BsScriptBuildManager.cpp 12 KB

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  1. #include "BsScriptBuildManager.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsMonoUtil.h"
  6. #include "BsScriptPlatformInfo.h"
  7. #include "BsFileSystem.h"
  8. #include "BsIconUtility.h"
  9. #include "BsCoreThread.h"
  10. #include "BsGameSettings.h"
  11. #include "BsFileSerializer.h"
  12. #include "BsProjectLibrary.h"
  13. #include "BsProjectResourceMeta.h"
  14. #include "BsResources.h"
  15. #include "BsPrefab.h"
  16. #include "BsEditorApplication.h"
  17. #include "BsResourceManifest.h"
  18. #include "BsBuiltinResources.h"
  19. namespace BansheeEngine
  20. {
  21. ScriptBuildManager::ScriptBuildManager(MonoObject* instance)
  22. :ScriptObject(instance)
  23. { }
  24. void ScriptBuildManager::initRuntimeData()
  25. {
  26. metaData.scriptClass->addInternalCall("Internal_GetAvailablePlatforms", &ScriptBuildManager::internal_GetAvailablePlatforms);
  27. metaData.scriptClass->addInternalCall("Internal_GetActivePlatform", &ScriptBuildManager::internal_GetActivePlatform);
  28. metaData.scriptClass->addInternalCall("Internal_SetActivePlatform", &ScriptBuildManager::internal_SetActivePlatform);
  29. metaData.scriptClass->addInternalCall("Internal_GetActivePlatformInfo", &ScriptBuildManager::internal_GetActivePlatformInfo);
  30. metaData.scriptClass->addInternalCall("Internal_GetPlatformInfo", &ScriptBuildManager::internal_GetPlatformInfo);
  31. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblies", &ScriptBuildManager::internal_GetFrameworkAssemblies);
  32. metaData.scriptClass->addInternalCall("Internal_GetMainExecutable", &ScriptBuildManager::internal_GetMainExecutable);
  33. metaData.scriptClass->addInternalCall("Internal_GetDefines", &ScriptBuildManager::internal_GetDefines);
  34. metaData.scriptClass->addInternalCall("Internal_GetNativeBinaries", &ScriptBuildManager::internal_GetNativeBinaries);
  35. metaData.scriptClass->addInternalCall("Internal_GetBuildFolder", &ScriptBuildManager::internal_GetBuildFolder);
  36. metaData.scriptClass->addInternalCall("Internal_InjectIcons", &ScriptBuildManager::internal_InjectIcons);
  37. metaData.scriptClass->addInternalCall("Internal_PackageResources", &ScriptBuildManager::internal_PackageResources);
  38. metaData.scriptClass->addInternalCall("Internal_CreateStartupSettings", &ScriptBuildManager::internal_CreateStartupSettings);
  39. }
  40. MonoArray* ScriptBuildManager::internal_GetAvailablePlatforms()
  41. {
  42. const Vector<PlatformType>& availableType = BuildManager::instance().getAvailablePlatforms();
  43. ScriptArray outArray = ScriptArray::create<UINT32>((UINT32)availableType.size());
  44. UINT32 idx = 0;
  45. for (auto& type : availableType)
  46. outArray.set(idx++, type);
  47. return outArray.getInternal();
  48. }
  49. PlatformType ScriptBuildManager::internal_GetActivePlatform()
  50. {
  51. return BuildManager::instance().getActivePlatform();
  52. }
  53. void ScriptBuildManager::internal_SetActivePlatform(PlatformType value)
  54. {
  55. BuildManager::instance().setActivePlatform(value);
  56. }
  57. MonoObject* ScriptBuildManager::internal_GetActivePlatformInfo()
  58. {
  59. return ScriptPlatformInfo::create(BuildManager::instance().getActivePlatformInfo());
  60. }
  61. MonoObject* ScriptBuildManager::internal_GetPlatformInfo(PlatformType type)
  62. {
  63. return ScriptPlatformInfo::create(BuildManager::instance().getPlatformInfo(type));
  64. }
  65. MonoArray* ScriptBuildManager::internal_GetFrameworkAssemblies(PlatformType type)
  66. {
  67. Vector<WString> frameworkAssemblies = BuildManager::instance().getFrameworkAssemblies(type);
  68. ScriptArray outArray = ScriptArray::create<WString>((UINT32)frameworkAssemblies.size());
  69. UINT32 idx = 0;
  70. for (auto& assemblyName : frameworkAssemblies)
  71. outArray.set(idx++, MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyName));
  72. return outArray.getInternal();
  73. }
  74. MonoString* ScriptBuildManager::internal_GetMainExecutable(PlatformType type)
  75. {
  76. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), BuildManager::instance().getMainExecutable(type).toWString());
  77. }
  78. MonoString* ScriptBuildManager::internal_GetDefines(PlatformType type)
  79. {
  80. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), BuildManager::instance().getDefines(type));
  81. }
  82. MonoArray* ScriptBuildManager::internal_GetNativeBinaries(PlatformType type)
  83. {
  84. Vector<Path> paths = BuildManager::instance().getNativeBinaries(type);
  85. UINT32 numEntries = (UINT32)paths.size();
  86. ScriptArray outArray = ScriptArray::create<WString>(numEntries);
  87. for (UINT32 i = 0; i < numEntries; i++)
  88. {
  89. outArray.set(i, MonoUtil::wstringToMono(MonoManager::instance().getDomain(), paths[i].toWString()));
  90. }
  91. return outArray.getInternal();
  92. }
  93. MonoString* ScriptBuildManager::internal_GetBuildFolder(ScriptBuildFolder folder, PlatformType platform)
  94. {
  95. Path path;
  96. if (folder == ScriptBuildFolder::FrameworkAssemblies)
  97. {
  98. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  99. assemblyFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  100. Path sourceFolder = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platform);
  101. path = assemblyFolder.makeRelative(sourceFolder);
  102. }
  103. else if (folder == ScriptBuildFolder::Mono)
  104. {
  105. Path monoEtcFolder = MonoManager::instance().getMonoEtcFolder();
  106. monoEtcFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  107. Path sourceFolder = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platform);
  108. path = monoEtcFolder.makeRelative(sourceFolder);
  109. }
  110. else
  111. {
  112. BuildFolder nativeFolderType = BuildFolder::SourceRoot;
  113. switch (folder)
  114. {
  115. case ScriptBuildFolder::SourceRoot:
  116. nativeFolderType = BuildFolder::SourceRoot;
  117. break;
  118. case ScriptBuildFolder::DestinationRoot:
  119. nativeFolderType = BuildFolder::DestinationRoot;
  120. break;
  121. case ScriptBuildFolder::NativeBinaries:
  122. nativeFolderType = BuildFolder::NativeBinaries;
  123. break;
  124. case ScriptBuildFolder::BansheeAssemblies:
  125. nativeFolderType = BuildFolder::BansheeAssemblies;
  126. break;
  127. case ScriptBuildFolder::Data:
  128. nativeFolderType = BuildFolder::Data;
  129. break;
  130. }
  131. path = BuildManager::instance().getBuildFolder(nativeFolderType, platform);
  132. }
  133. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), path.toWString());
  134. }
  135. void ScriptBuildManager::internal_InjectIcons(MonoString* filePath, ScriptPlatformInfo* info)
  136. {
  137. if (info == nullptr)
  138. return;
  139. Path executablePath = MonoUtil::monoToWString(filePath);
  140. Map<UINT32, PixelDataPtr> icons;
  141. SPtr<PlatformInfo> platformInfo = info->getPlatformInfo();
  142. switch (platformInfo->type)
  143. {
  144. case PlatformType::Windows:
  145. {
  146. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  147. struct IconData
  148. {
  149. UINT32 size;
  150. HTexture texture;
  151. PixelDataPtr pixels;
  152. };
  153. IconData textures[] =
  154. {
  155. { 16, winPlatformInfo->icon16 },
  156. { 32, winPlatformInfo->icon32 },
  157. { 48, winPlatformInfo->icon48 },
  158. { 64, winPlatformInfo->icon64 },
  159. { 96, winPlatformInfo->icon96 },
  160. { 128, winPlatformInfo->icon128 },
  161. { 192, winPlatformInfo->icon192 },
  162. { 256, winPlatformInfo->icon256 }
  163. };
  164. for (auto& entry : textures)
  165. {
  166. auto& texProps = entry.texture->getProperties();
  167. entry.pixels = texProps.allocateSubresourceBuffer(0);
  168. entry.texture->readSubresource(gCoreAccessor(), 0, entry.pixels);
  169. icons[entry.size] = entry.pixels;
  170. }
  171. gCoreAccessor().submitToCoreThread(true);
  172. }
  173. break;
  174. }
  175. IconUtility::updateIconExe(executablePath, icons);
  176. }
  177. void ScriptBuildManager::internal_PackageResources(MonoString* buildFolder, ScriptPlatformInfo* info)
  178. {
  179. UnorderedSet<Path> usedResources;
  180. // Get all resources manually included in build
  181. Vector<ProjectLibrary::ResourceEntry*> buildResources = gProjectLibrary().getResourcesForBuild();
  182. for (auto& entry : buildResources)
  183. {
  184. if (entry->meta == nullptr)
  185. {
  186. LOGWRN("Cannot include resource in build, missing meta file for: " + entry->path.toString());
  187. continue;
  188. }
  189. Path resourcePath;
  190. if (gResources().getFilePathFromUUID(entry->meta->getUUID(), resourcePath))
  191. usedResources.insert(resourcePath);
  192. else
  193. LOGWRN("Cannot include resource in build, missing imported asset for: " + entry->path.toString());
  194. }
  195. // Include main scene
  196. SPtr<PlatformInfo> platformInfo;
  197. if (info != nullptr)
  198. platformInfo = info->getPlatformInfo();
  199. if (platformInfo != nullptr)
  200. {
  201. Path resourcePath;
  202. if (gResources().getFilePathFromUUID(platformInfo->mainScene.getUUID(), resourcePath))
  203. usedResources.insert(resourcePath);
  204. else
  205. LOGWRN("Cannot include main scene in build, missing imported asset.");
  206. }
  207. // Find dependencies of all resources
  208. Vector<Path> newResources;
  209. for (auto& entry : usedResources)
  210. newResources.push_back(entry);
  211. while (!newResources.empty())
  212. {
  213. Vector<Path> allDependencies;
  214. for (auto& entry : newResources)
  215. {
  216. Vector<String> curDependencies = gResources().getDependencies(entry);
  217. for (auto& entry : curDependencies)
  218. {
  219. Path resourcePath;
  220. if (gResources().getFilePathFromUUID(entry, resourcePath))
  221. {
  222. if (usedResources.find(resourcePath) == usedResources.end())
  223. {
  224. allDependencies.push_back(resourcePath);
  225. newResources.push_back(resourcePath);
  226. }
  227. }
  228. }
  229. }
  230. newResources = allDependencies;
  231. }
  232. // Copy resources
  233. Path outputPath = MonoUtil::monoToWString(buildFolder);
  234. outputPath.append(GAME_RESOURCES_FOLDER_NAME);
  235. FileSystem::createDir(outputPath);
  236. for (auto& entry : usedResources)
  237. {
  238. String uuid;
  239. BS_ASSERT(gResources().getUUIDFromFilePath(entry, uuid));
  240. Path sourcePath = gProjectLibrary().uuidToPath(uuid);
  241. ProjectLibrary::LibraryEntry* libEntry = gProjectLibrary().findEntry(sourcePath);
  242. assert(libEntry != nullptr && libEntry->type == ProjectLibrary::LibraryEntryType::File);
  243. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(libEntry);
  244. // If resource is prefab make sure to update it in case any of the prefabs it is referencing changed
  245. if (resEntry->meta->getTypeID() == TID_Prefab)
  246. {
  247. HPrefab prefab = static_resource_cast<Prefab>(gProjectLibrary().load(sourcePath));
  248. prefab->_updateChildInstances();
  249. // TODO - I should also clear prefab diffs
  250. gProjectLibrary().saveEntry(prefab);
  251. }
  252. else
  253. {
  254. Path destPath = outputPath;
  255. destPath.setFilename(entry.getFilename());
  256. FileSystem::copy(entry, destPath);
  257. }
  258. }
  259. // Save icon
  260. Path iconFolder = FileSystem::getWorkingDirectoryPath();
  261. iconFolder.append(BuiltinResources::EngineIconFolder);
  262. Path sourceRoot = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platformInfo->type);
  263. iconFolder.makeRelative(sourceRoot);
  264. Path destRoot = BuildManager::instance().getBuildFolder(BuildFolder::DestinationRoot, platformInfo->type);
  265. Path destIconFile = destRoot;
  266. destIconFile.append(iconFolder);
  267. destIconFile.setFilename(BuiltinResources::IconTextureName + L".asset");
  268. switch (platformInfo->type)
  269. {
  270. case PlatformType::Windows:
  271. {
  272. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  273. gResources().save(winPlatformInfo->taskbarIcon, destIconFile, false);
  274. }
  275. };
  276. // Save manifest
  277. Path manifestPath = outputPath;
  278. manifestPath.append(GAME_RESOURCE_MANIFEST_NAME);
  279. Path internalResourcesFolder = gEditorApplication().getProjectPath();
  280. internalResourcesFolder.append(PROJECT_INTERNAL_DIR);
  281. ResourceManifestPtr manifest = gProjectLibrary()._getManifest();
  282. ResourceManifest::save(manifest, manifestPath, internalResourcesFolder);
  283. }
  284. void ScriptBuildManager::internal_CreateStartupSettings(MonoString* buildFolder, ScriptPlatformInfo* info)
  285. {
  286. SPtr<PlatformInfo> platformInfo;
  287. if (info != nullptr)
  288. platformInfo = info->getPlatformInfo();
  289. SPtr<GameSettings> gameSettings;
  290. if (platformInfo != nullptr)
  291. {
  292. gameSettings->mainSceneUUID = platformInfo->mainScene.getUUID();
  293. gameSettings->fullscreen = platformInfo->fullscreen;
  294. gameSettings->resolutionWidth = platformInfo->windowedWidth;
  295. gameSettings->resolutionWidth = platformInfo->windowedHeight;
  296. switch (platformInfo->type)
  297. {
  298. case(PlatformType::Windows) :
  299. {
  300. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  301. gameSettings->titleBarText = winPlatformInfo->titlebarText;
  302. }
  303. break;
  304. }
  305. }
  306. Path outputPath = MonoUtil::monoToWString(buildFolder);
  307. outputPath.append(GAME_SETTINGS_NAME);
  308. FileEncoder fe(outputPath);
  309. fe.encode(gameSettings.get());
  310. }
  311. }