Files
2025-05-18 13:04:45 +08:00

229 lines
7.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
using UnrealBuildTool;
namespace AutomationTool.Tasks
{
/// <summary>
/// Parameters for a task that runs the cooker
/// </summary>
public class PakFileTaskParameters
{
/// <summary>
/// List of files, wildcards, and tag sets to add to the pak file, separated by ';' characters.
/// </summary>
[TaskParameter(ValidationType = TaskParameterValidationType.FileSpec)]
public string Files { get; set; }
/// <summary>
/// PAK file to output.
/// </summary>
[TaskParameter]
public FileReference Output { get; set; }
/// <summary>
/// Path to a Response File that contains a list of files to add to the pak file -- instead of specifying them individually.
/// </summary>
[TaskParameter(Optional = true)]
public FileReference ResponseFile { get; set; }
/// <summary>
/// Directories to rebase the files relative to. If specified, the shortest path under a listed directory will be used for each file.
/// </summary>
[TaskParameter(Optional = true)]
public HashSet<DirectoryReference> RebaseDir { get; set; }
/// <summary>
/// Script that gives the order of files.
/// </summary>
[TaskParameter(Optional = true)]
public FileReference Order { get; set; }
/// <summary>
/// Encryption keys for this pak file.
/// </summary>
[TaskParameter(Optional = true)]
public FileReference Sign { get; set; }
/// <summary>
/// Whether to compress files.
/// </summary>
[TaskParameter(Optional = true)]
public bool Compress { get; set; } = true;
/// <summary>
/// Additional arguments to pass to UnrealPak.
/// </summary>
[TaskParameter(Optional = true)]
public string Arguments { get; set; } = "";
/// <summary>
/// Tag to be applied to build products of this task.
/// </summary>
[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.TagList)]
public string Tag { get; set; }
}
/// <summary>
/// Creates a PAK file from a given set of files.
/// </summary>
[TaskElement("PakFile", typeof(PakFileTaskParameters))]
public class PakFileTask : BgTaskImpl
{
readonly PakFileTaskParameters _parameters;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="parameters">Parameters for this task</param>
public PakFileTask(PakFileTaskParameters parameters)
{
_parameters = parameters;
}
/// <summary>
/// ExecuteAsync the task.
/// </summary>
/// <param name="job">Information about the current job</param>
/// <param name="buildProducts">Set of build products produced by this node.</param>
/// <param name="tagNameToFileSet">Mapping from tag names to the set of files they include</param>
public override async Task ExecuteAsync(JobContext job, HashSet<FileReference> buildProducts, Dictionary<string, HashSet<FileReference>> tagNameToFileSet)
{
// Find the directories we're going to rebase relative to
HashSet<DirectoryReference> rebaseDirs = new HashSet<DirectoryReference> { Unreal.RootDirectory };
if (_parameters.RebaseDir != null)
{
rebaseDirs.UnionWith(_parameters.RebaseDir);
}
// Get the output parameter
FileReference outputFile = _parameters.Output;
// Check for a ResponseFile parameter
FileReference responseFile = _parameters.ResponseFile;
if (responseFile == null)
{
// Get a unique filename for the response file
responseFile = FileReference.Combine(new DirectoryReference(CommandUtils.CmdEnv.LogFolder), String.Format("PakList_{0}.txt", outputFile.GetFileNameWithoutExtension()));
for (int idx = 2; FileReference.Exists(responseFile); idx++)
{
responseFile = FileReference.Combine(responseFile.Directory, String.Format("PakList_{0}_{1}.txt", outputFile.GetFileNameWithoutExtension(), idx));
}
// Write out the response file
HashSet<FileReference> files = ResolveFilespec(Unreal.RootDirectory, _parameters.Files, tagNameToFileSet);
using (StreamWriter writer = new StreamWriter(responseFile.FullName, false, new System.Text.UTF8Encoding(true)))
{
foreach (FileReference file in files)
{
string relativePath = FindShortestRelativePath(file, rebaseDirs);
if (relativePath == null)
{
throw new AutomationException("Couldn't find relative path for '{0}' - not under any rebase directories", file.FullName);
}
string compressArg = _parameters.Compress ? " -compress" : "";
await writer.WriteLineAsync($"\"{file.FullName}\" \"{relativePath}\"{compressArg}");
}
}
}
// Format the command line
StringBuilder commandLine = new StringBuilder();
commandLine.AppendFormat("{0} -create={1}", CommandUtils.MakePathSafeToUseWithCommandLine(outputFile.FullName), CommandUtils.MakePathSafeToUseWithCommandLine(responseFile.FullName));
if (_parameters.Sign != null)
{
commandLine.AppendFormat(" -sign={0}", CommandUtils.MakePathSafeToUseWithCommandLine(_parameters.Sign.FullName));
}
if (_parameters.Order != null)
{
commandLine.AppendFormat(" -order={0}", CommandUtils.MakePathSafeToUseWithCommandLine(_parameters.Order.FullName));
}
if (Unreal.IsEngineInstalled())
{
commandLine.Append(" -installed");
}
// Get the executable path
FileReference unrealPakExe;
if (HostPlatform.Current.HostEditorPlatform == UnrealTargetPlatform.Win64)
{
unrealPakExe = ResolveFile("Engine/Binaries/Win64/UnrealPak.exe");
}
else
{
unrealPakExe = ResolveFile(String.Format("Engine/Binaries/{0}/UnrealPak", HostPlatform.Current.HostEditorPlatform.ToString()));
}
// Run it
Logger.LogInformation("Running '{Arg0} {Arg1}'", CommandUtils.MakePathSafeToUseWithCommandLine(unrealPakExe.FullName), commandLine.ToString());
CommandUtils.RunAndLog(CommandUtils.CmdEnv, unrealPakExe.FullName, commandLine.ToString(), Options: CommandUtils.ERunOptions.Default | CommandUtils.ERunOptions.UTF8Output);
buildProducts.Add(outputFile);
// Apply the optional tag to the output file
foreach (string tagName in FindTagNamesFromList(_parameters.Tag))
{
FindOrAddTagSet(tagNameToFileSet, tagName).Add(outputFile);
}
}
/// <summary>
/// Find the shortest relative path of the given file from a set of base directories.
/// </summary>
/// <param name="file">Full path to a file</param>
/// <param name="rebaseDirs">Possible base directories</param>
/// <returns>The shortest relative path, or null if the file is not under any of them</returns>
public static string FindShortestRelativePath(FileReference file, IEnumerable<DirectoryReference> rebaseDirs)
{
string relativePath = null;
foreach (DirectoryReference rebaseDir in rebaseDirs)
{
if (file.IsUnderDirectory(rebaseDir))
{
string newRelativePath = file.MakeRelativeTo(rebaseDir);
if (relativePath == null || newRelativePath.Length < relativePath.Length)
{
relativePath = newRelativePath;
}
}
}
return relativePath;
}
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public override void Write(XmlWriter writer)
{
Write(writer, _parameters);
}
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public override IEnumerable<string> FindConsumedTagNames()
{
return FindTagNamesFromFilespec(_parameters.Files);
}
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public override IEnumerable<string> FindProducedTagNames()
{
return FindTagNamesFromList(_parameters.Tag);
}
}
}