-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathJenkinsBuild.cs
More file actions
424 lines (357 loc) · 13.4 KB
/
JenkinsBuild.cs
File metadata and controls
424 lines (357 loc) · 13.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
// JenkinsBuild
// Shepherd Zhu
// Jenkins Build Helper
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using HybridCLR.Editor;
using HybridCLR.Editor.Commands;
using HybridCLR.Editor.Settings;
using UnityEditor;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
using UnityEngine;
public static class JenkinsBuild
{
// 重要提醒:建议先在工作电脑上配好Groups和Labels,本脚本虽说遇到新文件可以添加到Addressable,但是不太可靠。
/// <summary>
/// 开始执行HybridCLR热更打包,默认打当前平台
/// </summary>
[MenuItem("Shepherd0619/Build Hot Update")]
public static void BuildHotUpdate()
{
if (EditorUtility.DisplayDialog("Warning",
$"You are attempting to build hot update for {EditorUserBuildSettings.activeBuildTarget}.",
"Proceed", "Quit"))
BuildHotUpdate(EditorUserBuildSettings.selectedBuildTargetGroup, EditorUserBuildSettings.activeBuildTarget);
}
[MenuItem("Shepherd0619/Build Playground Win Server")]
public static void BuildPlaygroundWinServer()
{
var currentTarget = EditorUserBuildSettings.activeBuildTarget;
if (!EditorUtility.DisplayDialog("Warning",
"You are attempting to build a Windows Server.",
"Proceed", "Quit"))
return;
var options = new BuildPlayerOptions();
options.target = BuildTarget.StandaloneWindows64;
options.subtarget = (int)StandaloneBuildSubtarget.Server;
options.scenes = new[] { "Assets/_Project/Scenes/Playground.unity" };
options.locationPathName =
Path.Combine(Application.dataPath,
$"../Build/WindowsServer/{new DateTimeOffset(DateTime.UtcNow).ToUnixTimeSeconds()}/PSXGame.exe");
// 关闭热更新
HybridCLRSettings.Instance.enable = false;
HybridCLRSettings.Save();
BuildPipeline.BuildPlayer(options);
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, currentTarget);
HybridCLRSettings.Instance.enable = true;
HybridCLRSettings.Save();
}
/// <summary>
/// 开始执行HybridCLR热更打包
/// </summary>
/// <param name="target">目标平台</param>
public static void BuildHotUpdate(BuildTargetGroup group, BuildTarget target)
{
Console.WriteLine(
$"[JenkinsBuild] Start building hot update for {Enum.GetName(typeof(BuildTarget), target)}"
);
EditorUserBuildSettings.SwitchActiveBuildTarget(group, target);
// 打开热更新
HybridCLRSettings.Instance.enable = true;
HybridCLRSettings.Save();
try
{
CompileDllCommand.CompileDll(target);
Il2CppDefGeneratorCommand.GenerateIl2CppDef();
// 这几个生成依赖HotUpdateDlls
LinkGeneratorCommand.GenerateLinkXml(target);
// 生成裁剪后的aot dll
StripAOTDllCommand.GenerateStripedAOTDlls(target);
// 桥接函数生成依赖于AOT dll,必须保证已经build过,生成AOT dll
MethodBridgeGeneratorCommand.GenerateMethodBridgeAndReversePInvokeWrapper(target);
AOTReferenceGeneratorCommand.GenerateAOTGenericReference(target);
}
catch (Exception e)
{
Console.WriteLine(
$"[JenkinsBuild] ERROR while building hot update! Message:\n{e}"
);
return;
}
// 复制打出来的DLL并进行替换
var sourcePath = Path.Combine(
Application.dataPath,
$"../{SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target)}"
);
var destinationPath = Path.Combine(Application.dataPath, "HotUpdateDLLs");
if (!Directory.Exists(sourcePath))
{
Console.WriteLine(
"[JenkinsBuild] Source directory does not exist! Possibly HybridCLR build failed!"
);
return;
}
if (!Directory.Exists(destinationPath))
{
Console.WriteLine(
"[JenkinsBuild] Destination directory does not exist!"
);
Directory.CreateDirectory(destinationPath);
}
// string[] dllFiles = Directory.GetFiles(sourcePath, "*.dll");
// foreach (string dllFile in dllFiles)
// {
// string fileName = Path.GetFileName(dllFile);
// string destinationFile = Path.Combine(destinationPath, fileName + ".bytes");
// Console.WriteLine($"[JenkinsBuild] Copy: {dllFile}");
// File.Copy(dllFile, destinationFile, true);
// }
var hotUpdateAssemblyNames = SettingsUtil.HotUpdateAssemblyNamesExcludePreserved;
for (var i = 0; i < hotUpdateAssemblyNames.Count; i++)
{
Console.WriteLine($"[JenkinsBuild] Copy: {hotUpdateAssemblyNames[i] + ".dll"}");
File.Copy(sourcePath + "/" + hotUpdateAssemblyNames[i] + ".dll",
Path.Combine(destinationPath, hotUpdateAssemblyNames[i] + ".dll.bytes"), true);
}
Console.WriteLine("[JenkinsBuild] Hot Update DLLs copied successfully!");
// 复制打出来的AOT元数据DLL并进行替换
Console.WriteLine("[JenkinsBuild] Start copying AOT Metadata DLLs!");
sourcePath = Path.Combine(
Application.dataPath,
$"../{SettingsUtil.GetAssembliesPostIl2CppStripDir(target)}"
);
destinationPath = Path.Combine(Application.dataPath, "HotUpdateDLLs/AOTMetadata");
if (!Directory.Exists(sourcePath))
{
Console.WriteLine(
"[JenkinsBuild] Source directory does not exist! Possibly HybridCLR build failed!"
);
return;
}
if (!Directory.Exists(destinationPath))
{
Console.WriteLine(
"[JenkinsBuild] Destination directory does not exist!"
);
Directory.CreateDirectory(destinationPath);
}
// 获取AOTGenericReferences.cs文件的路径
var aotReferencesFilePath = Path.Combine(
Application.dataPath,
SettingsUtil.HybridCLRSettings.outputAOTGenericReferenceFile
);
if (!File.Exists(aotReferencesFilePath))
{
Console.WriteLine(
"[JenkinsBuild] AOTGenericReferences.cs file does not exist! Abort the build!"
);
return;
}
// 读取AOTGenericReferences.cs文件内容
var aotReferencesFileContent = File.ReadAllLines(aotReferencesFilePath);
// 查找PatchedAOTAssemblyList列表
var patchedAOTAssemblyList = new List<string>();
for (var i = 0; i < aotReferencesFileContent.Length; i++)
if (aotReferencesFileContent[i].Contains("PatchedAOTAssemblyList"))
{
while (!aotReferencesFileContent[i].Contains("};"))
{
if (aotReferencesFileContent[i].Contains("\""))
{
var startIndex = aotReferencesFileContent[i].IndexOf("\"") + 1;
var endIndex = aotReferencesFileContent[i].LastIndexOf("\"");
var dllName = aotReferencesFileContent[i].Substring(
startIndex,
endIndex - startIndex
);
patchedAOTAssemblyList.Add(dllName);
}
i++;
}
break;
}
// 复制DLL文件到目标文件夹,并添加后缀名".bytes"
foreach (var dllName in patchedAOTAssemblyList)
{
var sourceFile = Path.Combine(sourcePath, dllName);
var destinationFile = Path.Combine(
destinationPath,
Path.GetFileName(dllName) + ".bytes"
);
if (File.Exists(sourceFile))
{
Console.WriteLine($"[JenkinsBuild] Copy: {sourceFile}");
File.Copy(sourceFile, destinationFile, true);
//SetAOTMetadataDllLabel("Assets/HotUpdateDLLs/" + Path.GetFileName(dllName) + ".bytes");
}
else
{
Console.WriteLine("[JenkinsBuild] AOTMetadata DLL file not found: " + dllName);
}
}
AssetDatabase.SaveAssets();
Console.WriteLine("[JenkinsBuild] BuildHotUpdate complete!");
AssetDatabase.Refresh();
// 刷新后开始给DLL加标签
//SetHotUpdateDllLabel("Assets/HotUpdateDLLs/Assembly-CSharp.dll.bytes");
for (var i = 0; i < hotUpdateAssemblyNames.Count; i++)
SetHotUpdateDllLabel("Assets/HotUpdateDLLs/" + hotUpdateAssemblyNames[i] + ".dll.bytes");
foreach (var dllName in patchedAOTAssemblyList)
SetAOTMetadataDllLabel("Assets/HotUpdateDLLs/AOTMetadata/" + Path.GetFileName(dllName) + ".bytes");
Console.WriteLine("[JenkinsBuild] Start building Addressables!");
BuildAddressableContent();
}
public static void BuildHotUpdateForWindows64()
{
BuildHotUpdate(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64);
}
public static void BuildHotUpdateForiOS()
{
BuildHotUpdate(BuildTargetGroup.iOS, BuildTarget.iOS);
}
public static void BuildHotUpdateForLinux64()
{
BuildHotUpdate(BuildTargetGroup.Standalone, BuildTarget.StandaloneLinux64);
}
public static void BuildHotUpdateForAndroid()
{
BuildHotUpdate(BuildTargetGroup.Android, BuildTarget.Android);
}
public static void BuildWindowsServer()
{
// 获取命令行参数
var args = Environment.GetCommandLineArgs();
// 获取scenes参数
var scenes = GetArgument(args, "scenes");
if (scenes == null || scenes.Length <= 0) return;
// 获取targetPath参数
var targetPath = GetArgument(args, "targetPath");
if (targetPath == null || targetPath.Length <= 0) return;
var options = new BuildPlayerOptions();
options.target = BuildTarget.StandaloneWindows64;
options.subtarget = (int)StandaloneBuildSubtarget.Server;
options.scenes = scenes;
options.locationPathName = targetPath[0];
// 关闭热更新
HybridCLRSettings.Instance.enable = false;
HybridCLRSettings.Save();
var sb = new StringBuilder();
for (var i = 0; i < scenes.Length; i++) sb.Append(scenes[i] + "; ");
Console.WriteLine($"[JenkinsBuild] Start building WindowsServer! Scenes: {sb}, TargetPath: {targetPath[0]}");
BuildPipeline.BuildPlayer(options);
}
public static void BuildLinuxServer()
{
// 获取命令行参数
var args = Environment.GetCommandLineArgs();
// 获取scenes参数
var scenes = GetArgument(args, "scenes");
if (scenes == null || scenes.Length <= 0) return;
// 获取targetPath参数
var targetPath = GetArgument(args, "targetPath");
if (targetPath == null || targetPath.Length <= 0) return;
var options = new BuildPlayerOptions();
options.target = BuildTarget.StandaloneLinux64;
options.subtarget = (int)StandaloneBuildSubtarget.Server;
options.scenes = scenes;
options.locationPathName = targetPath[0];
// 关闭热更新
HybridCLRSettings.Instance.enable = false;
HybridCLRSettings.Save();
var sb = new StringBuilder();
for (var i = 0; i < scenes.Length; i++) sb.Append(scenes[i] + "\n");
Console.WriteLine($"[JenkinsBuild] Start building LinuxServer! Scenes: {sb}, TargetPath: {targetPath[0]}");
BuildPipeline.BuildPlayer(options);
}
/// <summary>
/// 获取某个参数
/// </summary>
/// <param name="args">全部的命令行参数</param>
/// <param name="name">要获取的参数名称</param>
/// <returns>所求参数</returns>
private static string[] GetArgument(string[] args, string name)
{
var start = Array.FindIndex(args, arg => arg == $"-{name}");
if (start < 0)
{
Console.WriteLine($"[JenkinsBuild.GetArgument] Can not find argument: {name}");
return null;
}
start++;
var end = Array.FindIndex(args, start, arg => arg[0] == '-');
if (end < 0) end = args.Length;
var count = end - start;
if (count <= 0)
{
Console.WriteLine(
$"[JenkinsBuild.GetArgument] Can not find argument value: {name}, Count: {count}, Start: {start}, End: {end}");
return null;
}
var result = args.Skip(start).Take(count).ToArray();
return result;
}
/// <summary>
/// 将热更DLL加入到Addressable
/// </summary>
/// <param name="dllPath">DLL完整路径</param>
private static void SetHotUpdateDllLabel(string dllPath)
{
var settings = AddressableAssetSettingsDefaultObject.Settings;
var group = settings.FindGroup("DLLs");
var guid = AssetDatabase.AssetPathToGUID(dllPath);
if (settings.FindAssetEntry(guid) != null)
{
Console.WriteLine(
$"[JenkinsBuild.SetHotUpdateDLLLabel] {dllPath} already exist in Addressables. Abort!"
);
return;
}
var entry = settings.CreateOrMoveEntry(guid, group);
entry.labels.Add("default");
entry.labels.Add("HotUpdateDLL");
entry.address = Path.GetFileName(dllPath);
settings.SetDirty(AddressableAssetSettings.ModificationEvent.EntryMoved, entry, true);
}
/// <summary>
/// 将AOT元数据DLL加入到Addressable
/// </summary>
/// <param name="dllPath">DLL完整路径</param>
private static void SetAOTMetadataDllLabel(string dllPath)
{
var settings = AddressableAssetSettingsDefaultObject.Settings;
var group = settings.FindGroup("DLLs");
var guid = AssetDatabase.AssetPathToGUID(dllPath);
if (settings.FindAssetEntry(guid) != null)
{
Console.WriteLine(
$"[JenkinsBuild.SetAOTMetadataDLLLabel] {dllPath} already exist in Addressables. Abort!"
);
return;
}
var entry = settings.CreateOrMoveEntry(guid, group);
entry.labels.Add("default");
entry.labels.Add("AOTMetadataDLL");
entry.address = Path.GetFileName(dllPath);
settings.SetDirty(AddressableAssetSettings.ModificationEvent.EntryMoved, entry, true);
}
/// <summary>
/// 打当前平台的打包Addressable
/// </summary>
/// <returns></returns>
private static bool BuildAddressableContent()
{
var path = Path.Combine(Application.dataPath,
"../ServerData/" + Enum.GetName(typeof(BuildTarget), EditorUserBuildSettings.activeBuildTarget));
if (Directory.Exists(path)) Directory.Delete(path, true);
AddressableAssetSettings.BuildPlayerContent(out var result);
var success = string.IsNullOrEmpty(result.Error);
if (!success)
Console.WriteLine("[JenkinsBuild.BuildAddressableContent] Addressable build error encountered: " +
result.Error);
return success;
}
}