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#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3795481 by Nick.Shin
HTML5 - disable SupportsScreenPercentage() - render the full screen
otherwise, this is causing HTML5 screen to only render a portion of the screen and in black...
- there may be another function is that not getting fired off "to render the screen" properly
- this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform
#jira UE-52640 HTML5 only renders a black rectangle in the browser when launched
Change 3807007 by Nick.Shin
HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2)
toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up
#jira UE-51267 WebGL1 fails to compile
Change 3822593 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3823512 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3824639 by Nick.Shin
HTML5 - OSX - RunMacHTML5LaunchHelper.command
- more helpful warning messages
#jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error
Change 3829092 by Josh.Adams
- Updated UnrealRemote to 1.4.1
Change 3832708 by Chris.Babcock
Allow UE4Commandline.txt in APK
#jira
#ue4
#android
Change 3835867 by Nick.Shin
HTML5 - code cleanup
origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code)
this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor)
tested with HTML5 builds with QAGame project :: TM-ShaderModels map
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3839967 by Mi.Wang
Override MaxObjectInGame on Android to save ~30M with the ObjectArray size.
#Android
Change 3842022 by Mi.Wang
Fix an AssetRegistry size calculation bug.
Change 3843552 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3844210 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3844874 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3846695 by Nick.Shin
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3847309 by Nick.Shin
HTML5 - (not to) show virtual joystick
- virtual joysticks are not shown by default-- and the mouse not captured
- this now behaves like the win64 client version
#jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen
Change 3847310 by Nick.Shin
HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status()
- seems emscripten might be uninitialized by the time controlers are used...
#jira UE-28513 - Using a controller in HTML5 causes error
Change 3850606 by Nick.Shin
HTML5 - more static warning fix ups
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3850624 by Nick.Shin
HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser
note: using following jira to track progress:
#jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome
Change 3855610 by Sorin.Gradinaru
UE-49173 Progress bar causes black screen on iOS
#iOS
#4.20
#jira UE-49173
The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1.
As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem.
The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint.
The solution is to disable the scissor
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
in FSlateRHIRenderingPolicy::DrawElements after the batch rendering
Change 3855652 by Sorin.Gradinaru
iOS 3D browser
UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS
#jira UE-53248
#iOS
#4.20
Uses the same WebTexture from the WebBrowser plugin as the Android version.
+ Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html
Change 3856174 by Nick.Shin
HTML5 - python forking will still error while trying to terminate already terminated processes
- added same "WindowsError code 5" handler found in subprocess.py
#jira UE-51618 HTML5 fails to build, [Error 5] Access is denied
Change 3863322 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
Change 3878088 by Nick.Shin
UEMOB-425 superceeds this jira
#jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed
Change 3884560 by Jack.Porter
Fix logspam in FAVMoviePlayer
#jira UE-54760
Change 3886533 by Mi.Wang
Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread.
Change 3889081 by Sorin.Gradinaru
UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked.
#Android
#4.20
#jira UE-54490
Call ForceCompletion for the intial movie player on onPause.
Call App Restart on Resume.
Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity.
This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause.
I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key).
Change 3890320 by Chris.Babcock
Fix initializer ordering
#jira UE-55189
#ue4
Change 3958226 by Nick.Shin
HTML5 disable memory poison tests
and fix a bug during Realloc() // for Linux... and in turn for HTML5
#jria none
Change 3958250 by Nick.Shin
HTML5 - FText::FormatStr - skip if multi-threading not supported
#jira none
Change 3968328 by Nick.Shin
HTML5 CORS fixes
still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April)
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
#jira UE-19330
Change 3971405 by Nick.Shin
HTML5 suppress double printing to console.log
#jira none
Change 3978767 by Nick.Shin
HTML5 CORS fixes
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
tested (against datarouter.ol.epicgames.com fixes) and found to be functional
#jira UE-22285
Change 3981103 by Nick.Shin
HTML5 - num pad keys crashes project
match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp
also fix a HUD crash...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3983424 by Sorin.Gradinaru
UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet
#jira UE-57107
#Android
#4.20
The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times).
Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D
Change 3985248 by Nick.Shin
HTML5 game window size
add project setting drop down box to select canvas scaling mode
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3986190 by Sorin.Gradinaru
UE-56076 Android Launch On "Running..." toast intermittently doesn't appear
#jira UE-56076
#Android
#4.10
When cancelling Launch on Device, always call CancelContinuations for the current task
Change 3986412 by Nick.Shin
CIS error fix
#jira none
Change 3987007 by Nick.Shin
HTML5 fullscreen size fix
- when using FIXED scale mode initially, there's some strange padding margins
- but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work...
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3988408 by Nick.Shin
HTML5 call EndSession() onbeforeunload()
? should PreExit() be called instead?
#jira UE-57207 Session End event is not generated for HTML5
Change 3991828 by Nick.Shin
HTML5 shipping build crash
some FVector2D needs ContainsNaN() checks
#jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser
Change 3992884 by Nick.Shin
HTML5 call EndSession() onbeforeunload() code cleanup
#jira UE-57207 Session End event is not generated for HTML5
Change 3992887 by Nick.Shin
datarouter: Session events code cleanup
#jira UE-22285 - Session events are not generated for HTML5
Change 4002603 by Sorin.Gradinaru
UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open
#jira UE-56177
#Android
#iOS
#4.10
Using the device discovery to signal when the running device gets disconnected
Change 4007162 by Dmitriy.Dyomin
Merging using Dev-Mobile->FortMain
Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis)
#jira none
Change 4012196 by Sorin.Gradinaru
UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4.
#jira UE-57120
#Android
#4.20
Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added.
The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene).
Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap).
Change 4013034 by Sorin.Gradinaru
UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession
#jira UE-55427
#iOS
#4.20
Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish()
Renamed InitialMovie to StartupMovie, including the methods related to the Android platform.
Change 4015449 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Run on device: Pressing Cancel on the "Running..." message should stop the application, if running
Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>"
Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration.
AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats.
Change 4016057 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#4.20
#Android
#4666
https://github.com/EpicGames/UnrealEngine/pull/4666
Implemented Clipboard function on Android.
Change 4020229 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#Android
#4.20
GameActivity.java: moving the methods related to clipboard above the native public declarations
Change 4021188 by Sorin.Gradinaru
UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl
#jira UE-57876
#iOS
#4.30
In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters.
Also fixed a compilation error (!) when enabling The Location Services plugin on iOS
Change 4024839 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors
Change 4024962 by Cosmin.Sulea
UE-56294 - Packaging step fails when packaging project for distribution
#jira UE-56294
Change 4026122 by Sorin.Gradinaru
UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times
#jira UE-57149
#Android
#4.20
jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj)
The bug can probably be reproduced by using a MediaPlayer.
Change 4038185 by Nick.Shin
HTML5 - merge error fix
MallocAnsi.cpp was stomped on
#jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size'
Change 4039521 by Dmitriy.Dyomin
Export WorldBrowser API so plugin makers can use it
#jira UE-57323
Change 4039523 by Dmitriy.Dyomin
Exposed MobilePatchingLibrary API
#jira UE-55941
Change 4039526 by Dmitriy.Dyomin
Fixed: Hierarchy filtering does not work in world composition
#jira UE-57900
Change 4039529 by Dmitriy.Dyomin
Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357)
#jira UE-53618
#4357
Change 4039874 by Sorin.Gradinaru
UEMOB-436 Support "All Android" Launch On and Project Launcher options
The main change is in the DeviceProxy class.
A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID.
The "All devices" proxy is updated automatically by the device discovery thread.
The change was necessary because the list in the Project Launcher is using the device proxy list.
#jira UEMOB-436
#Android
#UE4
#4.19
Change 4041446 by John.Mauney
Fix that Chris B made locally on my machine
#jira UE-58420
Change 4041791 by Jack.Porter
Fix CIS incremental UE4Editor Win64
#jira 0
[CL 4047603 by Jack Porter in Main branch]
824 lines
30 KiB
C#
824 lines
30 KiB
C#
// Copyright 1998-2018 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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using Tools.DotNETCommon;
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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 ProjectGameExeFilename = Params.GetProjectExeForPlatform(UnrealTargetPlatform.HTML5).ToString();
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string GameBasename = Path.GetFileNameWithoutExtension(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(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 (!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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string CanvasScaleMode;
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ConfigCache.GetString("/Script/HTML5PlatformEditor.HTML5TargetSettings", "CanvasScalingMode", out CanvasScaleMode);
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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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CanvasScaleMode
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);
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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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}
|
|
File.Copy(htaccessTemplate, htaccesspath, true);
|
|
|
|
string JSDir = CombinePaths(CmdEnv.LocalRoot, "Engine/Build/HTML5");
|
|
string OutDir = PackagePath;
|
|
|
|
// Gather utlity .js files and combine into one file
|
|
string[] UtilityJavaScriptFiles = Directory.GetFiles(JSDir, "*.js");
|
|
|
|
string DestinationFile = OutDir + "/Utility.js";
|
|
File.Delete(DestinationFile);
|
|
foreach( var UtilityFile in UtilityJavaScriptFiles)
|
|
{
|
|
string Data = File.ReadAllText(UtilityFile);
|
|
File.AppendAllText(DestinationFile, Data);
|
|
}
|
|
|
|
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, string CanvasScaleMode)
|
|
{
|
|
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%"))
|
|
{
|
|
string ArgumentString = "'../../../" + InGameName + "/" + InGameName + ".uproject',";
|
|
ArgumentString += "'-stdout',"; // suppress double printing to console.log
|
|
|
|
// this for() and if() combo looks suspect -- but, seems like Params.StageCommandline is not really used anymore...
|
|
// InArguments = InArguments.Replace ("\"", "");
|
|
// string[] Arguments = InArguments.Split(' ');
|
|
// 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 (LineStr.Contains("%CANVASSCALEMODE%"))
|
|
{
|
|
string mode = "2 /*ASPECT*/"; // default
|
|
if ( CanvasScaleMode.Equals("stretch", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
mode = "1 /*STRETCH*/";
|
|
}
|
|
else if ( CanvasScaleMode.Equals("fixed", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
mode = "3 /*FIXED*/";
|
|
}
|
|
LineStr = LineStr.Replace("%CANVASSCALEMODE%", mode);
|
|
}
|
|
|
|
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.GetProjectExeForPlatform(UnrealTargetPlatform.HTML5).ToString());
|
|
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> GetDebugFileExtensions()
|
|
{
|
|
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.");
|
|
}
|
|
|
|
private static IDictionary<string, string> MimeTypeMapping = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase)
|
|
{
|
|
// the following will default to: "appication/octet-stream"
|
|
// .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
|
|
}
|