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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/WindowsHostPlatform.cs

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Diagnostics;
using UnrealBuildTool;
namespace AutomationTool
{
class WindowsHostPlatform : HostPlatform
{
/// <returns>The path to Windows SDK directory for the specified version.</returns>
private static string FindWindowsSDKInstallationFolder( string Version )
{
// Based on VCVarsQueryRegistry
string WinSDKPath = (string)Microsoft.Win32.Registry.GetValue( @"HKEY_CURRENT_USER\SOFTWARE\Microsoft\Microsoft SDKs\Windows\" + Version, "InstallationFolder", null );
if( WinSDKPath != null )
{
return WinSDKPath;
}
WinSDKPath = (string)Microsoft.Win32.Registry.GetValue( @"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + Version, "InstallationFolder", null );
if( WinSDKPath != null )
{
return WinSDKPath;
}
WinSDKPath = (string)Microsoft.Win32.Registry.GetValue( @"HKEY_CURRENT_USER\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + Version, "InstallationFolder", null );
if( WinSDKPath != null )
{
return WinSDKPath;
}
throw new BuildException( "Can't find Windows SDK {0}.", Version );
}
/// <summary>
/// Figures out the path to Visual Studio's /Common7/Tools directory. Note that if Visual Studio is not
/// installed, the Windows SDK path will be used, which also happens to be the same directory. (It installs
/// the toolchain into the folder where Visual Studio would have installed it to.
/// </summary>
/// <returns>The path to Visual Studio's /Common7/Tools directory</returns>
private bool FindBaseVSToolPaths(out string WindowsSDKDir, out string BaseVSToolPath)
{
WindowsSDKDir = "";
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
BaseVSToolPath = WindowsPlatform.GetVSComnToolsPath();
if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2013)
{
WindowsSDKDir = FindWindowsSDKInstallationFolder( "v8.1" );
if (string.IsNullOrEmpty(BaseVSToolPath))
{
Log.TraceError("Visual Studio 2013 must be installed in order to build this target.");
return false;
}
}
else if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2012)
{
WindowsSDKDir = FindWindowsSDKInstallationFolder( "v8.0" );
if (string.IsNullOrEmpty(BaseVSToolPath))
{
Log.TraceError("Visual Studio 2012 must be installed in order to build this target.");
return false;
}
}
else
{
throw new BuildException("Unexpected WindowsPlatform.Compiler version");
}
return true;
}
public override void SetFrameworkVars()
{
var FrameworkDir = CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkDir);
var FrameworkVersion = CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkVersion);
if (String.IsNullOrEmpty(FrameworkDir) || String.IsNullOrEmpty(FrameworkVersion))
{
Log.TraceInformation("Setting .Net Framework environment variables.");
// Determine 32 vs 64 bit. Worth noting that WOW64 will report x86.
bool Supports64bitExecutables = Environment.GetEnvironmentVariable("PROCESSOR_ARCHITECTURE") == "AMD64";
Log.TraceInformation("Supports64bitExecutables=" + Supports64bitExecutables.ToString());
Log.TraceInformation("WindowsPlatform.Compiler" + WindowsPlatform.Compiler.ToString());
string WindowsSDKDir, BaseVSToolPath;
if (FindBaseVSToolPaths(out WindowsSDKDir, out BaseVSToolPath) == false)
{
throw new AutomationException("Unable to find VS paths.");
}
Log.TraceInformation("WindowsSDKDir=" + WindowsSDKDir);
Log.TraceInformation("BaseVSToolPath=" + BaseVSToolPath);
string VCVarsBatchFile = "";
// 64 bit tool chain.
if (Supports64bitExecutables)
{
VCVarsBatchFile = CommandUtils.CombinePaths(BaseVSToolPath, "../../VC/bin/x86_amd64/vcvarsx86_amd64.bat");
}
// The 32 bit vars batch file in the binary folder simply points to the one in the common tools folder.
else
{
VCVarsBatchFile = CommandUtils.CombinePaths(BaseVSToolPath, "vsvars32.bat");
}
if (File.Exists(VCVarsBatchFile))
{
Log.TraceInformation("Setting VS environment variables via {0}.", VCVarsBatchFile);
var BatchVars = CommandUtils.GetEnvironmentVariablesFromBatchFile(VCVarsBatchFile);
// Note these env var names are hardcoded here because they're more
// related to the values stored inside the batch files rather than the mapping equivalents.
BatchVars.TryGetValue("FrameworkDir", out FrameworkDir);
BatchVars.TryGetValue("FrameworkVersion", out FrameworkVersion);
CommandUtils.SetEnvVar(EnvVarNames.NETFrameworkDir, FrameworkDir);
CommandUtils.SetEnvVar(EnvVarNames.NETFrameworkVersion, FrameworkVersion);
}
else
{
throw new AutomationException("{0} does not exist.", VCVarsBatchFile);
}
Log.TraceInformation("{0}={1}", EnvVarNames.NETFrameworkDir, FrameworkDir);
Log.TraceInformation("{0}={1}", EnvVarNames.NETFrameworkVersion, FrameworkVersion);
}
}
public override string GetMsBuildExe()
{
var DotNETToolsFolder = CommandUtils.CombinePaths(CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkDir), CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkVersion));
var MsBuildExe = CommandUtils.CombinePaths(DotNETToolsFolder, "MSBuild.exe");
if (!CommandUtils.FileExists_NoExceptions(MsBuildExe))
{
throw new NotSupportedException("MsBuild.exe does not exist.");
}
return MsBuildExe;
}
public override string GetMsDevExe()
{
// Locate MsDevEnv executable
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
string PotentialMsDevExe = Path.Combine(WindowsPlatform.GetVSComnToolsPath(), "..", "IDE", "Devenv.com");
var Info = new System.IO.FileInfo(PotentialMsDevExe);
if (Info.Exists)
{
return PotentialMsDevExe;
}
else
{
throw new NotSupportedException(String.Format("{0} does not exist.", PotentialMsDevExe));
}
}
public override string RelativeBinariesFolder
{
get { return @"Engine/Binaries/Win64/"; }
}
public override string GetUE4ExePath(string UE4Exe)
{
return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, RelativeBinariesFolder, UE4Exe);
}
public override string LocalBuildsLogFolder
{
get { return CommandUtils.CombinePaths(PathSeparator.Slash, Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Unreal Engine", "AutomationTool", "Logs"); }
}
public override string P4Exe
{
get { return "p4.exe"; }
}
public override Process CreateProcess(string AppName)
{
var NewProcess = new Process();
return NewProcess;
}
public override void SetupOptionsForRun(ref string AppName, ref CommandUtils.ERunOptions Options, ref string CommandLine)
{
}
public override void SetConsoleCtrlHandler(ProcessManager.CtrlHandlerDelegate Handler)
{
ProcessManager.SetConsoleCtrlHandler(Handler, true);
}
public override string UBTProjectName
{
get { return "UnrealBuildTool"; }
}
public override UnrealTargetPlatform HostEditorPlatform
{
get { return UnrealTargetPlatform.Win64; }
}
public override string PdbExtension
{
get { return ".pdb"; }
}
static string[] SystemServices = new string[]
{
"winlogon",
"system idle process",
"taskmgr",
"spoolsv",
"csrss",
"smss",
"svchost",
"services",
"lsass",
"conhost",
"oobe",
"mmc"
};
public override string[] DontKillProcessList
{
get
{
return SystemServices;
}
}
}
}