE4Game";
LineStr = LineStr.Replace("%CONFIG%", (InGameConfiguration != "Development" ? (InGameName + "-HTML5-" + InGameConfiguration) : InGameName));
}
if (LineStr.Contains("%UE4CMDLINE%"))
{
string[] Arguments = InArguments.Split(' ');
string ArgumentString = IsContentOnly ? "'" + InGameName + "/" + InGameName + ".uproject '," : "";
for (int i = 0; i < Arguments.Length - 1; ++i)
{
ArgumentString += "'";
ArgumentString += Arguments[i];
ArgumentString += "'";
ArgumentString += ",' ',";
}
if (Arguments.Length > 0)
{
ArgumentString += "'";
ArgumentString += Arguments[Arguments.Length - 1];
ArgumentString += "'";
}
LineStr = LineStr.Replace("%UE4CMDLINE%", ArgumentString);
}
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.
}
}
}
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), "Binaries", "HTML5");
string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";
// copy the "Executable" to the archive directory
string GameExe = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
if (Params.ClientConfigsToBuild[0].ToString() != "Development")
{
GameExe += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
}
GameExe += ".js";
// put the HTML file to the package directory
string OutputFile = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";
SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation));
SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation + ".js"));
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe));
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + ".mem"));
SC.ArchiveFiles(PackagePath, Path.GetFileName("json2.js"));
SC.ArchiveFiles(PackagePath, Path.GetFileName("jstorage.js"));
SC.ArchiveFiles(PackagePath, Path.GetFileName("moz_binarystring.js"));
SC.ArchiveFiles(PackagePath, Path.GetFileName(OutputFile));
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
// look for firefox
string[] PossiblePaths = new string[]
{
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles), @"Nightly\firefox.exe"),
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86), @"Nightly\firefox.exe"),
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles), @"Mozilla Firefox\firefox.exe"),
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86), @"Mozilla Firefox\firefox.exe"),
};
// set up a directory for temp profile
string FirefoxProfileCommand = " -no-remote ";
// look for the best firefox to tun
string FirefoxPath = null;
foreach (string PossiblePath in PossiblePaths)
{
if (File.Exists(PossiblePath))
{
FirefoxPath = PossiblePath;
break;
}
}
// if we didn't find one, just use the shell to open it
if (FirefoxPath == null)
{
FirefoxPath = CmdEnv.CmdExe;
FirefoxProfileCommand = " ";
}
// open the webpage
// what to do with the commandline!??
string HTMLPath = Path.ChangeExtension(ClientApp, "html");
if (!File.Exists(HTMLPath)) // its probably a content only game - then it exists in the UE4 directory and not in the game directory.
HTMLPath = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Binaries", "HTML5", Path.GetFileName(HTMLPath));
// Are we running via cook on the fly server?
// find our http url - This is awkward because RunClient doesn't have real information that NFS is running or not.
bool IsCookOnTheFly = false;
string[] Arguments = ClientCmdLine.Split(' ');
foreach (var Argument in Arguments)
{
string[] KeyVal = Argument.Split('=');
if (KeyVal[0].ToLower().Contains("filehostip"))
{
// split urls.
string[] Urls = KeyVal[1].Split('+');
foreach (var Url in Urls)
{
if (Url.Contains("http"))
{
HTMLPath = Url + "/" + Path.GetFileName(HTMLPath);
IsCookOnTheFly = true;
}
}
}
if (IsCookOnTheFly)
break;
}
if (IsCookOnTheFly)
{
HTMLPath += "?cookonthefly=true";
}
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
FirefoxPath = "/bin/bash";
FirefoxProfileCommand = " -c ' open -a Firefox.app \"" + HTMLPath + "\" ' ";
}
else if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
FirefoxProfileCommand = FirefoxProfileCommand + "\"" + HTMLPath + "\" ";
}
System.Console.WriteLine("Firefox command line: " + FirefoxProfileCommand);
ProcessResult ClientProcess = Run(FirefoxPath, FirefoxProfileCommand, null, ClientRunFlags | ERunOptions.NoWaitForExit);
return ClientProcess;
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
return "HTML5";
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
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<string> GetDebugFileExtentions()
{
return new List<string> { ".pdb" };
}
#region Hooks
public override void PreBuildAgenda(UE4Build Build, UE4Build.BuildAgenda Agenda)
{
}
public override List<string> GetExecutableNames(DeploymentContext SC, bool bIsRun = false)
{
var ExecutableNames = new List<String>();
ExecutableNames.Add(Path.Combine(SC.ProjectRoot, "Binaries", "HTML5", SC.ShortProjectName));
return ExecutableNames;
}
#endregion
}