/// <summary>
        /// Default implementation of generating Asset Bundles using the Scriptable Build Pipeline.
        /// </summary>
        /// <param name="parameters">Set of parameters used for building asset bundles.</param>
        /// <param name="content">Set of content and explicit asset bundle layout to build.</param>
        /// <param name="result">Results from building the content and explicit asset bundle layout.</param>
        /// <param name="taskList">Custom task list for building asset bundles.</param>
        /// <param name="contextObjects">Additional context objects to make available to the build.</param>
        /// <returns>Return code with status information about success or failure causes.</returns>
        public static ReturnCode BuildAssetBundles(IBundleBuildParameters parameters, IBundleBuildContent content, out IBundleBuildResults result, IList <IBuildTask> taskList, params IContextObject[] contextObjects)
        {
            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
            if (parameters == null)
            {
                result = null;
                BuildLogger.LogException(new ArgumentNullException("parameters"));
                return(ReturnCode.Exception);
            }

            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
            if (taskList.IsNullOrEmpty())
            {
                result = null;
                BuildLogger.LogException(new ArgumentException("Argument cannot be null or empty.", "taskList"));
                return(ReturnCode.Exception);
            }

            // Don't run if there are unsaved changes
            if (ValidationMethods.HasDirtyScenes())
            {
                result = null;
                return(ReturnCode.UnsavedChanges);
            }

            AssetDatabase.SaveAssets();

            ReturnCode exitCode;

            result = new BundleBuildResults();

            using (new BuildInterfacesWrapper())
#if !CI_TESTRUNNER_PROJECT
                using (new SceneStateCleanup())
                    using (var progressTracker = new ProgressTracker())
#else
                using (var progressTracker = new ProgressLoggingTracker())
#endif
                        using (var buildCache = new BuildCache(parameters.CacheServerHost, parameters.CacheServerPort))
                        {
                            Directory.CreateDirectory(parameters.TempOutputFolder);

                            BuildContext buildContext;
                            try
                            {
                                buildContext = new BuildContext(contextObjects);
                                buildContext.SetContextObject(parameters);
                                buildContext.SetContextObject(content);
                                buildContext.SetContextObject(result);
                                buildContext.SetContextObject(progressTracker);
                                buildContext.SetContextObject(buildCache);
                                // If IDeterministicIdentifiers was passed in with contextObjects, don't add the default
                                if (!buildContext.ContainsContextObject(typeof(IDeterministicIdentifiers)))
                                {
                                    buildContext.SetContextObject(new Unity5PackedIdentifiers());
                                }
                                buildContext.SetContextObject(new BuildDependencyData());
                                buildContext.SetContextObject(new BundleWriteData());
                                buildContext.SetContextObject(BuildCallbacks);
                            }
                            catch (Exception e)
                            {
                                // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
                                result = null;
                                BuildLogger.LogException(e);
                                return(ReturnCode.Exception);
                            }

                            exitCode = BuildTasksRunner.Validate(taskList, buildContext);
                            if (exitCode >= ReturnCode.Success)
#if SBP_PROFILER_ENABLE
                            { exitCode = BuildTasksRunner.RunProfiled(taskList, buildContext); }
#else
                            { exitCode = BuildTasksRunner.Run(taskList, buildContext); }
#endif

                            if (Directory.Exists(parameters.TempOutputFolder))
                            {
                                Directory.Delete(parameters.TempOutputFolder, true);
                            }
                        }


            int  maximumSize      = EditorPrefs.GetInt("BuildCache.maximumSize", 200);
            long maximumCacheSize = maximumSize * 1073741824L; // gigabytes to bytes
            ThreadPool.QueueUserWorkItem(PruneCache, maximumCacheSize);
            return(exitCode);
        }
        /// <summary>
        /// Default implementation of generating Asset Bundles using the Scriptable Build Pipeline.
        /// </summary>
        /// <param name="parameters">Set of parameters used for building asset bundles.</param>
        /// <param name="content">Set of content and explicit asset bundle layout to build.</param>
        /// <param name="result">Results from building the content and explicit asset bundle layout.</param>
        /// <param name="taskList">Custom task list for building asset bundles.</param>
        /// <param name="contextObjects">Additional context objects to make available to the build.</param>
        /// <returns>Return code with status information about success or failure causes.</returns>
        public static ReturnCode BuildAssetBundles(IBundleBuildParameters parameters, IBundleBuildContent content, out IBundleBuildResults result, IList <IBuildTask> taskList, params IContextObject[] contextObjects)
        {
            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
            if (parameters == null)
            {
                result = null;
                BuildLogger.LogException(new ArgumentNullException("parameters"));
                return(ReturnCode.Exception);
            }

            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
            if (taskList.IsNullOrEmpty())
            {
                result = null;
                BuildLogger.LogException(new ArgumentException("Argument cannot be null or empty.", "taskList"));
                return(ReturnCode.Exception);
            }

            // Don't run if there are unsaved changes
            if (ValidationMethods.HasDirtyScenes())
            {
                result = null;
                return(ReturnCode.UnsavedChanges);
            }

            AssetDatabase.SaveAssets();

            ReturnCode exitCode;

            result = new BundleBuildResults();

            //    using (new SceneStateCleanup())
            using (new BuildInterfacesWrapper())
                using (var progressTracker = new ProgressTracker())
                    using (var buildCache = new BuildCache(parameters.CacheServerHost, parameters.CacheServerPort))
                    {
                        Directory.CreateDirectory(parameters.TempOutputFolder);

                        BuildContext buildContext;
                        try
                        {
                            buildContext = new BuildContext(contextObjects);
                            buildContext.SetContextObject(parameters);
                            buildContext.SetContextObject(content);
                            buildContext.SetContextObject(result);
                            buildContext.SetContextObject(progressTracker);
                            buildContext.SetContextObject(buildCache);
                            buildContext.SetContextObject(new Unity5PackedIdentifiers());
                            buildContext.SetContextObject(new BuildDependencyData());
                            buildContext.SetContextObject(new BundleWriteData());
                            buildContext.SetContextObject(BuildCallbacks);
                        }
                        catch (Exception e)
                        {
                            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
                            result = null;
                            BuildLogger.LogException(e);
                            return(ReturnCode.Exception);
                        }

                        exitCode = BuildTasksRunner.Validate(taskList, buildContext);
                        if (exitCode >= ReturnCode.Success)
                        {
                            exitCode = BuildTasksRunner.Run(taskList, buildContext);
                        }

                        if (Directory.Exists(parameters.TempOutputFolder))
                        {
                            Directory.Delete(parameters.TempOutputFolder, true);
                        }
                    }
            return(exitCode);
        }
Beispiel #3
0
        /// <summary>
        /// Default implementation of generating Asset Bundles using the Scriptable Build Pipeline.
        /// </summary>
        /// <param name="parameters">Set of parameters used for building asset bundles.</param>
        /// <param name="content">Set of content and explicit asset bundle layout to build.</param>
        /// <param name="result">Results from building the content and explicit asset bundle layout.</param>
        /// <param name="taskList">Custom task list for building asset bundles.</param>
        /// <param name="contextObjects">Additional context objects to make available to the build.</param>
        /// <returns>Return code with status information about success or failure causes.</returns>
        public static ReturnCode BuildAssetBundles(IBundleBuildParameters parameters, IBundleBuildContent content, out IBundleBuildResults result, IList <IBuildTask> taskList, params IContextObject[] contextObjects)
        {
            if (BuildPipeline.isBuildingPlayer)
            {
                result = null;
                BuildLogger.LogException(new InvalidOperationException("Cannot build asset bundles while a build is in progress"));
                return(ReturnCode.Exception);
            }

            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
            if (parameters == null)
            {
                result = null;
                BuildLogger.LogException(new ArgumentNullException("parameters"));
                return(ReturnCode.Exception);
            }

            // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
            if (taskList.IsNullOrEmpty())
            {
                result = null;
                BuildLogger.LogException(new ArgumentException("Argument cannot be null or empty.", "taskList"));
                return(ReturnCode.Exception);
            }

            // Don't run if there are unsaved changes
            if (ValidationMethods.HasDirtyScenes())
            {
                result = null;
                return(ReturnCode.UnsavedChanges);
            }

            ThreadingManager.WaitForOutstandingTasks();
            BuildContext buildContext = new BuildContext(contextObjects);
            BuildLog     buildLog     = null;

            IBuildLogger logger;

            if (!buildContext.TryGetContextObject <IBuildLogger>(out logger))
            {
                logger = buildLog = new BuildLog();
                buildContext.SetContextObject(buildLog);
            }

            using (logger.ScopedStep(LogLevel.Info, "AssetDatabase.SaveAssets"))
                AssetDatabase.SaveAssets();

            ReturnCode exitCode;

            result = new BundleBuildResults();
            BuildCacheUtility.ClearCacheHashes();
            using (var interfacesWrapper = new BuildInterfacesWrapper())
#if !CI_TESTRUNNER_PROJECT
                using (new SceneStateCleanup())
                    using (var progressTracker = new ProgressTracker())
#else
                using (var progressTracker = new ProgressLoggingTracker())
#endif
                        using (var buildCache = new BuildCache(parameters.CacheServerHost, parameters.CacheServerPort))
                        {
                            Directory.CreateDirectory(parameters.TempOutputFolder);
                            Directory.CreateDirectory(parameters.ScriptOutputFolder);

                            try
                            {
                                buildContext.SetContextObject(parameters);
                                buildContext.SetContextObject(content);
                                buildContext.SetContextObject(result);
                                buildContext.SetContextObject(interfacesWrapper);
                                buildContext.SetContextObject(progressTracker);
                                buildContext.SetContextObject(buildCache);
                                // If IDeterministicIdentifiers was passed in with contextObjects, don't add the default
                                if (!buildContext.ContainsContextObject(typeof(IDeterministicIdentifiers)))
                                {
                                    buildContext.SetContextObject(parameters.ContiguousBundles ? new PrefabPackedIdentifiers() : (IDeterministicIdentifiers) new Unity5PackedIdentifiers());
                                }
                                buildContext.SetContextObject(new BuildDependencyData());
                                buildContext.SetContextObject(new BundleWriteData());
                                buildContext.SetContextObject(BuildCallbacks);
                                buildCache.SetBuildLogger(logger);
                            }
                            catch (Exception e)
                            {
                                // Avoid throwing exceptions in here as we don't want them bubbling up to calling user code
                                result = null;
                                BuildLogger.LogException(e);
                                return(ReturnCode.Exception);
                            }

                            exitCode = BuildTasksRunner.Validate(taskList, buildContext);
                            if (exitCode >= ReturnCode.Success)
#if SBP_PROFILER_ENABLE
                            { exitCode = BuildTasksRunner.RunProfiled(taskList, buildContext); }
#else
                            { exitCode = BuildTasksRunner.Run(taskList, buildContext); }
#endif

                            if (Directory.Exists(parameters.TempOutputFolder))
                            {
                                Directory.Delete(parameters.TempOutputFolder, true);
                            }

                            if (buildLog != null)
                            {
                                string buildLogPath = parameters.GetOutputFilePathForIdentifier("buildlogtep.json");
                                Directory.CreateDirectory(Path.GetDirectoryName(buildLogPath));
                                File.WriteAllText(parameters.GetOutputFilePathForIdentifier("buildlogtep.json"), buildLog.FormatForTraceEventProfiler());
                            }
                        }


            long maximumCacheSize = ScriptableBuildPipeline.maximumCacheSize * BuildCache.k_BytesToGigaBytes;
            BuildCache.PruneCache_Background(maximumCacheSize);
            return(exitCode);
        }