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BuildProfileModuleUtil.cs
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638 lines (552 loc) · 27.3 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
using UnityEditor.Modules;
using UnityEngine;
using UnityEngine.Bindings;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
using TargetAttributes = UnityEditor.BuildTargetDiscovery.TargetAttributes;
using UnityEditor.Profiling;
namespace UnityEditor.Build.Profile
{
/// <summary>
/// Internal utility class for Build Profile Module.
/// </summary>
[VisibleToOtherModules("UnityEditor.BuildProfileModule")]
internal class BuildProfileModuleUtil
{
const string k_BuyProUrl = "https://store.unity.com/products/unity-pro";
const string k_ConsoleModuleUrl = "https://unity3d.com/platform-installation";
const string k_LastRunnableBuildPathSeparator = "_";
static readonly string k_NoModuleLoaded = L10n.Tr("No {0} module loaded.");
static readonly string k_EditorWillNeedToBeReloaded = L10n.Tr("Note: Editor will need to be restarted to load any newly installed modules");
static readonly string k_BuildProfileRecompileReason = L10n.Tr("Active build profile scripting defines changes.");
static readonly GUIContent k_OpenDownloadPage = EditorGUIUtility.TrTextContent("Open Download Page");
static readonly GUIContent k_InstallModuleWithHub = EditorGUIUtility.TrTextContent("Install with Unity Hub");
static HashSet<string> s_BuildProfileIconModules = new()
{
"Switch",
};
/// <summary>
/// Classic platform display name for a given build profile.
/// </summary>
public static string GetClassicPlatformDisplayName(string platformId) =>
GetModuleDisplayName(platformId);
/// <summary>
/// Platform description.
/// </summary>
public static string GetPlatformDescription(string platformGuid) =>
BuildTargetDiscovery.BuildPlatformDescription(new GUID(platformGuid));
/// <summary>
/// Fetch default editor platform icon texture.
/// </summary>
public static Texture2D GetPlatformIcon(string platformId)
{
if (LoadBuildProfileIcon(platformId, out Texture2D icon))
return icon;
return EditorGUIUtility.LoadIcon(GetPlatformIconId(platformId));
}
/// <summary>
/// Fetch small (16x16) editor platform icon texture.
/// </summary>
public static Texture2D GetPlatformIconSmall(string platformId)
{
if (LoadBuildProfileIcon(platformId, out Texture2D icon))
return icon;
return EditorGUIUtility.LoadIcon(GetPlatformIconId(platformId) + ".Small");
}
/// <summary>
/// Fetch scene list icon for build profiles
/// </summary>
public static Texture2D GetSceneListIcon()
{
return EditorGUIUtility.LoadIcon("SceneList Icon");
}
/// <summary>
/// Load internal warning icon
/// </summary>
public static Texture2D GetWarningIcon()
{
return EditorGUIUtility.LoadIcon("d_console.warnicon.sml");
}
/// <summary>
/// Returns true if the module is installed and editor has permissions
/// for the given build target.
/// </summary>
public static bool IsModuleInstalled(string platformId)
{
var (buildTarget, _) = GetBuildTargetAndSubtarget(platformId);
var moduleName = GetModuleName(buildTarget);
bool installed = BuildTargetDiscovery.BuildPlatformIsInstalled(new GUID(platformId));
return installed
&& BuildPipeline.LicenseCheck(buildTarget)
&& !string.IsNullOrEmpty(moduleName)
&& ModuleManager.IsPlatformSupportLoaded(moduleName);
}
/// <summary>
/// Returns true if an installed module supports build profiles.
/// </summary>
public static bool IsBuildProfileSupported(string platformId)
{
var moduleName = GetModuleName(platformId);
return ModuleManager.GetBuildProfileExtension(moduleName) != null;
}
/// <summary>
/// Generate button and label for downloading a platform module.
/// </summary>
/// <see cref="BuildPlayerWindow.ShowNoModuleLabel"/>
public static VisualElement CreateModuleNotInstalledElement(string platformId)
{
var (buildTarget, subtarget) = GetBuildTargetAndSubtarget(platformId);
var moduleName = GetModuleName(buildTarget);
var targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
var namedBuildTarget = (subtarget == StandaloneBuildSubtarget.Server)
? NamedBuildTarget.Server
: NamedBuildTarget.FromBuildTargetGroup(targetGroup);
if (namedBuildTarget == NamedBuildTarget.Server)
moduleName = moduleName.Replace("Standalone", "DedicatedServer");
return new IMGUIContainer(
() => BuildPlayerWindow.ShowNoModuleLabel(namedBuildTarget, buildTarget, moduleName,
k_NoModuleLoaded, k_OpenDownloadPage, k_InstallModuleWithHub, k_EditorWillNeedToBeReloaded));
}
/// <summary>
/// Exported from <see cref="BuildPlayerWindow"/>, UI code specifically for when current license does not cover
/// BuildTarget.
/// </summary>
/// <returns>null when no license errors, else license check UI</returns>
public static VisualElement CreateLicenseNotFoundElement(string platformId)
{
var buildTarget = GetBuildTargetAndSubtarget(platformId).Item1;
if (BuildPipeline.LicenseCheck(buildTarget))
return null;
string displayName = GetModuleDisplayName(platformId);
string licenseMsg = L10n.Tr("Your license does not cover {0} Publishing.");
string buttonMsg = L10n.Tr("Go to Our Online Store");
string url = k_BuyProUrl;
if (BuildTargetDiscovery.PlatformHasFlag(buildTarget, TargetAttributes.IsConsole))
{
licenseMsg += " Please see the {0} section of the Platform Module Installation documentation for more details.";
buttonMsg = L10n.Tr("Platform Module Installation");
url = k_ConsoleModuleUrl;
}
licenseMsg = L10n.Tr(licenseMsg);
var root = new VisualElement();
root.style.flexDirection = FlexDirection.Column;
var label = new Label(string.Format(licenseMsg, displayName));
label.style.whiteSpace = WhiteSpace.Normal;
root.Add(label);
if (!BuildTargetDiscovery.PlatformHasFlag(buildTarget, TargetAttributes.IsStandalonePlatform))
{
var button = new Button(() => Application.OpenURL(url));
button.style.width = 200;
button.text = buttonMsg;
root.Add(button);
}
return root;
}
public static bool IsStandalonePlatform(BuildTarget buildTarget) =>
BuildTargetDiscovery.PlatformHasFlag(buildTarget, TargetAttributes.IsStandalonePlatform);
/// <summary>
/// Retrieve the respective module name for a build target
/// </summary>
public static string GetModuleName(BuildTarget buildTarget)
{
return BuildTargetDiscovery.GetModuleNameForBuildTarget(buildTarget);
}
public static string GetModuleName(string platformId)
{
var buildTarget = GetBuildTargetAndSubtarget(platformId).Item1;
return GetModuleName(buildTarget);
}
/// <summary>
/// Internal method for switching <see cref="EditorUserBuildSettings"/> active build target and subtarget.
/// </summary>
public static void SwitchLegacyActiveFromBuildProfile(BuildProfile profile)
{
EditorUserBuildSettings.SwitchActiveBuildTargetGuid(new GUID(profile.platformId));
}
public static void SwitchLegacySelectedBuildTargets(BuildProfile profile)
{
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(profile.buildTarget);
var buildTargetSubTarget = (int)profile.subtarget;
if (buildTargetGroup == BuildTargetGroup.Standalone)
EditorUserBuildSettings.SetSelectedSubtargetFor(profile.buildTarget, buildTargetSubTarget);
EditorUserBuildSettings.selectedBuildTargetGroup = buildTargetGroup;
}
/// <summary>
/// Internally invoke <see cref="BuildPlayerWindow.CallBuildMethods(bool, BuildOptions)"/>.
/// </summary>
public static void CallInternalBuildMethods(bool askForBuildLocation, BuildOptions options)
{
BuildPlayerWindow.CallBuildMethods(askForBuildLocation, options);
}
/// <summary>
/// Construct the build player options from the active build profile.
/// </summary>
/// <param name="buildLocation">The path where the application will be built.</param>
/// <param name="assetBundleManifestPath">The path to the asset bundle manifest file.</param>
/// <param name="customBuildOptions">Custom build options to be applied.</param>
/// <see cref="BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptionsInternal"/>
internal static BuildPlayerOptions GetBuildPlayerOptionsFromActiveProfile(string buildLocation, string assetBundleManifestPath, BuildOptions customBuildOptions)
{
var options = new BuildPlayerOptions();
var activeProfile = BuildProfile.GetActiveBuildProfile();
if (activeProfile == null)
throw new ArgumentException("Active build profile is null.");
var buildTarget = activeProfile.buildTarget;
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
int subtarget = IsStandalonePlatform(buildTarget) ?
(int)activeProfile.subtarget : EditorUserBuildSettings.GetActiveSubtargetFor(buildTarget);
options.options = GetBuildOptions(buildTarget, buildTargetGroup, buildLocation, customBuildOptions);
options.target = buildTarget;
options.subtarget = subtarget;
options.targetGroup = buildTargetGroup;
options.locationPathName = buildLocation;
options.assetBundleManifestPath = assetBundleManifestPath ?? PostprocessBuildPlayer.GetStreamingAssetsBundleManifestPath();
options.scenes = EditorBuildSettingsScene.GetActiveSceneList(activeProfile.scenes);
return options;
}
internal static BuildOptions GetBuildOptions(BuildTarget buildTarget, BuildTargetGroup buildTargetGroup, string buildLocation, BuildOptions options = BuildOptions.None)
{
// Check if Lz4 is supported for the current buildtargetgroup and enable it if need be
if (PostprocessBuildPlayer.SupportsLz4Compression(buildTarget))
{
var compression = EditorUserBuildSettings.GetCompressionType(buildTargetGroup);
if (compression < 0)
compression = PostprocessBuildPlayer.GetDefaultCompression(buildTarget);
if (compression == Compression.Lz4)
options |= BuildOptions.CompressWithLz4;
else if (compression == Compression.Lz4HC)
options |= BuildOptions.CompressWithLz4HC;
}
bool developmentBuild = EditorUserBuildSettings.development;
if (developmentBuild)
options |= BuildOptions.Development;
if (EditorUserBuildSettings.allowDebugging && developmentBuild)
options |= BuildOptions.AllowDebugging;
if (EditorUserBuildSettings.symlinkSources)
options |= BuildOptions.SymlinkSources;
if (BuildTargetDiscovery.TryGetBuildTarget(buildTarget, out IBuildTarget iBuildTarget))
{
if (EditorUserBuildSettings.connectProfiler && (developmentBuild || (iBuildTarget.PlayerConnectionPlatformProperties?.ForceAllowProfilerConnection ?? false)) )
options |= BuildOptions.ConnectWithProfiler;
}
if (EditorUserBuildSettings.buildWithDeepProfilingSupport && developmentBuild)
options |= BuildOptions.EnableDeepProfilingSupport;
if (EditorUserBuildSettings.buildScriptsOnly)
options |= BuildOptions.BuildScriptsOnly;
if (!string.IsNullOrEmpty(ProfilerUserSettings.customConnectionID) && developmentBuild)
options |= BuildOptions.CustomConnectionID;
if (EditorUserBuildSettings.installInBuildFolder &&
PostprocessBuildPlayer.SupportsInstallInBuildFolder(buildTarget) &&
Unsupported.IsSourceBuild())
{
options |= BuildOptions.InstallInBuildFolder;
}
else if ((options & BuildOptions.PatchPackage) == 0)
{
if (!string.IsNullOrEmpty(buildLocation) && BuildPipeline.BuildCanBeAppended(buildTarget, buildLocation) == CanAppendBuild.Yes)
options |= BuildOptions.AcceptExternalModificationsToPlayer;
}
return options;
}
public static IBuildProfileExtension GetBuildProfileExtension(string moduleName) =>
ModuleManager.GetBuildProfileExtension(moduleName);
public static GUIStyle dropDownToggleButton => EditorStyles.dropDownToggleButton;
/// <summary>
/// Returns all discovered platform keys that are possible Build Profile targets.
/// </summary>
public static List<string> FindAllViewablePlatforms()
{
var result = new List<string>();
foreach (var platformGuid in BuildTargetDiscovery.GetAllPlatforms())
{
var installed = BuildTargetDiscovery.BuildPlatformIsInstalled(platformGuid);
if (!installed && BuildTargetDiscovery.BuildPlatformIsHiddenInUI(platformGuid))
continue;
result.Add(platformGuid.ToString());
}
// Swap current editor standalone platform to the top.
if (Application.platform == RuntimePlatform.OSXEditor)
result.Reverse(0, 2);
if (Application.platform == RuntimePlatform.LinuxEditor)
result.Reverse(0, 3);
return result;
}
public static bool IsPlatformAvailableOnHostPlatform(GUID platformGuid, OperatingSystemFamily operatingSystemFamily)
{
return BuildTargetDiscovery.BuildPlatformIsAvailableOnHostPlatform(platformGuid, SystemInfo.operatingSystemFamily);
}
/// <summary>
/// Check if the user is able to build his VT-enabled Player for a target platform
/// </summary>
public static bool IsVirtualTexturingSettingsValid(BuildTarget buildTarget)
{
if (!PlayerSettings.GetVirtualTexturingSupportEnabled())
{
return true;
}
if (!UnityEngine.Rendering.VirtualTexturingEditor.Building.IsPlatformSupportedForPlayer(buildTarget))
{
return false;
}
GraphicsDeviceType[] gfxTypes = PlayerSettings.GetGraphicsAPIs(buildTarget);
bool supportedAPI = true;
foreach (GraphicsDeviceType api in gfxTypes)
{
supportedAPI &= UnityEngine.Rendering.VirtualTexturingEditor.Building.IsRenderAPISupported(api, buildTarget, false);
}
return supportedAPI;
}
/// <summary>
/// Remove player settings for deleted build profile assets. For example, when deleting them
/// in the project folder
/// </summary>
public static void CleanUpPlayerSettingsForDeletedBuildProfiles(IList<BuildProfile> currentBuildProfiles)
{
BuildProfile.CleanUpPlayerSettingsForDeletedBuildProfiles(currentBuildProfiles);
}
/// <summary>
/// Check if build profile has serialized player settings
/// </summary>
public static bool HasSerializedPlayerSettings(BuildProfile buildProfile)
{
return buildProfile.HasSerializedPlayerSettings();
}
/// <summary>
/// Serialize build profile player settings
/// </summary>
public static void SerializePlayerSettings(BuildProfile buildProfile)
{
buildProfile.SerializePlayerSettings();
}
/// <summary>
/// Remove build profile player settings object and clear player settings yaml
/// </summary>
public static void RemovePlayerSettings(BuildProfile buildProfile)
{
buildProfile.RemovePlayerSettings(clearYaml: true);
}
/// <summary>
/// Create player settings for build profile based on global player settings
/// </summary>
public static void CreatePlayerSettingsFromGlobal(BuildProfile buildProfile)
{
buildProfile.CreatePlayerSettingsFromGlobal();
}
/// <summary>
/// Checks if player settings values are the same as project settings values
/// </summary>
public static bool IsDataEqualToProjectSettings(PlayerSettings playerSettings)
{
return BuildProfile.IsDataEqualToProjectSettings(playerSettings);
}
/// Retrieve string of filename invalid characters
/// </summary>
/// <returns></returns>
public static string GetFilenameInvalidCharactersStr()
{
return EditorUtility.GetInvalidFilenameChars();
}
/// <summary>
/// Delete last runnable build key in EditorPrefs for a profile that will be deleted
/// </summary>
public static void DeleteLastRunnableBuildKeyForProfile(BuildProfile profile)
{
var lastRunnableKey = profile.GetLastRunnableBuildPathKey();
if (!string.IsNullOrEmpty(lastRunnableKey))
EditorPrefs.DeleteKey(lastRunnableKey);
}
/// <summary>
/// Delete last runnable build keys in EditorPrefs for deleted profiles
/// </summary>
public static void DeleteLastRunnableBuildKeyForDeletedProfiles()
{
List<string> lastRunnableBuildPathKeys = BuildProfileContext.instance.LastRunnableBuildPathKeys;
for (int i = lastRunnableBuildPathKeys.Count - 1; i >= 0; i--)
{
string key = lastRunnableBuildPathKeys[i];
var assetPath = GetAssetPathFromLastRunnableBuildKey(key);
if (!AssetDatabase.AssetPathExists(assetPath))
{
lastRunnableBuildPathKeys.RemoveAt(i);
EditorPrefs.DeleteKey(key);
}
}
}
/// <summary>
/// Get last runnable build key from build profile path
/// </summary>
public static string GetLastRunnableBuildKeyFromAssetPath(string assetPath, string baseKey)
{
return string.IsNullOrEmpty(assetPath) ? string.Empty : $"{baseKey}{k_LastRunnableBuildPathSeparator}{assetPath}";
}
/// On the next editor update recompile scripts.
/// </summary>
public static void RequestScriptCompilation(BuildProfile profile)
{
if (profile != null)
BuildProfileContext.instance.cachedEditorScriptingDefines = profile.scriptingDefines;
else
BuildProfileContext.instance.cachedEditorScriptingDefines = Array.Empty<string>();
EditorApplication.delayCall += TryRecompileScripts;
}
/// <summary>
/// Recompile scripts if the active build profile scripting defines
/// differs from the last compilation defines.
/// </summary>
static void TryRecompileScripts()
{
if (EditorApplication.isCompiling)
return;
PlayerSettings.RecompileScripts(k_BuildProfileRecompileReason);
}
[VisibleToOtherModules("UnityEditor.BuildProfileModule")]
internal static void SuppressMissingTypeWarning()
{
SerializationUtility.SuppressMissingTypeWarning(nameof(BuildProfile));
}
internal static string GetBuildProfileLastRunnableBuildPathKey(BuildTarget buildTarget, StandaloneBuildSubtarget standaloneBuildSubtarget)
{
var activeProfile = BuildProfile.GetActiveBuildProfile();
if (activeProfile != null && activeProfile.buildTarget == buildTarget && activeProfile.subtarget == standaloneBuildSubtarget)
return activeProfile.GetLastRunnableBuildPathKey();
var classicProfile = BuildProfileContext.instance.GetForClassicPlatform(buildTarget, standaloneBuildSubtarget);
return classicProfile != null ? classicProfile.GetLastRunnableBuildPathKey() : string.Empty;
}
internal static void SetBuildProfileLastRunnableBuildPathKey(string key, string value)
{
if (BuildProfile.GetActiveBuildProfile() != null &&
!BuildProfileContext.instance.LastRunnableBuildPathKeys.Contains(key))
{
BuildProfileContext.instance.LastRunnableBuildPathKeys.Add(key);
}
EditorPrefs.SetString(key, value);
}
static bool LoadBuildProfileIcon(string platformId, out Texture2D icon)
{
var moduleName = GetModuleName(platformId);
if (s_BuildProfileIconModules.Contains(moduleName))
{
icon = EditorGUIUtility.FindTexture(typeof(BuildProfile));
return true;
}
icon = null;
return false;
}
static string GetPlatformIconId(string platformId)
{
var iconName = BuildTargetDiscovery.BuildPlatformIconName(new GUID(platformId));
if (string.IsNullOrEmpty(iconName))
return "BuildSettings.Editor";
return iconName;
}
static string GetModuleDisplayName(string platformId)
{
return BuildTargetDiscovery.BuildPlatformDisplayName(new GUID(platformId));
}
/// <summary>
/// Get build profile path from the last runnable build key
/// </summary>
static string GetAssetPathFromLastRunnableBuildKey(string key)
{
int lastUnderscoreIndex = key.LastIndexOf(k_LastRunnableBuildPathSeparator);
return lastUnderscoreIndex != -1 ? key[(lastUnderscoreIndex + 1)..] : string.Empty;
}
public static string GetPlatformId(BuildTarget buildTarget, StandaloneBuildSubtarget subtarget)
{
var platformGuid = subtarget == StandaloneBuildSubtarget.Server && IsStandalonePlatform(buildTarget)
? BuildTargetDiscovery.GetGUIDFromBuildTarget(NamedBuildTarget.Server, buildTarget)
: BuildTargetDiscovery.GetGUIDFromBuildTarget(buildTarget);
return platformGuid.ToString();
}
public static (BuildTarget, StandaloneBuildSubtarget) GetBuildTargetAndSubtarget(string platformId)
{
return BuildTargetDiscovery.GetBuildTargetAndSubtargetFromGUID(new GUID(platformId));
}
public static string[] GetSettingsRequiringRestart(PlayerSettings previousProfileSettings, PlayerSettings newProfileSettings, BuildTarget oldBuildTarget, BuildTarget newBuildTarget)
{
return PlayerSettings.GetSettingsRequiringRestart(previousProfileSettings, newProfileSettings, oldBuildTarget, newBuildTarget);
}
public static PlayerSettings GetGlobalPlayerSettings()
{
return BuildProfile.GetGlobalPlayerSettings();
}
/// <summary>
/// Handles change in global player settings object from the build profile workflow.
/// Checks that the player settings in <see cref="nextBuildProfile"/> can be applied
/// and/or requests action from the end user.
/// </summary>
/// <returns>
/// true, if player settings for the next profile have been handled.
/// </returns>
public static bool HandlePlayerSettingsChanged(
BuildProfile currentBuildProfile, BuildProfile nextBuildProfile,
BuildTarget currentBuildTarget, BuildTarget nextBuildTarget)
{
PlayerSettings projectSettingsPlayerSettings = GetGlobalPlayerSettings();
PlayerSettings currentPlayerSettings = projectSettingsPlayerSettings;
PlayerSettings nextPlayerSettings = projectSettingsPlayerSettings;
if (currentBuildProfile != null)
{
if (currentBuildProfile.playerSettings != null)
{
currentPlayerSettings = currentBuildProfile.playerSettings;
}
}
if (nextBuildProfile != null)
{
if (nextBuildProfile.playerSettings != null)
{
nextPlayerSettings = nextBuildProfile.playerSettings;
}
}
string[] settingsRequiringRestart = GetSettingsRequiringRestart(currentPlayerSettings,
nextPlayerSettings, currentBuildTarget, nextBuildTarget);
// if we've found settings that need restarting..
if (settingsRequiringRestart.Length > 0 )
{
// ..we show the restart prompt, if the user restarts, we add a restart call to the editor
if (ShowRestartEditorDialog(settingsRequiringRestart))
{
EditorApplication.delayCall += EditorApplication.RestartEditorAndRecompileScripts;
return true;
}
else
{
return false;
}
}
// Handle editor changed requiring background work without an editor prompt.
PlayerSettingsEditor.HandlePlayerSettingsChanged(
currentPlayerSettings, nextPlayerSettings,
currentBuildTarget, nextBuildTarget);
return true;
}
/// <summary>
/// Show the restart editor dialog with the names of the settings that required the restart to take effect.
/// </summary>
static bool ShowRestartEditorDialog(string[] settingsRequiringRestart)
{
var editorPromptText = new System.Text.StringBuilder();
editorPromptText.AppendLine(L10n.Tr("The Unity editor must be restarted for the following settings to take effect:"));
for (int i = 0; i < settingsRequiringRestart.Length; i++)
{
editorPromptText.AppendLine(settingsRequiringRestart[i]);
}
return EditorUtility.DisplayDialog(L10n.Tr("Unity editor restart required"),
editorPromptText.ToString(), L10n.Tr("Apply"), L10n.Tr("Cancel"));
}
internal static PlayerSettings GetBuildProfileOrGlobalPlayerSettings(BuildProfile buildProfile)
{
if (buildProfile == null || buildProfile.playerSettings == null)
{
return BuildProfile.GetGlobalPlayerSettings();
}
return buildProfile.playerSettings;
}
}
}