// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Text; using System.IO; using System.Reflection; using Microsoft.Win32; using System.Linq; using System.Diagnostics; using Tools.DotNETCommon; using System.Xml.Linq; using System.Xml; namespace UnrealBuildTool { /// /// Represents a folder within the master project (e.g. Visual Studio solution) /// public abstract class MasterProjectFolder { /// /// Constructor /// /// Project file generator that owns this object /// Name for this folder public MasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName ) { OwnerProjectFileGenerator = InitOwnerProjectFileGenerator; FolderName = InitFolderName; } /// Name of this folder public string FolderName { get; private set; } /// /// Adds a new sub-folder to this folder /// /// Name of the new folder /// The newly-added folder public MasterProjectFolder AddSubFolder( string SubFolderName ) { MasterProjectFolder ResultFolder = null; foreach (string FolderName in SubFolderName.Split(new char[1] {'\\'}, StringSplitOptions.RemoveEmptyEntries)) { bool AlreadyExists = false; foreach (MasterProjectFolder ExistingFolder in SubFolders) { if (ExistingFolder.FolderName.Equals(FolderName, StringComparison.InvariantCultureIgnoreCase)) { // Already exists! ResultFolder = ExistingFolder; AlreadyExists = true; break; } } if (!AlreadyExists) { ResultFolder = OwnerProjectFileGenerator.AllocateMasterProjectFolder(OwnerProjectFileGenerator, SubFolderName); SubFolders.Add(ResultFolder); } } return ResultFolder; } /// /// Recursively searches for the specified project and returns the folder that it lives in, or null if not found /// /// The project file to look for /// The found folder that the project is in, or null public MasterProjectFolder FindFolderForProject( ProjectFile Project ) { foreach( MasterProjectFolder CurFolder in SubFolders ) { MasterProjectFolder FoundFolder = CurFolder.FindFolderForProject( Project ); if( FoundFolder != null ) { return FoundFolder; } } foreach( ProjectFile ChildProject in ChildProjects ) { if( ChildProject == Project ) { return this; } } return null; } /// Owner project generator readonly ProjectFileGenerator OwnerProjectFileGenerator; /// Sub-folders public readonly List SubFolders = new List(); /// Child projects public readonly List ChildProjects = new List(); /// Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder /// and can be browsed/opened by the user easily in the user interface public readonly List Files = new List(); } /// /// Base class for all project file generators /// public abstract class ProjectFileGenerator { /// Global static that enables generation of project files. Doesn't actually compile anything. /// This is enabled only via UnrealBuildTool command-line. public static bool bGenerateProjectFiles = false; /// True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc. public bool bGeneratingGameProjectFiles = false; /// Optional list of platforms to generate projects for readonly List ProjectPlatforms = new List(); /// When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for protected string GameProjectName = null; /// Global static that only adds platforms that are supported when generating a given target. /// This was the old behavior, and it resulted in scenarios where having an unsupported platform selected /// in the platform drop-down would silently 'switch' to building Win32. /// The new behavior is to add all platforms when generating a target, and then check if it is supported /// at build time. If it is not, then a BuildException is thrown informing the user of an unsupported platform. /// NOTE: This only matters when using "-AllProjects". It can increase the project file load times though, because of all /// of the extra project configuration combinations we need to store public static bool bCreateDummyConfigsForUnsupportedPlatforms = true; /// Whether we should include configurations for "Test" and "Shipping" in generated projects (pass "-NoShippingConfigs" to disable this) public static bool bIncludeTestAndShippingConfigs = true; /// True if intellisense data should be generated (takes a while longer) bool bGenerateIntelliSenseData = true; /// True if we should include documentation in the generated projects bool IncludeDocumentation = true; /// True if all documentation languages should be included in generated projects, otherwise only "INT" will be included bool bAllDocumentationLanguages = false; /// True if build targets should pass the -useprecompiled argument public static bool bUsePrecompiled = false; /// True if we should include engine source in the generated solution protected bool IncludeEngineSource = true; /// True if shader source files should be included in the generated projects bool IncludeShaderSource = true; /// True if build system files should be included bool IncludeBuildSystemFiles = true; /// True if we should include config files (.ini files) in the generated project bool IncludeConfigFiles = true; /// True if we should include localization files (.int/.kor/etc files) in the generated project bool IncludeLocalizationFiles = false; /// True if we should include template files (.template files) in the generated project bool IncludeTemplateFiles = true; /// True if we should include program projects in the generated solution protected bool IncludeEnginePrograms = true; /// True if we should reflect "Source" sub-directories on disk in the master project as master project directories. /// This arguably adds some visual clutter to the master project, but is truer to the on-disk file organization. bool KeepSourceSubDirectories = true; /// Relative path to the root of the engine/games (e.g. the directory above "Engine" and any sibling game directories) public static readonly string RootRelativePath = ".." + Path.DirectorySeparatorChar + ".."; // Assume CWD is "/Engine/Source" /// Relative path from the CWD to the engine directory public static readonly string EngineRelativePath = Path.Combine( RootRelativePath, "Engine" ); /// Relative path to the directory where the master project file will be saved to public static DirectoryReference MasterProjectPath = UnrealBuildTool.RootDirectory; // We'll save the master project to our "root" folder /// Name of the UE4 engine project name that contains all of the engine code, config files and other files static readonly string EngineProjectFileNameBase = "UE4"; /// When ProjectsAreIntermediate is true, this is the directory to store generated project files // @todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder! public static DirectoryReference IntermediateProjectFilesPath = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Intermediate", "ProjectFiles" ); /// Path to timestamp file, recording when was the last time projects were created. public static string ProjectTimestampFile = Path.Combine(IntermediateProjectFilesPath.FullName, "Timestamp"); /// Global static new line string used by ProjectFileGenerator to generate project files. public static readonly string NewLine = Environment.NewLine; /// If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the /// generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files /// directly from the IDE. bool bGatherThirdPartySource = false; /// Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac) protected string MasterProjectName = "UE4"; /// Maps all module names that were included in generated project files, to actual project file objects. /// @todo projectfiles: Nasty global static list. This is only really used for IntelliSense, and to avoid extra folder searches for projects we've already cached source files for. public static readonly Dictionary ModuleToProjectFileMap = new Dictionary( StringComparer.InvariantCultureIgnoreCase ); /// If generating project files for a single project, the path to its .uproject file. public readonly FileReference OnlyGameProject; /// When generating IntelliSense data, we may want to only generate data for a specific project file, even if other targets make use of modules /// in this project file. This is useful to prevent unusual or hacky global definitions from Programs affecting the Editor/Engine modules. We /// always want the most common and useful definitions to be set when working with solutions with many modules. public static ProjectFile OnlyGenerateIntelliSenseDataForProject { get; private set; } /// File extension for project files we'll be generating (e.g. ".vcxproj") abstract public string ProjectFileExtension { get; } /// True if we should include IntelliSense data in the generated project files when possible virtual public bool ShouldGenerateIntelliSenseData() { return bGenerateIntelliSenseData; } /// /// Default constructor. /// /// The project file passed in on the command line public ProjectFileGenerator(FileReference InOnlyGameProject) { OnlyGameProject = InOnlyGameProject; } /// /// Adds all .automation.csproj files to the solution. /// void AddAutomationModules(MasterProjectFolder ProgramsFolder) { MasterProjectFolder Folder = ProgramsFolder.AddSubFolder("Automation"); List AllGameFolders = UEBuildTarget.DiscoverAllGameFolders(); List BuildFolders = new List(AllGameFolders.Count); foreach (DirectoryReference GameFolder in AllGameFolders) { DirectoryReference GameBuildFolder = DirectoryReference.Combine(GameFolder, "Build"); if (GameBuildFolder.Exists()) { BuildFolders.Add(GameBuildFolder); } } // Find all the automation modules .csproj files to add List ModuleFiles = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.AutomationModule, null, ForeignPlugins:null, AdditionalSearchPaths: BuildFolders ); foreach (FileReference ProjectFile in ModuleFiles) { if (ProjectFile.Exists()) { VCSharpProjectFile Project = new VCSharpProjectFile(ProjectFile); Project.ShouldBuildForAllSolutionTargets = true; AddExistingProjectFile(Project, bForceDevelopmentConfiguration: true); AutomationProjectFiles.Add( Project ); Folder.ChildProjects.Add( Project ); } } } /// /// Finds all csproj within Engine/Source/Programs, and add them if their UE4CSharp.prog file exists. /// void DiscoverCSharpProgramProjects(MasterProjectFolder ProgramsFolder) { List FoundProjects = new List(); DirectoryReference EngineProgramsSource = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Source", "Programs"); DiscoverCSharpProgramProjectsRecursively(EngineProgramsSource, FoundProjects); foreach (FileReference FoundProject in FoundProjects) { VCSharpProjectFile Project = new VCSharpProjectFile(FoundProject); Project.ShouldBuildForAllSolutionTargets = false; Project.ShouldBuildByDefaultForSolutionTargets = true; AddExistingProjectFile(Project, bForceDevelopmentConfiguration: false); ProgramsFolder.ChildProjects.Add(Project); } } private static void DiscoverCSharpProgramProjectsRecursively(DirectoryReference SearchFolder, List FoundProjects) { // Scan all the files in this directory bool bSearchSubFolders = true; foreach (FileReference File in DirectoryLookupCache.EnumerateFiles(SearchFolder)) { // If we find a csproj or sln, we should not recurse this directory. bool bIsCsProj = File.HasExtension(".csproj"); bool bIsSln = File.HasExtension(".sln"); bSearchSubFolders &= !(bIsCsProj || bIsSln); // If we found an sln, ignore completely. if (bIsSln) { break; } // For csproj files, add them to the sln if the UE4CSharp.prog file also exists. if (bIsCsProj && FileReference.Combine(SearchFolder, "UE4CSharp.prog").Exists()) { FoundProjects.Add(File); } } // If we didn't find anything to stop the search, search all the subdirectories too if (bSearchSubFolders) { foreach (DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(SearchFolder)) { DiscoverCSharpProgramProjectsRecursively(SubDirectory, FoundProjects); } } } /// /// Finds the game projects that we're generating project files for /// /// List of project files public List FindGameProjects() { return UProjectInfo.FilterGameProjects(true, bGeneratingGameProjectFiles ? GameProjectName : null); } /// /// Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets. /// Does not actually build anything. /// /// Command-line arguments /// True if everything went OK public virtual void GenerateProjectFiles( String[] Arguments, out bool bSuccess ) { bSuccess = true; // Parse project generator options bool IncludeAllPlatforms = true; ConfigureProjectFileGeneration( Arguments, ref IncludeAllPlatforms); if (bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled()) { Log.TraceInformation("Discovering modules, targets and source code for project..."); MasterProjectPath = OnlyGameProject.Directory; // Set the project file name MasterProjectName = OnlyGameProject.GetFileNameWithoutExtension(); if (!DirectoryReference.Combine(MasterProjectPath, "Source").Exists()) { if (!DirectoryReference.Combine(MasterProjectPath, "Intermediate", "Source").Exists()) { if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac) { MasterProjectPath = UnrealBuildTool.EngineDirectory; GameProjectName = "UE4Game"; } if (!DirectoryReference.Combine(MasterProjectPath, "Source").Exists()) { throw new BuildException("Directory '{0}' is missing 'Source' folder.", MasterProjectPath); } } } IntermediateProjectFilesPath = DirectoryReference.Combine(MasterProjectPath, "Intermediate", "ProjectFiles"); } // Modify the name if specific platforms were given if (ProjectPlatforms.Count > 0) { // Sort the platforms names so we get consistent names List SortedPlatformNames = new List(); foreach (UnrealTargetPlatform SpecificPlatform in ProjectPlatforms) { SortedPlatformNames.Add(SpecificPlatform.ToString()); } SortedPlatformNames.Sort(); MasterProjectName += "_"; foreach (string SortedPlatform in SortedPlatformNames) { MasterProjectName += SortedPlatform; IntermediateProjectFilesPath = new DirectoryReference(IntermediateProjectFilesPath.FullName + SortedPlatform); } } // Optionally include the folder name in the project if (Environment.GetEnvironmentVariable("UE_NAME_PROJECT_AFTER_FOLDER") == "1") { MasterProjectName += "_" + Path.GetFileName(MasterProjectPath.ToString()); } bool bCleanProjectFiles = UnrealBuildTool.CommandLineContains( "-CleanProjects" ); if (bCleanProjectFiles) { CleanProjectFiles(MasterProjectPath, MasterProjectName, IntermediateProjectFilesPath); } // Figure out which platforms we should generate project files for. string SupportedPlatformNames; SetupSupportedPlatformsAndConfigurations( IncludeAllPlatforms:IncludeAllPlatforms, SupportedPlatformNames:out SupportedPlatformNames ); Log.TraceVerbose( "Detected supported platforms: " + SupportedPlatformNames ); RootFolder = AllocateMasterProjectFolder( this, "" ); // Build the list of games to generate projects for List AllGameProjects = FindGameProjects(); // Find all of the module files. This will filter out any modules or targets that don't belong to platforms // we're generating project files for. List AllModuleFiles = DiscoverModules(AllGameProjects); ProjectFile EngineProject = null; Dictionary GameProjects = null; Dictionary ProgramProjects = null; HashSet TemplateGameProjects = null; { // Setup buildable projects for all targets AddProjectsForAllTargets( AllGameProjects, out EngineProject, out GameProjects, out ProgramProjects, out TemplateGameProjects ); // Add all game projects and game config files AddAllGameProjects(GameProjects, SupportedPlatformNames, RootFolder); // Set the game to be the default project if(bGeneratingGameProjectFiles && GameProjects.Count > 0) { DefaultProject = GameProjects.Values.First(); } // Place projects into root level solution folders if( IncludeEngineSource ) { // If we're still missing an engine project because we don't have any targets for it, make one up. if( EngineProject == null ) { FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, "UE4" + ProjectFileExtension); bool bAlreadyExisted; EngineProject = FindOrAddProject(ProjectFilePath, true, out bAlreadyExisted); EngineProject.IsForeignProject = false; EngineProject.IsGeneratedProject = true; EngineProject.IsStubProject = true; } if( EngineProject != null ) { RootFolder.AddSubFolder( "Engine" ).ChildProjects.Add( EngineProject ); // Engine config files if( IncludeConfigFiles ) { AddEngineConfigFiles( EngineProject ); if( IncludeEnginePrograms ) { AddUnrealHeaderToolConfigFiles(EngineProject); AddUBTConfigFilesToEngineProject(EngineProject); } } // Engine Extras files AddEngineExtrasFiles(EngineProject); // Engine localization files if( IncludeLocalizationFiles ) { AddEngineLocalizationFiles( EngineProject ); } // Engine template files if (IncludeTemplateFiles) { AddEngineTemplateFiles( EngineProject ); } if( IncludeShaderSource ) { Log.TraceVerbose( "Adding shader source code..." ); // Find shader source files and generate stub project AddEngineShaderSource( EngineProject ); } if( IncludeBuildSystemFiles ) { Log.TraceVerbose( "Adding build system files..." ); AddEngineBuildFiles( EngineProject ); } if( IncludeDocumentation ) { AddEngineDocumentation( EngineProject ); } } foreach( ProjectFile CurGameProject in GameProjects.Values ) { // Templates go under a different solution folder than games if( TemplateGameProjects.Contains( CurGameProject ) ) { RootFolder.AddSubFolder( "Templates" ).ChildProjects.Add( CurGameProject ); } else { RootFolder.AddSubFolder( "Games" ).ChildProjects.Add( CurGameProject ); } } foreach( ProjectFile CurProgramProject in ProgramProjects.Values ) { ProjectTarget Target = CurProgramProject.ProjectTargets.FirstOrDefault(t => !String.IsNullOrEmpty(t.TargetRules.SolutionDirectory)); if (Target != null) { RootFolder.AddSubFolder(Target.TargetRules.SolutionDirectory).ChildProjects.Add(CurProgramProject); } else { RootFolder.AddSubFolder( "Programs" ).ChildProjects.Add( CurProgramProject ); } } // Add all of the config files for generated program targets AddEngineProgramConfigFiles( ProgramProjects ); } } // Setup "stub" projects for all modules AddProjectsForAllModules(AllGameProjects, ProgramProjects, AllModuleFiles, bGatherThirdPartySource); { if( IncludeEnginePrograms ) { MasterProjectFolder ProgramsFolder = RootFolder.AddSubFolder( "Programs" ); // Add EnvVarsToXML to the master project VCSharpProjectFile EnvVarsToXMLProjectFile = AddSimpleCSharpProject("EnvVarsToXML/EnvVarsToXML", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true); ProgramsFolder.ChildProjects.Add(EnvVarsToXMLProjectFile); // Add UnrealBuildTool to the master project AddUnrealBuildToolProject( ProgramsFolder, new ProjectFile[] { EnvVarsToXMLProjectFile } ); // Add AutomationTool to the master project ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationTool", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true)); // Add UnrealAutomationTool (launcher) to the master project ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationToolLauncher", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true)); // Add automation.csproj files to the master project AddAutomationModules(ProgramsFolder); // Add DotNETUtilities to the master project ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("DotNETCommon/DotNETUtilities", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true)); // Add the Git dependencies project ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("GitDependencies", bForceDevelopmentConfiguration: true, bShouldBuildByDefaultForSolutionTargets: false)); // Add all of the IOS C# projects AddIOSProjects( ProgramsFolder ); // Add all of the Android C# projects AddAndroidProjects( ProgramsFolder ); // Add all of the PS4 C# projects AddPS4Projects( ProgramsFolder ); AddHTML5Projects( ProgramsFolder ); // Discover C# programs which should additionally be included in the solution. DiscoverCSharpProgramProjects(ProgramsFolder); } // Eliminate all redundant master project folders. E.g., folders which contain only one project and that project // has the same name as the folder itself. To the user, projects "feel like" folders already in the IDE, so we // want to collapse them down where possible. EliminateRedundantMasterProjectSubFolders( RootFolder, "" ); bool bWriteFileManifest = UnrealBuildTool.CommandLineContains("-filemanifest"); if (bWriteFileManifest == false) { // Figure out which targets we need about IntelliSense for. We only need to worry about targets for projects // that we're actually generating in this session. List> IntelliSenseTargetFiles = new List>(); { // Engine targets if( EngineProject != null) { foreach( ProjectTarget ProjectTarget in EngineProject.ProjectTargets ) { if( ProjectTarget.TargetFilePath != null ) { // Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible // for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well. if( ProjectTarget.TargetRules.Type == TargetRules.TargetType.Editor ) { IntelliSenseTargetFiles.Add( Tuple.Create(EngineProject, ProjectTarget.TargetFilePath) ); } } } } // Program targets foreach( ProjectFile ProgramProject in ProgramProjects.Values ) { foreach( ProjectTarget ProjectTarget in ProgramProject.ProjectTargets ) { if( ProjectTarget.TargetFilePath != null ) { IntelliSenseTargetFiles.Add( Tuple.Create( ProgramProject, ProjectTarget.TargetFilePath ) ); } } } // Game/template targets foreach( ProjectFile GameProject in GameProjects.Values ) { foreach( ProjectTarget ProjectTarget in GameProject.ProjectTargets ) { if( ProjectTarget.TargetFilePath != null ) { // Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible // for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well. if( ProjectTarget.TargetRules.Type == TargetRules.TargetType.Editor ) { IntelliSenseTargetFiles.Add( Tuple.Create( GameProject, ProjectTarget.TargetFilePath ) ); } } } } } // Generate IntelliSense data if we need to. This involves having UBT simulate the action compilation of // the targets so that we can extra the compiler defines, include paths, etc. bSuccess = GenerateIntelliSenseData(Arguments, IntelliSenseTargetFiles ); } // If everything went OK, we'll now save out all of the new project files if( bSuccess ) { if (bWriteFileManifest == false) { // Save new project files WriteProjectFiles(); Log.TraceVerbose( "Project generation complete ({0} generated, {1} imported)", GeneratedProjectFiles.Count, OtherProjectFiles.Count ); } else { WriteProjectFileManifest(); } } } } /// /// Adds detected UBT configuration files (BuildConfiguration.xml) to engine project. /// /// Engine project to add files to. private void AddUBTConfigFilesToEngineProject(ProjectFile EngineProject) { EngineProject.AddAliasedFileToProject(new AliasedFile( XmlConfigLoader.GetXSDPath(), Path.Combine("Programs", "UnrealBuildTool") )); foreach(XmlConfigLoader.XmlConfigLocation BuildConfigurationPath in XmlConfigLoader.ConfigLocationHierarchy) { if(!BuildConfigurationPath.bExists) { continue; } EngineProject.AddAliasedFileToProject( new AliasedFile( BuildConfigurationPath.FSLocation, Path.Combine("Config", "UnrealBuildTool", BuildConfigurationPath.IDEFolderName) ) ); } } /// /// Clean project files /// /// The MasterProjectRelativePath /// The name of the master project /// The intermediate path of project files public abstract void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory); /// /// Configures project generator based on command-line options /// /// Arguments passed into the program /// True if all platforms should be included protected virtual void ConfigureProjectFileGeneration( String[] Arguments, ref bool IncludeAllPlatforms ) { bool bAlwaysIncludeEngineModules = false; foreach( string CurArgument in Arguments ) { if( CurArgument.StartsWith( "-" ) ) { if (CurArgument.StartsWith( "-Platforms=", StringComparison.InvariantCultureIgnoreCase )) { // Parse the list... will be in Foo+Bar+New format string PlatformList = CurArgument.Substring(11); while (PlatformList.Length > 0) { string PlatformString = PlatformList; Int32 PlusIdx = PlatformList.IndexOf("+"); if (PlusIdx != -1) { PlatformString = PlatformList.Substring(0, PlusIdx); PlatformList = PlatformList.Substring(PlusIdx + 1); } else { // We are on the last platform... clear the list to exit the loop PlatformList = ""; } // Is the string a valid platform? If so, add it to the list UnrealTargetPlatform SpecifiedPlatform = UnrealTargetPlatform.Unknown; foreach (UnrealTargetPlatform PlatformParam in Enum.GetValues(typeof(UnrealTargetPlatform))) { if (PlatformString.Equals(PlatformParam.ToString(), StringComparison.InvariantCultureIgnoreCase)) { SpecifiedPlatform = PlatformParam; break; } } if (SpecifiedPlatform != UnrealTargetPlatform.Unknown) { if (ProjectPlatforms.Contains(SpecifiedPlatform) == false) { ProjectPlatforms.Add(SpecifiedPlatform); } } else { Log.TraceWarning("ProjectFiles invalid platform specified: {0}", PlatformString); } } } else switch( CurArgument.ToUpperInvariant() ) { case "-ALLPLATFORMS": IncludeAllPlatforms = true; break; case "-CURRENTPLATFORM": IncludeAllPlatforms = false; break; case "-THIRDPARTY": bGatherThirdPartySource = true; break; case "-GAME": // Generates project files for a single game bGeneratingGameProjectFiles = true; break; case "-ENGINE": // Forces engine modules and targets to be included in game-specific project files bAlwaysIncludeEngineModules = true; break; case "-NOINTELLISENSE": bGenerateIntelliSenseData = false; break; case "-INTELLISENSE": bGenerateIntelliSenseData = true; break; case "-SHIPPINGCONFIGS": bIncludeTestAndShippingConfigs = true; break; case "-NOSHIPPINGCONFIGS": bIncludeTestAndShippingConfigs = false; break; case "-DUMMYCONFIGS": bCreateDummyConfigsForUnsupportedPlatforms = true; break; case "-NODUMMYCONFIGS": bCreateDummyConfigsForUnsupportedPlatforms = false; break; case "-ALLLANGUAGES": bAllDocumentationLanguages = true; break; case "-USEPRECOMPILED": bUsePrecompiled = true; break; } } } if( bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled() ) { if (OnlyGameProject == null) { throw new BuildException("A game project path was not specified, which is required when generating project files using an installed build or passing -game on the command line"); } GameProjectName = OnlyGameProject.GetFileNameWithoutExtension(); if (String.IsNullOrEmpty(GameProjectName)) { throw new BuildException("A valid game project was not found in the specified location (" + OnlyGameProject.Directory.FullName + ")"); } bool bInstalledEngineWithSource = UnrealBuildTool.IsEngineInstalled() && UnrealBuildTool.EngineSourceDirectory.Exists(); IncludeEngineSource = bAlwaysIncludeEngineModules || bInstalledEngineWithSource; IncludeDocumentation = false; IncludeBuildSystemFiles = false; IncludeShaderSource = true; IncludeTemplateFiles = false; IncludeConfigFiles = true; IncludeEnginePrograms = bAlwaysIncludeEngineModules; } else { // At least one extra argument was specified, but we weren't expected it. Ignored. } } /// /// Adds all game project files, including target projects and config files /// private void AddAllGameProjects(Dictionary GameProjects, string SupportedPlatformNames, MasterProjectFolder ProjectsFolder) { foreach( KeyValuePair GameFolderAndProjectFile in GameProjects ) { DirectoryReference GameProjectDirectory = GameFolderAndProjectFile.Key; // @todo projectfiles: We have engine localization files, but should we also add GAME localization files? // Game config files if( IncludeConfigFiles ) { DirectoryReference GameConfigDirectory = DirectoryReference.Combine(GameProjectDirectory, "Config"); if( GameConfigDirectory.Exists( ) ) { ProjectFile GameProjectFile = GameFolderAndProjectFile.Value; GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameConfigDirectory ), GameProjectDirectory ); } } // Game build files if( IncludeBuildSystemFiles ) { var GameBuildDirectory = DirectoryReference.Combine(GameProjectDirectory, "Build"); if( GameBuildDirectory.Exists() ) { var SubdirectoryNamesToExclude = new List(); SubdirectoryNamesToExclude.Add("Receipts"); SubdirectoryNamesToExclude.Add("Scripts"); var GameProjectFile = GameFolderAndProjectFile.Value; GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameBuildDirectory, SubdirectoryNamesToExclude ), GameProjectDirectory ); } } } } /// Adds all engine localization text files to the specified project private void AddEngineLocalizationFiles( ProjectFile EngineProject ) { DirectoryReference EngineLocalizationDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Content", "Localization" ); if( EngineLocalizationDirectory.Exists( ) ) { EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineLocalizationDirectory ), UnrealBuildTool.EngineDirectory ); } } /// Adds all engine template text files to the specified project private void AddEngineTemplateFiles( ProjectFile EngineProject ) { DirectoryReference EngineTemplateDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Content", "Editor", "Templates"); if (EngineTemplateDirectory.Exists()) { EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineTemplateDirectory ), UnrealBuildTool.EngineDirectory ); } } /// Adds all engine config files to the specified project private void AddEngineConfigFiles( ProjectFile EngineProject ) { DirectoryReference EngineConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Config" ); if( EngineConfigDirectory.Exists( ) ) { EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineConfigDirectory ), UnrealBuildTool.EngineDirectory ); } } /// Adds all engine extras files to the specified project protected virtual void AddEngineExtrasFiles(ProjectFile EngineProject) { } /// Adds UnrealHeaderTool config files to the specified project private void AddUnrealHeaderToolConfigFiles(ProjectFile EngineProject) { DirectoryReference UHTConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Programs", "UnrealHeaderTool", "Config"); if (UHTConfigDirectory.Exists()) { EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(UHTConfigDirectory), UnrealBuildTool.EngineDirectory); } } /// /// Finds all module files (filtering by platform) /// /// Filtered list of module files protected List DiscoverModules(List AllGameProjects) { List AllModuleFiles = new List(); // Locate all modules (*.Build.cs files) List FoundModuleFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Module, GameFolders: AllGameProjects.Select(x => x.Folder).ToList(), ForeignPlugins:null, AdditionalSearchPaths:null ); foreach( FileReference BuildFileName in FoundModuleFiles ) { AllModuleFiles.Add( BuildFileName ); } return AllModuleFiles; } /// /// List of non-redistributable folders /// private static string[] NoRedistFolders = new string[] { Path.DirectorySeparatorChar + "NoRedist" + Path.DirectorySeparatorChar, Path.DirectorySeparatorChar + "NotForLicensees" + Path.DirectorySeparatorChar }; /// /// Checks if a module is in a non-redistributable folder /// /// /// /// private static bool IsNoRedistModule(FileReference ModulePath) { foreach (string NoRedistFolderName in NoRedistFolders) { if (ModulePath.FullName.IndexOf(NoRedistFolderName, StringComparison.InvariantCultureIgnoreCase) >= 0) { return true; } } return false; } /// /// Finds all target files (filtering by platform) /// /// Filtered list of target files protected List DiscoverTargets(List AllGameProjects) { List AllTargetFiles = new List(); // Make a list of all platform name strings that we're *not* including in the project files List UnsupportedPlatformNameStrings = Utils.MakeListOfUnsupportedPlatforms( SupportedPlatforms ); // Locate all targets (*.Target.cs files) List FoundTargetFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Target, AllGameProjects.Select(x => x.Folder).ToList(), ForeignPlugins:null, AdditionalSearchPaths:null ); foreach( FileReference CurTargetFile in FoundTargetFiles ) { string CleanTargetFileName = Utils.CleanDirectorySeparators( CurTargetFile.FullName ); // remove the local root string LocalRoot = Path.GetFullPath(RootRelativePath); string Search = CleanTargetFileName; if (Search.StartsWith(LocalRoot, StringComparison.InvariantCultureIgnoreCase)) { if (LocalRoot.EndsWith("\\") || LocalRoot.EndsWith("/")) { Search = Search.Substring(LocalRoot.Length - 1); } else { Search = Search.Substring(LocalRoot.Length); } } if (OnlyGameProject != null) { string ProjectRoot = OnlyGameProject.Directory.FullName; if (Search.StartsWith(ProjectRoot, StringComparison.InvariantCultureIgnoreCase)) { if (ProjectRoot.EndsWith("\\") || ProjectRoot.EndsWith("/")) { Search = Search.Substring(ProjectRoot.Length - 1); } else { Search = Search.Substring(ProjectRoot.Length); } } } // Skip targets in unsupported platform directories bool IncludeThisTarget = true; foreach( string CurPlatformName in UnsupportedPlatformNameStrings ) { if (Search.IndexOf(Path.DirectorySeparatorChar + CurPlatformName + Path.DirectorySeparatorChar, StringComparison.InvariantCultureIgnoreCase) != -1) { IncludeThisTarget = false; break; } } if( IncludeThisTarget ) { AllTargetFiles.Add( CurTargetFile ); } } return AllTargetFiles; } /// /// Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding /// files and projects to the master project. /// /// The folder whose sub-folders we should potentially collapse into void EliminateRedundantMasterProjectSubFolders( MasterProjectFolder Folder, string ParentMasterProjectFolderPath ) { // NOTE: This is for diagnostics output only string MasterProjectFolderPath = String.IsNullOrEmpty( ParentMasterProjectFolderPath ) ? Folder.FolderName : ( ParentMasterProjectFolderPath + "/" + Folder.FolderName ); // We can eliminate folders that meet all of these requirements: // 1) Have only a single project file in them // 2) Have no files in the folder except project files, and no sub-folders // 3) The project file matches the folder name // // Additionally, if KeepSourceSubDirectories==false, we can eliminate directories called "Source". // // Also, we can kill folders that are completely empty. foreach( MasterProjectFolder SubFolder in Folder.SubFolders ) { // Recurse EliminateRedundantMasterProjectSubFolders( SubFolder, MasterProjectFolderPath ); } List SubFoldersToAdd = new List(); List SubFoldersToRemove = new List(); foreach( MasterProjectFolder SubFolder in Folder.SubFolders ) { bool CanCollapseFolder = false; // 1) if( SubFolder.ChildProjects.Count == 1 ) { // 2) if( SubFolder.Files.Count == 0 && SubFolder.SubFolders.Count == 0 ) { // 3) if (SubFolder.FolderName.Equals(SubFolder.ChildProjects[0].ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase)) { CanCollapseFolder = true; } } } if( !KeepSourceSubDirectories ) { if( SubFolder.FolderName.Equals( "Source", StringComparison.InvariantCultureIgnoreCase ) ) { // Avoid collapsing the Engine's Source directory, since there are so many other solution folders in // the parent directory. if( !Folder.FolderName.Equals( "Engine", StringComparison.InvariantCultureIgnoreCase ) ) { CanCollapseFolder = true; } } } if( SubFolder.ChildProjects.Count == 0 && SubFolder.Files.Count == 0 & SubFolder.SubFolders.Count == 0 ) { // Folder is totally empty CanCollapseFolder = true; } if( CanCollapseFolder ) { // OK, this folder is redundant and can be collapsed away. SubFoldersToAdd.AddRange( SubFolder.SubFolders ); SubFolder.SubFolders.Clear(); Folder.ChildProjects.AddRange( SubFolder.ChildProjects ); SubFolder.ChildProjects.Clear(); Folder.Files.AddRange( SubFolder.Files ); SubFolder.Files.Clear(); SubFoldersToRemove.Add( SubFolder ); } } foreach( MasterProjectFolder SubFolderToRemove in SubFoldersToRemove ) { Folder.SubFolders.Remove( SubFolderToRemove ); } Folder.SubFolders.AddRange( SubFoldersToAdd ); // After everything has been collapsed, do a bit of data validation Validate(Folder, ParentMasterProjectFolderPath); } /// /// Validate the specified Folder. Default implementation requires /// for project file names to be unique! /// /// Folder. /// Parent master project folder path. protected virtual void Validate(MasterProjectFolder Folder, string MasterProjectFolderPath) { foreach (ProjectFile CurChildProject in Folder.ChildProjects) { foreach (ProjectFile OtherChildProject in Folder.ChildProjects) { if (CurChildProject != OtherChildProject) { if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(OtherChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase)) { throw new BuildException("Detected collision between two project files with the same path in the same master project folder, " + OtherChildProject.ProjectFilePath.FullName + " and " + CurChildProject.ProjectFilePath.FullName + " (master project folder: " + MasterProjectFolderPath + ")"); } } } } foreach (MasterProjectFolder SubFolder in Folder.SubFolders) { // If the parent folder already has a child project or file item with the same name as this sub-folder, then // that's considered an error (it should never have been allowed to have a folder name that collided // with project file names or file items, as that's not supported in Visual Studio.) foreach (ProjectFile CurChildProject in Folder.ChildProjects) { if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase)) { throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a project within the outer folder " + CurChildProject.ProjectFilePath + " (master project folder: " + MasterProjectFolderPath + ")"); } } foreach (string CurFile in Folder.Files) { if (Path.GetFileName(CurFile).Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase)) { throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a file within the outer folder " + CurFile + " (master project folder: " + MasterProjectFolderPath + ")"); } } foreach (MasterProjectFolder CurFolder in Folder.SubFolders) { if (CurFolder != SubFolder) { if (CurFolder.FolderName.Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase)) { throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a sibling folder " + CurFolder.FolderName + " (master project folder: " + MasterProjectFolderPath + ")"); } } } } } /// /// Adds UnrealBuildTool to the master project /// private void AddUnrealBuildToolProject( MasterProjectFolder ProgramsFolder, IEnumerable Dependencies ) { FileReference ProjectFileName = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "UnrealBuildTool", "UnrealBuildTool.csproj" ); VCSharpProjectFile UnrealBuildToolProject = new VCSharpProjectFile( ProjectFileName ); UnrealBuildToolProject.ShouldBuildForAllSolutionTargets = true; foreach (ProjectFile Dependent in Dependencies) { UnrealBuildToolProject.AddDependsOnProject( Dependent ); } // Store it off as we need it when generating target projects. UBTProject = UnrealBuildToolProject; // Add the project AddExistingProjectFile(UnrealBuildToolProject, bNeedsAllPlatformAndConfigurations:true, bForceDevelopmentConfiguration:true); // Put this in a solution folder ProgramsFolder.ChildProjects.Add( UnrealBuildToolProject ); } /// /// Adds a C# project to the master project /// /// Name of project file to add /// ProjectFile if the operation was successful, otherwise null. private VCSharpProjectFile AddSimpleCSharpProject(string ProjectName, bool bShouldBuildForAllSolutionTargets = false, bool bForceDevelopmentConfiguration = false, bool bShouldBuildByDefaultForSolutionTargets = true) { VCSharpProjectFile Project = null; FileReference ProjectFileName = FileReference.Combine( UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName( ProjectName ) + ".csproj" ); FileInfo Info = new FileInfo( ProjectFileName.FullName ); if( Info.Exists ) { Project = new VCSharpProjectFile(ProjectFileName); Project.ShouldBuildForAllSolutionTargets = bShouldBuildForAllSolutionTargets; Project.ShouldBuildByDefaultForSolutionTargets = bShouldBuildByDefaultForSolutionTargets; AddExistingProjectFile(Project, bForceDevelopmentConfiguration: bForceDevelopmentConfiguration); } else { throw new BuildException( ProjectFileName.FullName + " doesn't exist!" ); } return Project; } /// /// Adds a Sandcastle Help File Builder project to the master project /// /// Name of project file to add private ProjectFile AddSimpleSHFBProject( string ProjectName ) { // We only need this for non-native projects ProjectFile Project = null; FileReference ProjectFileName = FileReference.Combine( UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName( ProjectName ) + ".shfbproj" ); if( ProjectFileName.Exists() ) { Project = new VSHFBProjectFile( ProjectFileName ); AddExistingProjectFile(Project); } else { throw new BuildException( ProjectFileName.FullName + " doesn't exist!" ); } return Project; } /// /// Check the registry for MVC3 project support /// /// /// /// private bool CheckRegistryKey( RegistryKey RootKey, string VisualStudioVersion ) { bool bInstalled = false; RegistryKey VSSubKey = RootKey.OpenSubKey( "SOFTWARE\\Microsoft\\VisualStudio\\" + VisualStudioVersion + "\\Projects\\{E53F8FEA-EAE0-44A6-8774-FFD645390401}" ); if( VSSubKey != null ) { bInstalled = true; VSSubKey.Close(); } return bInstalled; } /// /// Check to see if a Visual Studio Extension is installed /// /// /// /// /// private bool CheckVisualStudioExtensionPackage( string VisualStudioFolder, string VisualStudioVersion, string Extension ) { DirectoryInfo DirInfo = new DirectoryInfo( Path.Combine( VisualStudioFolder, VisualStudioVersion, "Extensions" ) ); if( DirInfo.Exists ) { List PackageDefs = DirInfo.GetFiles( "*.pkgdef", SearchOption.AllDirectories ).ToList(); List PackageDefNames = PackageDefs.Select( x => x.Name ).ToList(); if( PackageDefNames.Contains( Extension ) ) { return true; } } return false; } /// /// Adds all of the IOS C# projects to the master project /// private void AddIOSProjects(MasterProjectFolder Folder) { string ProjectFolderName = Path.Combine( EngineRelativePath, "Source", "Programs", "IOS" ); DirectoryInfo ProjectFolderInfo = new DirectoryInfo( ProjectFolderName ); if( ProjectFolderInfo.Exists ) { Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/iPhonePackager" ) ); Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/DeploymentInterface", true ) ); // Build by default; needed for UAT. Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/DeploymentServer" ) ); Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/MobileDeviceInterface" ) ); } } /// /// Adds all of the PS4 C# projects to the master project /// private void AddPS4Projects(MasterProjectFolder Folder) { if (UEBuildPlatform.IsPlatformAvailable(UnrealTargetPlatform.PS4)) { string ProjectFolderName = Path.Combine(EngineRelativePath, "Source", "Programs", "PS4"); DirectoryInfo ProjectFolderInfo = new DirectoryInfo(ProjectFolderName); if (ProjectFolderInfo.Exists) { Folder.ChildProjects.Add(AddSimpleCSharpProject("PS4/PS4DevKitUtil")); } } } /// /// Adds all of the Android C# projects to the master project /// private void AddAndroidProjects(MasterProjectFolder Folder) { } /// /// Adds all of the HTML5 C# projects to the master project /// private void AddHTML5Projects(MasterProjectFolder Folder) { string ProjectFolderName = Path.Combine(EngineRelativePath, "Source", "Programs", "HTML5"); DirectoryInfo ProjectFolderInfo = new DirectoryInfo(ProjectFolderName); if (ProjectFolderInfo.Exists) { Folder.ChildProjects.Add(AddSimpleCSharpProject("HTML5/HTML5LaunchHelper", true)); // Build by default; needed for UAT. } } /// /// Adds all of the config files for program targets to their project files /// private void AddEngineProgramConfigFiles( Dictionary ProgramProjects ) { if( IncludeConfigFiles ) { foreach( KeyValuePair ProjectFolderAndFile in ProgramProjects ) { string ProgramFolder = ProjectFolderAndFile.Key; ProjectFile ProgramProjectFile = ProjectFolderAndFile.Value; string ProgramName = ProgramFolder; // @todo projectfiles: The config folder for programs is kind of weird -- you end up going UP a few directories to get to it. This stuff is not great. // @todo projectfiles: Fragile assumption here about Programs always being under /Engine/Programs DirectoryReference ProgramDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Programs", ProgramName ); DirectoryReference ProgramConfigDirectory = DirectoryReference.Combine( ProgramDirectory, "Config" ); if( ProgramConfigDirectory.Exists( ) ) { ProgramProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( ProgramConfigDirectory ), ProgramDirectory ); } } } } /// /// Generates data for IntelliSense (compile definitions, include paths) /// /// Incoming command-line arguments to UBT /// Target files /// Whether the process was successful or not private bool GenerateIntelliSenseData( String[] Arguments, List> TargetFiles ) { bool bSuccess = true; if( ShouldGenerateIntelliSenseData() && TargetFiles.Count > 0 ) { string ProgressInfoText = Utils.IsRunningOnMono ? "Generating data for project indexing..." : "Binding IntelliSense data..."; using(ProgressWriter Progress = new ProgressWriter(ProgressInfoText, true)) { for(int TargetIndex = 0; TargetIndex < TargetFiles.Count; ++TargetIndex) { ProjectFile TargetProjectFile = TargetFiles[ TargetIndex ].Item1; FileReference CurTarget = TargetFiles[ TargetIndex ].Item2; string TargetName = CurTarget.GetFileNameWithoutAnyExtensions(); Log.TraceVerbose( "Found target: " + TargetName ); string[] ArgumentsCopy = new string[ Arguments.Length + 1 ]; ArgumentsCopy[ 0 ] = TargetName; Array.Copy(Arguments, 0, ArgumentsCopy, 1, Arguments.Length); // We only want to update definitions and include paths for modules that are part of this target's project file. ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = TargetProjectFile; FileReference ProjectFile; if(!UProjectInfo.TryGetProjectForTarget(TargetName, out ProjectFile)) { ProjectFile = null; } // Run UnrealBuildTool, pretending to build this target but instead only gathering data for IntelliSense (include paths and definitions). // No actual compiling or linking will happen because we early out using the ProjectFileGenerator.bGenerateProjectFiles global bSuccess = UnrealBuildTool.RunUBT( ArgumentsCopy, ProjectFile ) == ECompilationResult.Succeeded; ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = null; if( !bSuccess ) { break; } // Display progress Progress.Write(TargetIndex + 1, TargetFiles.Count); } } } return bSuccess; } /// /// Selects which platforms and build configurations we want in the project file /// /// True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included. /// Output string for supported platforms, returned as comma-separated values. protected virtual void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames) { StringBuilder SupportedPlatformsString = new StringBuilder(); System.Array PlatformEnums = Enum.GetValues(typeof(UnrealTargetPlatform)); foreach (UnrealTargetPlatform Platform in PlatformEnums) { // project is in the explicit platform list or we include them all, we add the valid desktop platforms as they are required bool bInProjectPlatformsList = (ProjectPlatforms.Count > 0) ? (UnrealBuildTool.IsValidDesktopPlatform(Platform) || ProjectPlatforms.Contains(Platform)) : true; // project is a desktop platform or we have specified some platforms explicitly bool IsRequiredPlatform = (UnrealBuildTool.IsValidDesktopPlatform(Platform) || ProjectPlatforms.Count > 0); // Only include desktop platforms unless we were explicitly asked to include all platforms or restricted to a single platform. if (bInProjectPlatformsList && (IncludeAllPlatforms || IsRequiredPlatform)) { // If there is a build platform present, add it to the SupportedPlatforms list UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform( Platform, true ); if( BuildPlatform != null ) { if (UnrealBuildTool.IsValidPlatform(Platform)) { // @todo UWP: Why would we exclude UWP from project files based on SDK install status? We don't do this with anything else, right? if (BuildPlatform is UWPPlatform && ((UWPPlatform)BuildPlatform).HasRequiredSDKsInstalled() != SDKStatus.Valid) continue; SupportedPlatforms.Add(Platform); if (SupportedPlatformsString.Length > 0) { SupportedPlatformsString.Append(", "); } SupportedPlatformsString.Append(Platform.ToString()); } } } } // Add all configurations foreach( UnrealTargetConfiguration CurConfiguration in Enum.GetValues( typeof(UnrealTargetConfiguration) ) ) { if( CurConfiguration != UnrealTargetConfiguration.Unknown ) { if (UnrealBuildTool.IsValidConfiguration(CurConfiguration)) { SupportedConfigurations.Add(CurConfiguration); } } } SupportedPlatformNames = SupportedPlatformsString.ToString(); } /// /// Find the game which contains a given input file. /// /// All game folders /// Full path of the file to search for protected UProjectInfo FindGameContainingFile(List AllGames, FileReference File) { foreach (UProjectInfo Game in AllGames) { if (File.IsUnderDirectory(Game.Folder)) { return Game; } } return null; } /// /// Finds all modules and code files, given a list of games to process /// /// All game folders /// All program projects /// List of *.Build.cs files for all engine programs and games /// True to gather source code from third party projects too protected void AddProjectsForAllModules( List AllGames, Dictionary ProgramProjects, List AllModuleFiles, bool bGatherThirdPartySource ) { DirectoryReference EngineSourceThirdPartyDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "ThirdParty"); HashSet ProjectsWithPlugins = new HashSet(); foreach( FileReference CurModuleFile in AllModuleFiles ) { Log.TraceVerbose("AddProjectsForAllModules " + CurModuleFile); // The module's "base directory" is simply the directory where its xxx.Build.cs file is stored. We'll always // harvest source files for this module in this base directory directory and all of its sub-directories. string ModuleName = CurModuleFile.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Build" bool WantProjectFileForModule = true; // We'll keep track of whether this is an "engine" or "external" module. This is determined below while loading module rules. bool IsEngineModule = CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory); bool IsThirdPartyModule = CurModuleFile.IsUnderDirectory(EngineSourceThirdPartyDirectory); if( IsEngineModule && !IncludeEngineSource ) { // We were asked to exclude engine modules from the generated projects WantProjectFileForModule = false; } if( WantProjectFileForModule ) { string ProjectFileNameBase = null; DirectoryReference BaseFolder = null; string PossibleProgramTargetName = CurModuleFile.GetFileNameWithoutAnyExtensions(); // @todo projectfiles: This works fine for now, but is pretty busted. It assumes only one module per program and that it matches the program target file name. (see TTP 307091) if( ProgramProjects != null && ProgramProjects.ContainsKey( PossibleProgramTargetName ) ) // @todo projectfiles: When building (in mem projects), ProgramProjects will be null so we are using the UE4 project instead { ProjectFileNameBase = PossibleProgramTargetName; BaseFolder = CurModuleFile.Directory; } else if( IsEngineModule ) { ProjectFileNameBase = EngineProjectFileNameBase; BaseFolder = UnrealBuildTool.EngineDirectory; } else { // Figure out which game project this target belongs to UProjectInfo ProjectInfo = FindGameContainingFile(AllGames, CurModuleFile); if(ProjectInfo == null) { throw new BuildException( "Found a non-engine module file (" + CurModuleFile + ") that did not exist within any of the known game folders" ); } BaseFolder = ProjectInfo.Folder; ProjectFileNameBase = ProjectInfo.GameName; } // Setup a project file entry for this module's project. Remember, some projects may host multiple modules! FileReference ProjectFileName = FileReference.Combine( IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension ); bool bProjectAlreadyExisted; ProjectFile ProjectFile = FindOrAddProject( ProjectFileName, IncludeInGeneratedProjects:true, bAlreadyExisted:out bProjectAlreadyExisted ); // Update our module map ModuleToProjectFileMap[ ModuleName ] = ProjectFile; ProjectFile.IsGeneratedProject = true; // Only search subdirectories for non-external modules. We don't want to add all of the source and header files // for every third-party module, unless we were configured to do so. bool SearchSubdirectories = !IsThirdPartyModule || bGatherThirdPartySource; if( bGatherThirdPartySource ) { Log.TraceInformation( "Searching for third-party source files..." ); } // Find all of the source files (and other files) and add them to the project List FoundFiles = SourceFileSearch.FindModuleSourceFiles( CurModuleFile, SearchSubdirectories:SearchSubdirectories ); ProjectFile.AddFilesToProject( FoundFiles, BaseFolder ); // Check if there's a plugin directory here if(!ProjectsWithPlugins.Contains(ProjectFile)) { DirectoryReference PluginFolder = DirectoryReference.Combine(BaseFolder, "Plugins"); if(PluginFolder.Exists()) { // Add all the plugin files for this project foreach(FileReference PluginFileName in Plugins.EnumeratePlugins(PluginFolder)) { // Add the .uplugin file ProjectFile.AddFileToProject(PluginFileName, BaseFolder); // Add plugin "resource" files if we have any DirectoryReference PluginResourcesFolder = DirectoryReference.Combine(PluginFileName.Directory, "Resources"); if(PluginResourcesFolder.Exists()) { ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginResourcesFolder), BaseFolder ); } } } ProjectsWithPlugins.Add(ProjectFile); } } } } /// /// Creates project entries for all known targets (*.Target.cs files) /// /// All game folders /// The engine project we created /// Map of game folder name to all of the game projects we created /// Map of program names to all of the program projects we created /// Set of template game projects we found. These will also be in the GameProjects map private void AddProjectsForAllTargets( List AllGames, out ProjectFile EngineProject, out Dictionary GameProjects, out Dictionary ProgramProjects, out HashSet TemplateGameProjects ) { // As we're creating project files, we'll also keep track of whether we created an "engine" project and return that if we have one EngineProject = null; GameProjects = new Dictionary(); ProgramProjects = new Dictionary( StringComparer.InvariantCultureIgnoreCase ); TemplateGameProjects = new HashSet(); // Get some standard directories DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs"); DirectoryReference TemplatesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "..", "Templates"); // Find all of the target files. This will filter out any modules or targets that don't // belong to platforms we're generating project files for. List AllTargetFiles = DiscoverTargets(AllGames); foreach( FileReference TargetFilePath in AllTargetFiles ) { string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Target" // Check to see if this is an Engine target. That is, the target is located under the "Engine" folder bool IsEngineTarget = false; bool WantProjectFileForTarget = true; if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory)) { // This is an engine target IsEngineTarget = true; if(TargetFilePath.IsUnderDirectory(EngineSourceProgramsDirectory)) { WantProjectFileForTarget = IncludeEnginePrograms; } else if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineSourceDirectory)) { WantProjectFileForTarget = IncludeEngineSource; } } if (WantProjectFileForTarget) { RulesAssembly RulesAssembly; FileReference CheckProjectFile; if(!UProjectInfo.TryGetProjectForTarget(TargetName, out CheckProjectFile)) { RulesAssembly = RulesCompiler.CreateEngineRulesAssembly(); } else { RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile); } // Create target rules for all of the platforms and configuration combinations that we want to enable support for. // Just use the current platform as we only need to recover the target type and both should be supported for all targets... TargetRules TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName, new TargetInfo(BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, ""), false); bool IsProgramTarget = false; DirectoryReference GameFolder = null; string ProjectFileNameBase = null; if (TargetRulesObject.Type == TargetRules.TargetType.Program) { IsProgramTarget = true; ProjectFileNameBase = TargetName; } else if (IsEngineTarget) { ProjectFileNameBase = EngineProjectFileNameBase; } else { // Figure out which game project this target belongs to UProjectInfo ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath); if (ProjectInfo == null) { throw new BuildException("Found a non-engine target file (" + TargetFilePath + ") that did not exist within any of the known game folders"); } GameFolder = ProjectInfo.Folder; ProjectFileNameBase = ProjectInfo.GameName; } // @todo projectfiles: We should move all of the Target.cs files out of sub-folders to clean up the project directories a bit (e.g. GameUncooked folder) FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension); if (TargetRules.IsGameType(TargetRulesObject.Type) && (TargetRules.IsEditorType(TargetRulesObject.Type) == false)) { // Allow platforms to generate stub projects here... UEPlatformProjectGenerator.GenerateGameProjectStubs( InGenerator: this, InTargetName: TargetName, InTargetFilepath: TargetFilePath.FullName, InTargetRules: TargetRulesObject, InPlatforms: SupportedPlatforms, InConfigurations: SupportedConfigurations); } bool bProjectAlreadyExisted; ProjectFile ProjectFile = FindOrAddProject(ProjectFilePath, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted); ProjectFile.IsForeignProject = bGeneratingGameProjectFiles && OnlyGameProject != null && TargetFilePath.IsUnderDirectory(OnlyGameProject.Directory); ProjectFile.IsGeneratedProject = true; ProjectFile.IsStubProject = false; // Check to see if this is a template target. That is, the target is located under the "Templates" folder bool IsTemplateTarget = TargetFilePath.IsUnderDirectory(TemplatesDirectory); DirectoryReference BaseFolder = null; if (IsProgramTarget) { ProgramProjects[TargetName] = ProjectFile; BaseFolder = TargetFilePath.Directory; } else if (IsEngineTarget) { EngineProject = ProjectFile; BaseFolder = UnrealBuildTool.EngineDirectory; if (UnrealBuildTool.IsEngineInstalled()) { // Allow engine projects to be created but not built for Installed Engine builds EngineProject.IsForeignProject = false; EngineProject.IsGeneratedProject = true; EngineProject.IsStubProject = true; } } else { GameProjects[GameFolder] = ProjectFile; if (IsTemplateTarget) { TemplateGameProjects.Add(ProjectFile); } BaseFolder = GameFolder; if (!bProjectAlreadyExisted) { // Add the .uproject file for this game/template FileReference UProjectFilePath = FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject"); if (UProjectFilePath.Exists()) { ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder); } else { throw new BuildException("Not expecting to find a game with no .uproject file. File '{0}' doesn't exist", UProjectFilePath); } } } foreach (ProjectTarget ExistingProjectTarget in ProjectFile.ProjectTargets) { if (ExistingProjectTarget.TargetRules.ConfigurationName.Equals(TargetRulesObject.ConfigurationName, StringComparison.InvariantCultureIgnoreCase)) { throw new BuildException("Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}", ProjectFilePath, TargetRulesObject.ConfigurationName, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString()); } // Not expecting to have both a game and a program in the same project. These would alias because we share the project and solution configuration names (just because it makes sense to) if (ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Game && ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Program || ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Program && ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Game) { throw new BuildException("Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}", ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString()); } } ProjectTarget ProjectTarget = new ProjectTarget() { TargetRules = TargetRulesObject, TargetFilePath = TargetFilePath, ProjectFilePath = ProjectFilePath }; if (TargetName == "UnrealCodeAnalyzer") { ProjectFile.ShouldBuildByDefaultForSolutionTargets = false; } if (TargetName == "ShaderCompileWorker") // @todo projectfiles: Ideally, the target rules file should set this { ProjectTarget.ForceDevelopmentConfiguration = true; } ProjectFile.ProjectTargets.Add(ProjectTarget); // Make sure the *.Target.cs file is in the project. ProjectFile.AddFileToProject(TargetFilePath, BaseFolder); // We special case ShaderCompileWorker. It needs to always be compiled in Development mode. Log.TraceVerbose("Generating target {0} for {1}", TargetRulesObject.Type.ToString(), ProjectFilePath); } } } /// Adds shader source code to the specified project protected void AddEngineShaderSource( ProjectFile EngineProject ) { // Setup a project file entry for this module's project. Remember, some projects may host multiple modules! DirectoryReference ShadersDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Shaders" ); List SubdirectoryNamesToExclude = new List(); { // Don't include binary shaders in the project file. SubdirectoryNamesToExclude.Add( "Binaries" ); // We never want shader intermediate files in our project file SubdirectoryNamesToExclude.Add( "PDBDump" ); SubdirectoryNamesToExclude.Add( "WorkingDirectory" ); } EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( ShadersDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory ); } /// Adds engine build infrastructure files to the specified project protected void AddEngineBuildFiles( ProjectFile EngineProject ) { DirectoryReference BuildDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Build" ); List SubdirectoryNamesToExclude = new List(); SubdirectoryNamesToExclude.Add("Receipts"); EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( BuildDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory ); } /// Adds engine documentation to the specified project protected void AddEngineDocumentation( ProjectFile EngineProject ) { // NOTE: The project folder added here will actually be collapsed away later if not needed DirectoryReference DocumentationProjectDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation" ); DirectoryReference DocumentationSourceDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation", "Source" ); DirectoryInfo DirInfo = new DirectoryInfo( DocumentationProjectDirectory.FullName ); if( DirInfo.Exists && DocumentationSourceDirectory.Exists() ) { Log.TraceVerbose( "Adding documentation files..." ); List SubdirectoryNamesToExclude = new List(); { // We never want any of the images or attachment files included in our generated project SubdirectoryNamesToExclude.Add( "Images" ); SubdirectoryNamesToExclude.Add( "Attachments" ); // The API directory is huge, so don't include any of it SubdirectoryNamesToExclude.Add("API"); // Omit Javascript source because it just confuses the Visual Studio IDE SubdirectoryNamesToExclude.Add( "Javascript" ); } List DocumentationFiles = SourceFileSearch.FindFiles( DocumentationSourceDirectory, SubdirectoryNamesToExclude ); // Filter out non-English documentation files if we were configured to do so if( !bAllDocumentationLanguages ) { List FilteredDocumentationFiles = new List(); foreach( FileReference DocumentationFile in DocumentationFiles ) { bool bPassesFilter = true; if( DocumentationFile.FullName.EndsWith( ".udn", StringComparison.InvariantCultureIgnoreCase ) ) { string LanguageSuffix = Path.GetExtension( Path.GetFileNameWithoutExtension( DocumentationFile.FullName ) ); if( !String.IsNullOrEmpty( LanguageSuffix ) && !LanguageSuffix.Equals( ".int", StringComparison.InvariantCultureIgnoreCase ) ) { bPassesFilter = false; } } if( bPassesFilter ) { FilteredDocumentationFiles.Add( DocumentationFile ); } } DocumentationFiles = FilteredDocumentationFiles; } EngineProject.AddFilesToProject( DocumentationFiles, UnrealBuildTool.EngineDirectory ); } else { Log.TraceVerbose("Skipping documentation project... directory not found"); } } /// /// Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.) /// /// Full path to the project file /// True if this project should be included in the set of generated projects. Only matters when actually generating project files. /// True if we already had this project file /// Object that represents this project file in Unreal Build Tool public ProjectFile FindOrAddProject( FileReference FilePath, bool IncludeInGeneratedProjects, out bool bAlreadyExisted ) { if( FilePath == null ) { throw new BuildException( "Not valid to call FindOrAddProject() with an empty file path!" ); } // Do we already have this project? ProjectFile ExistingProjectFile; if( ProjectFileMap.TryGetValue( FilePath, out ExistingProjectFile ) ) { bAlreadyExisted = true; return ExistingProjectFile; } // Add a new project file for the specified path ProjectFile NewProjectFile = AllocateProjectFile( FilePath ); ProjectFileMap[ FilePath ] = NewProjectFile; if( IncludeInGeneratedProjects ) { GeneratedProjectFiles.Add( NewProjectFile ); } bAlreadyExisted = false; return NewProjectFile; } /// /// Allocates a generator-specific project file object /// /// Path to the project file /// The newly allocated project file object protected abstract ProjectFile AllocateProjectFile( FileReference InitFilePath ); /// /// Allocates a generator-specific master project folder object /// /// Project file generator that owns this object /// Name for this folder /// The newly allocated project folder object public abstract MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator OwnerProjectFileGenerator, string FolderName ); /// /// Returns a list of all the known project files /// /// Project file list public List AllProjectFiles { get { List CombinedList = new List(); CombinedList.AddRange( GeneratedProjectFiles ); CombinedList.AddRange( OtherProjectFiles ); return CombinedList; } } /// /// Writes the project files to disk /// /// True if successful protected virtual bool WriteProjectFiles() { using(ProgressWriter Progress = new ProgressWriter("Writing project files...", true)) { int TotalProjectFileCount = GeneratedProjectFiles.Count + 1; // +1 for the master project file, which we'll save next for(int ProjectFileIndex = 0 ; ProjectFileIndex < GeneratedProjectFiles.Count; ++ProjectFileIndex ) { ProjectFile CurProject = GeneratedProjectFiles[ ProjectFileIndex ]; if( !CurProject.WriteProjectFile( InPlatforms: SupportedPlatforms, InConfigurations: SupportedConfigurations ) ) { return false; } Progress.Write(ProjectFileIndex + 1, TotalProjectFileCount); } WriteMasterProjectFile( UBTProject: UBTProject ); Progress.Write(TotalProjectFileCount, TotalProjectFileCount); } // Write AutomationReferences file if (AutomationProjectFiles.Any()) { XNamespace NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003"); DirectoryReference AutomationToolDir = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "AutomationTool"); new XDocument( new XElement(NS + "Project", new XAttribute("ToolsVersion", VCProjectFileGenerator.ProjectFileToolVersionString), new XAttribute("DefaultTargets", "Build"), new XElement(NS + "ItemGroup", from AutomationProject in AutomationProjectFiles select new XElement(NS + "ProjectReference", new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)), new XElement(NS + "Project", (AutomationProject as VCSharpProjectFile).ProjectGUID.ToString("B")), new XElement(NS + "Name", AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()), new XElement(NS + "Private", "false") ) ) ) ).Save(FileReference.Combine( AutomationToolDir, "AutomationTool.csproj.References" ).FullName); } return true; } /// /// Write the project files manifest /// This is used by CIS to verify all files referenced are checked into perforce. /// protected virtual bool WriteProjectFileManifest() { BuildManifest Manifest = new BuildManifest(); foreach( ProjectFile CurProject in GeneratedProjectFiles ) { foreach( ProjectFile.SourceFile SourceFile in CurProject.SourceFiles ) { Manifest.AddBuildProduct( SourceFile.Reference.FullName ); } } string ManifestName = Path.Combine( ProjectFileGenerator.IntermediateProjectFilesPath.FullName, "UE4SourceFiles.xml" ); Utils.WriteClass( Manifest, ManifestName, "" ); return true; } /// /// Writes the master project file (e.g. Visual Studio Solution file) /// /// The UnrealBuildTool project /// True if successful protected abstract bool WriteMasterProjectFile( ProjectFile UBTProject ); /// /// Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed /// /// File to write /// File content /// True if the file was saved, or if it didn't need to be overwritten because the content was unchanged public static bool WriteFileIfChanged( string FileName, string NewFileContents, Encoding InEncoding = null ) { // Check to see if the file already exists, and if so, load it up string LoadedFileContent = null; bool FileAlreadyExists = File.Exists( FileName ); if( FileAlreadyExists ) { try { LoadedFileContent = File.ReadAllText( FileName ); } catch( Exception ) { Log.TraceInformation( "Error while trying to load existing file {0}. Ignored.", FileName ); } } // Don't bother saving anything out if the new file content is the same as the old file's content bool FileNeedsSave = true; if( LoadedFileContent != null ) { bool bIgnoreProjectFileWhitespaces = true; if (ProjectFileComparer.CompareOrdinalIgnoreCase(LoadedFileContent, NewFileContents, bIgnoreProjectFileWhitespaces) == 0) { // Exact match! FileNeedsSave = false; } if( !FileNeedsSave ) { Log.TraceVerbose( "Skipped saving {0} because contents haven't changed.", Path.GetFileName( FileName ) ); } } if( FileNeedsSave ) { // Save the file try { Directory.CreateDirectory( Path.GetDirectoryName( FileName ) ); // When WriteAllText is passed Encoding.UTF8 it likes to write a BOM marker // at the start of the file (adding two bytes to the file length). For most // files this is only mildly annoying but for Makefiles it can actually make // them un-useable. // TODO(sbc): See if we can just drop the Encoding.UTF8 argument on all // platforms. In this case UTF8 encoding will still be used but without the // BOM, which is, AFAICT, desirable in almost all cases. if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac) File.WriteAllText(FileName, NewFileContents, new UTF8Encoding()); else File.WriteAllText(FileName, NewFileContents, InEncoding != null ? InEncoding : Encoding.UTF8); Log.TraceVerbose("Saved {0}", Path.GetFileName(FileName)); } catch( Exception ex ) { // Unable to write to the project file. string Message = string.Format("Error while trying to write file {0}. The file is probably read-only.", FileName); Console.WriteLine(); Log.TraceError(Message); throw new BuildException(ex, Message); } } return true; } /// /// Adds the given project to the OtherProjects list /// /// The project to add /// True if successful public void AddExistingProjectFile(ProjectFile InProject, bool bNeedsAllPlatformAndConfigurations = false, bool bForceDevelopmentConfiguration = false, bool bProjectDeploys = false, List InSupportedPlatforms = null, List InSupportedConfigurations = null) { if( InProject.ProjectTargets.Count != 0 ) { throw new BuildException( "Expecting existing project to not have any ProjectTargets defined yet." ); } ProjectTarget ProjectTarget = new ProjectTarget(); if( bForceDevelopmentConfiguration ) { ProjectTarget.ForceDevelopmentConfiguration = true; } ProjectTarget.ProjectDeploys = bProjectDeploys; if (bNeedsAllPlatformAndConfigurations) { // Add all platforms Array AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform)); foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms) { ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom); } // Add all configurations Array AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration)); foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations) { ProjectTarget.ExtraSupportedConfigurations.Add( CurConfiguration ); } } else if (InSupportedPlatforms != null || InSupportedConfigurations != null) { if (InSupportedPlatforms != null) { // Add all explicitly specified platforms foreach (UnrealTargetPlatform CurPlatfrom in InSupportedPlatforms) { ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom); } } else { // Otherwise, add all platforms Array AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform)); foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms) { ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom); } } if (InSupportedConfigurations != null) { // Add all explicitly specified configurations foreach (UnrealTargetConfiguration CurConfiguration in InSupportedConfigurations) { ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration); } } else { // Otherwise, add all configurations Array AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration)); foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations) { ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration); } } } else { // For existing project files, just support the default desktop platforms and configurations UnrealBuildTool.GetAllDesktopPlatforms(ref ProjectTarget.ExtraSupportedPlatforms, false); // Debug and Development only ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Debug); ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Development); } InProject.ProjectTargets.Add( ProjectTarget ); // Existing projects must always have a GUID. This will throw an exception if one isn't found. InProject.LoadGUIDFromExistingProject(); OtherProjectFiles.Add( InProject ); } /// The default project to be built for the solution. protected ProjectFile DefaultProject; /// The project for UnrealBuildTool. Note that when generating project files for installed builds, we won't have /// an UnrealBuildTool project at all. protected ProjectFile UBTProject; /// List of platforms that we'll support in the project files protected List SupportedPlatforms = new List(); /// List of build configurations that we'll support in the project files protected List SupportedConfigurations = new List(); /// Map of project file names to their project files. This includes every single project file in memory or otherwise that /// we know about so far. Note that when generating project files, this map may even include project files that we won't /// be including in the generated projects. protected readonly Dictionary ProjectFileMap = new Dictionary(); /// List of project files that we'll be generating protected readonly List GeneratedProjectFiles = new List(); /// List of other project files that we want to include in a generated solution file, even though we /// aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#) protected readonly List OtherProjectFiles = new List(); protected readonly List AutomationProjectFiles = new List(); /// List of top-level folders in the master project file protected MasterProjectFolder RootFolder; } /// /// Helper class used for comparing the existing and generated project files. /// class ProjectFileComparer { //static readonly string GUIDRegexPattern = "(\\{){0,1}[0-9a-fA-F]{8}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{12}(\\}){0,1}"; //static readonly string GUIDReplaceString = "GUID"; /// /// Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored. /// /// Whitespace character. /// true if the character can be ignored, false otherwise. static bool CanIgnoreWhitespace(char Whitespace) { // Only ignore spaces and tabs. return Whitespace == ' ' || Whitespace == '\t'; } /* /// /// Replaces all GUIDs in the project file with "GUID" text. /// /// Contents of the project file to remove GUIDs from. /// String with all GUIDs replaced with "GUID" text. static string StripGUIDs(string ProjectFileContents) { // Replace all GUIDs with "GUID" text. return System.Text.RegularExpressions.Regex.Replace(ProjectFileContents, GUIDRegexPattern, GUIDReplaceString); } */ /// /// Compares two project files ignoring whitespaces, case and GUIDs. /// /// /// Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string. /// Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and /// differences in whitespace sequences between matching non-whitespace sub-strings. /// /// The first string to compare. /// The second string to compare. /// An integer that indicates the lexical relationship between the two comparands. public static int CompareOrdinalIgnoreWhitespaceAndCase(string StrA, string StrB) { // Remove GUIDs before processing the strings. //StrA = StripGUIDs(StrA); //StrB = StripGUIDs(StrB); int IndexA = 0; int IndexB = 0; while (IndexA < StrA.Length && IndexB < StrB.Length) { char A = Char.ToLowerInvariant(StrA[IndexA]); char B = Char.ToLowerInvariant(StrB[IndexB]); if (Char.IsWhiteSpace(A) && Char.IsWhiteSpace(B) && CanIgnoreWhitespace(A) && CanIgnoreWhitespace(B)) { // Skip whitespaces in both strings for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ; for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ; } else if (Char.IsWhiteSpace(A) && IndexA > 0 && StrA[IndexA - 1] == '\n') { // Skip whitespaces in StrA at the beginning of each line for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ; } else if (Char.IsWhiteSpace(B) && IndexB > 0 && StrB[IndexB - 1] == '\n') { // Skip whitespaces in StrA at the beginning of each line for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ; } else if (A != B) { return A - B; } else { IndexA++; IndexB++; } } // Check if we reached the end in both strings return (StrA.Length - IndexA) - (StrB.Length - IndexB); } /// /// Compares two project files ignoring case and GUIDs. /// /// The first string to compare. /// The second string to compare. /// An integer that indicates the lexical relationship between the two comparands. public static int CompareOrdinalIgnoreCase(string StrA, string StrB) { // Remove GUIDs before processing the strings. //StrA = StripGUIDs(StrA); //StrB = StripGUIDs(StrB); // Use simple ordinal comparison. return String.Compare(StrA, StrB, StringComparison.InvariantCultureIgnoreCase); } /// /// Compares two project files ignoring case and GUIDs. /// /// /// The first string to compare. /// The second string to compare. /// True if whitsapces should be ignored. /// An integer that indicates the lexical relationship between the two comparands. public static int CompareOrdinalIgnoreCase(string StrA, string StrB, bool bIgnoreWhitespace) { if (bIgnoreWhitespace) { return CompareOrdinalIgnoreWhitespaceAndCase(StrA, StrB); } else { return CompareOrdinalIgnoreCase(StrA, StrB); } } } }