// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text.RegularExpressions; using Tools.DotNETCommon; using UnrealBuildTool; namespace AutomationTool { [Help("Builds the specified targets and configurations for the specified project.")] [Help("Example BuildTarget -project=QAGame -target=Editor+Game -platform=PS4+XboxOne -configuration=Development.")] [Help("Note: Editor will only ever build for the current platform in a Development config and required tools will be included")] [Help("project=", "Project to build. Will search current path and paths in ueprojectdirs. If omitted will build vanilla UE4Editor")] [Help("platform=PS4+XboxOne", "Platforms to build, join multiple platforms using +")] [Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")] [Help("target=Editor+Game", "Targets to build, join multiple targets using +")] [Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")] class BuildTarget : BuildCommand { // exposed as a property so projects can derive and set this directly public string ProjectName { get; set; } public string Targets { get; set; } public string Platforms { get; set; } public string Configurations { get; set; } public bool Clean { get; set; } protected Dictionary TargetNames { get; set; } public BuildTarget() { Platforms = HostPlatform.Current.HostEditorPlatform.ToString(); Configurations = "Development"; TargetNames = new Dictionary(); } public override ExitCode Execute() { string[] Arguments = this.Params; ProjectName = ParseParamValue("project", ProjectName); Targets = ParseParamValue("target", Targets); Platforms = ParseParamValue("platform", Platforms); Configurations = ParseParamValue("configuration", Configurations); Clean = ParseParam("clean") || Clean; if (string.IsNullOrEmpty(Targets)) { throw new AutomationException("No target specified with -target. Use -help to see all options"); } bool NoTools = ParseParam("notools"); IEnumerable TargetList = Targets.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries); IEnumerable ConfigurationList = null; IEnumerable PlatformList = null; try { ConfigurationList = Configurations.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries) .Select(C => (UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), C, true)).ToArray(); } catch (Exception Ex) { LogError("Failed to parse configuration string. {0}", Ex.Message); return ExitCode.Error_Arguments; } try { PlatformList = Platforms.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries) .Select(C => { UnrealTargetPlatform Platform; if (!UnrealTargetPlatform.TryParse(C, out Platform)) { throw new AutomationException("No such platform {0}", C); } return Platform; }).ToArray(); } catch (Exception Ex) { LogError("Failed to parse configuration string. {0}", Ex.Message); return ExitCode.Error_Arguments; } FileReference ProjectFile = null; if (!string.IsNullOrEmpty(ProjectName)) { ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectName); if (ProjectFile == null) { throw new AutomationException("Unable to find uproject file for {0}", ProjectName); } string SourceDirectoryName = Path.Combine(ProjectFile.Directory.FullName, "Source"); if (Directory.Exists(SourceDirectoryName)) { IEnumerable TargetScripts = Directory.EnumerateFiles(SourceDirectoryName, "*.Target.cs"); foreach (string TargetName in TargetList) { string TargetScript = TargetScripts.Where(S => S.IndexOf(TargetName, StringComparison.OrdinalIgnoreCase) >= 0).FirstOrDefault(); if (TargetScript == null && ( TargetName.Equals("Client", StringComparison.OrdinalIgnoreCase) || TargetName.Equals("Game", StringComparison.OrdinalIgnoreCase) ) ) { // if there's no ProjectGame.Target.cs or ProjectClient.Target.cs then // fallback to Project.Target.cs TargetScript = TargetScripts.Where(S => S.IndexOf(ProjectName + ".", StringComparison.OrdinalIgnoreCase) >= 0).FirstOrDefault(); } if (TargetScript == null) { throw new AutomationException("No Target.cs file for target {0} in project {1}", TargetName, ProjectName); } string FullName = Path.GetFileName(TargetScript); TargetNames[TargetName] = Regex.Replace(FullName, ".Target.cs", "", RegexOptions.IgnoreCase); } } } else { Log.TraceWarning("No project specified, will build vanilla UE4 binaries"); } // Handle content-only projects or when no project was specified if (TargetNames.Keys.Count == 0) { foreach (string TargetName in TargetList) { TargetNames[TargetName] = string.Format("UE4{0}", TargetName); } } UE4Build Build = new UE4Build(this); UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda(); string EditorTarget = TargetList.Where(T => T.EndsWith("Editor", StringComparison.OrdinalIgnoreCase)).FirstOrDefault(); IEnumerable OtherTargets = TargetList.Where(T => T != EditorTarget); UnrealTargetPlatform CurrentPlatform = HostPlatform.Current.HostEditorPlatform; if (!NoTools) { Agenda.AddTarget("UnrealHeaderTool", CurrentPlatform, UnrealTargetConfiguration.Development); } if (string.IsNullOrEmpty(EditorTarget) == false) { string TargetName = TargetNames[EditorTarget]; Agenda.AddTarget(TargetName, CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile); if (!NoTools) { Agenda.AddTarget("ShaderCompileWorker", CurrentPlatform, UnrealTargetConfiguration.Development); Agenda.AddTarget("UnrealLightmass", CurrentPlatform, UnrealTargetConfiguration.Development); Agenda.AddTarget("UnrealPak", CurrentPlatform, UnrealTargetConfiguration.Development); Agenda.AddTarget("CrashReportClient", CurrentPlatform, UnrealTargetConfiguration.Shipping); } } foreach (string Target in OtherTargets) { string TargetName = TargetNames[Target]; bool IsServer = Target.EndsWith("Server", StringComparison.OrdinalIgnoreCase); IEnumerable PlatformsToBuild = IsServer ? new UnrealTargetPlatform[] { CurrentPlatform } : PlatformList; foreach (UnrealTargetPlatform Platform in PlatformsToBuild) { foreach (UnrealTargetConfiguration Config in ConfigurationList) { Agenda.AddTarget(TargetName, Platform, Config); } } } // Set clean and log foreach (var Target in Agenda.Targets) { if (Clean) { Target.Clean = Clean; } Log.TraceInformation("Will {0}build {1}", Clean ? "clean and " : "", Target); } Build.Build(Agenda, InUpdateVersionFiles: false); return ExitCode.Success; } } [Help("Builds the editor for the specified project.")] [Help("Example BuildEditor -project=QAGame")] [Help("Note: Editor will only ever build for the current platform in a Development config and required tools will be included")] [Help("project=", "Project to build. Will search current path and paths in ueprojectdirs. If omitted will build vanilla UE4Editor")] [Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")] class BuildEditor : BuildTarget { public BuildEditor() { Targets = "Editor"; } public override ExitCode Execute() { bool DoOpen = ParseParam("open"); ExitCode Status = base.Execute(); if (Status == ExitCode.Success && DoOpen) { OpenEditor OpenCmd = new OpenEditor(); OpenCmd.ProjectName = this.ProjectName; Status = OpenCmd.Execute(); } return Status; } } [Help("Builds the game for the specified project.")] [Help("Example BuildGame -project=QAGame -platform=PS4+XboxOne -configuration=Development.")] [Help("project=", "Project to build. Will search current path and paths in ueprojectdirs.")] [Help("platform=PS4+XboxOne", "Platforms to build, join multiple platforms using +")] [Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")] [Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")] class BuildGame : BuildTarget { public BuildGame() { Targets = "Game"; } } [Help("Builds the server for the specified project.")] [Help("Example BuildServer -project=QAGame -platform=Win64 -configuration=Development.")] [Help("project=", "Project to build. Will search current path and paths in ueprojectdirs.")] [Help("platform=Win64", "Platforms to build, join multiple platforms using +")] [Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")] [Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")] class BuildServer : BuildTarget { public BuildServer() { Targets = "Server"; } } }