Files
Andrew Grant 84705c5095 Editgrated latest SyncProject script from FN as part of UE-78832, UE-78826, and resolved issues with omitted / dangerous arguments.
Project arg is now optional and will simply sync the engine.
Passing -CL=0 will now require the -force argument before syncing files out of the workspace.
Fixed issue with deep samples (e.g AREnvProbe) not being discovered by FindProjectFileFromName
Added NativeProjects.ClearCache option for the case when syncing a project from P4 that isn't yet on disk

Fixed issue with P4.FileExistsInDepot returning true if passed a path that isn't in the users client view. Relates to UE-78832 but not the entire fix
Fixed issue with BuildEditor not working without a project arg.
Fixed issue building projects that don't have source

#codereview ben.marsh
#jira UE-78832, UE-78826
#rb na

[CL 8008332 by Andrew Grant in 4.23 branch]
2019-08-13 16:17:50 -04:00

906 lines
34 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using UnrealBuildTool;
using System.Diagnostics;
using Tools.DotNETCommon;
using System.Reflection;
namespace AutomationTool
{
public struct SingleTargetProperties
{
public string TargetName;
public TargetRules Rules;
}
/// <summary>
/// Autodetected project properties.
/// </summary>
public class ProjectProperties
{
/// <summary>
/// Full Project path. Must be a .uproject file
/// </summary>
public FileReference RawProjectPath;
/// <summary>
/// True if the uproject contains source code.
/// </summary>
public bool bIsCodeBasedProject;
/// <summary>
/// List of all targets detected for this project.
/// </summary>
public List<SingleTargetProperties> Targets = new List<SingleTargetProperties>();
/// <summary>
/// List of all Engine ini files for this project
/// </summary>
public Dictionary<UnrealTargetPlatform, ConfigHierarchy> EngineConfigs = new Dictionary<UnrealTargetPlatform,ConfigHierarchy>();
/// <summary>
/// List of all Game ini files for this project
/// </summary>
public Dictionary<UnrealTargetPlatform, ConfigHierarchy> GameConfigs = new Dictionary<UnrealTargetPlatform, ConfigHierarchy>();
/// <summary>
/// List of all programs detected for this project.
/// </summary>
public List<SingleTargetProperties> Programs = new List<SingleTargetProperties>();
/// <summary>
/// Specifies if the target files were generated
/// </summary>
public bool bWasGenerated = false;
internal ProjectProperties()
{
}
}
/// <summary>
/// Project related utility functions.
/// </summary>
public class ProjectUtils
{
private static Dictionary<string, ProjectProperties> PropertiesCache = new Dictionary<string, ProjectProperties>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// Gets a short project name (QAGame, Elemental, etc)
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <param name="bIsUProjectFile">True if a uproject.</param>
/// <returns>Short project name</returns>
public static string GetShortProjectName(FileReference RawProjectPath)
{
return CommandUtils.GetFilenameWithoutAnyExtensions(RawProjectPath.FullName);
}
/// <summary>
/// Gets project properties.
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <returns>Properties of the project.</returns>
public static ProjectProperties GetProjectProperties(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms = null, List<UnrealTargetConfiguration> ClientTargetConfigurations = null, bool AssetNativizationRequested = false)
{
string ProjectKey = "UE4";
if (RawProjectPath != null)
{
ProjectKey = CommandUtils.ConvertSeparators(PathSeparator.Slash, RawProjectPath.FullName);
}
ProjectProperties Properties;
if (PropertiesCache.TryGetValue(ProjectKey, out Properties) == false)
{
Properties = DetectProjectProperties(RawProjectPath, ClientTargetPlatforms, ClientTargetConfigurations, AssetNativizationRequested);
PropertiesCache.Add(ProjectKey, Properties);
}
return Properties;
}
/// <summary>
/// Checks if the project is a UProject file with source code.
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <returns>True if the project is a UProject file with source code.</returns>
public static bool IsCodeBasedUProjectFile(FileReference RawProjectPath, List<UnrealTargetConfiguration> ClientTargetConfigurations = null)
{
return GetProjectProperties(RawProjectPath, null, ClientTargetConfigurations).bIsCodeBasedProject;
}
/// <summary>
/// Returns a path to the client binaries folder.
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <param name="Platform">Platform type.</param>
/// <returns>Path to the binaries folder.</returns>
public static DirectoryReference GetProjectClientBinariesFolder(DirectoryReference ProjectClientBinariesPath, UnrealTargetPlatform Platform)
{
ProjectClientBinariesPath = DirectoryReference.Combine(ProjectClientBinariesPath, Platform.ToString());
return ProjectClientBinariesPath;
}
private static bool RequiresTempTarget(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms, List<UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested)
{
string Reason;
if(RequiresTempTarget(RawProjectPath, ClientTargetPlatforms, ClientTargetConfigurations, AssetNativizationRequested, out Reason))
{
Log.TraceInformation("{0} requires a temporary target.cs to be generated ({1})", RawProjectPath.GetFileName(), Reason);
return true;
}
return false;
}
private static bool RequiresTempTarget(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms, List<UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested, out string Reason)
{
// check to see if we already have a Target.cs file
if (File.Exists (Path.Combine (Path.GetDirectoryName (RawProjectPath.FullName), "Source", RawProjectPath.GetFileNameWithoutExtension() + ".Target.cs")))
{
Reason = null;
return false;
}
else if (Directory.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source")))
{
// wasn't one in the main Source directory, let's check all sub-directories
//@todo: may want to read each target.cs to see if it has a target corresponding to the project name as a final check
FileInfo[] Files = (new DirectoryInfo( Path.Combine (Path.GetDirectoryName (RawProjectPath.FullName), "Source")).GetFiles ("*.Target.cs", SearchOption.AllDirectories));
if (Files.Length > 0)
{
Reason = null;
return false;
}
}
//
// once we reach this point, we can surmise that this is an asset-
// only (code free) project
if (AssetNativizationRequested)
{
// we're going to be converting some of the project's assets
// into native code, so we require a distinct target (executable)
// be generated for this project
Reason = "asset nativization is enabled";
return true;
}
if (ClientTargetPlatforms != null)
{
foreach (UnrealTargetPlatform ClientPlatform in ClientTargetPlatforms)
{
EncryptionAndSigning.CryptoSettings Settings = EncryptionAndSigning.ParseCryptoSettings(RawProjectPath.Directory, ClientPlatform);
if (Settings.IsAnyEncryptionEnabled() || Settings.IsPakSigningEnabled())
{
Reason = "encryption/signing is enabled";
return true;
}
}
}
// no Target file, now check to see if build settings have changed
List<UnrealTargetPlatform> TargetPlatforms = ClientTargetPlatforms;
if (ClientTargetPlatforms == null || ClientTargetPlatforms.Count < 1)
{
// No client target platforms, add all in
TargetPlatforms = new List<UnrealTargetPlatform>();
foreach (UnrealTargetPlatform TargetPlatformType in UnrealTargetPlatform.GetValidPlatforms())
{
TargetPlatforms.Add(TargetPlatformType);
}
}
List<UnrealTargetConfiguration> TargetConfigurations = ClientTargetConfigurations;
if (TargetConfigurations == null || TargetConfigurations.Count < 1)
{
// No client target configurations, add all in
TargetConfigurations = new List<UnrealTargetConfiguration>();
foreach (UnrealTargetConfiguration TargetConfigurationType in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
if (TargetConfigurationType != UnrealTargetConfiguration.Unknown)
{
TargetConfigurations.Add(TargetConfigurationType);
}
}
}
// Read the project descriptor, and find all the plugins available to this project
ProjectDescriptor Project = ProjectDescriptor.FromFile(RawProjectPath);
List<PluginInfo> AvailablePlugins = Plugins.ReadAvailablePlugins(CommandUtils.EngineDirectory, RawProjectPath, Project.AdditionalPluginDirectories);
// check the target platforms for any differences in build settings or additional plugins
foreach (UnrealTargetPlatform TargetPlatformType in TargetPlatforms)
{
if(!CommandUtils.IsEngineInstalled() && !PlatformExports.HasDefaultBuildConfig(RawProjectPath, TargetPlatformType))
{
Reason = "project has non-default build configuration";
return true;
}
if(PlatformExports.RequiresBuild(RawProjectPath, TargetPlatformType))
{
Reason = "overriden by target platform";
return true;
}
// find if there are any plugins enabled or disabled which differ from the default
foreach(PluginInfo Plugin in AvailablePlugins)
{
bool bPluginEnabledForTarget = false;
foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations)
{
bPluginEnabledForTarget |= Plugins.IsPluginEnabledForProject(Plugin, Project, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game);
}
bool bPluginEnabledForBaseTarget = false;
if(!Plugin.Descriptor.bInstalled)
{
foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations)
{
bPluginEnabledForBaseTarget |= Plugins.IsPluginEnabledForProject(Plugin, null, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game);
}
}
if (bPluginEnabledForTarget != bPluginEnabledForBaseTarget)
{
if(bPluginEnabledForTarget)
{
Reason = String.Format("{0} plugin is enabled", Plugin.Name);
return true;
}
else
{
Reason = String.Format("{0} plugin is disabled", Plugin.Name);
return true;
}
}
}
}
Reason = null;
return false;
}
private static void GenerateTempTarget(FileReference RawProjectPath)
{
DirectoryReference TempDir = DirectoryReference.Combine(RawProjectPath.Directory, "Intermediate", "Source");
DirectoryReference.CreateDirectory(TempDir);
// Get the project name for use in temporary files
string ProjectName = RawProjectPath.GetFileNameWithoutExtension();
// Create a target.cs file
MemoryStream TargetStream = new MemoryStream();
using (StreamWriter Writer = new StreamWriter(TargetStream))
{
Writer.WriteLine("using UnrealBuildTool;");
Writer.WriteLine();
Writer.WriteLine("public class {0}Target : TargetRules", ProjectName);
Writer.WriteLine("{");
Writer.WriteLine("\tpublic {0}Target(TargetInfo Target) : base(Target)", ProjectName);
Writer.WriteLine("\t{");
Writer.WriteLine("\t\tType = TargetType.Game;");
Writer.WriteLine("\t\tExtraModuleNames.Add(\"{0}\");", ProjectName);
Writer.WriteLine("\t}");
Writer.WriteLine("}");
}
FileReference TargetLocation = FileReference.Combine(TempDir, ProjectName + ".Target.cs");
FileReference.WriteAllBytesIfDifferent(TargetLocation, TargetStream.ToArray());
// Create a build.cs file
MemoryStream ModuleStream = new MemoryStream();
using (StreamWriter Writer = new StreamWriter(ModuleStream))
{
Writer.WriteLine("using UnrealBuildTool;");
Writer.WriteLine();
Writer.WriteLine("public class {0} : ModuleRules", ProjectName);
Writer.WriteLine("{");
Writer.WriteLine("\tpublic {0}(ReadOnlyTargetRules Target) : base(Target)", ProjectName);
Writer.WriteLine("\t{");
Writer.WriteLine("\t\tPCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;");
Writer.WriteLine();
Writer.WriteLine("\t\tPrivateDependencyModuleNames.Add(\"Core\");");
Writer.WriteLine("\t\tPrivateDependencyModuleNames.Add(\"Core\");");
Writer.WriteLine("\t}");
Writer.WriteLine("}");
}
FileReference ModuleLocation = FileReference.Combine(TempDir, ProjectName + ".Build.cs");
FileReference.WriteAllBytesIfDifferent(ModuleLocation, ModuleStream.ToArray());
// Create a main module cpp file
MemoryStream SourceFileStream = new MemoryStream();
using (StreamWriter Writer = new StreamWriter(SourceFileStream))
{
Writer.WriteLine("#include \"CoreTypes.h\"");
Writer.WriteLine("#include \"Modules/ModuleManager.h\"");
Writer.WriteLine();
Writer.WriteLine("IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultModuleImpl, {0}, \"{0}\");", ProjectName);
}
FileReference SourceFileLocation = FileReference.Combine(TempDir, ProjectName + ".cpp");
FileReference.WriteAllBytesIfDifferent(SourceFileLocation, SourceFileStream.ToArray());
}
/// <summary>
/// Attempts to autodetect project properties.
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <returns>Project properties.</returns>
private static ProjectProperties DetectProjectProperties(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms, List<UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested)
{
ProjectProperties Properties = new ProjectProperties();
Properties.RawProjectPath = RawProjectPath;
// detect if the project is content only, but has non-default build settings
List<string> ExtraSearchPaths = null;
if (RawProjectPath != null)
{
string TempTargetDir = CommandUtils.CombinePaths(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source");
if (RequiresTempTarget(RawProjectPath, ClientTargetPlatforms, ClientTargetConfigurations, AssetNativizationRequested))
{
GenerateTempTarget(RawProjectPath);
Properties.bWasGenerated = true;
ExtraSearchPaths = new List<string>();
ExtraSearchPaths.Add(TempTargetDir);
}
else if (File.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source", Path.GetFileNameWithoutExtension(RawProjectPath.FullName) + ".Target.cs")))
{
File.Delete(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source", Path.GetFileNameWithoutExtension(RawProjectPath.FullName) + ".Target.cs"));
}
// in case the RulesCompiler (what we use to find all the
// Target.cs files) has already cached the contents of this
// directory, then we need to invalidate that cache (so
// it'll find/use the new Target.cs file)
RulesCompiler.InvalidateRulesFileCache(TempTargetDir);
}
if (CommandUtils.CmdEnv.HasCapabilityToCompile)
{
DetectTargetsForProject(Properties, ExtraSearchPaths);
Properties.bIsCodeBasedProject = !CommandUtils.IsNullOrEmpty(Properties.Targets) || !CommandUtils.IsNullOrEmpty(Properties.Programs);
}
else
{
// should never ask for engine targets if we can't compile
if (RawProjectPath == null)
{
throw new AutomationException("Cannot determine engine targets if we can't compile.");
}
Properties.bIsCodeBasedProject = Properties.bWasGenerated;
// if there's a Source directory with source code in it, then mark us as having source code
string SourceDir = CommandUtils.CombinePaths(Path.GetDirectoryName(RawProjectPath.FullName), "Source");
if (Directory.Exists(SourceDir))
{
string[] CppFiles = Directory.GetFiles(SourceDir, "*.cpp", SearchOption.AllDirectories);
string[] HFiles = Directory.GetFiles(SourceDir, "*.h", SearchOption.AllDirectories);
Properties.bIsCodeBasedProject |= (CppFiles.Length > 0 || HFiles.Length > 0);
}
}
// check to see if the uproject loads modules, only if we haven't already determined it is a code based project
if (!Properties.bIsCodeBasedProject && RawProjectPath != null)
{
string uprojectStr = File.ReadAllText(RawProjectPath.FullName);
Properties.bIsCodeBasedProject = uprojectStr.Contains("\"Modules\"");
}
// Get all ini files
if (RawProjectPath != null)
{
CommandUtils.LogVerbose("Loading ini files for {0}", RawProjectPath);
foreach (UnrealTargetPlatform TargetPlatformType in UnrealTargetPlatform.GetValidPlatforms())
{
ConfigHierarchy EngineConfig = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, RawProjectPath.Directory, TargetPlatformType);
Properties.EngineConfigs.Add(TargetPlatformType, EngineConfig);
ConfigHierarchy GameConfig = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, RawProjectPath.Directory, TargetPlatformType);
Properties.GameConfigs.Add(TargetPlatformType, GameConfig);
}
}
return Properties;
}
/// <summary>
/// Gets the project's root binaries folder.
/// </summary>
/// <param name="RawProjectPath">Full project path.</param>
/// <param name="TargetType">Target type.</param>
/// <param name="bIsUProjectFile">True if uproject file.</param>
/// <returns>Binaries path.</returns>
public static DirectoryReference GetClientProjectBinariesRootPath(FileReference RawProjectPath, TargetType TargetType, bool bIsCodeBasedProject)
{
DirectoryReference BinPath = null;
switch (TargetType)
{
case TargetType.Program:
BinPath = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Binaries");
break;
case TargetType.Client:
case TargetType.Game:
if (!bIsCodeBasedProject)
{
BinPath = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Binaries");
}
else
{
BinPath = DirectoryReference.Combine(RawProjectPath.Directory, "Binaries");
}
break;
}
return BinPath;
}
/// <summary>
/// Gets the location where all rules assemblies should go
/// </summary>
private static string GetRulesAssemblyFolder()
{
string RulesFolder;
if (CommandUtils.IsEngineInstalled())
{
RulesFolder = CommandUtils.CombinePaths(Path.GetTempPath(), "UAT", CommandUtils.EscapePath(CommandUtils.CmdEnv.LocalRoot), "Rules");
}
else
{
RulesFolder = CommandUtils.CombinePaths(CommandUtils.CmdEnv.EngineSavedFolder, "Rules");
}
return RulesFolder;
}
/// <summary>
/// Finds all targets for the project.
/// </summary>
/// <param name="Properties">Project properties.</param>
/// <param name="ExtraSearchPaths">Additional search paths.</param>
private static void DetectTargetsForProject(ProjectProperties Properties, List<string> ExtraSearchPaths = null)
{
Properties.Targets = new List<SingleTargetProperties>();
FileReference TargetsDllFilename;
string FullProjectPath = null;
List<DirectoryReference> GameFolders = new List<DirectoryReference>();
DirectoryReference RulesFolder = new DirectoryReference(GetRulesAssemblyFolder());
if (Properties.RawProjectPath != null)
{
CommandUtils.LogVerbose("Looking for targets for project {0}", Properties.RawProjectPath);
TargetsDllFilename = FileReference.Combine(RulesFolder, String.Format("UATRules{0}.dll", Properties.RawProjectPath.GetHashCode()));
FullProjectPath = CommandUtils.GetDirectoryName(Properties.RawProjectPath.FullName);
GameFolders.Add(new DirectoryReference(FullProjectPath));
CommandUtils.LogVerbose("Searching for target rule files in {0}", FullProjectPath);
}
else
{
TargetsDllFilename = FileReference.Combine(RulesFolder, String.Format("UATRules{0}.dll", "_BaseEngine_"));
}
// the UBT code assumes a certain CWD, but artists don't have this CWD.
string SourceDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source");
bool DirPushed = false;
if (CommandUtils.DirectoryExists_NoExceptions(SourceDir))
{
CommandUtils.PushDir(SourceDir);
DirPushed = true;
}
List<DirectoryReference> ExtraSearchDirectories = (ExtraSearchPaths == null)? null : ExtraSearchPaths.Select(x => new DirectoryReference(x)).ToList();
List<FileReference> TargetScripts = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.Target, GameFolders: GameFolders, ForeignPlugins: null, AdditionalSearchPaths: ExtraSearchDirectories, bIncludeEnterprise: false);
if (DirPushed)
{
CommandUtils.PopDir();
}
if (!CommandUtils.IsNullOrEmpty(TargetScripts))
{
// We only care about project target script so filter out any scripts not in the project folder, or take them all if we are just doing engine stuff
List<FileReference> ProjectTargetScripts = new List<FileReference>();
foreach (FileReference TargetScript in TargetScripts)
{
if (FullProjectPath == null || TargetScript.IsUnderDirectory(new DirectoryReference(FullProjectPath)))
{
ProjectTargetScripts.Add(TargetScript);
}
}
TargetScripts = ProjectTargetScripts;
}
if (!CommandUtils.IsNullOrEmpty(TargetScripts))
{
CommandUtils.LogVerbose("Found {0} target rule files:", TargetScripts.Count);
foreach (FileReference Filename in TargetScripts)
{
CommandUtils.LogVerbose(" {0}", Filename);
}
// Check if the scripts require compilation
bool DoNotCompile = false;
if (!CommandUtils.IsBuildMachine && !CheckIfScriptAssemblyIsOutOfDate(TargetsDllFilename, TargetScripts))
{
Log.TraceVerbose("Targets DLL {0} is up to date.", TargetsDllFilename);
DoNotCompile = true;
}
if (!DoNotCompile && CommandUtils.FileExists_NoExceptions(TargetsDllFilename.FullName))
{
if (!CommandUtils.DeleteFile_NoExceptions(TargetsDllFilename.FullName, true))
{
DoNotCompile = true;
CommandUtils.LogVerbose("Could not delete {0} assuming it is up to date and reusable for a recursive UAT call.", TargetsDllFilename);
}
}
CompileAndLoadTargetsAssembly(Properties, TargetsDllFilename, DoNotCompile, TargetScripts);
}
}
/// <summary>
/// Optionally compiles and loads target rules assembly.
/// </summary>
/// <param name="Properties"></param>
/// <param name="TargetsDllFilename"></param>
/// <param name="DoNotCompile"></param>
/// <param name="TargetScripts"></param>
private static void CompileAndLoadTargetsAssembly(ProjectProperties Properties, FileReference TargetsDllFilename, bool DoNotCompile, List<FileReference> TargetScripts)
{
CommandUtils.LogVerbose("Compiling targets DLL: {0}", TargetsDllFilename);
List<string> ReferencedAssemblies = new List<string>()
{
"System.dll",
"System.Core.dll",
"System.Xml.dll",
typeof(UnrealBuildTool.PlatformExports).Assembly.Location
};
List<string> PreprocessorDefinitions = RulesAssembly.GetPreprocessorDefinitions();
Assembly TargetsDLL = DynamicCompilation.CompileAndLoadAssembly(TargetsDllFilename, new HashSet<FileReference>(TargetScripts), ReferencedAssemblies, PreprocessorDefinitions, DoNotCompile);
Type[] AllCompiledTypes = TargetsDLL.GetTypes();
foreach (Type TargetType in AllCompiledTypes)
{
// Find TargetRules but skip all "UE4Editor", "UE4Game" targets.
if (typeof(TargetRules).IsAssignableFrom(TargetType) && !TargetType.IsAbstract)
{
string TargetName = GetTargetName(TargetType);
TargetInfo DummyTargetInfo = new TargetInfo(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", Properties.RawProjectPath);
// Create an instance of this type
CommandUtils.LogVerbose("Creating target rules object: {0}", TargetType.Name);
TargetRules Rules = Activator.CreateInstance(TargetType, DummyTargetInfo) as TargetRules;
CommandUtils.LogVerbose("Adding target: {0} ({1})", TargetType.Name, Rules.Type);
SingleTargetProperties TargetData;
TargetData.TargetName = GetTargetName(TargetType);
TargetData.Rules = Rules;
if (Rules.Type == global::UnrealBuildTool.TargetType.Program)
{
Properties.Programs.Add(TargetData);
}
else
{
Properties.Targets.Add(TargetData);
}
}
}
}
/// <summary>
/// Checks if any of the script files in newer than the generated assembly.
/// </summary>
/// <param name="TargetsDllFilename"></param>
/// <param name="TargetScripts"></param>
/// <returns>True if the generated assembly is out of date.</returns>
private static bool CheckIfScriptAssemblyIsOutOfDate(FileReference TargetsDllFilename, List<FileReference> TargetScripts)
{
bool bOutOfDate = false;
FileInfo AssemblyInfo = new FileInfo(TargetsDllFilename.FullName);
if (AssemblyInfo.Exists)
{
foreach (FileReference ScriptFilename in TargetScripts)
{
FileInfo ScriptInfo = new FileInfo(ScriptFilename.FullName);
if (ScriptInfo.Exists && ScriptInfo.LastWriteTimeUtc > AssemblyInfo.LastWriteTimeUtc)
{
bOutOfDate = true;
break;
}
}
}
else
{
bOutOfDate = true;
}
return bOutOfDate;
}
/// <summary>
/// Converts class type name (usually ends with Target) to a target name (without the postfix).
/// </summary>
/// <param name="TargetRulesType">Tagert class.</param>
/// <returns>Target name</returns>
private static string GetTargetName(Type TargetRulesType)
{
const string TargetPostfix = "Target";
string Name = TargetRulesType.Name;
if (Name.EndsWith(TargetPostfix, StringComparison.InvariantCultureIgnoreCase))
{
Name = Name.Substring(0, Name.Length - TargetPostfix.Length);
}
return Name;
}
/// <summary>
/// Performs initial cleanup of target rules folder
/// </summary>
public static void CleanupFolders()
{
CommandUtils.LogVerbose("Cleaning up project rules folder");
string RulesFolder = GetRulesAssemblyFolder();
if (CommandUtils.DirectoryExists(RulesFolder))
{
CommandUtils.DeleteDirectoryContents(RulesFolder);
}
}
/// <summary>
/// Takes a game name (e.g "ShooterGame") and tries to find the path to the project file
/// </summary>
/// <param name="GameName"></param>
/// <returns></returns>
public static FileReference FindProjectFileFromName(string GameName)
{
// if they passed in a path then easy.
if (File.Exists(GameName))
{
return new FileReference(GameName);
}
// Start with the gamename regardless of what they passed in
GameName = Path.GetFileNameWithoutExtension(GameName);
// Turn Foo into Foo.uproject
string ProjectFile = GameName;
if (string.IsNullOrEmpty(Path.GetExtension(ProjectFile)))
{
// if project was specified but had no extension then just add it.
ProjectFile = Path.ChangeExtension(GameName, ".uproject");
}
// Turn Foo.uproject into Foo/Foo.uproject
ProjectFile = Path.Combine(GameName, ProjectFile);
GameName = Path.GetFileNameWithoutExtension(GameName);
// check for sibling to engine
if (File.Exists(ProjectFile))
{
return new FileReference(ProjectFile);
}
// Search NativeProjects (sibling folders).
IEnumerable<FileReference> Projects = NativeProjects.EnumerateProjectFiles();
FileReference ProjectPath = Projects.Where(R => string.Equals(R.GetFileName(), ProjectFile, StringComparison.OrdinalIgnoreCase)).FirstOrDefault();
if (ProjectPath == null)
{
// read .uprojectdirs
List<string> SearchPaths = new List<string>();
SearchPaths.Add("");
string ProjectDirsFile = Directory.EnumerateFiles(Environment.CurrentDirectory, "*.uprojectdirs").FirstOrDefault();
if (ProjectDirsFile != null)
{
foreach (string FilePath in File.ReadAllLines(ProjectDirsFile))
{
string Trimmed = FilePath.Trim();
if (!Trimmed.StartsWith("./", StringComparison.OrdinalIgnoreCase) &&
!Trimmed.StartsWith(";", StringComparison.OrdinalIgnoreCase) &&
Trimmed.IndexOfAny(Path.GetInvalidPathChars()) < 0)
{
SearchPaths.Add(Trimmed);
}
}
string ResolvedFile = SearchPaths.Select(P => Path.Combine(P, ProjectFile))
.Where(P => File.Exists(P))
.FirstOrDefault();
if (ResolvedFile != null)
{
ProjectPath = new FileReference(ResolvedFile);
}
}
}
// either valid or we're out of ideas...
return ProjectPath;
}
}
public class BranchInfo
{
public static List<TargetType> MonolithicKinds = new List<TargetType>
{
TargetType.Game,
TargetType.Client,
TargetType.Server,
};
[DebuggerDisplay("{GameName}")]
public class BranchUProject
{
public string GameName;
public FileReference FilePath;
public ProjectProperties Properties;
public BranchUProject(FileReference ProjectFile)
{
GameName = ProjectFile.GetFileNameWithoutExtension();
//not sure what the heck this path is relative to
FilePath = ProjectFile;
if (!CommandUtils.FileExists_NoExceptions(FilePath.FullName))
{
throw new AutomationException("Could not resolve relative path corrctly {0} -> {1} which doesn't exist.", ProjectFile, FilePath);
}
Properties = ProjectUtils.GetProjectProperties(FilePath);
}
public BranchUProject()
{
GameName = "UE4";
Properties = ProjectUtils.GetProjectProperties(null);
if (!Properties.Targets.Exists(Target => Target.Rules.Type == TargetType.Editor))
{
throw new AutomationException("Base UE4 project did not contain an editor target.");
}
}
public void Dump(List<UnrealTargetPlatform> InHostPlatforms)
{
CommandUtils.LogVerbose(" ShortName: " + GameName);
CommandUtils.LogVerbose(" FilePath : " + FilePath);
CommandUtils.LogVerbose(" bIsCodeBasedProject : " + (Properties.bIsCodeBasedProject ? "YES" : "NO"));
foreach (UnrealTargetPlatform HostPlatform in InHostPlatforms)
{
CommandUtils.LogVerbose(" For Host : " + HostPlatform.ToString());
CommandUtils.LogVerbose(" Targets {0}:", Properties.Targets.Count);
foreach (SingleTargetProperties ThisTarget in Properties.Targets)
{
CommandUtils.LogVerbose(" TargetName : " + ThisTarget.TargetName);
CommandUtils.LogVerbose(" Type : " + ThisTarget.Rules.Type);
CommandUtils.LogVerbose(" bUsesSteam : " + (ThisTarget.Rules.bUsesSteam ? "YES" : "NO"));
CommandUtils.LogVerbose(" bUsesCEF3 : " + (ThisTarget.Rules.bUsesCEF3 ? "YES" : "NO"));
CommandUtils.LogVerbose(" bUsesSlate : " + (ThisTarget.Rules.bUsesSlate ? "YES" : "NO"));
}
CommandUtils.LogVerbose(" Programs {0}:", Properties.Programs.Count);
foreach (SingleTargetProperties ThisTarget in Properties.Programs)
{
CommandUtils.LogVerbose(" TargetName : " + ThisTarget.TargetName);
}
}
}
};
public BranchUProject BaseEngineProject = null;
public List<BranchUProject> CodeProjects = new List<BranchUProject>();
public List<BranchUProject> NonCodeProjects = new List<BranchUProject>();
public IEnumerable<BranchUProject> AllProjects
{
get { return CodeProjects.Union(NonCodeProjects); }
}
public BranchInfo(List<UnrealTargetPlatform> InHostPlatforms)
{
BaseEngineProject = new BranchUProject();
IEnumerable<FileReference> AllProjects = UnrealBuildTool.NativeProjects.EnumerateProjectFiles();
using(TelemetryStopwatch SortProjectsStopwatch = new TelemetryStopwatch("SortProjects"))
{
foreach (FileReference InfoEntry in AllProjects)
{
BranchUProject UProject = new BranchUProject(InfoEntry);
if (UProject.Properties.bIsCodeBasedProject)
{
CodeProjects.Add(UProject);
}
else
{
NonCodeProjects.Add(UProject);
// the base project uses BlankProject if it really needs a .uproject file
if (BaseEngineProject.FilePath == null && UProject.GameName == "BlankProject")
{
BaseEngineProject.FilePath = UProject.FilePath;
}
}
}
}
/* if (String.IsNullOrEmpty(BaseEngineProject.FilePath))
{
throw new AutomationException("All branches must have the blank project /Samples/Sandbox/BlankProject");
}*/
using(TelemetryStopwatch ProjectDumpStopwatch = new TelemetryStopwatch("Project Dump"))
{
CommandUtils.LogVerbose(" Base Engine:");
BaseEngineProject.Dump(InHostPlatforms);
CommandUtils.LogVerbose(" {0} Code projects:", CodeProjects.Count);
foreach (BranchUProject Proj in CodeProjects)
{
Proj.Dump(InHostPlatforms);
}
CommandUtils.LogVerbose(" {0} Non-Code projects:", NonCodeProjects.Count);
foreach (BranchUProject Proj in NonCodeProjects)
{
Proj.Dump(InHostPlatforms);
}
}
}
public BranchUProject FindGame(string GameName)
{
foreach (BranchUProject Proj in CodeProjects)
{
if (Proj.GameName.Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
{
return Proj;
}
}
foreach (BranchUProject Proj in NonCodeProjects)
{
if (Proj.GameName.Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
{
return Proj;
}
}
return null;
}
public BranchUProject FindGameChecked(string GameName)
{
BranchUProject Project = FindGame(GameName);
if(Project == null)
{
throw new AutomationException("Cannot find project '{0}' in branch", GameName);
}
return Project;
}
public SingleTargetProperties FindProgram(string ProgramName)
{
foreach (SingleTargetProperties Proj in BaseEngineProject.Properties.Programs)
{
if (Proj.TargetName.Equals(ProgramName, StringComparison.InvariantCultureIgnoreCase))
{
return Proj;
}
}
foreach (BranchUProject CodeProj in CodeProjects)
{
foreach (SingleTargetProperties Proj in CodeProj.Properties.Programs)
{
if (Proj.TargetName.Equals(ProgramName, StringComparison.InvariantCultureIgnoreCase))
{
return Proj;
}
}
}
SingleTargetProperties Result;
Result.TargetName = ProgramName;
Result.Rules = null;
return Result;
}
};
}