diff --git a/pype/ftrack/lib/ftrack_app_handler.py b/pype/ftrack/lib/ftrack_app_handler.py index 825a0a1985..5dd33c1492 100644 --- a/pype/ftrack/lib/ftrack_app_handler.py +++ b/pype/ftrack/lib/ftrack_app_handler.py @@ -268,7 +268,14 @@ class AppAction(BaseHandler): if application.get("launch_hook"): hook = application.get("launch_hook") self.log.info("launching hook: {}".format(hook)) - pypelib.execute_hook(application.get("launch_hook")) + ret_val = pypelib.execute_hook( + application.get("launch_hook"), env=env) + if not ret_val: + return { + 'success': False, + 'message': "Hook didn't finish successfully {0}" + .format(self.label) + } if sys.platform == "win32": diff --git a/pype/hooks/unreal/unreal_prelaunch.py b/pype/hooks/unreal/unreal_prelaunch.py index 05d95a0b2a..83ba4bf8aa 100644 --- a/pype/hooks/unreal/unreal_prelaunch.py +++ b/pype/hooks/unreal/unreal_prelaunch.py @@ -1,8 +1,82 @@ +import logging +import os + from pype.lib import PypeHook +from pype.unreal import lib as unreal_lib +from pypeapp import Logger + +log = logging.getLogger(__name__) class UnrealPrelaunch(PypeHook): + """ + This hook will check if current workfile path has Unreal + project inside. IF not, it initialize it and finally it pass + path to the project by environment variable to Unreal launcher + shell script. + """ - def execute(**kwargs): - print("I am inside!!!") - pass + def __init__(self, logger=None): + if not logger: + self.log = Logger().get_logger(self.__class__.__name__) + else: + self.log = logger + + self.signature = "( {} )".format(self.__class__.__name__) + + def execute(self, *args, env: dict = None) -> bool: + if not env: + env = os.environ + asset = env["AVALON_ASSET"] + task = env["AVALON_TASK"] + workdir = env["AVALON_WORKDIR"] + engine_version = env["AVALON_APP_NAME"].split("_")[-1] + project_name = f"{asset}_{task}" + + # Unreal is sensitive about project names longer then 20 chars + if len(project_name) > 20: + self.log.warning((f"Project name exceed 20 characters " + f"[ {project_name} ]!")) + + # Unreal doesn't accept non alphabet characters at the start + # of the project name. This is because project name is then used + # in various places inside c++ code and there variable names cannot + # start with non-alpha. We append 'P' before project name to solve it. + # :scream: + if not project_name[:1].isalpha(): + self.log.warning(f"Project name doesn't start with alphabet " + f"character ({project_name}). Appending 'P'") + project_name = f"P{project_name}" + + project_path = os.path.join(workdir, project_name) + + self.log.info((f"{self.signature} requested UE4 version: " + f"[ {engine_version} ]")) + + detected = unreal_lib.get_engine_versions() + detected_str = ', '.join(detected.keys()) or 'none' + self.log.info((f"{self.signature} detected UE4 versions: " + f"[ {detected_str} ]")) + del(detected_str) + engine_version = ".".join(engine_version.split(".")[:2]) + if engine_version not in detected.keys(): + self.log.error((f"{self.signature} requested version not " + f"detected [ {engine_version} ]")) + return False + + os.makedirs(project_path, exist_ok=True) + + project_file = os.path.join(project_path, f"{project_name}.uproject") + if not os.path.isfile(project_file): + self.log.info((f"{self.signature} creating unreal " + f"project [ {project_name} ]")) + if env.get("AVALON_UNREAL_PLUGIN"): + os.environ["AVALON_UNREAL_PLUGIN"] = env.get("AVALON_UNREAL_PLUGIN") # noqa: E501 + unreal_lib.create_unreal_project(project_name, + engine_version, project_path) + + self.log.info((f"{self.signature} preparing unreal project ... ")) + unreal_lib.prepare_project(project_file, detected[engine_version]) + + env["PYPE_UNREAL_PROJECT_FILE"] = project_file + return True diff --git a/pype/lib.py b/pype/lib.py index d1062e468f..87c206e758 100644 --- a/pype/lib.py +++ b/pype/lib.py @@ -597,7 +597,20 @@ class CustomNone: return "".format(str(self.identifier)) -def execute_hook(hook, **kwargs): +def execute_hook(hook, *args, **kwargs): + """ + This will load hook file, instantiate class and call `execute` method + on it. Hook must be in a form: + + `$PYPE_ROOT/repos/pype/path/to/hook.py/HookClass` + + This will load `hook.py`, instantiate HookClass and then execute_hook + `execute(*args, **kwargs)` + + :param hook: path to hook class + :type hook: str + """ + class_name = hook.split("/")[-1] abspath = os.path.join(os.getenv('PYPE_ROOT'), @@ -606,14 +619,11 @@ def execute_hook(hook, **kwargs): mod_name, mod_ext = os.path.splitext(os.path.basename(abspath)) if not mod_ext == ".py": - return + return False module = types.ModuleType(mod_name) module.__file__ = abspath - log.info("-" * 80) - print(module) - try: with open(abspath) as f: six.exec_(f.read(), module.__dict__) @@ -623,13 +633,12 @@ def execute_hook(hook, **kwargs): except Exception as exp: log.exception("loading hook failed: {}".format(exp), exc_info=True) + return False - from pprint import pprint - print("-" * 80) - pprint(dir(module)) - - hook_obj = globals()[class_name]() - hook_obj.execute(**kwargs) + obj = getattr(module, class_name) + hook_obj = obj() + ret_val = hook_obj.execute(*args, **kwargs) + return ret_val @six.add_metaclass(ABCMeta) @@ -639,5 +648,5 @@ class PypeHook: pass @abstractmethod - def execute(**kwargs): + def execute(self, *args, **kwargs): pass diff --git a/pype/unreal/__init__.py b/pype/unreal/__init__.py new file mode 100644 index 0000000000..e69de29bb2 diff --git a/pype/unreal/lib.py b/pype/unreal/lib.py new file mode 100644 index 0000000000..8217e834a3 --- /dev/null +++ b/pype/unreal/lib.py @@ -0,0 +1,305 @@ +import os +import platform +import json +from distutils import dir_util +import subprocess + + +def get_engine_versions(): + """ + This will try to detect location and versions of installed Unreal Engine. + Location can be overridden by `UNREAL_ENGINE_LOCATION` environment + variable. + + Returns dictionary with version as a key and dir as value. + """ + try: + engine_locations = {} + root, dirs, files = next(os.walk(os.environ["UNREAL_ENGINE_LOCATION"])) + + for dir in dirs: + if dir.startswith("UE_"): + ver = dir.split("_")[1] + engine_locations[ver] = os.path.join(root, dir) + except KeyError: + # environment variable not set + pass + except OSError: + # specified directory doesn't exists + pass + + # if we've got something, terminate autodetection process + if engine_locations: + return engine_locations + + # else kick in platform specific detection + if platform.system().lower() == "windows": + return _win_get_engine_versions() + elif platform.system().lower() == "linux": + # on linux, there is no installation and getting Unreal Engine involves + # git clone. So we'll probably depend on `UNREAL_ENGINE_LOCATION`. + pass + elif platform.system().lower() == "darwin": + return _darwin_get_engine_version() + + return {} + + +def _win_get_engine_versions(): + """ + If engines are installed via Epic Games Launcher then there is: + `%PROGRAMDATA%/Epic/UnrealEngineLauncher/LauncherInstalled.dat` + This file is JSON file listing installed stuff, Unreal engines + are marked with `"AppName" = "UE_X.XX"`` like `UE_4.24` + """ + install_json_path = os.path.join( + os.environ.get("PROGRAMDATA"), + "Epic", + "UnrealEngineLauncher", + "LauncherInstalled.dat", + ) + + return _parse_launcher_locations(install_json_path) + + +def _darwin_get_engine_version(): + """ + It works the same as on Windows, just JSON file location is different. + """ + install_json_path = os.path.join( + os.environ.get("HOME"), + "Library", + "Application Support", + "Epic", + "UnrealEngineLauncher", + "LauncherInstalled.dat", + ) + + return _parse_launcher_locations(install_json_path) + + +def _parse_launcher_locations(install_json_path): + engine_locations = {} + if os.path.isfile(install_json_path): + with open(install_json_path, "r") as ilf: + try: + install_data = json.load(ilf) + except json.JSONDecodeError: + raise Exception( + "Invalid `LauncherInstalled.dat file. `" + "Cannot determine Unreal Engine location." + ) + + for installation in install_data.get("InstallationList", []): + if installation.get("AppName").startswith("UE_"): + ver = installation.get("AppName").split("_")[1] + engine_locations[ver] = installation.get("InstallLocation") + + return engine_locations + + +def create_unreal_project(project_name, ue_version, dir): + """ + This will create `.uproject` file at specified location. As there is no + way I know to create project via command line, this is easiest option. + Unreal project file is basically JSON file. If we find + `AVALON_UNREAL_PLUGIN` environment variable we assume this is location + of Avalon Integration Plugin and we copy its content to project folder + and enable this plugin. + """ + + if os.path.isdir(os.environ.get("AVALON_UNREAL_PLUGIN", "")): + # copy plugin to correct path under project + plugin_path = os.path.join(dir, "Plugins", "Avalon") + if not os.path.isdir(plugin_path): + os.makedirs(plugin_path, exist_ok=True) + dir_util._path_created = {} + dir_util.copy_tree(os.environ.get("AVALON_UNREAL_PLUGIN"), + plugin_path) + + data = { + "FileVersion": 3, + "EngineAssociation": ue_version, + "Category": "", + "Description": "", + "Modules": [ + { + "Name": project_name, + "Type": "Runtime", + "LoadingPhase": "Default", + "AdditionalDependencies": ["Engine"], + } + ], + "Plugins": [ + {"Name": "PythonScriptPlugin", "Enabled": True}, + {"Name": "EditorScriptingUtilities", "Enabled": True}, + {"Name": "Avalon", "Enabled": True}, + ], + } + + project_file = os.path.join(dir, "{}.uproject".format(project_name)) + with open(project_file, mode="w") as pf: + json.dump(data, pf, indent=4) + + +def prepare_project(project_file: str, engine_path: str): + """ + This function will add source files needed for project to be + rebuild along with the avalon integration plugin. + + There seems not to be automated way to do it from command line. + But there might be way to create at least those target and build files + by some generator. This needs more research as manually writing + those files is rather hackish. :skull_and_crossbones: + + :param project_file: path to .uproject file + :type project_file: str + :param engine_path: path to unreal engine associated with project + :type engine_path: str + """ + + project_name = os.path.splitext(os.path.basename(project_file))[0] + project_dir = os.path.dirname(project_file) + targets_dir = os.path.join(project_dir, "Source") + sources_dir = os.path.join(targets_dir, project_name) + + os.makedirs(sources_dir, exist_ok=True) + os.makedirs(os.path.join(project_dir, "Content"), exist_ok=True) + + module_target = ''' +using UnrealBuildTool; +using System.Collections.Generic; + +public class {0}Target : TargetRules +{{ + public {0}Target( TargetInfo Target) : base(Target) + {{ + Type = TargetType.Game; + ExtraModuleNames.AddRange( new string[] {{ "{0}" }} ); + }} +}} +'''.format(project_name) + + editor_module_target = ''' +using UnrealBuildTool; +using System.Collections.Generic; + +public class {0}EditorTarget : TargetRules +{{ + public {0}EditorTarget( TargetInfo Target) : base(Target) + {{ + Type = TargetType.Editor; + + ExtraModuleNames.AddRange( new string[] {{ "{0}" }} ); + }} +}} +'''.format(project_name) + + module_build = ''' +using UnrealBuildTool; +public class {0} : ModuleRules +{{ + public {0}(ReadOnlyTargetRules Target) : base(Target) + {{ + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + PublicDependencyModuleNames.AddRange(new string[] {{ "Core", + "CoreUObject", "Engine", "InputCore" }}); + PrivateDependencyModuleNames.AddRange(new string[] {{ }}); + }} +}} +'''.format(project_name) + + module_cpp = ''' +#include "{0}.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, {0}, "{0}" ); +'''.format(project_name) + + module_header = ''' +#pragma once +#include "CoreMinimal.h" +''' + + game_mode_cpp = ''' +#include "{0}GameModeBase.h" +'''.format(project_name) + + game_mode_h = ''' +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "{0}GameModeBase.generated.h" + +UCLASS() +class {1}_API A{0}GameModeBase : public AGameModeBase +{{ + GENERATED_BODY() +}}; +'''.format(project_name, project_name.upper()) + + with open(os.path.join( + targets_dir, f"{project_name}.Target.cs"), mode="w") as f: + f.write(module_target) + + with open(os.path.join( + targets_dir, f"{project_name}Editor.Target.cs"), mode="w") as f: + f.write(editor_module_target) + + with open(os.path.join( + sources_dir, f"{project_name}.Build.cs"), mode="w") as f: + f.write(module_build) + + with open(os.path.join( + sources_dir, f"{project_name}.cpp"), mode="w") as f: + f.write(module_cpp) + + with open(os.path.join( + sources_dir, f"{project_name}.h"), mode="w") as f: + f.write(module_header) + + with open(os.path.join( + sources_dir, f"{project_name}GameModeBase.cpp"), mode="w") as f: + f.write(game_mode_cpp) + + with open(os.path.join( + sources_dir, f"{project_name}GameModeBase.h"), mode="w") as f: + f.write(game_mode_h) + + if platform.system().lower() == "windows": + u_build_tool = (f"{engine_path}/Engine/Binaries/DotNET/" + "UnrealBuildTool.exe") + u_header_tool = (f"{engine_path}/Engine/Binaries/Win64/" + f"UnrealHeaderTool.exe") + elif platform.system().lower() == "linux": + # WARNING: there is no UnrealBuildTool on linux? + u_build_tool = "" + u_header_tool = "" + elif platform.system().lower() == "darwin": + # WARNING: there is no UnrealBuildTool on Mac? + u_build_tool = "" + u_header_tool = "" + + u_build_tool = u_build_tool.replace("\\", "/") + u_header_tool = u_header_tool.replace("\\", "/") + + command1 = [u_build_tool, "-projectfiles", f"-project={project_file}", + "-progress"] + + subprocess.run(command1) + + command2 = [u_build_tool, f"-ModuleWithSuffix={project_name},3555" + "Win64", "Development", "-TargetType=Editor" + f'-Project="{project_file}"', f'"{project_file}"' + "-IgnoreJunk"] + + subprocess.run(command2) + + uhtmanifest = os.path.join(os.path.dirname(project_file), + f"{project_name}.uhtmanifest") + + command3 = [u_header_tool, f'"{project_file}"', f'"{uhtmanifest}"', + "-Unattended", "-WarningsAsErrors", "-installed"] + + subprocess.run(command3)