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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]
359 lines
12 KiB
C#
359 lines
12 KiB
C#
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.Linq;
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using System.Text;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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using System.Diagnostics;
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public class HTMLPakAutomation
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{
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ProjectParams Params;
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DeploymentContext SC;
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string PakOrderFileLocation;
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Dictionary<string, object> DependencyJson;
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public static bool CanCreateMapPaks(ProjectParams Param)
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{
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// TODO: setting this to false for now -- this will be converted to return CHUNK settings -- in part 2 of level streaming support for HTML5
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return false;
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//bool UseAsyncLevelLoading = false;
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//var ConfigCache = UnrealBuildTool.ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(Param.RawProjectPath), UnrealTargetPlatform.HTML5);
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//ConfigCache.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "UseAsyncLevelLoading", out UseAsyncLevelLoading);
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//if (Param.Run)
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// return false;
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//return UseAsyncLevelLoading;
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}
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public HTMLPakAutomation(ProjectParams InParam, DeploymentContext InSC)
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{
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Params = InParam;
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SC = InSC;
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var PakOrderFileLocationBase = CommandUtils.CombinePaths(SC.ProjectRoot.FullName, "Build", SC.FinalCookPlatform, "FileOpenOrder");
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PakOrderFileLocation = CommandUtils.CombinePaths(PakOrderFileLocationBase, "GameOpenOrder.log");
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if (!CommandUtils.FileExists_NoExceptions(PakOrderFileLocation))
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{
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// Use a fall back, it doesn't matter if this file exists or not. GameOpenOrder.log is preferred however
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PakOrderFileLocation = CommandUtils.CombinePaths(PakOrderFileLocationBase, "EditorOpenOrder.log");
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}
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string PakPath = Path.Combine(new string[] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", SC.ShortProjectName});
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if (Directory.Exists(PakPath))
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{
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Directory.Delete(PakPath,true);
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}
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// read in the json file.
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string JsonFile = CommandUtils.CombinePaths(new string[] { SC.ProjectRoot.FullName, "Saved", "Cooked", "HTML5", Params.ShortProjectName, "MapDependencyGraph.json" });
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string text = File.ReadAllText(JsonFile);
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DependencyJson = fastJSON.JSON.Instance.ToObject<Dictionary<string, object>>(text);
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}
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/// <summary>
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/// Create Emscripten Data package with Necessary Packages.
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///
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/// </summary>
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public void CreateEmscriptenDataPackage(string PackagePath, string FinalDataLocation)
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{
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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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// we need to operate in the root
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using (new PushedDirectory(Path.Combine(PackagePath)))
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{
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string CmdLine = string.Format("\"{0}\" \"{1}\" --preload \"{2}\" --js-output=\"{1}.js\" --no-heap-copy", PackagerPath, FinalDataLocation, SC.ShortProjectName);
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CommandUtils.RunAndLog(CommandUtils.CmdEnv, PythonPath, CmdLine);
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}
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}
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}
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/// <summary>
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/// Create a Pak from Engine Contents.
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/// </summary>
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public void CreateEnginePak()
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{
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string StagedDir = Path.Combine(Params.BaseStageDirectory, "HTML5");// CommandUtils.CombinePaths(SC.ProjectRoot, "Saved", "Cooked", "HTML5");
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string PakPath = Path.Combine( new string [] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", SC.ShortProjectName, "Content","Paks"});
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if (!Directory.Exists(PakPath))
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{
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Directory.CreateDirectory(PakPath);
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}
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// find list of files in the Engine Dir.
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string[] files = Directory.GetFiles( Path.Combine(StagedDir, "Engine"), "*", SearchOption.AllDirectories);
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Dictionary<string,string> UnrealPakResponseFile = new Dictionary<string,string>();
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// create response file structure.
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foreach( string file in files )
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{
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string MountPoint = file.Remove(0, StagedDir.Length + 1);
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UnrealPakResponseFile[file] = "../../../" + MountPoint;
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}
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RunUnrealPak(UnrealPakResponseFile, PakPath + "\\EnginePak.pak", null, "", true);
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}
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/// <summary>
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/// Create a pak from a minimum set of game files
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/// </summary>
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public void CreateGamePak()
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{
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// create a pak of game config and first level files.
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string StagedDir = Path.Combine(Params.BaseStageDirectory, "HTML5");// CommandUtils.CombinePaths(SC.ProjectRoot, "Saved", "Cooked", "HTML5");
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string PakPath = Path.Combine(new string[] { Path.GetDirectoryName(Params.RawProjectPath.FullName), "Binaries", "HTML5", Params.ShortProjectName, "Content", "Paks" });
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if (!Directory.Exists(PakPath))
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{
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Directory.CreateDirectory(PakPath);
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}
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List<string> AllFiles = new List<string>();
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try
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{
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string[] SlateFiles = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName, "Content", "Slate"), "*", SearchOption.AllDirectories);
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AllFiles.AddRange(SlateFiles);
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}
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catch ( Exception /*Ex*/)
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{
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// not found.
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}
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try
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{
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string[] Resources = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName, "Content", "Resources"), "*", SearchOption.AllDirectories);
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AllFiles.AddRange(Resources);
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}
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catch (Exception /*Ex*/)
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{
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// not found.
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}
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string[] ConfigFiles = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName, "Config"), "*", SearchOption.AllDirectories);
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AllFiles.AddRange(ConfigFiles);
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string[] TopLevelFiles = Directory.GetFiles(Path.Combine(StagedDir, Params.ShortProjectName), "*", SearchOption.TopDirectoryOnly);
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AllFiles.AddRange(TopLevelFiles);
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Dictionary<string, string> UnrealPakResponseFile = new Dictionary<string, string>();
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// create response file structure.
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foreach (string file in AllFiles)
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{
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string MountPoint = file.Remove(0, StagedDir.Length + 1);
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UnrealPakResponseFile[file] = "../../../" + MountPoint;
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}
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RunUnrealPak(UnrealPakResponseFile, PakPath + "\\" + Params.ShortProjectName + ".pak", null, "", true);
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}
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/// <summary>
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/// Create ContentDirectory Pak.
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/// </summary>
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public void CreateContentDirectoryPak()
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{
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object[] Value = (object[])DependencyJson["ContentDirectoryAssets"];
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List<string> ContentDirectory = Array.ConvertAll<object, string>(Value, Convert.ToString).ToList();
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CreatePak("ContentDirectoryAssets", ContentDirectory);
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}
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/// <summary>
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/// Create Maps Paks based on JSON file created during Cooking. (-GenerateDependenciesForMaps)
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/// </summary>
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public void CreateMapPak()
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{
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// read in the json file.
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object[] Value = (object[])DependencyJson["ContentDirectoryAssets"];
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List<string> ContentDirectory = Array.ConvertAll<object, string>(Value, Convert.ToString).ToList();
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foreach (string Pak in DependencyJson.Keys)
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{
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object[] ObjectList = (object[])DependencyJson[Pak];
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List<string> Assets = Array.ConvertAll<object, string>(ObjectList, Convert.ToString).ToList();
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// add itself.
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Assets.Add(Pak);
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if (Pak != "ContentDirectoryAssets")
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{
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// remove content directory assets.
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Assets = Assets.Except(ContentDirectory).ToList();
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|
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);
|
|
}
|
|
|
|
}
|