Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.Automation.cs
Ankit Khare 79542f541b Allow HTML5 to download maps on the fly.
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]
2015-04-08 14:53:36 -04:00

437 lines
17 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Linq;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using System.Diagnostics;
using System.Threading;
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";
bool UseAsyncLevelLoading = false;
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
if (UseAsyncLevelLoading)
{
HTMLPakAutomation PakAutomation = new HTMLPakAutomation(Params, SC);
// Create Necessary Paks.
PakAutomation.CreateEnginePak();
PakAutomation.CreateGamePak();
PakAutomation.CreateContentDirectoryPak();
// Create Emscripten Package from Necessary Paks. - This will be the VFS.
PakAutomation.CreateEmscriptenDataPackage(PackagePath, FinalDataLocation);
// Create All Map Paks which will be downloaded on the fly.
PakAutomation.CreateMapPak();
// Create Delta Paks if setup.
List<string> Paks = new List<string>();
ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5TargetSettings", "LevelTransitions", out Paks);
if (Paks != null)
{
foreach (var Pak in Paks)
{
var Matched = Regex.Matches(Pak, "\"[^\"]+\"", RegexOptions.IgnoreCase);
string MapFrom = Path.GetFileNameWithoutExtension(Matched[0].ToString().Replace("\"", ""));
string MapTo = Path.GetFileNameWithoutExtension(Matched[1].ToString().Replace("\"", ""));
PakAutomation.CreateDeltaMapPaks(MapFrom, MapTo);
}
}
}
else
{
// we need to operate in the root
using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
{
string PythonPath = HTML5SDKInfo.PythonPath();
string PackagerPath = HTML5SDKInfo.EmscriptenPackager();
string CmdLine = string.Format("\"{0}\" \"{1}\" --preload . --js-output=\"{1}.js\"", PackagerPath, FinalDataLocation);
RunAndLog(CmdEnv, PythonPath, 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";
// ensure the ue4game binary exists, if applicable
string FullGameExePath = Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe);
if (!SC.IsCodeBasedProject && !FileExists_NoExceptions(FullGameExePath))
{
Log("Failed to find game application " + FullGameExePath);
AutomationTool.ErrorReporter.Error("Stage Failed.", (int)AutomationTool.ErrorCodes.Error_MissingExecutable);
throw new AutomationException("Could not find application {0}. You may need to build the UE4 project with your target configuration and platform.", FullGameExePath);
}
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;
int ConfigHeapSize = 0;
// Valuer set by Editor UI
var bGotHeapSize = ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "HeapSize" + Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize);
// Fallback if the previous method failed
if (!bGotHeapSize && !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();
}
public override bool RequiresPackageToDeploy
{
get { return true; }
}
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%"))
{
InArguments = InArguments.Replace ("\"", "");
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));
bool UseAsyncLevelLoading = false;
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
if (UseAsyncLevelLoading)
{
// find all paks.
string[] Files = Directory.GetFiles(Path.Combine(PackagePath, Params.ShortProjectName), "*",SearchOption.AllDirectories);
foreach(string PakFile in Files)
{
var DestPak = PakFile.Replace(PackagePath,"");
SC.ArchivedFiles.Add(PakFile, DestPak);
}
}
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
// look for browser
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
bool ok = false;
List<string> Devices;
string browserPath = "";
string DeviceName = Params.Device.Split('@')[1];
DeviceName = DeviceName.Substring(0, DeviceName.LastIndexOf(" on "));
if (ConfigCache.GetArray("/Script/HTML5PlatformEditor.HTML5SDKSettings", "DeviceMap", out Devices))
{
foreach (var Dev in Devices)
{
var Matched = Regex.Match(Dev, "\\(DeviceName=\"(.*)\",DevicePath=\\(FilePath=\"(.*)\"\\)\\)", RegexOptions.IgnoreCase);
if (Matched.Success && Matched.Groups[1].ToString() == DeviceName)
{
browserPath = Matched.Groups[2].ToString();
ok = true;
break;
}
}
}
if (!ok && HTML5SDKInfo.bAllowFallbackSDKSettings)
{
string DeviceSection;
if (Utils.IsRunningOnMono)
{
DeviceSection = "HTML5DevicesMac";
}
else
{
DeviceSection = "HTML5DevicesWindows";
}
ok = ConfigCache.GetString(DeviceSection, DeviceName, out browserPath);
}
if (!ok)
{
throw new System.Exception("Incorrect browser configuration in HTML5Engine.ini ");
}
// open the webpage
Int32 ServerPort = 8000;
ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "DeployServerPort", out ServerPort);
string WorkingDirectory = Path.GetDirectoryName(ClientApp);
string url = Path.GetFileName(ClientApp) +".html";
string args = "-m ";
// 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;
// 9/24/2014 @fixme - All this is convoluted, clean up.
// looks like cookonthefly commandline stopped adding protocol or the port :/ hard coding to DEFAULT_TCP_FILE_SERVING_PORT+1 (DEFAULT_HTTP_FILE_SERVING_PORT)
// 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.
if (ClientCmdLine.Contains("filehostip"))
{
IsCookOnTheFly = true;
url = "http://127.0.0.1:41898/" + url;
}
if (IsCookOnTheFly)
{
url += "?cookonthefly=true";
}
else
{
url = String.Format("http://127.0.0.1:{0}/{1}", ServerPort, url);
args += String.Format("-h -s {0} ", ServerPort);
}
// Check HTML5LaunchHelper source for command line args
var LowerBrowserPath = browserPath.ToLower();
args += String.Format("-b \"{0}\" -p \"{1}\" -w \"{2}\" ", browserPath, HTML5SDKInfo.PythonPath(), WorkingDirectory);
args += url + " ";
var ProfileDirectory = Path.Combine(Utils.GetUserSettingDirectory(), "UE4_HTML5", "user");
if (LowerBrowserPath.Contains("chrome"))
{
args += String.Format("--user-data-dir=\"{0}\" --enable-logging --no-first-run", Path.Combine(ProfileDirectory, "chrome"));
}
else if (LowerBrowserPath.Contains("firefox"))
{
args += String.Format("-no-remote -profile \"{0}\"", Path.Combine(ProfileDirectory, "firefox"));
}
//else if (browserPath.Contains("Safari")) {}
var LaunchHelperPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/HTML5LaunchHelper.exe");
ProcessResult BrowserProcess = Run(LaunchHelperPath, args, null, ClientRunFlags | ERunOptions.NoWaitForExit);
return BrowserProcess;
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
return "HTML5";
}
public override string GetCookExtraCommandLine(ProjectParams Params)
{
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
bool UseAsyncLevelLoading = false;
ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
return UseAsyncLevelLoading ? " -GenerateDependenciesForMaps " : "";
}
public override List<string> GetCookExtraMaps()
{
var Maps = new List<string>();
Maps.Add("/Engine/Maps/Loading");
return Maps;
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
public override PakType RequiresPak(ProjectParams Params)
{
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath), CombinePaths(CmdEnv.LocalRoot, "Engine"));
bool UseAsyncLevelLoading = false;
ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
return UseAsyncLevelLoading ? PakType.Never : PakType.Always;
}
public override string GetPlatformPakCommandLine()
{
return " -compress";
}
public override bool DeployLowerCaseFilenames(bool bUFSFile)
{
return false;
}
public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
{
return LocalPath;//.Replace("\\", "/").Replace(LocalRoot, "../../..");
}
public override bool IsSupported { get { return true; } }
public override List<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
}