using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Runtime.InteropServices;
using System.IO;
using UnityProjectCloner;
namespace UnityProjectCloner
{
///
/// Contains all required methods for creating a linked clone of the Unity project.
///
public class ProjectCloner
{
///
/// Name used for an identifying file created in the clone project directory.
///
///
/// (!) Do not change this after the clone was created, because then connection will be lost.
///
public const string CloneFileName = ".clone";
///
/// Suffix added to the end of the project clone name when it is created.
///
///
/// (!) Do not change this after the clone was created, because then connection will be lost.
///
public const string CloneNameSuffix = "_clone";
public const int MaxCloneProjectCount = 10;
#region Managing clones
///
/// Creates clone from the project currently open in Unity Editor.
///
///
public static Project CreateCloneFromCurrent()
{
if (IsClone())
{
Debug.LogError("This project is already a clone. Cannot clone it.");
return null;
}
string currentProjectPath = ProjectCloner.GetCurrentProjectPath();
return ProjectCloner.CreateCloneFromPath(currentProjectPath);
}
///
/// Creates clone of the project located at the given path.
///
///
///
public static Project CreateCloneFromPath(string sourceProjectPath)
{
Project sourceProject = new Project(sourceProjectPath);
string cloneProjectPath = null;
//Find available clone suffix id
for (int i = 0; i < MaxCloneProjectCount; i++)
{
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
string possibleCloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
if (!Directory.Exists(possibleCloneProjectPath))
{
cloneProjectPath = possibleCloneProjectPath;
break;
}
}
if (string.IsNullOrEmpty(cloneProjectPath))
{
Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
return null;
}
Project cloneProject = new Project(cloneProjectPath);
Debug.Log("Start project name: " + sourceProject);
Debug.Log("Clone project name: " + cloneProject);
ProjectCloner.CreateProjectFolder(cloneProject);
ProjectCloner.CopyLibraryFolder(sourceProject, cloneProject);
ProjectCloner.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
ProjectCloner.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
ProjectCloner.LinkFolders(sourceProject.packagesPath, cloneProject.packagesPath);
ProjectCloner.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
ProjectCloner.RegisterClone(cloneProject);
return cloneProject;
}
///
/// Registers a clone by placing an identifying ".clone" file in its root directory.
///
///
private static void RegisterClone(Project cloneProject)
{
/// Add clone identifier file.
string identifierFile = Path.Combine(cloneProject.projectPath, ProjectCloner.CloneFileName);
File.Create(identifierFile).Dispose();
/// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
}
///
/// Opens a project located at the given path (if one exists).
///
///
public static void OpenProject(string projectPath)
{
if (!Directory.Exists(projectPath))
{
Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
return;
}
if (projectPath == ProjectCloner.GetCurrentProjectPath())
{
Debug.LogError("Cannot open the project - it is already open.");
return;
}
string fileName = EditorApplication.applicationPath;
string args = "-projectPath \"" + projectPath + "\"";
Debug.Log("Opening project \"" + fileName + " " + args + "\"");
ProjectCloner.StartHiddenConsoleProcess(fileName, args);
}
///
/// Deletes the clone of the currently open project, if such exists.
///
public static void DeleteClone(string cloneProjectPath)
{
/// Clone won't be able to delete itself.
if (ProjectCloner.IsClone()) return;
///Extra precautions.
if (cloneProjectPath == string.Empty) return;
if (cloneProjectPath == ProjectCloner.GetOriginalProjectPath()) return;
if (!cloneProjectPath.EndsWith(ProjectCloner.CloneNameSuffix)) return;
//Check what OS is
switch (Application.platform)
{
case (RuntimePlatform.WindowsEditor):
Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
string args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
StartHiddenConsoleProcess("cmd.exe", args);
break;
case (RuntimePlatform.OSXEditor):
throw new System.NotImplementedException("No Mac function implement yet :(");
//break;
case (RuntimePlatform.LinuxEditor):
throw new System.NotImplementedException("No linux support yet :(");
//break;
default:
Debug.LogWarning("Not in a known editor. Where are you!?");
break;
}
}
#endregion
#region Creating project folders
///
/// Creates an empty folder using data in the given Project object
///
///
public static void CreateProjectFolder(Project project)
{
string path = project.projectPath;
Debug.Log("Creating new empty folder at: " + path);
Directory.CreateDirectory(path);
}
///
/// Copies the full contents of the unity library. We want to do this to avoid the lengthy reserialization of the whole project when it opens up the clone.
///
///
///
public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
{
if (Directory.Exists(destinationProject.libraryPath))
{
Debug.LogWarning("Library copy: destination path already exists! ");
return;
}
Debug.Log("Library copy: " + destinationProject.libraryPath);
ProjectCloner.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath, "Cloning project '" + sourceProject.name + "'. ");
}
#endregion
#region Creating symlinks
///
/// Creates a symlink between destinationPath and sourcePath (Mac version).
///
///
///
private static void CreateLinkMac(string sourcePath, string destinationPath)
{
// Debug.LogWarning("This hasn't been tested yet! I am mac-less :( Please chime in on the github if it works for you.");
string cmd = "-s " + string.Format("\"{0}\" \"{1}\"", sourcePath, destinationPath);
Debug.Log("Mac hard link " + cmd);
// ProjectCloner.StartHiddenConsoleProcess("/bin/zsh", cmd);
StartProcessWithShell("ln", cmd);
}
///
/// Creates a symlink between destinationPath and sourcePath (Windows version).
///
///
///
private static void CreateLinkWin(string sourcePath, string destinationPath)
{
string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
Debug.Log("Windows junction: " + cmd);
ProjectCloner.StartHiddenConsoleProcess("cmd.exe", cmd);
}
///
/// Creates a symlink between destinationPath and sourcePath (Linux version).
///
///
///
private static void CreateLinkLunux(string sourcePath, string destinationPath)
{
string cmd = string.Format("-c \"ln -s {0} {1}\"", sourcePath, destinationPath);
Debug.Log("Linux junction: " + cmd);
ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
}
//TODO avoid terminal calls and use proper api stuff. See below for windows!
////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
//[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
//private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
// System.IntPtr InBuffer, int nInBufferSize,
// System.IntPtr OutBuffer, int nOutBufferSize,
// out int pBytesReturned, System.IntPtr lpOverlapped);
///
/// Create a link / junction from the real project to it's clone.
///
///
///
public static void LinkFolders(string sourcePath, string destinationPath)
{
if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
{
switch (Application.platform)
{
case (RuntimePlatform.WindowsEditor):
CreateLinkWin(sourcePath, destinationPath);
break;
case (RuntimePlatform.OSXEditor):
CreateLinkMac(sourcePath, destinationPath);
break;
case (RuntimePlatform.LinuxEditor):
CreateLinkLunux(sourcePath, destinationPath);
break;
default:
Debug.LogWarning("Not in a known editor. Where are you!?");
break;
}
}
else
{
Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
}
}
#endregion
#region Utility methods
///
/// Returns true is the project currently open in Unity Editor is a clone.
///
///
public static bool IsClone()
{
/// The project is a clone if its root directory contains an empty file named ".clone".
string cloneFilePath = Path.Combine(ProjectCloner.GetCurrentProjectPath(), ProjectCloner.CloneFileName);
bool isClone = File.Exists(cloneFilePath);
return isClone;
}
///
/// Get the path to the current unityEditor project folder's info
///
///
public static string GetCurrentProjectPath()
{
return Application.dataPath.Replace("/Assets", "");
}
///
/// Return a project object that describes all the paths we need to clone it.
///
///
public static Project GetCurrentProject()
{
string pathString = ProjectCloner.GetCurrentProjectPath();
return new Project(pathString);
}
///
/// Returns the path to the original project.
/// If currently open project is the original, returns its own path.
/// If the original project folder cannot be found, retuns an empty string.
///
///
public static string GetOriginalProjectPath()
{
if (IsClone())
{
/// If this is a clone...
/// Original project path can be deduced by removing the suffix from the clone's path.
string cloneProjectPath = ProjectCloner.GetCurrentProject().projectPath;
int index = cloneProjectPath.LastIndexOf(ProjectCloner.CloneNameSuffix);
if (index > 0)
{
string originalProjectPath = cloneProjectPath.Substring(0, index);
if (Directory.Exists(originalProjectPath)) return originalProjectPath;
}
return string.Empty;
}
else
{
/// If this is the original, we return its own path.
return ProjectCloner.GetCurrentProjectPath();
}
}
///
/// Returns all clone projects path.
///
///
public static List GetCloneProjectsPath()
{
List projectsPath = new List();
for (int i = 0; i < MaxCloneProjectCount; i++)
{
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
string cloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
if (Directory.Exists(cloneProjectPath))
projectsPath.Add(cloneProjectPath);
}
return projectsPath;
}
///
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
///
/// Directory to be copied.
/// Destination directory (created automatically if needed).
/// Optional string added to the beginning of the progress bar window header.
public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath, string progressBarPrefix = "")
{
var source = new DirectoryInfo(sourcePath);
var destination = new DirectoryInfo(destinationPath);
long totalBytes = 0;
long copiedBytes = 0;
ProjectCloner.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes, progressBarPrefix);
EditorUtility.ClearProgressBar();
}
///
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
/// Same as the previous method, but uses recursion to copy all nested folders as well.
///
/// Directory to be copied.
/// Destination directory (created automatically if needed).
/// Total bytes to be copied. Calculated automatically, initialize at 0.
/// To track already copied bytes. Calculated automatically, initialize at 0.
/// Optional string added to the beginning of the progress bar window header.
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 = ProjectCloner.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);
ProjectCloner.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir, ref totalBytes, ref copiedBytes, progressBarPrefix);
}
}
///
/// Calculates the size of the given directory. Displays a progress bar.
///
/// Directory, which size has to be calculated.
/// If true, size will include all nested directories.
/// Optional string added to the beginning of the progress bar window header.
/// Size of the directory in bytes.
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.EnumerateFiles().Sum((FileInfo file) => file.Length);
/// Calculate size of all nested directories.
long directoriesSize = 0;
if (includeNested)
{
IEnumerable nestedDirectories = directory.EnumerateDirectories();
foreach (DirectoryInfo nestedDir in nestedDirectories)
{
directoriesSize += ProjectCloner.GetDirectorySize(nestedDir, true, progressBarPrefix);
}
}
return filesSize + directoriesSize;
}
///
/// Starts process in the system console, taking the given fileName and args.
///
///
///
private static void StartHiddenConsoleProcess(string fileName, string args)
{
var process = new System.Diagnostics.Process();
//process.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
process.StartInfo.FileName = fileName;
process.StartInfo.Arguments = args;
process.Start();
}
///
/// starts process with the system shell
///
///
///
private static void StartProcessWithShell(string cmdName, string Args)
{
var process = new System.Diagnostics.Process();
process.StartInfo.UseShellExecute = true;
process.StartInfo.FileName = cmdName;
// process.StartInfo.RedirectStandardError = true;
process.StartInfo.Arguments = Args;
process.Start();
process.WaitForExit(-1);
Debug.Log($"cmd process exiting with code :{process.ExitCode}");
}
#endregion
}
}