2017-11-30 20:26:11 +00:00
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using UnityEditor;
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using System.Diagnostics;
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using System.IO;
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[InitializeOnLoad]
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public class ScriptBatch
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{
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2017-12-01 16:50:41 +00:00
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static ScriptBatch()
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{
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EnsureDLL();
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}
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public static bool FileExists(string filename)
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{
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return new FileInfo(filename).Exists;
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}
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public static bool RunRpcBuildScript()
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{
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UnityEngine.Debug.Log("Try to run build script");
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Process proc = new Process();
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
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proc.StartInfo.UseShellExecute = false;
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// brew installs cmake in /usr/local/bin, which Unity seems to strip from PATH?
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string newPath = proc.StartInfo.EnvironmentVariables["PATH"] + ":/usr/local/bin";
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proc.StartInfo.EnvironmentVariables["PATH"] = newPath;
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#endif
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proc.StartInfo.FileName = "python";
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proc.StartInfo.Arguments = "build.py";
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proc.StartInfo.WorkingDirectory = "../..";
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proc.Start();
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proc.WaitForExit();
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return proc.ExitCode == 0;
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}
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public static void EnsureDLL()
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{
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#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
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string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
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string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.dll", "Assets/Plugins/x86_64/discord-rpc.dll" };
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string[] srcDlls = { "../../builds/install/win64-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" };
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#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
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string[] dstDirs = { "Assets/Plugins" };
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string[] dstDlls = { "Assets/Plugins/discord-rpc.bundle" };
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string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" };
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#else
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string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
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string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.so", "Assets/Plugins/x86_64/discord-rpc.so" };
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string[] srcDlls = { "../../builds/install/linux-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" };
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#endif
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Debug.Assert(dstDlls.Length == srcDlls.Length);
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bool exists = true;
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foreach (string fname in dstDlls)
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{
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if (!FileExists(fname))
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{
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exists = false;
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break;
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}
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}
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if (exists)
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{
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return;
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}
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exists = true;
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foreach (string fname in srcDlls)
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{
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if (!FileExists(fname))
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{
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exists = false;
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break;
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}
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}
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if (!exists)
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{
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if (!RunRpcBuildScript())
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{
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UnityEngine.Debug.LogError("Build failed");
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return;
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}
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}
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// make sure the dirs exist
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foreach (string dirname in dstDirs)
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{
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Directory.CreateDirectory(dirname);
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}
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// Copy dlls
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for (int i = 0; i < dstDlls.Length; ++i)
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{
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FileUtil.CopyFileOrDirectory(srcDlls[i], dstDlls[i]);
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}
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}
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2017-11-30 20:26:11 +00:00
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}
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