// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Text; using System.IO; namespace UnrealBuildTool { /// /// Represents a folder within the master project (e.g. Visual Studio solution) /// public class VisualStudioSolutionFolder : MasterProjectFolder { /// /// Constructor /// public VisualStudioSolutionFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName ) : base(InitOwnerProjectFileGenerator, InitFolderName ) { // Generate a unique GUID for this folder // NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file // matches identically with the pre-existing file FolderGUID = Guid.NewGuid(); } /// GUID for this folder public Guid FolderGUID { get; private set; } } /// /// Visual C++ project file generator implementation /// public class VCProjectFileGenerator : ProjectFileGenerator { /// File extension for project files we'll be generating (e.g. ".vcxproj") override public string ProjectFileExtension { get { return ".vcxproj"; } } /// /// public override void CleanProjectFiles(string InMasterProjectRelativePath, string InMasterProjectName, string InIntermediateProjectFilesPath) { string MasterProjectFile = Path.Combine(InMasterProjectRelativePath, InMasterProjectName); string MasterProjDeleteFilename = MasterProjectFile + ".sln"; if (File.Exists(MasterProjDeleteFilename)) { File.Delete(MasterProjDeleteFilename); } MasterProjDeleteFilename = MasterProjectFile + ".sdf"; if (File.Exists(MasterProjDeleteFilename)) { File.Delete(MasterProjDeleteFilename); } MasterProjDeleteFilename = MasterProjectFile + ".suo"; if (File.Exists(MasterProjDeleteFilename)) { File.Delete(MasterProjDeleteFilename); } MasterProjDeleteFilename = MasterProjectFile + ".v11.suo"; if (File.Exists(MasterProjDeleteFilename)) { File.Delete(MasterProjDeleteFilename); } MasterProjDeleteFilename = MasterProjectFile + ".v12.suo"; if (File.Exists(MasterProjDeleteFilename)) { File.Delete(MasterProjDeleteFilename); } // Delete the project files folder if (Directory.Exists(InIntermediateProjectFilesPath)) { try { Directory.Delete(InIntermediateProjectFilesPath, true); } catch (Exception Ex) { Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesPath); Log.TraceInformation("\t" + Ex.Message); } } } /// /// Allocates a generator-specific project file object /// /// Path to the project file /// The newly allocated project file object protected override ProjectFile AllocateProjectFile( string InitFilePath ) { return new VCProjectFile( InitFilePath ); } /// ProjectFileGenerator interface public override MasterProjectFolder AllocateMasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName ) { return new VisualStudioSolutionFolder( InitOwnerProjectFileGenerator, InitFolderName ); } public enum VCProjectFileFormat { VisualStudio2012, VisualStudio2013, VisualStudio2015, } /// "4.0", "12.0", or "14.0", etc... static public string ProjectFileToolVersionString { get { switch (ProjectFileFormat) { case VCProjectFileFormat.VisualStudio2012: return "4.0"; case VCProjectFileFormat.VisualStudio2013: return "12.0"; case VCProjectFileFormat.VisualStudio2015: return "14.0"; } return string.Empty; } } /// for instance: v110 static public string ProjectFilePlatformToolsetVersionString { get { switch (ProjectFileFormat) { case VCProjectFileFormat.VisualStudio2012: return "v110"; case VCProjectFileFormat.VisualStudio2013: return "v120"; case VCProjectFileFormat.VisualStudio2015: return "v140"; } return string.Empty; } } /// Which version of Visual Studio we should generate project files for static public VCProjectFileFormat ProjectFileFormat; /// Just set up the defaults, later this will be overridden by command line or other options static VCProjectFileGenerator() { switch (WindowsPlatform.Compiler) { case WindowsCompiler.VisualStudio2012: ProjectFileFormat = VCProjectFileFormat.VisualStudio2012; break; case WindowsCompiler.VisualStudio2013: ProjectFileFormat = VCProjectFileFormat.VisualStudio2013; break; case WindowsCompiler.VisualStudio2015: ProjectFileFormat = VCProjectFileFormat.VisualStudio2015; break; } } /// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as /// a platform for any project configurations where our actual platform is not supported by the /// installed version of Visual Studio (e.g, "iOS") static public readonly string DefaultPlatformName = "Win32"; /// The platform name that must be used for .NET projects static public readonly string DotNetPlatformName = "Any CPU"; /// /// Configures project generator based on command-line options /// /// Arguments passed into the program /// True if all platforms should be included protected override void ConfigureProjectFileGeneration( String[] Arguments, ref bool IncludeAllPlatforms ) { // Call parent implementation first base.ConfigureProjectFileGeneration( Arguments, ref IncludeAllPlatforms ); // Default the project file format to whatever UBT is using { switch( WindowsPlatform.Compiler ) { case WindowsCompiler.VisualStudio2012: ProjectFileFormat = VCProjectFileFormat.VisualStudio2012; break; case WindowsCompiler.VisualStudio2013: ProjectFileFormat = VCProjectFileFormat.VisualStudio2013; break; case WindowsCompiler.VisualStudio2015: ProjectFileFormat = VCProjectFileFormat.VisualStudio2015; break; } } foreach( var CurArgument in Arguments ) { switch( CurArgument.ToUpperInvariant() ) { case "-2012": ProjectFileFormat = VCProjectFileFormat.VisualStudio2012; break; case "-2013": ProjectFileFormat = VCProjectFileFormat.VisualStudio2013; break; case "-2015": ProjectFileFormat = VCProjectFileFormat.VisualStudio2015; break; } } } /// /// 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 override void SetupSupportedPlatformsAndConfigurations( bool IncludeAllPlatforms, out string SupportedPlatformNames ) { // Call parent implementation to figure out the actual platforms base.SetupSupportedPlatformsAndConfigurations( IncludeAllPlatforms, out SupportedPlatformNames ); // Certain platforms override the project file format because their debugger add-ins may not yet support the latest // version of Visual Studio. This is their chance to override that. foreach( var SupportedPlatform in SupportedPlatforms ) { var BuildPlatform = UEBuildPlatform.GetBuildPlatform( SupportedPlatform, true ); if( BuildPlatform != null ) { // Don't worry about platforms that we're missing SDKs for if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid) { // Make sure Visual Studio 2013 project files will work... if( ProjectFileFormat == VCProjectFileFormat.VisualStudio2013 ) { // ...but only if the user didn't override this via the command-line. if( !UnrealBuildTool.CommandLineContains( "-2013" ) ) { // Visual Studio 2013 is not supported by Xbox One debugger add-in yet if( SupportedPlatform == UnrealTargetPlatform.XboxOne ) { Log.TraceInformation( "Forcing Visual Studio 2012 projects for Xbox One compatibility (use '-2013' to override.)"); ProjectFileFormat = VCProjectFileFormat.VisualStudio2012; } } } } } } } /// /// Used to sort VC solution config names along with the config and platform values /// class VCSolutionConfigCombination { /// Visual Studio solution configuration name for this config+platform public string VCSolutionConfigAndPlatformName; /// Configuration name public UnrealTargetConfiguration Configuration; /// Platform name public UnrealTargetPlatform Platform; /// The target configuration name public string TargetConfigurationName; public override string ToString() { return String.Format("{0}={1} {2} {3}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName); } } /// /// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name /// /// The build configuration /// The target rules configuration name /// The generated solution configuration name string MakeSolutionConfigurationName( UnrealTargetConfiguration Configuration, string TargetConfigurationName ) { var SolutionConfigName = Configuration.ToString(); // Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc. // Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case! if( !TargetConfigurationName.Equals( TargetRules.TargetType.Game.ToString(), StringComparison.InvariantCultureIgnoreCase ) && !TargetConfigurationName.Equals( TargetRules.TargetType.Program.ToString(), StringComparison.InvariantCultureIgnoreCase ) ) { SolutionConfigName += " " + TargetConfigurationName; } return SolutionConfigName; } protected override bool WriteMasterProjectFile( ProjectFile UBTProject ) { bool bSuccess = true; var SolutionFileName = MasterProjectName + ".sln"; // Setup solution file content var VCSolutionFileContent = new StringBuilder(); const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0"; // Solution file header if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015) { VCSolutionFileContent.Append( ProjectFileGenerator.NewLine + "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine + "# Visual Studio 14" + ProjectFileGenerator.NewLine + "VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine + "MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine); } else if ( ProjectFileFormat == VCProjectFileFormat.VisualStudio2013 ) { VCSolutionFileContent.Append( ProjectFileGenerator.NewLine + "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine + "# Visual Studio 2013" + ProjectFileGenerator.NewLine + VersionTag + ProjectFileGenerator.NewLine); } else if( ProjectFileFormat == VCProjectFileFormat.VisualStudio2012 ) { VCSolutionFileContent.Append( ProjectFileGenerator.NewLine + "Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine + "# Visual Studio 2012" + ProjectFileGenerator.NewLine + VersionTag + ProjectFileGenerator.NewLine); } else { throw new BuildException( "Unexpected ProjectFileFormat" ); } // Solution folders, files and project entries { // This the GUID that Visual Studio uses to identify a solution folder var SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}"; // Solution folders { var AllSolutionFolders = new List(); System.Action< List /* Folders */ > GatherFoldersFunction = null; GatherFoldersFunction = FolderList => { AllSolutionFolders.AddRange( FolderList ); foreach( var CurSubFolder in FolderList ) { GatherFoldersFunction( CurSubFolder.SubFolders ); } }; GatherFoldersFunction( RootFolder.SubFolders ); foreach( VisualStudioSolutionFolder CurFolder in AllSolutionFolders ) { var FolderGUIDString = CurFolder.FolderGUID.ToString( "B" ).ToUpperInvariant(); VCSolutionFileContent.Append( "Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine ); // Add any files that are inlined right inside the solution folder if( CurFolder.Files.Count > 0 ) { VCSolutionFileContent.Append( " ProjectSection(SolutionItems) = preProject" + ProjectFileGenerator.NewLine ); foreach( var CurFile in CurFolder.Files ) { // Syntax is: = VCSolutionFileContent.Append( " " + CurFile + " = " + CurFile + ProjectFileGenerator.NewLine ); } VCSolutionFileContent.Append( " EndProjectSection" + ProjectFileGenerator.NewLine ); } VCSolutionFileContent.Append( "EndProject" + ProjectFileGenerator.NewLine ); } } // Project files foreach( MSBuildProjectFile CurProject in AllProjectFiles ) { // Visual Studio uses different GUID types depending on the project type string ProjectTypeGUID = CurProject.ProjectTypeGUID; // NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However, // we prefer it when it does match so we use the actual file name here. var ProjectNameInSolution = Path.GetFileNameWithoutExtension(CurProject.ProjectFilePath); // Use the existing project's GUID that's already known to us var ProjectGUID = CurProject.ProjectGUID.ToString( "B" ).ToUpperInvariant(); VCSolutionFileContent.Append( "Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.RelativeProjectFilePath + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine ); // Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is // freshly compiled before kicking off any build operations on this target project if ( !CurProject.IsStubProject ) { var Dependencies = new List(); if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject) { Dependencies.Add(UBTProject); Dependencies.AddRange(UBTProject.DependsOnProjects); } Dependencies.AddRange(CurProject.DependsOnProjects); if (Dependencies.Count > 0) { VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine); // Setup any addition dependencies this project has... foreach (var DependsOnProject in Dependencies) { var DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant(); VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine); } VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine); } } VCSolutionFileContent.Append( "EndProject" + ProjectFileGenerator.NewLine ); } } // Solution configuration platforms. This is just a list of all of the platforms and configurations that // appear in Visual Studio's build configuration selector. var SolutionConfigCombinations = new List(); // The "Global" section has source control, solution configurations, project configurations, // preferences, and project hierarchy data { VCSolutionFileContent.Append( "Global" + ProjectFileGenerator.NewLine ); { { VCSolutionFileContent.Append( " GlobalSection(SolutionConfigurationPlatforms) = preSolution" + ProjectFileGenerator.NewLine ); var SolutionConfigurationsValidForProjects = new Dictionary>(); var PlatformsValidForProjects = new HashSet(); foreach( var CurConfiguration in SupportedConfigurations ) { if (UnrealBuildTool.IsValidConfiguration(CurConfiguration)) { foreach (var CurPlatform in SupportedPlatforms) { if (UnrealBuildTool.IsValidPlatform(CurPlatform)) { foreach( var CurProject in AllProjectFiles ) { if( !CurProject.IsStubProject ) { if( CurProject.ProjectTargets.Count == 0 ) { throw new BuildException( "Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!" ); } // Figure out the set of valid target configuration names foreach( var ProjectTarget in CurProject.ProjectTargets ) { if( VCProjectFile.IsValidProjectPlatformAndConfiguration( ProjectTarget, CurPlatform, CurConfiguration ) ) { PlatformsValidForProjects.Add( CurPlatform ); // Default to a target configuration name of "Game", since that will collapse down to an empty string var TargetConfigurationName = TargetRules.TargetType.Game.ToString(); if( ProjectTarget.TargetRules != null ) { TargetConfigurationName = ProjectTarget.TargetRules.ConfigurationName; } var SolutionConfigName = MakeSolutionConfigurationName( CurConfiguration, TargetConfigurationName ); SolutionConfigurationsValidForProjects[ SolutionConfigName ] = new Tuple( CurConfiguration, TargetConfigurationName ); } } } } } } } } foreach( var CurPlatform in PlatformsValidForProjects ) { foreach( var SolutionConfigKeyValue in SolutionConfigurationsValidForProjects ) { // e.g. "Development|Win64 = Development|Win64" var SolutionConfigName = SolutionConfigKeyValue.Key; var Configuration = SolutionConfigKeyValue.Value.Item1; var TargetConfigurationName = SolutionConfigKeyValue.Value.Item2; var SolutionPlatformName = CurPlatform.ToString(); var SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName; SolutionConfigCombinations.Add( new VCSolutionConfigCombination { VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair, Configuration = Configuration, Platform = CurPlatform, TargetConfigurationName = TargetConfigurationName } ); } } // Sort the list of solution platform strings alphabetically (Visual Studio prefers it) SolutionConfigCombinations.Sort( new Comparison< VCSolutionConfigCombination >( ( x, y ) => { return String.Compare( x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase ); } ) ); var AppendedSolutionConfigAndPlatformNames = new HashSet( StringComparer.InvariantCultureIgnoreCase ); foreach( var SolutionConfigCombination in SolutionConfigCombinations ) { // We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice. if( !AppendedSolutionConfigAndPlatformNames.Contains( SolutionConfigCombination.VCSolutionConfigAndPlatformName ) ) { VCSolutionFileContent.Append( " " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine ); AppendedSolutionConfigAndPlatformNames.Add( SolutionConfigCombination.VCSolutionConfigAndPlatformName ); } } VCSolutionFileContent.Append( " EndGlobalSection" + ProjectFileGenerator.NewLine ); } // Assign each project's "project configuration" to our "solution platform + configuration" pairs. This // also sets up which projects are actually built when building the solution. { VCSolutionFileContent.Append( " GlobalSection(ProjectConfigurationPlatforms) = postSolution" + ProjectFileGenerator.NewLine ); var CombinationsThatWereMatchedToProjects = new List(); foreach( MSBuildProjectFile CurProject in AllProjectFiles ) { // NOTE: We don't emit solution configuration entries for "stub" projects. Those projects are only // built using UnrealBuildTool and don't require a presence in the solution project list // NOTE: We also process projects that were "imported" here, hoping to match those to our solution // configurations. In some cases this may not be successful though. Imported projects // should always be carefully setup to match our project generator's solution configs. if( !CurProject.IsStubProject ) { if( CurProject.ProjectTargets.Count == 0 ) { throw new BuildException( "Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!" ); } var IsProgramProject = CurProject.ProjectTargets[ 0 ].TargetRules != null && CurProject.ProjectTargets[ 0 ].TargetRules.Type == TargetRules.TargetType.Program; var GameOrProgramConfigsAlreadyMapped = new HashSet(); foreach( var SolutionConfigCombination in SolutionConfigCombinations ) { // Handle aliasing of Program and Game target configuration names if( ( IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add( SolutionConfigCombination.VCSolutionConfigAndPlatformName ) ) || IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() || !IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString() ) { var TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName; if( IsProgramProject && TargetConfigurationName == TargetRules.TargetType.Game.ToString() ) { TargetConfigurationName = TargetRules.TargetType.Program.ToString(); } // Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should // and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!). ProjectTarget MatchingProjectTarget = null; foreach( var ProjectTarget in CurProject.ProjectTargets ) { bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration( ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration ); if( ProjectTarget.TargetRules != null ) { if( TargetConfigurationName != ProjectTarget.TargetRules.ConfigurationName ) { // Solution configuration name for this combination doesn't match this target's configuration name. It's not buildable. IsMatchingCombination = false; } } else { // UBT gets a pass because it is a dependency of every single configuration combination if( CurProject != UBTProject && !CurProject.ShouldBuildForAllSolutionTargets && TargetConfigurationName != TargetRules.TargetType.Game.ToString() ) { // Can't build non-generated project in configurations except for the default (Game) IsMatchingCombination = false; } } if( IsMatchingCombination ) { if( MatchingProjectTarget != null ) { // Not expecting more than one target to match a single solution configuration per project! throw new BuildException( "Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName ); } MatchingProjectTarget = ProjectTarget; // NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking // for multiple targets within a project that may map to a single solution configuration. } } var SolutionConfiguration = SolutionConfigCombination.Configuration; var SolutionPlatform = SolutionConfigCombination.Platform; if( MatchingProjectTarget == null ) { // The current configuration/platform and target configuration name doesn't map to anything our project actually supports. // We'll map it to a default config. SolutionConfiguration = UnrealTargetConfiguration.Development; // Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed. This is for // projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program SolutionPlatform = UnrealTargetPlatform.Win64; if( CurProject.ProjectTargets[0].TargetRules != null ) { var ProjectSupportedPlatforms = new List(); CurProject.ProjectTargets[0].TargetRules.GetSupportedPlatforms( ref ProjectSupportedPlatforms ); if( !ProjectSupportedPlatforms.Contains( SolutionPlatform ) ) { SolutionPlatform = ProjectSupportedPlatforms[ 0 ]; } } if( IsProgramProject ) { TargetConfigurationName = TargetRules.TargetType.Program.ToString(); } else { TargetConfigurationName = TargetRules.TargetType.Game.ToString(); } } // If the project wants to always build in "Development", regardless of what the solution // configuration is set to, then we'll do that here. This is used for projects like // UnrealBuildTool and ShaderCompileWorker if( MatchingProjectTarget != null ) { if( MatchingProjectTarget.ForceDevelopmentConfiguration ) { SolutionConfiguration = UnrealTargetConfiguration.Development; } } string ProjectConfigName; string ProjectPlatformName; CurProject.MakeProjectPlatformAndConfigurationNames( SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName ); var ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString(); // e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32" var CurProjectGUID = CurProject.ProjectGUID.ToString( "B" ).ToUpperInvariant(); VCSolutionFileContent.Append( " " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine ); // Set whether this project configuration should be built when the user initiates "build solution" if( MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets ) { VCSolutionFileContent.Append( " " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine ); var ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true); if (MatchingProjectTarget.ProjectDeploys || ((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true))) { VCSolutionFileContent.Append( " " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine ); } } CombinationsThatWereMatchedToProjects.Add( SolutionConfigCombination ); } } } } // Check for problems foreach( var SolutionConfigCombination in SolutionConfigCombinations ) { if( !CombinationsThatWereMatchedToProjects.Contains( SolutionConfigCombination ) ) { throw new BuildException( "Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName ); } } VCSolutionFileContent.Append( " EndGlobalSection" + ProjectFileGenerator.NewLine ); } // Setup other solution properties { VCSolutionFileContent.Append( " GlobalSection(SolutionProperties) = preSolution" + ProjectFileGenerator.NewLine ); // HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI. // We don't want that, as we need users to be able to right click on the solution tree item. VCSolutionFileContent.Append( " HideSolutionNode = FALSE" + ProjectFileGenerator.NewLine ); VCSolutionFileContent.Append( " EndGlobalSection" + ProjectFileGenerator.NewLine ); } // Solution directory hierarchy { VCSolutionFileContent.Append( " GlobalSection(NestedProjects) = preSolution" + ProjectFileGenerator.NewLine ); // Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution // filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution // filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects. System.Action /* Folders */ > FolderProcessorFunction = null; FolderProcessorFunction = ( LocalVCSolutionFileContent, LocalMasterProjectFolders ) => { foreach( VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders ) { var CurFolderGUIDString = CurFolder.FolderGUID.ToString( "B" ).ToUpperInvariant(); foreach( MSBuildProjectFile ChildProject in CurFolder.ChildProjects ) { // e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}" LocalVCSolutionFileContent.Append( " " + ChildProject.ProjectGUID.ToString( "B" ).ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine ); } foreach( VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders ) { // e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}" LocalVCSolutionFileContent.Append( " " + SubFolder.FolderGUID.ToString( "B" ).ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine ); } // Recurse into subfolders FolderProcessorFunction( LocalVCSolutionFileContent, CurFolder.SubFolders ); } }; FolderProcessorFunction( VCSolutionFileContent, RootFolder.SubFolders ); VCSolutionFileContent.Append( " EndGlobalSection" + ProjectFileGenerator.NewLine ); } } VCSolutionFileContent.Append( "EndGlobal" + ProjectFileGenerator.NewLine ); } // Save the solution file if( bSuccess ) { var SolutionFilePath = Path.Combine( MasterProjectRelativePath, SolutionFileName ); bSuccess = WriteFileIfChanged( SolutionFilePath, VCSolutionFileContent.ToString() ); } // Save a solution config file which selects the development editor configuration by default. if (bSuccess) { // Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary. string SolutionOptionsExtension = "vUnknown.suo"; switch (ProjectFileFormat) { case VCProjectFileFormat.VisualStudio2012: SolutionOptionsExtension = "v11.suo"; break; case VCProjectFileFormat.VisualStudio2013: SolutionOptionsExtension = "v12.suo"; break; case VCProjectFileFormat.VisualStudio2015: SolutionOptionsExtension = "v14.suo"; break; } // Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them. string SolutionOptionsFileName = Path.Combine(MasterProjectRelativePath, Path.ChangeExtension(SolutionFileName, SolutionOptionsExtension)); if(!File.Exists(SolutionOptionsFileName)) { VCSolutionOptions Options = new VCSolutionOptions(); // Set the default configuration and startup project VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor"); if (DefaultConfig != null) { List Settings = new List(); Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName)); if(DefaultProject != null) { Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B"))); } Options.SetConfiguration(Settings); } // Mark all the projects as closed by default, apart from the startup project VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState(); foreach(ProjectFile ProjectFile in AllProjectFiles) { string ProjectName = Path.GetFileNameWithoutExtension(ProjectFile.ProjectFilePath); if(ProjectFile == DefaultProject) { ExplorerState.OpenProjects.Add(new Tuple(ProjectName, new string[]{ ProjectName })); } else { ExplorerState.OpenProjects.Add(new Tuple(ProjectName, new string[]{ })); } } if( IncludeEnginePrograms ) { ExplorerState.OpenProjects.Add(new Tuple("Automation", new string[0])); } Options.SetExplorerState(ExplorerState); // Write the file if(Options.Sections.Count > 0) { Options.Write(SolutionOptionsFileName); } } } return bSuccess; } /// /// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format /// /// String to clean up /// The cleaned up string public string CleanupStringForSCC( string Str ) { var Cleaned = Str; // SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it. Cleaned = Cleaned.Replace( Path.DirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString() ); Cleaned = Cleaned.Replace( Path.AltDirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString() ); // SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020" Cleaned = Cleaned.Replace( " ", "\\u0020" ); return Cleaned; } } }