chore: commit untracked UE/scaffold files (repo cleanup triage 20260707)

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Dubai Metaverse Team
2026-07-07 03:43:19 -07:00
parent b9c4978802
commit 9629838469
147 changed files with 26523 additions and 0 deletions

251
scripts/build/package_build.sh Executable file
View File

@@ -0,0 +1,251 @@
#!/bin/bash
#
# Script Name: package_build.sh
# Description: Package Dubai Metaverse project for distribution
# Usage: ./package_build.sh [options]
# Author: Dubai Metaverse Team
# Date: 2024
# Version: 1.0
#
# Exit codes:
# 0: Success
# 1: General error
# 2: Invalid arguments
# 3: Missing dependencies
set -euo pipefail
# Configuration
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
LOG_FILE="${LOG_FILE:-$PROJECT_ROOT/logs/package_build.log}"
# Colors
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m'
# Logging
log() {
local level="${1:-INFO}"
shift
local message="$*"
local timestamp=$(date +'%Y-%m-%d %H:%M:%S')
echo "[$timestamp] [$level] $message" | tee -a "$LOG_FILE"
}
error_exit() {
log "ERROR" "$*"
exit 1
}
warning() {
log "WARNING" "$*"
}
success() {
log "SUCCESS" "$*"
}
# Parse arguments
BUILD_CONFIG="Shipping"
PLATFORM="Windows"
OUTPUT_DIR="${PROJECT_ROOT}/Builds"
DRY_RUN=false
VERBOSE=false
usage() {
cat << EOF
Usage: $0 [OPTIONS]
Package Dubai Metaverse project for distribution.
Options:
-h, --help Show this help message
-c, --config CONFIG Build configuration (Development/Shipping) [default: Shipping]
-p, --platform PLAT Platform (Windows/Linux) [default: Windows]
-o, --output DIR Output directory [default: Builds/]
-d, --dry-run Perform dry run without packaging
-v, --verbose Enable verbose output
Examples:
$0 --config Shipping --platform Windows
$0 --dry-run
$0 --output /path/to/output
EOF
}
parse_args() {
while [[ $# -gt 0 ]]; do
case $1 in
-h|--help)
usage
exit 0
;;
-c|--config)
BUILD_CONFIG="$2"
shift 2
;;
-p|--platform)
PLATFORM="$2"
shift 2
;;
-o|--output)
OUTPUT_DIR="$2"
shift 2
;;
-d|--dry-run)
DRY_RUN=true
shift
;;
-v|--verbose)
VERBOSE=true
shift
;;
*)
error_exit "Unknown option: $1. Use --help for usage."
;;
esac
done
}
# Validate prerequisites
validate_prerequisites() {
log "INFO" "Validating prerequisites..."
# Check for Unreal Engine
if [ -z "${UE_ROOT:-}" ]; then
if [ -d "$HOME/UnrealEngine" ]; then
export UE_ROOT="$HOME/UnrealEngine"
elif [ -d "/opt/UnrealEngine" ]; then
export UE_ROOT="/opt/UnrealEngine"
else
error_exit "Unreal Engine not found. Set UE_ROOT environment variable or install UE5.4"
fi
fi
# Check for project file
local project_file=$(find "$PROJECT_ROOT" -name "*.uproject" | head -1)
if [ -z "$project_file" ]; then
error_exit "Project file (.uproject) not found in $PROJECT_ROOT"
fi
export PROJECT_FILE="$project_file"
log "INFO" "Using project file: $PROJECT_FILE"
log "INFO" "Using Unreal Engine: $UE_ROOT"
}
# Clean build artifacts
clean_build() {
log "INFO" "Cleaning build artifacts..."
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would clean: Binaries/, Intermediate/, Saved/"
return
fi
cd "$PROJECT_ROOT"
# Remove build artifacts
[ -d "Binaries" ] && rm -rf Binaries
[ -d "Intermediate" ] && rm -rf Intermediate
[ -d "Saved" ] && rm -rf Saved
success "Build artifacts cleaned"
}
# Validate assets
validate_assets() {
log "INFO" "Validating assets..."
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would validate assets"
return
fi
# Run asset validation
if [ -f "$SCRIPT_DIR/validate_assets.sh" ]; then
"$SCRIPT_DIR/validate_assets.sh" || warning "Asset validation found issues"
else
warning "Asset validation script not found, skipping"
fi
}
# Package project
package_project() {
log "INFO" "Packaging project..."
log "INFO" "Configuration: $BUILD_CONFIG"
log "INFO" "Platform: $PLATFORM"
log "INFO" "Output: $OUTPUT_DIR"
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would package to: $OUTPUT_DIR"
log "INFO" "[DRY RUN] Command: UnrealEditor -run=Cook -targetplatform=$PLATFORM -project=$PROJECT_FILE"
return
fi
# Create output directory
mkdir -p "$OUTPUT_DIR"
# Determine UnrealEditor path
local editor_path
if [ "$PLATFORM" = "Windows" ]; then
editor_path="$UE_ROOT/Engine/Binaries/Win64/UnrealEditor.exe"
else
editor_path="$UE_ROOT/Engine/Binaries/Linux/UnrealEditor"
fi
if [ ! -f "$editor_path" ]; then
error_exit "UnrealEditor not found at: $editor_path"
fi
log "INFO" "Starting packaging process..."
log "INFO" "This may take 30-60 minutes depending on project size..."
# Package using UnrealEditor command line
# Note: This is a simplified version. Full implementation would use
# UnrealEditor's packaging system with proper parameters
log "WARNING" "Full packaging implementation requires Unreal Editor command line"
log "INFO" "For now, use Unreal Editor GUI: File > Package Project"
log "INFO" "Or use Unreal Automation Tool (UAT) for advanced packaging"
# Placeholder for actual packaging command
# "$editor_path" "$PROJECT_FILE" -run=Cook -targetplatform="$PLATFORM" -project="$PROJECT_FILE" || error_exit "Packaging failed"
success "Packaging complete (placeholder - use Unreal Editor GUI for actual packaging)"
}
# Main function
main() {
log "INFO" "Starting package_build.sh"
# Create log directory
mkdir -p "$(dirname "$LOG_FILE")"
# Parse arguments
parse_args "$@"
# Validate prerequisites
validate_prerequisites
# Clean build
clean_build
# Validate assets
validate_assets
# Package project
package_project
success "Build packaging process complete"
log "INFO" "Output directory: $OUTPUT_DIR"
log "INFO" "Log file: $LOG_FILE"
}
# Run main if executed directly
if [[ "${BASH_SOURCE[0]}" == "${0}" ]]; then
main "$@"
fi

View File

@@ -0,0 +1,295 @@
#!/bin/bash
#
# Script Name: setup_pixel_streaming.sh
# Description: Set up Pixel Streaming for Dubai Metaverse project
# Usage: ./setup_pixel_streaming.sh [options]
# Author: Dubai Metaverse Team
# Date: 2024
# Version: 1.0
#
# Exit codes:
# 0: Success
# 1: General error
# 2: Invalid arguments
# 3: Missing dependencies
set -euo pipefail
# Configuration
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
LOG_FILE="${LOG_FILE:-$PROJECT_ROOT/logs/setup_pixel_streaming.log}"
# Colors
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m'
# Logging
log() {
local level="${1:-INFO}"
shift
local message="$*"
local timestamp=$(date +'%Y-%m-%d %H:%M:%S')
echo "[$timestamp] [$level] $message" | tee -a "$LOG_FILE"
}
error_exit() {
log "ERROR" "$*"
exit 1
}
warning() {
log "WARNING" "$*"
}
success() {
log "SUCCESS" "$*"
}
# Parse arguments
PORT=8888
SIGNALING_SERVER_PORT=8888
DRY_RUN=false
VERBOSE=false
usage() {
cat << EOF
Usage: $0 [OPTIONS]
Set up Pixel Streaming for Dubai Metaverse project.
Options:
-h, --help Show this help message
-p, --port PORT Streaming port [default: 8888]
-s, --signaling PORT Signaling server port [default: 8888]
-d, --dry-run Perform dry run without making changes
-v, --verbose Enable verbose output
Examples:
$0 --port 8888
$0 --dry-run
$0 --port 8080 --signaling 8081
EOF
}
parse_args() {
while [[ $# -gt 0 ]]; do
case $1 in
-h|--help)
usage
exit 0
;;
-p|--port)
PORT="$2"
shift 2
;;
-s|--signaling)
SIGNALING_SERVER_PORT="$2"
shift 2
;;
-d|--dry-run)
DRY_RUN=true
shift
;;
-v|--verbose)
VERBOSE=true
shift
;;
*)
error_exit "Unknown option: $1. Use --help for usage."
;;
esac
done
}
# Validate prerequisites
validate_prerequisites() {
log "INFO" "Validating prerequisites..."
# Check for Node.js (required for signaling server)
if ! command -v node &> /dev/null; then
warning "Node.js not found. Pixel Streaming signaling server requires Node.js"
warning "Install Node.js: https://nodejs.org/"
else
local node_version=$(node --version)
log "INFO" "Node.js version: $node_version"
fi
# Check for Unreal Engine
if [ -z "${UE_ROOT:-}" ]; then
if [ -d "$HOME/UnrealEngine" ]; then
export UE_ROOT="$HOME/UnrealEngine"
elif [ -d "/opt/UnrealEngine" ]; then
export UE_ROOT="/opt/UnrealEngine"
else
error_exit "Unreal Engine not found. Set UE_ROOT environment variable"
fi
fi
# Check for Pixel Streaming plugin
local ps_plugin="$UE_ROOT/Engine/Plugins/Media/PixelStreaming"
if [ ! -d "$ps_plugin" ]; then
warning "Pixel Streaming plugin not found at: $ps_plugin"
warning "Pixel Streaming is included with UE5.4, verify installation"
else
log "INFO" "Pixel Streaming plugin found"
fi
# Check for project file
local project_file=$(find "$PROJECT_ROOT" -name "*.uproject" | head -1)
if [ -z "$project_file" ]; then
error_exit "Project file (.uproject) not found in $PROJECT_ROOT"
fi
export PROJECT_FILE="$project_file"
log "INFO" "Using project file: $PROJECT_FILE"
}
# Enable Pixel Streaming plugin
enable_plugin() {
log "INFO" "Enabling Pixel Streaming plugin..."
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would enable Pixel Streaming plugin in project"
return
fi
# Note: Plugin should be enabled in .uproject file
# This script provides instructions
log "INFO" "Ensure Pixel Streaming plugin is enabled in $PROJECT_FILE"
log "INFO" "Add to Plugins array if not present:"
log "INFO" ' { "Name": "PixelStreaming", "Enabled": true }'
}
# Configure project settings
configure_settings() {
log "INFO" "Configuring Pixel Streaming settings..."
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would configure Pixel Streaming settings"
return
fi
log "INFO" "Configure Pixel Streaming in Project Settings:"
log "INFO" " Edit > Project Settings > Plugins > Pixel Streaming"
log "INFO" " - Enable Pixel Streaming"
log "INFO" " - Set Streaming Port: $PORT"
log "INFO" " - Configure encoder settings"
}
# Setup signaling server
setup_signaling_server() {
log "INFO" "Setting up Pixel Streaming signaling server..."
local signaling_dir="$PROJECT_ROOT/PixelStreamingSignalingServer"
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would set up signaling server in: $signaling_dir"
return
fi
# Check if Node.js is available
if ! command -v node &> /dev/null; then
warning "Node.js not found. Cannot set up signaling server automatically"
warning "Install Node.js and run setup manually"
return
fi
# Copy signaling server from UE5
local ue_signaling="$UE_ROOT/Engine/Source/Programs/PixelStreamingInfrastructure"
if [ -d "$ue_signaling" ]; then
log "INFO" "Copying signaling server files..."
mkdir -p "$signaling_dir"
cp -r "$ue_signaling"/* "$signaling_dir/" 2>/dev/null || warning "Could not copy signaling server files"
# Install dependencies if package.json exists
if [ -f "$signaling_dir/package.json" ]; then
log "INFO" "Installing signaling server dependencies..."
cd "$signaling_dir"
npm install || warning "Failed to install dependencies"
fi
else
warning "Signaling server source not found at: $ue_signaling"
warning "Use Unreal Engine's built-in signaling server or set up manually"
fi
}
# Create startup script
create_startup_script() {
log "INFO" "Creating startup script..."
local script_path="$PROJECT_ROOT/start_pixel_streaming.sh"
if [ "$DRY_RUN" = true ]; then
log "INFO" "[DRY RUN] Would create startup script: $script_path"
return
fi
cat > "$script_path" << 'EOF'
#!/bin/bash
# Pixel Streaming Startup Script
UE_ROOT="${UE_ROOT:-$HOME/UnrealEngine}"
PROJECT_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_FILE=$(find "$PROJECT_ROOT" -name "*.uproject" | head -1)
PORT="${PORT:-8888}"
echo "Starting Pixel Streaming..."
echo "Project: $PROJECT_FILE"
echo "Port: $PORT"
# Start Unreal Editor with Pixel Streaming
"$UE_ROOT/Engine/Binaries/Linux/UnrealEditor" "$PROJECT_FILE" \
-AudioMixer \
-PixelStreamingIP=0.0.0.0 \
-PixelStreamingPort=$PORT \
-game \
-log
EOF
chmod +x "$script_path"
success "Startup script created: $script_path"
}
# Main function
main() {
log "INFO" "Starting setup_pixel_streaming.sh"
# Create log directory
mkdir -p "$(dirname "$LOG_FILE")"
# Parse arguments
parse_args "$@"
# Validate prerequisites
validate_prerequisites
# Enable plugin
enable_plugin
# Configure settings
configure_settings
# Setup signaling server
setup_signaling_server
# Create startup script
create_startup_script
success "Pixel Streaming setup complete"
log "INFO" "Next steps:"
log "INFO" " 1. Configure Pixel Streaming in Project Settings"
log "INFO" " 2. Start signaling server: cd PixelStreamingSignalingServer && npm start"
log "INFO" " 3. Launch project with Pixel Streaming: ./start_pixel_streaming.sh"
log "INFO" " 4. Access via browser: http://localhost:$PORT"
log "INFO" "See docs/PIXEL_STREAMING.md for detailed instructions"
}
# Run main if executed directly
if [[ "${BASH_SOURCE[0]}" == "${0}" ]]; then
main "$@"
fi