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664 行
28 KiB
664 行
28 KiB
using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.IO;
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using Debug = UnityEngine.Debug;
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namespace ParrelSync
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{
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/// <summary>
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/// Contains all required methods for creating a linked clone of the Unity project.
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/// </summary>
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public class ClonesManager
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{
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/// <summary>
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/// Name used for an identifying file created in the clone project directory.
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/// </summary>
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/// <remarks>
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/// (!) Do not change this after the clone was created, because then connection will be lost.
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/// </remarks>
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public const string CloneFileName = ".clone";
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/// <summary>
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/// Suffix added to the end of the project clone name when it is created.
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/// </summary>
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/// <remarks>
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/// (!) Do not change this after the clone was created, because then connection will be lost.
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/// </remarks>
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public const string CloneNameSuffix = "_clone";
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public const string ProjectName = "ParrelSync";
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/// <summary>
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/// The maximum number of clones
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/// </summary>
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public const int MaxCloneProjectCount = 10;
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/// <summary>
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/// Name of the file for storing clone's argument.
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/// </summary>
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public const string ArgumentFileName = ".parrelsyncarg";
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/// <summary>
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/// Default argument of the new clone
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/// </summary>
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public const string DefaultArgument = "client";
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#region Managing clones
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/// <summary>
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/// Creates clone from the project currently open in Unity Editor.
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/// </summary>
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/// <returns></returns>
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public static Project CreateCloneFromCurrent()
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{
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if (IsClone())
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{
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Debug.LogError("This project is already a clone. Cannot clone it.");
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return null;
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}
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string currentProjectPath = ClonesManager.GetCurrentProjectPath();
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return ClonesManager.CreateCloneFromPath(currentProjectPath);
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}
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/// <summary>
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/// Creates clone of the project located at the given path.
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/// </summary>
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/// <param name="sourceProjectPath"></param>
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/// <returns></returns>
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public static Project CreateCloneFromPath(string sourceProjectPath)
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{
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Project sourceProject = new Project(sourceProjectPath);
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string cloneProjectPath = null;
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//Find available clone suffix id
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for (int i = 0; i < MaxCloneProjectCount; i++)
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{
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string originalProjectPath = ClonesManager.GetCurrentProject().projectPath;
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string possibleCloneProjectPath = originalProjectPath + ClonesManager.CloneNameSuffix + "_" + i;
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if (!Directory.Exists(possibleCloneProjectPath))
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{
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cloneProjectPath = possibleCloneProjectPath;
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break;
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}
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}
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if (string.IsNullOrEmpty(cloneProjectPath))
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{
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Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
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return null;
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}
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Project cloneProject = new Project(cloneProjectPath);
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Debug.Log("Start cloning project, original project: " + sourceProject + ", clone project: " + cloneProject);
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ClonesManager.CreateProjectFolder(cloneProject);
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//Copy Folders
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Debug.Log("Library copy: " + cloneProject.libraryPath);
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ClonesManager.CopyDirectoryWithProgressBar(sourceProject.libraryPath, cloneProject.libraryPath,
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"Cloning Project Library '" + sourceProject.name + "'. ");
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Debug.Log("Packages copy: " + cloneProject.libraryPath);
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ClonesManager.CopyDirectoryWithProgressBar(sourceProject.packagesPath, cloneProject.packagesPath,
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"Cloning Project Packages '" + sourceProject.name + "'. ");
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//Link Folders
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ClonesManager.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
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ClonesManager.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
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ClonesManager.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
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ClonesManager.LinkFolders(sourceProject.localPackages, cloneProject.localPackages);
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ClonesManager.RegisterClone(cloneProject);
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return cloneProject;
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}
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/// <summary>
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/// Registers a clone by placing an identifying ".clone" file in its root directory.
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/// </summary>
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/// <param name="cloneProject"></param>
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private static void RegisterClone(Project cloneProject)
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{
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/// Add clone identifier file.
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string identifierFile = Path.Combine(cloneProject.projectPath, ClonesManager.CloneFileName);
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File.Create(identifierFile).Dispose();
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//Add argument file with default argument
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string argumentFilePath = Path.Combine(cloneProject.projectPath, ClonesManager.ArgumentFileName);
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File.WriteAllText(argumentFilePath, DefaultArgument, System.Text.Encoding.UTF8);
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/// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
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string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
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File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
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}
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/// <summary>
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/// Opens a project located at the given path (if one exists).
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/// </summary>
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/// <param name="projectPath"></param>
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public static void OpenProject(string projectPath)
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{
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if (!Directory.Exists(projectPath))
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{
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Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
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return;
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}
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if (projectPath == ClonesManager.GetCurrentProjectPath())
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{
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Debug.LogError("Cannot open the project - it is already open.");
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return;
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}
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string fileName = GetApplicationPath();
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string args = "-projectPath \"" + projectPath + "\"";
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Debug.Log("Opening project \"" + fileName + " " + args + "\"");
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ClonesManager.StartHiddenConsoleProcess(fileName, args);
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}
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private static string GetApplicationPath()
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{
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switch (Application.platform)
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{
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case RuntimePlatform.WindowsEditor:
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return EditorApplication.applicationPath;
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case RuntimePlatform.OSXEditor:
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return EditorApplication.applicationPath + "/Contents/MacOS/Unity";
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case RuntimePlatform.LinuxEditor:
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return EditorApplication.applicationPath;
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default:
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throw new System.NotImplementedException("Platform has not supported yet ;(");
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}
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}
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/// <summary>
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/// Is this project being opened by an Unity editor?
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/// </summary>
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/// <param name="projectPath"></param>
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/// <returns></returns>
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public static bool IsCloneProjectRunning(string projectPath)
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{
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//Determine whether it is opened in another instance by checking the UnityLockFile
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string UnityLockFilePath = new string[] { projectPath, "Temp", "UnityLockfile" }
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.Aggregate(Path.Combine);
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switch (Application.platform)
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{
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case (RuntimePlatform.WindowsEditor):
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//Windows editor will lock "UnityLockfile" file when project is being opened.
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//Sometime, for instance: windows editor crash, the "UnityLockfile" will not be deleted even the project
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//isn't being opened, so a check to the "UnityLockfile" lock status may be necessary.
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if (Preferences.AlsoCheckUnityLockFileStaPref.Value)
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return File.Exists(UnityLockFilePath) && FileUtilities.IsFileLocked(UnityLockFilePath);
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else
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return File.Exists(UnityLockFilePath);
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case (RuntimePlatform.OSXEditor):
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//Mac editor won't lock "UnityLockfile" file when project is being opened
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return File.Exists(UnityLockFilePath);
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case (RuntimePlatform.LinuxEditor):
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return File.Exists(UnityLockFilePath);
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default:
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throw new System.NotImplementedException("IsCloneProjectRunning: Unsupport Platfrom: " + Application.platform);
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}
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}
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/// <summary>
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/// Deletes the clone of the currently open project, if such exists.
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/// </summary>
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public static void DeleteClone(string cloneProjectPath)
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{
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/// Clone won't be able to delete itself.
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if (ClonesManager.IsClone()) return;
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///Extra precautions.
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if (cloneProjectPath == string.Empty) return;
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if (cloneProjectPath == ClonesManager.GetOriginalProjectPath()) return;
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//Check what OS is
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string identifierFile;
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string args;
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switch (Application.platform)
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{
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case (RuntimePlatform.WindowsEditor):
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Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
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//The argument file will be deleted first at the beginning of the project deletion process
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//to prevent any further reading and writing to it(There's a File.Exist() check at the (file)editor windows.)
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//If there's any file in the directory being write/read during the deletion process, the directory can't be fully removed.
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identifierFile = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
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File.Delete(identifierFile);
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args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
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StartHiddenConsoleProcess("cmd.exe", args);
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break;
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case (RuntimePlatform.OSXEditor):
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Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
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//The argument file will be deleted first at the beginning of the project deletion process
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//to prevent any further reading and writing to it(There's a File.Exist() check at the (file)editor windows.)
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//If there's any file in the directory being write/read during the deletion process, the directory can't be fully removed.
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identifierFile = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
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File.Delete(identifierFile);
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FileUtil.DeleteFileOrDirectory(cloneProjectPath);
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break;
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case (RuntimePlatform.LinuxEditor):
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Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
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identifierFile = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
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File.Delete(identifierFile);
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FileUtil.DeleteFileOrDirectory(cloneProjectPath);
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break;
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default:
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Debug.LogWarning("Not in a known editor. Where are you!?");
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break;
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}
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}
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#endregion
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#region Creating project folders
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/// <summary>
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/// Creates an empty folder using data in the given Project object
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/// </summary>
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/// <param name="project"></param>
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public static void CreateProjectFolder(Project project)
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{
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string path = project.projectPath;
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Debug.Log("Creating new empty folder at: " + path);
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Directory.CreateDirectory(path);
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}
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/// <summary>
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/// Copies the full contents of the unity library. We want to do this to avoid the lengthy re-serialization of the whole project when it opens up the clone.
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/// </summary>
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/// <param name="sourceProject"></param>
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/// <param name="destinationProject"></param>
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[System.Obsolete]
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public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
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{
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if (Directory.Exists(destinationProject.libraryPath))
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{
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Debug.LogWarning("Library copy: destination path already exists! ");
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return;
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}
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Debug.Log("Library copy: " + destinationProject.libraryPath);
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ClonesManager.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath,
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"Cloning project '" + sourceProject.name + "'. ");
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}
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#endregion
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#region Creating symlinks
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/// <summary>
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/// Creates a symlink between destinationPath and sourcePath (Mac version).
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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private static void CreateLinkMac(string sourcePath, string destinationPath)
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{
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sourcePath = sourcePath.Replace(" ", "\\ ");
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destinationPath = destinationPath.Replace(" ", "\\ ");
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var command = string.Format("ln -s {0} {1}", sourcePath, destinationPath);
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Debug.Log("Mac hard link " + command);
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ClonesManager.ExecuteBashCommand(command);
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}
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/// <summary>
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/// Creates a symlink between destinationPath and sourcePath (Linux version).
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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private static void CreateLinkLinux(string sourcePath, string destinationPath)
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{
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sourcePath = sourcePath.Replace(" ", "\\ ");
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destinationPath = destinationPath.Replace(" ", "\\ ");
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var command = string.Format("ln -s {0} {1}", sourcePath, destinationPath);
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Debug.Log("Linux Symlink " + command);
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ClonesManager.ExecuteBashCommand(command);
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}
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/// <summary>
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/// Creates a symlink between destinationPath and sourcePath (Windows version).
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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private static void CreateLinkWin(string sourcePath, string destinationPath)
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{
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string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
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Debug.Log("Windows junction: " + cmd);
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ClonesManager.StartHiddenConsoleProcess("cmd.exe", cmd);
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}
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//TODO(?) avoid terminal calls and use proper api stuff. See below for windows!
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////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
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//[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
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//private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
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// System.IntPtr InBuffer, int nInBufferSize,
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// System.IntPtr OutBuffer, int nOutBufferSize,
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// out int pBytesReturned, System.IntPtr lpOverlapped);
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/// <summary>
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/// Create a link / junction from the original project to it's clone.
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/// </summary>
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/// <param name="sourcePath"></param>
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/// <param name="destinationPath"></param>
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public static void LinkFolders(string sourcePath, string destinationPath)
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{
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if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
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{
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switch (Application.platform)
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{
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case (RuntimePlatform.WindowsEditor):
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CreateLinkWin(sourcePath, destinationPath);
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break;
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case (RuntimePlatform.OSXEditor):
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CreateLinkMac(sourcePath, destinationPath);
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break;
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case (RuntimePlatform.LinuxEditor):
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CreateLinkLinux(sourcePath, destinationPath);
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break;
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default:
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Debug.LogWarning("Not in a known editor. Application.platform: " + Application.platform);
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break;
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}
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}
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else
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{
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Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
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}
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}
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#endregion
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#region Utility methods
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private static bool? isCloneFileExistCache = null;
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/// <summary>
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/// Returns true if the project currently open in Unity Editor is a clone.
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/// </summary>
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/// <returns></returns>
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public static bool IsClone()
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{
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if (isCloneFileExistCache == null)
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{
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/// The project is a clone if its root directory contains an empty file named ".clone".
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string cloneFilePath = Path.Combine(ClonesManager.GetCurrentProjectPath(), ClonesManager.CloneFileName);
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isCloneFileExistCache = File.Exists(cloneFilePath);
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}
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return (bool)isCloneFileExistCache;
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}
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/// <summary>
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/// Get the path to the current unityEditor project folder's info
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/// </summary>
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/// <returns></returns>
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public static string GetCurrentProjectPath()
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{
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return Application.dataPath.Replace("/Assets", "");
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}
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/// <summary>
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/// Return a project object that describes all the paths we need to clone it.
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/// </summary>
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/// <returns></returns>
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public static Project GetCurrentProject()
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{
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string pathString = ClonesManager.GetCurrentProjectPath();
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return new Project(pathString);
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}
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/// <summary>
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/// Get the argument of this clone project.
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/// If this is the original project, will return an empty string.
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/// </summary>
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/// <returns></returns>
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public static string GetArgument()
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{
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string argument = "";
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if (IsClone())
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{
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string argumentFilePath = Path.Combine(GetCurrentProjectPath(), ClonesManager.ArgumentFileName);
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if (File.Exists(argumentFilePath))
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{
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argument = File.ReadAllText(argumentFilePath, System.Text.Encoding.UTF8);
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}
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}
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return argument;
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}
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/// <summary>
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/// Returns the path to the original project.
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/// If currently open project is the original, returns its own path.
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/// If the original project folder cannot be found, retuns an empty string.
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/// </summary>
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/// <returns></returns>
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public static string GetOriginalProjectPath()
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{
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if (IsClone())
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{
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/// If this is a clone...
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/// Original project path can be deduced by removing the suffix from the clone's path.
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string cloneProjectPath = ClonesManager.GetCurrentProject().projectPath;
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int index = cloneProjectPath.LastIndexOf(ClonesManager.CloneNameSuffix);
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if (index > 0)
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{
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string originalProjectPath = cloneProjectPath.Substring(0, index);
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if (Directory.Exists(originalProjectPath)) return originalProjectPath;
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}
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return string.Empty;
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}
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else
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{
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/// If this is the original, we return its own path.
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return ClonesManager.GetCurrentProjectPath();
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}
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}
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/// <summary>
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/// Returns all clone projects path.
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/// </summary>
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/// <returns></returns>
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public static List<string> GetCloneProjectsPath()
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{
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List<string> projectsPath = new List<string>();
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for (int i = 0; i < MaxCloneProjectCount; i++)
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{
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string originalProjectPath = ClonesManager.GetCurrentProject().projectPath;
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string cloneProjectPath = originalProjectPath + ClonesManager.CloneNameSuffix + "_" + i;
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if (Directory.Exists(cloneProjectPath))
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projectsPath.Add(cloneProjectPath);
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}
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return projectsPath;
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}
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/// <summary>
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/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
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/// </summary>
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/// <param name="source">Directory to be copied.</param>
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/// <param name="destination">Destination directory (created automatically if needed).</param>
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/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
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public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath,
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string progressBarPrefix = "")
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{
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var source = new DirectoryInfo(sourcePath);
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var destination = new DirectoryInfo(destinationPath);
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long totalBytes = 0;
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long copiedBytes = 0;
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ClonesManager.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes,
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progressBarPrefix);
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EditorUtility.ClearProgressBar();
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}
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/// <summary>
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/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
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/// Same as the previous method, but uses recursion to copy all nested folders as well.
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/// </summary>
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/// <param name="source">Directory to be copied.</param>
|
|
/// <param name="destination">Destination directory (created automatically if needed).</param>
|
|
/// <param name="totalBytes">Total bytes to be copied. Calculated automatically, initialize at 0.</param>
|
|
/// <param name="copiedBytes">To track already copied bytes. Calculated automatically, initialize at 0.</param>
|
|
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
|
private static void CopyDirectoryWithProgressBarRecursive(DirectoryInfo source, DirectoryInfo destination,
|
|
ref long totalBytes, ref long copiedBytes, string progressBarPrefix = "")
|
|
{
|
|
/// Directory cannot be copied into itself.
|
|
if (source.FullName.ToLower() == destination.FullName.ToLower())
|
|
{
|
|
Debug.LogError("Cannot copy directory into itself.");
|
|
return;
|
|
}
|
|
|
|
/// Calculate total bytes, if required.
|
|
if (totalBytes == 0)
|
|
{
|
|
totalBytes = ClonesManager.GetDirectorySize(source, true, progressBarPrefix);
|
|
}
|
|
|
|
/// Create destination directory, if required.
|
|
if (!Directory.Exists(destination.FullName))
|
|
{
|
|
Directory.CreateDirectory(destination.FullName);
|
|
}
|
|
|
|
/// Copy all files from the source.
|
|
foreach (FileInfo file in source.GetFiles())
|
|
{
|
|
try
|
|
{
|
|
file.CopyTo(Path.Combine(destination.ToString(), file.Name), true);
|
|
}
|
|
catch (IOException)
|
|
{
|
|
/// Some files may throw IOException if they are currently open in Unity editor.
|
|
/// Just ignore them in such case.
|
|
}
|
|
|
|
/// Account the copied file size.
|
|
copiedBytes += file.Length;
|
|
|
|
/// Display the progress bar.
|
|
float progress = (float)copiedBytes / (float)totalBytes;
|
|
bool cancelCopy = EditorUtility.DisplayCancelableProgressBar(
|
|
progressBarPrefix + "Copying '" + source.FullName + "' to '" + destination.FullName + "'...",
|
|
"(" + (progress * 100f).ToString("F2") + "%) Copying file '" + file.Name + "'...",
|
|
progress);
|
|
if (cancelCopy) return;
|
|
}
|
|
|
|
/// Copy all nested directories from the source.
|
|
foreach (DirectoryInfo sourceNestedDir in source.GetDirectories())
|
|
{
|
|
DirectoryInfo nextDestingationNestedDir = destination.CreateSubdirectory(sourceNestedDir.Name);
|
|
ClonesManager.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir,
|
|
ref totalBytes, ref copiedBytes, progressBarPrefix);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the size of the given directory. Displays a progress bar.
|
|
/// </summary>
|
|
/// <param name="directory">Directory, which size has to be calculated.</param>
|
|
/// <param name="includeNested">If true, size will include all nested directories.</param>
|
|
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
|
/// <returns>Size of the directory in bytes.</returns>
|
|
private static long GetDirectorySize(DirectoryInfo directory, bool includeNested = false,
|
|
string progressBarPrefix = "")
|
|
{
|
|
EditorUtility.DisplayProgressBar(progressBarPrefix + "Calculating size of directories...",
|
|
"Scanning '" + directory.FullName + "'...", 0f);
|
|
|
|
/// Calculate size of all files in directory.
|
|
long filesSize = directory.GetFiles().Sum((FileInfo file) => file.Length);
|
|
|
|
/// Calculate size of all nested directories.
|
|
long directoriesSize = 0;
|
|
if (includeNested)
|
|
{
|
|
IEnumerable<DirectoryInfo> nestedDirectories = directory.GetDirectories();
|
|
foreach (DirectoryInfo nestedDir in nestedDirectories)
|
|
{
|
|
directoriesSize += ClonesManager.GetDirectorySize(nestedDir, true, progressBarPrefix);
|
|
}
|
|
}
|
|
|
|
return filesSize + directoriesSize;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts process in the system console, taking the given fileName and args.
|
|
/// </summary>
|
|
/// <param name="fileName"></param>
|
|
/// <param name="args"></param>
|
|
private static void StartHiddenConsoleProcess(string fileName, string args)
|
|
{
|
|
System.Diagnostics.Process.Start(fileName, args);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Thanks to https://github.com/karl-/unity-symlink-utility/blob/master/SymlinkUtility.cs
|
|
/// </summary>
|
|
/// <param name="command"></param>
|
|
private static void ExecuteBashCommand(string command)
|
|
{
|
|
command = command.Replace("\"", "\"\"");
|
|
|
|
var proc = new Process()
|
|
{
|
|
StartInfo = new ProcessStartInfo
|
|
{
|
|
FileName = "/bin/bash",
|
|
Arguments = "-c \"" + command + "\"",
|
|
UseShellExecute = false,
|
|
RedirectStandardOutput = true,
|
|
RedirectStandardError = true,
|
|
CreateNoWindow = true
|
|
}
|
|
};
|
|
|
|
using (proc)
|
|
{
|
|
proc.Start();
|
|
proc.WaitForExit();
|
|
|
|
if (!proc.StandardError.EndOfStream)
|
|
{
|
|
UnityEngine.Debug.LogError(proc.StandardError.ReadToEnd());
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void OpenProjectInFileExplorer(string path)
|
|
{
|
|
System.Diagnostics.Process.Start(@path);
|
|
}
|
|
#endregion
|
|
}
|
|
}
|