431 lines
12 KiB
C++
431 lines
12 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/Guid.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Core/Collections/HashSet.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Scripting/ScriptingObject.h"
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class GameCooker;
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class PlatformTools;
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#if OFFICIAL_BUILD
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// Use the fixed .NET SDK version in packaged builds for compatibility (FlaxGame is precompiled with it)
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#define GAME_BUILD_DOTNET_VER TEXT("-dotnet=8")
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#else
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#define GAME_BUILD_DOTNET_VER TEXT("")
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#endif
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/// <summary>
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/// Game building options. Used as flags.
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/// </summary>
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API_ENUM(Attributes="Flags") enum class BuildOptions
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{
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/// <summary>
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/// No special options declared.
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/// </summary>
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None = 0,
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/// <summary>
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/// Shows the output directory folder on building end.
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/// </summary>
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ShowOutput = 1 << 0,
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/// <summary>
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/// Starts the cooked game build on building end.
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/// </summary>
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AutoRun = 1 << 1,
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/// <summary>
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/// Skips cooking logic and uses already cooked data (eg. to only use AutoRun or ShowOutput feature).
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/// </summary>
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NoCook = 1 << 2,
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};
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DECLARE_ENUM_OPERATORS(BuildOptions);
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/// <summary>
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/// Game build target platform.
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/// </summary>
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API_ENUM() enum class BuildPlatform
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{
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/// <summary>
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/// Windows (32-bit architecture)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Windows 32bit\")")
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Windows32 = 1,
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/// <summary>
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/// Windows (64-bit architecture)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Windows 64bit\")")
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Windows64 = 2,
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/// <summary>
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/// Universal Windows Platform (UWP) (x86 architecture)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Windows Store x86\")")
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UWPx86 = 3,
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/// <summary>
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/// Universal Windows Platform (UWP) (x64 architecture)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Windows Store x64\")")
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UWPx64 = 4,
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/// <summary>
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/// Xbox One
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Xbox One\")")
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XboxOne = 5,
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/// <summary>
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/// Linux (64-bit architecture)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Linux x64\")")
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LinuxX64 = 6,
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/// <summary>
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/// PlayStation 4
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"PlayStation 4\")")
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PS4 = 7,
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/// <summary>
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/// Xbox Series X.
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Xbox Scarlett\")")
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XboxScarlett = 8,
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/// <summary>
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/// Android ARM64 (arm64-v8a).
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Android ARM64 (arm64-v8a)\")")
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AndroidARM64 = 9,
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/// <summary>
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/// Switch.
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/// </summary>
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Switch = 10,
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/// <summary>
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/// PlayStation 5
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"PlayStation 5\")")
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PS5 = 11,
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/// <summary>
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/// MacOS (x86-64 Intel)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Mac x64\")")
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MacOSx64 = 12,
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/// <summary>
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/// MacOS (ARM64 Apple Silicon)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"Mac ARM64\")")
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MacOSARM64 = 13,
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/// <summary>
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/// iOS (ARM64)
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/// </summary>
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API_ENUM(Attributes="EditorDisplay(null, \"iOS ARM64\")")
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iOSARM64 = 14,
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};
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/// <summary>
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/// Game build configuration modes.
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/// </summary>
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API_ENUM() enum class BuildConfiguration
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{
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/// <summary>
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/// Debug configuration. Without optimizations but with full debugging information.
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/// </summary>
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Debug = 0,
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/// <summary>
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/// Development configuration. With basic optimizations and partial debugging data.
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/// </summary>
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Development = 1,
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/// <summary>
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/// Shipping configuration. With full optimization and no debugging data.
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/// </summary>
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Release = 2,
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};
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/// <summary>
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/// .NET Ahead of Time Compilation (AOT) modes.
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/// </summary>
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enum class DotNetAOTModes
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{
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/// <summary>
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/// AOT is not used.
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/// </summary>
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None,
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/// <summary>
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/// Use .NET Native IL Compiler (shorten as ILC) to convert all C# assemblies in native platform executable binary.
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/// </summary>
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ILC,
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/// <summary>
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/// Use Mono AOT to cross-compile all used C# assemblies into native platform shared libraries.
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/// </summary>
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MonoAOTDynamic,
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/// <summary>
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/// Use Mono AOT to cross-compile all used C# assemblies into native platform static libraries which can be linked into a single shared library.
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/// </summary>
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MonoAOTStatic,
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};
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extern FLAXENGINE_API const Char* ToString(const BuildPlatform platform);
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extern FLAXENGINE_API const Char* ToString(const BuildConfiguration configuration);
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extern FLAXENGINE_API const Char* ToString(const DotNetAOTModes mode);
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#define BUILD_STEP_CANCEL_CHECK if (GameCooker::IsCancelRequested()) return true
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/// <summary>
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/// Game cooking temporary data.
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/// </summary>
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API_CLASS(Sealed, Namespace="FlaxEditor") class FLAXENGINE_API CookingData : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE(CookingData);
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public:
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/// <summary>
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/// The platform.
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/// </summary>
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API_FIELD(ReadOnly) BuildPlatform Platform;
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/// <summary>
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/// The configuration.
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/// </summary>
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API_FIELD(ReadOnly) BuildConfiguration Configuration;
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/// <summary>
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/// The options.
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/// </summary>
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API_FIELD(ReadOnly) BuildOptions Options;
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/// <summary>
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/// The name of build preset used for cooking (can be used by editor and game plugins).
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/// </summary>
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API_FIELD(ReadOnly) String Preset;
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/// <summary>
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/// The name of build preset target used for cooking (can be used by editor and game plugins).
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/// </summary>
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API_FIELD(ReadOnly) String PresetTarget;
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/// <summary>
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/// The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).
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/// </summary>
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API_FIELD(ReadOnly) Array<String> CustomDefines;
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/// <summary>
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/// The original output path (actual OutputPath could be modified by the Platform Tools or a plugin for additional layout customizations or packaging). This path is preserved.
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/// </summary>
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API_FIELD(ReadOnly) String OriginalOutputPath;
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/// <summary>
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/// The output path for data files (Content, Dotnet, Mono, etc.).
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/// </summary>
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API_FIELD(ReadOnly) String DataOutputPath;
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/// <summary>
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/// The output path for binaries (native executable and native code libraries).
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/// </summary>
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API_FIELD(ReadOnly) String NativeCodeOutputPath;
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/// <summary>
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/// The output path for binaries (C# code libraries).
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/// </summary>
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API_FIELD(ReadOnly) String ManagedCodeOutputPath;
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/// <summary>
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/// The platform tools.
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/// </summary>
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PlatformTools* Tools;
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public:
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/// <summary>
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/// The asset type build stats storage.
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/// </summary>
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struct AssetTypeStatistics
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{
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/// <summary>
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/// The asset type name.
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/// </summary>
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String TypeName;
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/// <summary>
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/// The amount of assets of that type in a build.
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/// </summary>
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int32 Count = 0;
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/// <summary>
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/// The final output size of the assets of that type in a build.
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/// </summary>
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uint64 ContentSize = 0;
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bool operator<(const AssetTypeStatistics& other) const;
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};
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/// <summary>
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/// The build stats storage.
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/// </summary>
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struct Statistics
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{
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/// <summary>
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/// The total assets amount in the build.
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/// </summary>
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int32 TotalAssets;
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/// <summary>
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/// The cooked assets (TotalAssets - CookedAssets is amount of reused cached assets).
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/// </summary>
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int32 CookedAssets;
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/// <summary>
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/// The final output content size in MB.
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/// </summary>
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int32 ContentSizeMB;
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/// <summary>
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/// The asset type stats. Key is the asset typename, value is the stats container.
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/// </summary>
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Dictionary<String, AssetTypeStatistics> AssetStats;
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Statistics();
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};
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/// <summary>
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/// The build stats.
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/// </summary>
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Statistics Stats;
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public:
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/// <summary>
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/// The temporary directory used for the building cache. Can be used for the incremental building.
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/// </summary>
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String CacheDirectory;
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/// <summary>
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/// The root assets collection to include in build in the first place (can be used only before CollectAssetsStep).
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/// Game cooker will find dependant assets and deploy them as well.
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/// </summary>
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HashSet<Guid> RootAssets;
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/// <summary>
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/// The final assets collection to include in build (valid only after CollectAssetsStep).
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/// </summary>
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HashSet<Guid> Assets;
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struct BinaryModuleInfo
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{
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String Name;
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String NativePath;
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String ManagedPath;
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};
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/// <summary>
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/// The binary modules used in the build. Valid after scripts compilation step. This list includes game, all plugins modules and engine module.
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/// </summary>
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Array<BinaryModuleInfo, InlinedAllocation<64>> BinaryModules;
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public:
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/// <summary>
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/// Gets the absolute path to the Platform Data folder that contains the binary files used by the current build configuration.
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/// </summary>
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String GetGameBinariesPath() const;
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/// <summary>
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/// Gets the absolute path to the platform folder that contains the dependency files used by the current build configuration.
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/// </summary>
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String GetPlatformBinariesRoot() const;
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/// <summary>
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/// Gets the name of the platform and architecture for the current BuildPlatform.
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/// </summary>
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void GetBuildPlatformName(const Char*& platform, const Char*& architecture) const;
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public:
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/// <summary>
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/// The total amount of baking steps to perform.
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/// </summary>
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int32 StepsCount;
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/// <summary>
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/// The current step index.
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/// </summary>
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int32 CurrentStepIndex;
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/// <summary>
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/// Initializes the progress.
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/// </summary>
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/// <param name="stepsCount">The total steps count.</param>
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void InitProgress(const int32 stepsCount)
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{
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StepsCount = stepsCount;
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CurrentStepIndex = 0;
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}
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/// <summary>
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/// Moves the progress reporting to the next step
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/// </summary>
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void NextStep()
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{
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CurrentStepIndex++;
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}
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/// <summary>
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/// Reports the current step progress (normalized 0-1 value)
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/// </summary>
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/// <param name="info">The step info message.</param>
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/// <param name="stepProgress">The step progress.</param>
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void StepProgress(const String& info, const float stepProgress) const;
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public:
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/// <summary>
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/// Adds the asset to the build.
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/// </summary>
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/// <param name="id">The asset id.</param>
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void AddRootAsset(const Guid& id);
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/// <summary>
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/// Adds the asset to the build.
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/// </summary>
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/// <param name="path">The absolute asset path.</param>
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void AddRootAsset(const String& path);
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/// <summary>
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/// Adds the internal engine asset to the build.
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/// </summary>
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/// <param name="internalPath">The internal path (relative to the engine content path).</param>
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void AddRootEngineAsset(const String& internalPath);
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public:
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void Error(const StringView& msg);
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void Error(const String& msg)
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{
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Error(StringView(msg));
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}
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void Error(const Char* msg)
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{
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Error(StringView(msg));
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}
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};
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