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@quick-game/cli

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Command line interface for rapid qg development

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"use strict";var _WeakMap = require("@babel/runtime-corejs2/core-js/weak-map");var _Object$defineProperty = require("@babel/runtime-corejs2/core-js/object/define-property");var _Object$getOwnPropertyDescriptor = require("@babel/runtime-corejs2/core-js/object/get-own-property-descriptor");var _interopRequireDefault = require("@babel/runtime-corejs2/helpers/interopRequireDefault");_Object$defineProperty(exports, "__esModule", { value: true });exports.filter = filter;exports.toConfigs = toConfigs;var _create = _interopRequireDefault(require("@babel/runtime-corejs2/core-js/object/create")); var _index = require("../../cli-shared-utils/index.js"); var _path = _interopRequireDefault(require("path")); var constanst = _interopRequireWildcard(require("./constanst.js")); var paths = _interopRequireWildcard(require("./paths.js"));function _getRequireWildcardCache(e) {if ("function" != typeof _WeakMap) return null;var r = new _WeakMap(),t = new _WeakMap();return (_getRequireWildcardCache = function (e) {return e ? t : r;})(e);}function _interopRequireWildcard(e, r) {if (!r && e && e.__esModule) return e;if (null === e || "object" != typeof e && "function" != typeof e) return { default: e };var t = _getRequireWildcardCache(r);if (t && t.has(e)) return t.get(e);var n = { __proto__: null },a = _Object$defineProperty && _Object$getOwnPropertyDescriptor;for (var u in e) if ("default" !== u && {}.hasOwnProperty.call(e, u)) {var i = a ? _Object$getOwnPropertyDescriptor(e, u) : null;i && (i.get || i.set) ? _Object$defineProperty(n, u, i) : n[u] = e[u];}return n.default = e, t && t.set(e, n), n;} /** * 过滤manifest.json中分包配置。只取合法的配置,不正确的配置被过滤掉 */ /** * 将配置中的分包转化为webpack的entry * 将配置中的分包转化为webpack的externals * 将配置中的分包转化为resConfig * @param {Array} subpackages */ function toConfigs(subpackages) { const entry = (0, _create.default)(null); const externals = (0, _create.default)(null); const resConfig = []; let isMain = false; subpackages.forEach(({ name, root }) => { const pkgPath = _path.default.join(paths.SRC, root); let entryKey, entryFile, mFile; if (name === 'main') { isMain = true; } if (_index.fs.statSync(pkgPath).isDirectory()) { // 如果是文件夹,取当前文件夹中的game.js作为入口 entryFile = _path.default.join(pkgPath, constanst.ENTRY); // 入口名为分包名+game entryKey = _path.default.join(root, constanst.ENTRY_NAME); // 如果是文件夹,取当前文件夹中的game.js作为模块 mFile = _path.default.posix.join(root, constanst.ENTRY); // 如果是文件夹,打包时要拷贝资源,生成资源配置文件 resConfig.push({ name, root }); } else { entryFile = pkgPath; // 去掉.js的后缀,作为entryKey const ps = _path.default.parse(root); entryKey = _path.default.posix.join(ps.dir, ps.name); mFile = root; } entry[entryKey] = entryFile; externals[name] = `commonjs ${mFile}`; }); return { isMain, externals, entry, resConfig }; } function filter(subpackages = []) { return subpackages.filter(({ name, root }, ind, arr) => { if (!name) { (0, _index.info)('分包配置中name为空的分包,已经被过滤!'); return false; } if (!root) { (0, _index.info)(`分包配置中name=${name}的分包,root不存在,已经被过滤!`); return false; } // 检查 root 值对应的目录是否存在 const pkgPath = _path.default.join(paths.SRC, root); if (!_index.fs.existsSync(pkgPath)) { (0, _index.info)(`分包配置name=${name}的分包,在${paths.SRC}目录下不存在${pkgPath},已经被过滤!`); return false; } if (_index.fs.statSync(pkgPath).isDirectory() && !_index.fs.existsSync(_path.default.join(pkgPath, constanst.ENTRY))) { (0, _index.info)(`分包配置name=${name}的分包,在${pkgPath}目录下不存在${constanst.ENTRY},已经被过滤!`); return false; } return true; }); }