Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Commandlets/GenerateDistillFileSetsCommandlet.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

285 lines
9.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
DEFINE_LOG_CATEGORY_STATIC(LogGenerateDistillFileSetsCommandlet, Log, All);
UGenerateDistillFileSetsCommandlet::UGenerateDistillFileSetsCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
int32 UGenerateDistillFileSetsCommandlet::Main( const FString& InParams )
{
// Parse command line.
TArray<FString> Tokens;
TArray<FString> Switches;
UCommandlet::ParseCommandLine(*InParams, Tokens, Switches);
TArray<FString> MapList;
for ( int32 MapIdx = 0; MapIdx < Tokens.Num(); ++MapIdx )
{
const FString& Map = Tokens[MapIdx];
if ( FPackageName::IsShortPackageName(Map) )
{
FString LongPackageName;
if ( FPackageName::SearchForPackageOnDisk(Map, &LongPackageName) )
{
MapList.Add(LongPackageName);
}
else
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("Unable to find package for map %s."), *Map);
return 1;
}
}
else
{
MapList.Add(Map);
}
}
if ( MapList.Num() <= 0 )
{
// No map tokens were supplied on the command line, so assume all maps
TArray<FString> AllPackageFilenames;
FEditorFileUtils::FindAllPackageFiles(AllPackageFilenames);
for (int32 PackageIndex = 0; PackageIndex < AllPackageFilenames.Num(); PackageIndex++)
{
const FString& Filename = AllPackageFilenames[PackageIndex];
if (FPaths::GetExtension(Filename, true) == FPackageName::GetMapPackageExtension() )
{
FString LongPackageName;
if ( FPackageName::TryConvertFilenameToLongPackageName(Filename, LongPackageName) )
{
// Warn about maps in "NoShip" or "TestMaps" folders. Those should have been filtered out during the Distill process!
if( !Filename.Contains( "/NoShip/") && !Filename.Contains( "/TestMaps/"))
{
// @todo plugins add support for plugins?
if ( LongPackageName.StartsWith(TEXT("/Game")) )
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Discovered map package %s..." ), *LongPackageName );
MapList.Add(LongPackageName);
}
}
else
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Skipping map package %s in TestMaps or NoShip folder"), *Filename);
}
}
else
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Warning, TEXT("Failed to determine package name for map file %s."), *Filename);
}
}
}
}
const FString TemplateFileSwitch = TEXT("Template=");
const FString OutputFileSwitch = TEXT("Output=");
const FString TemplateFolderSwitch = TEXT("TemplateFolder=");
const FString OutputFolderSwitch = TEXT("OutputFolder=");
FString TemplateFilename;
FString OutputFilename;
FString TemplateFolder;
FString OutputFolder;
for (int32 SwitchIdx = 0; SwitchIdx < Switches.Num(); ++SwitchIdx)
{
const FString& Switch = Switches[SwitchIdx];
if ( Switch.StartsWith(TemplateFileSwitch) )
{
Switch.Split(TEXT("="), NULL, &TemplateFilename);
TemplateFilename = TemplateFilename.TrimQuotes();
}
else if ( Switch.StartsWith(OutputFileSwitch) )
{
Switch.Split(TEXT("="), NULL, &OutputFilename);
OutputFilename = OutputFilename.TrimQuotes();
}
else if ( Switch.StartsWith(TemplateFolderSwitch) )
{
Switch.Split(TEXT("="), NULL, &TemplateFolder);
TemplateFolder = TemplateFolder.TrimQuotes();
FPaths::NormalizeFilename(TemplateFolder);
if ( !TemplateFolder.EndsWith(TEXT("/")) )
{
TemplateFolder += TEXT("/");
}
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Using template folder: "), *TemplateFolder);
}
else if ( Switch.StartsWith(OutputFolderSwitch) )
{
Switch.Split(TEXT("="), NULL, &OutputFolder);
OutputFolder = OutputFolder.TrimQuotes();
FPaths::NormalizeFilename(OutputFolder);
if ( !OutputFolder.EndsWith(TEXT("/")) )
{
OutputFolder += TEXT("/");
}
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Using output folder: "), *OutputFolder);
}
}
if ( OutputFilename.IsEmpty() )
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("You must supply -Output=OutputFilename. These files are relative to the Game/Build directory."));
return 1;
}
if (OutputFolder.IsEmpty())
{
OutputFolder = FPaths::GameDir() + TEXT("Build/");
}
OutputFilename = OutputFolder + OutputFilename;
bool bSimpleTxtOutput = false;
// Load the template file
FString TemplateFileContents;
if (TemplateFilename.IsEmpty())
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("No template specified, assuming a simple txt output."));
bSimpleTxtOutput = true;
}
// If no folder was specified, filenames are relative to the build dir.
else
{
if (TemplateFolder.IsEmpty())
{
TemplateFolder = FPaths::GameDir() + TEXT("Build/");
}
TemplateFilename = TemplateFolder + TemplateFilename;
if (!FFileHelper::LoadFileToString(TemplateFileContents, *TemplateFilename))
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("Failed to load template file '%s'"), *TemplateFilename);
return 1;
}
}
// Form a full unique package list
TSet<FString> AllPackageNames;
//@todo SLATE: This is a hack to ensure all slate referenced assets get cooked.
// Slate needs to be refactored to properly identify required assets at cook time.
// Simply jamming everything in a given directory into the cook list is error-prone
// on many levels - assets not required getting cooked/shipped; assets not put under
// the correct folder; etc.
{
TArray<FString> UIContentPaths;
if (GConfig->GetArray(TEXT("UI"), TEXT("ContentDirectories"), UIContentPaths, GEditorIni) > 0)
{
for (int32 DirIdx = 0; DirIdx < UIContentPaths.Num(); DirIdx++)
{
FString ContentPath = FPackageName::LongPackageNameToFilename(UIContentPaths[DirIdx]);
TArray<FString> Files;
IFileManager::Get().FindFilesRecursive(Files, *ContentPath, *(FString(TEXT("*")) + FPackageName::GetAssetPackageExtension()), true, false);
for (int32 Index = 0; Index < Files.Num(); Index++)
{
FString StdFile = Files[Index];
FPaths::MakeStandardFilename(StdFile);
StdFile = FPackageName::FilenameToLongPackageName(StdFile);
AllPackageNames.Add(StdFile);
}
}
}
}
// Load all maps
{
for ( auto MapIt = MapList.CreateConstIterator(); MapIt; ++MapIt )
{
const FString& MapPackage = *MapIt;
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Loading %s..." ), *MapPackage );
UPackage* Package = LoadPackage( NULL, *MapPackage, LOAD_None );
if( Package != NULL )
{
AllPackageNames.Add(Package->GetName());
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Finding content referenced by %s..." ), *MapPackage );
TArray<UObject *> ObjectsInOuter;
GetObjectsWithOuter(NULL, ObjectsInOuter, false);
for (int32 Index = 0; Index < ObjectsInOuter.Num(); Index++)
{
FString OtherName = ObjectsInOuter[Index]->GetOutermost()->GetName();
if (!AllPackageNames.Contains(OtherName))
{
AllPackageNames.Add(OtherName);
UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("Package: %s"), *OtherName);
}
}
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT( "Collecting garbage..." ) );
CollectGarbage(RF_NoFlags);
}
}
}
// Sort the results to make it easier to diff files. No necessary but useful sometimes.
TArray<FString> SortedPackageNames = AllPackageNames.Array();
SortedPackageNames.Sort();
// For the list of FileSets to include in the distill
FString AllFileSets;
const FString FileSetPathRoot = TEXT("Content");
for (auto PackageIt = SortedPackageNames.CreateConstIterator(); PackageIt; ++PackageIt)
{
const FString& PackageName = *PackageIt;
// @todo plugins add support for plugins?
if ( PackageName.StartsWith(TEXT("/Game")) )
{
const FString PathWithoutRoot( PackageName.Mid( 5 ) );
const FString FileSetPath = FileSetPathRoot + PathWithoutRoot;
if (bSimpleTxtOutput)
{
FString ActualFile;
if (FPackageName::DoesPackageExist(PackageName, NULL, &ActualFile))
{
ActualFile = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ActualFile);
AllFileSets += FString::Printf(TEXT("%s") LINE_TERMINATOR, *ActualFile);
UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("File: %s"), *ActualFile);
}
}
else
{
AllFileSets += FString::Printf(TEXT("<FileSet Path=\"%s.*\" bIsRecursive=\"false\"/>") LINE_TERMINATOR, *FileSetPath);
}
}
}
// Write the output file
FString OutputFileContents;
if (bSimpleTxtOutput)
{
OutputFileContents = AllFileSets;
}
else
{
OutputFileContents = TemplateFileContents.Replace(TEXT("%INSTALLEDCONTENTFILESETS%"), *AllFileSets, ESearchCase::CaseSensitive);
if (FApp::HasGameName())
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Replacing %%GAMENAME%% with (%s)..."), FApp::GetGameName());
OutputFileContents = OutputFileContents.Replace(TEXT("%GAMENAME%"), FApp::GetGameName(), ESearchCase::CaseSensitive);
}
else
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Warning, TEXT("Failed to replace %%GAMENAME%% since we are running without a game name."));
}
}
if ( !FFileHelper::SaveStringToFile(OutputFileContents, *OutputFilename) )
{
UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("Failed to save output file '%s'"), *OutputFilename);
return 1;
}
return 0;
}