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UnrealEngineUWP/Engine/Source/Developer/DesktopPlatform/Private/DesktopPlatformBase.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "DesktopPlatformPrivatePCH.h"
#include "DesktopPlatformBase.h"
#include "UProjectInfo.h"
#include "EngineVersion.h"
#include "ModuleManager.h"
#include "Json.h"
#define LOCTEXT_NAMESPACE "DesktopPlatform"
FDesktopPlatformBase::FDesktopPlatformBase()
{
LauncherInstallationTimestamp = FDateTime::MinValue();
}
FString FDesktopPlatformBase::GetEngineDescription(const FString& Identifier)
{
// Official release versions just have a version number
if(IsStockEngineRelease(Identifier))
{
return Identifier;
}
// Otherwise get the path
FString RootDir;
if(!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return FString();
}
// Convert it to a platform directory
FString PlatformRootDir = RootDir;
FPaths::MakePlatformFilename(PlatformRootDir);
// Perforce build
if (IsSourceDistribution(RootDir))
{
return FString::Printf(TEXT("Source build at %s"), *PlatformRootDir);
}
else
{
return FString::Printf(TEXT("Binary build at %s"), *PlatformRootDir);
}
}
FString FDesktopPlatformBase::GetCurrentEngineIdentifier()
{
if(CurrentEngineIdentifier.Len() == 0 && !GetEngineIdentifierFromRootDir(FPlatformMisc::RootDir(), CurrentEngineIdentifier))
{
CurrentEngineIdentifier.Empty();
}
return CurrentEngineIdentifier;
}
void FDesktopPlatformBase::EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations)
{
// Cache the launcher install list if necessary
ReadLauncherInstallationList();
// We've got a list of launcher installations. Filter it by the engine installations.
for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
{
FString AppName = Iter.Key();
if(AppName.RemoveFromStart(TEXT("UE_"), ESearchCase::CaseSensitive))
{
OutInstallations.Add(AppName, Iter.Value());
}
}
}
void FDesktopPlatformBase::EnumerateLauncherSampleInstallations(TArray<FString> &OutInstallations)
{
// Cache the launcher install list if necessary
ReadLauncherInstallationList();
// We've got a list of launcher installations. Filter it by the engine installations.
for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
{
FString AppName = Iter.Key();
if(!AppName.StartsWith(TEXT("UE_"), ESearchCase::CaseSensitive))
{
OutInstallations.Add(Iter.Value());
}
}
}
void FDesktopPlatformBase::EnumerateLauncherSampleProjects(TArray<FString> &OutFileNames)
{
// Enumerate all the sample installation directories
TArray<FString> LauncherSampleDirectories;
EnumerateLauncherSampleInstallations(LauncherSampleDirectories);
// Find all the project files within them
for(int32 Idx = 0; Idx < LauncherSampleDirectories.Num(); Idx++)
{
TArray<FString> FileNames;
IFileManager::Get().FindFiles(FileNames, *(LauncherSampleDirectories[Idx] / TEXT("*.uproject")), true, false);
OutFileNames.Append(FileNames);
}
}
bool FDesktopPlatformBase::GetEngineRootDirFromIdentifier(const FString &Identifier, FString &OutRootDir)
{
// Get all the installations
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
// Find the one with the right identifier
for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
{
if (Iter->Key == Identifier)
{
OutRootDir = Iter->Value;
return true;
}
}
return false;
}
bool FDesktopPlatformBase::GetEngineIdentifierFromRootDir(const FString &RootDir, FString &OutIdentifier)
{
// Get all the installations
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
// Normalize the root directory
FString NormalizedRootDir = RootDir;
FPaths::CollapseRelativeDirectories(NormalizedRootDir);
FPaths::NormalizeDirectoryName(NormalizedRootDir);
// Find the label for the given directory
for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
{
if (Iter->Value == NormalizedRootDir)
{
OutIdentifier = Iter->Key;
return true;
}
}
// Otherwise just try to add it
return RegisterEngineInstallation(RootDir, OutIdentifier);
}
bool FDesktopPlatformBase::GetDefaultEngineIdentifier(FString &OutId)
{
TMap<FString, FString> Installations;
EnumerateEngineInstallations(Installations);
bool bRes = false;
if (Installations.Num() > 0)
{
// Default to the first install
TMap<FString, FString>::TConstIterator Iter(Installations);
OutId = Iter.Key();
++Iter;
// Try to find the most preferred install
for(; Iter; ++Iter)
{
if(IsPreferredEngineIdentifier(Iter.Key(), OutId))
{
OutId = Iter.Key();
}
}
}
return bRes;
}
bool FDesktopPlatformBase::GetDefaultEngineRootDir(FString &OutDirName)
{
FString Identifier;
return GetDefaultEngineIdentifier(Identifier) && GetEngineRootDirFromIdentifier(Identifier, OutDirName);
}
bool FDesktopPlatformBase::IsPreferredEngineIdentifier(const FString &Identifier, const FString &OtherIdentifier)
{
int32 Version = ParseReleaseVersion(Identifier);
int32 OtherVersion = ParseReleaseVersion(OtherIdentifier);
if(Version != OtherVersion)
{
return Version > OtherVersion;
}
else
{
return Identifier > OtherIdentifier;
}
}
bool FDesktopPlatformBase::TryGetEngineVersion(const FString& RootDir, FEngineVersion& OutVersion)
{
// Read the file to a string
FString VersionText;
if(FFileHelper::LoadFileToString(VersionText, *(RootDir / TEXT("Engine/Build/Build.version"))))
{
// Deserialize a JSON object from the string
TSharedPtr< FJsonObject > Object;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(VersionText);
if(FJsonSerializer::Deserialize(Reader, Object) && Object.IsValid())
{
int32 MajorVersion = 0;
int32 MinorVersion = 0;
int32 PatchVersion = 0;
if(Object->TryGetNumberField(TEXT("MajorVersion"), MajorVersion) && Object->TryGetNumberField(TEXT("MinorVersion"), MinorVersion) && Object->TryGetNumberField(TEXT("PatchVersion"), PatchVersion))
{
int32 Changelist = 0;
if(!Object->TryGetNumberField(TEXT("Changelist"), Changelist))
{
Changelist = 0;
}
int32 IsLicenseeVersion = 0;
if(!Object->TryGetNumberField(TEXT("IsLicenseeVersion"), IsLicenseeVersion))
{
IsLicenseeVersion = 0;
}
FString BranchName;
if(!Object->TryGetStringField(TEXT("BranchName"), BranchName))
{
BranchName = FString();
}
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
return true;
}
}
}
// Try to read the version file
FString VersionHeader;
if(FFileHelper::LoadFileToString(VersionHeader, *(RootDir / TEXT("Engine/Source/Runtime/Launch/Resources/Version.h"))))
{
int32 MajorVersion = -1;
int32 MinorVersion = -1;
int32 PatchVersion = -1;
int32 Changelist = 0;
int32 IsLicenseeVersion = 0;
FString BranchName;
// Scan the file for version defines
const TCHAR* TextPos = *VersionHeader;
while(*TextPos)
{
// Skip over any newlines
while(FChar::IsWhitespace(*TextPos))
{
TextPos++;
}
// Buffer up a line of tokens
TArray<FString> Tokens;
while(*TextPos != '\n' && *TextPos != 0)
{
if(*TextPos == ' ' || *TextPos == '\t' || *TextPos == '\r')
{
// Skip over whitespace
TextPos++;
}
else if(FChar::IsIdentifier(*TextPos))
{
// Parse an identifier. Exact C rules for an identifier don't really matter; we just need alphanumeric sequences.
const TCHAR* TokenStart = TextPos++;
while(FChar::IsIdentifier(*TextPos)) TextPos++;
Tokens.Add(FString(TextPos - TokenStart, TokenStart));
}
else if(*TextPos == '\"')
{
// Parse a string
const TCHAR* TokenStart = TextPos++;
while(*TextPos != 0 && (TextPos == TokenStart + 1 || *(TextPos - 1) != '\"')) TextPos++;
Tokens.Add(FString(TextPos - TokenStart, TokenStart));
}
else if(*TextPos == '/' && *(TextPos + 1) == '/')
{
// Skip a C++ style comment
TextPos += 2;
while(*TextPos != '\n' && *TextPos != 0) TextPos++;
}
else if(*TextPos == '/' && *(TextPos + 1) == '*' && *(TextPos + 2) != 0 && *(TextPos + 3) != 0)
{
// Skip a C-style comment
TextPos += 4;
while(*TextPos != 0 && (*(TextPos - 2) != '*' || *(TextPos - 1) != '/')) TextPos++;
}
else
{
// Take a single symbol character
Tokens.Add(FString(1, TextPos));
TextPos++;
}
}
// Check if it matches any version defines
if(Tokens.Num() >= 4 && Tokens[0] == "#" && Tokens[1] == "define")
{
if(FChar::IsDigit(Tokens[3][0]))
{
if(Tokens[2] == "ENGINE_MAJOR_VERSION")
{
MajorVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_MINOR_VERSION")
{
MinorVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_PATCH_VERSION")
{
PatchVersion = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "BUILT_FROM_CHANGELIST")
{
Changelist = FCString::Atoi(*Tokens[3]);
}
else if(Tokens[2] == "ENGINE_IS_LICENSEE_VERSION")
{
IsLicenseeVersion = FCString::Atoi(*Tokens[3]);
}
}
else if(Tokens[3].StartsWith("\"") && Tokens[3].EndsWith("\""))
{
if(Tokens[2] == "BRANCH_NAME")
{
BranchName = Tokens[3].TrimQuotes();
}
}
}
}
// If we have everything we need, fill in the version struct
if(MajorVersion != -1 && MinorVersion != -1 && PatchVersion != -1)
{
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
return true;
}
}
return false;
}
bool FDesktopPlatformBase::IsStockEngineRelease(const FString &Identifier)
{
FGuid Guid;
return !FGuid::Parse(Identifier, Guid);
}
bool FDesktopPlatformBase::TryParseStockEngineVersion(const FString& Identifier, FEngineVersion& OutVersion)
{
TCHAR* End;
uint64 Major = FCString::Strtoui64(*Identifier, &End, 10);
if (Major > MAX_uint16 || *(End++) != '.')
{
return false;
}
uint64 Minor = FCString::Strtoui64(End, &End, 10);
if (Minor > MAX_uint16 || *End != 0)
{
return false;
}
OutVersion = FEngineVersion(Major, Minor, 0, 0, TEXT(""));
return true;
}
bool FDesktopPlatformBase::IsSourceDistribution(const FString &EngineRootDir)
{
// Check for the existence of a SourceBuild.txt file
FString SourceBuildPath = EngineRootDir / TEXT("Engine/Build/SourceDistribution.txt");
return (IFileManager::Get().FileSize(*SourceBuildPath) >= 0);
}
bool FDesktopPlatformBase::IsPerforceBuild(const FString &EngineRootDir)
{
// Check for the existence of a SourceBuild.txt file
FString PerforceBuildPath = EngineRootDir / TEXT("Engine/Build/PerforceBuild.txt");
return (IFileManager::Get().FileSize(*PerforceBuildPath) >= 0);
}
bool FDesktopPlatformBase::IsValidRootDirectory(const FString &RootDir)
{
// Check that there's an Engine\Binaries directory underneath the root
FString EngineBinariesDirName = RootDir / TEXT("Engine/Binaries");
FPaths::NormalizeDirectoryName(EngineBinariesDirName);
if(!IFileManager::Get().DirectoryExists(*EngineBinariesDirName))
{
return false;
}
// Also check there's an Engine\Build directory. This will filter out anything that has an engine-like directory structure but doesn't allow building code projects - like the launcher.
FString EngineBuildDirName = RootDir / TEXT("Engine/Build");
FPaths::NormalizeDirectoryName(EngineBuildDirName);
if(!IFileManager::Get().DirectoryExists(*EngineBuildDirName))
{
return false;
}
// Otherwise it's valid
return true;
}
bool FDesktopPlatformBase::SetEngineIdentifierForProject(const FString &ProjectFileName, const FString &InIdentifier)
{
// Load the project file
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
if (!ProjectFile.IsValid())
{
return false;
}
// Check if the project is a non-foreign project of the given engine installation. If so, blank the identifier
// string to allow portability between source control databases. GetEngineIdentifierForProject will translate
// the association back into a local identifier on other machines or syncs.
FString Identifier = InIdentifier;
if(Identifier.Len() > 0)
{
FString RootDir;
if(GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
if(!Dictionary.IsForeignProject(ProjectFileName))
{
Identifier.Empty();
}
}
}
// Set the association on the project and save it
ProjectFile->SetStringField(TEXT("EngineAssociation"), Identifier);
return SaveProjectFile(ProjectFileName, ProjectFile);
}
bool FDesktopPlatformBase::GetEngineIdentifierForProject(const FString& ProjectFileName, FString& OutIdentifier)
{
OutIdentifier.Empty();
// Load the project file
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
if(!ProjectFile.IsValid())
{
return false;
}
// Try to read the identifier from it
TSharedPtr<FJsonValue> Value = ProjectFile->TryGetField(TEXT("EngineAssociation"));
if(Value.IsValid() && Value->Type == EJson::String)
{
OutIdentifier = Value->AsString();
if(OutIdentifier.Len() > 0)
{
// If it's a path, convert it into an engine identifier
if(OutIdentifier.Contains(TEXT("/")) || OutIdentifier.Contains("\\"))
{
FString EngineRootDir = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFileName), OutIdentifier);
if(!GetEngineIdentifierFromRootDir(EngineRootDir, OutIdentifier))
{
return false;
}
}
return true;
}
}
// Otherwise scan up through the directory hierarchy to find an installation
FString ParentDir = FPaths::GetPath(ProjectFileName);
FPaths::NormalizeDirectoryName(ParentDir);
// Keep going until we reach the root
int32 SeparatorIdx;
while(ParentDir.FindLastChar(TEXT('/'), SeparatorIdx))
{
ParentDir.RemoveAt(SeparatorIdx, ParentDir.Len() - SeparatorIdx);
if(IsValidRootDirectory(ParentDir) && GetEngineIdentifierFromRootDir(ParentDir, OutIdentifier))
{
return true;
}
}
// Otherwise check the engine version string for 4.0, in case this project existed before the engine association stuff went in
FString EngineVersionString = ProjectFile->GetStringField(TEXT("EngineVersion"));
if(EngineVersionString.Len() > 0)
{
FEngineVersion EngineVersion;
if(FEngineVersion::Parse(EngineVersionString, EngineVersion) && EngineVersion.HasChangelist() && EngineVersion.ToString(EVersionComponent::Minor) == TEXT("4.0"))
{
OutIdentifier = TEXT("4.0");
return true;
}
}
return false;
}
bool FDesktopPlatformBase::OpenProject(const FString& ProjectFileName)
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*ProjectFileName);
return true;
}
bool FDesktopPlatformBase::CleanGameProject(const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn)
{
// Begin a task
Warn->BeginSlowTask(LOCTEXT("CleaningProject", "Removing stale build products..."), true);
// Enumerate all the files
TArray<FString> FileNames;
TArray<FString> DirectoryNames;
GetProjectBuildProducts(ProjectDir, FileNames, DirectoryNames);
// Remove all the files
for(int32 Idx = 0; Idx < FileNames.Num(); Idx++)
{
// Remove the file
if(!IFileManager::Get().Delete(*FileNames[Idx]))
{
OutFailPath = FileNames[Idx];
Warn->EndSlowTask();
return false;
}
// Update the progress
Warn->UpdateProgress(Idx, FileNames.Num() + DirectoryNames.Num());
}
// Remove all the directories
for(int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
{
// Remove the directory
if(!IFileManager::Get().DeleteDirectory(*DirectoryNames[Idx], false, true))
{
OutFailPath = DirectoryNames[Idx];
Warn->EndSlowTask();
return false;
}
// Update the progress
Warn->UpdateProgress(Idx + FileNames.Num(), FileNames.Num() + DirectoryNames.Num());
}
// End the task
Warn->EndSlowTask();
return true;
}
bool FDesktopPlatformBase::CompileGameProject(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
{
// Get the project directory
FString ProjectDir = FPaths::GetPath(ProjectFileName);
// Get the target name. By default it'll be the same as the project name, but that might not be the case if the project was renamed.
FString TargetName = FPaths::GetBaseFilename(ProjectFileName);
if(!FPaths::FileExists(ProjectDir / FString::Printf(TEXT("Source/%sEditor.Target.cs"), *TargetName)))
{
// Find all the target files
TArray<FString> TargetFiles;
IFileManager::Get().FindFilesRecursive(TargetFiles, *(ProjectDir / TEXT("Source")), TEXT("*.target.cs"), true, false, false);
// Try to find a target that's clearly meant to be the editor. If there isn't one, let UBT fail with a sensible message without trying to do anything else smart.
for(const FString TargetFile: TargetFiles)
{
if(TargetFile.EndsWith("Editor.Target.cs"))
{
TargetName = FPaths::GetBaseFilename(FPaths::GetBaseFilename(TargetFile));
break;
}
}
}
// Build the argument list
FString Arguments = FString::Printf(TEXT("%s %s %s"), *TargetName, FModuleManager::Get().GetUBTConfiguration(), FPlatformMisc::GetUBTPlatform());
// Append the project name if it's a foreign project
if ( !ProjectFileName.IsEmpty() )
{
FUProjectDictionary ProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
}
}
// Append any other options
Arguments += " -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE";
// Run UBT
return RunUnrealBuildTool(LOCTEXT("CompilingProject", "Compiling project..."), RootDir, Arguments, Warn);
}
bool FDesktopPlatformBase::GenerateProjectFiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
{
#if PLATFORM_MAC
FString Arguments = TEXT(" -xcodeprojectfile");
#elif PLATFORM_LINUX
FString Arguments = TEXT(" -makefile -kdevelopfile -qmakefile -cmakefile -codelitefile ");
#else
FString Arguments = TEXT(" -projectfiles");
#endif
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
{
// Figure out whether it's a foreign project
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
// Always include game source
Arguments += TEXT(" -game");
// Determine whether or not to include engine source
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
if(IsSourceDistribution(RootDir))
{
Arguments += TEXT(" -engine");
}
}
}
Arguments += TEXT(" -progress");
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
bool bRes = true;
Warn->BeginSlowTask(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), true, true);
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
{
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
bRes = BuildUnrealBuildTool(RootDir, *Warn);
}
if(bRes)
{
Warn->StatusUpdate(0, 1, LOCTEXT("GeneratingProjectFiles", "Generating project files..."));
bRes = RunUnrealBuildTool(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), RootDir, Arguments, Warn);
}
Warn->EndSlowTask();
return bRes;
}
bool FDesktopPlatformBase::InvalidateMakefiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
{
// Composes the target, platform, and config (eg, "QAGame Win64 Development")
FString Arguments = FString::Printf(TEXT("%s %s %s"), FApp::GetGameName(), FPlatformMisc::GetUBTPlatform(), FModuleManager::GetUBTConfiguration());
// -editorrecompile tells UBT to work out the editor target name from the game target name we provided (eg, converting "QAGame" to "QAGameEditor")
Arguments += TEXT(" -editorrecompile");
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
{
// Figure out whether it's a foreign project
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
if(ProjectDictionary.IsForeignProject(ProjectFileName))
{
Arguments += FString::Printf(TEXT(" \"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
}
}
// -invalidatemakefilesonly tells UBT to invalidate its UBT makefiles without building
Arguments += TEXT(" -invalidatemakefilesonly");
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
bool bRes = true;
Warn->BeginSlowTask(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), true, true);
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
{
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
bRes = BuildUnrealBuildTool(RootDir, *Warn);
}
if(bRes)
{
Warn->StatusUpdate(0, 1, LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."));
bRes = RunUnrealBuildTool(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), RootDir, Arguments, Warn);
}
Warn->EndSlowTask();
return bRes;
}
bool FDesktopPlatformBase::IsUnrealBuildToolAvailable()
{
// If using Rocket and the Rocket unreal build tool executable exists, then UBT is available. Otherwise check it can be built.
if (FApp::IsEngineInstalled())
{
return FPaths::FileExists(GetUnrealBuildToolExecutableFilename(FPaths::RootDir()));
}
else
{
return FPaths::FileExists(GetUnrealBuildToolProjectFileName(FPaths::RootDir()));
}
}
bool FDesktopPlatformBase::InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput)
{
void* PipeRead = nullptr;
void* PipeWrite = nullptr;
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
bool bInvoked = false;
FProcHandle ProcHandle = InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite, bSkipBuildUBT);
if (ProcHandle.IsValid())
{
// rather than waiting, we must flush the read pipe or UBT will stall if it writes out a ton of text to the console.
while (FPlatformProcess::IsProcRunning(ProcHandle))
{
OutProcOutput += FPlatformProcess::ReadPipe(PipeRead);
FPlatformProcess::Sleep(0.1f);
}
bInvoked = true;
bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode);
check(bGotReturnCode);
}
else
{
bInvoked = false;
OutReturnCode = -1;
OutProcOutput = TEXT("");
}
FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
return bInvoked;
}
FProcHandle FDesktopPlatformBase::InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT)
{
FString CmdLineParams = InCmdLineParams;
#if PLATFORM_WINDOWS
if (_MSC_VER >= 1900)
{
CmdLineParams += TEXT(" -2015");
}
#endif // PLATFORM_WINDOWS
// UnrealBuildTool is currently always located in the Binaries/DotNET folder
FString ExecutableFileName = GetUnrealBuildToolExecutableFilename(FPaths::RootDir());
// Rocket never builds UBT, UnrealBuildTool should already exist
bool bSkipBuild = FApp::IsEngineInstalled() || bSkipBuildUBT;
if (!bSkipBuild)
{
// When not using rocket, we should attempt to build UBT to make sure it is up to date
// Only do this if we have not already successfully done it once during this session.
static bool bSuccessfullyBuiltUBTOnce = false;
if (!bSuccessfullyBuiltUBTOnce)
{
Ar.Log(TEXT("Building UnrealBuildTool..."));
if (BuildUnrealBuildTool(FPaths::RootDir(), Ar))
{
bSuccessfullyBuiltUBTOnce = true;
}
else
{
// Failed to build UBT
Ar.Log(TEXT("Failed to build UnrealBuildTool."));
return FProcHandle();
}
}
}
#if PLATFORM_LINUX
CmdLineParams += (" -progress");
#endif // PLATFORM_LINUX
Ar.Logf(TEXT("Launching UnrealBuildTool... [%s %s]"), *ExecutableFileName, *CmdLineParams);
#if PLATFORM_MAC
// On Mac we launch UBT with Mono
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
ExecutableFileName = TEXT("/bin/sh");
#elif PLATFORM_LINUX
// Real men run Linux (with Mono??)
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Linux/RunMono.sh"));
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
ExecutableFileName = TEXT("/bin/bash");
#endif
// Run UnrealBuildTool
const bool bLaunchDetached = false;
const bool bLaunchHidden = true;
const bool bLaunchReallyHidden = bLaunchHidden;
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, OutWritePipe);
if (!ProcHandle.IsValid())
{
Ar.Logf(TEXT("Failed to launch Unreal Build Tool. (%s)"), *ExecutableFileName);
}
return ProcHandle;
}
bool FDesktopPlatformBase::GetSolutionPath(FString& OutSolutionPath)
{
// Get the platform-specific suffix for solution files
#if PLATFORM_MAC
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
const TCHAR* Suffix = TEXT(".xcworkspace/contents.xcworkspacedata");
#elif PLATFORM_LINUX
const TCHAR* Suffix = TEXT(".workspace"); // FIXME: Should depend on PreferredAccessor setting
#else
const TCHAR* Suffix = TEXT(".sln");
#endif
// When using game specific uproject files, the solution is named after the game and in the uproject folder
if(FPaths::IsProjectFilePathSet())
{
FString SolutionPath = FPaths::GameDir() / FPaths::GetBaseFilename(FPaths::GetProjectFilePath()) + Suffix;
if(FPaths::FileExists(SolutionPath))
{
OutSolutionPath = SolutionPath;
return true;
}
}
// Otherwise, it is simply titled UE4.sln
FString DefaultSolutionPath = FPaths::RootDir() / FString(TEXT("UE4")) + Suffix;
if(FPaths::FileExists(DefaultSolutionPath))
{
OutSolutionPath = DefaultSolutionPath;
return true;
}
return false;
}
FString FDesktopPlatformBase::GetDefaultProjectCreationPath()
{
// My Documents
const FString DefaultProjectSubFolder = TEXT("Unreal Projects");
return FString(FPlatformProcess::UserDir()) + DefaultProjectSubFolder;
}
void FDesktopPlatformBase::ReadLauncherInstallationList()
{
FString InstalledListFile = FString(FPlatformProcess::ApplicationSettingsDir()) / TEXT("UnrealEngineLauncher/LauncherInstalled.dat");
// If the file does not exist, manually check for the 4.0 or 4.1 manifest
FDateTime NewListTimestamp = IFileManager::Get().GetTimeStamp(*InstalledListFile);
if(NewListTimestamp == FDateTime::MinValue())
{
if(LauncherInstallationList.Num() == 0)
{
CheckForLauncherEngineInstallation(TEXT("40003"), TEXT("UE_4.0"), LauncherInstallationList);
CheckForLauncherEngineInstallation(TEXT("1040003"), TEXT("UE_4.1"), LauncherInstallationList);
}
}
else if(NewListTimestamp != LauncherInstallationTimestamp)
{
// Read the installation manifest
FString InstalledText;
if (FFileHelper::LoadFileToString(InstalledText, *InstalledListFile))
{
// Deserialize the object
TSharedPtr< FJsonObject > RootObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(InstalledText);
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
{
// Parse the list of installations
TArray< TSharedPtr<FJsonValue> > InstallationList = RootObject->GetArrayField(TEXT("InstallationList"));
for(int32 Idx = 0; Idx < InstallationList.Num(); Idx++)
{
TSharedPtr<FJsonObject> InstallationItem = InstallationList[Idx]->AsObject();
FString AppName = InstallationItem->GetStringField(TEXT("AppName"));
FString InstallLocation = InstallationItem->GetStringField(TEXT("InstallLocation"));
if(AppName.Len() > 0 && InstallLocation.Len() > 0)
{
FPaths::NormalizeDirectoryName(InstallLocation);
LauncherInstallationList.Add(AppName, InstallLocation);
}
}
}
LauncherInstallationTimestamp = NewListTimestamp;
}
}
}
void FDesktopPlatformBase::CheckForLauncherEngineInstallation(const FString &AppId, const FString &Identifier, TMap<FString, FString> &OutInstallations)
{
FString ManifestText;
FString ManifestFileName = FString(FPlatformProcess::ApplicationSettingsDir()) / FString::Printf(TEXT("UnrealEngineLauncher/Data/Manifests/%s.manifest"), *AppId);
if (FFileHelper::LoadFileToString(ManifestText, *ManifestFileName))
{
TSharedPtr< FJsonObject > RootObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(ManifestText);
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
{
TSharedPtr<FJsonObject> CustomFieldsObject = RootObject->GetObjectField(TEXT("CustomFields"));
if (CustomFieldsObject.IsValid())
{
FString InstallLocation = CustomFieldsObject->GetStringField("InstallLocation");
if (InstallLocation.Len() > 0)
{
OutInstallations.Add(Identifier, InstallLocation);
}
}
}
}
}
int32 FDesktopPlatformBase::ParseReleaseVersion(const FString &Version)
{
TCHAR *End;
uint64 Major = FCString::Strtoui64(*Version, &End, 10);
if (Major >= MAX_int16 || *(End++) != '.')
{
return INDEX_NONE;
}
uint64 Minor = FCString::Strtoui64(End, &End, 10);
if (Minor >= MAX_int16 || *End != 0)
{
return INDEX_NONE;
}
return (Major << 16) + Minor;
}
TSharedPtr<FJsonObject> FDesktopPlatformBase::LoadProjectFile(const FString &FileName)
{
FString FileContents;
if (!FFileHelper::LoadFileToString(FileContents, *FileName))
{
return TSharedPtr<FJsonObject>(NULL);
}
TSharedPtr< FJsonObject > JsonObject;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(FileContents);
if (!FJsonSerializer::Deserialize(Reader, JsonObject) || !JsonObject.IsValid())
{
return TSharedPtr<FJsonObject>(NULL);
}
return JsonObject;
}
bool FDesktopPlatformBase::SaveProjectFile(const FString &FileName, TSharedPtr<FJsonObject> Object)
{
FString FileContents;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&FileContents);
if (!FJsonSerializer::Serialize(Object.ToSharedRef(), Writer))
{
return false;
}
if (!FFileHelper::SaveStringToFile(FileContents, *FileName))
{
return false;
}
return true;
}
const FUProjectDictionary &FDesktopPlatformBase::GetCachedProjectDictionary(const FString& RootDir)
{
FString NormalizedRootDir = RootDir;
FPaths::NormalizeDirectoryName(NormalizedRootDir);
FUProjectDictionary *Dictionary = CachedProjectDictionaries.Find(NormalizedRootDir);
if(Dictionary == NULL)
{
Dictionary = &CachedProjectDictionaries.Add(RootDir, FUProjectDictionary(RootDir));
}
return *Dictionary;
}
void FDesktopPlatformBase::GetProjectBuildProducts(const FString& ProjectDir, TArray<FString> &OutFileNames, TArray<FString> &OutDirectoryNames)
{
FString NormalizedProjectDir = ProjectDir;
FPaths::NormalizeDirectoryName(NormalizedProjectDir);
// Find all the build roots
TArray<FString> BuildRootDirectories;
BuildRootDirectories.Add(NormalizedProjectDir);
// Add all the plugin directories
TArray<FString> PluginFileNames;
IFileManager::Get().FindFilesRecursive(PluginFileNames, *(NormalizedProjectDir / TEXT("Plugins")), TEXT("*.uplugin"), true, false);
for(int32 Idx = 0; Idx < PluginFileNames.Num(); Idx++)
{
BuildRootDirectories.Add(FPaths::GetPath(PluginFileNames[Idx]));
}
// Add all the intermediate directories
for(int32 Idx = 0; Idx < BuildRootDirectories.Num(); Idx++)
{
OutDirectoryNames.Add(BuildRootDirectories[Idx] / TEXT("Intermediate"));
}
// Add the files in the cleaned directories to the output list
for(int32 Idx = 0; Idx < OutDirectoryNames.Num(); Idx++)
{
IFileManager::Get().FindFilesRecursive(OutFileNames, *OutDirectoryNames[Idx], TEXT("*"), true, false, false);
}
}
FString FDesktopPlatformBase::GetEngineSavedConfigDirectory(const FString& Identifier)
{
// Get the engine root directory
FString RootDir;
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return FString();
}
// Get the path to the game agnostic settings
FString UserDir;
if (IsStockEngineRelease(Identifier))
{
UserDir = FPaths::Combine(FPlatformProcess::UserSettingsDir(), *FApp::GetEpicProductIdentifier(), *Identifier);
}
else
{
UserDir = FPaths::Combine(*RootDir, TEXT("Engine"));
}
// Get the game agnostic config dir
return UserDir / TEXT("Saved/Config") / ANSI_TO_TCHAR(FPlatformProperties::PlatformName());
}
bool FDesktopPlatformBase::EnumerateProjectsKnownByEngine(const FString &Identifier, bool bIncludeNativeProjects, TArray<FString> &OutProjectFileNames)
{
// Get the engine root directory
FString RootDir;
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
{
return false;
}
FString GameAgnosticConfigDir = GetEngineSavedConfigDirectory(Identifier);
if (GameAgnosticConfigDir.Len() == 0)
{
return false;
}
// Find all the created project directories. Start with the default project creation path.
TArray<FString> SearchDirectories;
SearchDirectories.AddUnique(GetDefaultProjectCreationPath());
// Load the config file
FConfigFile GameAgnosticConfig;
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorSettings"), NULL, *GameAgnosticConfigDir, false);
// Find the editor game-agnostic settings
FConfigSection* Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorSettings"));
if (Section == NULL)
{
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorGameAgnostic"), NULL, *GameAgnosticConfigDir, false);
Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorGameAgnosticSettings"));
}
if(Section != NULL)
{
// Add in every path that the user has ever created a project file. This is to catch new projects showing up in the user's project folders
TArray<FString> AdditionalDirectories;
Section->MultiFind(TEXT("CreatedProjectPaths"), AdditionalDirectories);
for(int Idx = 0; Idx < AdditionalDirectories.Num(); Idx++)
{
FPaths::NormalizeDirectoryName(AdditionalDirectories[Idx]);
SearchDirectories.AddUnique(AdditionalDirectories[Idx]);
}
// Also add in all the recently opened projects
TArray<FString> RecentlyOpenedFiles;
Section->MultiFind(TEXT("RecentlyOpenedProjectFiles"), RecentlyOpenedFiles);
for(int Idx = 0; Idx < RecentlyOpenedFiles.Num(); Idx++)
{
FPaths::NormalizeFilename(RecentlyOpenedFiles[Idx]);
OutProjectFileNames.AddUnique(RecentlyOpenedFiles[Idx]);
}
}
// Find all the other projects that are in the search directories
for(int Idx = 0; Idx < SearchDirectories.Num(); Idx++)
{
TArray<FString> ProjectFolders;
IFileManager::Get().FindFiles(ProjectFolders, *(SearchDirectories[Idx] / TEXT("*")), false, true);
for(int32 FolderIdx = 0; FolderIdx < ProjectFolders.Num(); FolderIdx++)
{
TArray<FString> ProjectFiles;
IFileManager::Get().FindFiles(ProjectFiles, *(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / TEXT("*.uproject")), true, false);
for(int32 FileIdx = 0; FileIdx < ProjectFiles.Num(); FileIdx++)
{
OutProjectFileNames.AddUnique(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / ProjectFiles[FileIdx]);
}
}
}
// Find all the native projects, and either add or remove them from the list depending on whether we want native projects
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
if(bIncludeNativeProjects)
{
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
{
if(!NativeProjectPaths[Idx].Contains(TEXT("/Templates/")))
{
OutProjectFileNames.AddUnique(NativeProjectPaths[Idx]);
}
}
}
else
{
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
{
OutProjectFileNames.Remove(NativeProjectPaths[Idx]);
}
}
return true;
}
bool FDesktopPlatformBase::BuildUnrealBuildTool(const FString& RootDir, FOutputDevice& Ar)
{
Ar.Logf(TEXT("Building UnrealBuildTool in %s..."), *RootDir);
// Check the project file exists
FString CsProjLocation = GetUnrealBuildToolProjectFileName(RootDir);
if(!FPaths::FileExists(CsProjLocation))
{
Ar.Logf(TEXT("Project file not found at %s"), *CsProjLocation);
return false;
}
FString CompilerExecutableFilename;
FString CmdLineParams;
if (PLATFORM_WINDOWS)
{
// To build UBT for windows, we must assemble a batch file that first registers the environment variable necessary to run msbuild then run it
// This can not be done in a single invocation of CMD.exe because the environment variables do not transfer between subsequent commands when using the "&" syntax
// devenv.exe can be used to build as well but it takes several seconds to start up so it is not desirable
// First determine the appropriate vcvars batch file to launch
FString VCVarsBat;
#if PLATFORM_WINDOWS
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
#if _MSC_VER >= 1900
FPlatformMisc::GetVSComnTools(14, VCVarsBat);
#elif _MSC_VER >= 1800
FPlatformMisc::GetVSComnTools(12, VCVarsBat);
#else
FPlatformMisc::GetVSComnTools(11, VCVarsBat);
#endif
#endif // PLATFORM_WINDOWS
VCVarsBat = FPaths::Combine(*VCVarsBat, L"../../VC/bin/x86_amd64/vcvarsx86_amd64.bat");
// Check to make sure we found one.
if (VCVarsBat.IsEmpty() || !FPaths::FileExists(VCVarsBat))
{
Ar.Logf(TEXT("Couldn't find %s; skipping."), *VCVarsBat);
return false;
}
// Now make a batch file in the intermediate directory to invoke the vcvars batch then msbuild
FString BuildBatchFile = RootDir / TEXT("Engine/Intermediate/Build/UnrealBuildTool/BuildUBT.bat");
BuildBatchFile.ReplaceInline(TEXT("/"), TEXT("\\"));
FString BatchFileContents;
BatchFileContents = FString::Printf(TEXT("call \"%s\"") LINE_TERMINATOR, *VCVarsBat);
BatchFileContents += FString::Printf(TEXT("msbuild /nologo /verbosity:quiet \"%s\" /property:Configuration=Development /property:Platform=AnyCPU"), *CsProjLocation);
FFileHelper::SaveStringToFile(BatchFileContents, *BuildBatchFile);
TCHAR CmdExePath[MAX_PATH];
FPlatformMisc::GetEnvironmentVariable(TEXT("ComSpec"), CmdExePath, ARRAY_COUNT(CmdExePath));
CompilerExecutableFilename = CmdExePath;
CmdLineParams = FString::Printf(TEXT("/c \"%s\""), *BuildBatchFile);
}
else if (PLATFORM_MAC)
{
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Mac/RunXBuild.sh"));
CompilerExecutableFilename = TEXT("/bin/sh");
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
}
else if (PLATFORM_LINUX)
{
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Linux/RunXBuild.sh"));
CompilerExecutableFilename = TEXT("/bin/bash");
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 %s"), *ScriptPath, *CsProjLocation);
}
else
{
Ar.Log(TEXT("Unknown platform, unable to build UnrealBuildTool."));
return false;
}
// Spawn the compiler
Ar.Logf(TEXT("Running: %s %s"), *CompilerExecutableFilename, *CmdLineParams);
const bool bLaunchDetached = false;
const bool bLaunchHidden = true;
const bool bLaunchReallyHidden = bLaunchHidden;
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*CompilerExecutableFilename, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, NULL);
if (!ProcHandle.IsValid())
{
Ar.Log(TEXT("Failed to start process."));
return false;
}
FPlatformProcess::WaitForProc(ProcHandle);
FPlatformProcess::CloseProc(ProcHandle);
// If the executable appeared where we expect it, then we were successful
FString UnrealBuildToolExePath = GetUnrealBuildToolExecutableFilename(RootDir);
if(!FPaths::FileExists(UnrealBuildToolExePath))
{
Ar.Logf(TEXT("Missing %s after build"), *UnrealBuildToolExePath);
return false;
}
return true;
}
FString FDesktopPlatformBase::GetUnrealBuildToolProjectFileName(const FString& RootDir) const
{
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj"));
}
FString FDesktopPlatformBase::GetUnrealBuildToolExecutableFilename(const FString& RootDir) const
{
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Binaries/DotNET/UnrealBuildTool.exe"));
}
#undef LOCTEXT_NAMESPACE