@quick-game/cli
Version:
Command line interface for rapid qg development
240 lines (221 loc) • 12.3 kB
JavaScript
;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$defineProperty(exports, "__esModule", { value: true });exports.default = void 0;var _stringify = _interopRequireDefault(require("@babel/runtime-corejs2/core-js/json/stringify"));var _from = _interopRequireDefault(require("@babel/runtime-corejs2/core-js/array/from"));var _assign = _interopRequireDefault(require("@babel/runtime-corejs2/core-js/object/assign"));var _entries = _interopRequireDefault(require("@babel/runtime-corejs2/core-js/object/entries"));var _promise = _interopRequireDefault(require("@babel/runtime-corejs2/core-js/promise"));
var _path = _interopRequireDefault(require("path"));
var _index = require("../../cli-shared-utils/index.js");
var paths = _interopRequireWildcard(require("../lib/paths.js"));
var _manifest = require("../lib/manifest.js");
var _glob = _interopRequireDefault(require("glob"));
var _chalk = _interopRequireDefault(require("chalk"));function _getRequireWildcardCache(e) {if ("function" != typeof _WeakMap) return null;var r = new _WeakMap(),t = new _WeakMap();return (_getRequireWildcardCache = function (e) {return e ? t : r;})(e);}function _interopRequireWildcard(e, r) {if (!r && e && e.__esModule) return e;if (null === e || "object" != typeof e && "function" != typeof e) return { default: e };var t = _getRequireWildcardCache(r);if (t && t.has(e)) return t.get(e);var n = { __proto__: null },a = _Object$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;} /**
* 打出带 main.js 入口的游戏包,适配联盟引擎
*/ /**
* 将webpack引用的js资源保存到webpack_use_moudle.json文件中,动态编译js时在webpack的webpackEmptyContext中可能会用到
* @param {*} modules
*/
function saveWebpackUseModules(chunkGraph, modules, unUsedFile) {
try {
const modulePathMap = {};
unUsedFile.forEach((file) => {
try {
modulePathMap[file.replace(/\\/g, '/')] = -1;
} catch (err) {
(0, _index.error)(err);
}
});
// 遍历所有模块,生成模块 ID 和路径的映射
modules.forEach((module) => {
try {
const id = chunkGraph.getModuleId(module);
if (id != null) {
const ss = module.resource;
if (ss && ss.indexOf(paths.SRC) !== -1) {
const arr = _path.default.relative(paths.SRC, ss).replace(/\\/g, '/');
modulePathMap[arr] = chunkGraph.getModuleId(module);
}
}
} catch (err) {
}
});
const webpackUseModule = _path.default.join(paths.BUILD, 'webpack_use_moudle.json');
if (!_index.fs.existsSync(webpackUseModule)) {
(0, _index.info)(`webpackUseModule 保存到 ${webpackUseModule}`);
_index.fs.writeFileSync(webpackUseModule, (0, _stringify.default)(modulePathMap), 'utf8');
}
} catch (err) {
(0, _index.error)(err);
}
}
/**
* 将webpack未引用的js文件copy到build目录下参与打包,动态编译js时在webpack的webpackEmptyContext中可能会用到
* @param {*} fileDependencies
* @returns
*/
function copyUnUsedFiles(fileDependencies) {
try {
// 过滤掉workers配置文件
const workersPath = (0, _manifest.getWorkersPath)();
// 获取webpack使用的js模块
const usedModules = (0, _from.default)(fileDependencies).
filter((file) => file.indexOf(paths.SRC) !== -1 && (workersPath === '' || file.indexOf(workersPath) === -1)).
reduce((obj, item) => (0, _assign.default)(obj, { [item]: true }), {});
const normalizedUsedModules = Object.fromEntries(
(0, _entries.default)(usedModules).map(([key, value]) => [
_path.default.normalize(key),
value]
)
);
// 获取src下所有的js文件
const files = _glob.default.sync('**/*.js', { ignore: ['node_modules/**'], cwd: paths.SRC, absolute: true });
// 过滤src下未使用的js文件
const unUsedFiles = files.filter((file) => !normalizedUsedModules[_path.default.normalize(file)]);
const allFiles = unUsedFiles.reduce(
(array, item) => array.concat(item),
[]
);
if (!allFiles.length) {
return [];
}
// 将所有未使用的js文件copy到build目录下
(0, _index.info)(_chalk.default.green('*** Unused Plugin ***'));
(0, _index.info)(`${allFiles.length} unused source files found.`);
const unUsedFile = [];
allFiles.forEach((file) => {
if (!file.includes('@babel/runtime') && _index.fs.existsSync(file) && !_index.fs.statSync(file).isDirectory()) {
const relative = _path.default.relative(paths.SRC, file);
const destFile = _path.default.resolve(paths.BUILD, relative);
if (!_index.fs.existsSync(destFile)) {
(0, _index.info)(`unused JS File ${relative} copy to Build dir.`);
// 默认情况下,如果 dest 已经存在,则覆盖它。
const destDir = _path.default.dirname(destFile);
if (!_index.fs.existsSync(destDir)) {
_index.fs.mkdirSync(destDir, { recursive: true });
}
_index.fs.copyFileSync(file, destFile);
unUsedFile.push(relative);
}
}
});
// 将未引用的文件缓存下来,webpack完成打包时使用
paths.unUsedFiles = unUsedFile;
return unUsedFile;
} catch (err) {}
}
function retryCopyFileSync(src, dest, maxRetries = 3) {
let attempts = 0;
while (attempts < maxRetries) {
let isCopySuccess = false;
try {
// 自动创建目标目录并复制文件
_index.fs.copySync(src, dest, { overwrite: true });
(0, _index.info)(`[成功] 文件已复制至: ${dest}`);
isCopySuccess = true;
} catch (e) {
(0, _index.error)(`[错误] 复制失败: ${e.message}`);
isCopySuccess = false;
}
// 如果复制失败,尝试重试
if (isCopySuccess) {
return true;
}
attempts++;
(0, _index.info)(`[重试] 第 ${attempts} 次尝试...`);
}
(0, _index.error)(`[终止] 重试 ${maxRetries} 次后仍失败`);
return false;
}
class ZipMainPlugin {
constructor(options) {
this.options = options;
}
apply(compiler) {
const pluginName = 'ZipMainPlugin';
const { singlePackage, alliance, subpackages } = this.options;
compiler.hooks.afterEmit.tapPromise(pluginName, (compilation) => {
return new _promise.default((resolve) => {
// 将webpack未引入的js文件 copy到build目录下
const unUsedFile = copyUnUsedFiles(compilation.fileDependencies);
// 将webpack的映射信息保存下来
saveWebpackUseModules(compilation.chunkGraph, compilation.modules, unUsedFile);
// 如果是打原整包
if (singlePackage) {
// 联盟适配转换代码
let needTransferAlliance = true;
const allianceAdapterJS = 'alliance_adapter';
const gameContent = _index.fs.readFileSync(_path.default.resolve(paths.BUILD, './game.js'), {
encoding: 'utf-8'
});
if (gameContent.includes(allianceAdapterJS)) {
needTransferAlliance = false;
if (alliance) {
(0, _index.info)('game.js 包含联盟 alliance_adapter.js 转换代码,不进行二次转换...');
}
}
if (needTransferAlliance) {
(0, _index.info)('开始写入联盟适配代码...');
// 生成 main.js文件,引入 game.js,作为适配联盟api的入口
if (_index.fs.existsSync(_path.default.resolve(paths.BUILD, './main.js'))) {
(0, _index.info)('main.js为入口文件,不允许作为业务文件引入进来,如果游戏有报错,请修改文件名,重新打包');
const content = _index.fs.readFileSync(_path.default.resolve(paths.BUILD, './main.js'), {
encoding: 'utf-8'
});
// 判断build是否包含适配文件
const allianceJs = _path.default.resolve(paths.BUILD, './alliance_adapter.js');
if (!_index.fs.existsSync(allianceJs)) {
const allianceJs = _path.default.join(__dirname, '../alliance_adapter/alliance_adapter.js');
retryCopyFileSync(allianceJs, _path.default.resolve(paths.BUILD, './alliance_adapter.js'));
}
// 判断main.js是否已引入适配js
if (!content.includes(allianceAdapterJS)) {
// 重新写入vivo_alliance_adapter
const allianceAdapterContent = 'require(\'alliance_adapter.js\');\n';
_index.fs.outputFileSync(_path.default.resolve(paths.BUILD, './main.js'), allianceAdapterContent + content, 'utf8');
}
} else {
const allianceJs = _path.default.join(__dirname, '../alliance_adapter/alliance_adapter.js');
retryCopyFileSync(allianceJs, _path.default.resolve(paths.BUILD, './alliance_adapter.js'));
_index.fs.outputFileSync(_path.default.resolve(paths.BUILD, './main.js'), 'require(\'alliance_adapter.js\');\nrequire("game.js");', 'utf8');
}
} else {
// 生成 main.js文件,引入 game.js,作为适配联盟api的入口
if (_index.fs.existsSync(_path.default.resolve(paths.BUILD, './main.js'))) {
(0, _index.info)('main.js为入口文件,不允许作为业务文件引入进来,如果游戏有报错,请修改文件名,重新打包');
} else {
_index.fs.outputFileSync(_path.default.resolve(paths.BUILD, './main.js'), 'require("game.js");', 'utf8');
}
}
resolve();
} else {
// 如果是打分包,检查是目录的分包,增加main.js,引入 game.js
subpackages.forEach(({ root }) => {
const ext = _path.default.extname(root);
if (ext === '') {
// 如果是联盟,则为了兼容荣耀分包,将分包内的game.js copy到main.js,防止require引用失败
if (alliance) {
try {
if (_index.fs.existsSync(_path.default.resolve(paths.BUILD, root, './game.js'))) {
_index.fs.renameSync(_path.default.resolve(paths.BUILD, root, './game.js'), _path.default.resolve(paths.BUILD, root, './main.js'));
}
if (_index.fs.existsSync(_path.default.resolve(paths.BUILD, root, './game.js.map'))) {
_index.fs.renameSync(_path.default.resolve(paths.BUILD, root, './game.js.map'), _path.default.resolve(paths.BUILD, root, './main.js.map'));
}
} catch (err) {
console.error(err);
}
} else {
// 如果是目录
// 生成 main.js文件,引入 game.js,作为分包适配联盟api的入口
if (_index.fs.existsSync(_path.default.resolve(paths.BUILD, root, './main.js'))) {
// console.warn('main.js为入口文件,不允许作为业务文件引入进来,如果游戏有报错,请修改文件名,重新打包')
(0, _index.info)(root + '/main.js为入口文件,不允许作为业务文件引入进来,如果游戏有报错,请修改文件名,重新打包');
// throw new Error('main.js为子包入口文件,不允许作为业务文件引入,请修改文件名,重新打包')
} else {
_index.fs.outputFileSync(_path.default.resolve(paths.BUILD, root, './main.js'), 'require("./game.js");', 'utf8');
}
}
}
});
resolve();
}
});
});
}
}var _default = exports.default =
ZipMainPlugin;