Add support for separate data and code output directories in Game Cooker

This commit is contained in:
Wojtek Figat
2021-03-16 16:06:59 +01:00
parent 3fb0b56c10
commit b3887c0874
12 changed files with 51 additions and 36 deletions

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@@ -152,9 +152,14 @@ struct FLAXENGINE_API CookingData
String OriginalOutputPath;
/// <summary>
/// The output path.
/// The output path for data files (Content, Mono, etc.).
/// </summary>
String OutputPath;
String DataOutputPath;
/// <summary>
/// The output path for binaries (executable and code libraries).
/// </summary>
String CodeOutputPath;
/// <summary>
/// The platform tools.

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@@ -333,9 +333,10 @@ void GameCooker::Build(BuildPlatform platform, BuildConfiguration configuration,
data.Configuration = configuration;
data.Options = options;
data.CustomDefines = customDefines;
data.OutputPath = outputPath;
FileSystem::NormalizePath(data.OutputPath);
data.OutputPath = data.OriginalOutputPath = FileSystem::ConvertRelativePathToAbsolute(Globals::ProjectFolder, data.OutputPath);
data.OriginalOutputPath = outputPath;
FileSystem::NormalizePath(data.OriginalOutputPath);
data.OriginalOutputPath = FileSystem::ConvertRelativePathToAbsolute(Globals::ProjectFolder, data.OriginalOutputPath);
data.CodeOutputPath = data.DataOutputPath = data.OriginalOutputPath;
data.CacheDirectory = Globals::ProjectCacheFolder / TEXT("Cooker") / tools->GetName();
if (!FileSystem::DirectoryExists(data.CacheDirectory))
{
@@ -418,7 +419,7 @@ bool GameCookerImpl::Build()
CookingData& data = Data;
LOG(Info, "Starting Game Cooker...");
LOG(Info, "Platform: {0}, Configuration: {2}, Options: {1}", ::ToString(data.Platform), (int32)data.Options, ::ToString(data.Configuration));
LOG(Info, "Output Path: {0}", data.OutputPath);
LOG(Info, "Output Path: {0}", data.OriginalOutputPath);
// Late init feature
if (Steps.IsEmpty())

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@@ -104,7 +104,8 @@ PixelFormat AndroidPlatformTools::GetTextureFormat(CookingData& data, TextureBas
void AndroidPlatformTools::OnBuildStarted(CookingData& data)
{
// Adjust the cooking output folder to be located inside the Gradle assets directory
data.OutputPath /= TEXT("app/assets");
data.DataOutputPath /= TEXT("app/assets");
data.CodeOutputPath /= TEXT("app/assets");
PlatformTools::OnBuildStarted(data);
}
@@ -114,7 +115,7 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
const auto gameSettings = GameSettings::Get();
const auto platformSettings = AndroidPlatformSettings::Get();
const auto platformDataPath = data.GetPlatformBinariesRoot();
const auto assetsPath = data.OutputPath;
const auto assetsPath = data.DataOutputPath;
const auto jniLibsPath = data.OriginalOutputPath / TEXT("app/jniLibs");
const auto projectVersion = Editor::Project->Version.ToString();
const Char* abi;

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@@ -38,7 +38,7 @@ bool LinuxPlatformTools::OnDeployBinaries(CookingData& data)
{
const auto gameSettings = GameSettings::Get();
const auto platformSettings = LinuxPlatformSettings::Get();
const auto outputPath = data.OutputPath;
const auto outputPath = data.DataOutputPath;
// Copy binaries
{

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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.OutputPath;
const String assembliesPath = data.CodeOutputPath;
if (FileSystem::CopyFile(assembliesPath / TEXT("Newtonsoft.Json.dll"), customBinPath))
{
data.Error(TEXT("Failed to copy deploy custom assembly."));
@@ -64,7 +64,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
return true;
}
if (FileSystem::CopyFile(data.OutputPath / StringUtils::GetFileName(files[i]), files[i]))
if (FileSystem::CopyFile(data.DataOutputPath / StringUtils::GetFileName(files[i]), files[i]))
{
data.Error(TEXT("Failed to setup output directory."));
return true;
@@ -92,7 +92,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
// Prepare certificate
const auto srcCertificatePath = Globals::ProjectFolder / platformSettings->CertificateLocation;
const auto dstCertificatePath = data.OutputPath / TEXT("WSACertificate.pfx");
const auto dstCertificatePath = data.DataOutputPath / TEXT("WSACertificate.pfx");
if (platformSettings->CertificateLocation.HasChars() && FileSystem::FileExists(srcCertificatePath))
{
// Use cert from settings
@@ -115,7 +115,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
}
// Copy assets
const auto dstAssetsPath = data.OutputPath / TEXT("Assets");
const auto dstAssetsPath = data.DataOutputPath / TEXT("Assets");
const auto srcAssetsPath = uwpDataPath / TEXT("Assets");
if (!FileSystem::DirectoryExists(dstAssetsPath))
{
@@ -125,7 +125,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
return true;
}
}
const auto dstPropertiesPath = data.OutputPath / TEXT("Properties");
const auto dstPropertiesPath = data.DataOutputPath / TEXT("Properties");
if (!FileSystem::DirectoryExists(dstPropertiesPath))
{
if (FileSystem::CreateDirectory(dstPropertiesPath))
@@ -177,7 +177,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
return true;
}
}
const auto dstAppPath = data.OutputPath / TEXT("App.cs");
const auto dstAppPath = data.DataOutputPath / TEXT("App.cs");
const auto srcAppPath = uwpDataPath / TEXT("App.cs");
if (!FileSystem::FileExists(dstAppPath))
{
@@ -207,7 +207,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
return true;
}
}
const auto dstFlaxGeneratedPath = data.OutputPath / TEXT("FlaxGenerated.cs");
const auto dstFlaxGeneratedPath = data.DataOutputPath / TEXT("FlaxGenerated.cs");
const auto srcFlaxGeneratedPath = uwpDataPath / TEXT("FlaxGenerated.cs");
{
// Get template
@@ -267,7 +267,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
}
// Create solution
const auto dstSolutionPath = data.OutputPath / projectName + TEXT(".sln");
const auto dstSolutionPath = data.DataOutputPath / projectName + TEXT(".sln");
const auto srcSolutionPath = uwpDataPath / TEXT("Solution.sln");
if (!FileSystem::FileExists(dstSolutionPath))
{
@@ -301,7 +301,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
}
// Create project
const auto dstProjectPath = data.OutputPath / projectName + TEXT(".csproj");
const auto dstProjectPath = data.DataOutputPath / projectName + TEXT(".csproj");
const auto srcProjectPath = uwpDataPath / TEXT("Project.csproj");
{
// Get template
@@ -352,7 +352,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
}
// Create manifest
const auto dstManifestPath = data.OutputPath / TEXT("Package.appxmanifest");
const auto dstManifestPath = data.DataOutputPath / TEXT("Package.appxmanifest");
const auto srcManifestPath = uwpDataPath / TEXT("Package.appxmanifest");
if (!FileSystem::FileExists(dstManifestPath))
{
@@ -490,8 +490,8 @@ bool UWPPlatformTools::OnPostProcess(CookingData& data)
// Special case for UWP
// FlaxEngine.dll cannot be added to the solution as `Content` item (due to conflicts with C++ /CX FlaxEngine.dll)
// Use special directory for it (generated UWP project handles this case and copies lib to the output)
const String assembliesPath = data.OutputPath;
const auto dstPath1 = data.OutputPath / TEXT("DataSecondary");
const String assembliesPath = data.DataOutputPath;
const auto dstPath1 = data.DataOutputPath / TEXT("DataSecondary");
if (!FileSystem::DirectoryExists(dstPath1))
{
if (FileSystem::CreateDirectory(dstPath1))

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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.OutputPath;
const auto& outputPath = data.CodeOutputPath;
// Apply executable icon
Array<String> files;

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@@ -144,8 +144,8 @@ public:
AotConfig(CookingData& data)
{
Platform::GetEnvironmentVariables(EnvVars);
EnvVars[TEXT("MONO_PATH")] = data.OutputPath / TEXT("Mono/lib/mono/4.5");
AssembliesSearchDirs.Add(data.OutputPath / TEXT("Mono/lib/mono/4.5"));
EnvVars[TEXT("MONO_PATH")] = data.DataOutputPath / TEXT("Mono/lib/mono/4.5");
AssembliesSearchDirs.Add(data.DataOutputPath / TEXT("Mono/lib/mono/4.5"));
}
};

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@@ -119,7 +119,7 @@ bool CompileScriptsStep::DeployBinaries(CookingData& data, const String& path, c
}
for (auto& file : files)
{
const String dst = data.OutputPath / StringUtils::GetFileName(file);
const String dst = data.CodeOutputPath / 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 +294,7 @@ bool CompileScriptsStep::Perform(CookingData& data)
}
writer.EndObject();
const String outputBuildInfo = data.OutputPath / TEXT("Game.Build.json");
const String outputBuildInfo = data.CodeOutputPath / 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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@@ -869,7 +869,7 @@ public:
// Create package
// Note: FlaxStorage::Create overrides chunks locations in file so don't use files anymore (only readonly)
const String localPath = String::Format(TEXT("Content/Data_{0}.{1}"), _packageIndex, PACKAGE_FILES_EXTENSION);
const String path = data.OutputPath / localPath;
const String path = data.DataOutputPath / localPath;
if (FlaxStorage::Create(path, assetsData, false, &CustomData))
{
data.Error(TEXT("Failed to create assets package."));
@@ -1035,7 +1035,7 @@ bool CookAssetsStep::Perform(CookingData& data)
gameFlags |= GameHeaderFlags::ShowSplashScreen;
// Open file
auto stream = FileWriteStream::Open(data.OutputPath / TEXT("Content/head"));
auto stream = FileWriteStream::Open(data.DataOutputPath / TEXT("Content/head"));
if (stream == nullptr)
{
data.Error(TEXT("Failed to create game data file."));
@@ -1129,7 +1129,7 @@ bool CookAssetsStep::Perform(CookingData& data)
BUILD_STEP_CANCEL_CHECK;
// Save assets cache
if (AssetsCache::Save(data.OutputPath / TEXT("Content/AssetsCache.dat"), AssetsRegistry, AssetPathsMapping, AssetsCacheFlags::RelativePaths))
if (AssetsCache::Save(data.DataOutputPath / TEXT("Content/AssetsCache.dat"), AssetsRegistry, AssetPathsMapping, AssetsCacheFlags::RelativePaths))
{
data.Error(TEXT("Failed to create assets registry."));
return true;

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@@ -15,7 +15,7 @@ bool DeployDataStep::Perform(CookingData& data)
const auto gameSettings = GameSettings::Get();
// Setup output folders and copy required data
const auto contentDir = data.OutputPath / TEXT("Content");
const auto contentDir = data.DataOutputPath / TEXT("Content");
if (FileSystem::DirectoryExists(contentDir))
{
// Remove old content files
@@ -26,7 +26,7 @@ bool DeployDataStep::Perform(CookingData& data)
}
FileSystem::CreateDirectory(contentDir);
const auto srcMono = depsRoot / TEXT("Mono");
const auto dstMono = data.OutputPath / TEXT("Mono");
const auto dstMono = data.DataOutputPath / TEXT("Mono");
if (!FileSystem::DirectoryExists(dstMono))
{
if (!FileSystem::DirectoryExists(srcMono))

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@@ -24,7 +24,7 @@ bool PrecompileAssembliesStep::Perform(CookingData& data)
data.Tools->OnConfigureAOT(data, config);
// Prepare output directory
config.AotCachePath = data.OutputPath / TEXT("Mono/lib/mono/aot-cache");
config.AotCachePath = data.DataOutputPath / TEXT("Mono/lib/mono/aot-cache");
switch (data.Tools->GetArchitecture())
{
case ArchitectureType::x86:
@@ -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.OutputPath / binaryModule.ManagedPath);
config.Assemblies.Add(data.CodeOutputPath / binaryModule.ManagedPath);
// TODO: move AOT to Flax.Build and perform it on all C# assemblies used in target build
config.Assemblies.Add(data.OutputPath / TEXT("Newtonsoft.Json.dll"));
config.Assemblies.Add(data.CodeOutputPath / TEXT("Newtonsoft.Json.dll"));
// Perform AOT for the assemblies
for (int32 i = 0; i < config.Assemblies.Count(); i++)

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@@ -11,9 +11,17 @@ bool ValidateStep::Perform(CookingData& data)
data.StepProgress(TEXT("Performing validation"), 0);
// Ensure output and cache directories exist
if (!FileSystem::DirectoryExists(data.OutputPath))
if (!FileSystem::DirectoryExists(data.CodeOutputPath))
{
if (FileSystem::CreateDirectory(data.OutputPath))
if (FileSystem::CreateDirectory(data.CodeOutputPath))
{
data.Error(TEXT("Failed to create build output directory."));
return true;
}
}
if (!FileSystem::DirectoryExists(data.DataOutputPath))
{
if (FileSystem::CreateDirectory(data.DataOutputPath))
{
data.Error(TEXT("Failed to create build output directory."));
return true;