488 lines
21 KiB
C#
488 lines
21 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.IO;
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using UnityProjectCloner;
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namespace UnityProjectCloner
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{
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/// <summary>
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/// Contains all required methods for creating a linked clone of the Unity project.
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/// </summary>
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public class ProjectCloner
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{
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/// <summary>
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/// Name used for an identifying file created in the clone project directory.
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/// </summary>
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/// <remarks>
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/// (!) Do not change this after the clone was created, because then connection will be lost.
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/// </remarks>
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public const string CloneFileName = ".clone";
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/// <summary>
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/// Suffix added to the end of the project clone name when it is created.
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/// </summary>
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/// <remarks>
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/// (!) Do not change this after the clone was created, because then connection will be lost.
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/// </remarks>
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public const string CloneNameSuffix = "_clone";
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public const int MaxCloneProjectCount = 10;
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#region Managing clones
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/// <summary>
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/// Creates clone from the project currently open in Unity Editor.
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/// </summary>
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/// <returns></returns>
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public static Project CreateCloneFromCurrent()
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{
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if (IsClone())
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{
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Debug.LogError("This project is already a clone. Cannot clone it.");
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return null;
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}
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string currentProjectPath = ProjectCloner.GetCurrentProjectPath();
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return ProjectCloner.CreateCloneFromPath(currentProjectPath);
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}
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/// <summary>
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/// Creates clone of the project located at the given path.
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/// </summary>
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/// <param name="sourceProjectPath"></param>
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/// <returns></returns>
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public static Project CreateCloneFromPath(string sourceProjectPath)
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{
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Project sourceProject = new Project(sourceProjectPath);
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string cloneProjectPath = null;
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//Find available clone suffix id
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for (int i = 0; i < MaxCloneProjectCount; i++)
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{
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string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
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string possibleCloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
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if (!Directory.Exists(possibleCloneProjectPath))
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{
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cloneProjectPath = possibleCloneProjectPath;
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break;
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}
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}
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if (string.IsNullOrEmpty(cloneProjectPath))
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{
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Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
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return null;
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}
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Project cloneProject = new Project(cloneProjectPath);
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Debug.Log("Start project name: " + sourceProject);
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Debug.Log("Clone project name: " + cloneProject);
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ProjectCloner.CreateProjectFolder(cloneProject);
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ProjectCloner.CopyLibraryFolder(sourceProject, cloneProject);
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ProjectCloner.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
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ProjectCloner.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
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ProjectCloner.LinkFolders(sourceProject.packagesPath, cloneProject.packagesPath);
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ProjectCloner.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
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ProjectCloner.RegisterClone(cloneProject);
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return cloneProject;
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}
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/// <summary>
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/// Registers a clone by placing an identifying ".clone" file in its root directory.
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/// </summary>
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/// <param name="cloneProject"></param>
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private static void RegisterClone(Project cloneProject)
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{
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/// Add clone identifier file.
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string identifierFile = Path.Combine(cloneProject.projectPath, ProjectCloner.CloneFileName);
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File.Create(identifierFile).Dispose();
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/// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
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string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
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File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
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}
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/// <summary>
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/// Opens a project located at the given path (if one exists).
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/// </summary>
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/// <param name="projectPath"></param>
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public static void OpenProject(string projectPath)
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{
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if (!Directory.Exists(projectPath))
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{
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Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
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return;
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}
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if (projectPath == ProjectCloner.GetCurrentProjectPath())
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{
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Debug.LogError("Cannot open the project - it is already open.");
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return;
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}
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string fileName = EditorApplication.applicationPath;
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string args = "-projectPath \"" + projectPath + "\"";
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Debug.Log("Opening project \"" + fileName + " " + args + "\"");
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ProjectCloner.StartHiddenConsoleProcess(fileName, args);
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}
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/// <summary>
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/// Deletes the clone of the currently open project, if such exists.
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/// </summary>
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public static void DeleteClone(string cloneProjectPath)
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{
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/// Clone won't be able to delete itself.
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if (ProjectCloner.IsClone()) return;
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///Extra precautions.
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if (cloneProjectPath == string.Empty) return;
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if (cloneProjectPath == ProjectCloner.GetOriginalProjectPath()) return;
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if (!cloneProjectPath.EndsWith(ProjectCloner.CloneNameSuffix)) return;
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//Check what OS is
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switch (Application.platform)
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{
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case (RuntimePlatform.WindowsEditor):
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Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
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string args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
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StartHiddenConsoleProcess("cmd.exe", args);
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break;
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case (RuntimePlatform.OSXEditor):
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throw new System.NotImplementedException("No Mac function implement yet :(");
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//break;
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case (RuntimePlatform.LinuxEditor):
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throw new System.NotImplementedException("No linux support yet :(");
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//break;
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default:
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Debug.LogWarning("Not in a known editor. Where are you!?");
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break;
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}
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}
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#endregion
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#region Creating project folders
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/// <summary>
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/// Creates an empty folder using data in the given Project object
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/// </summary>
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/// <param name="project"></param>
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public static void CreateProjectFolder(Project project)
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{
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string path = project.projectPath;
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Debug.Log("Creating new empty folder at: " + path);
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Directory.CreateDirectory(path);
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}
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/// <summary>
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/// Copies the full contents of the unity library. We want to do this to avoid the lengthy reserialization of the whole project when it opens up the clone.
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/// </summary>
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/// <param name="sourceProject"></param>
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/// <param name="destinationProject"></param>
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public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
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{
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if (Directory.Exists(destinationProject.libraryPath))
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{
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Debug.LogWarning("Library copy: destination path already exists! ");
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return;
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}
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Debug.Log("Library copy: " + destinationProject.libraryPath);
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ProjectCloner.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath, "Cloning project '" + sourceProject.name + "'. ");
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}
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#endregion
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#region Creating symlinks
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/// <summary>
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/// Creates a symlink between destinationPath and sourcePath (Mac version).
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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private static void CreateLinkMac(string sourcePath, string destinationPath)
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{
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Debug.LogWarning("This hasn't been tested yet! I am mac-less :( Please chime in on the github if it works for you.");
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string cmd = "ln " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
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Debug.Log("Mac hard link " + cmd);
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ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
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}
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/// <summary>
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/// Creates a symlink between destinationPath and sourcePath (Windows version).
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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private static void CreateLinkWin(string sourcePath, string destinationPath)
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{
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string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
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Debug.Log("Windows junction: " + cmd);
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ProjectCloner.StartHiddenConsoleProcess("cmd.exe", cmd);
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}
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/// <summary>
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/// Creates a symlink between destinationPath and sourcePath (Linux version).
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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private static void CreateLinkLunux(string sourcePath, string destinationPath)
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{
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string cmd = string.Format("-c \"ln -s {0} {1}\"", sourcePath, destinationPath);
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Debug.Log("Linux junction: " + cmd);
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ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
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}
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//TODO avoid terminal calls and use proper api stuff. See below for windows!
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////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
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//[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
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//private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
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// System.IntPtr InBuffer, int nInBufferSize,
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// System.IntPtr OutBuffer, int nOutBufferSize,
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// out int pBytesReturned, System.IntPtr lpOverlapped);
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/// <summary>
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/// Create a link / junction from the real project to it's clone.
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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public static void LinkFolders(string sourcePath, string destinationPath)
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{
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if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
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{
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switch (Application.platform)
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{
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case (RuntimePlatform.WindowsEditor):
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CreateLinkWin(sourcePath, destinationPath);
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break;
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case (RuntimePlatform.OSXEditor):
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CreateLinkMac(sourcePath, destinationPath);
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break;
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case (RuntimePlatform.LinuxEditor):
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CreateLinkLunux(sourcePath, destinationPath);
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break;
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default:
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Debug.LogWarning("Not in a known editor. Where are you!?");
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break;
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}
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}
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else
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{
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Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
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}
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}
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#endregion
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#region Utility methods
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/// <summary>
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/// Returns true is the project currently open in Unity Editor is a clone.
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/// </summary>
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/// <returns></returns>
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public static bool IsClone()
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{
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/// The project is a clone if its root directory contains an empty file named ".clone".
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string cloneFilePath = Path.Combine(ProjectCloner.GetCurrentProjectPath(), ProjectCloner.CloneFileName);
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bool isClone = File.Exists(cloneFilePath);
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return isClone;
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}
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/// <summary>
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/// Get the path to the current unityEditor project folder's info
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/// </summary>
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/// <returns></returns>
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public static string GetCurrentProjectPath()
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{
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return Application.dataPath.Replace("/Assets", "");
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}
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/// <summary>
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/// Return a project object that describes all the paths we need to clone it.
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/// </summary>
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/// <returns></returns>
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public static Project GetCurrentProject()
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{
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string pathString = ProjectCloner.GetCurrentProjectPath();
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return new Project(pathString);
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}
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/// <summary>
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/// Returns the path to the original project.
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/// If currently open project is the original, returns its own path.
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/// If the original project folder cannot be found, retuns an empty string.
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/// </summary>
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/// <returns></returns>
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public static string GetOriginalProjectPath()
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{
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if (IsClone())
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{
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/// If this is a clone...
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/// Original project path can be deduced by removing the suffix from the clone's path.
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string cloneProjectPath = ProjectCloner.GetCurrentProject().projectPath;
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int index = cloneProjectPath.LastIndexOf(ProjectCloner.CloneNameSuffix);
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if (index > 0)
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{
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string originalProjectPath = cloneProjectPath.Substring(0, index);
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if (Directory.Exists(originalProjectPath)) return originalProjectPath;
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}
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return string.Empty;
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}
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else
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{
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/// If this is the original, we return its own path.
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return ProjectCloner.GetCurrentProjectPath();
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}
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}
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/// <summary>
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/// Returns all clone projects path.
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/// </summary>
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/// <returns></returns>
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public static List<string> GetCloneProjectsPath()
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{
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List<string> projectsPath = new List<string>();
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for (int i = 0; i < MaxCloneProjectCount; i++)
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{
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string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
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string cloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
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if (Directory.Exists(cloneProjectPath))
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projectsPath.Add(cloneProjectPath);
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}
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return projectsPath;
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}
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/// <summary>
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/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
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/// </summary>
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/// <param name="source">Directory to be copied.</param>
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/// <param name="destination">Destination directory (created automatically if needed).</param>
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/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
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public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath, string progressBarPrefix = "")
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{
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var source = new DirectoryInfo(sourcePath);
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var destination = new DirectoryInfo(destinationPath);
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long totalBytes = 0;
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long copiedBytes = 0;
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ProjectCloner.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes, progressBarPrefix);
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EditorUtility.ClearProgressBar();
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}
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/// <summary>
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/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
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/// Same as the previous method, but uses recursion to copy all nested folders as well.
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/// </summary>
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/// <param name="source">Directory to be copied.</param>
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/// <param name="destination">Destination directory (created automatically if needed).</param>
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/// <param name="totalBytes">Total bytes to be copied. Calculated automatically, initialize at 0.</param>
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/// <param name="copiedBytes">To track already copied bytes. Calculated automatically, initialize at 0.</param>
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/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
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private static void CopyDirectoryWithProgressBarRecursive(DirectoryInfo source, DirectoryInfo destination, ref long totalBytes, ref long copiedBytes, string progressBarPrefix = "")
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{
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/// Directory cannot be copied into itself.
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if (source.FullName.ToLower() == destination.FullName.ToLower())
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{
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Debug.LogError("Cannot copy directory into itself.");
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return;
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}
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/// Calculate total bytes, if required.
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if (totalBytes == 0)
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{
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totalBytes = ProjectCloner.GetDirectorySize(source, true, progressBarPrefix);
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}
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/// Create destination directory, if required.
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if (!Directory.Exists(destination.FullName))
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{
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Directory.CreateDirectory(destination.FullName);
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}
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/// Copy all files from the source.
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foreach (FileInfo file in source.GetFiles())
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{
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try
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{
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file.CopyTo(Path.Combine(destination.ToString(), file.Name), true);
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}
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catch (IOException)
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{
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/// Some files may throw IOException if they are currently open in Unity editor.
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/// Just ignore them in such case.
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}
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/// Account the copied file size.
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copiedBytes += file.Length;
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/// Display the progress bar.
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float progress = (float)copiedBytes / (float)totalBytes;
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bool cancelCopy = EditorUtility.DisplayCancelableProgressBar(
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progressBarPrefix + "Copying '" + source.FullName + "' to '" + destination.FullName + "'...",
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"(" + (progress * 100f).ToString("F2") + "%) Copying file '" + file.Name + "'...",
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progress);
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if (cancelCopy) return;
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}
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/// Copy all nested directories from the source.
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foreach (DirectoryInfo sourceNestedDir in source.GetDirectories())
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{
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DirectoryInfo nextDestingationNestedDir = destination.CreateSubdirectory(sourceNestedDir.Name);
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ProjectCloner.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir, ref totalBytes, ref copiedBytes, progressBarPrefix);
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}
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}
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/// <summary>
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/// Calculates the size of the given directory. Displays a progress bar.
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/// </summary>
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/// <param name="directory">Directory, which size has to be calculated.</param>
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/// <param name="includeNested">If true, size will include all nested directories.</param>
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/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
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/// <returns>Size of the directory in bytes.</returns>
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private static long GetDirectorySize(DirectoryInfo directory, bool includeNested = false, string progressBarPrefix = "")
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{
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EditorUtility.DisplayProgressBar(progressBarPrefix + "Calculating size of directories...", "Scanning '" + directory.FullName + "'...", 0f);
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/// Calculate size of all files in directory.
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long filesSize = directory.EnumerateFiles().Sum((FileInfo file) => file.Length);
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/// Calculate size of all nested directories.
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long directoriesSize = 0;
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if (includeNested)
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{
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IEnumerable<DirectoryInfo> nestedDirectories = directory.EnumerateDirectories();
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foreach (DirectoryInfo nestedDir in nestedDirectories)
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{
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directoriesSize += ProjectCloner.GetDirectorySize(nestedDir, true, progressBarPrefix);
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}
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}
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return filesSize + directoriesSize;
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}
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/// <summary>
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/// Starts process in the system console, taking the given fileName and args.
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/// </summary>
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/// <param name="fileName"></param>
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/// <param name="args"></param>
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private static void StartHiddenConsoleProcess(string fileName, string args)
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{
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var process = new System.Diagnostics.Process();
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//process.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
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process.StartInfo.FileName = fileName;
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process.StartInfo.Arguments = args;
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process.Start();
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}
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#endregion
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}
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}
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