BuildWindows.cpp 6.0 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Core/StringUtils.h>
  23. #include <Atomic/IO/FileSystem.h>
  24. #include <Atomic/Resource/ResourceCache.h>
  25. #include "../ToolSystem.h"
  26. #include "../ToolEnvironment.h"
  27. #include "../Project/Project.h"
  28. #include "BuildWindows.h"
  29. #include "BuildSystem.h"
  30. #include "BuildEvents.h"
  31. namespace ToolCore
  32. {
  33. BuildWindows::BuildWindows(Context * context, Project *project) : BuildBase(context, project, PLATFORMID_WINDOWS)
  34. {
  35. }
  36. BuildWindows::~BuildWindows()
  37. {
  38. }
  39. void BuildWindows::Initialize()
  40. {
  41. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  42. Project* project = tsystem->GetProject();
  43. Vector<String> defaultResourcePaths;
  44. GetDefaultResourcePaths(defaultResourcePaths);
  45. String projectResources = project->GetResourcePath();
  46. for (unsigned i = 0; i < defaultResourcePaths.Size(); i++)
  47. {
  48. AddResourceDir(defaultResourcePaths[i]);
  49. }
  50. // TODO: smart filtering of cache
  51. AddResourceDir(project->GetProjectPath() + "Cache/");
  52. AddResourceDir(projectResources);
  53. BuildResourceEntries();
  54. }
  55. void BuildWindows::BuildAtomicNET()
  56. {
  57. // AtomicNET
  58. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  59. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  60. ToolSystem* tsystem = GetSubsystem<ToolSystem>();
  61. Project* project = tsystem->GetProject();
  62. String projectResources = project->GetResourcePath();
  63. String assembliesPath = projectResources + "Assemblies/";
  64. // if no assemblies path, no need to install AtomicNET
  65. if (!fileSystem->DirExists(assembliesPath))
  66. return;
  67. Vector<String> results;
  68. fileSystem->ScanDir(results, assembliesPath, "*.dll", SCAN_FILES, true);
  69. // if no assembiles in Assemblies path, no need to install AtomicNET
  70. if (!results.Size())
  71. return;
  72. BuildLog("Building AtomicNET");
  73. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET");
  74. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic");
  75. fileSystem->CreateDir(buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies");
  76. fileSystem->CopyDir(tenv->GetNETCoreCLRAbsPath(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/CoreCLR");
  77. fileSystem->CopyDir(tenv->GetNETTPAPaths(), buildPath_ + "/AtomicPlayer_Resources/AtomicNET/Atomic/TPA");
  78. // Atomic Assemblies
  79. const String& assemblyLoadPaths = tenv->GetNETAssemblyLoadPaths();
  80. Vector<String> paths = assemblyLoadPaths.Split(';');
  81. for (unsigned i = 0; i < paths.Size(); i++)
  82. {
  83. Vector<String> loadResults;
  84. fileSystem->ScanDir(loadResults, paths[i], "*.dll", SCAN_FILES, true);
  85. for (unsigned j = 0; j < loadResults.Size(); j++)
  86. {
  87. String pathName, fileName, ext;
  88. SplitPath(loadResults[j], pathName, fileName, ext);
  89. if (fileName != "AtomicNETEngine")
  90. continue;
  91. fileSystem->Copy(paths[i] + "/" + loadResults[j], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
  92. }
  93. }
  94. // Project assemblied
  95. for (unsigned i = 0; i < results.Size(); i++)
  96. {
  97. String pathName, fileName, ext;
  98. SplitPath(results[i], pathName, fileName, ext);
  99. fileSystem->Copy(assembliesPath + results[i], ToString("%s/AtomicPlayer_Resources/AtomicNET/Atomic/Assemblies/%s.dll", buildPath_.CString(), fileName.CString()));
  100. }
  101. }
  102. void BuildWindows::Build(const String& buildPath)
  103. {
  104. ToolEnvironment* tenv = GetSubsystem<ToolEnvironment>();
  105. buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
  106. BuildLog("Starting Windows Deployment");
  107. Initialize();
  108. if (!BuildClean(buildPath_))
  109. return;
  110. BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
  111. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  112. String rootSourceDir = tenv->GetRootSourceDir();
  113. String playerBinary = tenv->GetPlayerBinary();
  114. String d3d9dll = GetPath(playerBinary) + "/D3DCompiler_47.dll";
  115. if (!BuildCreateDirectory(buildPath_))
  116. return;
  117. if (!BuildCreateDirectory(buildPath_ + "/AtomicPlayer_Resources"))
  118. return;
  119. String resourcePackagePath = buildPath_ + "/AtomicPlayer_Resources/AtomicResources" + PAK_EXTENSION;
  120. GenerateResourcePackage(resourcePackagePath);
  121. if (buildFailed_)
  122. return;
  123. if (!BuildCreateDirectory(buildPath_ + "/Settings"))
  124. return;
  125. String engineJSON(GetSettingsDirectory() + "/Engine.json");
  126. if (fileSystem->FileExists(engineJSON))
  127. {
  128. if (!BuildCopyFile(engineJSON, buildPath_ + "/Settings/Engine.json"))
  129. return;
  130. }
  131. if (!BuildCopyFile(playerBinary, buildPath_ + "/AtomicPlayer.exe"))
  132. return;
  133. if (!BuildCopyFile(d3d9dll, buildPath_ + "/D3DCompiler_47.dll"))
  134. return;
  135. BuildAtomicNET();
  136. BuildLog("Windows Deployment Complete");
  137. buildSystem->BuildComplete(PLATFORMID_WINDOWS, buildPath_);
  138. }
  139. }