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#rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change3541735on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change3557917on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
801 lines
30 KiB
C#
801 lines
30 KiB
C#
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.IO;
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using System.Net.Http;
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using System.Text;
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using AutomationTool;
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using UnrealBuildTool;
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using System.Threading.Tasks;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using System.Text.RegularExpressions;
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public class HTML5Platform : Platform
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{
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// ini configurations
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static bool Compressed = false;
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static bool targetWebGL2 = true;
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static bool enableIndexedDB = false; // experimental for now...
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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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Log("Setting Emscripten SDK for packaging..");
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HTML5SDKInfo.SetupEmscriptenTemp();
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HTML5SDKInfo.SetUpEmscriptenConfigFile();
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string PackagePath = Path.Combine(Path.GetDirectoryName(Params.RawProjectPath.FullName), "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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// ini configurations
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var ConfigCache = UnrealBuildTool.ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Params.RawProjectPath), UnrealTargetPlatform.HTML5);
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bool targetWebGL1 = false; // inverted checked - this will be going away soon...
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if ( ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "TargetWebGL1", out targetWebGL1) )
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{
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targetWebGL2 = !targetWebGL1;
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}
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// Debug and Development builds are not uncompressed to:
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// - speed up iteration times
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// - ensure (IndexedDB) data are not cached/used
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// Shipping builds "can be":
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// - compressed
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// - (IndexedDB) cached
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if (Params.ClientConfigsToBuild[0].ToString() == "Shipping")
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{
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ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "Compressed", out Compressed);
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ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableIndexedDB", out enableIndexedDB);
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}
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Log("HTML5Platform.Automation: TargetWebGL2 = " + targetWebGL2 );
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Log("HTML5Platform.Automation: Compressed = " + Compressed );
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Log("HTML5Platform.Automation: EnableIndexedDB = " + enableIndexedDB );
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string FinalDataLocation = Path.Combine(PackagePath, Params.ShortProjectName) + ".data";
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if (HTMLPakAutomation.CanCreateMapPaks(Params))
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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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string PythonPath = HTML5SDKInfo.Python();
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string PackagerPath = HTML5SDKInfo.EmscriptenPackager();
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using (new ScopedEnvVar("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN))
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{
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using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
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{
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string CmdLine = string.Format("\"{0}\" \"{1}\" --preload . --js-output=\"{1}.js\" --no-heap-copy", PackagerPath, FinalDataLocation);
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RunAndLog(CmdEnv, PythonPath, CmdLine);
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}
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}
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}
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// copy the "Executable" to the package directory
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string GameBasename = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
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if (Params.ClientConfigsToBuild[0].ToString() != "Development")
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{
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GameBasename += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
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}
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// no extension
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string GameBasepath = Path.GetDirectoryName(Params.ProjectGameExeFilename);
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string FullGameBasePath = Path.Combine(GameBasepath, GameBasename);
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string FullPackageGameBasePath = Path.Combine(PackagePath, GameBasename);
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// with extension
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string GameExe = GameBasename + ".js";
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string FullGameExePath = Path.Combine(GameBasepath, GameExe);
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string FullPackageGameExePath = Path.Combine(PackagePath, GameExe);
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// ensure the ue4game binary exists, if applicable
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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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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);
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}
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if (FullGameExePath != FullPackageGameExePath) // TODO: remove this check
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{
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File.Copy(FullGameExePath + ".symbols", FullPackageGameExePath + ".symbols", true);
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File.Copy(FullGameBasePath + ".wasm", FullPackageGameBasePath + ".wasm", true);
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File.Copy(FullGameExePath, FullPackageGameExePath, true);
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}
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File.SetAttributes(FullPackageGameExePath + ".symbols", FileAttributes.Normal);
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File.SetAttributes(FullPackageGameBasePath + ".wasm", FileAttributes.Normal);
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File.SetAttributes(FullPackageGameExePath, FileAttributes.Normal);
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// put the HTML file to the package directory
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string TemplateFile = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/GameX.html.template");
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string OutputFile = Path.Combine(PackagePath,
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(Params.ClientConfigsToBuild[0].ToString() != "Development" ?
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(Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) :
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Params.ShortProjectName)) + ".html";
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GenerateFileFromTemplate(TemplateFile,
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OutputFile,
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Params.ShortProjectName,
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Params.ClientConfigsToBuild[0].ToString(),
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Params.StageCommandline,
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!Params.IsCodeBasedProject,
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HTML5SDKInfo.HeapSize(ConfigCache, Params.ClientConfigsToBuild[0].ToString()));
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string MacBashTemplateFile = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/RunMacHTML5LaunchHelper.command.template");
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string MacBashOutputFile = Path.Combine(PackagePath, "RunMacHTML5LaunchHelper.command");
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string MonoPath = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/BatchFiles/Mac/SetupMono.sh");
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GenerateMacCommandFromTemplate(MacBashTemplateFile, MacBashOutputFile, MonoPath);
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string htaccessTemplate = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/htaccess.template");
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string htaccesspath = Path.Combine(PackagePath, ".htaccess");
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if ( File.Exists(htaccesspath) )
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{
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FileAttributes attributes = File.GetAttributes(htaccesspath);
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if ((attributes & FileAttributes.ReadOnly) == FileAttributes.ReadOnly)
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{
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attributes &= ~FileAttributes.ReadOnly;
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File.SetAttributes(htaccesspath, attributes);
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}
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}
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File.Copy(htaccessTemplate, htaccesspath, true);
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string JSDir = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5");
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string OutDir = PackagePath;
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// Gather utlity .js files and combine into one file
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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);
|
|
}
|
|
|
|
if (Compressed)
|
|
{
|
|
Log("Build configuration is " + Params.ClientConfigsToBuild[0].ToString() + ", so (gzip) compressing files for web servers.");
|
|
|
|
// Compress all files. These are independent tasks which can be threaded.
|
|
List<Task> CompressionTasks = new List<Task>();
|
|
|
|
// data file
|
|
CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FinalDataLocation, FinalDataLocation + "gz")));
|
|
|
|
// data file .js driver.
|
|
CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FinalDataLocation + ".js" , FinalDataLocation + ".jsgz")));
|
|
|
|
// main game code
|
|
CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameBasePath + ".wasm", FullPackageGameBasePath + ".wasmgz")));
|
|
// main js.
|
|
CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameExePath, FullPackageGameExePath + "gz")));
|
|
|
|
// symbols file.
|
|
CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(FullPackageGameExePath + ".symbols", FullPackageGameExePath + ".symbolsgz")));
|
|
|
|
// Utility
|
|
CompressionTasks.Add(Task.Factory.StartNew(() => CompressFile(OutDir + "/Utility.js", OutDir + "/Utility.jsgz")));
|
|
|
|
Task.WaitAll(CompressionTasks.ToArray());
|
|
}
|
|
else
|
|
{
|
|
Log("Build configuration is " + Params.ClientConfigsToBuild[0].ToString() + ", so not compressing. Build Shipping configuration to compress files to save space.");
|
|
|
|
// nuke old compressed files to prevent using stale files
|
|
File.Delete(FinalDataLocation + "gz");
|
|
File.Delete(FinalDataLocation + ".jsgz");
|
|
File.Delete(FullPackageGameExePath + "gz");
|
|
File.Delete(FullPackageGameBasePath + ".wasmgz");
|
|
File.Delete(FullPackageGameExePath + ".symbolsgz");
|
|
File.Delete(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.Delete(Source);
|
|
}
|
|
}
|
|
|
|
public override bool RequiresPackageToDeploy
|
|
{
|
|
get { return true; }
|
|
}
|
|
|
|
|
|
protected void GenerateFileFromTemplate(string InTemplateFile, string InOutputFile, string InGameName, string InGameConfiguration, string InArguments, bool IsContentOnly, int HeapSize)
|
|
{
|
|
StringBuilder outputContents = new StringBuilder();
|
|
using (StreamReader reader = new StreamReader(InTemplateFile))
|
|
{
|
|
string LineStr = null;
|
|
while (reader.Peek() != -1)
|
|
{
|
|
LineStr = reader.ReadLine();
|
|
if (LineStr.Contains("%TIMESTAMP%"))
|
|
{
|
|
string TimeStamp = DateTime.UtcNow.ToString("yyyyMMddHHmm");
|
|
LineStr = LineStr.Replace("%TIMESTAMP%", TimeStamp);
|
|
}
|
|
|
|
if (LineStr.Contains("%GAME%"))
|
|
{
|
|
LineStr = LineStr.Replace("%GAME%", InGameName);
|
|
}
|
|
|
|
if (LineStr.Contains("%SERVE_COMPRESSED%"))
|
|
{
|
|
LineStr = LineStr.Replace("%SERVE_COMPRESSED%", Compressed ? "true" : "false");
|
|
}
|
|
|
|
if (LineStr.Contains("%DISABLE_INDEXEDDB%"))
|
|
{
|
|
LineStr = LineStr.Replace("%DISABLE_INDEXEDDB%",
|
|
enableIndexedDB ? "" : "enableReadFromIndexedDB = false;\nenableWriteToIndexedDB = false;");
|
|
}
|
|
|
|
if (LineStr.Contains("%HEAPSIZE%"))
|
|
{
|
|
LineStr = LineStr.Replace("%HEAPSIZE%", HeapSize.ToString() + " * 1024 * 1024");
|
|
}
|
|
|
|
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 += "'" + Arguments[i] + "'" + ",' ',";
|
|
}
|
|
if (Arguments.Length > 0)
|
|
{
|
|
ArgumentString += "'" + Arguments[Arguments.Length - 1] + "'";
|
|
}
|
|
LineStr = LineStr.Replace("%UE4CMDLINE%", ArgumentString);
|
|
}
|
|
|
|
if (!targetWebGL2 && LineStr.Contains("const explicitlyUseWebGL1"))
|
|
{
|
|
LineStr = "const explicitlyUseWebGL1 = true;";
|
|
}
|
|
|
|
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 ProjectDataName = Params.ShortProjectName + ".data";
|
|
|
|
// copy the "Executable" to the archive directory
|
|
string GameBasename = Path.GetFileNameWithoutExtension(Params.ProjectGameExeFilename);
|
|
if (Params.ClientConfigsToBuild[0].ToString() != "Development")
|
|
{
|
|
GameBasename += "-HTML5-" + Params.ClientConfigsToBuild[0].ToString();
|
|
}
|
|
string GameExe = GameBasename + ".js";
|
|
|
|
// put the HTML file to the package directory
|
|
string OutputFilename = (Params.ClientConfigsToBuild[0].ToString() != "Development" ?
|
|
(Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) :
|
|
Params.ShortProjectName) + ".html";
|
|
|
|
// data file
|
|
SC.ArchiveFiles(PackagePath, ProjectDataName);
|
|
// data file js driver
|
|
SC.ArchiveFiles(PackagePath, ProjectDataName + ".js");
|
|
// main game code
|
|
SC.ArchiveFiles(PackagePath, GameBasename + ".wasm");
|
|
// main js file
|
|
SC.ArchiveFiles(PackagePath, GameExe);
|
|
// symbols file
|
|
SC.ArchiveFiles(PackagePath, GameExe + ".symbols");
|
|
// utilities
|
|
SC.ArchiveFiles(PackagePath, "Utility.js");
|
|
// landing page.
|
|
SC.ArchiveFiles(PackagePath, OutputFilename);
|
|
|
|
// Archive HTML5 Server and a Readme.
|
|
SC.ArchiveFiles(CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/DotNET/"), "HTML5LaunchHelper.exe");
|
|
SC.ArchiveFiles(CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5/"), "Readme.txt");
|
|
SC.ArchiveFiles(PackagePath, "RunMacHTML5LaunchHelper.command");
|
|
SC.ArchiveFiles(PackagePath, ".htaccess");
|
|
|
|
if (Compressed)
|
|
{
|
|
SC.ArchiveFiles(PackagePath, ProjectDataName + "gz");
|
|
SC.ArchiveFiles(PackagePath, ProjectDataName + ".jsgz");
|
|
SC.ArchiveFiles(PackagePath, GameExe + "gz");
|
|
SC.ArchiveFiles(PackagePath, GameBasename + ".wasmgz");
|
|
SC.ArchiveFiles(PackagePath, GameExe + ".symbolsgz");
|
|
SC.ArchiveFiles(PackagePath, "Utility.jsgz");
|
|
}
|
|
else
|
|
{
|
|
// nuke old compressed files to prevent using stale files
|
|
File.Delete(ProjectDataName + "gz");
|
|
File.Delete(ProjectDataName + ".jsgz");
|
|
File.Delete(GameExe + "gz");
|
|
File.Delete(GameBasename + ".wasmgz");
|
|
File.Delete(GameExe + ".symbolsgz");
|
|
File.Delete("Utility.jsgz");
|
|
}
|
|
|
|
if (HTMLPakAutomation.CanCreateMapPaks(Params))
|
|
{
|
|
// find all paks.
|
|
string[] Files = Directory.GetFiles(Path.Combine(PackagePath, Params.ShortProjectName), "*", SearchOption.AllDirectories);
|
|
foreach(string PakFile in Files)
|
|
{
|
|
SC.ArchivedFiles.Add(PakFile, Path.GetFileName(PakFile));
|
|
}
|
|
}
|
|
|
|
UploadToS3(SC, OutputFilename);
|
|
}
|
|
|
|
public override IProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
|
|
{
|
|
// look for browser
|
|
string BrowserPath = Params.Devices[0].Replace("HTML5@", "");
|
|
|
|
// open the webpage
|
|
Int32 ServerPort = 8000; // HTML5LaunchHelper default
|
|
|
|
var ConfigCache = UnrealBuildTool.ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Params.RawProjectPath), UnrealTargetPlatform.HTML5);
|
|
ConfigCache.GetInt32("/Script/HTML5PlatformEditor.HTML5TargetSettings", "DeployServerPort", out ServerPort); // LaunchOn via Editor or FrontEnd
|
|
string WorkingDirectory = Path.GetDirectoryName(ClientApp);
|
|
string url = Path.GetFileName(ClientApp) +".html";
|
|
|
|
// WARNING: splitting the following situation
|
|
// if cookonthefly is used: tell the browser to use the PROXY at DEFAULT_HTTP_FILE_SERVING_PORT
|
|
// leave the normal HTML5LaunchHelper port (ServerPort) alone -- otherwise it will collide with the PROXY port
|
|
if (ClientCmdLine.Contains("filehostip"))
|
|
{
|
|
url += "?cookonthefly=true";
|
|
Int32 ProxyPort = 41898; // DEFAULT_HTTP_FILE_SERVING_PORT
|
|
url = String.Format("http://localhost:{0}/{1}", ProxyPort, url);
|
|
}
|
|
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"))
|
|
{
|
|
ProfileDirectory = Path.Combine(ProfileDirectory, "chrome");
|
|
// removing [--enable-logging] otherwise, chrome breaks with a bunch of the following errors:
|
|
// > ERROR:process_info.cc(631)] range at 0x7848406c00000000, size 0x1a4 fully unreadable
|
|
// leaving this note here for future reference: UE-45078
|
|
BrowserCommandline += " " + String.Format("--user-data-dir=\\\"{0}\\\" --no-first-run", ProfileDirectory);
|
|
}
|
|
else if (LowerBrowserPath.Contains("firefox"))
|
|
{
|
|
ProfileDirectory = Path.Combine(ProfileDirectory, "firefox");
|
|
BrowserCommandline += " " + String.Format("-no-remote -profile \\\"{0}\\\"", ProfileDirectory);
|
|
}
|
|
|
|
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
|
|
{
|
|
// TODO: test on other platforms to remove this if() check
|
|
if (!Directory.Exists(ProfileDirectory))
|
|
{
|
|
Directory.CreateDirectory(ProfileDirectory);
|
|
}
|
|
}
|
|
|
|
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");
|
|
IProcessResult BrowserProcess = Run(LaunchHelperPath, LauncherArguments, null, ClientRunFlags | ERunOptions.NoWaitForExit);
|
|
|
|
return BrowserProcess;
|
|
}
|
|
|
|
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly)
|
|
{
|
|
return "HTML5";
|
|
}
|
|
|
|
public override string GetCookExtraCommandLine(ProjectParams Params)
|
|
{
|
|
return HTMLPakAutomation.CanCreateMapPaks(Params) ? " -GenerateDependenciesForMaps " : "";
|
|
}
|
|
|
|
public override PakType RequiresPak(ProjectParams Params)
|
|
{
|
|
return HTMLPakAutomation.CanCreateMapPaks(Params) ? PakType.Never : PakType.Always;
|
|
}
|
|
|
|
public override string GetPlatformPakCommandLine()
|
|
{
|
|
return Compressed ? " -compress" : "";
|
|
}
|
|
|
|
public override bool DeployLowerCaseFilenames()
|
|
{
|
|
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<FileReference> GetExecutableNames(DeploymentContext SC)
|
|
{
|
|
List<FileReference> ExecutableNames = new List<FileReference>();
|
|
ExecutableNames.Add(FileReference.Combine(SC.ProjectRoot, "Binaries", "HTML5", SC.ShortProjectName));
|
|
return ExecutableNames;
|
|
}
|
|
#endregion
|
|
|
|
#region AMAZON S3
|
|
public void UploadToS3(DeploymentContext SC, string OutputFilename)
|
|
{
|
|
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(SC.RawProjectPath), SC.StageTargetPlatform.PlatformType);
|
|
bool Upload = false;
|
|
|
|
string Region = "";
|
|
string KeyId = "";
|
|
string AccessKey = "";
|
|
string BucketName = "";
|
|
string FolderName = "";
|
|
|
|
if (! Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UploadToS3", out Upload) || ! Upload )
|
|
{
|
|
return;
|
|
}
|
|
|
|
bool AmazonIdentity = Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3Region", out Region) &&
|
|
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3KeyID", out KeyId) &&
|
|
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3SecretAccessKey", out AccessKey) &&
|
|
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3BucketName", out BucketName);
|
|
|
|
if ( !AmazonIdentity )
|
|
{
|
|
Log("Amazon S3 Incorrectly configured");
|
|
return;
|
|
}
|
|
|
|
Ini.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "S3FolderName", out FolderName);
|
|
if ( FolderName == "" )
|
|
{
|
|
FolderName = SC.ShortProjectName;
|
|
}
|
|
else
|
|
{
|
|
// strip any before and after folder "/"
|
|
FolderName = Regex.Replace(Regex.Replace(FolderName, "^/+", "" ), "/+$", "");
|
|
}
|
|
|
|
List<Task> UploadTasks = new List<Task>();
|
|
long msTimeOut = 0;
|
|
foreach (KeyValuePair<string, string> Entry in SC.ArchivedFiles)
|
|
{
|
|
FileInfo Info = new FileInfo(Entry.Key);
|
|
UploadTasks.Add(UploadToS3Worker(Info, Region, KeyId, AccessKey, BucketName, FolderName));
|
|
if ( msTimeOut < Info.Length )
|
|
{
|
|
msTimeOut = Info.Length;
|
|
}
|
|
}
|
|
msTimeOut /= 100; // [miliseconds] give 10 secs for each ~MB ( (10s * 1000ms) / ( 1024KB * 1024MB * 1000ms ) )
|
|
if ( msTimeOut < (100*1000) ) // HttpClient: default timeout is 100 sec
|
|
{
|
|
msTimeOut = 100*1000;
|
|
}
|
|
Log("Upload Timeout set to: " + (msTimeOut/1000) + "secs");
|
|
Task.WaitAll(UploadTasks.ToArray(), (int)msTimeOut); // set timeout [miliseconds]
|
|
|
|
string URL = "https://" + BucketName + ".s3.amazonaws.com/" + FolderName + "/" + OutputFilename;
|
|
Log("Your project's shareable link is: " + URL);
|
|
|
|
Log("Upload Tasks finished.");
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|
}
|
|
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|
private static IDictionary<string, string> MimeTypeMapping = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase)
|
|
{
|
|
// the following will default to: "appication/octet-stream"
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|
// .data .datagz
|
|
|
|
{ ".wasm", "application/wasm" },
|
|
{ ".wasmgz", "application/wasm" },
|
|
{ ".htaccess", "text/plain"},
|
|
{ ".html", "text/html"},
|
|
{ ".js", "application/x-javascript" },
|
|
{ ".jsgz", "application/x-javascript" },
|
|
{ ".symbols", "text/plain"},
|
|
{ ".symbolsgz", "text/plain"},
|
|
{ ".txt", "text/plain"}
|
|
};
|
|
|
|
static async Task UploadToS3Worker(FileInfo Info, string Region, string KeyId, string AccessKey, string BucketName, string FolderName)
|
|
{
|
|
// --------------------------------------------------
|
|
// "AWS Signature Version 4"
|
|
// http://docs.aws.amazon.com/AmazonS3/latest/API/sig-v4-header-based-auth.html
|
|
// --------------------------------------------------
|
|
Log(" Uploading " + Info.Name);
|
|
|
|
// --------------------------------------------------
|
|
// http://docs.aws.amazon.com/AmazonS3/latest/API/sigv4-post-example.html
|
|
string TimeStamp = DateTime.UtcNow.ToString("yyyyMMddTHHmmssZ");
|
|
string DateExpire = DateTime.UtcNow.AddDays(1).ToString("yyyy-MM-dd");
|
|
string AWSDate = DateTime.UtcNow.AddDays(1).ToString("yyyyMMdd");
|
|
string MimeType = (MimeTypeMapping.ContainsKey(Info.Extension))
|
|
? MimeTypeMapping[Info.Extension]
|
|
: "application/octet-stream";
|
|
string MimePath = MimeType.Split('/')[0];
|
|
string AWSCredential = KeyId + "/" + AWSDate + "/" + Region + "/s3/aws4_request";
|
|
|
|
// --------------------------------------------------
|
|
string policy = "{ \"expiration\": \"" + DateExpire + "T12:00:00.000Z\"," +
|
|
" \"conditions\": [" +
|
|
" { \"bucket\": \"" + BucketName + "\" }," +
|
|
" [ \"starts-with\", \"$key\", \"" + FolderName + "/\" ]," +
|
|
" { \"acl\": \"public-read\" }," +
|
|
" [ \"starts-with\", \"$content-type\", \"" + MimePath + "/\" ],";
|
|
if (Info.Extension.EndsWith("gz"))
|
|
{
|
|
policy += " [ \"starts-with\", \"$content-encoding\", \"gzip\" ],";
|
|
}
|
|
policy += " { \"x-amz-credential\": \"" + AWSCredential + "\" }," +
|
|
" { \"x-amz-algorithm\": \"AWS4-HMAC-SHA256\" }," +
|
|
" { \"x-amz-date\": \"" + TimeStamp + "\" }" +
|
|
" ]" +
|
|
"}";
|
|
string policyBase64 = System.Convert.ToBase64String(System.Text.Encoding.UTF8.GetBytes(policy), Base64FormattingOptions.InsertLineBreaks);
|
|
|
|
// --------------------------------------------------
|
|
// http://docs.aws.amazon.com/general/latest/gr/signature-v4-examples.html
|
|
var kha = KeyedHashAlgorithm.Create("HmacSHA256");
|
|
kha.Key = Encoding.UTF8.GetBytes(("AWS4" + AccessKey).ToCharArray()); // kSecret
|
|
byte[] sig = kha.ComputeHash(Encoding.UTF8.GetBytes(AWSDate));
|
|
kha.Key = sig; // kDate
|
|
|
|
sig = kha.ComputeHash(Encoding.UTF8.GetBytes(Region));
|
|
kha.Key = sig; // kRegion
|
|
|
|
sig = kha.ComputeHash(Encoding.UTF8.GetBytes("s3"));
|
|
kha.Key = sig; // kService
|
|
|
|
sig = kha.ComputeHash(Encoding.UTF8.GetBytes("aws4_request"));
|
|
kha.Key = sig; // kSigning
|
|
|
|
sig = kha.ComputeHash(Encoding.UTF8.GetBytes(policyBase64));
|
|
string signature = BitConverter.ToString(sig).Replace("-", "").ToLower(); // for Authorization
|
|
|
|
// debugging...
|
|
//Console.WriteLine("policy: [" + policy + "]");
|
|
//Console.WriteLine("policyBase64: [" + policyBase64 + "]");
|
|
//Console.WriteLine("signature: [" + signature + "]");
|
|
|
|
// --------------------------------------------------
|
|
HttpClient httpClient = new HttpClient();
|
|
var formData = new MultipartFormDataContent();
|
|
formData.Add(new StringContent(FolderName + "/" + Info.Name), "key");
|
|
formData.Add(new StringContent("public-read"), "acl");
|
|
formData.Add(new StringContent(AWSCredential), "X-Amz-Credential");
|
|
formData.Add(new StringContent("AWS4-HMAC-SHA256"), "X-Amz-Algorithm");
|
|
formData.Add(new StringContent(signature), "X-Amz-Signature");
|
|
formData.Add(new StringContent(TimeStamp), "X-Amz-Date");
|
|
formData.Add(new StringContent(policyBase64), "Policy");
|
|
formData.Add(new StringContent(MimeType), "Content-Type");
|
|
if ( Info.Extension.EndsWith("gz") )
|
|
{
|
|
formData.Add(new StringContent("gzip"), "Content-Encoding");
|
|
}
|
|
// debugging...
|
|
//Console.WriteLine("key: [" + FolderName + "/" + Info.Name + "]");
|
|
//Console.WriteLine("AWSCredential: [" + AWSCredential + "]");
|
|
//Console.WriteLine("TimeStamp: [" + TimeStamp + "]");
|
|
//Console.WriteLine("MimeType: [" + MimeType + "]");
|
|
|
|
// the file ----------------------------------------
|
|
var fileContent = new ByteArrayContent(System.IO.File.ReadAllBytes(Info.FullName));
|
|
fileContent.Headers.ContentType = System.Net.Http.Headers.MediaTypeHeaderValue.Parse(MimeType);
|
|
formData.Add(fileContent, "file", Info.Name);
|
|
int adjustTimeout = (int)(Info.Length / (100*1000)); // [seconds] give 10 secs for each ~MB ( (10s * 1000ms) / ( 1024KB * 1024MB * 1000ms ) )
|
|
if ( adjustTimeout > 100 ) // default timeout is 100 sec
|
|
{
|
|
httpClient.Timeout = TimeSpan.FromSeconds(adjustTimeout); // increase timeout
|
|
}
|
|
//Console.WriteLine("httpClient Timeout: [" + httpClient.Timeout + "]" );
|
|
|
|
// upload ----------------------------------------
|
|
string URL = "https://" + BucketName + ".s3.amazonaws.com/";
|
|
var response = await httpClient.PostAsync(URL, formData);
|
|
if (response.IsSuccessStatusCode)
|
|
{
|
|
Log("Upload done: " + Info.Name);
|
|
}
|
|
else
|
|
{
|
|
var contents = response.Content.ReadAsStringAsync();
|
|
var reason = Regex.Replace(
|
|
/* grab inner block */ Regex.Replace(contents.Result, "<[^>]+>\n<[^>]+>([^<]+)</[^>]+>", "$1")
|
|
/* strip tags */ , "<([^>]+)>([^<]+)</[^>]+>", "$1 - $2\n");
|
|
|
|
//Console.WriteLine("Fail to Upload: " + Info.Name + " Header - " + response.ToString());
|
|
Console.WriteLine("Fail to Upload: " + Info.Name + "\nResponse - " + reason);
|
|
throw new Exception("FAILED TO UPLOAD: " + Info.Name);
|
|
}
|
|
}
|
|
#endregion
|
|
}
|