Add support for separate native and managed code in packaged build

This commit is contained in:
Damian Korczowski
2021-07-03 19:12:23 +02:00
parent 2556edb8d3
commit 85398cbf3d
9 changed files with 42 additions and 28 deletions

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@@ -158,9 +158,14 @@ struct FLAXENGINE_API CookingData
String DataOutputPath;
/// <summary>
/// The output path for binaries (executable and code libraries).
/// The output path for binaries (native executable and native code libraries).
/// </summary>
String CodeOutputPath;
String NativeCodeOutputPath;
/// <summary>
/// The output path for binaries (C# code libraries).
/// </summary>
String ManagedCodeOutputPath;
/// <summary>
/// The platform tools.

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@@ -337,7 +337,7 @@ void GameCooker::Build(BuildPlatform platform, BuildConfiguration configuration,
data.OriginalOutputPath = outputPath;
FileSystem::NormalizePath(data.OriginalOutputPath);
data.OriginalOutputPath = FileSystem::ConvertRelativePathToAbsolute(Globals::ProjectFolder, data.OriginalOutputPath);
data.CodeOutputPath = data.DataOutputPath = data.OriginalOutputPath;
data.NativeCodeOutputPath = data.ManagedCodeOutputPath = data.DataOutputPath = data.OriginalOutputPath;
data.CacheDirectory = Globals::ProjectCacheFolder / TEXT("Cooker") / tools->GetName();
if (!FileSystem::DirectoryExists(data.CacheDirectory))
{

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@@ -105,7 +105,8 @@ void AndroidPlatformTools::OnBuildStarted(CookingData& data)
{
// Adjust the cooking output folder to be located inside the Gradle assets directory
data.DataOutputPath /= TEXT("app/assets");
data.CodeOutputPath /= TEXT("app/assets");
data.NativeCodeOutputPath /= TEXT("app/assets");
data.ManagedCodeOutputPath /= TEXT("app/assets");
PlatformTools::OnBuildStarted(data);
}

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@@ -25,7 +25,7 @@ bool UWPPlatformTools::OnScriptsStepDone(CookingData& data)
{
// Override Newtonsoft.Json.dll for some platforms (that don't support runtime code generation)
const String customBinPath = data.GetPlatformBinariesRoot() / TEXT("Newtonsoft.Json.dll");
const String assembliesPath = data.CodeOutputPath;
const String assembliesPath = data.ManagedCodeOutputPath;
if (FileSystem::CopyFile(assembliesPath / TEXT("Newtonsoft.Json.dll"), customBinPath))
{
data.Error(TEXT("Failed to copy deploy custom assembly."));

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@@ -36,7 +36,7 @@ ArchitectureType WindowsPlatformTools::GetArchitecture() const
bool WindowsPlatformTools::OnDeployBinaries(CookingData& data)
{
const auto platformSettings = WindowsPlatformSettings::Get();
const auto& outputPath = data.CodeOutputPath;
const auto& outputPath = data.NativeCodeOutputPath;
// Apply executable icon
Array<String> files;

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@@ -66,6 +66,17 @@ public:
return format;
}
/// <summary>
/// Checks if the given file is a native code.
/// </summary>
/// <param name="data">The cooking data.</param>
/// <param name="file">The file path.</param>
/// <returns>True if it's a native file, otherwise false.<returns>
virtual bool IsNativeCodeFile(CookingData& data, const String& file)
{
return false;
}
public:
/// <summary>

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@@ -119,7 +119,8 @@ bool CompileScriptsStep::DeployBinaries(CookingData& data, const String& path, c
}
for (auto& file : files)
{
const String dst = data.CodeOutputPath / StringUtils::GetFileName(file);
const String& dstPath = data.Tools->IsNativeCodeFile(data, file) ? data.NativeCodeOutputPath : data.ManagedCodeOutputPath;
const String dst = dstPath / StringUtils::GetFileName(file);
if (dst != file && FileSystem::CopyFile(dst, file))
{
data.Error(TEXT("Failed to copy file from {0} to {1}."), file, dst);
@@ -294,7 +295,7 @@ bool CompileScriptsStep::Perform(CookingData& data)
}
writer.EndObject();
const String outputBuildInfo = data.CodeOutputPath / TEXT("Game.Build.json");
const String outputBuildInfo = data.DataOutputPath / TEXT("Game.Build.json");
if (File::WriteAllBytes(outputBuildInfo, (byte*)buffer.GetString(), (int32)buffer.GetSize()))
{
LOG(Error, "Failed to save binary modules info file {0}.", outputBuildInfo);

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@@ -52,9 +52,9 @@ bool PrecompileAssembliesStep::Perform(CookingData& data)
FileSystem::DirectoryGetFiles(config.Assemblies, dir, TEXT("*.dll"), DirectorySearchOption::TopDirectoryOnly);
for (auto& binaryModule : data.BinaryModules)
if (binaryModule.ManagedPath.HasChars())
config.Assemblies.Add(data.CodeOutputPath / binaryModule.ManagedPath);
config.Assemblies.Add(data.ManagedCodeOutputPath / binaryModule.ManagedPath);
// TODO: move AOT to Flax.Build and perform it on all C# assemblies used in target build
config.Assemblies.Add(data.CodeOutputPath / TEXT("Newtonsoft.Json.dll"));
config.Assemblies.Add(data.ManagedCodeOutputPath / TEXT("Newtonsoft.Json.dll"));
// Perform AOT for the assemblies
for (int32 i = 0; i < config.Assemblies.Count(); i++)

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@@ -11,29 +11,25 @@ bool ValidateStep::Perform(CookingData& data)
data.StepProgress(TEXT("Performing validation"), 0);
// Ensure output and cache directories exist
if (!FileSystem::DirectoryExists(data.CodeOutputPath))
if (!FileSystem::DirectoryExists(data.NativeCodeOutputPath) && FileSystem::CreateDirectory(data.NativeCodeOutputPath))
{
if (FileSystem::CreateDirectory(data.CodeOutputPath))
{
data.Error(TEXT("Failed to create build output directory."));
return true;
}
data.Error(TEXT("Failed to create build output directory."));
return true;
}
if (!FileSystem::DirectoryExists(data.DataOutputPath))
if (!FileSystem::DirectoryExists(data.ManagedCodeOutputPath) && FileSystem::CreateDirectory(data.ManagedCodeOutputPath))
{
if (FileSystem::CreateDirectory(data.DataOutputPath))
{
data.Error(TEXT("Failed to create build output directory."));
return true;
}
data.Error(TEXT("Failed to create build output directory."));
return true;
}
if (!FileSystem::DirectoryExists(data.CacheDirectory))
if (!FileSystem::DirectoryExists(data.DataOutputPath) && FileSystem::CreateDirectory(data.DataOutputPath))
{
if (FileSystem::CreateDirectory(data.CacheDirectory))
{
data.Error(TEXT("Failed to create build cache directory."));
return true;
}
data.Error(TEXT("Failed to create build output directory."));
return true;
}
if (!FileSystem::DirectoryExists(data.CacheDirectory) && FileSystem::CreateDirectory(data.CacheDirectory))
{
data.Error(TEXT("Failed to create build cache directory."));
return true;
}
#if OFFICIAL_BUILD