169 lines
7.5 KiB
C#
169 lines
7.5 KiB
C#
// Copyright 2019 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Google.Android.AppBundle.Editor.Internal.BuildTools
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{
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/// <summary>
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/// Build tool for finding the Android SDK root path.
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/// </summary>
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public class AndroidSdk : IBuildTool
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{
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/// <summary>
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/// The ANDROID_HOME environment variable key.
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/// </summary>
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public const string AndroidHomeEnvironmentVariableKey = "ANDROID_HOME";
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private const string AndroidNdkHomeEnvironmentVariableKey = "ANDROID_NDK_HOME";
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/// <summary>
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/// The environment variable key we use when overriding existing Unity editor preferences.
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/// We use UNITY_JAVA_HOME instead of JAVA_HOME because Unity will override JAVA_HOME to match it's editor preferences.
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/// </summary>
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private const string JavaHomeEnvironmentVariableKey = "UNITY_JAVA_HOME";
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private const string AndroidSdkRootEditorPrefsKey = "AndroidSdkRoot";
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private const string AndroidNdkRootEditorPrefsKey = "AndroidNdkRoot";
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private const string JdkPathEditorPrefsKey = "JdkPath";
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private const string JdkUseEmbeddedEditorPrefsKey = "JdkUseEmbedded";
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private string _androidSdkRoot;
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public virtual bool Initialize(BuildToolLogger buildToolLogger)
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{
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#if !UNITY_2019_3_OR_NEWER
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return SetSdkRoot(buildToolLogger, EditorPrefs.GetString(AndroidSdkRootEditorPrefsKey));
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#elif UNITY_ANDROID
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// Guard with #if UNITY_ANDROID since UnityEditor.Android.Extensions.dll might be unavailable,
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// e.g. on a build machine without the Android platform installed.
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return SetSdkRoot(buildToolLogger, UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath);
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#else
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// This would be an unexpected and hopefully transient error.
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if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
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{
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buildToolLogger.DisplayErrorDialog("ActiveBuildTarget disagrees with #if UNITY_ANDROID.");
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return false;
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}
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// Handle the case where the UnityEditor.Android.Extensions.dll file may not be available by requiring that
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// Android be the selected platform on 2019.3+.
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const string message = "The Build Settings > Platform must be set to Android." +
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"\n\nClick \"OK\" to switch the active platform to Android.";
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if (buildToolLogger.DisplayActionableErrorDialog(message))
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{
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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}
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return false;
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#endif
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}
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/// <summary>
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/// Returns the AndroidSdkRoot from Unity preferences or from the ANDROID_HOME environment variable.
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/// </summary>
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public virtual string RootPath
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{
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get
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{
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if (_androidSdkRoot == null)
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{
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throw new BuildToolNotInitializedException(this);
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}
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return _androidSdkRoot;
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}
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}
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/// <summary>
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/// Override the AndroidSdkRoot/AndroidNdkRoot/JdkPath EditorPrefs with corresponding environment variables.
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/// This is especially helpful for automated builds where the preferences may not be set.
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/// </summary>
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public static void OverrideEditorPreferences()
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{
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#if !UNITY_ANDROID
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return;
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#elif UNITY_2019_3_OR_NEWER
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OverrideEditorPreference(AndroidHomeEnvironmentVariableKey,
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() => UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath,
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v => { UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath = v; });
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OverrideEditorPreference(AndroidNdkHomeEnvironmentVariableKey,
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() => UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath,
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v => { UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath = v; });
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OverrideEditorPreference(JavaHomeEnvironmentVariableKey,
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() => UnityEditor.Android.AndroidExternalToolsSettings.jdkRootPath,
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v => { UnityEditor.Android.AndroidExternalToolsSettings.jdkRootPath = v; });
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#else
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OverrideEditorPreference(AndroidHomeEnvironmentVariableKey,
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() => EditorPrefs.GetString(AndroidSdkRootEditorPrefsKey),
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v => { EditorPrefs.SetString(AndroidSdkRootEditorPrefsKey, v); });
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OverrideEditorPreference(AndroidNdkHomeEnvironmentVariableKey,
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() => EditorPrefs.GetString(AndroidNdkRootEditorPrefsKey),
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v => { EditorPrefs.SetString(AndroidNdkRootEditorPrefsKey, v); });
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OverrideEditorPreference(JavaHomeEnvironmentVariableKey,
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() => EditorPrefs.GetString(JdkPathEditorPrefsKey),
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v => { EditorPrefs.SetString(JdkPathEditorPrefsKey, v); });
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// Older versions of Unity have an additional boolean preference that must be disabled.
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// Otherwise, Unity will use the JDK installed with the editor instead of the path we set in EditorPrefs.
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EditorPrefs.SetInt(JdkUseEmbeddedEditorPrefsKey, 0);
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#endif
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}
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// TODO(b/189958664): Move this to a helper class and move the JDK portion of OverrideEditorPreferences into JavaUtils.
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private static void OverrideEditorPreference(
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string environmentVariableKey, Func<string> getPreference, Action<string> setPreference)
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{
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var environmentVariableValue = Environment.GetEnvironmentVariable(environmentVariableKey);
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var existingPreferenceValue = getPreference();
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Debug.LogFormat("Existing preference for {0} is \"{1}\"", environmentVariableKey, existingPreferenceValue);
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if (environmentVariableValue == existingPreferenceValue)
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{
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// Nothing to do.
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return;
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}
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if (string.IsNullOrEmpty(environmentVariableValue))
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{
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Debug.LogWarningFormat("Skipping empty environment variable: {0}", environmentVariableKey);
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}
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else
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{
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Debug.LogFormat("Setting preference for {0} to {1}", environmentVariableKey, environmentVariableValue);
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setPreference(environmentVariableValue);
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}
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}
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private bool SetSdkRoot(BuildToolLogger buildToolLogger, string sdkPath)
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{
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if (string.IsNullOrEmpty(sdkPath))
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{
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sdkPath = Environment.GetEnvironmentVariable(AndroidHomeEnvironmentVariableKey);
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}
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if (!Directory.Exists(sdkPath))
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{
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buildToolLogger.DisplayErrorDialog(
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"Failed to locate the Android SDK. Check Preferences -> External Tools to set the path.");
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return false;
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}
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_androidSdkRoot = sdkPath;
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return true;
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}
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}
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} |