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::BansheeDebugAssemblies:
  127. nativeFolderType = BuildFolder::BansheeDebugAssemblies;
  128. break;
  129. case ScriptBuildFolder::BansheeReleaseAssemblies:
  130. nativeFolderType = BuildFolder::BansheeReleaseAssemblies;
  131. break;
  132. case ScriptBuildFolder::Data:
  133. nativeFolderType = BuildFolder::Data;
  134. break;
  135. }
  136. path = BuildManager::instance().getBuildFolder(nativeFolderType, platform);
  137. }
  138. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), path.toWString());
  139. }
  140. void ScriptBuildManager::internal_InjectIcons(MonoString* filePath, ScriptPlatformInfo* info)
  141. {
  142. if (info == nullptr)
  143. return;
  144. Path executablePath = MonoUtil::monoToWString(filePath);
  145. Map<UINT32, PixelDataPtr> icons;
  146. SPtr<PlatformInfo> platformInfo = info->getPlatformInfo();
  147. switch (platformInfo->type)
  148. {
  149. case PlatformType::Windows:
  150. {
  151. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  152. struct IconData
  153. {
  154. UINT32 size;
  155. PixelDataPtr pixels;
  156. };
  157. IconData textures[] =
  158. {
  159. { 16 },
  160. { 32 },
  161. { 48 },
  162. { 64 },
  163. { 96 },
  164. { 128 },
  165. { 192 },
  166. { 256 }
  167. };
  168. HTexture icon = winPlatformInfo->icon;
  169. if (icon.isLoaded())
  170. {
  171. auto& texProps = icon->getProperties();
  172. PixelDataPtr pixels = texProps.allocateSubresourceBuffer(0);
  173. icon->readSubresource(gCoreAccessor(), 0, pixels);
  174. gCoreAccessor().submitToCoreThread(true);
  175. for (auto& entry : textures)
  176. {
  177. entry.pixels = PixelData::create(entry.size, entry.size, 1, PF_R8G8B8A8);
  178. PixelUtil::scale(*pixels, *entry.pixels);
  179. icons[entry.size] = entry.pixels;
  180. }
  181. }
  182. }
  183. break;
  184. }
  185. IconUtility::updateIconExe(executablePath, icons);
  186. }
  187. void ScriptBuildManager::internal_PackageResources(MonoString* buildFolder, ScriptPlatformInfo* info)
  188. {
  189. UnorderedSet<Path> usedResources;
  190. // Get all resources manually included in build
  191. Vector<ProjectLibrary::ResourceEntry*> buildResources = gProjectLibrary().getResourcesForBuild();
  192. for (auto& entry : buildResources)
  193. {
  194. if (entry->meta == nullptr)
  195. {
  196. LOGWRN("Cannot include resource in build, missing meta file for: " + entry->path.toString());
  197. continue;
  198. }
  199. Path resourcePath;
  200. if (gResources().getFilePathFromUUID(entry->meta->getUUID(), resourcePath))
  201. usedResources.insert(resourcePath);
  202. else
  203. LOGWRN("Cannot include resource in build, missing imported asset for: " + entry->path.toString());
  204. }
  205. // Include main scene
  206. SPtr<PlatformInfo> platformInfo;
  207. if (info != nullptr)
  208. platformInfo = info->getPlatformInfo();
  209. if (platformInfo != nullptr)
  210. {
  211. Path resourcePath;
  212. if (gResources().getFilePathFromUUID(platformInfo->mainScene.getUUID(), resourcePath))
  213. usedResources.insert(resourcePath);
  214. else
  215. LOGWRN("Cannot include main scene in build, missing imported asset.");
  216. }
  217. // Find dependencies of all resources
  218. Vector<Path> newResources;
  219. for (auto& entry : usedResources)
  220. newResources.push_back(entry);
  221. while (!newResources.empty())
  222. {
  223. Vector<Path> allDependencies;
  224. for (auto& entry : newResources)
  225. {
  226. Vector<String> curDependencies = gResources().getDependencies(entry);
  227. for (auto& entry : curDependencies)
  228. {
  229. Path resourcePath;
  230. if (gResources().getFilePathFromUUID(entry, resourcePath))
  231. {
  232. if (usedResources.find(resourcePath) == usedResources.end())
  233. {
  234. allDependencies.push_back(resourcePath);
  235. usedResources.insert(resourcePath);
  236. }
  237. }
  238. }
  239. }
  240. newResources = allDependencies;
  241. }
  242. // Copy resources
  243. Path outputPath = MonoUtil::monoToWString(buildFolder);
  244. outputPath.append(GAME_RESOURCES_FOLDER_NAME);
  245. FileSystem::createDir(outputPath);
  246. for (auto& entry : usedResources)
  247. {
  248. String uuid;
  249. BS_ASSERT(gResources().getUUIDFromFilePath(entry, uuid));
  250. Path sourcePath = gProjectLibrary().uuidToPath(uuid);
  251. if (sourcePath.isEmpty()) // Resource not part of library, meaning its built-in and we don't need to copy those here
  252. continue;
  253. ProjectLibrary::LibraryEntry* libEntry = gProjectLibrary().findEntry(sourcePath);
  254. assert(libEntry != nullptr && libEntry->type == ProjectLibrary::LibraryEntryType::File);
  255. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(libEntry);
  256. Path destPath = outputPath;
  257. destPath.setFilename(entry.getFilename());
  258. // If resource is prefab make sure to update it in case any of the prefabs it is referencing changed
  259. if (resEntry->meta->getTypeID() == TID_Prefab)
  260. {
  261. bool reload = gResources().isLoaded(uuid);
  262. HPrefab prefab = static_resource_cast<Prefab>(gProjectLibrary().load(sourcePath));
  263. prefab->_updateChildInstances();
  264. // Clear prefab diffs as they're not used in standalone
  265. Stack<HSceneObject> todo;
  266. todo.push(prefab->_getRoot());
  267. while (!todo.empty())
  268. {
  269. HSceneObject current = todo.top();
  270. todo.pop();
  271. current->_clearPrefabDiff();
  272. UINT32 numChildren = current->getNumChildren();
  273. for (UINT32 i = 0; i < numChildren; i++)
  274. {
  275. HSceneObject child = current->getChild(i);
  276. todo.push(child);
  277. }
  278. }
  279. gResources().save(prefab, destPath, false);
  280. // Need to unload this one as we modified it in memory, and we don't want to persist those changes past
  281. // this point
  282. gResources().unload(prefab);
  283. if (reload)
  284. gProjectLibrary().load(sourcePath);
  285. }
  286. else
  287. FileSystem::copy(entry, destPath);
  288. }
  289. // Save icon
  290. Path iconFolder = FileSystem::getWorkingDirectoryPath();
  291. iconFolder.append(BuiltinResources::getIconFolder());
  292. Path sourceRoot = BuildManager::instance().getBuildFolder(BuildFolder::SourceRoot, platformInfo->type);
  293. iconFolder.makeRelative(sourceRoot);
  294. Path destRoot = BuildManager::instance().getBuildFolder(BuildFolder::DestinationRoot, platformInfo->type);
  295. Path destIconFile = destRoot;
  296. destIconFile.append(iconFolder);
  297. destIconFile.setFilename(BuiltinResources::IconTextureName + L".asset");
  298. switch (platformInfo->type)
  299. {
  300. case PlatformType::Windows:
  301. {
  302. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  303. HTexture icon = winPlatformInfo->icon;
  304. if (icon != nullptr)
  305. gResources().save(icon, destIconFile, true);
  306. }
  307. };
  308. // Save manifest
  309. Path manifestPath = outputPath;
  310. manifestPath.append(GAME_RESOURCE_MANIFEST_NAME);
  311. Path internalResourcesFolder = gEditorApplication().getProjectPath();
  312. internalResourcesFolder.append(PROJECT_INTERNAL_DIR);
  313. ResourceManifestPtr manifest = gProjectLibrary()._getManifest();
  314. ResourceManifest::save(manifest, manifestPath, internalResourcesFolder);
  315. }
  316. void ScriptBuildManager::internal_CreateStartupSettings(MonoString* buildFolder, ScriptPlatformInfo* info)
  317. {
  318. SPtr<PlatformInfo> platformInfo;
  319. if (info != nullptr)
  320. platformInfo = info->getPlatformInfo();
  321. SPtr<GameSettings> gameSettings;
  322. if (platformInfo != nullptr)
  323. {
  324. gameSettings = bs_shared_ptr_new<GameSettings>();
  325. gameSettings->mainSceneUUID = platformInfo->mainScene.getUUID();
  326. gameSettings->fullscreen = platformInfo->fullscreen;
  327. gameSettings->resolutionWidth = platformInfo->windowedWidth;
  328. gameSettings->resolutionWidth = platformInfo->windowedHeight;
  329. switch (platformInfo->type)
  330. {
  331. case(PlatformType::Windows) :
  332. {
  333. SPtr<WinPlatformInfo> winPlatformInfo = std::static_pointer_cast<WinPlatformInfo>(platformInfo);
  334. gameSettings->titleBarText = winPlatformInfo->titlebarText;
  335. }
  336. break;
  337. }
  338. }
  339. Path outputPath = MonoUtil::monoToWString(buildFolder);
  340. outputPath.append(GAME_SETTINGS_NAME);
  341. FileEncoder fe(outputPath);
  342. fe.encode(gameSettings.get());
  343. }
  344. }