Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.PakFiles.Automation.cs
Chris Babcock dc647b9547 Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#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

Change 3541735 on 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

Change 3557917 on 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]
2017-08-21 15:05:19 -04:00

359 lines
12 KiB
C#

// Copyright 1998-2017 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;
public class HTMLPakAutomation
{
ProjectParams Params;
DeploymentContext SC;
string PakOrderFileLocation;
Dictionary<string, object> DependencyJson;
public static bool CanCreateMapPaks(ProjectParams Param)
{
// TODO: setting this to false for now -- this will be converted to return CHUNK settings -- in part 2 of level streaming support for HTML5
return false;
//bool UseAsyncLevelLoading = false;
//var ConfigCache = UnrealBuildTool.ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Param.RawProjectPath), UnrealTargetPlatform.HTML5);
//ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
//if (Param.Run)
// return false;
//return UseAsyncLevelLoading;
}
public HTMLPakAutomation(ProjectParams InParam, DeploymentContext InSC)
{
Params = InParam;
SC = InSC;
var PakOrderFileLocationBase = CommandUtils.CombinePaths(SC.ProjectRoot.FullName, "Build", SC.FinalCookPlatform, "FileOpenOrder");
PakOrderFileLocation = CommandUtils.CombinePaths(PakOrderFileLocationBase, "GameOpenOrder.log");
if (!CommandUtils.FileExists_NoExceptions(PakOrderFileLocation))
{
// Use a fall back, it doesn't matter if this file exists or not. GameOpenOrder.log is preferred however
PakOrderFileLocation = CommandUtils.CombinePaths(PakOrderFileLocationBase, "EditorOpenOrder.log");
}
string PakPath = Path.Combine(new string[] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", SC.ShortProjectName});
if (Directory.Exists(PakPath))
{
Directory.Delete(PakPath,true);
}
// read in the json file.
string JsonFile = CommandUtils.CombinePaths(new string[] { SC.ProjectRoot.FullName, "Saved", "Cooked", "HTML5", Params.ShortProjectName, "MapDependencyGraph.json" });
string text = File.ReadAllText(JsonFile);
DependencyJson = fastJSON.JSON.Instance.ToObject<Dictionary<string, object>>(text);
}
/// <summary>
/// Create Emscripten Data package with Necessary Packages.
///
/// </summary>
public void CreateEmscriptenDataPackage(string PackagePath, string FinalDataLocation)
{
string PythonPath = HTML5SDKInfo.Python();
string PackagerPath = HTML5SDKInfo.EmscriptenPackager();
using (new ScopedEnvVar("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN))
{
// we need to operate in the root
using (new PushedDirectory(Path.Combine(PackagePath)))
{
string CmdLine = string.Format("\"{0}\" \"{1}\" --preload \"{2}\" --js-output=\"{1}.js\" --no-heap-copy", PackagerPath, FinalDataLocation, SC.ShortProjectName);
CommandUtils.RunAndLog(CommandUtils.CmdEnv, PythonPath, CmdLine);
}
}
}
/// <summary>
/// Create a Pak from Engine Contents.
/// </summary>
public void CreateEnginePak()
{
string StagedDir = Path.Combine(Params.BaseStageDirectory, "HTML5");// CommandUtils.CombinePaths(SC.ProjectRoot, "Saved", "Cooked", "HTML5");
string PakPath = Path.Combine( new string [] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", SC.ShortProjectName, "Content","Paks"});
if (!Directory.Exists(PakPath))
{
Directory.CreateDirectory(PakPath);
}
// find list of files in the Engine Dir.
string[] files = Directory.GetFiles( Path.Combine(StagedDir, "Engine"), "*", SearchOption.AllDirectories);
Dictionary<string,string> UnrealPakResponseFile = new Dictionary<string,string>();
// create response file structure.
foreach( string file in files )
{
string MountPoint = file.Remove(0, StagedDir.Length + 1);
UnrealPakResponseFile[file] = "../../../" + MountPoint;
}
RunUnrealPak(UnrealPakResponseFile, PakPath + "\\EnginePak.pak", null, "", true);
}
/// <summary>
/// Create a pak from a minimum set of game files
/// </summary>
public void CreateGamePak()
{
// create a pak of game config and first level files.
string StagedDir = Path.Combine(Params.BaseStageDirectory, "HTML5");// CommandUtils.CombinePaths(SC.ProjectRoot, "Saved", "Cooked", "HTML5");
string PakPath = Path.Combine(new string[] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", Params.ShortProjectName, "Content", "Paks" });
if (!Directory.Exists(PakPath))
{
Directory.CreateDirectory(PakPath);
}
List<string> AllFiles = new List<string>();
try
{
string[] SlateFiles = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName, "Content", "Slate"), "*", SearchOption.AllDirectories);
AllFiles.AddRange(SlateFiles);
}
catch ( Exception /*Ex*/)
{
// not found.
}
try
{
string[] Resources = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName, "Content", "Resources"), "*", SearchOption.AllDirectories);
AllFiles.AddRange(Resources);
}
catch (Exception /*Ex*/)
{
// not found.
}
string[] ConfigFiles = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName, "Config"), "*", SearchOption.AllDirectories);
AllFiles.AddRange(ConfigFiles);
string[] TopLevelFiles = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName), "*", SearchOption.TopDirectoryOnly);
AllFiles.AddRange(TopLevelFiles);
Dictionary<string, string> UnrealPakResponseFile = new Dictionary<string, string>();
// create response file structure.
foreach (string file in AllFiles)
{
string MountPoint = file.Remove(0, StagedDir.Length + 1);
UnrealPakResponseFile[file] = "../../../" + MountPoint;
}
RunUnrealPak(UnrealPakResponseFile, PakPath + "\\" + Params.ShortProjectName + ".pak", null, "", true);
}
/// <summary>
/// Create ContentDirectory Pak.
/// </summary>
public void CreateContentDirectoryPak()
{
object[] Value = (object[])DependencyJson["ContentDirectoryAssets"];
List<string> ContentDirectory = Array.ConvertAll<object, string>(Value, Convert.ToString).ToList();
CreatePak("ContentDirectoryAssets", ContentDirectory);
}
/// <summary>
/// Create Maps Paks based on JSON file created during Cooking. (-GenerateDependenciesForMaps)
/// </summary>
public void CreateMapPak()
{
// read in the json file.
object[] Value = (object[])DependencyJson["ContentDirectoryAssets"];
List<string> ContentDirectory = Array.ConvertAll<object, string>(Value, Convert.ToString).ToList();
foreach (string Pak in DependencyJson.Keys)
{
object[] ObjectList = (object[])DependencyJson[Pak];
List<string> Assets = Array.ConvertAll<object, string>(ObjectList, Convert.ToString).ToList();
// add itself.
Assets.Add(Pak);
if (Pak != "ContentDirectoryAssets")
{
// remove content directory assets.
Assets = Assets.Except(ContentDirectory).ToList();
string[] Tokens = Pak.Split('/');
CreatePak(Tokens[Tokens.Length - 1], Assets);
}
}
}
/// <summary>
/// Create Delta Paks based on Level Transitions.
/// </summary>
/// <param name="MapFrom"></param>
/// <param name="MapTo"></param>
public void CreateDeltaMapPaks(string MapFrom, string MapTo)
{
foreach (string NameKey in DependencyJson.Keys)
{
if (NameKey.Contains(MapFrom))
{
MapFrom = NameKey;
}
if (NameKey.Contains(MapTo))
{
MapTo = NameKey;
}
}
List<string> MapFromAssets = Array.ConvertAll<object, string>(DependencyJson[MapFrom] as object[], Convert.ToString).ToList();
MapFromAssets.Add(MapFrom);
List<string> MapToAssets = Array.ConvertAll<object, string>(DependencyJson[MapTo] as object[], Convert.ToString).ToList();
MapToAssets.Add(MapTo);
object[] Value = (object[])DependencyJson["ContentDirectoryAssets"];
List<string> ContentDirectory = Array.ConvertAll<object, string>(Value, Convert.ToString).ToList();
// Delta.
List<string> DeltaAssets = MapToAssets.Except(MapFromAssets).Except(ContentDirectory).ToList();
// create a pak file for this delta.
string[] Tokens_MapFrom = MapFrom.Split('/');
string[] Tokens_MapTo = MapTo.Split('/');
string DeltaPakName = Tokens_MapFrom[Tokens_MapFrom.Length - 1] + "_" + Tokens_MapTo[Tokens_MapTo.Length - 1];
CreatePak(DeltaPakName, DeltaAssets);
}
/// <summary>
/// Writes a pak response file to disk
/// </summary>
/// <param name="Filename"></param>
/// <param name="ResponseFile"></param>
private static void WritePakResponseFile(string Filename, Dictionary<string, string> ResponseFile, bool Compressed)
{
Directory.CreateDirectory(Path.GetDirectoryName(Filename));
using (var Writer = new StreamWriter(Filename, false, new System.Text.UTF8Encoding(true)))
{
foreach (var Entry in ResponseFile)
{
string Line = String.Format("\"{0}\" \"{1}\"", Entry.Key, Entry.Value);
// this will be enabled again in the near future when IndexedDB is used more extensively
// (this will happen when the new filesystem feature goes in [post multi-threading] for wasm)
// if (Compressed)
// {
// Line += " -compress";
// }
Writer.WriteLine(Line);
}
}
}
/// <summary>
/// Create a Pak file
/// </summary>
private void RunUnrealPak(Dictionary<string, string> UnrealPakResponseFile, string OutputLocation, string EncryptionKeys, string PlatformOptions, bool Compressed)
{
if (UnrealPakResponseFile.Count < 1)
{
return;
}
string PakName = Path.GetFileNameWithoutExtension(OutputLocation);
string UnrealPakResponseFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LogFolder, "PakList_" + PakName + ".txt");
WritePakResponseFile(UnrealPakResponseFileName, UnrealPakResponseFile, Compressed);
var UnrealPakExe = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine/Binaries/Win64/UnrealPak.exe");
string CmdLine = CommandUtils.MakePathSafeToUseWithCommandLine(OutputLocation) + " -create=" + CommandUtils.MakePathSafeToUseWithCommandLine(UnrealPakResponseFileName);
if (!String.IsNullOrEmpty(EncryptionKeys))
{
CmdLine += " -sign=" + CommandUtils.MakePathSafeToUseWithCommandLine(EncryptionKeys);
}
if (GlobalCommandLine.Installed)
{
CmdLine += " -installed";
}
CmdLine += " -order=" + CommandUtils.MakePathSafeToUseWithCommandLine(PakOrderFileLocation);
if (GlobalCommandLine.UTF8Output)
{
CmdLine += " -UTF8Output";
}
CmdLine += PlatformOptions;
CommandUtils.RunAndLog(CommandUtils.CmdEnv, UnrealPakExe, CmdLine, Options: CommandUtils.ERunOptions.Default | CommandUtils.ERunOptions.UTF8Output);
}
/// <summary>
/// Create a Pak.
/// </summary>
/// <param name="MapFrom"></param>
/// <param name="MapTo"></param>
private void CreatePak(string Name, List<string> Assets)
{
string CookedDir = Path.Combine(Params.BaseStageDirectory, "HTML5");
string PakPath = Path.Combine(new string[] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", Params.ShortProjectName, "Content", "Paks" });
if (!Directory.Exists(PakPath))
{
Directory.CreateDirectory(PakPath);
}
Assets.Add(Name);
List<string> Files = new List<string>();
foreach( string Asset in Assets)
{
string GameDir = "/Game/";
if (Asset.StartsWith(GameDir))
{
string PathOnDiskasset = CommandUtils.CombinePaths(CookedDir, Params.ShortProjectName, "Content", Asset.Remove(0, GameDir.Length) + ".uasset");
string PathOnDiskmap = CommandUtils.CombinePaths(CookedDir, Params.ShortProjectName, "Content", Asset.Remove(0, GameDir.Length)+ ".umap");
if (File.Exists(PathOnDiskmap))
{
Files.Add(PathOnDiskmap);
}
else if (File.Exists(PathOnDiskasset))
{
Files.Add(PathOnDiskasset);
}
else
{
System.Console.WriteLine(Asset + " not found, skipping !!");
}
}
}
// we have all the files.
Dictionary<string, string> UnrealPakResponseFile = new Dictionary<string, string>();
// create response file structure.
foreach (string file in Files)
{
string MountPoint = file.Remove(0, CookedDir.Length + 1);
UnrealPakResponseFile[file] ="../../../" + MountPoint;
}
RunUnrealPak(UnrealPakResponseFile, PakPath + "\\"+ Name + ".pak", null, "", true);
}
}