first commit

This commit is contained in:
Kirill Chikalin
2024-11-16 13:20:07 +03:00
commit a3072a3693
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using AssetStoreTools.Uploader.Utility;
using AssetStoreTools.Utility;
using AssetStoreTools.Utility.Json;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace AssetStoreTools.Exporter
{
internal class PackageExporterDefault : PackageExporter
{
private const string TemporaryExportPathName = "CustomExport";
private DefaultExporterSettings _exportSettings;
private PackageExporterDefault(DefaultExporterSettings exportSettings)
{
_exportSettings = exportSettings;
}
public static ExportResult ExportPackage(DefaultExporterSettings exportSettings)
{
var exporter = new PackageExporterDefault(exportSettings);
return exporter.ExportPackage();
}
private ExportResult ExportPackage()
{
ASDebug.Log("Using custom package exporter");
// Save assets before exporting
EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepSavingAssets, 0.1f);
AssetDatabase.SaveAssets();
try
{
// Create a temporary export path
var temporaryExportPath = GetTemporaryExportPath();
if (!Directory.Exists(temporaryExportPath))
Directory.CreateDirectory(temporaryExportPath);
// Construct an unzipped package structure
CreateTempPackageStructure(temporaryExportPath);
// Build a .unitypackage file from the temporary folder
CreateUnityPackage(temporaryExportPath, _exportSettings.OutputFilename);
EditorUtility.RevealInFinder(_exportSettings.OutputFilename);
ASDebug.Log($"Package file has been created at {_exportSettings.OutputFilename}");
return new ExportResult() { Success = true, ExportedPath = _exportSettings.OutputFilename };
}
catch (Exception e)
{
return new ExportResult() { Success = false, Error = ASError.GetGenericError(e) };
}
finally
{
PostExportCleanup();
}
}
private string GetTemporaryExportPath()
{
return $"{AssetStoreCache.TempCachePath}/{TemporaryExportPathName}";
}
private void CreateTempPackageStructure(string tempOutputPath)
{
EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepGatheringFiles, 0.4f);
var pathGuidPairs = GetPathGuidPairs(_exportSettings.ExportPaths);
// Caching asset previews takes time, so we'll start doing it as we
// iterate through assets and only retrieve them after generating the rest
// of the package structure
AssetPreview.SetPreviewTextureCacheSize(pathGuidPairs.Count + 100);
var pathObjectPairs = new Dictionary<string, UnityEngine.Object>();
foreach (var pair in pathGuidPairs)
{
var originalAssetPath = pair.Key;
var outputAssetPath = $"{tempOutputPath}/{pair.Value}";
if (Directory.Exists(outputAssetPath))
{
var path1 = File.ReadAllText($"{outputAssetPath}/pathname");
var path2 = originalAssetPath;
throw new InvalidOperationException($"Multiple assets with guid {pair.Value} have been detected " +
$"when exporting the package. Please resolve the guid conflicts and try again:\n{path1}\n{path2}");
}
Directory.CreateDirectory(outputAssetPath);
// Every exported asset has a pathname file
using (StreamWriter writer = new StreamWriter($"{outputAssetPath}/pathname"))
writer.Write(originalAssetPath);
// Only files (not folders) have an asset file
if (File.Exists(originalAssetPath))
File.Copy(originalAssetPath, $"{outputAssetPath}/asset");
// Most files and folders have an asset.meta file (but ProjectSettings folder assets do not)
if (File.Exists($"{originalAssetPath}.meta"))
File.Copy($"{originalAssetPath}.meta", $"{outputAssetPath}/asset.meta");
// To-do: handle previews in hidden folders as they are not part of the AssetDatabase
var previewObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(originalAssetPath);
if (previewObject == null)
continue;
// Start caching the asset preview
AssetPreview.GetAssetPreview(previewObject);
pathObjectPairs.Add(outputAssetPath, previewObject);
}
WritePreviewTextures(pathObjectPairs);
if (_exportSettings.Dependencies == null || _exportSettings.Dependencies.Length == 0)
return;
var exportDependenciesDict = JsonValue.NewDict();
var allRegistryPackages = PackageUtility.GetAllRegistryPackages();
foreach(var exportDependency in _exportSettings.Dependencies)
{
var registryPackage = allRegistryPackages.FirstOrDefault(x => x.name == exportDependency);
if (registryPackage == null)
{
// Package is either not from a registry source or does not exist in the project
UnityEngine.Debug.LogWarning($"Found an unsupported Package Manager dependency: {exportDependency}.\n" +
"This dependency is not supported in the project's manifest.json and will be skipped.");
continue;
}
exportDependenciesDict[registryPackage.name] = registryPackage.version;
}
var exportManifestJson = JsonValue.NewDict();
exportManifestJson["dependencies"] = exportDependenciesDict;
var tempManifestDirectoryPath = $"{tempOutputPath}/packagemanagermanifest";
Directory.CreateDirectory(tempManifestDirectoryPath);
var tempManifestFilePath = $"{tempManifestDirectoryPath}/asset";
File.WriteAllText(tempManifestFilePath, exportManifestJson.ToString());
}
private Dictionary<string, string> GetPathGuidPairs(string[] exportPaths)
{
var pathGuidPairs = new Dictionary<string, string>();
foreach (var exportPath in exportPaths)
{
var assetPaths = GetAssetPaths(exportPath);
foreach (var assetPath in assetPaths)
{
var guid = GetAssetGuid(assetPath, true, true);
if (string.IsNullOrEmpty(guid))
continue;
pathGuidPairs.Add(assetPath, guid);
}
}
return pathGuidPairs;
}
private void WritePreviewTextures(Dictionary<string, UnityEngine.Object> pathObjectPairs)
{
foreach (var kvp in pathObjectPairs)
{
var obj = kvp.Value;
var queuePreview = false;
switch (obj)
{
case Material _:
case TerrainLayer _:
case AudioClip _:
case Mesh _:
case Texture _:
case UnityEngine.Tilemaps.Tile _:
case GameObject _:
queuePreview = true;
break;
}
if (!queuePreview)
continue;
AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _);
var preview = GetAssetPreviewFromGuid(guid);
if (!preview)
continue;
var thumbnailWidth = Mathf.Min(preview.width, 128);
var thumbnailHeight = Mathf.Min(preview.height, 128);
var rt = RenderTexture.GetTemporary(thumbnailWidth, thumbnailHeight, 0, RenderTextureFormat.Default, RenderTextureReadWrite.sRGB);
var copy = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false);
RenderTexture.active = rt;
GL.Clear(true, true, new Color(0, 0, 0, 0));
Graphics.Blit(preview, rt);
copy.ReadPixels(new Rect(0, 0, copy.width, copy.height), 0, 0, false);
copy.Apply();
RenderTexture.active = null;
var bytes = copy.EncodeToPNG();
if (bytes != null && bytes.Length > 0)
{
File.WriteAllBytes(kvp.Key + "/preview.png", bytes);
}
RenderTexture.ReleaseTemporary(rt);
}
}
private Texture2D GetAssetPreviewFromGuid(string guid)
{
var method = typeof(AssetPreview).GetMethod("GetAssetPreviewFromGUID", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new[] { typeof(string) }, null);
var args = new object[] { guid };
return method?.Invoke(null, args) as Texture2D;
}
private void CreateUnityPackage(string pathToArchive, string outputPath)
{
if (Directory.GetDirectories(pathToArchive).Length == 0)
throw new InvalidOperationException("Unable to export package. The specified path is empty");
EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepCompressingPackage, 0.5f);
// Archiving process working path will be set to the
// temporary package path so adjust the output path accordingly
if (!Path.IsPathRooted(outputPath))
outputPath = $"{Application.dataPath.Substring(0, Application.dataPath.Length - "/Assets".Length)}/{outputPath}";
#if UNITY_EDITOR_WIN
CreateUnityPackageUniversal(pathToArchive, outputPath);
#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
CreateUnityPackageOsxLinux(pathToArchive, outputPath);
#endif
}
private void CreateUnityPackageUniversal(string pathToArchive, string outputPath)
{
var _7zPath = EditorApplication.applicationContentsPath;
#if UNITY_EDITOR_WIN
_7zPath = Path.Combine(_7zPath, "Tools", "7z.exe");
#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
_7zPath = Path.Combine(_7zPath, "Tools", "7za");
#endif
if (!File.Exists(_7zPath))
throw new FileNotFoundException("Archiving utility was not found in your Unity installation directory");
var argumentsTar = $"a -r -ttar -y -bd archtemp.tar .";
var result = StartProcess(_7zPath, argumentsTar, pathToArchive);
if (result != 0)
throw new Exception("Failed to compress the package");
// Create a GZIP archive
var argumentsGzip = $"a -tgzip -bd -y \"{outputPath}\" archtemp.tar";
result = StartProcess(_7zPath, argumentsGzip, pathToArchive);
if (result != 0)
throw new Exception("Failed to compress the package");
}
private void CreateUnityPackageOsxLinux(string pathToArchive, string outputPath)
{
var tarPath = "/usr/bin/tar";
if (!File.Exists(tarPath))
{
// Fallback to the universal export method
ASDebug.LogWarning("'/usr/bin/tar' executable not found. Falling back to 7za");
CreateUnityPackageUniversal(pathToArchive, outputPath);
return;
}
// Create a TAR archive
var arguments = $"-czpf \"{outputPath}\" .";
var result = StartProcess(tarPath, arguments, pathToArchive);
if (result != 0)
throw new Exception("Failed to compress the package");
}
private int StartProcess(string processPath, string arguments, string workingDirectory)
{
var info = new ProcessStartInfo()
{
FileName = processPath,
Arguments = arguments,
WorkingDirectory = workingDirectory,
CreateNoWindow = true,
UseShellExecute = false
};
using (Process process = Process.Start(info))
{
process.WaitForExit();
return process.ExitCode;
}
}
protected override void PostExportCleanup()
{
base.PostExportCleanup();
var tempExportPath = GetTemporaryExportPath();
if (Directory.Exists(tempExportPath))
Directory.Delete(tempExportPath, true);
}
}
}