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// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using UnrealBuildBase;
using UnrealBuildTool;
using Microsoft.Extensions.Logging;
namespace AutomationTool
{
[Help("Copy all the binaries for a target into a different folder. Can be restored using the UnstashTarget command. Useful for A/B testing.")]
[Help("-Name", "Name of the target")]
[Help("-Platform", "Platform that the target was built for")]
[Help("-Configuration", "Architecture that the target was built for")]
[Help("-Architecture", "Architecture that the target was built for")]
[Help("-Project", "Project file for the target")]
[Help("-To", "Output directory to store the stashed binaries")]
public class StashTarget : BuildCommand
{
public override void ExecuteBuild()
{
// Parse all the arguments
string TargetName = ParseRequiredStringParam("Name");
string PlatformName = ParseOptionalStringParam("Platform");
UnrealTargetPlatform Platform;
if (UnrealTargetPlatform.TryParse(PlatformName, out Platform))
{
Platform = HostPlatform.Current.HostEditorPlatform;
}
UnrealTargetConfiguration Configuration = ParseOptionalEnumParam<UnrealTargetConfiguration>("Configuration") ?? UnrealTargetConfiguration.Development;
UnrealArch/UnrealArchitectures changes - Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
string ArchitectureString = ParseOptionalStringParam("Architecture");
UnrealArchitectures Architecture = UnrealArchitectures.FromString(ArchitectureString, Platform);
FileReference ProjectFile = ParseOptionalFileReferenceParam("Project");
DirectoryReference ToDir = ParseRequiredDirectoryReferenceParam("To");
// Read the receipt
FileReference ReceiptFile = TargetReceipt.GetDefaultPath(DirectoryReference.FromFile(ProjectFile) ?? Unreal.EngineDirectory, TargetName, Platform, Configuration, Architecture);
if(!FileReference.Exists(ReceiptFile))
{
throw new AutomationException("Unable to find '{0}'", ReceiptFile);
}
TargetReceipt Receipt = TargetReceipt.Read(ReceiptFile);
// Enumerate all the files we want to move
List<FileReference> FilesToMove = new List<FileReference>();
FilesToMove.Add(ReceiptFile);
FilesToMove.AddRange(Receipt.BuildProducts.Select(x => x.Path));
// Move all the files to the output folder
DirectoryReference.CreateDirectory(ToDir);
CommandUtils.DeleteDirectoryContents(ToDir.FullName);
foreach(FileReference SourceFile in FilesToMove)
{
FileReference TargetFile = FileReference.Combine(ToDir, SourceFile.MakeRelativeTo(Unreal.RootDirectory));
Logger.LogInformation("Copying {SourceFile} to {TargetFile}", SourceFile, TargetFile);
CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName);
}
}
}
[Help("Copy all the binaries from a target back into the root directory. Use in combination with the StashTarget command.")]
[Help("-From", "Directory to copy from")]
public class UnstashTarget : BuildCommand
{
public override void ExecuteBuild()
{
// Parse the arguments
DirectoryReference FromDir = ParseRequiredDirectoryReferenceParam("From");
if(!DirectoryReference.Exists(FromDir))
{
throw new AutomationException("Source directory '{0}' does not exist", FromDir);
}
// Just copy all the files into place
foreach(FileReference SourceFile in DirectoryReference.EnumerateFiles(FromDir, "*", SearchOption.AllDirectories))
{
FileReference TargetFile = FileReference.Combine(Unreal.RootDirectory, SourceFile.MakeRelativeTo(FromDir));
Logger.LogInformation("Copying {SourceFile} to {TargetFile}", SourceFile, TargetFile);
CopyFile(SourceFile.FullName, TargetFile.FullName);
}
}
}
}