// Copyright Epic Games, Inc. All Rights Reserved. #include "Commandlets/GenerateDistillFileSetsCommandlet.h" #include "HAL/FileManager.h" #include "Misc/FileHelper.h" #include "Misc/Paths.h" #include "Misc/ConfigCacheIni.h" #include "Misc/App.h" #include "UObject/UObjectHash.h" #include "Misc/PackageName.h" #include "Settings/ProjectPackagingSettings.h" #include "FileHelpers.h" #include "Misc/RedirectCollector.h" #include "Editor.h" #include "Engine/AssetManager.h" DEFINE_LOG_CATEGORY_STATIC(LogGenerateDistillFileSetsCommandlet, Log, All); UGenerateDistillFileSetsCommandlet::UGenerateDistillFileSetsCommandlet(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } int32 UGenerateDistillFileSetsCommandlet::Main(const FString& InParams) { // Parse command line. TArray Tokens; TArray Switches; UCommandlet::ParseCommandLine(*InParams, Tokens, Switches); TArray MapList; for (int32 MapIdx = 0; MapIdx < Tokens.Num(); ++MapIdx) { const FString& Map = Tokens[MapIdx]; if (FPackageName::IsShortPackageName(Map)) { FString LongPackageName; if (FPackageName::SearchForPackageOnDisk(Map, &LongPackageName)) { MapList.Add(LongPackageName); } else { UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("Unable to find package for map %s."), *Map); return 1; } } else { MapList.Add(Map); } } const UProjectPackagingSettings* const PackagingSettings = GetDefault(); if (MapList.Num() <= 0) { // No map tokens were supplied on the command line, so assume all maps TArray AllPackageFilenames; FEditorFileUtils::FindAllPackageFiles(AllPackageFilenames); for (int32 PackageIndex = 0; PackageIndex < AllPackageFilenames.Num(); PackageIndex++) { const FString& Filename = AllPackageFilenames[PackageIndex]; if (FPaths::GetExtension(Filename, true) == FPackageName::GetMapPackageExtension()) { FString LongPackageName; if (FPackageName::TryConvertFilenameToLongPackageName(Filename, LongPackageName)) { // Warn about maps in "NoShip" or "TestMaps" folders. Those should have been filtered out during the Distill process! if (!Filename.Contains("/NoShip/") && !Filename.Contains("/TestMaps/")) { // @todo plugins add support for plugins? if (LongPackageName.StartsWith(TEXT("/Game"))) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Discovered map package %s..."), *LongPackageName); MapList.Add(LongPackageName); } } else { UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Skipping map package %s in TestMaps or NoShip folder"), *Filename); } } else { UE_LOG(LogGenerateDistillFileSetsCommandlet, Warning, TEXT("Failed to determine package name for map file %s."), *Filename); } } } } else { // Add the default map section TArray AlwaysCookMapList; GEditor->LoadMapListFromIni(TEXT("AlwaysCookMaps"), AlwaysCookMapList); MapList.Append(AlwaysCookMapList); // Add Maps to cook from project packaging settings if any exist for (const FFilePath& MapToCook: PackagingSettings->MapsToCook) { MapList.AddUnique(MapToCook.FilePath); } } // Add any assets from the asset manager if (UAssetManager::IsValid()) { UAssetManager& Manager = UAssetManager::Get(); TArray TypeInfos; Manager.GetPrimaryAssetTypeInfoList(TypeInfos); for (const FPrimaryAssetTypeInfo& TypeInfo: TypeInfos) { TArray AssetDataList; Manager.GetPrimaryAssetDataList(TypeInfo.PrimaryAssetType, AssetDataList); for (const FAssetData& AssetData: AssetDataList) { FString PackageName = AssetData.PackageName.ToString(); // Warn about maps in "NoShip" or "TestMaps" folders. if (PackageName.Contains("/NoShip/") || PackageName.Contains("/TestMaps/")) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Skipping map package %s in TestMaps or NoShip folder"), *PackageName); continue; } MapList.AddUnique(AssetData.PackageName.ToString()); } } } const FString TemplateFileSwitch = TEXT("Template="); const FString OutputFileSwitch = TEXT("Output="); const FString TemplateFolderSwitch = TEXT("TemplateFolder="); const FString OutputFolderSwitch = TEXT("OutputFolder="); FString TemplateFilename; FString OutputFilename; FString TemplateFolder; FString OutputFolder; for (int32 SwitchIdx = 0; SwitchIdx < Switches.Num(); ++SwitchIdx) { const FString& Switch = Switches[SwitchIdx]; if (Switch.StartsWith(TemplateFileSwitch)) { Switch.Split(TEXT("="), NULL, &TemplateFilename); TemplateFilename = TemplateFilename.TrimQuotes(); } else if (Switch.StartsWith(OutputFileSwitch)) { Switch.Split(TEXT("="), NULL, &OutputFilename); OutputFilename = OutputFilename.TrimQuotes(); } else if (Switch.StartsWith(TemplateFolderSwitch)) { Switch.Split(TEXT("="), NULL, &TemplateFolder); TemplateFolder = TemplateFolder.TrimQuotes(); FPaths::NormalizeFilename(TemplateFolder); if (!TemplateFolder.EndsWith(TEXT("/"))) { TemplateFolder += TEXT("/"); } UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Using template folder: %s"), *TemplateFolder); } else if (Switch.StartsWith(OutputFolderSwitch)) { Switch.Split(TEXT("="), NULL, &OutputFolder); OutputFolder = OutputFolder.TrimQuotes(); FPaths::NormalizeFilename(OutputFolder); if (!OutputFolder.EndsWith(TEXT("/"))) { OutputFolder += TEXT("/"); } UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Using output folder: %s"), *OutputFolder); } } if (OutputFilename.IsEmpty()) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("You must supply -Output=OutputFilename. These files are relative to the Game/Build directory.")); return 1; } if (OutputFolder.IsEmpty()) { OutputFolder = FPaths::ProjectDir() + TEXT("Build/"); } OutputFilename = OutputFolder + OutputFilename; bool bSimpleTxtOutput = false; // Load the template file FString TemplateFileContents; if (TemplateFilename.IsEmpty()) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("No template specified, assuming a simple txt output.")); bSimpleTxtOutput = true; } // If no folder was specified, filenames are relative to the build dir. else { if (TemplateFolder.IsEmpty()) { TemplateFolder = FPaths::ProjectDir() + TEXT("Build/"); } TemplateFilename = TemplateFolder + TemplateFilename; if (!FFileHelper::LoadFileToString(TemplateFileContents, *TemplateFilename)) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("Failed to load template file '%s'"), *TemplateFilename); return 1; } } // Form a full unique package list TSet AllPackageNames; //@todo SLATE: This is a hack to ensure all slate referenced assets get cooked. // Slate needs to be refactored to properly identify required assets at cook time. // Simply jamming everything in a given directory into the cook list is error-prone // on many levels - assets not required getting cooked/shipped; assets not put under // the correct folder; etc. { TArray UIContentPaths; if (GConfig->GetArray(TEXT("UI"), TEXT("ContentDirectories"), UIContentPaths, GEditorIni) > 0) { for (int32 DirIdx = 0; DirIdx < UIContentPaths.Num(); DirIdx++) { FString ContentPath = FPackageName::LongPackageNameToFilename(UIContentPaths[DirIdx]); TArray Files; IFileManager::Get().FindFilesRecursive(Files, *ContentPath, *(FString(TEXT("*")) + FPackageName::GetAssetPackageExtension()), true, false); for (int32 Index = 0; Index < Files.Num(); Index++) { FString StdFile = Files[Index]; FPaths::MakeStandardFilename(StdFile); StdFile = FPackageName::FilenameToLongPackageName(StdFile); AllPackageNames.Add(StdFile); } } } } // Load all maps { for (auto MapIt = MapList.CreateConstIterator(); MapIt; ++MapIt) { const FString& MapPackage = *MapIt; UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Loading %s..."), *MapPackage); UPackage* Package = LoadPackage(NULL, *MapPackage, LOAD_None); if (Package != NULL) { GRedirectCollector.ResolveAllSoftObjectPaths(); AllPackageNames.Add(Package->GetName()); UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Finding content referenced by %s..."), *MapPackage); TArray AllPackages; GetObjectsOfClass(UPackage::StaticClass(), AllPackages); for (int32 Index = 0; Index < AllPackages.Num(); Index++) { FString OtherName = AllPackages[Index]->GetOutermost()->GetName(); if (!AllPackageNames.Contains(OtherName)) { AllPackageNames.Add(OtherName); UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("Package: %s"), *OtherName); } } UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Collecting garbage...")); CollectGarbage(RF_NoFlags); } } } // Add assets from additional directories to always cook for (const auto& DirToCook: PackagingSettings->DirectoriesToAlwaysCook) { FString DirectoryPath; if (!FPackageName::TryConvertGameRelativePackagePathToLocalPath(DirToCook.Path, DirectoryPath)) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Warning, TEXT("'ProjectSettings -> Project -> Packaging -> Directories to always cook' has invalid element '%s'"), *DirToCook.Path); continue; } UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("Examining directory to always cook: %s..."), *DirToCook.Path); TArray Files; IFileManager::Get().FindFilesRecursive(Files, *DirectoryPath, *(FString(TEXT("*")) + FPackageName::GetAssetPackageExtension()), true, false); for (int32 Index = 0; Index < Files.Num(); Index++) { FString StdFile = Files[Index]; FPaths::MakeStandardFilename(StdFile); StdFile = FPackageName::FilenameToLongPackageName(StdFile); AllPackageNames.Add(StdFile); UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("Package: %s"), *StdFile); } } // Sort the results to make it easier to diff files. No necessary but useful sometimes. TArray SortedPackageNames = AllPackageNames.Array(); SortedPackageNames.Sort(); // For the list of FileSets to include in the distill FString AllFileSets; const FString FileSetPathRoot = TEXT("Content"); for (auto PackageIt = SortedPackageNames.CreateConstIterator(); PackageIt; ++PackageIt) { const FString& PackageName = *PackageIt; // @todo plugins add support for plugins? if (PackageName.StartsWith(TEXT("/Game"))) { const FString PathWithoutRoot(PackageName.Mid(5)); const FString FileSetPath = FileSetPathRoot + PathWithoutRoot; if (bSimpleTxtOutput) { FString ActualFile; if (FPackageName::DoesPackageExist(PackageName, NULL, &ActualFile)) { ActualFile = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ActualFile); AllFileSets += FString::Printf(TEXT("%s") LINE_TERMINATOR, *ActualFile); UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("File: %s"), *ActualFile); } } else { AllFileSets += FString::Printf(TEXT("") LINE_TERMINATOR, *FileSetPath); } } } // Add additional files marked for distillation TArray AdditionalFilesToDistill; GConfig->GetArray(TEXT("DistillSettings"), TEXT("FilesToAlwaysDistill"), AdditionalFilesToDistill, GEngineIni); const FString AbsoluteGameContentDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectContentDir()); TArray AdditionalFilesToDistillFullPath; for (const FString& File: AdditionalFilesToDistill) { // Only support path relative to content directory if (!FPaths::IsRelative(File)) { continue; } FString FileAbsolutePath = FPaths::ConvertRelativePathToFull(FPaths::Combine(AbsoluteGameContentDir, File)); FString Path; FString Filename; FString Extension; FPaths::Split(FileAbsolutePath, Path, Filename, Extension); if (!FPaths::DirectoryExists(Path) || Filename.IsEmpty()) { continue; } // Verify if we're looking at an arbitrary amount of desired files if (Filename == TEXT("*")) { TArray SubDirectoryFiles; IFileManager::Get().FindFilesRecursive(SubDirectoryFiles, *Path, *(Filename + (!Extension.IsEmpty() ? TEXT(".") + Extension : TEXT(""))), true, false); AdditionalFilesToDistillFullPath.Append(SubDirectoryFiles); } else { AdditionalFilesToDistillFullPath.Add(FileAbsolutePath); } } for (FString& AdditionalFile: AdditionalFilesToDistillFullPath) { FPaths::MakeStandardFilename(AdditionalFile); if (FPaths::FileExists(AdditionalFile)) { AdditionalFile = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*AdditionalFile); AllFileSets += FString::Printf(TEXT("%s") LINE_TERMINATOR, *AdditionalFile); UE_LOG(LogGenerateDistillFileSetsCommandlet, Log, TEXT("Additional file: %s"), *AdditionalFile); } } // Write the output file FString OutputFileContents; if (bSimpleTxtOutput) { OutputFileContents = AllFileSets; } else { OutputFileContents = TemplateFileContents.Replace(TEXT("%INSTALLEDCONTENTFILESETS%"), *AllFileSets, ESearchCase::CaseSensitive); if (FApp::HasProjectName()) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Display, TEXT("Replacing %%GAMENAME%% with (%s)..."), FApp::GetProjectName()); OutputFileContents = OutputFileContents.Replace(TEXT("%GAMENAME%"), FApp::GetProjectName(), ESearchCase::CaseSensitive); } else { UE_LOG(LogGenerateDistillFileSetsCommandlet, Warning, TEXT("Failed to replace %%GAMENAME%% since we are running without a game name.")); } } if (!FFileHelper::SaveStringToFile(OutputFileContents, *OutputFilename)) { UE_LOG(LogGenerateDistillFileSetsCommandlet, Error, TEXT("Failed to save output file '%s'"), *OutputFilename); return 1; } return 0; }