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UPLAT-685 (Remove Virtual File System to reduce run-time memory overhead and allow for larger worlds in HTML5) #codereview josh.adams, james.moran [CL 2505577 by Ankit Khare in Main branch]
437 lines
17 KiB
C#
437 lines
17 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.Linq;
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using System.Text;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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using System.Diagnostics;
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using System.Threading;
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public class HTML5Platform : Platform
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{
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public HTML5Platform()
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: base(UnrealTargetPlatform.HTML5)
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{
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}
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public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
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{
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Log("Package {0}", Params.RawProjectPath);
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string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "HTML5");
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if (!Directory.Exists(PackagePath))
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{
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Directory.CreateDirectory(PackagePath);
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}
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string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";
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bool UseAsyncLevelLoading = false;
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var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
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ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
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if (UseAsyncLevelLoading)
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{
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HTMLPakAutomation PakAutomation = new HTMLPakAutomation(Params, SC);
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// Create Necessary Paks.
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PakAutomation.CreateEnginePak();
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PakAutomation.CreateGamePak();
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PakAutomation.CreateContentDirectoryPak();
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// Create Emscripten Package from Necessary Paks. - This will be the VFS.
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PakAutomation.CreateEmscriptenDataPackage(PackagePath, FinalDataLocation);
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// Create All Map Paks which will be downloaded on the fly.
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PakAutomation.CreateMapPak();
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// Create Delta Paks if setup.
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List<string> Paks = new List<string>();
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ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5TargetSettings", "LevelTransitions", out Paks);
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if (Paks != null)
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{
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foreach (var Pak in Paks)
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{
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var Matched = Regex.Matches(Pak, "\"[^\"]+\"", RegexOptions.IgnoreCase);
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string MapFrom = Path.GetFileNameWithoutExtension(Matched[0].ToString().Replace("\"", ""));
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string MapTo = Path.GetFileNameWithoutExtension(Matched[1].ToString().Replace("\"", ""));
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PakAutomation.CreateDeltaMapPaks(MapFrom, MapTo);
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}
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}
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}
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else
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{
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// we need to operate in the root
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using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
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{
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string PythonPath = HTML5SDKInfo.PythonPath();
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string PackagerPath = HTML5SDKInfo.EmscriptenPackager();
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string CmdLine = string.Format("\"{0}\" \"{1}\" --preload . --js-output=\"{1}.js\"", PackagerPath, FinalDataLocation);
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RunAndLog(CmdEnv, PythonPath, CmdLine);
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}
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}
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// copy the "Executable" to the package directory
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string GameExe = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
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if (Params.ClientConfigsToBuild[0].ToString() != "Development")
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{
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GameExe += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
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}
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GameExe += ".js";
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// ensure the ue4game binary exists, if applicable
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string FullGameExePath = Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe);
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if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullGameExePath))
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{
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Log("Failed to find game application " + FullGameExePath);
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AutomationTool.ErrorReporter.Error("Stage Failed.", (int)AutomationTool.ErrorCodes.Error_MissingExecutable);
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throw new AutomationException("Could not find application {0}. You may need to build the UE4 project with your target configuration and platform.", FullGameExePath);
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}
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if (Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) != Path.Combine(PackagePath, GameExe))
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{
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File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe), Path.Combine(PackagePath, GameExe), true);
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File.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".mem", true);
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}
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File.SetAttributes(Path.Combine(PackagePath, GameExe), FileAttributes.Normal);
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File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".mem", FileAttributes.Normal);
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// put the HTML file to the package directory
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string TemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", "Game.html.template");
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string OutputFile = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";
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// find Heap Size.
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ulong HeapSize;
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int ConfigHeapSize = 0;
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// Valuer set by Editor UI
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var bGotHeapSize = ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize);
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// Fallback if the previous method failed
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if (!bGotHeapSize && !ConfigCache.GetInt32("BuildSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize)) // in Megs.
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{
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// we couldn't find a per config heap size, look for a common one.
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if (!ConfigCache.GetInt32("BuildSettings", "HeapSize", out ConfigHeapSize))
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{
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ConfigHeapSize = Params.IsCodeBasedProject ? 1024 : 512;
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Log("Could not find Heap Size setting in .ini for Client config {0}", Params.ClientConfigsToBuild[0].ToString());
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}
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}
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HeapSize = (ulong)ConfigHeapSize * 1024L * 1024L; // convert to bytes.
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Log("Setting Heap size to {0} Mb ", ConfigHeapSize);
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GenerateFileFromTemplate(TemplateFile, OutputFile, Params.ShortProjectName, Params.ClientConfigsToBuild[0].ToString(), Params.StageCommandline, !Params.IsCodeBasedProject, HeapSize);
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// copy the jstorage files to the binaries directory
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string JSDir = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5");
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string OutDir = PackagePath;
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File.Copy(JSDir + "/json2.js", OutDir + "/json2.js", true);
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File.SetAttributes(OutDir + "/json2.js", FileAttributes.Normal);
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File.Copy(JSDir + "/jStorage.js", OutDir + "/jStorage.js", true);
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File.SetAttributes(OutDir + "/jStorage.js", FileAttributes.Normal);
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File.Copy(JSDir + "/moz_binarystring.js", OutDir + "/moz_binarystring.js", true);
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File.SetAttributes(OutDir + "/moz_binarystring.js", FileAttributes.Normal);
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PrintRunTime();
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}
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public override bool RequiresPackageToDeploy
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{
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get { return true; }
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}
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protected void GenerateFileFromTemplate(string InTemplateFile, string InOutputFile, string InGameName, string InGameConfiguration, string InArguments, bool IsContentOnly, ulong HeapSize)
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{
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StringBuilder outputContents = new StringBuilder();
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using (StreamReader reader = new StreamReader(InTemplateFile))
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{
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string LineStr = null;
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while (reader.Peek() != -1)
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{
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LineStr = reader.ReadLine();
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if (LineStr.Contains("%GAME%"))
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{
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LineStr = LineStr.Replace("%GAME%", InGameName);
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}
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if (LineStr.Contains("%HEAPSIZE%"))
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{
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LineStr = LineStr.Replace("%HEAPSIZE%", HeapSize.ToString());
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}
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if (LineStr.Contains("%CONFIG%"))
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{
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if (IsContentOnly)
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InGameName = "UE4Game";
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LineStr = LineStr.Replace("%CONFIG%", (InGameConfiguration != "Development" ? (InGameName + "-HTML5-" + InGameConfiguration) : InGameName));
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}
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if (LineStr.Contains("%UE4CMDLINE%"))
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{
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InArguments = InArguments.Replace ("\"", "");
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string[] Arguments = InArguments.Split(' ');
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string ArgumentString = IsContentOnly ? "'../../../" + InGameName + "/" + InGameName + ".uproject '," : "";
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for (int i = 0; i < Arguments.Length - 1; ++i)
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{
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ArgumentString += "'";
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ArgumentString += Arguments[i];
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ArgumentString += "'";
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ArgumentString += ",' ',";
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}
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if (Arguments.Length > 0)
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{
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ArgumentString += "'";
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ArgumentString += Arguments[Arguments.Length - 1];
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ArgumentString += "'";
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}
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LineStr = LineStr.Replace("%UE4CMDLINE%", ArgumentString);
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}
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outputContents.AppendLine(LineStr);
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}
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}
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if (outputContents.Length > 0)
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{
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// Save the file
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try
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{
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Directory.CreateDirectory(Path.GetDirectoryName(InOutputFile));
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File.WriteAllText(InOutputFile, outputContents.ToString(), Encoding.UTF8);
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}
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catch (Exception)
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{
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// Unable to write to the project file.
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}
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}
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}
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public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
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{
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}
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public override void GetFilesToArchive(ProjectParams Params, DeploymentContext SC)
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{
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if (SC.StageTargetConfigurations.Count != 1)
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{
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throw new AutomationException("iOS is currently only able to package one target configuration at a time, but StageTargetConfigurations contained {0} configurations", SC.StageTargetConfigurations.Count);
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}
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string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath), "Binaries", "HTML5");
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string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";
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// copy the "Executable" to the archive directory
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string GameExe = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
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if (Params.ClientConfigsToBuild[0].ToString() != "Development")
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{
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GameExe += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
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}
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GameExe += ".js";
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// put the HTML file to the package directory
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string OutputFile = Path.Combine(PackagePath, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";
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SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation));
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SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation + ".js"));
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SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe));
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SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + ".mem"));
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SC.ArchiveFiles(PackagePath, Path.GetFileName("json2.js"));
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SC.ArchiveFiles(PackagePath, Path.GetFileName("jStorage.js"));
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SC.ArchiveFiles(PackagePath, Path.GetFileName("moz_binarystring.js"));
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SC.ArchiveFiles(PackagePath, Path.GetFileName(OutputFile));
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bool UseAsyncLevelLoading = false;
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var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
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ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
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if (UseAsyncLevelLoading)
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{
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// find all paks.
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string[] Files = Directory.GetFiles(Path.Combine(PackagePath, Params.ShortProjectName), "*",SearchOption.AllDirectories);
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foreach(string PakFile in Files)
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{
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var DestPak = PakFile.Replace(PackagePath,"");
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SC.ArchivedFiles.Add(PakFile, DestPak);
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}
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}
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}
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public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
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{
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// look for browser
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var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
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bool ok = false;
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List<string> Devices;
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string browserPath = "";
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string DeviceName = Params.Device.Split('@')[1];
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DeviceName = DeviceName.Substring(0, DeviceName.LastIndexOf(" on "));
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if (ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5SDKSettings", "DeviceMap", out Devices))
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{
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foreach (var Dev in Devices)
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{
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var Matched = Regex.Match(Dev, "\\(DeviceName=\"(.*)\",DevicePath=\\(FilePath=\"(.*)\"\\)\\)", RegexOptions.IgnoreCase);
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if (Matched.Success && Matched.Groups[1].ToString() == DeviceName)
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{
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browserPath = Matched.Groups[2].ToString();
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ok = true;
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break;
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}
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}
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}
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if (!ok && HTML5SDKInfo.bAllowFallbackSDKSettings)
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{
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string DeviceSection;
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if (Utils.IsRunningOnMono)
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{
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DeviceSection = "HTML5DevicesMac";
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}
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else
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{
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DeviceSection = "HTML5DevicesWindows";
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}
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ok = ConfigCache.GetString(DeviceSection, DeviceName, out browserPath);
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}
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if (!ok)
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{
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throw new System.Exception("Incorrect browser configuration in HTML5Engine.ini ");
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}
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// open the webpage
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Int32 ServerPort = 8000;
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ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "DeployServerPort", out ServerPort);
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string WorkingDirectory = Path.GetDirectoryName(ClientApp);
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string url = Path.GetFileName(ClientApp) +".html";
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string args = "-m ";
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// Are we running via cook on the fly server?
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// find our http url - This is awkward because RunClient doesn't have real information that NFS is running or not.
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bool IsCookOnTheFly = false;
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// 9/24/2014 @fixme - All this is convoluted, clean up.
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// looks like cookonthefly commandline stopped adding protocol or the port :/ hard coding to DEFAULT_TCP_FILE_SERVING_PORT+1 (DEFAULT_HTTP_FILE_SERVING_PORT)
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// This will fail if the NFS server is started with a different port - we need to modify driver .cs script to pass in IP/Port data correctly.
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if (ClientCmdLine.Contains("filehostip"))
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{
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IsCookOnTheFly = true;
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url = "http://127.0.0.1:41898/" + url;
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}
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if (IsCookOnTheFly)
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{
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url += "?cookonthefly=true";
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}
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else
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{
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url = String.Format("http://127.0.0.1:{0}/{1}", ServerPort, url);
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args += String.Format("-h -s {0} ", ServerPort);
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}
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// Check HTML5LaunchHelper source for command line args
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var LowerBrowserPath = browserPath.ToLower();
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args += String.Format("-b \"{0}\" -p \"{1}\" -w \"{2}\" ", browserPath, HTML5SDKInfo.PythonPath(), WorkingDirectory);
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args += url + " ";
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var ProfileDirectory = Path.Combine(Utils.GetUserSettingDirectory(), "UE4_HTML5", "user");
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if (LowerBrowserPath.Contains("chrome"))
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{
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args += String.Format("--user-data-dir=\"{0}\" --enable-logging --no-first-run", Path.Combine(ProfileDirectory, "chrome"));
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}
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else if (LowerBrowserPath.Contains("firefox"))
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{
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args += String.Format("-no-remote -profile \"{0}\"", Path.Combine(ProfileDirectory, "firefox"));
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}
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//else if (browserPath.Contains("Safari")) {}
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var LaunchHelperPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/HTML5LaunchHelper.exe");
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ProcessResult BrowserProcess = Run(LaunchHelperPath, args, null, ClientRunFlags | ERunOptions.NoWaitForExit);
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return BrowserProcess;
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}
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public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
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{
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return "HTML5";
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}
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public override string GetCookExtraCommandLine(ProjectParams Params)
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{
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var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
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bool UseAsyncLevelLoading = false;
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ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
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return UseAsyncLevelLoading ? " -GenerateDependenciesForMaps " : "";
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}
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public override List<string> GetCookExtraMaps()
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{
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var Maps = new List<string>();
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Maps.Add("/Engine/Maps/Loading");
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return Maps;
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}
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public override bool DeployPakInternalLowerCaseFilenames()
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{
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return false;
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}
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public override PakType RequiresPak(ProjectParams Params)
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{
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var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
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bool UseAsyncLevelLoading = false;
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ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
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return UseAsyncLevelLoading ? PakType.Never : PakType.Always;
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}
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public override string GetPlatformPakCommandLine()
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{
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return " -compress";
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}
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public override bool DeployLowerCaseFilenames(bool bUFSFile)
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{
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return false;
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}
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public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
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{
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return LocalPath;//.Replace("\\", "/").Replace(LocalRoot, "../../..");
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}
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public override bool IsSupported { get { return true; } }
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public override List<string> GetDebugFileExtentions()
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{
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return new List<string> { ".pdb" };
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}
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#region Hooks
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public override void PreBuildAgenda(UE4Build Build, UE4Build.BuildAgenda Agenda)
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{
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}
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public override List<string> GetExecutableNames(DeploymentContext SC, bool bIsRun = false)
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{
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var ExecutableNames = new List<String>();
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ExecutableNames.Add(Path.Combine(SC.ProjectRoot, "Binaries", "HTML5", SC.ShortProjectName));
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return ExecutableNames;
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}
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#endregion
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}
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