BsScriptBuildManager.cpp 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptBuildManager.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsTexture.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptPlatformInfo.h"
  9. #include "BsFileSystem.h"
  10. #include "BsIconUtility.h"
  11. #include "BsCoreThread.h"
  12. #include "BsGameSettings.h"
  13. #include "BsFileSerializer.h"
  14. #include "BsProjectLibrary.h"
  15. #include "BsProjectResourceMeta.h"
  16. #include "BsResources.h"
  17. #include "BsPrefab.h"
  18. #include "BsEditorApplication.h"
  19. #include "BsResourceManifest.h"
  20. #include "BsBuiltinResources.h"
  21. #include "BsSceneObject.h"
  22. #include "BsDebug.h"
  23. namespace BansheeEngine
  24. {
  25. ScriptBuildManager::ScriptBuildManager(MonoObject* instance)
  26. :ScriptObject(instance)
  27. { }
  28. void ScriptBuildManager::initRuntimeData()
  29. {
  30. metaData.scriptClass->addInternalCall("Internal_GetAvailablePlatforms", &ScriptBuildManager::internal_GetAvailablePlatforms);
  31. metaData.scriptClass->addInternalCall("Internal_GetActivePlatform", &ScriptBuildManager::internal_GetActivePlatform);
  32. metaData.scriptClass->addInternalCall("Internal_SetActivePlatform", &ScriptBuildManager::internal_SetActivePlatform);
  33. metaData.scriptClass->addInternalCall("Internal_GetActivePlatformInfo", &ScriptBuildManager::internal_GetActivePlatformInfo);
  34. metaData.scriptClass->addInternalCall("Internal_GetPlatformInfo", &ScriptBuildManager::internal_GetPlatformInfo);
  35. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblies", &ScriptBuildManager::internal_GetFrameworkAssemblies);
  36. metaData.scriptClass->addInternalCall("Internal_GetMainExecutable", &ScriptBuildManager::internal_GetMainExecutable);
  37. metaData.scriptClass->addInternalCall("Internal_GetDefines", &ScriptBuildManager::internal_GetDefines);
  38. metaData.scriptClass->addInternalCall("Internal_GetNativeBinaries", &ScriptBuildManager::internal_GetNativeBinaries);
  39. metaData.scriptClass->addInternalCall("Internal_GetBuildFolder", &ScriptBuildManager::internal_GetBuildFolder);
  40. metaData.scriptClass->addInternalCall("Internal_InjectIcons", &ScriptBuildManager::internal_InjectIcons);
  41. metaData.scriptClass->addInternalCall("Internal_PackageResources", &ScriptBuildManager::internal_PackageResources);
  42. metaData.scriptClass->addInternalCall("Internal_CreateStartupSettings", &ScriptBuildManager::internal_CreateStartupSettings);
  43. }
  44. MonoArray* ScriptBuildManager::internal_GetAvailablePlatforms()
  45. {
  46. const Vector<PlatformType>& availableType = BuildManager::instance().getAvailablePlatforms();
  47. ScriptArray outArray = ScriptArray::create<UINT32>((UINT32)availableType.size());
  48. UINT32 idx = 0;
  49. for (auto& type : availableType)
  50. outArray.set(idx++, type);
  51. return outArray.getInternal();
  52. }
  53. PlatformType ScriptBuildManager::internal_GetActivePlatform()
  54. {
  55. return BuildManager::instance().getActivePlatform();
  56. }
  57. void ScriptBuildManager::internal_SetActivePlatform(PlatformType value)
  58. {
  59. BuildManager::instance().setActivePlatform(value);
  60. }
  61. MonoObject* ScriptBuildManager::internal_GetActivePlatformInfo()
  62. {
  63. return ScriptPlatformInfo::create(BuildManager::instance().getActivePlatformInfo());
  64. }
  65. MonoObject* ScriptBuildManager::internal_GetPlatformInfo(PlatformType type)
  66. {
  67. return ScriptPlatformInfo::create(BuildManager::instance().getPlatformInfo(type));
  68. }
  69. MonoArray* ScriptBuildManager::internal_GetFrameworkAssemblies(PlatformType type)
  70. {
  71. Vector<WString> frameworkAssemblies = BuildManager::instance().getFrameworkAssemblies(type);
  72. ScriptArray outArray = ScriptArray::create<WString>((UINT32)frameworkAssemblies.size());
  73. UINT32 idx = 0;
  74. for (auto& assemblyName : frameworkAssemblies)
  75. outArray.set(idx++, MonoUtil::wstringToMono(assemblyName));
  76. return outArray.getInternal();
  77. }
  78. MonoString* ScriptBuildManager::internal_GetMainExecutable(PlatformType type)
  79. {
  80. return MonoUtil::wstringToMono(BuildManager::instance().getMainExecutable(type).toWString());
  81. }
  82. MonoString* ScriptBuildManager::internal_GetDefines(PlatformType type)
  83. {
  84. return MonoUtil::wstringToMono(BuildManager::instance().getDefines(type));
  85. }
  86. MonoArray* ScriptBuildManager::internal_GetNativeBinaries(PlatformType type)
  87. {
  88. Vector<Path> paths = BuildManager::instance().getNativeBinaries(type);
  89. UINT32 numEntries = (UINT32)paths.size();
  90. ScriptArray outArray = ScriptArray::create<WString>(numEntries);
  91. for (UINT32 i = 0; i < numEntries; i++)
  92. {
  93. outArray.set(i, MonoUtil::wstringToMono(paths[i].toWString()));
  94. }
  95. return outArray.getInternal();
  96. }
  97. MonoString* ScriptBuildManager::internal_GetBuildFolder(ScriptBuildFolder folder, PlatformType platform)
  98. {
  99. Path path;
  100. if (folder == ScriptBuildFolder::FrameworkAssemblies)
  101. {
  102. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  103. assemblyFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  104. Path sourceFolder = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platform);
  105. path = assemblyFolder.makeRelative(sourceFolder);
  106. }
  107. else if (folder == ScriptBuildFolder::Mono)
  108. {
  109. Path monoEtcFolder = MonoManager::instance().getMonoEtcFolder();
  110. monoEtcFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  111. Path sourceFolder = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platform);
  112. path = monoEtcFolder.makeRelative(sourceFolder);
  113. }
  114. else
  115. {
  116. BuildFolder nativeFolderType = BuildFolder::SourceRoot;
  117. switch (folder)
  118. {
  119. case ScriptBuildFolder::SourceRoot:
  120. nativeFolderType = BuildFolder::SourceRoot;
  121. break;
  122. case ScriptBuildFolder::DestinationRoot:
  123. nativeFolderType = BuildFolder::DestinationRoot;
  124. break;
  125. case ScriptBuildFolder::NativeBinaries:
  126. nativeFolderType = BuildFolder::NativeBinaries;
  127. break;
  128. case ScriptBuildFolder::BansheeDebugAssemblies:
  129. nativeFolderType = BuildFolder::BansheeDebugAssemblies;
  130. break;
  131. case ScriptBuildFolder::BansheeReleaseAssemblies:
  132. nativeFolderType = BuildFolder::BansheeReleaseAssemblies;
  133. break;
  134. case ScriptBuildFolder::Data:
  135. nativeFolderType = BuildFolder::Data;
  136. break;
  137. }
  138. path = BuildManager::instance().getBuildFolder(nativeFolderType, platform);
  139. }
  140. return MonoUtil::wstringToMono(path.toWString());
  141. }
  142. void ScriptBuildManager::internal_InjectIcons(MonoString* filePath, ScriptPlatformInfo* info)
  143. {
  144. if (info == nullptr)
  145. return;
  146. Path executablePath = MonoUtil::monoToWString(filePath);
  147. Map<UINT32, PixelDataPtr> icons;
  148. SPtr<PlatformInfo> platformInfo = info->getPlatformInfo();
  149. switch (platformInfo->type)
  150. {
  151. case PlatformType::Windows:
  152. {
  153. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  154. struct IconData
  155. {
  156. UINT32 size;
  157. PixelDataPtr pixels;
  158. };
  159. IconData textures[] =
  160. {
  161. { 16 },
  162. { 32 },
  163. { 48 },
  164. { 64 },
  165. { 96 },
  166. { 128 },
  167. { 192 },
  168. { 256 }
  169. };
  170. HTexture icon = gResources().load(winPlatformInfo->icon);
  171. if (icon.isLoaded())
  172. {
  173. auto& texProps = icon->getProperties();
  174. PixelDataPtr pixels = texProps.allocateSubresourceBuffer(0);
  175. icon->readSubresource(gCoreAccessor(), 0, pixels);
  176. gCoreAccessor().submitToCoreThread(true);
  177. for (auto& entry : textures)
  178. {
  179. entry.pixels = PixelData::create(entry.size, entry.size, 1, PF_R8G8B8A8);
  180. PixelUtil::scale(*pixels, *entry.pixels);
  181. icons[entry.size] = entry.pixels;
  182. }
  183. }
  184. }
  185. break;
  186. }
  187. IconUtility::updateIconExe(executablePath, icons);
  188. }
  189. void ScriptBuildManager::internal_PackageResources(MonoString* buildFolder, ScriptPlatformInfo* info)
  190. {
  191. UnorderedSet<Path> usedResources;
  192. // Get all resources manually included in build
  193. Vector<ProjectLibrary::FileEntry*> buildResources = gProjectLibrary().getResourcesForBuild();
  194. for (auto& entry : buildResources)
  195. {
  196. if (entry->meta == nullptr)
  197. {
  198. LOGWRN("Cannot include resource in build, missing meta file for: " + entry->path.toString());
  199. continue;
  200. }
  201. auto& resourceMetas = entry->meta->getResourceMetaData();
  202. for(auto& resMeta : resourceMetas)
  203. {
  204. Path resourcePath;
  205. if (gResources().getFilePathFromUUID(resMeta->getUUID(), resourcePath))
  206. usedResources.insert(resourcePath);
  207. else
  208. LOGWRN("Cannot include resource in build, missing imported asset for: " + entry->path.toString());
  209. }
  210. }
  211. // Include main scene
  212. SPtr<PlatformInfo> platformInfo;
  213. if (info != nullptr)
  214. platformInfo = info->getPlatformInfo();
  215. if (platformInfo != nullptr)
  216. {
  217. Path resourcePath;
  218. if (gResources().getFilePathFromUUID(platformInfo->mainScene.getUUID(), resourcePath))
  219. usedResources.insert(resourcePath);
  220. else
  221. LOGWRN("Cannot include main scene in build, missing imported asset.");
  222. }
  223. // Find dependencies of all resources
  224. Vector<Path> newResources;
  225. for (auto& entry : usedResources)
  226. newResources.push_back(entry);
  227. while (!newResources.empty())
  228. {
  229. Vector<Path> allDependencies;
  230. for (auto& entry : newResources)
  231. {
  232. Vector<String> curDependencies = gResources().getDependencies(entry);
  233. for (auto& entry : curDependencies)
  234. {
  235. Path resourcePath;
  236. if (gResources().getFilePathFromUUID(entry, resourcePath))
  237. {
  238. if (usedResources.find(resourcePath) == usedResources.end())
  239. {
  240. allDependencies.push_back(resourcePath);
  241. usedResources.insert(resourcePath);
  242. }
  243. }
  244. }
  245. }
  246. newResources = allDependencies;
  247. }
  248. // Copy resources
  249. Path outputPath = MonoUtil::monoToWString(buildFolder);
  250. outputPath.append(GAME_RESOURCES_FOLDER_NAME);
  251. FileSystem::createDir(outputPath);
  252. for (auto& entry : usedResources)
  253. {
  254. String uuid;
  255. bool foundUUID = gResources().getUUIDFromFilePath(entry, uuid);
  256. BS_ASSERT(foundUUID);
  257. Path sourcePath = gProjectLibrary().uuidToPath(uuid);
  258. if (sourcePath.isEmpty()) // Resource not part of library, meaning its built-in and we don't need to copy those here
  259. continue;
  260. ProjectResourceMetaPtr resMeta = gProjectLibrary().findResourceMeta(sourcePath);
  261. assert(resMeta != nullptr);
  262. Path destPath = outputPath;
  263. destPath.setFilename(entry.getFilename());
  264. // If resource is prefab make sure to update it in case any of the prefabs it is referencing changed
  265. if (resMeta->getTypeID() == TID_Prefab)
  266. {
  267. bool reload = gResources().isLoaded(uuid);
  268. HPrefab prefab = static_resource_cast<Prefab>(gProjectLibrary().load(sourcePath));
  269. prefab->_updateChildInstances();
  270. // Clear prefab diffs as they're not used in standalone
  271. Stack<HSceneObject> todo;
  272. todo.push(prefab->_getRoot());
  273. while (!todo.empty())
  274. {
  275. HSceneObject current = todo.top();
  276. todo.pop();
  277. current->_clearPrefabDiff();
  278. UINT32 numChildren = current->getNumChildren();
  279. for (UINT32 i = 0; i < numChildren; i++)
  280. {
  281. HSceneObject child = current->getChild(i);
  282. todo.push(child);
  283. }
  284. }
  285. gResources().save(prefab, destPath, false);
  286. // Need to unload this one as we modified it in memory, and we don't want to persist those changes past
  287. // this point
  288. gResources().release(prefab);
  289. if (reload)
  290. gProjectLibrary().load(sourcePath);
  291. }
  292. else
  293. FileSystem::copy(entry, destPath);
  294. }
  295. // Save icon
  296. Path iconFolder = FileSystem::getWorkingDirectoryPath();
  297. iconFolder.append(BuiltinResources::getIconFolder());
  298. Path sourceRoot = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platformInfo->type);
  299. iconFolder.makeRelative(sourceRoot);
  300. Path destRoot = BuildManager::instance().getBuildFolder(BuildFolder::DestinationRoot, platformInfo->type);
  301. Path destIconFile = destRoot;
  302. destIconFile.append(iconFolder);
  303. destIconFile.setFilename(BuiltinResources::IconTextureName + L".asset");
  304. switch (platformInfo->type)
  305. {
  306. case PlatformType::Windows:
  307. {
  308. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  309. HTexture icon = gResources().load(winPlatformInfo->icon);
  310. if (icon != nullptr)
  311. gResources().save(icon, destIconFile, true);
  312. }
  313. };
  314. // Save manifest
  315. Path manifestPath = outputPath;
  316. manifestPath.append(GAME_RESOURCE_MANIFEST_NAME);
  317. Path internalResourcesFolder = gEditorApplication().getProjectPath();
  318. internalResourcesFolder.append(PROJECT_INTERNAL_DIR);
  319. ResourceManifestPtr manifest = gProjectLibrary()._getManifest();
  320. ResourceManifest::save(manifest, manifestPath, internalResourcesFolder);
  321. }
  322. void ScriptBuildManager::internal_CreateStartupSettings(MonoString* buildFolder, ScriptPlatformInfo* info)
  323. {
  324. SPtr<PlatformInfo> platformInfo;
  325. if (info != nullptr)
  326. platformInfo = info->getPlatformInfo();
  327. SPtr<GameSettings> gameSettings;
  328. if (platformInfo != nullptr)
  329. {
  330. gameSettings = bs_shared_ptr_new<GameSettings>();
  331. gameSettings->mainSceneUUID = platformInfo->mainScene.getUUID();
  332. gameSettings->fullscreen = platformInfo->fullscreen;
  333. gameSettings->resolutionWidth = platformInfo->windowedWidth;
  334. gameSettings->resolutionHeight = platformInfo->windowedHeight;
  335. switch (platformInfo->type)
  336. {
  337. case(PlatformType::Windows) :
  338. {
  339. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  340. gameSettings->titleBarText = winPlatformInfo->titlebarText;
  341. }
  342. break;
  343. }
  344. }
  345. Path outputPath = MonoUtil::monoToWString(buildFolder);
  346. outputPath.append(GAME_SETTINGS_NAME);
  347. FileEncoder fe(outputPath);
  348. fe.encode(gameSettings.get());
  349. }
  350. }