AGS.Editor.BuildTargetWindows.Build C# (CSharp) 메소드

Build() 공개 메소드

public Build ( CompileMessages errors, bool forceRebuild ) : bool
errors CompileMessages
forceRebuild bool
리턴 bool
        public override bool Build(CompileMessages errors, bool forceRebuild)
        {
            if (!base.Build(errors, forceRebuild)) return false;
            string compiledDataDir = Path.Combine(AGSEditor.OUTPUT_DIRECTORY, AGSEditor.DATA_OUTPUT_DIRECTORY);
            string baseGameFileName = Factory.AGSEditor.BaseGameFileName;
            string newExeName = GetCompiledPath(baseGameFileName + ".exe");
            string sourceEXE = Path.Combine(Factory.AGSEditor.EditorDirectory, AGSEditor.ENGINE_EXE_FILE_NAME);
            File.Copy(sourceEXE, newExeName, true);
            UpdateWindowsEXE(newExeName, errors);
            CreateCompiledSetupProgram();
            Environment.CurrentDirectory = Factory.AGSEditor.CurrentGame.DirectoryPath;
            foreach (string fileName in Utilities.GetDirectoryFileList(compiledDataDir, "*"))
            {
                if (fileName.EndsWith(".ags"))
                {
                    using (FileStream ostream = File.Open(GetCompiledPath(baseGameFileName + ".exe"), FileMode.Append,
                        FileAccess.Write))
                    {
                        int startPosition = (int)ostream.Position;
                        using (FileStream istream = File.Open(fileName, FileMode.Open, FileAccess.Read))
                        {
                            const int bufferSize = 4096;
                            byte[] buffer = new byte[bufferSize];
                            for (int count = istream.Read(buffer, 0, bufferSize); count > 0;
                                count = istream.Read(buffer, 0, bufferSize))
                            {
                                ostream.Write(buffer, 0, count);
                            }
                        }
                        // write the offset into the EXE where the first data file resides
                        ostream.Write(BitConverter.GetBytes(startPosition), 0, 4);
                        // write the CLIB end signature so the engine knows this is a valid EXE
                        ostream.Write(Encoding.UTF8.GetBytes(NativeConstants.CLIB_END_SIGNATURE.ToCharArray()), 0,
                            NativeConstants.CLIB_END_SIGNATURE.Length);
                    }
                }
                else if (!fileName.EndsWith(AGSEditor.CONFIG_FILE_NAME))
                {
                    Utilities.CreateHardLink(GetCompiledPath(Path.GetFileName(fileName)), fileName, true);
                }
            }
            // Update config file with current game parameters
            Factory.AGSEditor.WriteConfigFile(GetCompiledPath());
            // Copy Windows plugins
            CopyPlugins(errors);
            return true;
        }