Files
Ben Marsh d7ad61e51c UAT: Propagate the XGE autorecover attribute when building through UAT.
#rb none
#rnx
#jira UE-77952

[CL 7706876 by Ben Marsh in 4.23 branch]
2019-08-02 11:04:46 -04:00

1378 lines
48 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Xml;
using System.Diagnostics;
using System.Web.Script.Serialization;
using UnrealBuildTool;
using Tools.DotNETCommon;
using System.Linq;
namespace AutomationTool
{
class UE4BuildException : AutomationException
{
public UE4BuildException(string Message)
: base("BUILD FAILED: " + Message)
{
OutputFormat = AutomationExceptionOutputFormat.Minimal;
}
public UE4BuildException(string Format, params object[] Args)
: this(String.Format(Format, Args))
{
}
}
[Help("ForceMonolithic", "Toggle to combined the result into one executable")]
[Help("ForceDebugInfo", "Forces debug info even in development builds")]
[Help("NoXGE", "Toggle to disable the distributed build process")]
[Help("ForceNonUnity", "Toggle to disable the unity build system")]
[Help("ForceUnity", "Toggle to force enable the unity build system")]
[Help("Licensee", "If set, this build is being compiled by a licensee")]
public class UE4Build
{
private BuildCommand OwnerCommand;
public bool HasBuildProduct(string InFile)
{
string File = CommandUtils.CombinePaths(InFile);
foreach (var ExistingFile in BuildProductFiles)
{
if (ExistingFile.Equals(File, StringComparison.InvariantCultureIgnoreCase))
{
return true;
}
}
return false;
}
public void AddBuildProduct(string InFile)
{
string File = CommandUtils.CombinePaths(InFile);
if (!CommandUtils.FileExists(File) && !CommandUtils.DirectoryExists(File))
{
throw new UE4BuildException("Specified file to AddBuildProduct {0} does not exist.", File);
}
if (!HasBuildProduct(InFile))
{
BuildProductFiles.Add(File);
}
}
static bool IsBuildReceipt(string FileName)
{
return FileName.EndsWith(".version", StringComparison.InvariantCultureIgnoreCase)
|| FileName.EndsWith(".target", StringComparison.InvariantCultureIgnoreCase)
|| FileName.EndsWith(".modules", StringComparison.InvariantCultureIgnoreCase)
|| FileName.EndsWith("buildid.txt", StringComparison.InvariantCultureIgnoreCase);
}
BuildManifest AddBuildProductsFromManifest(FileReference ManifestFile)
{
if (!FileReference.Exists(ManifestFile))
{
throw new UE4BuildException("UBT Manifest {0} does not exist.", ManifestFile);
}
BuildManifest Manifest = CommandUtils.ReadManifest(ManifestFile);
foreach (string Item in Manifest.BuildProducts)
{
if (!CommandUtils.FileExists_NoExceptions(Item) && !CommandUtils.DirectoryExists_NoExceptions(Item))
{
throw new UE4BuildException("{0} was in manifest but was not produced.", Item);
}
AddBuildProduct(Item);
}
return Manifest;
}
private void PrepareUBT()
{
if (CommandUtils.FileExists(UBTExecutable) == false)
{
throw new UE4BuildException("UBT does not exist in {0}.", UBTExecutable);
}
}
public class XGEItem
{
public BuildManifest Manifest;
public UnrealTargetPlatform Platform;
public UnrealTargetConfiguration Config;
public string TargetName;
public FileReference UProjectPath;
public List<string> XgeXmlFiles;
public string OutputCaption;
}
XGEItem XGEPrepareBuildWithUBT(string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, FileReference UprojectPath, string InAddArgs)
{
string AddArgs = "";
if (UprojectPath != null)
{
AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
}
AddArgs += " -NoUBTMakefiles";
AddArgs += " " + InAddArgs;
PrepareUBT();
FileReference ManifestFile = GetManifestFile(UprojectPath);
CommandUtils.DeleteFile(ManifestFile);
ClearExportedXGEXML();
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));
XGEItem Result = new XGEItem();
Result.Platform = Platform;
Result.Config = Config;
Result.TargetName = TargetName;
Result.UProjectPath = UprojectPath;
Result.Manifest = CommandUtils.ReadManifest(ManifestFile);
Result.OutputCaption = String.Format("{0}-{1}-{2}", TargetName, Platform.ToString(), Config.ToString());
CommandUtils.DeleteFile(ManifestFile);
Result.XgeXmlFiles = new List<string>();
foreach (var XGEFile in FindXGEFiles())
{
if (!CommandUtils.FileExists_NoExceptions(XGEFile))
{
throw new UE4BuildException("Couldn't find file: {0}", XGEFile);
}
int FileNum = 0;
string OutFile;
while (true)
{
OutFile = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LogFolder, String.Format("UBTExport.{0}.xge.xml", FileNum));
FileInfo ItemInfo = new FileInfo(OutFile);
if (!ItemInfo.Exists)
{
break;
}
FileNum++;
}
CommandUtils.CopyFile(XGEFile, OutFile);
Result.XgeXmlFiles.Add(OutFile);
}
ClearExportedXGEXML();
return Result;
}
void XGEFinishBuildWithUBT(XGEItem Item)
{
// run the deployment steps, if necessary
foreach(string DeployTargetFile in Item.Manifest.DeployTargetFiles)
{
CommandUtils.RunUBT(CommandUtils.CmdEnv, UBTExecutable, String.Format("-Mode=Deploy -Receipt=\"{0}\"", DeployTargetFile));
}
foreach (string ManifestItem in Item.Manifest.BuildProducts)
{
if (!CommandUtils.FileExists_NoExceptions(ManifestItem))
{
throw new UE4BuildException("{0} was in manifest but was not produced.", ManifestItem);
}
AddBuildProduct(ManifestItem);
}
}
void CleanWithUBT(string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, FileReference UprojectPath, string InAddArgs = "")
{
string AddArgs = "";
if (UprojectPath != null)
{
AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
}
AddArgs += " -NoUBTMakefiles";
AddArgs += " " + InAddArgs;
if (!TargetName.Equals("UnrealHeaderTool", StringComparison.InvariantCultureIgnoreCase))
{
AddArgs += " -nobuilduht";
}
PrepareUBT();
using(TelemetryStopwatch CleanStopwatch = new TelemetryStopwatch("CleanWithUBT.{0}.{1}.{2}", TargetName, Platform.ToString(), Config))
{
CommandUtils.RunUBT(CommandUtils.CmdEnv, UBTExecutable: UBTExecutable, Project: UprojectPath, Target: TargetName, Platform: Platform, Config: Config, AdditionalArgs: "-Clean -NoHotReload" + AddArgs);
}
}
BuildManifest BuildWithUBT(string TargetName, UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration Config, FileReference UprojectPath, bool ForceFlushMac = false, bool DisableXGE = false, string InAddArgs = "")
{
string AddArgs = "";
if (UprojectPath != null)
{
AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
}
AddArgs += " -NoUBTMakefiles";
AddArgs += " " + InAddArgs;
if (ForceFlushMac)
{
AddArgs += " -flushmac";
}
if (DisableXGE)
{
AddArgs += " -noxge";
}
PrepareUBT();
FileReference ManifestFile = GetManifestFile(UprojectPath);
CommandUtils.DeleteFile(ManifestFile);
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)));
BuildManifest Manifest = AddBuildProductsFromManifest(ManifestFile);
CommandUtils.DeleteFile(ManifestFile);
return Manifest;
}
string[] DotNetProductExtenstions()
{
return new string[]
{
".dll",
".pdb",
".exe.config",
".exe",
"exe.mdb"
};
}
string[] SwarmBuildProducts()
{
return new string[]
{
"AgentInterface",
"SwarmAgent",
"SwarmCoordinator",
"SwarmCoordinatorInterface",
"SwarmInterface",
"SwarmCommonUtils"
};
}
void AddBuildProductsForCSharpProj(string CsProj)
{
string BaseOutput = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/DotNET/" + Path.GetFileNameWithoutExtension(CsProj);
foreach (var Ext in DotNetProductExtenstions())
{
if (CommandUtils.FileExists(BaseOutput + Ext))
{
AddBuildProduct(BaseOutput + Ext);
}
}
}
void AddIOSBuildProductsForCSharpProj(string CsProj)
{
string BaseOutput = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/DotNET/IOS/" + Path.GetFileNameWithoutExtension(CsProj);
foreach (var Ext in DotNetProductExtenstions())
{
if (CommandUtils.FileExists(BaseOutput + Ext))
{
AddBuildProduct(BaseOutput + Ext);
}
}
}
void AddSwarmBuildProducts()
{
foreach (var SwarmProduct in SwarmBuildProducts())
{
string DotNETOutput = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/DotNET/" + SwarmProduct;
string Win64Output = CommandUtils.CmdEnv.LocalRoot + @"/Engine/Binaries/Win64/" + SwarmProduct;
foreach (var Ext in DotNetProductExtenstions())
{
if (CommandUtils.FileExists(DotNETOutput + Ext))
{
AddBuildProduct(DotNETOutput + Ext);
}
}
foreach (var Ext in DotNetProductExtenstions())
{
if (CommandUtils.FileExists(Win64Output + Ext))
{
AddBuildProduct(Win64Output + Ext);
}
}
}
}
/// <summary>
/// Updates the engine version files
/// </summary>
public List<FileReference> UpdateVersionFiles(bool ActuallyUpdateVersionFiles = true, int? ChangelistNumberOverride = null, int? CompatibleChangelistNumberOverride = null, string Build = null, bool? IsPromotedOverride = null)
{
bool bIsLicenseeVersion = ParseParam("Licensee") || !FileReference.Exists(FileReference.Combine(CommandUtils.EngineDirectory, "Build", "NotForLicensees", "EpicInternal.txt"));
bool bIsPromotedBuild = IsPromotedOverride.HasValue? IsPromotedOverride.Value : (ParseParamInt("Promoted", 1) != 0);
bool bDoUpdateVersionFiles = CommandUtils.P4Enabled && ActuallyUpdateVersionFiles;
int ChangelistNumber = 0;
if (bDoUpdateVersionFiles)
{
ChangelistNumber = ChangelistNumberOverride.HasValue? ChangelistNumberOverride.Value : CommandUtils.P4Env.Changelist;
}
int CompatibleChangelistNumber = ChangelistNumber;
if(bDoUpdateVersionFiles && CompatibleChangelistNumberOverride.HasValue)
{
CompatibleChangelistNumber = CompatibleChangelistNumberOverride.Value;
}
string Branch = OwnerCommand.ParseParamValue("Branch");
if (String.IsNullOrEmpty(Branch))
{
Branch = CommandUtils.P4Enabled ? CommandUtils.EscapePath(CommandUtils.P4Env.Branch) : "";
}
return StaticUpdateVersionFiles(ChangelistNumber, CompatibleChangelistNumber, Branch, Build, bIsLicenseeVersion, bIsPromotedBuild, bDoUpdateVersionFiles);
}
public static List<FileReference> StaticUpdateVersionFiles(int ChangelistNumber, int CompatibleChangelistNumber, string Branch, string Build, bool bIsLicenseeVersion, bool bIsPromotedBuild, bool bDoUpdateVersionFiles)
{
FileReference BuildVersionFile = BuildVersion.GetDefaultFileName();
// Get the revision to sync files to before
if(CommandUtils.P4Enabled && ChangelistNumber > 0)
{
CommandUtils.P4.Sync(String.Format("-f \"{0}@{1}\"", BuildVersionFile, ChangelistNumber), false, false);
}
BuildVersion Version;
if(!BuildVersion.TryRead(BuildVersionFile, out Version))
{
Version = new BuildVersion();
}
List<FileReference> Result = new List<FileReference>();
{
if (bDoUpdateVersionFiles)
{
CommandUtils.LogLog("Updating {0} with:", BuildVersionFile);
CommandUtils.LogLog(" Changelist={0}", ChangelistNumber);
CommandUtils.LogLog(" CompatibleChangelist={0}", CompatibleChangelistNumber);
CommandUtils.LogLog(" IsLicenseeVersion={0}", bIsLicenseeVersion? 1 : 0);
CommandUtils.LogLog(" IsPromotedBuild={0}", bIsPromotedBuild? 1 : 0);
CommandUtils.LogLog(" BranchName={0}", Branch);
CommandUtils.LogLog(" BuildVersion={0}", Build);
Version.Changelist = ChangelistNumber;
if(CompatibleChangelistNumber > 0)
{
Version.CompatibleChangelist = CompatibleChangelistNumber;
}
Version.IsLicenseeVersion = bIsLicenseeVersion;
Version.IsPromotedBuild = bIsPromotedBuild;
Version.BranchName = Branch;
Version.BuildVersionString = Build;
if (File.Exists(BuildVersionFile.FullName))
{
VersionFileUpdater.MakeFileWriteable(BuildVersionFile.FullName);
}
Version.Write(BuildVersionFile);
}
else
{
CommandUtils.LogVerbose("{0} will not be updated because P4 is not enabled.", BuildVersionFile);
}
Result.Add(BuildVersionFile);
}
{
// Use Version.h data to update MetaData.cs so the assemblies match the engine version.
FileReference MetaDataFile = FileReference.Combine(CommandUtils.EngineDirectory, "Source", "Programs", "DotNETCommon", "MetaData.cs");
if (bDoUpdateVersionFiles)
{
// Get the revision to sync files to before
if(CommandUtils.P4Enabled && ChangelistNumber > 0)
{
CommandUtils.P4.Sync(String.Format("-f \"{0}@{1}\"", MetaDataFile, ChangelistNumber), false, false);
}
// Get the MAJOR/MINOR/PATCH from the Engine Version file, as it is authoritative. The rest we get from the P4Env.
string NewInformationalVersion = String.Format("{0}.{1}.{2}-{3}+{4}", Version.MajorVersion, Version.MinorVersion, Version.PatchVersion, Version.Changelist.ToString(), Version.BranchName);
CommandUtils.LogLog("Updating {0} with AssemblyInformationalVersion: {1}", MetaDataFile, NewInformationalVersion);
VersionFileUpdater VersionH = new VersionFileUpdater(MetaDataFile);
VersionH.SetAssemblyInformationalVersion(NewInformationalVersion);
VersionH.Commit();
}
else
{
CommandUtils.LogVerbose("{0} will not be updated because P4 is not enabled.", MetaDataFile);
}
Result.Add(MetaDataFile);
}
return Result;
}
[DebuggerDisplay("{TargetName} {Platform} {Config}")]
public class BuildTarget
{
/// <summary>
/// Name of the target
/// </summary>
public string TargetName;
/// <summary>
/// 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
/// </summary>
public FileReference UprojectPath;
/// <summary>
/// Platform to build
/// </summary>
public UnrealTargetPlatform Platform;
/// <summary>
/// Configuration to build
/// </summary>
public UnrealTargetConfiguration Config;
/// <summary>
/// Extra UBT args
/// </summary>
public string UBTArgs;
/// <summary>
/// Whether to clean this target. If not specified, the target will be cleaned if -Clean is on the command line.
/// </summary>
public bool? Clean;
/// <summary>
/// Format as string
/// </summary>
/// <returns></returns>
public override string ToString()
{
return string.Format("{0} {1} {2}", TargetName, Platform, Config);
}
}
public class BuildAgenda
{
/// <summary>
/// .NET .csproj files that will be compiled and included in the build. Currently we assume the output
/// binary file names match the solution file base name, but with various different binary file extensions.
/// </summary>
public List<string> DotNetProjects = new List<string>();
public string SwarmAgentProject = "";
public string SwarmCoordinatorProject = "";
/// <summary>
/// List of targets to build. These can be various Unreal projects, programs or libraries in various configurations
/// </summary>
public List<BuildTarget> Targets = new List<BuildTarget>();
/// <summary>
/// Adds a target with the specified configuration.
/// </summary>
/// <param name="TargetName">Name of the target</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 AddTarget(string TargetName, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, FileReference InUprojectPath = null, string InAddArgs = "")
{
// Is this platform a compilable target?
if (!Platform.GetPlatform(InPlatform).CanBeCompiled())
{
return;
}
Targets.Add(new BuildTarget()
{
TargetName = TargetName,
Platform = InPlatform,
Config = InConfiguration,
UprojectPath = InUprojectPath,
UBTArgs = InAddArgs,
});
}
/// <summary>
/// Adds multiple targets with the specified configuration.
/// </summary>
/// <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&quot;D:\BuildFarm\buildmachine_++depot+UE4\Engine\Intermediate\BuildData\Win64\UE4Editor\Development\SharedPCHs\CoreUObject.h.pch&quot
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>();
}
}