123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132 |
- #
- # Copyright (c) Contributors to the Open 3D Engine Project.
- # For complete copyright and license terms please see the LICENSE at the root of this distribution.
- #
- # SPDX-License-Identifier: Apache-2.0 OR MIT
- #
- #
- import argparse
- import logging
- import os
- import pathlib
- import sys
- # Resolve the common python module
- ROOT_DEV_PATH = os.path.realpath(os.path.join(os.path.dirname(__file__), '..', '..', '..', '..'))
- if ROOT_DEV_PATH not in sys.path:
- sys.path.append(ROOT_DEV_PATH)
- from cmake.Tools import common
- from cmake.Tools.Platform.Android import android_deployment
- DEPLOY_TYPES = (android_deployment.AndroidDeployment.DEPLOY_APK_ONLY,
- android_deployment.AndroidDeployment.DEPLOY_ASSETS_ONLY,
- android_deployment.AndroidDeployment.DEPLOY_BOTH)
- def validate_android_deployment_arguments(build_dir_name):
- """
- Validate the minimal platform deployment arguments
- @param build_dir_name: The name of the build directory relative to the current working directory
- @param game_name: The name of the game project to deploy
- @return: Tuple of (resolved pathlib, game name, asset mode, asset_type, platform_settings object, Android SDK path, embedded_assets, is_unit_test (bool) )
- """
- build_dir = pathlib.Path(os.getcwd()) / build_dir_name
- if not build_dir.is_dir():
- raise common.LmbrCmdError(f"Invalid build directory {build_dir_name}")
- platform_settings = common.PlatformSettings(build_dir)
- if not platform_settings.projects:
- raise common.LmbrCmdError("Missing required platform settings object from build directory.")
- game_name = platform_settings.projects[0]
- android_sdk_path = getattr(platform_settings, 'android_sdk_path', None)
- if not android_sdk_path:
- raise common.LmbrCmdError(f"Android SDK Path {android_sdk_path} is missing in the platform settings for {build_dir_name}.")
- if not os.path.isdir(android_sdk_path):
- raise common.LmbrCmdError(f"Android SDK Path {android_sdk_path} in the platform settings for {build_dir_name} is not valid.")
- embedded_assets_str = getattr(platform_settings, 'embed_assets_in_apk', None)
- if not embedded_assets_str:
- raise common.LmbrCmdError(f"The emdedded assets flag 'embed_assets_in_apk' is missing in the platform settings for {build_dir_name}.")
- embedded_assets = embedded_assets_str.lower() in ('t', 'true', '1')
- is_unit_test_str = getattr(platform_settings, 'is_unit_test', 'False')
- is_unit_test = is_unit_test_str.lower() in ('t', 'true', '1')
- return build_dir, game_name, platform_settings.asset_deploy_mode, platform_settings.asset_deploy_type, android_sdk_path, embedded_assets, is_unit_test
- def main(args):
- parser = argparse.ArgumentParser()
- parser.add_argument('-b', '--build-dir',
- help='The relative build directory to deploy from.',
- required=True)
- parser.add_argument('-c', '--configuration',
- help='The build configuration from the build directory for the source deployment files',
- default='profile')
- parser.add_argument('--device-id-filter',
- help='Comma separated list of connected android device IDs to filter the deployment to. If not supplied, no filter will be applied and deployment will occur on all devices.',
- default='')
- parser.add_argument('-t', '--deployment-type',
- help=f'The deployment type ({"|".join(DEPLOY_TYPES)}) to execute.',
- choices=DEPLOY_TYPES,
- default=android_deployment.AndroidDeployment.DEPLOY_BOTH)
- parser.add_argument('--clean',
- help='Option to clean the target dev kit before deploying, ensuring a clean installation.',
- action='store_true')
- parser.add_argument('--debug',
- help='Option to enable debug messages',
- action='store_true')
- parser.add_argument('--kill-adb-server',
- help='Kills adb server at the end of deployment',
- action='store_true')
- parsed_args = parser.parse_args(args)
- # Prepare the logging
- logging.basicConfig(format='%(levelname)s: %(message)s',
- level=logging.DEBUG if parsed_args.debug else logging.INFO)
- build_dir, game_project, asset_mode, asset_type, android_sdk_path, embedded_assets, is_unit_test = validate_android_deployment_arguments(build_dir_name=parsed_args.build_dir)
- deployment = android_deployment.AndroidDeployment(dev_root=ROOT_DEV_PATH,
- build_dir=build_dir,
- configuration=parsed_args.configuration,
- game_name=game_project,
- asset_mode=asset_mode,
- asset_type=asset_type,
- embedded_assets=embedded_assets,
- android_device_filter=parsed_args.device_id_filter,
- clean_deploy=parsed_args.clean,
- android_sdk_path=android_sdk_path,
- deployment_type=parsed_args.deployment_type,
- is_unit_test=is_unit_test,
- kill_adb_server=parsed_args.kill_adb_server)
- deployment.execute()
- if __name__ == '__main__':
- try:
- main(sys.argv[1:])
- exit(0)
- except common.LmbrCmdError as err:
- print(str(err), file=sys.stderr)
- exit(err.code)
|