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