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

View File

@@ -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);

View File

@@ -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;

View File

@@ -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++)

View File

@@ -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;