UEScripts/ue4-datasync.ps1

218 lines
7.2 KiB
PowerShell
Raw Normal View History

[CmdletBinding()] # Fail on unknown args
param (
[string]$mode,
[string]$root,
[string]$src,
[switch]$prune = $false,
[switch]$force = $false,
[switch]$nocloseeditor = $false,
[switch]$dryrun = $false,
[switch]$help = $false
)
function Print-Usage {
Write-Output "Steve's UE4 Map BuiltData Sync Tool"
Write-Output " Avoid storing Map_BuiltData.uasset files in source control, sync them directly instead"
Write-Output "Usage:"
Write-Output " ue4-datasync.ps1 [-mode:]<push|pull> [[-path:]syncpath] [Options]"
Write-Output " "
Write-Output " -mode : Whether to push or pull the built data from your filesystem"
Write-Output " -root : Root folder to sync files to/from. Project name will be appended to this path."
Write-Output " : Can be blank if specified in UE4SYNCROOT"
Write-Output " -src : Source folder (current folder if omitted)"
Write-Output " : (should be root of project)"
Write-Output " -prune : Clean up versions of the data older than the latest"
Write-Output " -force : Copy ALL BuiltData files regardless of size/timestamp checks"
Write-Output " -nocloseeditor : Don't close UE4 editor (this will prevent download of updated files)"
Write-Output " -dryrun : Don't perform any actual actions, just report on what you would do"
Write-Output " -help : Print this help"
Write-Output " "
Write-Output "Environment Variables:"
Write-Output " UE4SYNCROOT : Root path to sync data. Subfolders for each project name."
Write-Output " UE4INSTALL : Use a specific UE4 install."
Write-Output " : Default is to find one based on project version, under UE4ROOT"
Write-Output " UE4ROOT : Parent folder of all binary UE4 installs (detects version). "
Write-Output " : Default C:\Program Files\Epic Games"
Write-Output " "
}
. $PSScriptRoot\inc\ueeditor.ps1
. $PSScriptRoot\inc\filetools.ps1
$ErrorActionPreference = "Stop"
if ($help) {
Print-Usage
Exit 0
}
if ($mode -ne "push" -and $mode -ne "pull") {
Print-Usage
Write-Output "ERROR: Mode must be 'push' or 'pull'"
Exit 3
}
if (-not $root) {
$root = $Env:UE4SYNCROOT
}
if (-not $root) {
Print-Usage
Write-Output "ERROR: Missing '-root' argument and no UE4SYNCROOT env var"
Exit 3
}
if (-not (Test-Path $root -PathType Container)) {
Print-Usage
Write-Output "ERROR: root path $root does not exist"
Exit 3
}
# confirm that umap files are tracked in LFS so SHAs are already there
$lfsTrackOutput = git lfs track
if (!$?) {
Write-Output "ERROR: failed to call 'git lfs track'"
Exit 5
}
$umapsOK = $false
foreach ($line in $lfsTrackOutput) {
if ($line -match "^\s+\*\.umap\s+.*$") {
$umapsOK = $true
break
}
}
if (-not $umapsOK) {
Write-Output "ERROR: .umap files are not tracked in LFS, cannot continue"
Exit 5
}
# Check no changes, ONLY to .umap files
$statusOutput = git status --porcelain *.umap
foreach ($line in $statusOutput) {
if ($line -like "*.umap*") {
Write-Output "Uncommitted changes to .umap file(s) detected"
if ($dryrun) {
Write-Output "dryrun: Continuing but this will fail without -dryrun"
break
} else {
Write-Output "Cannot continue"
Exit $LASTEXITCODE
}
}
}
$result = 0
try {
if ($src -ne ".") { Push-Location $src }
Write-Output "-- Sync process starting --"
# Locate UE4 project file
$uprojfile = Get-ChildItem *.uproject | Select-Object -expand Name
if (-not $uprojfile) {
throw "No Unreal project file found in $(Get-Location)! Aborting."
}
if ($uprojfile -is [array]) {
throw "Multiple Unreal project files found in $(Get-Location)! Aborting."
}
# In PS 6.0+ we could use Split-Path -LeafBase but let's stick with built-in PS 5.1
$uprojname = [System.IO.Path]::GetFileNameWithoutExtension($uprojfile)
if ($dryrun) {
Write-Output "Would sync $uprojname"
} else {
Write-Output "Syncing $uprojname"
}
# Close UE4 as early as possible
if (-not $nocloseeditor) {
# Check if UE4 is running, if so try to shut it gracefully
Close-UE-Editor $uprojname $dryrun
}
# Create project sync dir if necessary
$syncdir = Join-Path $root $uprojname
New-Item -ItemType Directory $syncdir -Force > $null
Write-Output "Sync project folder: $syncdir"
# Find all umaps which are tracked in git and get their LFS SHAs
$umapsOutput = git lfs ls-files -l -I *.umap
# Output is of the form
# b75b42e082ffb0deeb3fc7b40b2a221ded62872a2289bf6b63e275372849447b * Content/Maps/Subfolder/MyLevel.umap
foreach ($line in $umapsOutput) {
if ($line -match "^([a-f0-9]+)\s+\*\s+(.+)$") {
$oid = $matches[1]
$filename = $matches[2].Trim()
$subdir = [System.IO.Path]::GetDirectoryName($filename)
$basename = [System.IO.Path]::GetFileNameWithoutExtension($filename)
$localbuiltdata = Join-Path $subdir "${basename}_BuiltData.uasset"
$remotesubdir = Join-Path $syncdir $subdir
$remotebuiltdata = Join-Path $remotesubdir "${basename}_BuiltData_${oid}.uasset"
$same = Compare-Files-Quick $localbuiltdata $remotebuiltdata
if ($same -and -not $force) {
Write-Verbose "Skipping $basename, matches"
continue
}
if ($mode -eq "push") {
Write-Verbose "$localbuiltdata -> $remotebuiltdata"
# In push mode, we only upload our builtdata if there is no existing
# entry for that OID by default (safest). Or, if forced to do so
if (-not (Test-Path $localbuiltdata -PathType Leaf)) {
Write-Warning "Skipping $basename, local file missing"
continue
}
if ($dryrun) {
Write-Output "Would have pushed: $basename ($oid)"
} else {
Write-Output "Push: $basename ($oid)"
New-Item -ItemType Directory $remotesubdir -Force > $null
Copy-Item $localbuiltdata $remotebuiltdata
}
} else {
Write-Verbose("$remotebuiltdata -> $localbuiltdata")
# In pull mode, we always pull if not same, or forced (checked already above)
if (-not (Test-Path $remotebuiltdata -PathType Leaf)) {
Write-Warning "Skipping $basename, remote file missing"
continue
}
if ($dryrun) {
Write-Output "Would have pulled: $basename ($oid)"
} else {
Write-Output "Pull: $basename ($oid)"
New-Item -ItemType Directory $subdir -Force > $null
Copy-Item $remotebuiltdata $localbuiltdata
}
}
}
}
Write-Output "-- Sync process finished OK --"
} catch {
Write-Output "ERROR: $($_.Exception.Message)"
$result = 9
} finally {
if ($src -ne ".") { Pop-Location }
}
Exit $result