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game_engine_save_as_runtime.py
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game_engine_save_as_runtime.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Save As Game Engine Runtime",
"author": "Mitchell Stokes (Moguri)",
"version": (0, 3, 1),
"blender": (2, 61, 0),
"location": "File > Export",
"description": "Bundle a .blend file with the Blenderplayer",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Game_Engine/Save_As_Runtime",
"category": "Game Engine",
}
import bpy
import os
import sys
import shutil
import tempfile
def CopyPythonLibs(dst, overwrite_lib, report=print):
import platform
# use python module to find pytohn's libpath
src = os.path.dirname(platform.__file__)
# dst points to lib/, but src points to current python's library path, eg:
# '/usr/lib/python3.2' vs '/usr/lib'
# append python's library dir name to destination, so only python's
# libraries would be copied
if os.name == 'posix':
dst = os.path.join(dst, os.path.basename(src))
if os.path.exists(src):
write = False
if os.path.exists(dst):
if overwrite_lib:
shutil.rmtree(dst)
write = True
else:
write = True
if write:
shutil.copytree(src, dst, ignore=lambda dir, contents: [i for i in contents if i == '__pycache__'])
else:
report({'WARNING'}, "Python not found in %r, skipping pythn copy" % src)
def WriteAppleRuntime(player_path, output_path, copy_python, overwrite_lib):
# Enforce the extension
if not output_path.endswith('.app'):
output_path += '.app'
# Use the system's cp command to preserve some meta-data
os.system('cp -R "%s" "%s"' % (player_path, output_path))
bpy.ops.wm.save_as_mainfile(filepath=os.path.join(output_path, "Contents/Resources/game.blend"),
relative_remap=False,
compress=False,
copy=True,
)
# Python doesn't need to be copied for OS X since it's already inside blenderplayer.app
def WriteRuntime(player_path, output_path, copy_python, overwrite_lib, copy_dlls, report=print):
import struct
# Check the paths
if not os.path.isfile(player_path) and not(os.path.exists(player_path) and player_path.endswith('.app')):
report({'ERROR'}, "The player could not be found! Runtime not saved")
return
# Check if we're bundling a .app
if player_path.endswith('.app'):
WriteAppleRuntime(player_path, output_path, copy_python, overwrite_lib)
return
# Enforce "exe" extension on Windows
if player_path.endswith('.exe') and not output_path.endswith('.exe'):
output_path += '.exe'
# Get the player's binary and the offset for the blend
file = open(player_path, 'rb')
player_d = file.read()
offset = file.tell()
file.close()
# Create a tmp blend file (Blenderplayer doesn't like compressed blends)
tempdir = tempfile.mkdtemp()
blend_path = os.path.join(tempdir, bpy.path.clean_name(output_path))
bpy.ops.wm.save_as_mainfile(filepath=blend_path,
relative_remap=False,
compress=False,
copy=True,
)
# Get the blend data
blend_file = open(blend_path, 'rb')
blend_d = blend_file.read()
blend_file.close()
# Get rid of the tmp blend, we're done with it
os.remove(blend_path)
os.rmdir(tempdir)
# Create a new file for the bundled runtime
output = open(output_path, 'wb')
# Write the player and blend data to the new runtime
print("Writing runtime...", end=" ")
output.write(player_d)
output.write(blend_d)
# Store the offset (an int is 4 bytes, so we split it up into 4 bytes and save it)
output.write(struct.pack('B', (offset>>24)&0xFF))
output.write(struct.pack('B', (offset>>16)&0xFF))
output.write(struct.pack('B', (offset>>8)&0xFF))
output.write(struct.pack('B', (offset>>0)&0xFF))
# Stuff for the runtime
output.write(b'BRUNTIME')
output.close()
print("done")
# Make the runtime executable on Linux
if os.name == 'posix':
os.chmod(output_path, 0o755)
# Copy bundled Python
blender_dir = os.path.dirname(bpy.app.binary_path)
runtime_dir = os.path.dirname(output_path)
if copy_python:
print("Copying Python files...", end=" ")
py_folder = os.path.join(bpy.app.version_string.split()[0], "python", "lib")
dst = os.path.join(runtime_dir, py_folder)
CopyPythonLibs(dst, overwrite_lib, report)
print("done")
# And DLLs
if copy_dlls:
print("Copying DLLs...", end=" ")
for file in [i for i in os.listdir(blender_dir) if i.lower().endswith('.dll')]:
src = os.path.join(blender_dir, file)
dst = os.path.join(runtime_dir, file)
shutil.copy2(src, dst)
print("done")
from bpy.props import *
class SaveAsRuntime(bpy.types.Operator):
bl_idname = "wm.save_as_runtime"
bl_label = "Save As Game Engine Runtime"
bl_options = {'REGISTER'}
if sys.platform == 'darwin':
# XXX, this line looks suspicious, could be done better?
blender_bin_dir = '/' + os.path.join(*bpy.app.binary_path.split('/')[0:-4])
ext = '.app'
else:
blender_bin_path = bpy.app.binary_path
blender_bin_dir = os.path.dirname(blender_bin_path)
ext = os.path.splitext(blender_bin_path)[-1].lower()
default_player_path = os.path.join(blender_bin_dir, 'blenderplayer' + ext)
player_path = StringProperty(
name="Player Path",
description="The path to the player to use",
default=default_player_path,
subtype='FILE_PATH',
)
filepath = StringProperty(
subtype='FILE_PATH',
)
copy_python = BoolProperty(
name="Copy Python",
description="Copy bundle Python with the runtime",
default=True,
)
overwrite_lib = BoolProperty(
name="Overwrite 'lib' folder",
description="Overwrites the lib folder (if one exists) with the bundled Python lib folder",
default=False,
)
# Only Windows has dlls to copy
if ext == '.exe':
copy_dlls = BoolProperty(
name="Copy DLLs",
description="Copy all needed DLLs with the runtime",
default=True,
)
else:
copy_dlls = False
def execute(self, context):
import time
start_time = time.clock()
print("Saving runtime to %r" % self.filepath)
WriteRuntime(self.player_path,
self.filepath,
self.copy_python,
self.overwrite_lib,
self.copy_dlls,
self.report,
)
print("Finished in %.4fs" % (time.clock()-start_time))
return {'FINISHED'}
def invoke(self, context, event):
if not self.filepath:
ext = '.app' if sys.platform == 'darwin' else os.path.splitext(bpy.app.binary_path)[-1]
self.filepath = bpy.path.ensure_ext(bpy.data.filepath, ext)
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
def menu_func(self, context):
self.layout.operator(SaveAsRuntime.bl_idname)
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
register()