Exemple #1
0
        public void Build(out int successCount, out int errorCount)
        {
            var projectDirectory = Directory.GetCurrentDirectory();
            var outputPath       = Path.GetFullPath(Path.Combine(projectDirectory, OutputDir));
            var intermediatePath = Path.GetFullPath(Path.Combine(projectDirectory, IntermediateDir));

            _manager        = new PipelineManager(projectDirectory, outputPath, intermediatePath);
            _manager.Logger = new ConsoleLogger();

            // Feed all the assembly references to the pipeline manager
            // so it can resolve importers, processors, writers, and types.
            foreach (var r in References)
            {
                _manager.AddAssembly(r);
            }

            // Load the previously serialized list of built content.
            var contentFile     = Path.Combine(intermediatePath, PipelineBuildEvent.Extension);
            var previousContent = SourceFileCollection.Read(contentFile);

            // If the target changed in any way then we need to force
            // a fuull rebuild even under incremental builds.
            var targetChanged = previousContent.Config != Config ||
                                previousContent.Platform != Platform ||
                                previousContent.Profile != Profile;

            // First clean previously built content.
            foreach (var sourceFile in previousContent.SourceFiles)
            {
                var inContent           = _content.Any(e => string.Equals(e.SourceFile, sourceFile, StringComparison.InvariantCultureIgnoreCase));
                var cleanOldContent     = !inContent && !Incremental;
                var cleanRebuiltContent = inContent && (Rebuild || Clean);
                if (cleanRebuiltContent || cleanOldContent || targetChanged)
                {
                    _manager.CleanContent(sourceFile);
                }
            }

            var newContent = new SourceFileCollection
            {
                Profile  = _manager.Profile = Profile,
                Platform = _manager.Platform = Platform,
                Config   = _manager.Config = Config
            };

            errorCount   = 0;
            successCount = 0;

            foreach (var c in _content)
            {
                try
                {
                    _manager.BuildContent(c.SourceFile,
                                          null,
                                          c.Importer,
                                          c.Processor,
                                          c.ProcessorParams);

                    newContent.SourceFiles.Add(c.SourceFile);

                    ++successCount;
                }
                catch (PipelineException ex)
                {
                    Console.Error.WriteLine("{0}: error: {1}", c.SourceFile, ex.Message);
                    ++errorCount;
                }
            }

            // If this is an incremental build we merge the list
            // of previous content with the new list.
            if (Incremental && !targetChanged)
            {
                newContent.Merge(previousContent);
            }

            // Delete the old file and write the new content
            // list if we have any to serialize.
            FileHelper.DeleteIfExists(contentFile);
            if (newContent.SourceFiles.Count > 0)
            {
                newContent.Write(contentFile);
            }
        }
        protected override BuildResult Compile(MonoDevelop.Core.IProgressMonitor monitor, SolutionEntityItem item, BuildData buildData)
        {
#if DEBUG
            monitor.Log.WriteLine("MonoGame Extension Compile Called");
#endif
            try
            {
                var cfg  = buildData.Configuration as MonoGameContentProjectConfiguration;
                var proj = item as MonoGameContentProject;
                if (proj == null || cfg == null)
                {
                    monitor.Log.WriteLine("Compiling for Unknown MonoGame Project");
                    return(base.Compile(monitor, item, buildData));
                }
                monitor.Log.WriteLine("Detected {0} MonoGame Platform", cfg.MonoGamePlatform);
                var result  = new BuildResult();
                var manager = new PipelineManager(proj.BaseDirectory.FullPath,
                                                  Path.Combine(buildData.Configuration.OutputDirectory, cfg.MonoGamePlatform),
                                                  buildData.Configuration.IntermediateOutputDirectory);

                manager.Logger   = new MonitorBuilder(monitor, result);
                manager.Platform = (TargetPlatform)Enum.Parse(typeof(TargetPlatform), cfg.MonoGamePlatform);
                try {
                    foreach (var pr in proj.ParentSolution.GetAllProjects())
                    {
                        if (pr is DotNetAssemblyProject)
                        {
                            var dot = pr as DotNetAssemblyProject;
                            foreach (var r in dot.References)
                            {
                                if (r.Package.Name == "monogame-contentpipeline")
                                {
                                    var output = dot.GetOutputFileName(buildData.ConfigurationSelector).FullPath;
                                    monitor.Log.WriteLine("Adding {0} to Content Pipeline Assembly List", output);
                                    manager.AddAssembly(output);
                                    proj.Manager.AddAssembly(output);
                                    break;
                                }
                            }
                        }
                    }
                }
                catch (Exception ex) {
                    result.AddWarning(string.Format("Problem processing Content Extensions {0}", ex.Message));
                }

                var dict = new Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary();
                if (cfg != null)
                {
                    if (cfg.XnaCompressContent.ToLowerInvariant() == "true")
                    {
                        // tell the manager to compress the output
                    }
                }
                foreach (var file in proj.Files)
                {
                    if (file.BuildAction == "Compile")
                    {
                        try
                        {
                            dict.Clear();
                            foreach (object key in file.ExtendedProperties.Keys)
                            {
                                string k = key as string;
                                if (k != null && k.StartsWith("ProcessorParameters_"))
                                {
                                    if (!dict.ContainsKey(k.Replace("ProcessorParameters_", String.Empty)))
                                    {
                                        dict.Add(k.Replace("ProcessorParameters_", String.Empty), file.ExtendedProperties[k]);
                                    }
                                    else
                                    {
                                        dict[k.Replace("ProcessorParameters_", String.Empty)] = file.ExtendedProperties[k];
                                    }
                                }
                            }

                            // check if the file has changed and rebuild if required.
                            manager.BuildContent(file.FilePath.FullPath,
                                                 null,
                                                 file.ExtendedProperties.Contains("Importer") ? (string)file.ExtendedProperties["Importer"] : null,
                                                 file.ExtendedProperties.Contains("Processor") ? (string)file.ExtendedProperties["Processor"] : null,
                                                 dict);
                        }
                        catch (Exception ex)
                        {
                            monitor.Log.WriteLine(ex.ToString());
                            result.AddError(ex.Message);
                        }
                    }
                }
                return(result);
            }
            finally
            {
#if DEBUG
                monitor.Log.WriteLine("MonoGame Extension Compile Ended");
#endif
            }
        }
Exemple #3
0
        public void Build(out int successCount, out int errorCount)
        {
            var projectDirectory = PathHelper.Normalize(Directory.GetCurrentDirectory());

            var outputPath = ReplaceSymbols(OutputDir);

            if (!Path.IsPathRooted(outputPath))
            {
                outputPath = PathHelper.Normalize(Path.GetFullPath(Path.Combine(projectDirectory, outputPath)));
            }

            var intermediatePath = ReplaceSymbols(IntermediateDir);

            if (!Path.IsPathRooted(intermediatePath))
            {
                intermediatePath = PathHelper.Normalize(Path.GetFullPath(Path.Combine(projectDirectory, intermediatePath)));
            }

            _manager                 = new PipelineManager(projectDirectory, outputPath, intermediatePath);
            _manager.Logger          = new ConsoleLogger();
            _manager.CompressContent = CompressContent;

            // If the intent is to debug build, break at the original location
            // of any exception, eg, within the actual importer/processor.
            if (LaunchDebugger)
            {
                _manager.RethrowExceptions = false;
            }

            // Feed all the assembly references to the pipeline manager
            // so it can resolve importers, processors, writers, and types.
            foreach (var r in References)
            {
                var assembly = r;
                if (!Path.IsPathRooted(assembly))
                {
                    assembly = Path.GetFullPath(Path.Combine(projectDirectory, assembly));
                }
                _manager.AddAssembly(assembly);
            }

            // Load the previously serialized list of built content.
            var contentFile     = Path.Combine(intermediatePath, PipelineBuildEvent.Extension);
            var previousContent = SourceFileCollection.Read(contentFile);

            // If the target changed in any way then we need to force
            // a fuull rebuild even under incremental builds.
            var targetChanged = previousContent.Config != Config ||
                                previousContent.Platform != Platform ||
                                previousContent.Profile != Profile;

            // First clean previously built content.
            foreach (var sourceFile in previousContent.SourceFiles)
            {
                var inContent           = _content.Any(e => string.Equals(e.SourceFile, sourceFile, StringComparison.InvariantCultureIgnoreCase));
                var cleanOldContent     = !inContent && !Incremental;
                var cleanRebuiltContent = inContent && (Rebuild || Clean);
                if (cleanRebuiltContent || cleanOldContent || targetChanged)
                {
                    _manager.CleanContent(sourceFile);
                }
            }

            var newContent = new SourceFileCollection
            {
                Profile  = _manager.Profile = Profile,
                Platform = _manager.Platform = Platform,
                Config   = _manager.Config = Config
            };

            errorCount   = 0;
            successCount = 0;

            // Before building the content, register all files to be built. (Necessary to
            // correctly resolve external references.)
            foreach (var c in _content)
            {
                try
                {
                    _manager.RegisterContent(c.SourceFile, null, c.Importer, c.Processor, c.ProcessorParams);
                }
                catch
                {
                    // Ignore exception. Exception will be handled below.
                }
            }

            foreach (var c in _content)
            {
                try
                {
                    _manager.BuildContent(c.SourceFile,
                                          null,
                                          c.Importer,
                                          c.Processor,
                                          c.ProcessorParams);

                    newContent.SourceFiles.Add(c.SourceFile);

                    ++successCount;
                }
                catch (InvalidContentException ex)
                {
                    var message = string.Empty;
                    if (ex.ContentIdentity != null && !string.IsNullOrEmpty(ex.ContentIdentity.SourceFilename))
                    {
                        message = ex.ContentIdentity.SourceFilename;
                        if (!string.IsNullOrEmpty(ex.ContentIdentity.FragmentIdentifier))
                        {
                            message += "(" + ex.ContentIdentity.FragmentIdentifier + ")";
                        }
                        message += ": ";
                    }
                    message += ex.Message;
                    Console.WriteLine(message);
                    ++errorCount;
                }
                catch (PipelineException ex)
                {
                    Console.Error.WriteLine("{0}: error: {1}", c.SourceFile, ex.Message);
                    if (ex.InnerException != null)
                    {
                        Console.Error.WriteLine(ex.InnerException.ToString());
                    }
                    ++errorCount;
                }
                catch (Exception ex)
                {
                    Console.Error.WriteLine("{0}: error: {1}", c.SourceFile, ex.Message);
                    if (ex.InnerException != null)
                    {
                        Console.Error.WriteLine(ex.InnerException.ToString());
                    }
                    ++errorCount;
                }
            }

            // If this is an incremental build we merge the list
            // of previous content with the new list.
            if (Incremental && !targetChanged)
            {
                newContent.Merge(previousContent);
            }

            // Delete the old file and write the new content
            // list if we have any to serialize.
            FileHelper.DeleteIfExists(contentFile);
            if (newContent.SourceFiles.Count > 0)
            {
                newContent.Write(contentFile);
            }

            // Process copy items (files that bypass the content pipeline)
            foreach (var c in _copyItems)
            {
                try
                {
                    // Figure out an asset name relative to the project directory,
                    // retaining the file extension.
                    // Note that replacing a sub-path like this requires consistent
                    // directory separator characters.
                    var relativeName = c.Replace(projectDirectory, string.Empty)
                                       .TrimStart(Path.DirectorySeparatorChar)
                                       .TrimStart(Path.AltDirectorySeparatorChar);
                    var dest = Path.Combine(outputPath, relativeName);

                    // Only copy if the source file is newer than the destination.
                    // We may want to provide an option for overriding this, but for
                    // nearly all cases this is the desired behavior.
                    if (File.Exists(dest))
                    {
                        var srcTime = File.GetLastWriteTimeUtc(c);
                        var dstTime = File.GetLastWriteTimeUtc(dest);
                        if (srcTime <= dstTime)
                        {
                            Console.WriteLine("Skipping {0}", c);
                            continue;
                        }
                    }

                    // Create the destination directory if it doesn't already exist.
                    var destPath = Path.GetDirectoryName(dest);
                    if (!Directory.Exists(destPath))
                    {
                        Directory.CreateDirectory(destPath);
                    }

                    File.Copy(c, dest, true);

                    // Destination file should not be read-only even if original was.
                    var fileAttr = File.GetAttributes(dest);
                    fileAttr = fileAttr & (~FileAttributes.ReadOnly);
                    File.SetAttributes(dest, fileAttr);

                    ++successCount;
                }
                catch (Exception ex)
                {
                    Console.Error.WriteLine("{0}: error: {1}", c, ex.Message);
                    if (ex.InnerException != null)
                    {
                        Console.Error.WriteLine(ex.InnerException.ToString());
                    }

                    ++errorCount;
                }
            }
        }
Exemple #4
0
        /// <summary>
        /// Builds the specified source file.
        /// </summary>
        /// <param name="sourceFile">
        /// The absolute path of the source file. The file format must be a supported 3D model file
        /// format.
        /// </param>
        /// <param name="importerName">The name of the content importer.</param>
        /// <param name="processorName">The name of the content processor.</param>
        /// <param name="processorParameters">The processor parameters.</param>
        /// <param name="errorMessage">The error message in case of failure.</param>
        /// <returns>
        /// <see langword="true"/> if the asset was successfully processed. <see langword="false"/>
        /// if an error has occurred, in which case the output window should contain useful
        /// information.
        /// </returns>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="sourceFile"/> is <see langword="null"/>.
        /// </exception>
        /// <exception cref="ArgumentException">
        /// <paramref name="sourceFile"/> is empty or is not an absolute (rooted) path.
        /// </exception>
        public bool Build(string sourceFile, string importerName, string processorName, OpaqueDataDictionary processorParameters, out string errorMessage)
        {
            if (sourceFile == null)
            {
                throw new ArgumentNullException(nameof(sourceFile));
            }
            if (sourceFile.Length == 0)
            {
                throw new ArgumentException("Source file path must not be empty.", nameof(sourceFile));
            }
            if (!Path.IsPathRooted(sourceFile))
            {
                throw new ArgumentException("Source file path must be an absolute (rooted) path.", nameof(sourceFile));
            }

            string executableFolder = ExecutableFolder;

            string outputFolder = OutputFolder;

            if (!Path.IsPathRooted(outputFolder))
            {
                outputFolder = Path.GetFullPath(Path.Combine(executableFolder, outputFolder));
            }

            string intermediateFolder = IntermediateFolder;

            if (!Path.IsPathRooted(intermediateFolder))
            {
                intermediateFolder = PathHelper.Normalize(Path.GetFullPath(Path.Combine(executableFolder, intermediateFolder)));
            }

            // No assets should lie outside the working folder because then some XNB are built
            // into parent folders.
            string workingFolder = Path.GetPathRoot(sourceFile);

            Directory.SetCurrentDirectory(workingFolder);

            var manager = new PipelineManager(workingFolder, outputFolder, intermediateFolder)
            {
                Logger            = _logger,
                RethrowExceptions = false,
                CompressContent   = false,
                Profile           = GraphicsProfile.HiDef,
                Platform          = TargetPlatform.Windows
            };

            // Add references to content pipeline assemblies.
            // All assemblies are expected to lie in the executable folder. Therefore, this project
            // references the content pipeline DLLs, so that they are automatically copied to the
            // executable folder.
            // TODO: Make a public property to allow user to set references.
            manager.AddAssembly(Path.GetFullPath(Path.Combine(ExecutableFolder, "DigitalRune.Animation.Content.Pipeline.dll")));
            manager.AddAssembly(Path.GetFullPath(Path.Combine(ExecutableFolder, "DigitalRune.Game.UI.Content.Pipeline.dll")));
            manager.AddAssembly(Path.GetFullPath(Path.Combine(ExecutableFolder, "DigitalRune.Geometry.Content.Pipeline.dll")));
            manager.AddAssembly(Path.GetFullPath(Path.Combine(ExecutableFolder, "DigitalRune.Graphics.Content.Pipeline.dll")));
            manager.AddAssembly(Path.GetFullPath(Path.Combine(ExecutableFolder, "DigitalRune.Mathematics.Content.Pipeline.dll")));

            // Add this assembly because it also contains model processors.
            manager.AddAssembly(Path.GetFullPath(Path.Combine(ExecutableFolder, "DigitalRune.Editor.Game.dll")));

            _logger.LogMessage("----- Begin MonoGame content pipeline -----");

            // Remove any previous build content to force a full rebuild.
            manager.CleanContent(sourceFile);

            try
            {
                manager.BuildContent(sourceFile, null, importerName, processorName, processorParameters);
                errorMessage = null;
                return(true);
            }
            catch (Exception exception)
            {
                _logger.LogMessage("Exception in MonoGame content pipeline:");
                _logger.LogWarning(null, null, exception.Message);
                _logger.LogMessage(exception.StackTrace);
                if (exception.Message.StartsWith("Value cannot be null.", StringComparison.OrdinalIgnoreCase))
                {
                    _logger.LogWarning(null, null, "This can happen if the FBX references a texture but the filename is null. Check the referenced texture file paths in a 3D modeling tool.");
                }

                errorMessage = exception.Message;
                return(false);
            }
            finally
            {
                _logger.LogMessage("----- End MonoGame content pipeline -----");
            }
        }