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1378 lines
48 KiB
C#
1378 lines
48 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Xml;
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using System.Diagnostics;
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using System.Web.Script.Serialization;
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using UnrealBuildTool;
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using Tools.DotNETCommon;
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using System.Linq;
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namespace AutomationTool
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{
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class UE4BuildException : AutomationException
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{
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public UE4BuildException(string Message)
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: base("BUILD FAILED: " + Message)
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{
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OutputFormat = AutomationExceptionOutputFormat.Minimal;
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}
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public UE4BuildException(string Format, params object[] Args)
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: this(String.Format(Format, Args))
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{
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}
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}
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[Help("ForceMonolithic", "Toggle to combined the result into one executable")]
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[Help("ForceDebugInfo", "Forces debug info even in development builds")]
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[Help("NoXGE", "Toggle to disable the distributed build process")]
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[Help("ForceNonUnity", "Toggle to disable the unity build system")]
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[Help("ForceUnity", "Toggle to force enable the unity build system")]
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[Help("Licensee", "If set, this build is being compiled by a licensee")]
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public class UE4Build
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{
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private BuildCommand OwnerCommand;
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public bool HasBuildProduct(string InFile)
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{
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string File = CommandUtils.CombinePaths(InFile);
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foreach (var ExistingFile in BuildProductFiles)
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{
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if (ExistingFile.Equals(File, StringComparison.InvariantCultureIgnoreCase))
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{
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return true;
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}
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}
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return false;
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}
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public void AddBuildProduct(string InFile)
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{
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string File = CommandUtils.CombinePaths(InFile);
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if (!CommandUtils.FileExists(File) && !CommandUtils.DirectoryExists(File))
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{
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throw new UE4BuildException("Specified file to AddBuildProduct {0} does not exist.", File);
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}
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if (!HasBuildProduct(InFile))
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{
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BuildProductFiles.Add(File);
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}
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}
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static bool IsBuildReceipt(string FileName)
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{
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return FileName.EndsWith(".version", StringComparison.InvariantCultureIgnoreCase)
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|| FileName.EndsWith(".target", StringComparison.InvariantCultureIgnoreCase)
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|| FileName.EndsWith(".modules", StringComparison.InvariantCultureIgnoreCase)
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|| FileName.EndsWith("buildid.txt", StringComparison.InvariantCultureIgnoreCase);
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}
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BuildManifest AddBuildProductsFromManifest(FileReference ManifestFile)
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{
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if (!FileReference.Exists(ManifestFile))
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{
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throw new UE4BuildException("UBT Manifest {0} does not exist.", ManifestFile);
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}
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BuildManifest Manifest = CommandUtils.ReadManifest(ManifestFile);
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foreach (string Item in Manifest.BuildProducts)
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{
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if (!CommandUtils.FileExists_NoExceptions(Item) && !CommandUtils.DirectoryExists_NoExceptions(Item))
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{
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throw new UE4BuildException("{0} was in manifest but was not produced.", Item);
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}
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AddBuildProduct(Item);
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}
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return Manifest;
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}
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private void PrepareUBT()
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{
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if (CommandUtils.FileExists(UBTExecutable) == false)
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{
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throw new UE4BuildException("UBT does not exist in {0}.", UBTExecutable);
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}
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}
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public class XGEItem
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{
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public BuildManifest Manifest;
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public UnrealTargetPlatform Platform;
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public UnrealTargetConfiguration Config;
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public string TargetName;
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public FileReference UProjectPath;
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public List<string> XgeXmlFiles;
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public string OutputCaption;
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}
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XGEItem XGEPrepareBuildWithUBT(string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, FileReference UprojectPath, string InAddArgs)
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{
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string AddArgs = "";
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if (UprojectPath != null)
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{
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AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
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}
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AddArgs += " -NoUBTMakefiles";
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AddArgs += " " + InAddArgs;
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PrepareUBT();
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FileReference ManifestFile = GetManifestFile(UprojectPath);
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CommandUtils.DeleteFile(ManifestFile);
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ClearExportedXGEXML();
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CommandUtils.RunUBT(CommandUtils.CmdEnv, UBTExecutable: UBTExecutable, Project: UprojectPath, Target: TargetName, Platform: Platform, Config: Config, AdditionalArgs: String.Format("-Manifest={0} -nobuilduht -NoHotReload -xgeexport {1}", CommandUtils.MakePathSafeToUseWithCommandLine(ManifestFile.FullName), AddArgs));
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XGEItem Result = new XGEItem();
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Result.Platform = Platform;
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Result.Config = Config;
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Result.TargetName = TargetName;
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Result.UProjectPath = UprojectPath;
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Result.Manifest = CommandUtils.ReadManifest(ManifestFile);
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Result.OutputCaption = String.Format("{0}-{1}-{2}", TargetName, Platform.ToString(), Config.ToString());
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CommandUtils.DeleteFile(ManifestFile);
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Result.XgeXmlFiles = new List<string>();
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foreach (var XGEFile in FindXGEFiles())
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{
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if (!CommandUtils.FileExists_NoExceptions(XGEFile))
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{
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throw new UE4BuildException("Couldn't find file: {0}", XGEFile);
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}
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int FileNum = 0;
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string OutFile;
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while (true)
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{
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OutFile = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LogFolder, String.Format("UBTExport.{0}.xge.xml", FileNum));
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FileInfo ItemInfo = new FileInfo(OutFile);
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if (!ItemInfo.Exists)
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{
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break;
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}
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FileNum++;
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}
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CommandUtils.CopyFile(XGEFile, OutFile);
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Result.XgeXmlFiles.Add(OutFile);
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}
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ClearExportedXGEXML();
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return Result;
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}
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void XGEFinishBuildWithUBT(XGEItem Item)
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{
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// run the deployment steps, if necessary
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foreach(string DeployTargetFile in Item.Manifest.DeployTargetFiles)
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{
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CommandUtils.RunUBT(CommandUtils.CmdEnv, UBTExecutable, String.Format("-Mode=Deploy -Receipt=\"{0}\"", DeployTargetFile));
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}
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foreach (string ManifestItem in Item.Manifest.BuildProducts)
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{
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if (!CommandUtils.FileExists_NoExceptions(ManifestItem))
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{
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throw new UE4BuildException("{0} was in manifest but was not produced.", ManifestItem);
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}
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AddBuildProduct(ManifestItem);
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}
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}
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void CleanWithUBT(string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, FileReference UprojectPath, string InAddArgs = "")
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{
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string AddArgs = "";
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if (UprojectPath != null)
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{
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AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
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}
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AddArgs += " -NoUBTMakefiles";
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AddArgs += " " + InAddArgs;
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if (!TargetName.Equals("UnrealHeaderTool", StringComparison.InvariantCultureIgnoreCase))
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{
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AddArgs += " -nobuilduht";
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}
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PrepareUBT();
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using(TelemetryStopwatch CleanStopwatch = new TelemetryStopwatch("CleanWithUBT.{0}.{1}.{2}", TargetName, Platform.ToString(), Config))
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{
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CommandUtils.RunUBT(CommandUtils.CmdEnv, UBTExecutable: UBTExecutable, Project: UprojectPath, Target: TargetName, Platform: Platform, Config: Config, AdditionalArgs: "-Clean -NoHotReload" + AddArgs);
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}
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}
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BuildManifest BuildWithUBT(string TargetName, UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration Config, FileReference UprojectPath, bool ForceFlushMac = false, bool DisableXGE = false, string InAddArgs = "")
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{
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string AddArgs = "";
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if (UprojectPath != null)
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{
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AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
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}
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AddArgs += " -NoUBTMakefiles";
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AddArgs += " " + InAddArgs;
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if (ForceFlushMac)
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{
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AddArgs += " -flushmac";
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}
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if (DisableXGE)
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{
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AddArgs += " -noxge";
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}
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PrepareUBT();
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FileReference ManifestFile = GetManifestFile(UprojectPath);
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CommandUtils.DeleteFile(ManifestFile);
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CommandUtils.RunUBT(CommandUtils.CmdEnv, UBTExecutable: UBTExecutable, Project: UprojectPath, Target: TargetName, Platform: TargetPlatform, Config: Config, AdditionalArgs: String.Format("{0} -Manifest={1} -NoHotReload", AddArgs, CommandUtils.MakePathSafeToUseWithCommandLine(ManifestFile.FullName)));
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BuildManifest Manifest = AddBuildProductsFromManifest(ManifestFile);
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CommandUtils.DeleteFile(ManifestFile);
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return Manifest;
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}
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string[] DotNetProductExtenstions()
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{
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return new string[]
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{
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".dll",
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".pdb",
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".exe.config",
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".exe",
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"exe.mdb"
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};
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}
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string[] SwarmBuildProducts()
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{
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return new string[]
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{
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"AgentInterface",
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"SwarmAgent",
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"SwarmCoordinator",
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"SwarmCoordinatorInterface",
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"SwarmInterface",
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"SwarmCommonUtils"
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};
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}
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void AddBuildProductsForCSharpProj(string CsProj)
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{
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string BaseOutput = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/DotNET/" + Path.GetFileNameWithoutExtension(CsProj);
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foreach (var Ext in DotNetProductExtenstions())
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{
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if (CommandUtils.FileExists(BaseOutput + Ext))
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{
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AddBuildProduct(BaseOutput + Ext);
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}
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}
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}
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void AddIOSBuildProductsForCSharpProj(string CsProj)
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{
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string BaseOutput = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/DotNET/IOS/" + Path.GetFileNameWithoutExtension(CsProj);
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foreach (var Ext in DotNetProductExtenstions())
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{
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if (CommandUtils.FileExists(BaseOutput + Ext))
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{
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AddBuildProduct(BaseOutput + Ext);
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}
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}
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}
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void AddSwarmBuildProducts()
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{
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foreach (var SwarmProduct in SwarmBuildProducts())
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{
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string DotNETOutput = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/DotNET/" + SwarmProduct;
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string Win64Output = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/Win64/" + SwarmProduct;
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foreach (var Ext in DotNetProductExtenstions())
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{
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if (CommandUtils.FileExists(DotNETOutput + Ext))
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{
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AddBuildProduct(DotNETOutput + Ext);
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}
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}
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foreach (var Ext in DotNetProductExtenstions())
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{
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if (CommandUtils.FileExists(Win64Output + Ext))
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{
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AddBuildProduct(Win64Output + Ext);
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}
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}
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}
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}
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/// <summary>
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/// Updates the engine version files
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/// </summary>
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public List<FileReference> UpdateVersionFiles(bool ActuallyUpdateVersionFiles = true, int? ChangelistNumberOverride = null, int? CompatibleChangelistNumberOverride = null, string Build = null, bool? IsPromotedOverride = null)
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{
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bool bIsLicenseeVersion = ParseParam("Licensee") || !FileReference.Exists(FileReference.Combine(CommandUtils.EngineDirectory, "Build", "NotForLicensees", "EpicInternal.txt"));
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bool bIsPromotedBuild = IsPromotedOverride.HasValue? IsPromotedOverride.Value : (ParseParamInt("Promoted", 1) != 0);
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bool bDoUpdateVersionFiles = CommandUtils.P4Enabled && ActuallyUpdateVersionFiles;
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int ChangelistNumber = 0;
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if (bDoUpdateVersionFiles)
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{
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ChangelistNumber = ChangelistNumberOverride.HasValue? ChangelistNumberOverride.Value : CommandUtils.P4Env.Changelist;
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}
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int CompatibleChangelistNumber = ChangelistNumber;
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if(bDoUpdateVersionFiles && CompatibleChangelistNumberOverride.HasValue)
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{
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CompatibleChangelistNumber = CompatibleChangelistNumberOverride.Value;
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}
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string Branch = OwnerCommand.ParseParamValue("Branch");
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if (String.IsNullOrEmpty(Branch))
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{
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Branch = CommandUtils.P4Enabled ? CommandUtils.EscapePath(CommandUtils.P4Env.Branch) : "";
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}
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return StaticUpdateVersionFiles(ChangelistNumber, CompatibleChangelistNumber, Branch, Build, bIsLicenseeVersion, bIsPromotedBuild, bDoUpdateVersionFiles);
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}
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public static List<FileReference> StaticUpdateVersionFiles(int ChangelistNumber, int CompatibleChangelistNumber, string Branch, string Build, bool bIsLicenseeVersion, bool bIsPromotedBuild, bool bDoUpdateVersionFiles)
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{
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FileReference BuildVersionFile = BuildVersion.GetDefaultFileName();
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// Get the revision to sync files to before
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if(CommandUtils.P4Enabled && ChangelistNumber > 0)
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{
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CommandUtils.P4.Sync(String.Format("-f \"{0}@{1}\"", BuildVersionFile, ChangelistNumber), false, false);
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}
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BuildVersion Version;
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if(!BuildVersion.TryRead(BuildVersionFile, out Version))
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{
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Version = new BuildVersion();
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}
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List<FileReference> Result = new List<FileReference>();
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{
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if (bDoUpdateVersionFiles)
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{
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CommandUtils.LogLog("Updating {0} with:", BuildVersionFile);
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CommandUtils.LogLog(" Changelist={0}", ChangelistNumber);
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CommandUtils.LogLog(" CompatibleChangelist={0}", CompatibleChangelistNumber);
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CommandUtils.LogLog(" IsLicenseeVersion={0}", bIsLicenseeVersion? 1 : 0);
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CommandUtils.LogLog(" IsPromotedBuild={0}", bIsPromotedBuild? 1 : 0);
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CommandUtils.LogLog(" BranchName={0}", Branch);
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CommandUtils.LogLog(" BuildVersion={0}", Build);
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Version.Changelist = ChangelistNumber;
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if(CompatibleChangelistNumber > 0)
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{
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Version.CompatibleChangelist = CompatibleChangelistNumber;
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}
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Version.IsLicenseeVersion = bIsLicenseeVersion;
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Version.IsPromotedBuild = bIsPromotedBuild;
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Version.BranchName = Branch;
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Version.BuildVersionString = Build;
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if (File.Exists(BuildVersionFile.FullName))
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{
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VersionFileUpdater.MakeFileWriteable(BuildVersionFile.FullName);
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}
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Version.Write(BuildVersionFile);
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}
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else
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{
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CommandUtils.LogVerbose("{0} will not be updated because P4 is not enabled.", BuildVersionFile);
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}
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Result.Add(BuildVersionFile);
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}
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{
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// Use Version.h data to update MetaData.cs so the assemblies match the engine version.
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FileReference MetaDataFile = FileReference.Combine(CommandUtils.EngineDirectory, "Source", "Programs", "DotNETCommon", "MetaData.cs");
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if (bDoUpdateVersionFiles)
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{
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// Get the revision to sync files to before
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if(CommandUtils.P4Enabled && ChangelistNumber > 0)
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{
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CommandUtils.P4.Sync(String.Format("-f \"{0}@{1}\"", MetaDataFile, ChangelistNumber), false, false);
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}
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// Get the MAJOR/MINOR/PATCH from the Engine Version file, as it is authoritative. The rest we get from the P4Env.
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string NewInformationalVersion = String.Format("{0}.{1}.{2}-{3}+{4}", Version.MajorVersion, Version.MinorVersion, Version.PatchVersion, Version.Changelist.ToString(), Version.BranchName);
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CommandUtils.LogLog("Updating {0} with AssemblyInformationalVersion: {1}", MetaDataFile, NewInformationalVersion);
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VersionFileUpdater VersionH = new VersionFileUpdater(MetaDataFile);
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VersionH.SetAssemblyInformationalVersion(NewInformationalVersion);
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VersionH.Commit();
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}
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else
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{
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CommandUtils.LogVerbose("{0} will not be updated because P4 is not enabled.", MetaDataFile);
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}
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Result.Add(MetaDataFile);
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}
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return Result;
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}
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[DebuggerDisplay("{TargetName} {Platform} {Config}")]
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public class BuildTarget
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{
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/// <summary>
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/// Name of the target
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/// </summary>
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public string TargetName;
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/// <summary>
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/// For code-based projects with a .uproject, the TargetName isn't enough for UBT to find the target, this will point UBT to the target
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/// </summary>
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public FileReference UprojectPath;
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/// <summary>
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/// Platform to build
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/// </summary>
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public UnrealTargetPlatform Platform;
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/// <summary>
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/// Configuration to build
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/// </summary>
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public UnrealTargetConfiguration Config;
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/// <summary>
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/// Extra UBT args
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/// </summary>
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public string UBTArgs;
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/// <summary>
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/// Whether to clean this target. If not specified, the target will be cleaned if -Clean is on the command line.
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/// </summary>
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public bool? Clean;
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/// <summary>
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/// Format as string
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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return string.Format("{0} {1} {2}", TargetName, Platform, Config);
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}
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}
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|
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public class BuildAgenda
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{
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/// <summary>
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/// .NET .csproj files that will be compiled and included in the build. Currently we assume the output
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/// binary file names match the solution file base name, but with various different binary file extensions.
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/// </summary>
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public List<string> DotNetProjects = new List<string>();
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public string SwarmAgentProject = "";
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public string SwarmCoordinatorProject = "";
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/// <summary>
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/// List of targets to build. These can be various Unreal projects, programs or libraries in various configurations
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/// </summary>
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public List<BuildTarget> Targets = new List<BuildTarget>();
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/// <summary>
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/// Adds a target with the specified configuration.
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/// </summary>
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/// <param name="TargetName">Name of the target</param>
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/// <param name="InPlatform">Platform</param>
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/// <param name="InConfiguration">Configuration</param>
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/// <param name="InUprojectPath">Path to optional uproject file</param>
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/// <param name="InAddArgs">Specifies additional arguments for UBT</param>
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public void AddTarget(string TargetName, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, FileReference InUprojectPath = null, string InAddArgs = "")
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{
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// Is this platform a compilable target?
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if (!Platform.GetPlatform(InPlatform).CanBeCompiled())
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{
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return;
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}
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Targets.Add(new BuildTarget()
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{
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TargetName = TargetName,
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Platform = InPlatform,
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Config = InConfiguration,
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UprojectPath = InUprojectPath,
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UBTArgs = InAddArgs,
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});
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}
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/// <summary>
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/// Adds multiple targets with the specified configuration.
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/// </summary>
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/// <param name="TargetNames">List of targets.</param>
|
|
/// <param name="InPlatform">Platform</param>
|
|
/// <param name="InConfiguration">Configuration</param>
|
|
/// <param name="InUprojectPath">Path to optional uproject file</param>
|
|
/// <param name="InAddArgs">Specifies additional arguments for UBT</param>
|
|
public void AddTargets(string[] TargetNames, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, FileReference InUprojectPath = null, string InAddArgs = "")
|
|
{
|
|
// Is this platform a compilable target?
|
|
if (!Platform.GetPlatform(InPlatform).CanBeCompiled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var Target in TargetNames)
|
|
{
|
|
Targets.Add(new BuildTarget()
|
|
{
|
|
TargetName = Target,
|
|
Platform = InPlatform,
|
|
Config = InConfiguration,
|
|
UprojectPath = InUprojectPath,
|
|
UBTArgs = InAddArgs,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public UE4Build(BuildCommand Command)
|
|
{
|
|
OwnerCommand = Command;
|
|
BuildProductFiles.Clear();
|
|
}
|
|
|
|
public List<string> FindXGEFiles()
|
|
{
|
|
var Result = new List<string>();
|
|
var Root = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"\Engine\Intermediate\Build");
|
|
Result.AddRange(CommandUtils.FindFiles_NoExceptions("*.xge.xml", false, Root));
|
|
Result.Sort();
|
|
return Result;
|
|
}
|
|
|
|
public bool ProcessXGEItems(List<XGEItem> Actions, string XGETool, string Args, string TaskFilePath, bool ShowProgress)
|
|
{
|
|
TelemetryStopwatch CombineXGEStopwatch = new TelemetryStopwatch("CombineXGEItemFiles.{0}", Path.GetFileNameWithoutExtension(XGETool));
|
|
|
|
XmlDocument XGETaskDocument;
|
|
if (!CombineXGEItemFiles(Actions, TaskFilePath, out XGETaskDocument))
|
|
{
|
|
CommandUtils.LogVerbose("Incremental build, apparently everything was up to date, no XGE jobs produced.");
|
|
}
|
|
else
|
|
{
|
|
XmlElement EnvironmentsElement = XGETaskDocument.CreateElement("Environments");// Make sure all the tasks have a unique prefix
|
|
if(ShowProgress)
|
|
{
|
|
List<XmlElement> AllToolElements = new List<XmlElement>();
|
|
foreach(XmlElement EnvironmentElement in EnvironmentsElement.GetElementsByTagName("Environment"))
|
|
{
|
|
foreach(XmlElement ToolsElement in EnvironmentElement.GetElementsByTagName("Tools"))
|
|
{
|
|
foreach(XmlElement ToolElement in ToolsElement.GetElementsByTagName("Tool"))
|
|
{
|
|
AllToolElements.Add(ToolElement);
|
|
}
|
|
}
|
|
}
|
|
for(int Idx = 0; Idx < AllToolElements.Count; Idx++)
|
|
{
|
|
XmlElement ToolElement = AllToolElements[Idx];
|
|
if (ToolElement.HasAttribute("OutputPrefix"))
|
|
{
|
|
ToolElement.SetAttribute("OutputPrefix", ToolElement.Attributes["OutputPrefix"].Value + String.Format(" [@progress increment 1/{0}]", AllToolElements.Count));
|
|
}
|
|
else
|
|
{
|
|
ToolElement.SetAttribute("OutputPrefix", String.Format(" [@progress increment 1/{0} skipline]", AllToolElements.Count));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Write the XGE task XML to a temporary file.
|
|
using (FileStream OutputFileStream = new FileStream(TaskFilePath, FileMode.Create, FileAccess.Write))
|
|
{
|
|
XGETaskDocument.Save(OutputFileStream);
|
|
}
|
|
if (!CommandUtils.FileExists(TaskFilePath))
|
|
{
|
|
throw new UE4BuildException("Unable to find xge xml: " + TaskFilePath);
|
|
}
|
|
|
|
CombineXGEStopwatch.Finish();
|
|
|
|
if(XGETool == null)
|
|
{
|
|
CommandUtils.PushDir(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"\Engine\Source"));
|
|
try
|
|
{
|
|
int ExitCode = ParallelExecutor.Execute(TaskFilePath, OwnerCommand.ParseParam("StopOnErrors"));
|
|
if(ExitCode != 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
CommandUtils.PopDir();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
using (TelemetryStopwatch ProcessXGEStopwatch = new TelemetryStopwatch("ProcessXGE.{0}", Path.GetFileNameWithoutExtension(XGETool)))
|
|
{
|
|
int ConnectionRetries = 4;
|
|
while (true)
|
|
{
|
|
CommandUtils.LogVerbose("Running {0} *******", XGETool);
|
|
CommandUtils.PushDir(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"\Engine\Source"));
|
|
int SuccesCode;
|
|
string LogFile = CommandUtils.GetRunAndLogOnlyName(CommandUtils.CmdEnv, XGETool);
|
|
string Output = CommandUtils.RunAndLog(XGETool, Args, out SuccesCode, LogFile);
|
|
bool bOutputContainsProject = Output.Contains("------Project:");
|
|
CommandUtils.PopDir();
|
|
if (ConnectionRetries > 0 && (SuccesCode == 4 || SuccesCode == 2) && !bOutputContainsProject && XGETool != null)
|
|
{
|
|
CommandUtils.LogWarning(String.Format("{0} failure on the local connection timeout", XGETool));
|
|
if (ConnectionRetries < 2)
|
|
{
|
|
System.Threading.Thread.Sleep(60000);
|
|
}
|
|
ConnectionRetries--;
|
|
continue;
|
|
}
|
|
else if (SuccesCode != 0)
|
|
{
|
|
throw new UE4BuildException("Command failed (Result:{3}): {0} {1}. See logfile for details: '{2}' ",
|
|
XGETool, Args, Path.GetFileName(LogFile), SuccesCode);
|
|
}
|
|
CommandUtils.LogVerbose("{0} {1} Done *******", XGETool, Args);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
foreach (var Item in Actions)
|
|
{
|
|
XGEFinishBuildWithUBT(Item);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private static bool CombineXGEItemFiles(List<XGEItem> Actions, string TaskFilePath, out XmlDocument XGETaskDocument)
|
|
{
|
|
XGETaskDocument = new XmlDocument();
|
|
|
|
// <BuildSet FormatVersion="1">...</BuildSet>
|
|
XmlElement BuildSetElement = XGETaskDocument.CreateElement("BuildSet");
|
|
XGETaskDocument.AppendChild(BuildSetElement);
|
|
BuildSetElement.SetAttribute("FormatVersion", "1");
|
|
|
|
// <Environments>...</Environments>
|
|
XmlElement EnvironmentsElement = XGETaskDocument.CreateElement("Environments");
|
|
BuildSetElement.AppendChild(EnvironmentsElement);
|
|
|
|
int Job = 0;
|
|
int Env = 0;
|
|
Dictionary<string, XmlElement> EnvStringToEnv = new Dictionary<string, XmlElement>();
|
|
Dictionary<string, XmlElement> EnvStringToProject = new Dictionary<string, XmlElement>();
|
|
Dictionary<string, string> ParamsToTool = new Dictionary<string, string>();
|
|
Dictionary<string, XmlElement> ParamsToToolElement = new Dictionary<string, XmlElement>();
|
|
Dictionary<string, string> ToolToAction = new Dictionary<string, string>();
|
|
foreach (var Item in Actions)
|
|
{
|
|
var CurrentDependencies = new List<string>();
|
|
foreach (var XGEFile in Item.XgeXmlFiles)
|
|
{
|
|
if (!CommandUtils.FileExists_NoExceptions(XGEFile))
|
|
{
|
|
throw new UE4BuildException("Couldn't find file: {0}", XGEFile);
|
|
}
|
|
var TargetFile = TaskFilePath + "." + Path.GetFileName(XGEFile);
|
|
CommandUtils.CopyFile(XGEFile, TargetFile);
|
|
CommandUtils.CopyFile_NoExceptions(XGEFile, TaskFilePath);
|
|
|
|
XmlReaderSettings XmlSettings = new XmlReaderSettings();
|
|
XmlSettings.DtdProcessing = DtdProcessing.Ignore;
|
|
XmlSettings.XmlResolver = null;
|
|
|
|
XmlDocument UBTTask = new XmlDocument();
|
|
using (XmlReader Reader = XmlReader.Create(XGEFile, XmlSettings))
|
|
{
|
|
UBTTask.Load(Reader);
|
|
}
|
|
|
|
CommandUtils.DeleteFile(XGEFile);
|
|
|
|
var All = new List<string>();
|
|
{
|
|
var Elements = UBTTask.GetElementsByTagName("Variable");
|
|
foreach (XmlElement Element in Elements)
|
|
{
|
|
string Pair = Element.Attributes["Name"].Value + "=" + Element.Attributes["Value"].Value;
|
|
All.Add(Pair);
|
|
}
|
|
}
|
|
All.Sort();
|
|
string AllString = "";
|
|
foreach (string Element in All)
|
|
{
|
|
AllString += Element + "\n";
|
|
}
|
|
XmlElement ToolsElement;
|
|
XmlElement ProjectElement;
|
|
|
|
if (EnvStringToEnv.ContainsKey(AllString))
|
|
{
|
|
ToolsElement = EnvStringToEnv[AllString];
|
|
ProjectElement = EnvStringToProject[AllString];
|
|
}
|
|
else
|
|
{
|
|
string EnvName = string.Format("Env_{0}", Env);
|
|
Env++;
|
|
// <Environment Name="Win32">...</Environment>
|
|
XmlElement EnvironmentElement = XGETaskDocument.CreateElement("Environment");
|
|
EnvironmentsElement.AppendChild(EnvironmentElement);
|
|
EnvironmentElement.SetAttribute("Name", EnvName);
|
|
|
|
// <Tools>...</Tools>
|
|
ToolsElement = XGETaskDocument.CreateElement("Tools");
|
|
EnvironmentElement.AppendChild(ToolsElement);
|
|
|
|
{
|
|
// <Variables>...</Variables>
|
|
XmlElement VariablesElement = XGETaskDocument.CreateElement("Variables");
|
|
EnvironmentElement.AppendChild(VariablesElement);
|
|
|
|
var Elements = UBTTask.GetElementsByTagName("Variable");
|
|
foreach (XmlElement Element in Elements)
|
|
{
|
|
// <Variable>...</Variable>
|
|
XmlElement VariableElement = XGETaskDocument.CreateElement("Variable");
|
|
VariablesElement.AppendChild(VariableElement);
|
|
VariableElement.SetAttribute("Name", Element.Attributes["Name"].Value);
|
|
VariableElement.SetAttribute("Value", Element.Attributes["Value"].Value);
|
|
}
|
|
}
|
|
|
|
// <Project Name="Default" Env="Default">...</Project>
|
|
ProjectElement = XGETaskDocument.CreateElement("Project");
|
|
BuildSetElement.AppendChild(ProjectElement);
|
|
ProjectElement.SetAttribute("Name", EnvName);
|
|
ProjectElement.SetAttribute("Env", EnvName);
|
|
|
|
EnvStringToEnv.Add(AllString, ToolsElement);
|
|
EnvStringToProject.Add(AllString, ProjectElement);
|
|
|
|
}
|
|
|
|
Dictionary<string, string> ToolToTool = new Dictionary<string, string>();
|
|
Dictionary<string, string> ActionToAction = new Dictionary<string, string>();
|
|
|
|
{
|
|
var Elements = UBTTask.GetElementsByTagName("Tool");
|
|
foreach (XmlElement Element in Elements)
|
|
{
|
|
string Key = Element.Attributes["Path"].Value;
|
|
Key += " ";
|
|
Key += Element.Attributes["Params"].Value;
|
|
|
|
//hack hack hack
|
|
string ElementParams = Element.Attributes["Params"].Value;
|
|
if (!String.IsNullOrEmpty(ElementParams))
|
|
{
|
|
int YcIndex = ElementParams.IndexOf(" /Yc\"");
|
|
if (YcIndex >= 0)
|
|
{
|
|
// /Fp"D:\BuildFarm\buildmachine_++depot+UE4\Engine\Intermediate\BuildData\Win64\UE4Editor\Development\SharedPCHs\CoreUObject.h.pch"
|
|
string Fp = " /Fp\"";
|
|
int FpIndex = ElementParams.IndexOf(Fp, YcIndex);
|
|
if (FpIndex >= 0)
|
|
{
|
|
int EndIndex = ElementParams.IndexOf("\"", FpIndex + Fp.Length);
|
|
if (EndIndex >= 0)
|
|
{
|
|
string PCHFileName = ElementParams.Substring(FpIndex + Fp.Length, EndIndex - FpIndex - Fp.Length);
|
|
if (PCHFileName.Contains(@"\SharedPCHs\") && PCHFileName.Contains(@"\UE4Editor\"))
|
|
{
|
|
Key = "SharedEditorPCH$ " + PCHFileName;
|
|
CommandUtils.LogLog("Hack: detected Shared PCH, which will use a different key {0}", Key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
string ToolName = string.Format("{0}_{1}", Element.Attributes["Name"].Value, Job);
|
|
string OriginalToolName = ToolName;
|
|
|
|
if (ParamsToTool.ContainsKey(Key))
|
|
{
|
|
ToolName = ParamsToTool[Key];
|
|
ToolToTool.Add(OriginalToolName, ToolName);
|
|
|
|
XmlElement ToolElement = ParamsToToolElement[Key];
|
|
ToolElement.SetAttribute("GroupPrefix", ToolElement.Attributes["GroupPrefix"].Value + " + " + Item.OutputCaption);
|
|
}
|
|
else
|
|
{
|
|
// <Tool ... />
|
|
XmlElement ToolElement = XGETaskDocument.CreateElement("Tool");
|
|
ToolsElement.AppendChild(ToolElement);
|
|
|
|
ParamsToTool.Add(Key, ToolName);
|
|
ParamsToToolElement.Add(Key, ToolElement);
|
|
|
|
ToolElement.SetAttribute("Name", ToolName);
|
|
ToolElement.SetAttribute("AllowRemote", Element.Attributes["AllowRemote"].Value);
|
|
if (Element.HasAttribute("OutputPrefix"))
|
|
{
|
|
ToolElement.SetAttribute("OutputPrefix", Element.Attributes["OutputPrefix"].Value);
|
|
}
|
|
ToolElement.SetAttribute("GroupPrefix", "** For " + Item.OutputCaption);
|
|
|
|
ToolElement.SetAttribute("Params", Element.Attributes["Params"].Value);
|
|
ToolElement.SetAttribute("Path", Element.Attributes["Path"].Value);
|
|
if(Element.HasAttribute("VCCompiler"))
|
|
{
|
|
ToolElement.SetAttribute("VCCompiler", Element.Attributes["VCCompiler"].Value);
|
|
}
|
|
ToolElement.SetAttribute("SkipIfProjectFailed", Element.Attributes["SkipIfProjectFailed"].Value);
|
|
if (Element.HasAttribute("AutoReserveMemory"))
|
|
{
|
|
ToolElement.SetAttribute("AutoReserveMemory", Element.Attributes["AutoReserveMemory"].Value);
|
|
}
|
|
ToolElement.SetAttribute("OutputFileMasks", Element.Attributes["OutputFileMasks"].Value);
|
|
if(Element.HasAttribute("AutoRecover"))
|
|
{
|
|
ToolElement.SetAttribute("AutoRecover", Element.Attributes["AutoRecover"].Value);
|
|
}
|
|
//ToolElement.SetAttribute("AllowRestartOnLocal", "false"); //vs2012 can't really restart, so we will go with this for now
|
|
if (Element.Attributes["OutputFileMasks"].Value == "PCLaunch.rc.res")
|
|
{
|
|
// total hack, when doing clean compiles, this output directory does not exist, we need to create it now
|
|
string Parms = Element.Attributes["Params"].Value;
|
|
string Start = "/fo \"";
|
|
int StartIndex = Parms.IndexOf(Start);
|
|
if (StartIndex >= 0)
|
|
{
|
|
Parms = Parms.Substring(StartIndex + Start.Length);
|
|
int EndIndex = Parms.IndexOf("\"");
|
|
if (EndIndex > 0)
|
|
{
|
|
string ResLocation = CommandUtils.CombinePaths(Parms.Substring(0, EndIndex));
|
|
if (!CommandUtils.DirectoryExists_NoExceptions(CommandUtils.GetDirectoryName(ResLocation)))
|
|
{
|
|
CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(ResLocation));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
{
|
|
var NextDependencies = new List<string>();
|
|
|
|
var Elements = UBTTask.GetElementsByTagName("Task");
|
|
foreach (XmlElement Element in Elements)
|
|
{
|
|
string ToolName = string.Format("{0}_{1}", Element.Attributes["Tool"].Value, Job);
|
|
string ActionName = string.Format("{0}_{1}", Element.Attributes["Name"].Value, Job);
|
|
string OriginalActionName = ActionName;
|
|
|
|
if (ToolToTool.ContainsKey(ToolName))
|
|
{
|
|
ToolName = ToolToTool[ToolName];
|
|
ActionName = ToolToAction[ToolName];
|
|
ActionToAction.Add(OriginalActionName, ActionName);
|
|
}
|
|
else
|
|
{
|
|
ActionToAction.Add(OriginalActionName, ActionName);
|
|
ToolToAction.Add(ToolName, ActionName);
|
|
// <Task ... />
|
|
XmlElement TaskElement = XGETaskDocument.CreateElement("Task");
|
|
ProjectElement.AppendChild(TaskElement);
|
|
|
|
TaskElement.SetAttribute("SourceFile", Element.Attributes["SourceFile"].Value);
|
|
if (Element.HasAttribute("Caption"))
|
|
{
|
|
TaskElement.SetAttribute("Caption", Element.Attributes["Caption"].Value);
|
|
}
|
|
TaskElement.SetAttribute("Name", ActionName);
|
|
NextDependencies.Add(ActionName);
|
|
TaskElement.SetAttribute("Tool", ToolName);
|
|
TaskElement.SetAttribute("WorkingDir", Element.Attributes["WorkingDir"].Value);
|
|
TaskElement.SetAttribute("SkipIfProjectFailed", Element.Attributes["SkipIfProjectFailed"].Value);
|
|
|
|
string NewDepends = "";
|
|
if (Element.HasAttribute("DependsOn"))
|
|
{
|
|
string Depends = Element.Attributes["DependsOn"].Value;
|
|
while (Depends.Length > 0)
|
|
{
|
|
string ThisAction = Depends;
|
|
int Semi = Depends.IndexOf(";");
|
|
if (Semi >= 0)
|
|
{
|
|
ThisAction = Depends.Substring(0, Semi);
|
|
Depends = Depends.Substring(Semi + 1);
|
|
}
|
|
else
|
|
{
|
|
Depends = "";
|
|
}
|
|
if (ThisAction.Length > 0)
|
|
{
|
|
if (NewDepends.Length > 0)
|
|
{
|
|
NewDepends += ";";
|
|
}
|
|
string ActionJob = ThisAction + string.Format("_{0}", Job);
|
|
if (!ActionToAction.ContainsKey(ActionJob))
|
|
{
|
|
throw new UE4BuildException("Action not found '{0}' in {1}->{2}", ActionJob, XGEFile, TargetFile);
|
|
// the XGE schedule is not topologically sorted. Hmmm. Well, we make a scary assumption here that this
|
|
}
|
|
NewDepends += ActionToAction[ActionJob];
|
|
}
|
|
}
|
|
}
|
|
foreach (var Dep in CurrentDependencies)
|
|
{
|
|
if (NewDepends.Length > 0)
|
|
{
|
|
NewDepends += ";";
|
|
}
|
|
NewDepends += Dep;
|
|
}
|
|
if (NewDepends != "")
|
|
{
|
|
TaskElement.SetAttribute("DependsOn", NewDepends);
|
|
}
|
|
}
|
|
|
|
}
|
|
CurrentDependencies.AddRange(NextDependencies);
|
|
}
|
|
Job++;
|
|
}
|
|
}
|
|
return (Job > 0);
|
|
}
|
|
|
|
public void ClearExportedXGEXML()
|
|
{
|
|
foreach (var XGEFile in FindXGEFiles())
|
|
{
|
|
CommandUtils.DeleteFile(XGEFile);
|
|
}
|
|
}
|
|
|
|
public bool CanUseXGE(UnrealTargetPlatform Platform)
|
|
{
|
|
return PlatformExports.CanUseXGE(Platform);
|
|
}
|
|
|
|
public bool CanUseParallelExecutor(UnrealTargetPlatform Platform)
|
|
{
|
|
return PlatformExports.CanUseParallelExecutor(Platform);
|
|
}
|
|
|
|
private bool ParseParam(string Name)
|
|
{
|
|
return OwnerCommand != null && OwnerCommand.ParseParam(Name);
|
|
}
|
|
|
|
private string ParseParamValue(string Name)
|
|
{
|
|
return (OwnerCommand != null)? OwnerCommand.ParseParamValue(Name) : null;
|
|
}
|
|
|
|
private int ParseParamInt(string Name, int Default = 0)
|
|
{
|
|
return (OwnerCommand != null)? OwnerCommand.ParseParamInt(Name, Default) : Default;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Executes a build.
|
|
/// </summary>
|
|
/// <param name="Agenda">Build agenda.</param>
|
|
/// <param name="InDeleteBuildProducts">if specified, determines if the build products will be deleted before building. If not specified -clean parameter will be used,</param>
|
|
/// <param name="InUpdateVersionFiles">True if the version files are to be updated </param>
|
|
/// <param name="InForceNoXGE">If true will force XGE off</param>
|
|
/// <param name="InUseParallelExecutor">If true AND XGE not present or not being used then use ParallelExecutor</param>
|
|
public void Build(BuildAgenda Agenda, bool? InDeleteBuildProducts = null, bool InUpdateVersionFiles = true, bool InForceNoXGE = false, bool InUseParallelExecutor = false, bool InShowProgress = false, int? InChangelistNumberOverride = null, Dictionary<BuildTarget, BuildManifest> InTargetToManifest = null)
|
|
{
|
|
if (!CommandUtils.CmdEnv.HasCapabilityToCompile)
|
|
{
|
|
throw new UE4BuildException("You are attempting to compile on a machine that does not have a supported compiler!");
|
|
}
|
|
bool DeleteBuildProducts = InDeleteBuildProducts.HasValue ? InDeleteBuildProducts.Value : ParseParam("Clean");
|
|
if (InUpdateVersionFiles)
|
|
{
|
|
UpdateVersionFiles(ActuallyUpdateVersionFiles: true, ChangelistNumberOverride: InChangelistNumberOverride);
|
|
}
|
|
|
|
//////////////////////////////////////
|
|
|
|
// make a set of unique platforms involved
|
|
var UniquePlatforms = new List<UnrealTargetPlatform>();
|
|
foreach (var Target in Agenda.Targets)
|
|
{
|
|
if (!UniquePlatforms.Contains(Target.Platform))
|
|
{
|
|
UniquePlatforms.Add(Target.Platform);
|
|
}
|
|
}
|
|
|
|
if (Agenda.SwarmAgentProject != "")
|
|
{
|
|
string SwarmAgentSolution = Path.Combine(CommandUtils.CmdEnv.LocalRoot, Agenda.SwarmAgentProject);
|
|
CommandUtils.BuildSolution(CommandUtils.CmdEnv, SwarmAgentSolution, "Development", "Mixed Platforms");
|
|
AddSwarmBuildProducts();
|
|
}
|
|
|
|
if (Agenda.SwarmCoordinatorProject != "")
|
|
{
|
|
string SwarmCoordinatorSolution = Path.Combine(CommandUtils.CmdEnv.LocalRoot, Agenda.SwarmCoordinatorProject);
|
|
CommandUtils.BuildSolution(CommandUtils.CmdEnv, SwarmCoordinatorSolution, "Development", "Mixed Platforms");
|
|
AddSwarmBuildProducts();
|
|
}
|
|
|
|
foreach (var DotNetProject in Agenda.DotNetProjects)
|
|
{
|
|
string CsProj = Path.Combine(CommandUtils.CmdEnv.LocalRoot, DotNetProject);
|
|
CommandUtils.BuildCSharpProject(CommandUtils.CmdEnv, CsProj);
|
|
AddBuildProductsForCSharpProj(CsProj);
|
|
}
|
|
|
|
string XGEConsole = null;
|
|
bool bDisableXGE = ParseParam("NoXGE") || InForceNoXGE;
|
|
bool bCanUseXGE = !bDisableXGE && PlatformExports.TryGetXgConsoleExecutable(out XGEConsole);
|
|
|
|
// only run ParallelExecutor if not running XGE (and we've requested ParallelExecutor and it exists)
|
|
bool bCanUseParallelExecutor = InUseParallelExecutor && (HostPlatform.Current.HostEditorPlatform == UnrealTargetPlatform.Win64);
|
|
CommandUtils.LogLog("************************* UE4Build:");
|
|
CommandUtils.LogLog("************************* UseXGE: {0}", bCanUseXGE);
|
|
CommandUtils.LogLog("************************* UseParallelExecutor: {0}", bCanUseParallelExecutor);
|
|
|
|
// Clean all the targets
|
|
foreach (BuildTarget Target in Agenda.Targets)
|
|
{
|
|
bool bClean = Target.Clean ?? DeleteBuildProducts;
|
|
if (bClean)
|
|
{
|
|
CleanWithUBT(Target.TargetName, Target.Platform, Target.Config, Target.UprojectPath, Target.UBTArgs);
|
|
}
|
|
}
|
|
|
|
// Filter the targets into those which can be built in parallel, vs those that must be executed serially
|
|
List<BuildTarget> NormalTargets = new List<BuildTarget>();
|
|
List<BuildTarget> ParallelXgeTargets = new List<BuildTarget>();
|
|
List<BuildTarget> ParallelTargets = new List<BuildTarget>();
|
|
foreach (BuildTarget Target in Agenda.Targets)
|
|
{
|
|
if(Target.TargetName == "UnrealHeaderTool")
|
|
{
|
|
NormalTargets.Insert(0, Target);
|
|
}
|
|
else if(bCanUseXGE && CanUseXGE(Target.Platform))
|
|
{
|
|
ParallelXgeTargets.Add(Target);
|
|
}
|
|
else if(bCanUseParallelExecutor && CanUseParallelExecutor(Target.Platform))
|
|
{
|
|
ParallelTargets.Add(Target);
|
|
}
|
|
else
|
|
{
|
|
NormalTargets.Add(Target);
|
|
}
|
|
}
|
|
|
|
// Execute all the serial targets
|
|
foreach(BuildTarget Target in NormalTargets)
|
|
{
|
|
// When building a target for Mac or iOS, use UBT's -flushmac option to clean up the remote builder
|
|
bool bForceFlushMac = DeleteBuildProducts && (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.IOS);
|
|
BuildManifest Manifest = BuildWithUBT(Target.TargetName, Target.Platform, Target.Config, Target.UprojectPath, bForceFlushMac, bDisableXGE, Target.UBTArgs);
|
|
if(InTargetToManifest != null)
|
|
{
|
|
InTargetToManifest[Target] = Manifest;
|
|
}
|
|
}
|
|
|
|
// Execute all the XGE targets
|
|
if(ParallelXgeTargets.Count > 0)
|
|
{
|
|
BuildParallelTargets(ParallelXgeTargets, InShowProgress, XGEConsole, InTargetToManifest);
|
|
}
|
|
|
|
// Execute all the parallel targets
|
|
if(ParallelTargets.Count > 0)
|
|
{
|
|
BuildParallelTargets(ParallelTargets, InShowProgress, null, InTargetToManifest);
|
|
}
|
|
}
|
|
|
|
private void BuildParallelTargets(List<BuildTarget> ParallelTargets, bool InShowProgress, string XGETool, Dictionary<BuildTarget, BuildManifest> InTargetToManifest)
|
|
{
|
|
string TaskFilePath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LogFolder, @"UAT_XGE.xml");
|
|
|
|
CommandUtils.LogSetProgress(InShowProgress, "Generating headers...");
|
|
|
|
List<XGEItem> XGEItems = new List<XGEItem>();
|
|
foreach (BuildTarget Target in ParallelTargets)
|
|
{
|
|
XGEItem Item = XGEPrepareBuildWithUBT(Target.TargetName, Target.Platform, Target.Config, Target.UprojectPath, Target.UBTArgs);
|
|
if(InTargetToManifest != null)
|
|
{
|
|
InTargetToManifest[Target] = Item.Manifest;
|
|
}
|
|
XGEItems.Add(Item);
|
|
}
|
|
|
|
string Args = null;
|
|
if (XGETool != null)
|
|
{
|
|
Args = "\"" + TaskFilePath + "\" /Rebuild /NoLogo /ShowAgent /ShowTime";
|
|
if (ParseParam("StopOnErrors"))
|
|
{
|
|
Args += " /StopOnErrors";
|
|
}
|
|
|
|
// A bug in the UCRT can cause XGE to hang on VS2015 builds. Figure out if this hang is likely to effect this build and workaround it if able.
|
|
string XGEVersion = Microsoft.Win32.Registry.GetValue(@"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Xoreax\IncrediBuild\Builder", "Version", null) as string;
|
|
if (XGEVersion != null)
|
|
{
|
|
// Per Xoreax support, subtract 1001000 from the registry value to get the build number of the installed XGE.
|
|
int XGEBuildNumber;
|
|
if (Int32.TryParse(XGEVersion, out XGEBuildNumber) && XGEBuildNumber - 1001000 >= 1659)
|
|
{
|
|
Args += " /no_watchdog_thread";
|
|
}
|
|
}
|
|
}
|
|
|
|
CommandUtils.LogSetProgress(InShowProgress, "Building...");
|
|
if (!ProcessXGEItems(XGEItems, XGETool, Args, TaskFilePath, InShowProgress))
|
|
{
|
|
throw new UE4BuildException("{0} failed, retries not enabled:", XGETool);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks to make sure there was at least one build product, and that all files exist. Also, logs them all out.
|
|
/// </summary>
|
|
/// <param name="BuildProductFiles">List of files</param>
|
|
public static void CheckBuildProducts(List<string> BuildProductFiles)
|
|
{
|
|
// Check build products
|
|
{
|
|
CommandUtils.LogLog("Build products *******");
|
|
if (BuildProductFiles.Count < 1)
|
|
{
|
|
CommandUtils.LogInformation("No build products were made");
|
|
}
|
|
else
|
|
{
|
|
foreach (var Product in BuildProductFiles)
|
|
{
|
|
if (!CommandUtils.FileExists(Product) && !CommandUtils.DirectoryExists(Product))
|
|
{
|
|
throw new UE4BuildException("{0} was a build product but no longer exists", Product);
|
|
}
|
|
CommandUtils.LogLog(Product);
|
|
}
|
|
}
|
|
CommandUtils.LogLog("End Build products *******");
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds or edits existing files at head revision, expecting an exclusive lock, resolving by clobbering any existing version
|
|
/// </summary>
|
|
/// <param name="Files">List of files to check out</param>
|
|
public static void AddBuildProductsToChangelist(int WorkingCL, List<string> Files)
|
|
{
|
|
CommandUtils.LogInformation("Adding {0} build products to changelist {1}...", Files.Count, WorkingCL);
|
|
foreach (var File in Files)
|
|
{
|
|
CommandUtils.P4.Sync("-f -k " + CommandUtils.MakePathSafeToUseWithCommandLine(File) + "#head"); // sync the file without overwriting local one
|
|
if (!CommandUtils.FileExists(File))
|
|
{
|
|
throw new UE4BuildException("{0} was a build product but no longer exists", File);
|
|
}
|
|
|
|
CommandUtils.P4.ReconcileNoDeletes(WorkingCL, CommandUtils.MakePathSafeToUseWithCommandLine(File));
|
|
|
|
// Change file type on binary files to be always writeable.
|
|
var FileStats = CommandUtils.P4.FStat(File);
|
|
|
|
if (CommandUtils.IsProbablyAMacOrIOSExe(File))
|
|
{
|
|
if (FileStats.Type == P4FileType.Binary && (FileStats.Attributes & (P4FileAttributes.Executable | P4FileAttributes.Writeable)) != (P4FileAttributes.Executable | P4FileAttributes.Writeable))
|
|
{
|
|
CommandUtils.P4.ChangeFileType(File, (P4FileAttributes.Executable | P4FileAttributes.Writeable));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (IsBuildProduct(File, FileStats) && (FileStats.Attributes & P4FileAttributes.Writeable) != P4FileAttributes.Writeable)
|
|
{
|
|
CommandUtils.P4.ChangeFileType(File, P4FileAttributes.Writeable);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if this file is a build product.
|
|
/// </summary>
|
|
/// <param name="File">File path</param>
|
|
/// <param name="FileStats">P4 file stats.</param>
|
|
/// <returns>True if this is a Windows build product. False otherwise.</returns>
|
|
private static bool IsBuildProduct(string File, P4FileStat FileStats)
|
|
{
|
|
if(FileStats.Type == P4FileType.Binary || IsBuildReceipt(File))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return FileStats.Type == P4FileType.Text && File.EndsWith(".exe.config", StringComparison.InvariantCultureIgnoreCase);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add UBT files to build products
|
|
/// </summary>
|
|
public void AddUBTFilesToBuildProducts()
|
|
{
|
|
if (!GlobalCommandLine.Compile)
|
|
{
|
|
CommandUtils.LogVerbose("We are being asked to copy the UBT build products, but we are running precompiled, so this does not make much sense.");
|
|
}
|
|
|
|
var UBTLocation = Path.GetDirectoryName(GetUBTExecutable());
|
|
var UBTFiles = new List<string>(new string[]
|
|
{
|
|
"UnrealBuildTool.exe",
|
|
"UnrealBuildTool.exe.config"
|
|
});
|
|
|
|
foreach (var UBTFile in UBTFiles)
|
|
{
|
|
var UBTProduct = CommandUtils.CombinePaths(UBTLocation, UBTFile);
|
|
if (!CommandUtils.FileExists_NoExceptions(UBTProduct))
|
|
{
|
|
throw new UE4BuildException("Cannot add UBT to the build products because {0} does not exist.", UBTProduct);
|
|
}
|
|
AddBuildProduct(UBTProduct);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy the UAT files to their precompiled location, and add them as build products
|
|
/// </summary>
|
|
public void AddUATLauncherFilesToBuildProducts()
|
|
{
|
|
var DotNetOutputLocation = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Binaries", "DotNET");
|
|
|
|
var UATFiles = new List<string>(new string[]
|
|
{
|
|
"AutomationToolLauncher.exe",
|
|
"AutomationToolLauncher.exe.config",
|
|
});
|
|
|
|
foreach (var UATFile in UATFiles)
|
|
{
|
|
var OutputFile = CommandUtils.CombinePaths(DotNetOutputLocation, UATFile);
|
|
if (!CommandUtils.FileExists_NoExceptions(OutputFile))
|
|
{
|
|
throw new UE4BuildException("Cannot add UAT to the build products because {0} does not exist.", OutputFile);
|
|
}
|
|
AddBuildProduct(OutputFile);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy the UAT files to their precompiled location, and add them as build products
|
|
/// </summary>
|
|
public void AddUATFilesToBuildProducts()
|
|
{
|
|
// Find all DLLs (scripts and their dependencies)
|
|
const string ScriptsPostfix = ".dll";
|
|
var DotNetOutputLocation = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Binaries", "DotNET");
|
|
var UATScriptsLocation = CommandUtils.CombinePaths(DotNetOutputLocation, "AutomationScripts");
|
|
var UATScripts = Directory.GetFiles(UATScriptsLocation, "*" + ScriptsPostfix, SearchOption.AllDirectories);
|
|
if (CommandUtils.IsNullOrEmpty(UATScripts))
|
|
{
|
|
throw new UE4BuildException("No automation scripts found in {0}. Cannot add UAT files to the build products.", UATScriptsLocation);
|
|
}
|
|
|
|
var UATFiles = new List<string>(new string[]
|
|
{
|
|
"AutomationTool.exe",
|
|
"AutomationTool.exe.config",
|
|
"UnrealBuildTool.exe",
|
|
"UnrealBuildTool.exe.config",
|
|
"AutomationUtils.Automation.dll",
|
|
"DotNETUtilities.dll",
|
|
"MobileDeviceInterface.dll"
|
|
});
|
|
|
|
foreach (var UATFile in UATFiles)
|
|
{
|
|
var OutputFile = CommandUtils.CombinePaths(DotNetOutputLocation, UATFile);
|
|
if (!CommandUtils.FileExists_NoExceptions(OutputFile))
|
|
{
|
|
throw new UE4BuildException("Cannot add UAT to the build products because {0} does not exist.", OutputFile);
|
|
}
|
|
AddBuildProduct(OutputFile);
|
|
}
|
|
|
|
// All scripts are expected to exist in DotNET/AutomationScripts subfolder.
|
|
foreach (var UATScriptFilePath in UATScripts)
|
|
{
|
|
if (!CommandUtils.FileExists_NoExceptions(UATScriptFilePath))
|
|
{
|
|
throw new UE4BuildException("Cannot add UAT to the build products because {0} does not exist.", UATScriptFilePath);
|
|
}
|
|
|
|
AddBuildProduct(UATScriptFilePath);
|
|
}
|
|
}
|
|
|
|
FileReference GetManifestFile(FileReference ProjectFile)
|
|
{
|
|
// Can't write to Engine directory on installed builds
|
|
if (CommandUtils.IsEngineInstalled() && ProjectFile != null)
|
|
{
|
|
return FileReference.Combine(ProjectFile.Directory, "Intermediate", "Build", "Manifest.xml");
|
|
}
|
|
else
|
|
{
|
|
return FileReference.Combine(CommandUtils.EngineDirectory, "Intermediate", "Build", "Manifest.xml");
|
|
}
|
|
}
|
|
|
|
public static string GetUBTExecutable()
|
|
{
|
|
return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"Engine/Binaries/DotNET/UnrealBuildTool.exe");
|
|
}
|
|
|
|
public string UBTExecutable
|
|
{
|
|
get
|
|
{
|
|
return GetUBTExecutable();
|
|
}
|
|
}
|
|
|
|
// List of everything we built so far
|
|
public readonly List<string> BuildProductFiles = new List<string>();
|
|
}
|
|
}
|