Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/DynamicCompilation.cs
Ben Marsh 0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00

452 lines
17 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.CodeDom.Compiler;
using Microsoft.CSharp;
using System.Reflection;
using System.Diagnostics;
using Tools.DotNETCommon;
#if NET_CORE
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Emit;
using System.Reflection.Metadata;
using Microsoft.CodeAnalysis.Text;
#endif
namespace UnrealBuildTool
{
/// <summary>
/// Methods for dynamically compiling C# source files
/// </summary>
public class DynamicCompilation
{
/// <summary>
/// Checks to see if the assembly needs compilation
/// </summary>
/// <param name="SourceFiles">Set of source files</param>
/// <param name="AssemblySourceListFilePath">File to use to cache source file names</param>
/// <param name="OutputAssemblyPath">Output path for the assembly</param>
/// <returns>True if the assembly needs to be built</returns>
private static bool RequiresCompilation(HashSet<FileReference> SourceFiles, FileReference AssemblySourceListFilePath, FileReference OutputAssemblyPath)
{
// Check to see if we already have a compiled assembly file on disk
FileItem OutputAssemblyInfo = FileItem.GetItemByFileReference(OutputAssemblyPath);
if (!OutputAssemblyInfo.Exists)
{
Log.TraceLog("Compiling {0}: Assembly does not exist", OutputAssemblyPath);
return true;
}
// Check the time stamp of the UnrealBuildTool.exe file. If Unreal Build Tool was compiled more
// recently than the dynamically-compiled assembly, then we'll always recompile it. This is
// because Unreal Build Tool's code may have changed in such a way that invalidate these
// previously-compiled assembly files.
FileItem ExecutableItem = FileItem.GetItemByFileReference(UnrealBuildTool.GetUBTPath());
if (ExecutableItem.LastWriteTimeUtc > OutputAssemblyInfo.LastWriteTimeUtc)
{
Log.TraceLog("Compiling {0}: {1} is newer", OutputAssemblyPath, ExecutableItem.Name);
return true;
}
// Make sure we have a manifest of source files used to compile the output assembly. If it doesn't exist
// for some reason (not an expected case) then we'll need to recompile.
FileItem AssemblySourceListFile = FileItem.GetItemByFileReference(AssemblySourceListFilePath);
if (!AssemblySourceListFile.Exists)
{
Log.TraceLog("Compiling {0}: Missing source file list ({1})", OutputAssemblyPath, AssemblySourceListFilePath);
return true;
}
// Make sure the source files we're compiling are the same as the source files that were compiled
// for the assembly that we want to load
HashSet<FileItem> CurrentSourceFileItems = new HashSet<FileItem>();
foreach(string Line in FileReference.ReadAllLines(AssemblySourceListFile.Location))
{
CurrentSourceFileItems.Add(FileItem.GetItemByPath(Line));
}
// Get the new source files
HashSet<FileItem> SourceFileItems = new HashSet<FileItem>();
foreach(FileReference SourceFile in SourceFiles)
{
SourceFileItems.Add(FileItem.GetItemByFileReference(SourceFile));
}
// Check if there are any differences between the sets
foreach(FileItem CurrentSourceFileItem in CurrentSourceFileItems)
{
if(!SourceFileItems.Contains(CurrentSourceFileItem))
{
Log.TraceLog("Compiling {0}: Removed source file ({1})", OutputAssemblyPath, AssemblySourceListFilePath);
return true;
}
}
foreach(FileItem SourceFileItem in SourceFileItems)
{
if(!CurrentSourceFileItems.Contains(SourceFileItem))
{
Log.TraceLog("Compiling {0}: Added source file ({1})", OutputAssemblyPath, AssemblySourceListFilePath);
return true;
}
}
// Check if any of the timestamps are newer
foreach(FileItem SourceFileItem in SourceFileItems)
{
if(SourceFileItem.LastWriteTimeUtc > OutputAssemblyInfo.LastWriteTimeUtc)
{
Log.TraceLog("Compiling {0}: {1} is newer", OutputAssemblyPath, SourceFileItem);
return true;
}
}
return false;
}
#if NET_CORE
private static void LogDiagnostics(IEnumerable<Diagnostic> Diagnostics)
{
foreach (Diagnostic Diag in Diagnostics)
{
switch (Diag.Severity)
{
case DiagnosticSeverity.Error:
{
Log.TraceError(Diag.ToString());
break;
}
case DiagnosticSeverity.Hidden:
{
break;
}
case DiagnosticSeverity.Warning:
{
Log.TraceWarning(Diag.ToString());
break;
}
case DiagnosticSeverity.Info:
{
Log.TraceInformation(Diag.ToString());
break;
}
}
}
}
private static Assembly CompileAssembly(FileReference OutputAssemblyPath, List<FileReference> SourceFileNames, List<string> ReferencedAssembies, List<string> PreprocessorDefines = null, bool TreatWarningsAsErrors = false)
{
CSharpParseOptions ParseOptions = new CSharpParseOptions(
languageVersion:LanguageVersion.Latest,
kind:SourceCodeKind.Regular,
preprocessorSymbols:PreprocessorDefines
);
List<SyntaxTree> SyntaxTrees = new List<SyntaxTree>();
foreach (FileReference SourceFileName in SourceFileNames)
{
SourceText Source = SourceText.From(File.ReadAllText(SourceFileName.FullName));
SyntaxTree Tree = CSharpSyntaxTree.ParseText(Source, ParseOptions, SourceFileName.FullName);
IEnumerable<Diagnostic> Diagnostics = Tree.GetDiagnostics();
if (Diagnostics.Count() > 0)
{
Log.TraceWarning($"Errors generated while parsing '{SourceFileName.FullName}'");
LogDiagnostics(Tree.GetDiagnostics());
return null;
}
SyntaxTrees.Add(Tree);
}
// Create the output directory if it doesn't exist already
DirectoryInfo DirInfo = new DirectoryInfo(OutputAssemblyPath.Directory.FullName);
if (!DirInfo.Exists)
{
try
{
DirInfo.Create();
}
catch (Exception Ex)
{
throw new BuildException(Ex, "Unable to create directory '{0}' for intermediate assemblies (Exception: {1})", OutputAssemblyPath, Ex.Message);
}
}
List<MetadataReference> MetadataReferences = new List<MetadataReference>();
if (ReferencedAssembies != null)
{
foreach (string Reference in ReferencedAssembies)
{
MetadataReferences.Add(MetadataReference.CreateFromFile(Reference));
}
}
MetadataReferences.Add(MetadataReference.CreateFromFile(typeof(object).Assembly.Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("System.Runtime").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("System.Collections").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("System.IO").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("System.IO.FileSystem").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("System.Console").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("System.Runtime.Extensions").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(Assembly.Load("Microsoft.Win32.Registry").Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(typeof(UnrealBuildTool).Assembly.Location));
MetadataReferences.Add(MetadataReference.CreateFromFile(typeof(FileReference).Assembly.Location));
CSharpCompilationOptions CompilationOptions = new CSharpCompilationOptions(
outputKind:OutputKind.DynamicallyLinkedLibrary,
optimizationLevel:OptimizationLevel.Release,
warningLevel:4,
assemblyIdentityComparer:DesktopAssemblyIdentityComparer.Default,
reportSuppressedDiagnostics:true
);
CSharpCompilation Compilation = CSharpCompilation.Create(
assemblyName:OutputAssemblyPath.GetFileNameWithoutAnyExtensions(),
syntaxTrees:SyntaxTrees,
references:MetadataReferences,
options:CompilationOptions
);
using (FileStream AssemblyStream = FileReference.Open(OutputAssemblyPath, FileMode.Create))
{
EmitOptions EmitOptions = new EmitOptions(
includePrivateMembers:true
);
EmitResult Result = Compilation.Emit(
peStream:AssemblyStream,
options:EmitOptions);
if (!Result.Success)
{
LogDiagnostics(Result.Diagnostics);
return null;
}
}
return Assembly.LoadFile(OutputAssemblyPath.FullName);
}
#else
private static Assembly CompileAssembly(FileReference OutputAssemblyPath, HashSet<FileReference> SourceFileNames, List<string> ReferencedAssembies, List<string> PreprocessorDefines = null, bool TreatWarningsAsErrors = false)
{
TempFileCollection TemporaryFiles = new TempFileCollection();
// Setup compile parameters
CompilerParameters CompileParams = new CompilerParameters();
{
// Always compile the assembly to a file on disk, so that we can load a cached version later if we have one
CompileParams.GenerateInMemory = false;
// This is the full path to the assembly file we're generating
CompileParams.OutputAssembly = OutputAssemblyPath.FullName;
// We always want to generate a class library, not an executable
CompileParams.GenerateExecutable = false;
// Never fail compiles for warnings
CompileParams.TreatWarningsAsErrors = false;
// Set the warning level so that we will actually receive warnings -
// doesn't abort compilation as stated in documentation!
CompileParams.WarningLevel = 4;
// Always generate debug information as it takes minimal time
CompileParams.IncludeDebugInformation = true;
#if !DEBUG
// Optimise the managed code in Development
CompileParams.CompilerOptions += " /optimize";
#endif
Log.TraceVerbose("Compiling " + OutputAssemblyPath);
// Keep track of temporary files emitted by the compiler so we can clean them up later
CompileParams.TempFiles = TemporaryFiles;
// Warnings as errors if desired
CompileParams.TreatWarningsAsErrors = TreatWarningsAsErrors;
// Add assembly references
{
if (ReferencedAssembies == null)
{
// Always depend on the CLR System assembly
CompileParams.ReferencedAssemblies.Add("System.dll");
CompileParams.ReferencedAssemblies.Add("System.Core.dll");
}
else
{
// Add in the set of passed in referenced assemblies
CompileParams.ReferencedAssemblies.AddRange(ReferencedAssembies.ToArray());
}
// The assembly will depend on this application
Assembly UnrealBuildToolAssembly = Assembly.GetExecutingAssembly();
CompileParams.ReferencedAssemblies.Add(UnrealBuildToolAssembly.Location);
// The assembly will depend on the utilities assembly. Find that assembly
// by looking for the one that contains a common utility class
Assembly UtilitiesAssembly = Assembly.GetAssembly(typeof(FileReference));
CompileParams.ReferencedAssemblies.Add(UtilitiesAssembly.Location);
}
// Add preprocessor definitions
if (PreprocessorDefines != null && PreprocessorDefines.Count > 0)
{
CompileParams.CompilerOptions += " /define:";
for (int DefinitionIndex = 0; DefinitionIndex < PreprocessorDefines.Count; ++DefinitionIndex)
{
if (DefinitionIndex > 0)
{
CompileParams.CompilerOptions += ";";
}
CompileParams.CompilerOptions += PreprocessorDefines[DefinitionIndex];
}
}
// @todo: Consider embedding resources in generated assembly file (version/copyright/signing)
}
// Create the output directory if it doesn't exist already
DirectoryInfo DirInfo = new DirectoryInfo(OutputAssemblyPath.Directory.FullName);
if (!DirInfo.Exists)
{
try
{
DirInfo.Create();
}
catch (Exception Ex)
{
throw new BuildException(Ex, "Unable to create directory '{0}' for intermediate assemblies (Exception: {1})", OutputAssemblyPath, Ex.Message);
}
}
// Compile the code
CompilerResults CompileResults;
try
{
Dictionary<string, string> ProviderOptions = new Dictionary<string, string>() { { "CompilerVersion", "v4.0" } };
CSharpCodeProvider Compiler = new CSharpCodeProvider(ProviderOptions);
CompileResults = Compiler.CompileAssemblyFromFile(CompileParams, SourceFileNames.Select(x => x.FullName).ToArray());
}
catch (Exception Ex)
{
throw new BuildException(Ex, "Failed to launch compiler to compile assembly from source files:\n {0}\n(Exception: {1})", String.Join("\n ", SourceFileNames), Ex.ToString());
}
// Display compilation warnings and errors
if (CompileResults.Errors.Count > 0)
{
Log.TraceInformation("While compiling {0}:", OutputAssemblyPath);
foreach (CompilerError CurError in CompileResults.Errors)
{
Log.WriteLine(0, CurError.IsWarning? LogEventType.Warning : LogEventType.Error, LogFormatOptions.NoSeverityPrefix, "{0}", CurError.ToString());
}
if (CompileResults.Errors.HasErrors || TreatWarningsAsErrors)
{
throw new BuildException("Unable to compile source files.");
}
}
// Grab the generated assembly
Assembly CompiledAssembly = CompileResults.CompiledAssembly;
if (CompiledAssembly == null)
{
throw new BuildException("UnrealBuildTool was unable to compile an assembly for '{0}'", SourceFileNames.ToString());
}
// Clean up temporary files that the compiler saved
TemporaryFiles.Delete();
return CompiledAssembly;
}
#endif
/// <summary>
/// Dynamically compiles an assembly for the specified source file and loads that assembly into the application's
/// current domain. If an assembly has already been compiled and is not out of date, then it will be loaded and
/// no compilation is necessary.
/// </summary>
/// <param name="OutputAssemblyPath">Full path to the assembly to be created</param>
/// <param name="SourceFileNames">List of source file name</param>
/// <param name="ReferencedAssembies"></param>
/// <param name="PreprocessorDefines"></param>
/// <param name="DoNotCompile"></param>
/// <param name="TreatWarningsAsErrors"></param>
/// <returns>The assembly that was loaded</returns>
public static Assembly CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet<FileReference> SourceFileNames, List<string> ReferencedAssembies = null, List<string> PreprocessorDefines = null, bool DoNotCompile = false, bool TreatWarningsAsErrors = false)
{
// Check to see if the resulting assembly is compiled and up to date
FileReference AssemblySourcesListFilePath = FileReference.Combine(OutputAssemblyPath.Directory, Path.GetFileNameWithoutExtension(OutputAssemblyPath.FullName) + "SourceFiles.txt");
bool bNeedsCompilation = false;
if (!DoNotCompile)
{
bNeedsCompilation = RequiresCompilation(SourceFileNames, AssemblySourcesListFilePath, OutputAssemblyPath);
}
// Load the assembly to ensure it is correct
Assembly CompiledAssembly = null;
if (!bNeedsCompilation)
{
try
{
// Load the previously-compiled assembly from disk
CompiledAssembly = Assembly.LoadFile(OutputAssemblyPath.FullName);
}
catch (FileLoadException Ex)
{
Log.TraceInformation(String.Format("Unable to load the previously-compiled assembly file '{0}'. Unreal Build Tool will try to recompile this assembly now. (Exception: {1})", OutputAssemblyPath, Ex.Message));
bNeedsCompilation = true;
}
catch (BadImageFormatException Ex)
{
Log.TraceInformation(String.Format("Compiled assembly file '{0}' appears to be for a newer CLR version or is otherwise invalid. Unreal Build Tool will try to recompile this assembly now. (Exception: {1})", OutputAssemblyPath, Ex.Message));
bNeedsCompilation = true;
}
catch (FileNotFoundException)
{
throw new BuildException("Precompiled rules assembly '{0}' does not exist.", OutputAssemblyPath);
}
catch (Exception Ex)
{
throw new BuildException(Ex, "Error while loading previously-compiled assembly file '{0}'. (Exception: {1})", OutputAssemblyPath, Ex.Message);
}
}
// Compile the assembly if me
if (bNeedsCompilation)
{
using(Timeline.ScopeEvent(String.Format("Compiling rules assembly ({0})", OutputAssemblyPath.GetFileName())))
{
CompiledAssembly = CompileAssembly(OutputAssemblyPath, SourceFileNames, ReferencedAssembies, PreprocessorDefines, TreatWarningsAsErrors);
}
// Save out a list of all the source files we compiled. This is so that we can tell if whole files were added or removed
// since the previous time we compiled the assembly. In that case, we'll always want to recompile it!
FileReference.WriteAllLines(AssemblySourcesListFilePath, SourceFileNames.Select(x => x.FullName));
}
#if !NET_CORE
// Load the assembly into our app domain
try
{
AppDomain.CurrentDomain.Load(CompiledAssembly.GetName());
}
catch (Exception Ex)
{
throw new BuildException(Ex, "Unable to load the compiled build assembly '{0}' into our application's domain. (Exception: {1})", OutputAssemblyPath, Ex.Message);
}
#endif
return CompiledAssembly;
}
}
}