Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.Automation.cs
Peter Sauerbrei 565619ad16 changed HTML5 automation to properly copy only the specified configuration for archiving
removed change to copy HTML5 files in Post Stage as that is used exclusively for streaming installs
#ue4
#html5

[CL 2171360 by Peter Sauerbrei in Main branch]
2014-07-07 19:15:12 -04:00

283 lines
11 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));
ProcessResult ClientProcess = Run(FirefoxPath, FirefoxProfileCommand + "\"" + HTMLPath + "\"", 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
}