Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.Automation.cs
Ankit Khare 849de9f541 #UE4 #HTML5
- fix an issue where packaging will fail - if the target binary directory doesn't exist. ( Happens on a clean spec, first time run ).

[CL 2091992 by Ankit Khare in Main branch]
2014-06-02 14:21:55 -04:00

235 lines
8.2 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
public class HTML5Platform : Platform
{
public HTML5Platform()
:base(UnrealTargetPlatform.HTML5)
{
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
Log("Package {0}", Params.RawProjectPath);
string FinalDataLocation = Path.Combine(Path.GetDirectoryName(Path.GetFullPath(Params.ProjectGameExeFilename)), Params.ProjectBinariesFolder, Params.ShortProjectName) +".data";
string OutDir = Path.Combine(Path.GetDirectoryName(Path.GetFullPath(Params.ProjectGameExeFilename)), Params.ProjectBinariesFolder);
bool FolderExists = Directory.Exists(OutDir);
if (!FolderExists)
Directory.CreateDirectory(OutDir);
// we need to operate in the root
using (new PushedDirectory(Path.Combine(Params.BaseStageDirectory, "HTML5")))
{
string BaseSDKPath = Environment.GetEnvironmentVariable("EMSCRIPTEN");
// make the file_packager command line
if (Utils.IsRunningOnMono)
{
string PackagerPath = BaseSDKPath + "/tools/file_packager.py";
string CmdLine = string.Format ("-c \" python {0} {1} --preload . --js-output={1}.js \" ", PackagerPath, FinalDataLocation);
RunAndLog (CmdEnv, "/bin/bash", CmdLine);
} else
{
string PackagerPath = "\"" + BaseSDKPath + "\\tools\\file_packager.py\"";
string CmdLine = string.Format ("/c python {0} {1} --preload . --js-output={1}.js", PackagerPath, FinalDataLocation);
RunAndLog (CmdEnv, CommandUtils.CombinePaths (Environment.SystemDirectory, "cmd.exe"), CmdLine);
}
}
// put the HTML file to the binaries directory
string TemplateFile = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5", "Game.html.template");
string OutputFile = Path.Combine(Path.GetDirectoryName(Path.GetFullPath(Params.ProjectGameExeFilename)), Params.ProjectBinariesFolder, (Params.ClientConfigsToBuild[0].ToString() != "Development" ? (Params.ShortProjectName + "-HTML5-" + Params.ClientConfigsToBuild[0].ToString()) : Params.ShortProjectName)) + ".html";
// find Heap Size.
ulong HeapSize;
var ConfigCache = new UnrealBuildTool.ConfigCacheIni(UnrealTargetPlatform.HTML5, "Engine", Path.GetDirectoryName(Params.RawProjectPath),CombinePaths(CmdEnv.LocalRoot, "Engine"));
int ConfigHeapSize;
if (!ConfigCache.GetInt32 ("BuildSettings","HeapSize"+Params.ClientConfigsToBuild[0].ToString(), out ConfigHeapSize)) // in Megs.
{
// we couldn't find a per config heap size, look for a common one.
if(!ConfigCache.GetInt32 ("BuildSettings","HeapSize", out ConfigHeapSize))
{
ConfigHeapSize = Params.IsCodeBasedProject ? 1024 : 512;
Log ("Could not find Heap Size setting in .ini for Client config {0}" ,Params.ClientConfigsToBuild[0].ToString());
}
}
HeapSize = (ulong)ConfigHeapSize * 1024L * 1024L; // convert to bytes.
Log ("Setting Heap size to {0} Mb ", ConfigHeapSize);
GenerateFileFromTemplate(TemplateFile, OutputFile, Params.ShortProjectName, Params.ClientConfigsToBuild[0].ToString(), Params.StageCommandline, !Params.IsCodeBasedProject, HeapSize);
// copy the jstorage files to the binaries directory
string JSDir = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Build", "HTML5");
File.Copy(JSDir + "/json2.js", OutDir + "/json2.js", true);
File.Copy(JSDir + "/jstorage.js", OutDir + "/jstorage.js", true);
File.Copy(JSDir + "/moz_binarystring.js", OutDir + "/moz_binarystring.js", true);
PrintRunTime();
}
protected void GenerateFileFromTemplate(string InTemplateFile, string InOutputFile, string InGameName, string InGameConfiguration, string InArguments, bool IsContentOnly, ulong HeapSize)
{
StringBuilder outputContents = new StringBuilder();
using (StreamReader reader = new StreamReader(InTemplateFile))
{
string LineStr = null;
while (reader.Peek() != -1)
{
LineStr = reader.ReadLine();
if (LineStr.Contains("%GAME%"))
{
LineStr = LineStr.Replace("%GAME%", InGameName);
}
if (LineStr.Contains ("%HEAPSIZE%"))
{
LineStr = LineStr.Replace ("%HEAPSIZE%", HeapSize.ToString ());
}
if (LineStr.Contains("%CONFIG%"))
{
if (IsContentOnly)
InGameName = "UE4Game";
LineStr = LineStr.Replace("%CONFIG%", (InGameConfiguration != "Development" ? (InGameName + "-HTML5-" + InGameConfiguration) : InGameName));
}
if (LineStr.Contains("%UE4CMDLINE%"))
{
string[] Arguments = InArguments.Split(' ');
string ArgumentString = IsContentOnly ? "'" + InGameName + "/" + InGameName + ".uproject '," : "";
for (int i = 0; i < Arguments.Length-1; ++i)
{
ArgumentString += "'";
ArgumentString += Arguments[i];
ArgumentString += "'";
ArgumentString += ",' ',";
}
if (Arguments.Length > 0)
{
ArgumentString += "'";
ArgumentString += Arguments[Arguments.Length-1];
ArgumentString += "'";
}
LineStr = LineStr.Replace("%UE4CMDLINE%", ArgumentString);
}
outputContents.AppendLine(LineStr);
}
}
if (outputContents.Length > 0)
{
// Save the file
try
{
Directory.CreateDirectory(Path.GetDirectoryName(InOutputFile));
File.WriteAllText(InOutputFile, outputContents.ToString(), Encoding.UTF8);
}
catch (Exception)
{
// Unable to write to the project file.
}
}
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
}
public override ProcessResult RunClient(ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
// look for firefox
string[] PossiblePaths = new string[]
{
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles), @"Nightly\firefox.exe"),
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86), @"Nightly\firefox.exe"),
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFiles), @"Mozilla Firefox\firefox.exe"),
Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86), @"Mozilla Firefox\firefox.exe"),
};
// set up a directory for temp profile
string FirefoxProfileCommand = " -no-remote ";
// look for the best firefox to tun
string FirefoxPath = null;
foreach (string PossiblePath in PossiblePaths)
{
if (File.Exists(PossiblePath))
{
FirefoxPath = PossiblePath;
break;
}
}
// if we didn't find one, just use the shell to open it
if (FirefoxPath == null)
{
FirefoxPath = CmdEnv.CmdExe;
FirefoxProfileCommand = " ";
}
// open the webpage
// what to do with the commandline!??
string HTMLPath = Path.ChangeExtension(ClientApp, "html");
if ( !File.Exists(HTMLPath) ) // its probably a content only game - then it exists in the UE4 directory and not in the game directory.
HTMLPath = Path.Combine(CombinePaths(CmdEnv.LocalRoot, "Engine"), "Binaries", "HTML5", Path.GetFileName(HTMLPath));
ProcessResult ClientProcess = Run(FirefoxPath, FirefoxProfileCommand + HTMLPath , null, ClientRunFlags | ERunOptions.NoWaitForExit);
return ClientProcess;
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
return "HTML5";
}
public override bool DeployPakInternalLowerCaseFilenames()
{
return false;
}
public override bool DeployLowerCaseFilenames(bool bUFSFile)
{
return false;
}
public override string LocalPathToTargetPath(string LocalPath, string LocalRoot)
{
return LocalPath;//.Replace("\\", "/").Replace(LocalRoot, "../../..");
}
public override bool IsSupported { get { return true; } }
public override List<string> GetDebugFileExtentions()
{
return new List<string> { ".pdb" };
}
#region Hooks
public override void PreBuildAgenda(UE4Build Build, UE4Build.BuildAgenda Agenda)
{
}
public override List<string> GetExecutableNames(DeploymentContext SC, bool bIsRun = false)
{
var ExecutableNames = new List<String>();
ExecutableNames.Add(Path.Combine(SC.ProjectRoot, "Binaries", "HTML5", SC.ShortProjectName));
return ExecutableNames;
}
#endregion
}