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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Xml;
using UnityEditor;
using UnityEngine;
#if UNITY_2018_1_OR_NEWER
using UnityEditor.Build.Reporting;
#endif
namespace HoloToolkit.Unity
{
/// <summary>
/// Class containing various utility methods to build a WSA solution from a Unity project.
/// </summary>
public static class BuildSLNUtilities
{
/// <summary>
/// A method capable of configuring <see cref="BuildInfo"/> settings.
/// </summary>
/// <param name="toConfigure">The settings to configure.</param>
public delegate void BuildInfoConfigurationMethod(ref BuildInfo toConfigure);
/// <summary>
/// Add a handler to this event to override <see cref="BuildInfo"/> defaults before a build.
/// </summary>
/// <seealso cref="RaiseOverrideBuildDefaults"/>
public static event BuildInfoConfigurationMethod OverrideBuildDefaults;
/// <summary>
/// Call this method to give other code an opportunity to override <see cref="BuildInfo"/> defaults.
/// </summary>
/// <param name="toConfigure">>The settings to configure.</param>
/// <seealso cref="OverrideBuildDefaults"/>
public static void RaiseOverrideBuildDefaults(ref BuildInfo toConfigure)
{
if (OverrideBuildDefaults != null)
{
OverrideBuildDefaults(ref toConfigure);
}
}
// Build configurations. Exactly one of these should be defined for any given build.
public const string BuildSymbolDebug = "DEBUG";
public const string BuildSymbolRelease = "RELEASE";
public const string BuildSymbolMaster = "MASTER";
/// <summary>
/// Event triggered when a build starts.
/// </summary>
public static event Action<BuildInfo> BuildStarted;
#if UNITY_2018_1_OR_NEWER
/// <summary>
/// Event triggered when a build completes.
/// </summary>
public static event Action<BuildInfo, BuildReport> BuildCompleted;
#else
/// <summary>
/// Event triggered when a build completes.
/// </summary>
public static event Action<BuildInfo, string> BuildCompleted;
#endif
public static void PerformBuild(BuildInfo buildInfo)
{
BuildTargetGroup buildTargetGroup = GetGroup(buildInfo.BuildTarget);
string oldBuildSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
if (!string.IsNullOrEmpty(oldBuildSymbols))
{
if (buildInfo.HasConfigurationSymbol())
{
buildInfo.AppendSymbols(BuildInfo.RemoveConfigurationSymbols(oldBuildSymbols));
}
else
{
buildInfo.AppendSymbols(oldBuildSymbols.Split(';'));
}
}
if ((buildInfo.BuildOptions & BuildOptions.Development) == BuildOptions.Development)
{
if (!buildInfo.HasConfigurationSymbol())
{
buildInfo.AppendSymbols(BuildSymbolDebug);
}
}
if (buildInfo.HasAnySymbols(BuildSymbolDebug))
{
buildInfo.BuildOptions |= BuildOptions.Development | BuildOptions.AllowDebugging;
}
if (buildInfo.HasAnySymbols(BuildSymbolRelease))
{
//Unity automatically adds the DEBUG symbol if the BuildOptions.Development flag is
//specified. In order to have debug symbols and the RELEASE symbols we have to
//inject the symbol Unity relies on to enable the /debug+ flag of csc.exe which is "DEVELOPMENT_BUILD"
buildInfo.AppendSymbols("DEVELOPMENT_BUILD");
}
BuildTarget oldBuildTarget = EditorUserBuildSettings.activeBuildTarget;
BuildTargetGroup oldBuildTargetGroup = GetGroup(oldBuildTarget);
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, buildInfo.BuildTarget);
WSAUWPBuildType? oldWSAUWPBuildType = EditorUserBuildSettings.wsaUWPBuildType;
if (buildInfo.WSAUWPBuildType.HasValue)
{
EditorUserBuildSettings.wsaUWPBuildType = buildInfo.WSAUWPBuildType.Value;
}
var oldWSAGenerateReferenceProjects = EditorUserBuildSettings.wsaGenerateReferenceProjects;
if (buildInfo.WSAGenerateReferenceProjects.HasValue)
{
EditorUserBuildSettings.wsaGenerateReferenceProjects = buildInfo.WSAGenerateReferenceProjects.Value;
}
var oldColorSpace = PlayerSettings.colorSpace;
if (buildInfo.ColorSpace.HasValue)
{
PlayerSettings.colorSpace = buildInfo.ColorSpace.Value;
}
if (buildInfo.BuildSymbols != null)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, buildInfo.BuildSymbols);
}
// For the WSA player, Unity builds into a target directory.
// For other players, the OutputPath parameter indicates the
// path to the target executable to build.
if (buildInfo.BuildTarget == BuildTarget.WSAPlayer)
{
Directory.CreateDirectory(buildInfo.OutputDirectory);
}
OnPreProcessBuild(buildInfo);
EditorUtility.DisplayProgressBar("Build Pipeline", "Gathering Build data...", 0.25f);
#if UNITY_2018_1_OR_NEWER
BuildReport buildReport = default(BuildReport);
#else
string buildReport = "ERROR";
#endif
try
{
buildReport = BuildPipeline.BuildPlayer(
buildInfo.Scenes.ToArray(),
buildInfo.OutputDirectory,
buildInfo.BuildTarget,
buildInfo.BuildOptions);
#if UNITY_2018_1_OR_NEWER
if (buildReport.summary.result != BuildResult.Succeeded)
{
throw new Exception(string.Format("Build Result: {0}", buildReport.summary.result.ToString()));
}
#else
if (buildReport.StartsWith("Error"))
{
throw new Exception(buildReport);
}
#endif
}
finally
{
OnPostProcessBuild(buildInfo, buildReport);
if (buildInfo.BuildTarget == BuildTarget.WSAPlayer && EditorUserBuildSettings.wsaGenerateReferenceProjects)
{
UwpProjectPostProcess.Execute(buildInfo.OutputDirectory);
}
PlayerSettings.colorSpace = oldColorSpace;
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, oldBuildSymbols);
EditorUserBuildSettings.wsaUWPBuildType = oldWSAUWPBuildType.Value;
EditorUserBuildSettings.wsaGenerateReferenceProjects = oldWSAGenerateReferenceProjects;
EditorUserBuildSettings.SwitchActiveBuildTarget(oldBuildTargetGroup, oldBuildTarget);
}
}
public static void ParseBuildCommandLine(ref BuildInfo buildInfo)
{
string[] arguments = Environment.GetCommandLineArgs();
buildInfo.IsCommandLine = true;
for (int i = 0; i < arguments.Length; ++i)
{
// Can't use -buildTarget which is something Unity already takes as an argument for something.
if (string.Equals(arguments[i], "-duskBuildTarget", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.BuildTarget = (BuildTarget)Enum.Parse(typeof(BuildTarget), arguments[++i]);
}
else if (string.Equals(arguments[i], "-wsaSDK", StringComparison.InvariantCultureIgnoreCase))
{
string wsaSdkArg = arguments[++i];
buildInfo.WSASdk = (WSASDK)Enum.Parse(typeof(WSASDK), wsaSdkArg);
}
else if (string.Equals(arguments[i], "-wsaUwpSdk", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.WSAUwpSdk = arguments[++i];
}
else if (string.Equals(arguments[i], "-wsaUWPBuildType", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.WSAUWPBuildType = (WSAUWPBuildType)Enum.Parse(typeof(WSAUWPBuildType), arguments[++i]);
}
else if (string.Equals(arguments[i], "-wsaGenerateReferenceProjects", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.WSAGenerateReferenceProjects = bool.Parse(arguments[++i]);
}
else if (string.Equals(arguments[i], "-buildOutput", StringComparison.InvariantCultureIgnoreCase))
{
buildInfo.OutputDirectory = arguments[++i];
}
else if (string.Equals(arguments[i], "-buildDesc", StringComparison.InvariantCultureIgnoreCase))
{
ParseBuildDescriptionFile(arguments[++i], ref buildInfo);
}
else if (string.Equals(arguments[i], "-unityBuildSymbols", StringComparison.InvariantCultureIgnoreCase))
{
string newBuildSymbols = arguments[++i];
buildInfo.AppendSymbols(newBuildSymbols.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries));
}
}
}
public static void PerformBuild_CommandLine()
{
var buildInfo = new BuildInfo
{
// Use scenes from the editor build settings.
Scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
// Configure a post build action to throw appropriate error code.
PostBuildAction = (innerBuildInfo, buildReport) =>
{
#if UNITY_2018_1_OR_NEWER
if (buildReport.summary.result != BuildResult.Succeeded)
#else
if (!string.IsNullOrEmpty(buildReport))
#endif
{
EditorApplication.Exit(1);
}
}
};
RaiseOverrideBuildDefaults(ref buildInfo);
ParseBuildCommandLine(ref buildInfo);
PerformBuild(buildInfo);
}
public static void ParseBuildDescriptionFile(string filename, ref BuildInfo buildInfo)
{
Debug.Log(string.Format(CultureInfo.InvariantCulture, "Build: Using \"{0}\" as build description", filename));
// Parse the XML file
var reader = new XmlTextReader(filename);
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (string.Equals(reader.Name, "SceneList", StringComparison.InvariantCultureIgnoreCase))
{
// Set the scenes we want to build
buildInfo.Scenes = ReadSceneList(reader);
}
else if (string.Equals(reader.Name, "CopyList", StringComparison.InvariantCultureIgnoreCase))
{
// Set the directories we want to copy
buildInfo.CopyDirectories = ReadCopyList(reader);
}
break;
}
}
}
private static BuildTargetGroup GetGroup(BuildTarget buildTarget)
{
switch (buildTarget)
{
case BuildTarget.WSAPlayer:
return BuildTargetGroup.WSA;
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return BuildTargetGroup.Standalone;
default:
return BuildTargetGroup.Unknown;
}
}
private static IEnumerable<string> ReadSceneList(XmlTextReader reader)
{
var result = new List<string>();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (string.Equals(reader.Name, "Scene", StringComparison.InvariantCultureIgnoreCase))
{
while (reader.MoveToNextAttribute())
{
if (string.Equals(reader.Name, "Name", StringComparison.InvariantCultureIgnoreCase))
{
result.Add(reader.Value);
Debug.Log(string.Format(CultureInfo.InvariantCulture, "Build: Adding scene \"{0}\"", reader.Value));
}
}
}
break;
case XmlNodeType.EndElement:
if (string.Equals(reader.Name, "SceneList", StringComparison.InvariantCultureIgnoreCase))
{
return result;
}
break;
}
}
return result;
}
private static IEnumerable<CopyDirectoryInfo> ReadCopyList(XmlTextReader reader)
{
var result = new List<CopyDirectoryInfo>();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (string.Equals(reader.Name, "Copy", StringComparison.InvariantCultureIgnoreCase))
{
string source = null;
string dest = null;
string filter = null;
bool recursive = false;
while (reader.MoveToNextAttribute())
{
if (string.Equals(reader.Name, "Source", StringComparison.InvariantCultureIgnoreCase))
{
source = reader.Value;
}
else if (string.Equals(reader.Name, "Destination", StringComparison.InvariantCultureIgnoreCase))
{
dest = reader.Value;
}
else if (string.Equals(reader.Name, "Recursive", StringComparison.InvariantCultureIgnoreCase))
{
recursive = Convert.ToBoolean(reader.Value);
}
else if (string.Equals(reader.Name, "Filter", StringComparison.InvariantCultureIgnoreCase))
{
filter = reader.Value;
}
}
if (source != null)
{
// Either the file specifies the Destination as well, or else CopyDirectory will use Source for Destination
var info = new CopyDirectoryInfo { Source = source };
if (dest != null)
{
info.Destination = dest;
}
if (filter != null)
{
info.Filter = filter;
}
info.Recursive = recursive;
Debug.Log(string.Format(CultureInfo.InvariantCulture, @"Build: Adding {0}copy ""{1}\{2}"" => ""{3}""", info.Recursive ? "Recursive " : "", info.Source, info.Filter, info.Destination ?? info.Source));
result.Add(info);
}
}
break;
case XmlNodeType.EndElement:
if (string.Equals(reader.Name, "CopyList", StringComparison.InvariantCultureIgnoreCase))
return result;
break;
}
}
return result;
}
public static void CopyDirectory(string sourceDirectoryPath, string destinationDirectoryPath, CopyDirectoryInfo directoryInfo)
{
sourceDirectoryPath = Path.Combine(sourceDirectoryPath, directoryInfo.Source);
destinationDirectoryPath = Path.Combine(destinationDirectoryPath, directoryInfo.Destination ?? directoryInfo.Source);
Debug.Log(string.Format(CultureInfo.InvariantCulture, @"{0} ""{1}\{2}"" to ""{3}""", directoryInfo.Recursive ? "Recursively copying" : "Copying", sourceDirectoryPath, directoryInfo.Filter, destinationDirectoryPath));
foreach (string sourceFilePath in Directory.GetFiles(sourceDirectoryPath, directoryInfo.Filter, directoryInfo.Recursive ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly))
{
string destinationFilePath = sourceFilePath.Replace(sourceDirectoryPath, destinationDirectoryPath);
try
{
Directory.CreateDirectory(Path.GetDirectoryName(destinationFilePath));
if (File.Exists(destinationFilePath))
{
File.SetAttributes(destinationFilePath, FileAttributes.Normal);
}
File.Copy(sourceFilePath, destinationFilePath, true);
File.SetAttributes(destinationFilePath, FileAttributes.Normal);
}
catch (Exception exception)
{
Debug.LogError(string.Format(CultureInfo.InvariantCulture, "Failed to copy \"{0}\" to \"{1}\" with \"{2}\"", sourceFilePath, destinationFilePath, exception));
}
}
}
private static void OnPreProcessBuild(BuildInfo buildInfo)
{
// Raise the global event for listeners
BuildStarted.RaiseEvent(buildInfo);
// Call the pre-build action, if any
if (buildInfo.PreBuildAction != null)
{
buildInfo.PreBuildAction(buildInfo);
}
}
#if UNITY_2018_1_OR_NEWER
private static void OnPostProcessBuild(BuildInfo buildInfo, BuildReport buildReport)
{
if (buildReport.summary.result == BuildResult.Succeeded)
#else
private static void OnPostProcessBuild(BuildInfo buildInfo, string buildReport)
{
if (string.IsNullOrEmpty(buildReport))
#endif
{
string outputProjectDirectoryPath = Path.Combine(GetProjectPath(), buildInfo.OutputDirectory);
if (buildInfo.CopyDirectories != null)
{
string inputProjectDirectoryPath = GetProjectPath();
foreach (var directory in buildInfo.CopyDirectories)
{
CopyDirectory(inputProjectDirectoryPath, outputProjectDirectoryPath, directory);
}
}
}
// Raise the global event for listeners
BuildCompleted.RaiseEvent(buildInfo, buildReport);
// Call the post-build action, if any
if (buildInfo.PostBuildAction != null)
{
buildInfo.PostBuildAction(buildInfo, buildReport);
}
}
public static string GetProjectPath()
{
return Path.GetDirectoryName(Path.GetFullPath(Application.dataPath));
}
}
}