static void MakeSymbolLinkFlatDir(string source, string dest)
        {
            Directory.CreateDirectory(dest);
            source = Path.GetFullPath(source);

            List <Process> pss = new List <Process>();

            foreach (var x in Directory.GetFiles(source, "*.*", SearchOption.TopDirectoryOnly))
            {
                var relPath = x.Replace(source, "");
                relPath = relPath.TrimStart('\\');
                relPath = relPath.TrimStart('/');
                pss.Add(MakeSymbolLink(x, Path.Combine(dest, relPath)));
            }
            foreach (var x in Directory.GetDirectories(source, "*.*", SearchOption.TopDirectoryOnly))
            {
                var relPath = x.Replace(source, "");
                relPath = relPath.TrimStart('\\');
                relPath = relPath.TrimStart('/');
                pss.Add(MakeSymbolLink(x, Path.Combine(dest, relPath)));
            }

            if (pss.Count > 0)
            {
                MultiProcess.Start(pss.ToArray(), "waiting", "make symbol link...");
            }
        }
        public void SyncSlaveProjects()
        {
#if UNITY_EDITOR_WIN
            string bin = "robocopy";
#else
            string bin = "rsync";
#endif
            List <string> cmds = new List <string>();

            //Copy Libaray
            string library = Path.GetFullPath("Library");
            for (int i = 0; i < Profile.SlaveCount; ++i)
            {
                string slaveDir = Path.GetFullPath(Profile.SlaveRoot);
                slaveDir = Path.Combine(slaveDir, string.Format("slave_{0}", i));
                if (!Directory.Exists(slaveDir))
                {
                    continue;
                }

#if UNITY_EDITOR_OSX
                MakeSymbolLinkFlatDir(Path.GetFullPath("Assets"), Path.Combine(slaveDir, "Assets"));
#endif

#if UNITY_EDITOR_WIN
                cmds.Add(string.Format("/s {0} {1}", library, Path.Combine(slaveDir, "Library")));
#else
                cmds.Add(string.Format("-r {0} {1}", library, slaveDir));
#endif
            }

            if (cmds.Count > 0)
            {
                MultiProcess.Start(bin, cmds.ToArray(), "waiting", "syncing master project to slave projects.");
            }
        }
Exemplo n.º 3
0
        public static AssetBundleManifest BuildAssetBundles(string output, AssetBundleBuild[] builds, BuildAssetBundleOptions options, BuildTarget target)
        {
            output = Path.GetFullPath(output);

            var tree = new BuildTree();

            foreach (var build in builds)
            {
                foreach (var asset in build.assetNames)
                {
                    tree.AddBuildAsset(asset, build.assetBundleName);
                }
            }

            int slaveCount = System.Environment.ProcessorCount; //TODO:
            var jobs       = tree.BuildJobs(Mathf.Max(slaveCount, 1), output, options, target);

            AssetBundleManifest[] results = new AssetBundleManifest[jobs.Length];

            bool allFinish = true;

            if (jobs.Length == 1)
            {
                var job = jobs[0];
                File.WriteAllText("build_0.json", JsonUtility.ToJson(job, true));
                if ((options & BuildAssetBundleOptions.DryRunBuild) == 0)
                {
                    results[0] = BuildJob(job);
                }
            }
            else
            {
                //dryrun return null
                if ((options & BuildAssetBundleOptions.DryRunBuild) != 0)
                {
                    return(null);
                }

                List <string> cmds = new List <string>();
                for (int jobID = 0; jobID < jobs.Length; ++jobID)
                {
                    BuildJob job = jobs[jobID];
                    File.WriteAllText(string.Format("build_{0}.json", jobID), JsonUtility.ToJson(job, true));

                    if ((options & BuildAssetBundleOptions.DryRunBuild) == 0)
                    {
                        string cmd = string.Format(" -quit" +
                                                   " -batchmode" +
                                                   " -logfile {0}/log_{1}.txt" +
                                                   //" -projectPath {0} " +
                                                   " -executeMethod MultiProcessBuild.BuildPipeline.BuildJobSlave" +
                                                   " -buildJob {0}/build_{1}.json",
                                                   Path.GetFullPath("."), jobID);
                        cmds.Add(cmd);
                    }
                }

                var exitCodes = MultiProcess.UnityFork(cmds.ToArray(), "building", "waiting for sub process...");
                for (int jobID = 0; jobID < jobs.Length; ++jobID)
                {
                    var ExitCode = exitCodes[jobID];;
                    if (ExitCode != 0)
                    {
                        allFinish = false;
                        UnityEngine.Debug.LogErrorFormat("slave {0} code:{1}", jobID, ExitCode);
                    }
                    else
                    {
                        UnityEngine.Debug.LogFormat("slave {0} code:{1}", jobID, ExitCode);
                        string resultFile = string.Format(string.Format("{0}/result_{1}.json", output, jobID));
                        results[jobID] = JsonUtility.FromJson <AssetBundleManifest>(File.ReadAllText(resultFile));
                    }
                }
            }

            if (allFinish)
            {
                AssetBundleManifest manifest = new AssetBundleManifest();
                manifest.buildTime = 0f;
                List <AssetBundleManifest.AssetBundleBuild> totalBuilds = new List <AssetBundleManifest.AssetBundleBuild>();
                foreach (var result in results)
                {
                    totalBuilds.AddRange(result.builds);
                    manifest.buildTime = Mathf.Max(manifest.buildTime, result.buildTime);
                }
                totalBuilds.Sort((a, b) => { return(a.assetBundleName.CompareTo(b.assetBundleName)); });
                manifest.builds = totalBuilds.ToArray();
                File.WriteAllText(string.Format("{0}/result.json", output), JsonUtility.ToJson(manifest, true));
                UnityEngine.Debug.LogFormat("all slave finish.");
                return(manifest);
            }
            else
            {
                UnityEngine.Debug.LogErrorFormat("some slave error.");
                return(null);
            }
        }
Exemplo n.º 4
0
        public static AssetBundleManifest BuildAssetBundles(string output, AssetBundleBuild[] builds, BuildAssetBundleOptions options, BuildTarget target)
        {
            output = Path.GetFullPath(output);

            var tree = new BuildTree();

            foreach (var build in builds)
            {
                foreach (var asset in build.assetNames)
                {
                    tree.AddBuildAsset(asset, build.assetBundleName);
                }
            }

            List <string> slaves    = new List <string>();
            int           i         = 0;
            string        slaveRoot = Path.GetFullPath(Profile.SlaveRoot);

            while (true)
            {
                string slaveProj = Path.Combine(slaveRoot, string.Format("slave_{0}", i++));
                if (!Directory.Exists(slaveProj))
                {
                    break;
                }
                slaves.Add(slaveProj);
            }

            string Unity = EditorApplication.applicationPath;

#if UNITY_EDITOR_OSX
            Unity += "/Contents/MacOS/Unity";
#endif

            var jobs = tree.BuildJobs(slaves.Count + 1, output, options, target);

            AssetBundleManifest[] results = new AssetBundleManifest[jobs.Length];
            List <string>         cmds    = new List <string>();
            for (int jobID = 1; jobID < jobs.Length; ++jobID)
            {
                int      slaveID   = jobID - 1;
                BuildJob job       = jobs[jobID];
                string   slaveProj = slaves[slaveID];
                File.WriteAllText(slaveProj + "/build.json", JsonUtility.ToJson(job, true));

                if ((options & BuildAssetBundleOptions.DryRunBuild) == 0)
                {
                    string cmd = string.Format(" -quit" +
                                               " -batchmode" +
                                               " -logfile {0}/log.txt" +
                                               " -projectPath {0} " +
                                               " -executeMethod MultiProcessBuild.BuildPipeline.BuildJobSlave",
                                               slaveProj);
                    cmds.Add(cmd);
                }
            }

            bool allFinish = true;
            if (jobs.Length > 0)
            {
                var job = jobs[0];
                File.WriteAllText("build.json", JsonUtility.ToJson(job, true));

                if ((options & BuildAssetBundleOptions.DryRunBuild) == 0)
                {
                    var result = BuildJob(job);
                    results[0] = result;
                    if (result == null)
                    {
                        allFinish = false;
                    }
                }
            }

            //dryrun return null
            if ((options & BuildAssetBundleOptions.DryRunBuild) != 0)
            {
                return(null);
            }

            MultiProcess.Start(Unity, cmds.ToArray(), "building", "waiting for sub process...", (ps, idx) =>
            {
                var ExitCode = ps.ExitCode;
                if (ExitCode != 0)
                {
                    allFinish = false;
                    UnityEngine.Debug.LogErrorFormat("slave {0} code:{1}", idx, ExitCode);
                }
                else
                {
                    UnityEngine.Debug.LogFormat("slave {0} code:{1}", idx, ExitCode);
                    string resultFile = string.Format(string.Format("{0}/result_{1}.json", output, idx + 1));
                    results[idx + 1]  = JsonUtility.FromJson <AssetBundleManifest>(File.ReadAllText(resultFile));
                }
            });

            if (allFinish)
            {
                AssetBundleManifest manifest = new AssetBundleManifest();
                manifest.buildTime = 0f;
                List <AssetBundleManifest.AssetBundleBuild> totalBuilds = new List <AssetBundleManifest.AssetBundleBuild>();
                foreach (var result in results)
                {
                    totalBuilds.AddRange(result.builds);
                    manifest.buildTime = Mathf.Max(manifest.buildTime, result.buildTime);
                }
                totalBuilds.Sort((a, b) => { return(a.assetBundleName.CompareTo(b.assetBundleName)); });
                manifest.builds = totalBuilds.ToArray();
                File.WriteAllText(string.Format("{0}/result.json", output), JsonUtility.ToJson(manifest, true));
                UnityEngine.Debug.LogFormat("all slave finish.");
                return(manifest);
            }
            else
            {
                UnityEngine.Debug.LogErrorFormat("some slave error.");
                return(null);
            }
        }