Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.Automation.cs
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

676 lines
24 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using Ionic.Zip;
using System.IO;
using System.Web;
using System.Net;
using System.Linq;
using System.Text;
using AutomationTool;
using UnrealBuildTool;
using System.Threading;
using System.Diagnostics;
using System.Threading.Tasks;
using System.Collections.Generic;
using System.Security.Cryptography;
using System.Text.RegularExpressions;
public class HTML5Platform : Platform
{
public HTML5Platform()
: base(UnrealTargetPlatform.HTML5)
{
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
Log("Package {0}", Params.RawProjectPath);
Log("Setting Emscripten SDK for packaging..");
HTML5SDKInfo.SetupEmscriptenTemp();
HTML5SDKInfo.SetUpEmscriptenConfigFile();
string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5");
if (!Directory.Exists(PackagePath))
{
Directory.CreateDirectory(PackagePath);
}
string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath.FullName), CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine"));
if (HTMLPakAutomation.CanCreateMapPaks(Params))
{
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
string PythonPath = HTML5SDKInfo.Python();
string PackagerPath = HTML5SDKInfo.EmscriptenPackager();
using (new ScopedEnvVar("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN))
{
using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
{
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);
throw new AutomationException(ExitCode.Error_MissingExecutable, "Stage Failed. 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.Copy(Path.Combine(Path.GetDirectoryName(Params.ProjectGameExeFilename), GameExe) + ".symbols", Path.Combine(PackagePath, GameExe) + ".symbols", true);
}
File.SetAttributes(Path.Combine(PackagePath, GameExe), FileAttributes.Normal);
File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".mem", FileAttributes.Normal);
File.SetAttributes(Path.Combine(PackagePath, GameExe) + ".symbols", FileAttributes.Normal);
// put the HTML file to the package directory
string TemplateFileName = "GameX.html.template";
string TemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", TemplateFileName);
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);
string MacBashTemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", "RunMacHTML5LaunchHelper.command.template");
string MacBashOutputFile = Path.Combine(PackagePath, "RunMacHTML5LaunchHelper.command");
string MonoPath = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "BatchFiles", "Mac", "SetupMono.sh");
GenerateMacCommandFromTemplate(MacBashTemplateFile, MacBashOutputFile, MonoPath);
string htaccessTemplate = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", "htaccess.template");
string htaccesspath = Path.Combine(PackagePath, ".htaccess");
if ( File.Exists(htaccesspath) )
{
FileAttributes attributes = File.GetAttributes(htaccesspath);
if ((attributes & FileAttributes.ReadOnly) == FileAttributes.ReadOnly)
{
attributes &= ~FileAttributes.ReadOnly;
File.SetAttributes(htaccesspath, attributes);
}
}
File.Copy(htaccessTemplate, htaccesspath, true);
string JSDir = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5");
string OutDir = PackagePath;
// Gather utlity .js files and combine into one file
string[] UtilityJavaScriptFiles = Directory.GetFiles(JSDir, "*.js");
string DestinationFile = OutDir + "/Utility.js";
File.Delete(DestinationFile);
foreach( var UtilityFile in UtilityJavaScriptFiles)
{
string Data = File.ReadAllText(UtilityFile);
File.AppendAllText(DestinationFile, Data);
}
// Compress all files. These are independent tasks which can be threaded.
Task[] CompressionTasks = new Task[6];
//data file.
CompressionTasks[0] = Task.Factory.StartNew( () => CompressFile(FinalDataLocation, FinalDataLocation + "gz"));
// data file .js driver.
CompressionTasks[1] = Task.Factory.StartNew( () => CompressFile(FinalDataLocation + ".js" , FinalDataLocation + ".jsgz"));
// main js.
CompressionTasks[2] = Task.Factory.StartNew(() => CompressFile(Path.Combine(PackagePath, GameExe), Path.Combine(PackagePath, GameExe) + "gz"));
// mem init file.
CompressionTasks[3] = Task.Factory.StartNew(() => CompressFile(Path.Combine(PackagePath, GameExe) + ".mem", Path.Combine(PackagePath, GameExe) + ".memgz"));
// symbols file.
CompressionTasks[4] = Task.Factory.StartNew(() => CompressFile(Path.Combine(PackagePath, GameExe) + ".symbols", Path.Combine(PackagePath, GameExe) + ".symbolsgz"));
// Utility
CompressionTasks[5] = Task.Factory.StartNew(() => CompressFile(OutDir + "/Utility.js", OutDir + "/Utility.jsgz"));
File.Copy(CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/HTML5LaunchHelper.exe"),CombinePaths(OutDir, "HTML5LaunchHelper.exe"),true);
Task.WaitAll(CompressionTasks);
PrintRunTime();
}
void CompressFile(string Source, string Destination)
{
Log(" Compressing " + Source);
bool DeleteSource = false;
if( Source == Destination )
{
string CopyOrig = Source + ".Copy";
File.Copy(Source, CopyOrig);
Source = CopyOrig;
DeleteSource = true;
}
using (System.IO.Stream input = System.IO.File.OpenRead(Source))
{
using (var raw = System.IO.File.Create(Destination))
{
using (Stream compressor = new Ionic.Zlib.GZipStream(raw, Ionic.Zlib.CompressionMode.Compress,Ionic.Zlib.CompressionLevel.BestCompression))
{
byte[] buffer = new byte[2048];
int SizeRead = 0;
while ((SizeRead = input.Read(buffer, 0, buffer.Length)) != 0)
{
compressor.Write(buffer, 0, SizeRead);
}
}
}
}
if (DeleteSource && File.Exists(Source))
{
File.Delete(Source);
}
}
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%"))
{
string TempGameName = InGameName;
if (IsContentOnly)
TempGameName = "UE4Game";
LineStr = LineStr.Replace("%CONFIG%", (InGameConfiguration != "Development" ? (TempGameName + "-HTML5-" + InGameConfiguration) : TempGameName));
}
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.
}
}
}
protected void GenerateMacCommandFromTemplate(string InTemplateFile, string InOutputFile, string InMonoPath)
{
StringBuilder outputContents = new StringBuilder();
using (StreamReader reader = new StreamReader(InTemplateFile))
{
string InMonoPathParent = Path.GetDirectoryName(InMonoPath);
string LineStr = null;
while (reader.Peek() != -1)
{
LineStr = reader.ReadLine();
if (LineStr.Contains("${unreal_mono_pkg_path}"))
{
LineStr = LineStr.Replace("${unreal_mono_pkg_path}", InMonoPath);
}
if (LineStr.Contains("${unreal_mono_pkg_path_base}"))
{
LineStr = LineStr.Replace("${unreal_mono_pkg_path_base}", InMonoPathParent);
}
outputContents.Append(LineStr + '\n');
}
}
if (outputContents.Length > 0)
{
// Save the file. We Copy the template file to keep any permissions set to it.
try
{
Directory.CreateDirectory(Path.GetDirectoryName(InOutputFile));
if (File.Exists(InOutputFile))
{
File.SetAttributes(InOutputFile, File.GetAttributes(InOutputFile) & ~FileAttributes.ReadOnly);
File.Delete(InOutputFile);
}
File.Copy(InTemplateFile, InOutputFile);
File.SetAttributes(InOutputFile, File.GetAttributes(InOutputFile) & ~FileAttributes.ReadOnly);
using (var CmdFile = File.Open(InOutputFile, FileMode.OpenOrCreate | FileMode.Truncate))
{
Byte[] BytesToWrite = new UTF8Encoding(true).GetBytes(outputContents.ToString());
CmdFile.Write(BytesToWrite, 0, BytesToWrite.Length);
}
}
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.FullName), "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";
// data file
SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation));
SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation + "gz"));
// data file js driver
SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation + ".js"));
SC.ArchiveFiles(PackagePath, Path.GetFileName(FinalDataLocation + ".jsgz"));
// main js file
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe));
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + "gz"));
// memory init file
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + ".mem"));
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + ".memgz"));
// symbols file
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + ".symbols"));
SC.ArchiveFiles(PackagePath, Path.GetFileName(GameExe + ".symbolsgz"));
// utilities
SC.ArchiveFiles(PackagePath, Path.GetFileName("Utility.js"));
SC.ArchiveFiles(PackagePath, Path.GetFileName("Utility.jsgz"));
// landing page.
SC.ArchiveFiles(PackagePath, Path.GetFileName(OutputFile));
// Archive HTML5 Server and a Readme.
var LaunchHelperPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/");
SC.ArchiveFiles(LaunchHelperPath, "HTML5LaunchHelper.exe");
SC.ArchiveFiles(Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5"), "Readme.txt");
SC.ArchiveFiles(PackagePath, Path.GetFileName(Path.Combine(PackagePath, "RunMacHTML5LaunchHelper.command")));
SC.ArchiveFiles(PackagePath, Path.GetFileName(Path.Combine(PackagePath, ".htaccess")));
if (HTMLPakAutomation.CanCreateMapPaks(Params))
{
// 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);
}
}
UploadToS3(SC);
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
// look for browser
string BrowserPath = Params.Device.Replace("HTML5@", "");
// open the webpage
Int32 ServerPort = 8000;
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath.FullName), CombinePaths(CmdEnv.LocalRoot, "Engine"));
ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "DeployServerPort", out ServerPort);
string WorkingDirectory = Path.GetDirectoryName(ClientApp);
string url = Path.GetFileName(ClientApp) +".html";
// 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://localhost:{0}/{1}", ServerPort, url);
}
// Check HTML5LaunchHelper source for command line args
var LowerBrowserPath = BrowserPath.ToLower();
var ProfileDirectory = Path.Combine(Utils.GetUserSettingDirectory().FullName, "UE4_HTML5", "user");
string BrowserCommandline = url;
if (LowerBrowserPath.Contains("chrome"))
{
BrowserCommandline += " " + String.Format("--user-data-dir=\"{0}\" --enable-logging --no-first-run", Path.Combine(ProfileDirectory, "chrome"));
}
else if (LowerBrowserPath.Contains("firefox"))
{
BrowserCommandline += " " + String.Format("-no-remote -profile \"{0}\"", Path.Combine(ProfileDirectory, "firefox"));
}
string LauncherArguments = string.Format(" -Browser=\"{0}\" + -BrowserCommandLine=\"{1}\" -ServerPort=\"{2}\" -ServerRoot=\"{3}\" ", new object[] { BrowserPath, BrowserCommandline, ServerPort, WorkingDirectory });
var LaunchHelperPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/HTML5LaunchHelper.exe");
ProcessResult BrowserProcess = Run(LaunchHelperPath, LauncherArguments, null, ClientRunFlags | ERunOptions.NoWaitForExit);
return BrowserProcess;
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
return "HTML5";
}
public override string GetCookExtraCommandLine(ProjectParams Params)
{
return HTMLPakAutomation.CanCreateMapPaks(Params) ? " -GenerateDependenciesForMaps " : "";
}
public override List<string> GetCookExtraMaps()
{
var Maps = new List<string>();
Maps.Add("/Engine/Maps/Entry");
return Maps;
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
public override PakType RequiresPak(ProjectParams Params)
{
return HTMLPakAutomation.CanCreateMapPaks(Params) ? 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
#region AMAZON S3
public void UploadToS3(DeploymentContext SC)
{
ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(SC.StageTargetPlatform.PlatformType, "Engine", DirectoryReference.FromFile(SC.RawProjectPath));
bool Upload = false;
string KeyId = "";
string AccessKey = "";
string BucketName = "";
string FolderName = "";
if (Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UploadToS3", out Upload))
{
if (!Upload)
return;
}
else
{
return;
}
bool AmazonIdentity = Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3KeyID", out KeyId) &&
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3SecretAccessKey", out AccessKey) &&
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3BucketName", out BucketName) &&
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3FolderName", out FolderName);
if ( !AmazonIdentity )
{
Log("Amazon S3 Incorrectly configured");
return;
}
if ( FolderName == "" )
{
FolderName = SC.ShortProjectName;
}
List<Task> UploadTasks = new List<Task>();
foreach(KeyValuePair<string, string> Entry in SC.ArchivedFiles)
{
FileInfo Info = new FileInfo(Entry.Key);
UploadTasks.Add (Task.Factory.StartNew(() => UploadToS3Worker(Info,KeyId,AccessKey,BucketName,FolderName)));
}
Task.WaitAll(UploadTasks.ToArray());
string URL = "http://" + BucketName + ".s3.amazonaws.com/" + FolderName + "/" + SC.ShortProjectName + ".html";
Log("Your project's shareable link is: " + URL);
Log("Upload Tasks finished.");
}
private static IDictionary<string, string> MimeTypeMapping = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase)
{
{ ".html", "text/html"},
{ ".jsgz", "application/x-javascript" }, // upload compressed javascript.
{ ".datagz", "appication/octet-stream"}
};
public void UploadToS3Worker(FileInfo Info, string KeyId, string AccessKey, string BucketName, string FolderName )
{
Log(" Uploading " + Info.Name);
// force upload files even if the timestamps haven't changed.
string TimeStamp = string.Format("{0:r}", DateTime.UtcNow);
string ContentType = "";
if (MimeTypeMapping.ContainsKey(Info.Extension))
{
ContentType = MimeTypeMapping[Info.Extension];
}
else
{
// default
ContentType = "application/octet-stream";
}
// URL to put things.
string URL = "http://" + BucketName + ".s3.amazonaws.com/" + FolderName + "/" + Info.Name;
HttpWebRequest Request = (HttpWebRequest)WebRequest.Create(URL);
// Upload.
Request.Method = "PUT";
Request.Headers["x-amz-date"] = TimeStamp;
Request.Headers["x-amz-acl"] = "public-read"; // we probably want to make public read by default.
// set correct content encoding for compressed javascript.
if ( Info.Extension.EndsWith("gz") )
{
Request.Headers["Content-Encoding"] = "gzip";
}
Request.ContentType = ContentType;
Request.ContentLength = Info.Length;
//http://docs.aws.amazon.com/AmazonS3/latest/dev/RESTAuthentication.html
// Find Base64Encoded data.
UTF8Encoding EncodingMethod = new UTF8Encoding();
HMACSHA1 Signature = new HMACSHA1 { Key = EncodingMethod.GetBytes(AccessKey) };
// don't change this string.
string RequestString = "PUT\n\n" + ContentType + "\n\nx-amz-acl:public-read\nx-amz-date:" + TimeStamp + "\n/"+ BucketName + "/" + FolderName + "/" + Info.Name;
Byte[] ComputedHash = Signature.ComputeHash(EncodingMethod.GetBytes(RequestString));
var Base64Encoded = Convert.ToBase64String(ComputedHash);
// final amz auth header.
Request.Headers["Authorization"] = "AWS " + KeyId + ":" + Base64Encoded;
try
{
// may fail for really big stuff. YMMV. May need Multi part approach, we will see.
Byte[] FileData = File.ReadAllBytes(Info.FullName);
var requestStream = Request.GetRequestStream();
requestStream.Write(FileData, 0, FileData.Length);
requestStream.Close();
using (var response = Request.GetResponse() as HttpWebResponse)
{
var reader = new StreamReader(response.GetResponseStream());
reader.ReadToEnd();
}
}
catch (Exception ex)
{
Log("Could not connect to S3, incorrect S3 Keys? " + ex.ToString());
throw ex;
}
Log(Info.Name + " has been uploaded ");
}
#endregion
}