Ejemplo n.º 1
0
        public Dictionary <string, object> CreateDisk(string name, Dictionary <WorkspacePath, WorkspacePath> files, WorkspacePath dest, int maxFileSize = 512)
        {
            var fileLoader = new WorkspaceFileLoadHelper(workspace);

            dest = workspace.UniqueFilePath(dest.AppendDirectory("Build")).AppendPath(name + ".pv8");
            var diskExporter = new DiskExporter(dest.Path, fileLoader, files, maxFileSize);

            if (((DesktopRunner)runner).ExportService is GameDataExportService exportService)
            {
                exportService.Clear();

                exportService.AddExporter(diskExporter);

                exportService.StartExport();

                // Update the response
                diskExporter.Response["success"] = true;
                diskExporter.Response["message"] = "A new build was created in " + dest + ".";
                diskExporter.Response["path"]    = dest.Path;
            }
            else
            {
                diskExporter.Response["success"] = false;
                diskExporter.Response["message"] = "Couldn't find the service to save a disk.";
            }

            return(diskExporter.Response);
        }
Ejemplo n.º 2
0
        public Dictionary <string, object> CreateDisk(string gameName, WorkspacePath[] filePaths,
                                                      WorkspacePath exportPath, int maxFileSize = 512, string[] libFileNames = null)
        {
            var response = new Dictionary <string, object>
            {
                { "success", false },
                { "message", "" }
            };

            try
            {
                // Create a path to the temp directory for the builds
                var tmpExportPath = WorkspacePath.Root.AppendDirectory("Tmp").AppendDirectory("Builds");

                // Make sure there is a builds folder in the Tmp directory
                if (workspace.Exists(tmpExportPath) == false)
                {
                    workspace.CreateDirectory(tmpExportPath);
                }

                // Create a folder with the timestamp
                tmpExportPath = tmpExportPath.AppendDirectory(DateTime.Now.ToString("yyyyMMddHHmmss"));
                workspace.CreateDirectory(tmpExportPath);

                // Add the zip filename to it
                var tmpZipPath = tmpExportPath.AppendFile(gameName + ".pv8");

                // 'using' statements guarantee the stream is closed properly which is a big source
                // of problems otherwise.  Its exception safe as well which is great.
                using (var OutputStream = new ZipOutputStream(workspace.CreateFile(tmpZipPath)))
                {
                    // Define the compression level
                    // 0 - store only to 9 - means best compression
                    OutputStream.SetLevel(4);

                    var buffer = new byte[4096];

                    foreach (var file in filePaths)
                    {
                        if (file.IsFile)
                        {
                            // Using GetFileName makes the result compatible with XP
                            // as the resulting path is not absolute.
                            var entry = new ZipEntry(file.EntityName)
                            {
                                DateTime = DateTime.Now
                            };

                            // Setup the entry data as required.

                            // Crc and size are handled by the library for seakable streams
                            // so no need to do them here.

                            // Could also use the last write time or similar for the file.
                            OutputStream.PutNextEntry(entry);

                            using (var fs = workspace.OpenFile(file, FileAccess.Read) as FileStream)
                            {
                                // Using a fixed size buffer here makes no noticeable difference for output
                                // but keeps a lid on memory usage.
                                int sourceBytes;

                                do
                                {
                                    sourceBytes = fs.Read(buffer, 0, buffer.Length);
                                    OutputStream.Write(buffer, 0, sourceBytes);
                                } while (sourceBytes > 0);
                            }
                        }
                    }

                    // Copy all the lib files
                    if (libFileNames != null)
                    {
                        var libFileData = new Dictionary <string, byte[]>();

                        workspace.IncludeLibDirectoryFiles(libFileData);

                        var total = libFileNames.Length;

                        for (var i = 0; i < total; i++)
                        {
                            var fileName = libFileNames[i] + ".lua";

                            if (libFileData.ContainsKey(fileName))
                            {
//                                    var tmpPath = fileName;

                                var entry = new ZipEntry(fileName);

                                OutputStream.PutNextEntry(entry);

                                using (Stream fs = new MemoryStream(libFileData[fileName]))
                                {
                                    // Using a fixed size buffer here makes no noticeable difference for output
                                    // but keeps a lid on memory usage.
                                    int sourceBytes;

                                    do
                                    {
                                        sourceBytes = fs.Read(buffer, 0, buffer.Length);
                                        OutputStream.Write(buffer, 0, sourceBytes);
                                    } while (sourceBytes > 0);
                                }
                            }
                        }
                    }


                    // Copy the file to the right location
                    var fileSize = OutputStream.Length / 1024;

                    response.Add("fileSize", fileSize);

                    // Finish is important to ensure trailing information for a Zip file is appended.  Without this
                    // the created file would be invalid.
                    OutputStream.Finish();

                    // Close is important to wrap things up and unlock the file.
                    OutputStream.Close();


//                        Console.WriteLine("FileSize " + fileSize);

                    if (fileSize > maxFileSize)
                    {
                        response["message"] =
                            "The game is too big to compile. You'll need to reduce the file size or increase the game size to create a new build.";

                        return(response);
                    }

                    // Move the new build over
                    exportPath = workspace.UniqueFilePath(exportPath.AppendDirectory("Build"));

//                            workspace.CreateDirectory(exportPath);

                    workspace.CreateDirectoryRecursive(exportPath);

                    exportPath = exportPath.AppendFile(tmpZipPath.EntityName);
                    workspace.Copy(tmpZipPath, exportPath);

                    response["success"] = true;
                    response["message"] = "A new build was created in " + exportPath + ".";
                    response["path"]    = exportPath.Path;
                }
            }
            catch (Exception ex)
            {
                // No need to rethrow the exception as for our purposes its handled.
                response["message"] = "Unable to create a build for " + gameName + " " + ex;

//                    Console.WriteLine("Exception during processing {0}", ex);
            }

            return(response);
        }