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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 System.IO;
using System.Linq;
using System.Threading;
using Bee.BeeDriver;
using Bee.BinLog;
using NiceIO;
using Bee.Core;
using PlayerBuildProgramLibrary.Data;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.CrashReporting;
using UnityEditor.Scripting;
using UnityEditor.Scripting.ScriptCompilation;
using UnityEditor.Utils;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Scripting;
namespace UnityEditor.Modules
{
internal abstract class BeeBuildPostprocessor : DefaultBuildPostprocessor
{
protected BeeDriverResult BeeDriverResult { get; set; }
protected static bool isBuildingPlayer { get; set; }
[RequiredByNativeCode]
static bool IsBuildingPlayer()
{
return isBuildingPlayer;
}
[RequiredByNativeCode]
static void BeginProfile()
{
UnityBeeDriverProfilerSession.Start($"{DagDirectory}/buildreport.json");
}
[RequiredByNativeCode]
static void EndProfile()
{
UnityBeeDriverProfilerSession.Finish();
}
[RequiredByNativeCode]
static void BeginBuildSection(string name)
{
UnityBeeDriverProfilerSession.BeginSection(name);
}
[RequiredByNativeCode]
static void EndBuildSection()
{
UnityBeeDriverProfilerSession.EndSection();
}
protected virtual IPluginImporterExtension GetPluginImpExtension() => new EditorPluginImporterExtension();
protected virtual PluginsData PluginsDataFor(BuildPostProcessArgs args)
{
return new PluginsData
{
Plugins = GetPluginBuildTargetsFor(args).SelectMany(GetPluginsFor).ToArray()
};
}
protected virtual IEnumerable<BuildTarget> GetPluginBuildTargetsFor(BuildPostProcessArgs args)
{
yield return args.target;
}
protected virtual Plugin GetPluginFor(PluginImporter imp, BuildTarget target, string destinationPath)
{
// Skip .cpp files. They get copied to il2cpp output folder just before code compilation
if (DesktopPluginImporterExtension.IsCppPluginFile(imp.assetPath))
return null;
return new Plugin
{
AssetPath = imp.assetPath,
DestinationPath = destinationPath,
};
}
private IEnumerable<Plugin> GetPluginsFor(BuildTarget target)
{
var buildTargetName = BuildPipeline.GetBuildTargetName(target);
var pluginImpExtension = GetPluginImpExtension();
foreach (PluginImporter imp in PluginImporter.GetImporters(target))
{
if (!IsPluginCompatibleWithCurrentBuild(target, imp))
continue;
// Skip managed DLLs.
if (!imp.isNativePlugin)
continue;
// HACK: This should never happen.
if (string.IsNullOrEmpty(imp.assetPath))
{
UnityEngine.Debug.LogWarning("Got empty plugin importer path for " + target);
continue;
}
var destinationPath = pluginImpExtension.CalculateFinalPluginPath(buildTargetName, imp);
if (string.IsNullOrEmpty(destinationPath))
continue;
var plugin = GetPluginFor(imp, target, destinationPath);
if (plugin != null)
yield return plugin;
}
}
LinkerConfig LinkerConfigFor(BuildPostProcessArgs args)
{
var namedBuildTarget = GetNamedBuildTarget(args);
var strippingLevel = PlayerSettings.GetManagedStrippingLevel(namedBuildTarget);
// IL2CPP does not support a managed stripping level of disabled. If the player settings
// do try this (which should not be possible from the editor), use Low instead.
if (GetUseIl2Cpp(args) && strippingLevel == ManagedStrippingLevel.Disabled)
strippingLevel = ManagedStrippingLevel.Minimal;
if (strippingLevel > ManagedStrippingLevel.Disabled)
{
var rcr = args.usedClassRegistry;
var additionalArgs = new List<string>();
var diagArgs = Debug.GetDiagnosticSwitch("VMUnityLinkerAdditionalArgs").value as string;
if (!string.IsNullOrEmpty(diagArgs))
additionalArgs.Add(diagArgs.Trim('\''));
NPath managedAssemblyFolderPath = $"{args.stagingAreaData}/Managed";
var linkerRunInformation = new UnityLinkerRunInformation(managedAssemblyFolderPath.MakeAbsolute().ToString(), null, args.target,
rcr, strippingLevel, null, args.report);
AssemblyStripper.WriteEditorData(linkerRunInformation);
return new LinkerConfig
{
LinkXmlFiles = AssemblyStripper.GetLinkXmlFiles(linkerRunInformation).ToArray(),
EditorToLinkerData = linkerRunInformation.EditorToLinkerDataPath.ToNPath().MakeAbsolute().ToString(),
AssembliesToProcess = rcr.GetUserAssemblies()
.Where(s => rcr.IsDLLUsed(s))
.ToArray(),
Runtime = GetUseIl2Cpp(args) ? "il2cpp" : "mono",
Profile = IL2CPPUtils.ApiCompatibilityLevelToDotNetProfileArgument(
PlayerSettings.GetApiCompatibilityLevel(namedBuildTarget), args.target),
Ruleset = strippingLevel switch
{
ManagedStrippingLevel.Minimal => "Minimal",
ManagedStrippingLevel.Low => "Conservative",
ManagedStrippingLevel.Medium => "Aggressive",
ManagedStrippingLevel.High => "Experimental",
_ => throw new ArgumentException($"Unhandled {nameof(ManagedStrippingLevel)} value")
},
AdditionalArgs = additionalArgs.ToArray(),
ModulesAssetPath = $"{BuildPipeline.GetPlaybackEngineDirectory(args.target, 0)}/modules.asset",
AllowDebugging = GetAllowDebugging(args),
PerformEngineStripping = PlayerSettings.stripEngineCode,
};
}
return null;
}
private static bool IsBuildOptionSet(BuildOptions options, BuildOptions flag) => (options & flag) != 0;
protected virtual string Il2CppBuildConfigurationNameFor(BuildPostProcessArgs args)
{
return Il2CppNativeCodeBuilderUtils.GetConfigurationName(PlayerSettings.GetIl2CppCompilerConfiguration(GetNamedBuildTarget(args)));
}
protected virtual IEnumerable<string> AdditionalIl2CppArgsFor(BuildPostProcessArgs args)
{
yield break;
}
IEnumerable<string> SplitArgs(string args)
{
int startIndex = 0;
bool inQuotes = false;
int i = 0;
for (; i < args.Length; i++)
{
if (args[i] == '"')
inQuotes = !inQuotes;
if (args[i] == ' ' && !inQuotes)
{
if (i - startIndex > 0)
yield return args.Substring(startIndex, i - startIndex);
startIndex = i + 1;
}
}
if (i - startIndex > 0)
yield return args.Substring(startIndex, i - startIndex);
}
protected virtual string Il2CppSysrootPathFor(BuildPostProcessArgs args)
{
return null;
}
protected virtual string Il2CppToolchainPathFor(BuildPostProcessArgs args)
{
return null;
}
protected virtual string Il2CppCompilerFlagsFor(BuildPostProcessArgs args)
{
return null;
}
protected virtual string Il2CppLinkerFlagsFor(BuildPostProcessArgs args)
{
return null;
}
Il2CppConfig Il2CppConfigFor(BuildPostProcessArgs args)
{
if (!GetUseIl2Cpp(args))
return null;
var additionalArgs = new List<string>(AdditionalIl2CppArgsFor(args));
var diagArgs = Debug.GetDiagnosticSwitch("VMIl2CppAdditionalArgs").value as string;
if (!string.IsNullOrEmpty(diagArgs))
additionalArgs.AddRange(SplitArgs(diagArgs.Trim('\'')));
var playerSettingsArgs = PlayerSettings.GetAdditionalIl2CppArgs();
if (!string.IsNullOrEmpty(playerSettingsArgs))
additionalArgs.AddRange(SplitArgs(playerSettingsArgs));
var sysrootPath = Il2CppSysrootPathFor(args);
var toolchainPath = Il2CppToolchainPathFor(args);
var compilerFlags = Il2CppCompilerFlagsFor(args);
var linkerFlags = Il2CppLinkerFlagsFor(args);
if (CrashReportingSettings.enabled)
additionalArgs.Add("--emit-source-mapping");
var namedBuildTarget = GetNamedBuildTarget(args);
var apiCompatibilityLevel = PlayerSettings.GetApiCompatibilityLevel(namedBuildTarget);
var il2cppCodeGeneration = PlayerSettings.GetIl2CppCodeGeneration(namedBuildTarget);
var platformHasIncrementalGC = BuildPipeline.IsFeatureSupported("ENABLE_SCRIPTING_GC_WBARRIERS", args.target);
var allowDebugging = GetAllowDebugging(args);
return new Il2CppConfig
{
EnableDeepProfilingSupport = GetDevelopment(args) &&
IsBuildOptionSet(args.report.summary.options,
BuildOptions.EnableDeepProfilingSupport),
EnableFullGenericSharing = il2cppCodeGeneration == Il2CppCodeGeneration.OptimizeSize,
Profile = IL2CPPUtils.ApiCompatibilityLevelToDotNetProfileArgument(PlayerSettings.GetApiCompatibilityLevel(namedBuildTarget), args.target),
IDEProjectDefines = IL2CPPUtils.GetBuilderDefinedDefines(args.target, apiCompatibilityLevel, allowDebugging),
ConfigurationName = Il2CppBuildConfigurationNameFor(args),
GcWBarrierValidation = platformHasIncrementalGC && PlayerSettings.gcWBarrierValidation,
GcIncremental = platformHasIncrementalGC && PlayerSettings.gcIncremental &&
(apiCompatibilityLevel == ApiCompatibilityLevel.NET_4_6 ||
apiCompatibilityLevel == ApiCompatibilityLevel.NET_Standard_2_0 ||
apiCompatibilityLevel == ApiCompatibilityLevel.NET_Unity_4_8 ||
apiCompatibilityLevel == ApiCompatibilityLevel.NET_Standard),
CreateSymbolFiles = !GetDevelopment(args) || CrashReportingSettings.enabled,
AdditionalCppFiles = PluginImporter.GetImporters(args.target)
.Where(imp => DesktopPluginImporterExtension.IsCppPluginFile(imp.assetPath))
.Select(imp => imp.assetPath)
.ToArray(),
AdditionalArgs = additionalArgs.ToArray(),
AllowDebugging = allowDebugging,
CompilerFlags = compilerFlags,
LinkerFlags = linkerFlags,
SysRootPath = sysrootPath,
ToolChainPath = toolchainPath,
};
}
static bool IsNewInputSystemEnabled()
{
var propName = "activeInputHandler";
var ps = PlayerSettings.GetSerializedObject();
var newInputEnabledProp = ps.FindProperty(propName);
if (newInputEnabledProp == null)
throw new Exception($"Failed to find {propName}");
return newInputEnabledProp.intValue != 0;
}
static GenerateNativePluginsForAssembliesSettings GetGenerateNativePluginsForAssembliesSettings(BuildPostProcessArgs args)
{
var settings = new GenerateNativePluginsForAssembliesSettings();
settings.DisplayName = "Generating Native Plugins";
if (BuildPipelineInterfaces.processors.generateNativePluginsForAssembliesProcessors != null)
{
foreach (var processor in BuildPipelineInterfaces.processors.generateNativePluginsForAssembliesProcessors)
{
var setupResult = processor.PrepareOnMainThread(new () { report = args.report });
if (setupResult.additionalInputFiles != null)
settings.AdditionalInputFiles = settings.AdditionalInputFiles.Concat(setupResult.additionalInputFiles).ToArray();
if (setupResult.displayName != null)
settings.DisplayName = setupResult.displayName;
settings.HasCallback = true;
}
}
return settings;
}
PlayerBuildConfig PlayerBuildConfigFor(BuildPostProcessArgs args) => new PlayerBuildConfig
{
DestinationPath = GetInstallPathFor(args),
StagingArea = args.stagingArea,
CompanyName = args.companyName,
ProductName = Paths.MakeValidFileName(args.productName),
PlayerPackage = args.playerPackage,
ApplicationIdentifier = PlayerSettings.GetApplicationIdentifier(GetNamedBuildTarget(args)),
InstallIntoBuildsFolder = GetInstallingIntoBuildsFolder(args),
GenerateIdeProject = GetCreateSolution(args),
Development = (args.report.summary.options & BuildOptions.Development) == BuildOptions.Development,
UseIl2Cpp = GetUseIl2Cpp(args),
UseCoreCLR = GetUseCoreCLR(args),
Architecture = GetArchitecture(args),
DataFolder = GetDataFolderFor(args),
GenerateNativePluginsForAssembliesSettings = GetGenerateNativePluginsForAssembliesSettings(args),
Services = new ()
{
EnableAnalytics = UnityEngine.Analytics.Analytics.enabled,
EnableCrashReporting = UnityEditor.CrashReporting.CrashReportingSettings.enabled,
EnablePerformanceReporting = UnityEngine.Analytics.PerformanceReporting.enabled,
EnableUnityConnect = UnityEngine.Connect.UnityConnectSettings.enabled,
},
StreamingAssetsFiles = BuildPlayerContext.ActiveInstance.StreamingAssets
.Select(e => new StreamingAssetsFile { File = e.src.ToString(), RelativePath = e.dst.ToString() })
.ToArray(),
UseNewInputSystem = IsNewInputSystemEnabled(),
ManagedAssemblies = args.report.GetFiles()
.Where(file => file.role == "ManagedLibrary" || file.role == "DependentManagedLibrary" || file.role == "ManagedEngineAPI")
.Select(file => file.path.ToNPath())
.GroupBy(file => file.FileName)
.Select(group => group.First().ToString())
.ToArray()
};
public override bool UsesBeeBuild() => true;
protected virtual string GetInstallPathFor(BuildPostProcessArgs args)
{
// Try to minimize path lengths for windows
NPath absoluteInstallationPath = args.installPath;
return absoluteInstallationPath.IsChildOf(NPath.CurrentDirectory)
? absoluteInstallationPath.RelativeTo(NPath.CurrentDirectory).ToString()
: absoluteInstallationPath.ToString();
}
protected string GetDataFolderFor(BuildPostProcessArgs args)
{
return $"Library/PlayerDataCache/{BuildPipeline.GetBuildTargetName(args.target)}/Data";
}
protected virtual string GetPlatformNameForBuildProgram(BuildPostProcessArgs args) => args.target.ToString();
protected virtual string GetArchitecture(BuildPostProcessArgs args) => EditorUserBuildSettings.GetPlatformSettings(BuildPipeline.GetBuildTargetName(args.target), "Architecture");
protected Dictionary<string, Action<NodeFinishedMessage>> ResultProcessors { get; } = new Dictionary<string, Action<NodeFinishedMessage>>();
private RunnableProgram MakePlayerBuildProgram(BuildPostProcessArgs args)
{
var buildProgramAssembly = new NPath($"{args.playerPackage}/{GetPlatformNameForBuildProgram(args)}PlayerBuildProgram.exe");
NPath buildPipelineFolder = $"{EditorApplication.applicationContentsPath}/Tools/BuildPipeline";
NPath beePlatformFolder = $"{args.playerPackage}/Bee";
var searchPaths = $"{beePlatformFolder}{Path.PathSeparator}";
if (IL2CPPUtils.UsingDevelopmentBuild())
{
NPath il2cppPath = IL2CPPUtils.GetExePath("il2cpp").ToNPath().Parent;
searchPaths = $"{il2cppPath}{Path.PathSeparator}";
}
return new SystemProcessRunnableProgram(NetCoreRunProgram.NetCoreRunPath,
new[]
{
buildProgramAssembly.InQuotes(SlashMode.Native),
$"\"{searchPaths}{buildPipelineFolder}\""
},
new () {{ "DOTNET_SYSTEM_GLOBALIZATION_INVARIANT", "1" }});
}
private static NPath DagDirectory => "Library/Bee";
private string DagName(BuildPostProcessArgs args)
{
return $"Player{GetInstallPathFor(args).GetHashCode():x8}";
}
protected virtual IEnumerable<object> GetDataForBuildProgramFor(BuildPostProcessArgs args)
{
yield return PlayerBuildConfigFor(args);
yield return PluginsDataFor(args);
yield return LinkerConfigFor(args);
yield return Il2CppConfigFor(args);
}
protected virtual RunnableProgram BeeBackendProgram(BuildPostProcessArgs args)
{
return null;
}
BuildRequest SetupBuildRequest(BuildPostProcessArgs args, ILPostProcessingProgram ilpp)
{
RunnableProgram buildProgram = MakePlayerBuildProgram(args);
var cacheMode = ((args.options & BuildOptions.CleanBuildCache) == BuildOptions.CleanBuildCache)
? UnityBeeDriver.CacheMode.WriteOnly
: UnityBeeDriver.CacheMode.ReadWrite;
var buildRequest = UnityBeeDriver.BuildRequestFor(buildProgram, DagName(args), DagDirectory.ToString(), false, "",ilpp, cacheMode, UnityBeeDriver.StdOutModeForPlayerBuilds, BeeBackendProgram(args));
buildRequest.DataForBuildProgram.Add(() => GetDataForBuildProgramFor(args).Where(o=> o is not null));
return buildRequest;
}
// Some node types produce meaningful, human readable error messages,
// but the output files names are Unity internals, not helpful to users.
// For such nodes, directly print the output if the action fails.
void PrintStdoutOnErrorProcessor(NodeFinishedMessage node)
{
if (node.ExitCode != 0)
Debug.LogError(node.Output);
else
DefaultResultProcessor(node);
}
void UnityLinkerResultProcessor(NodeFinishedMessage node)
{
if (node.ExitCode != 0 && node.Output.Contains("UnityEditor"))
Debug.LogError($"UnityEditor.dll assembly is referenced by user code, but this is not allowed.");
else
DefaultResultProcessor(node);
}
public BeeBuildPostprocessor()
{
ResultProcessors["IL2CPP_CodeGen"] = PrintStdoutOnErrorProcessor;
ResultProcessors["UnityLinker"] = UnityLinkerResultProcessor;
ResultProcessors["ExtractUsedFeatures"] = PrintStdoutOnErrorProcessor;
}
protected void DefaultResultProcessor(NodeFinishedMessage node, bool printErrors = true, bool printWarnings = true)
{
var output = node.Node.OutputFile;
if (string.IsNullOrEmpty(output))
output = node.Node.OutputDirectory;
var lines = (node.Output ?? string.Empty).Split(new[] {'\r', '\n'},
StringSplitOptions.RemoveEmptyEntries);
if (printErrors)
{
var errorKey = "error:";
foreach (var error in lines.Where(l =>
l.StartsWith(errorKey, StringComparison.InvariantCultureIgnoreCase)))
Debug.LogError($"{output}: {error.Substring(errorKey.Length).TrimStart()}");
}
if (printWarnings)
{
var warningKey = "warning:";
foreach (var warning in lines.Where(l =>
l.StartsWith(warningKey, StringComparison.InvariantCultureIgnoreCase)))
Debug.LogWarning($"{output}: {warning.Substring(warningKey.Length).TrimStart()}");
}
if (node.ExitCode != 0)
Debug.LogError($"Building {output} failed with output:\n{node.Output}");
}
void ReportBuildResults()
{
foreach (var node in BeeDriverResult.NodeFinishedMessages)
{
var annotationAction = node.Node.Annotation.Split(' ')[0];
if (ResultProcessors.TryGetValue(annotationAction, out var processor))
processor(node);
else
DefaultResultProcessor(node);
}
foreach (var resultBeeDriverMessage in BeeDriverResult.BeeDriverMessages)
{
if (resultBeeDriverMessage.Kind == BeeDriverResult.MessageKind.Warning)
Debug.LogWarning(resultBeeDriverMessage.Text);
else
Debug.LogError(resultBeeDriverMessage.Text);
}
}
void ReportBuildOutputFiles(BuildPostProcessArgs args)
{
// Remove any previous file entries in the build report.
// We can track any file written by the backend ourselves.
// Once all platforms use the Bee backend, we can remove a lot
// of code to add file entries in the native build pipeline.
args.report.DeleteAllFileEntries();
var filesOutput = BeeDriverResult.DataFromBuildProgram.Get<BuiltFilesOutput>();
foreach (var outputfile in filesOutput.Files.ToNPaths().Where(f => f.FileExists() && !f.IsSymbolicLink))
args.report.RecordFileAdded(outputfile.ToString(), outputfile.Extension);
}
public override string PrepareForBuild(BuildOptions options, BuildTarget target)
{
// Clean the Bee folder in PrepareForBuild, so that it is also clean for script compilation.
if ((options & BuildOptions.CleanBuildCache) == BuildOptions.CleanBuildCache)
EditorCompilation.ClearBeeBuildArtifacts();
if (Unsupported.IsDeveloperBuild())
{
NPath editorGitRevisionFile = $"{EditorApplication.applicationContentsPath}/Tools/BuildPipeline/gitrevision.txt";
NPath playerGitRevisionFile = $"{BuildPipeline.GetPlaybackEngineDirectory(target, options)}/Bee/gitrevision.txt";
if (editorGitRevisionFile.Exists() && playerGitRevisionFile.Exists())
{
string editorGitRevision = editorGitRevisionFile.ReadAllText();
string playerGitRevision = playerGitRevisionFile.ReadAllText();
if (editorGitRevision != playerGitRevision)
return $"The Bee libraries used in the editor come from a different revision, than the ones used for the player. Please rebuild both editor and player when making changes to Bee player build libraries. (editor: '{editorGitRevision}', player: '{playerGitRevision}')";
}
}
return base.PrepareForBuild(options, target);
}
protected virtual void CleanBuildOutput(BuildPostProcessArgs args)
{
if (!GetInstallingIntoBuildsFolder(args))
{
new NPath(GetInstallPathFor(args)).DeleteIfExists(DeleteMode.Soft);
new NPath(GetInstallPathFor(args)).Parent.Combine(GetIl2CppDataBackupFolderName(args)).DeleteIfExists(DeleteMode.Soft);
}
}
static void GenerateNativePluginsForAssemblies(GenerateNativePluginsForAssembliesArgs args)
{
using var section = UnityBeeDriverProfilerSession.ProfilerInstance.Section(nameof(GenerateNativePluginsForAssembliesArgs));
var generateArgs = new IGenerateNativePluginsForAssemblies.GenerateArgs { assemblyFiles = args.Assemblies };
bool wrotePlugins = false;
bool wroteSymbols = false;
foreach (var processor in BuildPipelineInterfaces.processors.generateNativePluginsForAssembliesProcessors)
{
var result = processor.GenerateNativePluginsForAssemblies(generateArgs);
if (result.generatedPlugins?.Length > 0)
{
wrotePlugins = true;
foreach (var file in result.generatedPlugins.ToNPaths())
file.Copy($"{args.PluginOutputFolder}/{file.FileName}");
}
if (result.generatedSymbols?.Length > 0)
{
wroteSymbols = true;
foreach (var file in result.generatedSymbols.ToNPaths())
file.Copy($"{args.SymbolOutputFolder}/{file.FileName}");
}
}
if (!wrotePlugins)
{
// We need to produce a file, so Bee will not be upset when we use the `FilesOrDummy` mechanism.
new NPath(args.PluginOutputFolder)
.Combine("no_plugins_were_generated.txt")
.WriteAllText("GenerateNativePluginsForAssemblies did not produce any output");
}
if (!wroteSymbols)
{
// We need to produce a file, so Bee will not be upset when we use the `FilesOrDummy` mechanism.
new NPath(args.SymbolOutputFolder)
.Combine("no_symbols_were_generated.txt")
.WriteAllText("GenerateNativePluginsForAssemblies did not produce any output");
}
}
public override void PostProcess(BuildPostProcessArgs args)
{
try
{
if ((args.options & BuildOptions.CleanBuildCache) == BuildOptions.CleanBuildCache)
CleanBuildOutput(args);
var buildStep = args.report.BeginBuildStep("Setup incremental player build");
var buildRequest = SetupBuildRequest(args,new ILPostProcessingProgram());
args.report.EndBuildStep(buildStep);
buildStep = args.report.BeginBuildStep("Incremental player build");
var cancellationTokenSource = new CancellationTokenSource();
buildRequest.Target = "Player";
buildRequest.RegisterRPCCallback<GenerateNativePluginsForAssembliesArgs>(nameof(GenerateNativePluginsForAssemblies), GenerateNativePluginsForAssemblies);
var activeBuild = BeeDriver.BuildAsync(buildRequest, cancellationToken: cancellationTokenSource.Token);
{
while (!activeBuild.TaskObject.IsCompleted)
{
activeBuild.TaskObject.Wait(100);
//important to keep on pumping the execution context here, as there might be async tasks being kicked off by the bee driver build that have to run on the main thread.
((UnitySynchronizationContext) SynchronizationContext.Current).Exec();
var activeBuildStatus = activeBuild.Status;
float progress = activeBuildStatus.Progress.HasValue
? activeBuildStatus.Progress.Value.nodesFinishedOrUpToDate / (float) activeBuildStatus.Progress.Value.totalNodesQeueued
: 0f;
if (EditorUtility.DisplayCancelableProgressBar("Incremental Player Build", activeBuildStatus.Description, progress))
{
EditorUtility.DisplayCancelableProgressBar("Incremental Player Build", "Canceling build", 1.0f);
cancellationTokenSource.Cancel();
throw new OperationCanceledException();
}
}
args.report.EndBuildStep(buildStep);
BeeDriverResult = activeBuild.TaskObject.Result;
if (BeeDriverResult.Success)
{
PostProcessCompletedBuild(args);
}
ReportBuildResults();
UnityBeeDriver.RunCleanBeeCache();
if (BeeDriverResult.Success)
{
buildStep = args.report.BeginBuildStep("Report output files");
ReportBuildOutputFiles(args);
args.report.EndBuildStep(buildStep);
} else
throw new BuildFailedException("Incremental Player build failed!");
}
}
catch (OperationCanceledException)
{
throw;
}
catch (BuildFailedException)
{
throw;
}
catch (Exception e)
{
throw new BuildFailedException(e);
}
}
public override void PostProcessCompletedBuild(BuildPostProcessArgs args)
{
base.PostProcessCompletedBuild(args);
if (PlayerSettings.GetManagedStrippingLevel(GetNamedBuildTarget(args)) == ManagedStrippingLevel.Disabled)
return;
var strippingInfo = GetStrippingInfoFromBuild(args);
if (strippingInfo != null && EditorBuildOutputPathFor(args) != null)
{
args.report.AddAppendix(strippingInfo);
var linkerToEditorData = AssemblyStripper.ReadLinkerToEditorData(EditorBuildOutputPathFor(args).ToString());
AssemblyStripper.UpdateBuildReport(linkerToEditorData, strippingInfo);
}
}
protected virtual bool GetCreateSolution(BuildPostProcessArgs args) => false;
protected virtual NPath EditorBuildOutputPathFor(BuildPostProcessArgs buildPostProcessArgs) => null;
protected virtual StrippingInfo GetStrippingInfoFromBuild(BuildPostProcessArgs args) => null;
protected virtual bool IsPluginCompatibleWithCurrentBuild(BuildTarget buildTarget, PluginImporter imp)
{
var cpu = imp.GetPlatformData(buildTarget, "CPU");
return !string.Equals(cpu, "None", StringComparison.OrdinalIgnoreCase);
}
protected NamedBuildTarget GetNamedBuildTarget(BuildPostProcessArgs args)
{
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(args.target);
if (buildTargetGroup == BuildTargetGroup.Standalone)
{
return (StandaloneBuildSubtarget)args.subtarget == StandaloneBuildSubtarget.Server
? NamedBuildTarget.Server : NamedBuildTarget.Standalone;
}
return NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
}
protected bool GetDevelopment(BuildPostProcessArgs args) =>
IsBuildOptionSet(args.options, BuildOptions.Development);
protected bool GetInstallingIntoBuildsFolder(BuildPostProcessArgs args) =>
IsBuildOptionSet(args.options, BuildOptions.InstallInBuildFolder);
protected bool ShouldAppendBuild(BuildPostProcessArgs args) =>
IsBuildOptionSet(args.options, BuildOptions.AcceptExternalModificationsToPlayer);
protected virtual bool GetUseIl2Cpp(BuildPostProcessArgs args) =>
PlayerSettings.GetScriptingBackend(GetNamedBuildTarget(args)) == ScriptingImplementation.IL2CPP;
protected virtual bool GetAllowDebugging(BuildPostProcessArgs args) => (args.report.summary.options & BuildOptions.AllowDebugging) == BuildOptions.AllowDebugging;
#pragma warning disable 618
protected virtual bool GetUseCoreCLR(BuildPostProcessArgs args) =>
PlayerSettings.GetScriptingBackend(GetNamedBuildTarget(args)) == ScriptingImplementation.CoreCLR;
}
}