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{
Copyright 2014-2024 Michalis Kamburelis.
This file is part of "Castle Game Engine".
Parts of this file are based on FPC packages/fcl-process/src/process.pp ,
which conveniently uses *exactly* the same license as Castle Game Engine.
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Common utilities shared by various tools. }
unit ToolCommonUtils;
interface
uses Classes,
CastleStringUtils;
var
{ Trivial verbosity global setting. }
Verbose: boolean = false;
{ In case of console application with Verbose, writes to stduot.
Otherwise, only to WritelnLog. }
procedure WritelnVerbose(const S: String);
{ Like @link(FindExe), but additionally look for the exe in
Castle Game Engine bin/ subdirectory. }
function FindExeCastleTool(const ExeName: String): String;
var
{ When non-empty, determines the CastleEnginePath result unconditionally. }
CastleEngineOverridePath: String;
{ Path to CGE main directory.
Autodetected or obtained from $CASTLE_ENGINE_PATH environment variable.
Returns empty String if it wasn't possible to get a valid value.
Otherwise, the returned path always ends with path delimiter,
and always exists. }
function CastleEnginePath: String;
{ Copy current environemt variables. }
function EnvironmentStrings: TStringList;
type
{ Line filtering used by MyRunCommandIndir and friends.
You can process the variable Line in any way.
Return whether to pass it (return @false to completely discard it,
any edits to Line don't matter then). }
TLineFiltering = function (var Line: String; const Data: Pointer): Boolean;
TRunCommandFlag = (rcNoConsole);
TRunCommandFlags = set of TRunCommandFlag;
{ Run command in the given directory with the given arguments,
gathering the output (including error output, i.e. stdout and stderr)
to a string.
Allows for filtering the gathered output too.
Like Process.RunCommandIndir in FPC >= 2.6.4,
but also captures error output,
and enables filtering.
@param(ExeName Executable name, should be an absolute filename
e.g. found by FindExe. This will avoid FPC errors (the default FPC
algorithm searching $PATH may mistake binary for a directory with
the same name).)
@param(OutputString Standard output (stdout) and standard error output
(stderr) of the command.)
@param(LineFiltering Allows to filter the gathered lines, see TLineFiltering docs.)
@param(LineFilteringData Passed to the LineFiltering callback.
Ignored if LineFiltering is nil.)
@param(If defined, this overrides all environment variables.
The value is owned by this routine.
You can start from EnvironmentStrings.)
}
procedure MyRunCommandIndir(
const CurrentDirectory: String; const ExeName: String;
const Options: array of string;
out OutputString: String; out ExitStatus: integer;
const LineFiltering: TLineFiltering = nil;
const LineFilteringData: Pointer = nil;
const Flags: TRunCommandFlags = [];
const OverrideEnvironment: TStringList = nil);
{ Run command in given directory with given arguments,
gathering output and status to string, and also letting output
to go to our output.
@param(ExeName Executable name, should be an absolute filename
e.g. found by FindExe. Like for MyRunCommandIndir.)
@param(OutputString Stdout and stderr of the process.
Like by MyRunCommandIndir.)
@param(OverrideEnvironmentName
When not empty, this environment variable has set
value OverrideEnvironmentValue in the process.) }
procedure RunCommandIndirPassthrough(
const CurrentDirectory: String; const ExeName: String;
const Options: array of string;
var OutputString: String; var ExitStatus: Integer;
const OverrideEnvironmentName: String = '';
const OverrideEnvironmentValue: String = '';
const LineFiltering: TLineFiltering = nil;
const LineFilteringData: Pointer = nil);
var
ForcePipesPassthrough: Boolean = false;
{ Run command in given (or current) directory with given arguments,
letting output (stdout and stderr) to go to our stdout / stderr.
Waits for the command to finish.
The core functionality is thus just like the standard FPC ExecuteProcess.
ExeName is searched on $PATH following standard OS conventions,
if it's not already an absolute exe filename.
Raises exception if command fails (detected by exit code <> 0).
If OverrideEnvironmentName is <> '', then we set this one specific
environment variable, to the value of OverrideEnvironmentValue.
Global variable ForcePipesPassthrough can be used to force
using pipes to communicate with the process (instead of just letting
child process to use our stdout/stderr).
It should not be necessary (and it may introduce some performance drop,
though I didn't observe any in practice)... except on Windows when you run
"castle-engine run" in PowerShell in VS Code.
For some reason, "castle-engine run" in CGE editor doesn't need it.
Writelns "magic" string 'Castle Game Engine Internal: ProcessID: '
that is helpful for CGE editor to detect the process ID of the child
of "castle-engine run" and thus perform "Stop" more reliably. }
procedure RunCommandSimple(
const ExeName: String; const Options: array of string); overload;
procedure RunCommandSimple(
const CurrentDirectory: String; const ExeName: String; const Options: array of string;
const OverrideEnvironmentName: String = '';
const OverrideEnvironmentValue: String = ''); overload;
{ Run the command, and return immediately, without waiting for finish. }
procedure RunCommandNoWait(
const CurrentDirectory: String;
const ExeName: String; const Options: array of string;
const Flags: TRunCommandFlags = [];
const OverrideEnvironment: TStringList = nil);
{ Determine and create a new (unique, with random number in the name) temp directory. }
function CreateTemporaryDir: String;
var
{ CGE manifest filename, designating CGE project root.
Can be adjusted using `castle-engine --manifest-name=xxx`. }
ManifestName: String = 'CastleEngineManifest.xml';
implementation
uses SysUtils, Process,
CastleFilesUtils, CastleUtils, CastleUriUtils, CastleLog,
ToolArchitectures;
procedure WritelnVerbose(const S: String);
begin
if Verbose and IsConsole then
WriteLn(S)
else
WriteLnLog(S);
end;
function FindExeCastleTool(const ExeName: String): String;
begin
if CastleEnginePath <> '' then
begin
Result := CastleEnginePath + 'bin' + PathDelim + ExeName + ExeExtension;
if RegularFileExists(Result) then
Exit;
{ Look for exe wrapped in macOS application bundle,
necessary to find castle-model-viewer, castle-image-viewer in CGE bin. }
{$ifdef DARWIN}
Result := CastleEnginePath + 'bin' + PathDelim +
ExeName + '.app' + PathDelim +
'Contents' + PathDelim +
'MacOS' + PathDelim +
ExeName + ExeExtension;
if RegularFileExists(Result) then
Exit;
{$endif}
Result := CastleEnginePath + 'tools' + PathDelim + 'contrib' + PathDelim +
CPUToString(DefaultCPU) + '-' + OSToString(DefaultOS) + PathDelim +
ExeName + ExeExtension;
if RegularFileExists(Result) then
Exit;
end;
Result := FindExe(ExeName);
end;
function GetCastleEnginePathFromExeName: String; forward;
function GetCastleEnginePathFromEnv: String;
{ Do everything possible to make paths that actually point to the same
location be the same string. }
function PathCanonical(const S: String): String;
begin
Result := S;
if Length(Result) <> 1 then // do not change root directory '/'
Result := ExclPathDelim(Result);
Result := ExpandFileName(Result);
Result := SReplaceChars(Result, '\', '/');
end;
var
EnginePathFromExe: String;
begin
Result := GetEnvironmentVariable('CASTLE_ENGINE_PATH');
if Result = '' then
Exit;
Result := InclPathDelim(Result);
if not DirectoryExists(Result) then
begin
WritelnWarning('$CASTLE_ENGINE_PATH environment variable points to a non-existing directory "%s", ignoring',
[Result]);
Exit('');
end;
{ $CASTLE_ENGINE_PATH environment variable may point to the directory
- containing castle_game_engine/ as subdirectory (deprecated but allowed)
- or containing castle-engine/ as subdirectory (deprecated but allowed)
- or pointing straight to castle_game_engine/ or castle-engine/ directory. }
if DirectoryExists(Result + 'castle_game_engine') then
begin
WritelnWarning('$CASTLE_ENGINE_PATH environment variable points to a parent of "castle_game_engine" directory: "%s". This is deprecated, better change $CASTLE_ENGINE_PATH to include the "castle_game_engine" suffix.',
[Result]);
Result := Result + 'castle_game_engine' + PathDelim
end else
if DirectoryExists(Result + 'castle-engine') then
begin
WritelnWarning('$CASTLE_ENGINE_PATH environment variable points to a parent of "castle-engine" directory: "%s". This is deprecated, better change $CASTLE_ENGINE_PATH to include the "castle-engine" suffix.',
[Result]);
Result := Result + 'castle-engine' + PathDelim;
end;
if not DirectoryExists(Result + 'src') then
WritelnWarning('$CASTLE_ENGINE_PATH environment variable defined, but we cannot find Castle Game Engine sources inside: "%s". We try to continue, assuming that engine unit paths are already specified within fpc.cfg file, otherwise compilation will fail.',
[Result]);
if not DirectoryExists(Result + 'tools' + PathDelim + 'build-tool' + PathDelim + 'data') then
WritelnWarning('$CASTLE_ENGINE_PATH environment variable defined, but we cannot find build tool data inside: "%s". We try to continue, but some packaging operations will fail.',
[Result]);
if Result <> '' then
begin
EnginePathFromExe := GetCastleEnginePathFromExeName;
if (EnginePathFromExe <> '') and
(not SameFileName(PathCanonical(Result), PathCanonical(EnginePathFromExe))) then
begin
WritelnWarning('$CASTLE_ENGINE_PATH environment variable points to a different directory than the one detected from the executable path: "%s" vs "%s". This may be a mistake, possibly you have two (different) engine versions installed. Please check your environment, likely remove one of the engine versions or undefine CASTLE_ENGINE_PATH to not point to the engine that shall be unused.', [
Result,
EnginePathFromExe
]);
end;
end;
end;
{ Check is Path a sensible CGE sources path.
Requires Path to end with PathDelim. }
function CheckCastlePath(const Path: String): Boolean;
begin
Result :=
DirectoryExists(Path + 'src') and
DirectoryExists(Path + 'tools' + PathDelim + 'build-tool' + PathDelim + 'data');
end;
function GetCastleEnginePathFromExeName: String;
var
ToolDir: String;
begin
try
// knowingly using deprecated ExeName, that should be non-deprecated and internal here
{$warnings off}
ToolDir := ExtractFileDir(ExeName);
{$warnings on}
{ in case we're inside macOS bundle, use bundle path.
This makes detection in case of CGE editor work OK. }
{$ifdef DARWIN}
if BundlePath <> '' then
ToolDir := ExtractFileDir(ExclPathDelim(BundlePath));
{$endif}
{ Check ../ of current exe, makes sense in released CGE version when
tools are precompiled in bin/ subdirectory. }
Result := InclPathDelim(ExtractFileDir(ToolDir));
if CheckCastlePath(Result) then
Exit;
{ Check ../../ of current exe, makes sense in development when
each tool is compiled by various scripts in tools/xxx/ subdirectory. }
Result := InclPathDelim(ExtractFileDir(ExtractFileDir(ToolDir)));
if CheckCastlePath(Result) then
Exit;
Result := '';
except
on EExeNameNotAvailable do
WritelnVerbose('Cannot detect CGE path because ExeName not available on this platform, and $CASTLE_ENGINE_PATH not defined');
end;
end;
function GetCastleEnginePathSystemWide: String;
begin
{$ifdef UNIX}
Result := '/usr/src/castle-engine/';
if CheckCastlePath(Result) then
Exit;
Result := '/usr/local/src/castle-engine/';
if CheckCastlePath(Result) then
Exit;
{$endif}
Result := '';
end;
var
CastleEnginePathIsCached: Boolean;
CastleEnginePathCached: String;
function CastleEnginePath: String;
begin
{ In case of CastleEngineOverridePath, ignore CastleEnginePathCached.
This avoids clearing this cache when CastleEngineOverridePath changes
at runtime, like in editor. }
if CastleEngineOverridePath <> '' then
Result := InclPathDelim(CastleEngineOverridePath)
else
if CastleEnginePathIsCached then
Result := CastleEnginePathCached
else
begin
// try to find CGE on $CASTLE_ENGINE_PATH
Result := GetCastleEnginePathFromEnv;
// try to find CGE on path relative to current exe
if Result = '' then
Result := GetCastleEnginePathFromExeName;
// try to find CGE on system-wide paths
if Result = '' then
Result := GetCastleEnginePathSystemWide;
if Result <> '' then
WritelnVerbose('Castle Game Engine directory detected: ' + Result)
else
WritelnWarning('Castle Game Engine directory cannot be detected:' + NL +
'- $CASTLE_ENGINE_PATH environment variable not defined, or points to an incorrect directory.' + NL +
'- Moreover we cannot find Castle Game Engine looking at parent directory of this program exe.');
CastleEnginePathIsCached := true;
CastleEnginePathCached := Result;
end;
end;
{ Output capturing interface -------------------------------- }
type
{ Read from Source stream (with the option to read without blocking) all contents.
Collected contents can be obtained by calling @link(Collected)
(it should be used only once all ReadAvailable and ReadEverything calls are done).
The TCaptureOutput class doesn't process the contents in any way.
When it reads newline characters (#10, #13) they are treated
just like any other character.
Descendants like TCaptureOutputFilter may have different behavior. }
TCaptureOutput = class
strict private
const
{ Original code for this adjusted from fpc/trunk/packages/fcl-process/src/process.pp ,
although reworked many times.
MaxReadBytes is not too small to avoid fragmentation when reading large files. }
MaxReadBytes = 65536;
var
OutputUsefulCount: Integer;
OutputString: String;
protected
function ReadCore: Integer; virtual;
public
Source: TStream;
{ Also write everything you collect to out output (stdout).
Note that it's not a perfect "passthrough": we collect both stdout and stderr
from the child process, and output it always on our stdout.
So we redirect child's stdout to our stderr. }
Passthrough: Boolean;
{ Read from Source stream as much bytes as possible (without blocking waiting for more). }
procedure ReadAvailable;
{ Read from Source stream all remaining bytes. }
procedure ReadEverything;
{ Return read contents so far. Call this only after all the reading is done. }
function Collected: String; virtual;
{ Create new instance of TCaptureOutput or a descendant,
like TCaptureOutputFilter, suitable for given parameters. }
class function Construct(const ASource: TStream;
const ALineFiltering: TLineFiltering;
const ALineFilteringData: Pointer): TCaptureOutput; static;
end;
{ API just like ancestor, but filters the read lines through LineFiltering callback.
Output line endings are also converted to native (LineEnding) along the way. }
TCaptureOutputFilter = class(TCaptureOutput)
strict private
{ Note that TCaptureOutputFilter has entirely different implementation than
ancestor. While it also defines private MaxReadBytes and OutputString,
they are used in very different way. }
const
MaxReadBytes = 65536;
var
OutputString: String;
Buffer: String;
PendingLine: String;
protected
function ReadCore: Integer; override;
public
LineFiltering: TLineFiltering; //< Never @nil
LineFilteringData: Pointer;
constructor Create;
function Collected: String; override;
end;
{ Output capturing: TCaptureOutput -------------------------------- }
function TCaptureOutput.ReadCore: Integer;
begin
SetLength(OutputString, OutputUsefulCount + MaxReadBytes);
Result := Source.Read(OutputString[1 + OutputUsefulCount], MaxReadBytes);
if Passthrough then
Write(Copy(OutputString, 1 + OutputUsefulCount, Result));
if Result > 0 then
Inc(OutputUsefulCount, Result);
end;
procedure TCaptureOutput.ReadAvailable;
var
NumBytes: Integer;
begin
NumBytes := ReadCore;
if NumBytes = 0 then
begin
Sleep(100); // when no data, wait a bit instead of wasting CPU trying to query stream
Exit;
end;
end;
procedure TCaptureOutput.ReadEverything;
var
NumBytes: Integer;
begin
repeat
NumBytes := ReadCore;
until NumBytes <= 0;
end;
function TCaptureOutput.Collected: String;
begin
SetLength(OutputString, OutputUsefulCount);
Result := OutputString;
end;
class function TCaptureOutput.Construct(const ASource: TStream;
const ALineFiltering: TLineFiltering;
const ALineFilteringData: Pointer): TCaptureOutput;
begin
if Assigned(ALineFiltering) then
begin
Result := TCaptureOutputFilter.Create;
TCaptureOutputFilter(Result).LineFiltering := ALineFiltering;
TCaptureOutputFilter(Result).LineFilteringData := ALineFilteringData;
end else
begin
Result := TCaptureOutput.Create;
end;
Result.Source := ASource;
end;
{ Output capturing: TCaptureOutputFilter ------------------------------------- }
constructor TCaptureOutputFilter.Create;
begin
inherited;
SetLength(Buffer, MaxReadBytes);
end;
function TCaptureOutputFilter.ReadCore: Integer;
var
NewlinePos, PreviousPendingLineLength, NextLineStart: Integer;
Line: String;
LineAllow: Boolean;
begin
Result := Source.Read(Buffer[1], MaxReadBytes);
if Result = 0 then
Exit;
PreviousPendingLineLength := Length(PendingLine);
PendingLine := PendingLine + Copy(Buffer, 1, Result);
// in a loop, remove as much lines from PendingLine as possible
repeat
// Using here CharsPosEx instead of CharsPos
// is just optimization to not search entire PendingLine every time.
NewlinePos := CharsPosEx([#10, #13], PendingLine, PreviousPendingLineLength + 1);
if NewlinePos = 0 then Break;
// we have a line -- filter it and possibly add to OutputString
Line := Copy(PendingLine, 1, NewlinePos - 1);
LineAllow := LineFiltering(Line, LineFilteringData);
if LineAllow then
begin
OutputString := OutputString + Line + LineEnding;
if Passthrough then
Writeln(Line);
end;
{ If this is followed by 2nd newline character, we want to consume it.
TODO: We here assume that both newline characters will be returned by Source.Read,
which may not be true (when newline is 2-character, like on #13#10,
it is possible that line break will be split across MaxReadBytes borders).
When this assumption will break, we'll just cause an additional newline,
which is acceptable for now. }
if (NewlinePos + 1 <= Length(PendingLine)) and
{ check we have #13 followed by #10 or #10 followed by #13.
Be careful to *not* eat #10 followed by #10, as that would
make us silently consume empty lines in files with Unix line ending. }
( ( (PendingLine[NewlinePos] = #10) and (PendingLine[NewlinePos + 1] = #13) ) or
( (PendingLine[NewlinePos] = #13) and (PendingLine[NewlinePos + 1] = #10) ) ) then
NextLineStart := NewlinePos + 2
else
NextLineStart := NewlinePos + 1;
PendingLine := SEnding(PendingLine, NextLineStart);
PreviousPendingLineLength := 0; // reset for next CharsPosEx search
until false;
end;
function TCaptureOutputFilter.Collected: String;
begin
Result := OutputString + PendingLine;
PendingLine := '';
end;
{ Running processes ---------------------------------------------------------- }
function EnvironmentStrings: TStringList;
var
I: Integer;
begin
Result := TStringList.Create;
for I := 1 to GetEnvironmentVariableCount do
Result.Add(GetEnvironmentString(I));
end;
procedure MyRunCommandIndir(const CurrentDirectory: String;
const ExeName: String;const Options: array of string;
out OutputString: String; out ExitStatus: integer;
const LineFiltering: TLineFiltering = nil;
const LineFilteringData: Pointer = nil;
const Flags: TRunCommandFlags = [];
const OverrideEnvironment: TStringList = nil);
var
P: TProcess;
I: Integer;
Capture: TCaptureOutput;
begin
// default out values
OutputString := '';
ExitStatus := 0;
{ Set to nil variables that will be later freed in the "finally" clause.
This makes code a bit simpler, no need for nesting multiple try..finally clauses. }
Capture := nil;
P := nil;
try
P := TProcess.Create(nil);
P.Executable := ExeName;
if CurrentDirectory <> '' then
P.CurrentDirectory := CurrentDirectory;
if High(Options) >= 0 then
for I := Low(Options) to High(Options) do
P.Parameters.Add(Options[I]);
WritelnVerbose('Calling ' + ExeName);
WritelnVerbose(P.Parameters.Text);
P.Options := [poUsePipes, poStderrToOutPut];
if rcNoConsole in Flags then
P.Options := P.Options + [poNoConsole];
if OverrideEnvironment <> nil then
P.Environment := OverrideEnvironment;
P.Execute;
Capture := TCaptureOutput.Construct(P.Output, LineFiltering, LineFilteringData);
// wait until P finishes, read OutputString
while P.Running do
Capture.ReadAvailable;
Capture.ReadEverything;
OutputString := Capture.Collected;
ExitStatus := P.ExitStatus;
finally
FreeAndNil(Capture);
FreeAndNil(P);
end;
end;
procedure RunCommandIndirPassthrough(const CurrentDirectory: String;
const ExeName: String;
const Options: array of string;
var OutputString: String; var ExitStatus: Integer;
const OverrideEnvironmentName: String = '';
const OverrideEnvironmentValue: String = '';
const LineFiltering: TLineFiltering = nil;
const LineFilteringData: Pointer = nil);
var
P: TProcess;
I: Integer;
NewEnvironment: TStringList;
Capture: TCaptureOutput;
begin
{ Set to nil variables that will be later freed in the "finally" clause.
This makes code a bit simpler, no need for nesting multiple try..finally clauses. }
Capture := nil;
P := nil;
NewEnvironment := nil;
try
P := TProcess.Create(nil);
P.Executable := ExeName;
if CurrentDirectory <> '' then
P.CurrentDirectory := CurrentDirectory;
if High(Options) >= 0 then
for I := Low(Options) to High(Options) do
P.Parameters.Add(Options[I]);
WritelnVerbose('Calling ' + ExeName);
WritelnVerbose(P.Parameters.Text);
if OverrideEnvironmentName <> '' then
begin
NewEnvironment := EnvironmentStrings;
NewEnvironment.Values[OverrideEnvironmentName] := OverrideEnvironmentValue;
P.Environment := NewEnvironment;
// WritelnVerbose('Environment: ' + P.Environment.Text);
end;
P.Options := [poUsePipes, poStderrToOutPut];
P.Execute;
Capture := TCaptureOutput.Construct(P.Output, LineFiltering, LineFilteringData);
Capture.Passthrough := true;
// wait until P finishes, read OutputString
while P.Running do
Capture.ReadAvailable;
Capture.ReadEverything;
OutputString := Capture.Collected;
ExitStatus := P.ExitStatus;
finally
FreeAndNil(Capture);
FreeAndNil(P);
FreeAndNil(NewEnvironment);
end;
end;
procedure RunCommandSimple(
const ExeName: String; const Options: array of string);
begin
RunCommandSimple(GetCurrentDir, ExeName, Options);
end;
procedure RunCommandSimple(
const CurrentDirectory: String; const ExeName: String; const Options: array of string;
const OverrideEnvironmentName: String = '';
const OverrideEnvironmentValue: String = '');
{ Run the given command, wait for it.
The stdout/stderr is not captured to any string,
it is only passed-through as our stdout/stderr.
( Use RunCommandIndirPassthrough to capture output to String and pass-through,
use RunCommandIndir to only capture output to String. ) }
procedure RunCommandNoPipes(const CurrentDirectory: String;
const ExeName: String;
const Options: array of string;
var ExitStatus: Integer;
const OverrideEnvironmentName: String = '';
const OverrideEnvironmentValue: String = '');
var
P: TProcess;
I: Integer;
NewEnvironment: TStringList;
begin
{ Set to nil variables that will be later freed in the "finally" clause.
This makes code a bit simpler, no need for nesting multiple try..finally clauses. }
P := nil;
NewEnvironment := nil;
try
P := TProcess.Create(nil);
P.Executable := ExeName;
if CurrentDirectory <> '' then
P.CurrentDirectory := CurrentDirectory;
if High(Options) >= 0 then
for I := Low(Options) to High(Options) do
P.Parameters.Add(Options[I]);
WritelnVerbose('Calling ' + ExeName);
WritelnVerbose(P.Parameters.Text);
if OverrideEnvironmentName <> '' then
begin
NewEnvironment := EnvironmentStrings;
NewEnvironment.Values[OverrideEnvironmentName] := OverrideEnvironmentValue;
P.Environment := NewEnvironment;
// WritelnVerbose('Environment: ' + P.Environment.Text);
end;
P.Execute;
Writeln('Castle Game Engine Internal: ProcessID: ', P.ProcessID);
Flush(Output);
P.WaitOnExit;
ExitStatus := P.ExitStatus;
finally
FreeAndNil(P);
FreeAndNil(NewEnvironment);
end;
end;
var
ProcessStatus: Integer;
AbsoluteExeName, IgnoredOutput: String;
begin
{ use FindExe to use our fixed PathFileSearch that does not accidentally find
"ant" directory as "ant" executable }
if IsPathAbsolute(ExeName) then
AbsoluteExeName := ExeName
else
begin
AbsoluteExeName := FindExe(ExeName);
if AbsoluteExeName = '' then
raise Exception.CreateFmt('Cannot find "%s" on environment variable $PATH. Make sure "%s" is installed and $PATH is configured correctly',
[ExeName, ExeName]);
end;
if ForcePipesPassthrough then
{ TODO: In this case, we don't make
Writeln('Castle Game Engine Internal: ProcessID: ', P.ProcessID);
Though it doesn't seem a problem for anything on Windows.
In practice this is used only to reliably doing "Stop" from CGE editor
on running "castle-engine run" (for desktop or Android apps),
and these work OK on Windows too. }
RunCommandIndirPassthrough(CurrentDirectory, AbsoluteExeName, Options,
IgnoredOutput, ProcessStatus, OverrideEnvironmentName, OverrideEnvironmentValue)
else
RunCommandNoPipes(CurrentDirectory, AbsoluteExeName, Options,
ProcessStatus, OverrideEnvironmentName, OverrideEnvironmentValue);
// this will cause our own status be non-zero
if ProcessStatus <> 0 then
raise Exception.CreateFmt('Process "%s" (absolute path "%s") failed with exit status %d',
[ExeName, AbsoluteExeName, ProcessStatus]);
end;
{ Under Unix, we need to solve the problem that
parent process can die (and destroy child's IO handles)
and the new process (executed by RunCommandNoWait) should stil be running OK.
This is important when you execute in "castle-editor" the option
to "Restart and Rebuild" editor, then "castle-editor" calls "castle-engine editor",
and both "castle-editor" and "castle-engine" processes die
(while the new CGE editor should continue running).
- First solution was to execute using nohup.
Unfortunately it doesn't work reliably enough.
First execution of "Restart and Rebuild" is OK,
but then doing again "Restart and Rebuild" from this editor
(that is already under nohup) makes editor instance without output redirected to nohup.out
(even when CurrentDirectory is random every time to make nohup.out land in different dir),
possibly because nohup didn't detect
that input/output should be redirected to file.
In effect doing *again* "Restart and Rebuild" fails, as the process doesn't have
access to own input/output.
See https://trello.com/c/lDi33IRQ/20-linuxeditor-running-custom-editor-from-editor-gui-results-in-errors-stream-write-error-when-trying-to-run-another-child-applicat
- New solution is to execute by shell, using shell to redirect to files.
This works, as it always makes the run inside process (like "castle-editor") use output to files,
so that parent (like "castle-engine editor" call) dying has no effect.
The additional bonus is that we can put the output files in a temporary directory,
or send output to /dev/null,
regardless of the CurrentDirectory.
In contrast, nohup always put nohup.out in current dir,
forcing us to always set current dir to temporary dir (to avoid cluttering user-visible dir),
which is not always comfortable (e.g. when editor runs build tool,
it's easiest to set current directory = project directory).
}
{$define UNIX_RUN_NO_WAIT_BY_SHELL}
procedure RunCommandNoWait(
const CurrentDirectory: String;
const ExeName: String; const Options: array of string;
const Flags: TRunCommandFlags = [];
const OverrideEnvironment: TStringList = nil);
var
P: TProcess;
I: Integer;
{$ifdef UNIX} ShCommand, ShCommandOutput: String; {$endif}
begin
P := TProcess.Create(nil);
try
P.CurrentDirectory := CurrentDirectory;
{$if defined(UNIX) and defined(UNIX_RUN_NO_WAIT_BY_SHELL)}
P.Executable := FindExe('sh');
if P.Executable = '' then
raise Exception.Create('Cannot find sh (standard shell) on $PATH');
P.Parameters.Add('-c');
ShCommand := '"' + ExeName + '"';
for I := 0 to High(Options) do
ShCommand += ' "' + Options[I] + '"';
ShCommandOutput :=
{$ifdef DEBUG_UNIX_RUN_NO_WAIT_BY_SHELL} InclPathDelim(CreateTemporaryDir) + 'run-process-no-wait-' + IntToStr(Random(100000)) + '.log'
{$else} '/dev/null'
{$endif};
ShCommand += '< /dev/null > ' + ShCommandOutput + ' 2>&1';
P.Parameters.Add(ShCommand);
{$else}
P.Executable := ExeName;
{ Old Unix solution with nohup, see above comments at UNIX_RUN_NO_WAIT_BY_SHELL }
{$ifdef UNIX}
NoHupExe := FindExe('nohup');
if NoHupExe <> '' then
begin
P.Executable := NoHupExe;
P.Parameters.Add(ExeName);
end;
{$endif}
for I := Low(Options) to High(Options) do
P.Parameters.Add(Options[I]);
{$endif}
{ Under Windows, these options should make a process execute OK.
Following http://wiki.lazarus.freepascal.org/Executing_External_Programs . }
P.InheritHandles := false;
P.ShowWindow := swoShow;
if rcNoConsole in Flags then
P.Options := P.Options + [poNoConsole];
if OverrideEnvironment <> nil then
P.Environment := OverrideEnvironment;
WritelnVerbose('Calling ' + P.Executable); // show P.Executable, not ExeName, as code above may set other P.Executable
WritelnVerbose(' With Working Directory: ' + P.CurrentDirectory);
WritelnVerbose(P.Parameters.Text);
P.Execute;
finally FreeAndNil(P) end;
end;
function CreateTemporaryDir: String;
begin
Result := InclPathDelim(GetTempDir(false)) +
ApplicationName + IntToStr(Random(1000000));
CheckForceDirectories(Result);
WritelnVerbose('Created temporary dir for package: ' + Result);
end;
end.
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