private BuildOptions ConfigureCompression(BuildOptions options)
        {
            var choice = 0;

            if (options.HasFlag(BuildOptions.CompressWithLz4))
            {
                choice = 1;
            }
            else if (options.HasFlag(BuildOptions.CompressWithLz4HC))
            {
                choice = 2;
            }

            choice = EditorGUILayout.Popup("Compression", choice, style.CompressionOptions);

            switch (choice)
            {
            case 0:
                options &= ~(BuildOptions.CompressWithLz4 | BuildOptions.CompressWithLz4HC);
                break;

            case 1:
                options |= BuildOptions.CompressWithLz4;
                break;

            case 2:
                options |= BuildOptions.CompressWithLz4HC;
                break;
            }

            return(options);
        }
Beispiel #2
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        private static BuildOptions ConfigurePlatform(BuildTarget target, BuildOptions options)
        {
            var headlessSupported = BuildSupportChecker.CanBuildHeadless(target);

            if (EditorGUILayout.Toggle("Development", options.HasFlag(BuildOptions.Development)))
            {
                options |= BuildOptions.Development;
            }
            else
            {
                // When the `Development flag` is disabled, we also disable the 'Allow Debug' flag to
                // ensure consistency between UI and BuildOptions flags
                options &= ~(BuildOptions.Development | BuildOptions.AllowDebugging);
            }

            options = ConfigureDebug(options);


            if (headlessSupported &&
                EditorGUILayout.Toggle("Server build", options.HasFlag(BuildOptions.EnableHeadlessMode)))
            {
                options |= BuildOptions.EnableHeadlessMode;
            }
            else
            {
                options &= ~BuildOptions.EnableHeadlessMode;
            }

            return(options);
        }
        bool CheckAssetDirty(BuildDataInputFile file)
        {
            NPath path = file.path;

            if (!path.Exists())
            {
                Console.WriteLine($"Rebuilding Data files because {path} is dirty (deleted)");
                return(true);
            }

            string contentHash = "";

            if (path.Extension == "cs")
            {
                var monoScript = AssetDatabase.LoadAssetAtPath <MonoScript>(path.ToString());
                if (monoScript != null)
                {
                    contentHash = monoScript.GetPropertiesHashString(buildOptions.HasFlag(BuildOptions.Development));
                }
            }
            else
            {
                contentHash = AssetDatabase.GetAssetDependencyHash(file.path).ToString();
            }

            if (contentHash != file.contentHash)
            {
                Console.WriteLine($"Rebuilding Data files because {path} is dirty (hash)");
                return(true);
            }

            return(false);
        }
Beispiel #4
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 public string[] OnFilterAssemblies(BuildOptions buildOptions, string[] assemblies)
 {
     if (buildOptions.HasFlag(BuildOptions.IncludeTestAssemblies))
     {
         return(assemblies);
     }
     return(assemblies.Where(x => ValidateName(x)).ToArray());
 }
Beispiel #5
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        public BenchmarkBuildTask(FileReference InProjectFile, string InTarget, UnrealTargetPlatform InPlatform, BuildOptions InOptions, string InUBTArgs = "", int CoreCount = 0)
        {
            bool IsVanillaUE4 = InProjectFile == null;

            string ModuleName = IsVanillaUE4 ? "UE4" : InProjectFile.GetFileNameWithoutAnyExtensions();

            TaskName = string.Format("{0} {1} {2}", ModuleName, InTarget, InPlatform);

            Command             = new BuildTarget();
            Command.ProjectName = IsVanillaUE4 ? null : ModuleName;
            Command.Platforms   = InPlatform.ToString();
            Command.Targets     = InTarget;
            Command.NoTools     = true;
            Command.Clean       = InOptions.HasFlag(BuildOptions.Clean);

            Command.UBTArgs = InUBTArgs;

            bool WithAccel = !InOptions.HasFlag(BuildOptions.NoAcceleration);

            if (!WithAccel || !SupportsAcceleration)
            {
                string Arg = string.Format("No{0}", AccelerationName);

                Command.UBTArgs += " -" + Arg;
                TaskModifiers.Add(Arg);
                Command.Params = new[] { Arg };                 // need to also pass it to this

                if (CoreCount > 0)
                {
                    TaskModifiers.Add(string.Format("{0}c", CoreCount));

                    Command.UBTArgs += string.Format(" -MaxParallelActions={0}", CoreCount);
                }
            }
            else
            {
                TaskModifiers.Add(AccelerationName);
            }

            if (!string.IsNullOrEmpty(InUBTArgs))
            {
                TaskModifiers.Add(InUBTArgs);
            }
        }
Beispiel #6
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        private static BuildOptions ConfigureDebug(BuildOptions options)
        {
            var isDebugEnabled = options.HasFlag(BuildOptions.Development) &&
                                 options.HasFlag(BuildOptions.AllowDebugging);

            using (new EditorGUI.DisabledScope(!options.HasFlag(BuildOptions.Development)))
            {
                if (EditorGUILayout.Toggle("Allow Debug", isDebugEnabled))
                {
                    options |= BuildOptions.AllowDebugging;
                }
                else
                {
                    options &= ~BuildOptions.AllowDebugging;
                }
            }

            return(options);
        }
        public void Build()
        {
            string exportFolder;

            if (!TryGetPackageExportFolder(out exportFolder, promptIfNotDefined: true))
            {
                UnityEngine.Debug.LogError("Could not build " + DefinitionName + " because no export folder was chosen.");
                return;
            }

            if (_trySuffixWithGitHash)
            {
                string hash;
                if (tryGetGitCommitHash(out hash))
                {
                    exportFolder = Path.Combine(exportFolder, DefinitionName + "_" + hash);
                }
                else
                {
                    UnityEngine.Debug.LogWarning("Failed to get git hash.");
                }
            }

            string fullPath = Path.Combine(
                Path.Combine(exportFolder, _definitionName),
                DefinitionName
                );

            var buildOptions = new BuildPlayerOptions()
            {
                scenes = _scenes.Where(s => s != null).
                         Select(s => AssetDatabase.GetAssetPath(s)).
                         ToArray(),
                options = _options,
            };

            foreach (var target in _targets)
            {
                buildOptions.target           = target;
                buildOptions.locationPathName = fullPath + "." + getFileSuffix(target);

                if (_useSpecificPlayerSettings)
                {
                    var origFullscreenMode  = PlayerSettings.fullScreenMode;
                    var origDefaultWidth    = PlayerSettings.defaultScreenWidth;
                    var origDefaultHeight   = PlayerSettings.defaultScreenHeight;
                    var origResizableWindow = PlayerSettings.resizableWindow;
                    try {
                        PlayerSettings.fullScreenMode      = _playerSettings.fullScreenMode;
                        PlayerSettings.defaultScreenWidth  = _playerSettings.defaultScreenWidth;
                        PlayerSettings.defaultScreenHeight =
                            _playerSettings.defaultScreenHeight;
                        PlayerSettings.resizableWindow = _playerSettings.resizableWindow;

                        BuildPipeline.BuildPlayer(buildOptions);
                    }
                    finally {
                        PlayerSettings.fullScreenMode      = origFullscreenMode;
                        PlayerSettings.defaultScreenWidth  = origDefaultWidth;
                        PlayerSettings.defaultScreenHeight = origDefaultHeight;
                        PlayerSettings.resizableWindow     = origResizableWindow;
                    }
                }
                else
                {
                    BuildPipeline.BuildPlayer(buildOptions);
                }

                if (_options.HasFlag(BuildOptions.EnableHeadlessMode))
                {
                    // The -batchmode flag is the only important part of headless mode
                    // for Windows. The EnableHeadlessMode build option only actually has
                    // an effect on Linux standalone builds.
                    // Here, it's being used to mark the _intention_ of a headless build
                    // for Windows builds.
                    var text = "\"" + _definitionName + ".exe" + "\" -batchmode";
                    var headlessModeBatPath = Path.Combine(Path.Combine(exportFolder,
                                                                        _definitionName), "Run Headless Mode.bat");
                    File.WriteAllText(headlessModeBatPath, text);
                }
            }

            Process.Start(exportFolder);
        }
Beispiel #8
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        /// <summary>
        /// Configure compiler defines
        /// </summary>
        public static void ConfigureCompilerDefines(BuildTarget target, BuildOptions opt, List <string> defines = null)
        {
            Log.Debug(string.Format("Builder.ConfigureCompilerDefines(target: {0}, opt: {1}) Application.platform={2}", target, opt, Application.platform));

            // Basic compiler defines, override on a per target basis. Duplicates will be removed.
            if (defines == null)
            {
                defines = new List <string>();
            }

            // development defines
            if (opt.HasFlag(BuildOptions.Development))
            {
                defines.Add("JAMMER_DEBUG");
                defines.Add("JAMMER_DEBUG_OVERLAY");
                defines.Add("JAMER_LOG_DEBUG");
                defines.Add("JAMMER_CONSOLE");
                defines.Add("JAMMER_DEBUG_RAYCASTS");
            }

            // remove current dupes, more dupes may still be added later
            defines = defines.Distinct().ToList();

            switch (target)
            {
            case BuildTarget.tvOS:
                Log.Debug(string.Format("Builder.ConfigureCompilerDefines() tvOS defines={0}", string.Join(";", defines.Distinct().ToArray())));
                PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.tvOS, string.Join(";", defines.Distinct().ToArray()));
                break;

            case BuildTarget.iOS:
                Log.Debug(string.Format("Builder.ConfigureCompilerDefines() iOS defines={0}", string.Join(";", defines.Distinct().ToArray())));
                PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, string.Join(";", defines.Distinct().ToArray()));
                break;

            case BuildTarget.StandaloneOSXIntel64:
            case BuildTarget.StandaloneOSXIntel:
            case BuildTarget.StandaloneOSXUniversal:
            case BuildTarget.StandaloneWindows:
            case BuildTarget.StandaloneWindows64:
            case BuildTarget.StandaloneLinux:
            case BuildTarget.StandaloneLinux64:
            case BuildTarget.StandaloneLinuxUniversal:
                Log.Debug(string.Format("Builder.ConfigureCompilerDefines() Standalone defines={0}", string.Join(";", defines.Distinct().ToArray())));
                PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, string.Join(";", defines.Distinct().ToArray()));
                break;

            case BuildTarget.Android:
                Log.Debug(string.Format("Builder.ConfigureCompilerDefines() Android defines={0}", string.Join(";", defines.Distinct().ToArray())));
                PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, string.Join(";", defines.Distinct().ToArray()));
                break;

            case BuildTarget.WebGL:
                Log.Debug(string.Format("Builder.ConfigureCompilerDefines() WebGL defines={0}", string.Join(";", defines.Distinct().ToArray())));
                PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.WebGL, string.Join(";", defines.Distinct().ToArray()));
                break;

            default:
                Log.Error(string.Format("Builder.ConfigureCompilerDefines(target: {1}, opt: {2}) Unknown target", target, opt));
                break;
            }
        }