Files
joe kirchoff 08efabbd57 EpicGames.Build: Remove ThirdParty/MSBuild by replacing glob usage with Microsoft.Extensions.FileSystemGlobbing
#rnx
#rb Ryan.Hummer, Tim.Smith

[CL 30254326 by joe kirchoff in ue5-main branch]
2023-12-11 19:50:16 -05:00

702 lines
28 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.Json;
using EpicGames.MsBuild;
using Microsoft.Extensions.Logging;
using System.Runtime.CompilerServices;
using Microsoft.Extensions.FileSystemGlobbing;
namespace UnrealBuildBase
{
public static class CompileScriptModule
{
[Flags]
public enum BuildFlags
{
/// <summary>
/// No build flags specified
/// </summary>
None = 0,
/// <summary>
/// Do not allow compiles of any projects
/// </summary>
NoCompile = 1 << 0,
/// <summary>
/// If not compiling, generate error if target does not exist
/// </summary>
ErrorOnMissingTarget = 1 << 1,
/// <summary>
/// When NoCompile options are specified, this flag will test to see if the build records
/// are valid. But the results of that test are currently ignored. Only the existence of the
/// target path is considered.
///
/// When NoCompile options are not specified, then the validity of the build records will be used
/// to test to see if project files need building. If ForceCompile is specified, then this flag
/// serves no useful purpose. If this flag is not specified, then ForceCompile is assumed.
/// </summary>
UseBuildRecords = 1 << 2,
/// <summary>
/// Force compile when the NoCompile options aren't specified regardless of the
/// state of the build records.
/// </summary>
ForceCompile = 1 << 3,
}
class Hook : CsProjBuildHook
{
private ILogger Logger;
private Dictionary<string, DateTime> WriteTimes = new Dictionary<string, DateTime>();
private string BuildRecordDirectory;
public Hook(ILogger InLogger, Rules.RulesFileType InRulesFileType)
{
Logger = InLogger;
switch (InRulesFileType)
{
case Rules.RulesFileType.AutomationModule:
BuildRecordDirectory = "ScriptModules";
break;
case Rules.RulesFileType.UbtPlugin:
BuildRecordDirectory = "ScriptModules.UBT";
break;
default:
throw new ArgumentException("Unexpected rules file type");
}
}
public DateTime GetLastWriteTime(DirectoryReference BasePath, string RelativeFilePath)
{
return GetLastWriteTime(BasePath.FullName, RelativeFilePath);
}
public DateTime GetLastWriteTime(string BasePath, string RelativeFilePath)
{
string NormalizedPath = Path.GetFullPath(RelativeFilePath, BasePath);
if (!WriteTimes.TryGetValue(NormalizedPath, out DateTime WriteTime))
{
WriteTimes.Add(NormalizedPath, WriteTime = File.GetLastWriteTime(NormalizedPath));
}
return WriteTime;
}
public DirectoryReference GetBuildRecordDirectory(DirectoryReference BasePath)
{
return DirectoryReference.Combine(BasePath, "Intermediate", BuildRecordDirectory);
}
public void ValidateRecursively(Dictionary<FileReference, CsProjBuildRecordEntry> BuildRecords, FileReference ProjectPath)
{
CompileScriptModule.ValidateBuildRecordRecursively(BuildRecords, ProjectPath, this, Logger);
}
private static readonly char[] s_wildcardCharacters = { '*', '?' };
public bool HasWildcards(string FileSpec)
{
// Perf Note: Doing a [Last]IndexOfAny(...) is much faster than compiling a
// regular expression that does the same thing, regardless of whether
// filespec contains one of the characters.
// Choose LastIndexOfAny instead of IndexOfAny because it seems more likely
// that wildcards will tend to be towards the right side.
return -1 != FileSpec.LastIndexOfAny(s_wildcardCharacters);
}
DirectoryReference CsProjBuildHook.EngineDirectory => Unreal.EngineDirectory;
DirectoryReference CsProjBuildHook.DotnetDirectory => Unreal.DotnetDirectory;
FileReference CsProjBuildHook.DotnetPath => Unreal.DotnetPath;
}
/// <summary>
/// Return the target paths from the collection of build records
/// </summary>
/// <param name="BuildRecords">Input build records</param>
/// <returns>Set of target files</returns>
public static HashSet<FileReference> GetTargetPaths(IReadOnlyDictionary<FileReference, CsProjBuildRecordEntry> BuildRecords)
{
return new HashSet<FileReference>(BuildRecords.Select(x => GetTargetPath(x)));
}
/// <summary>
/// Return the target path for the given build record
/// </summary>
/// <param name="BuildRecord">Build record</param>
/// <returns>File reference for the target</returns>
public static FileReference GetTargetPath(KeyValuePair<FileReference, CsProjBuildRecordEntry> BuildRecord)
{
return FileReference.Combine(BuildRecord.Key.Directory, BuildRecord.Value.BuildRecord.TargetPath!);
}
/// <summary>
/// Locates script modules, builds them if necessary, returns set of .dll files
/// </summary>
/// <param name="RulesFileType"></param>
/// <param name="ScriptsForProjectFileName"></param>
/// <param name="AdditionalScriptsFolders"></param>
/// <param name="bForceCompile"></param>
/// <param name="bNoCompile"></param>
/// <param name="bUseBuildRecords"></param>
/// <param name="bBuildSuccess"></param>
/// <param name="OnBuildingProjects">Action to invoke when projects get built</param>
/// <param name="Logger"></param>
/// <returns>Collection of all the projects. They will have been compiled.</returns>
public static HashSet<FileReference> InitializeScriptModules(Rules.RulesFileType RulesFileType,
string? ScriptsForProjectFileName, List<string>? AdditionalScriptsFolders, bool bForceCompile, bool bNoCompile, bool bUseBuildRecords,
out bool bBuildSuccess, Action<int> OnBuildingProjects, ILogger Logger)
{
List<DirectoryReference> GameDirectories = GetGameDirectories(ScriptsForProjectFileName, Logger);
List<DirectoryReference> AdditionalDirectories = GetAdditionalDirectories(AdditionalScriptsFolders);
List<DirectoryReference> GameBuildDirectories = GetAdditionalBuildDirectories(GameDirectories);
// List of directories used to locate Intermediate/ScriptModules dirs for writing build records
List<DirectoryReference> BaseDirectories = new List<DirectoryReference>(1 + GameDirectories.Count + AdditionalDirectories.Count);
BaseDirectories.Add(Unreal.EngineDirectory);
BaseDirectories.AddRange(GameDirectories);
BaseDirectories.AddRange(AdditionalDirectories);
BaseDirectories = BaseDirectories.Distinct().ToList();
HashSet<FileReference> FoundProjects = new HashSet<FileReference>(
Rules.FindAllRulesSourceFiles(RulesFileType,
// Project scripts require source engine builds
GameFolders: Unreal.IsEngineInstalled() ? GameDirectories : new List<DirectoryReference>(),
ForeignPlugins: null, AdditionalSearchPaths: AdditionalDirectories.Concat(GameBuildDirectories).ToList()));
BuildFlags BuildFlags = BuildFlags.None;
if (bForceCompile)
{
BuildFlags |= BuildFlags.ForceCompile;
}
if (bNoCompile)
{
BuildFlags |= BuildFlags.NoCompile;
}
if (bUseBuildRecords)
{
BuildFlags |= BuildFlags.UseBuildRecords;
}
Dictionary<FileReference, CsProjBuildRecordEntry> BuildResults;
if (Unreal.IsEngineInstalled())
{
// Warn if not using build records or force compiling
if (BuildFlags.HasFlag(BuildFlags.ForceCompile))
{
Logger.LogWarning("ForceCompile not supported if Unreal.IsEngineInstalled() == true");
}
if (!BuildFlags.HasFlag(BuildFlags.UseBuildRecords))
{
Logger.LogWarning("Disabling UseBuildRecords not supported if Unreal.IsEngineInstalled() == true");
}
BuildFlags EngineBuildFlags = BuildFlags | BuildFlags.UseBuildRecords | BuildFlags.NoCompile | BuildFlags.ErrorOnMissingTarget;
bool bEngineBuildSuccess = false;
Dictionary<FileReference, CsProjBuildRecordEntry> EngineBuildResults = Build(
RulesFileType,
FoundProjects.Where(x => x.IsUnderDirectory(Unreal.EngineDirectory)).ToHashSet(),
BaseDirectories.Where(x => x.IsUnderDirectory(Unreal.EngineDirectory)).ToList(),
null,
EngineBuildFlags,
out bEngineBuildSuccess,
OnBuildingProjects,
Logger);
bool bProjectBuildSuccess = false;
BuildFlags ProjectBuildFlags = BuildFlags | BuildFlags.UseBuildRecords;
// ForceCompile not supported for installed builds
if (ProjectBuildFlags.HasFlag(BuildFlags.ForceCompile))
{
ProjectBuildFlags &= ~BuildFlags.ForceCompile;
}
Dictionary<FileReference, CsProjBuildRecordEntry> ProjectBuildResults = Build(
RulesFileType,
FoundProjects.Where(x => !x.IsUnderDirectory(Unreal.EngineDirectory)).ToHashSet(),
BaseDirectories,
null,
ProjectBuildFlags,
out bProjectBuildSuccess,
OnBuildingProjects,
Logger);
bBuildSuccess = bEngineBuildSuccess && bProjectBuildSuccess;
BuildResults = new Dictionary<FileReference, CsProjBuildRecordEntry>(EngineBuildResults);
foreach (KeyValuePair<FileReference, CsProjBuildRecordEntry> Item in ProjectBuildResults)
{
if (!BuildResults.ContainsKey(Item.Key))
{
BuildResults.Add(Item.Key, Item.Value);
}
}
}
else
{
BuildResults = Build(RulesFileType, FoundProjects, BaseDirectories, null, BuildFlags, out bBuildSuccess, OnBuildingProjects, Logger);
}
return GetTargetPaths(BuildResults);
}
/// <summary>
/// Test to see if all the given projects are up-to-date
/// </summary>
/// <param name="RulesFileType">Type of script modules being tested</param>
/// <param name="FoundProjects">Collection of projects to test</param>
/// <param name="BaseDirectories">Base directories of the projects</param>
/// <param name="Logger">Logger for output</param>
/// <returns>True if all of the projects are up to date</returns>
public static bool AreScriptModulesUpToDate(Rules.RulesFileType RulesFileType, HashSet<FileReference> FoundProjects, List<DirectoryReference> BaseDirectories, ILogger Logger)
{
CsProjBuildHook Hook = new Hook(Logger, RulesFileType);
// Load existing build records, validating them only if (re)compiling script projects is an option
Dictionary<FileReference, CsProjBuildRecordEntry> BuildRecords = LoadExistingBuildRecords(Hook, BaseDirectories, Logger);
foreach (FileReference Project in FoundProjects)
{
ValidateBuildRecordRecursively(BuildRecords, Project, Hook, Logger);
}
// If all found records are valid, we can return their targets directly
Dictionary<FileReference, CsProjBuildRecordEntry> ValidBuildRecords = new(BuildRecords.Where(x => x.Value.Status == CsProjBuildRecordStatus.Valid));
return FoundProjects.All(x => ValidBuildRecords.ContainsKey(x));
}
/// <summary>
/// Locates script modules, builds them if necessary, returns set of .dll files
/// </summary>
/// <param name="RulesFileType"></param>
/// <param name="FoundProjects">Projects to be compiled</param>
/// <param name="BaseDirectories">Base directories for all the projects</param>
/// <param name="DefineConstants">Collection of constants to be added to the project</param>
/// <param name="BuildFlags">Collection of flags to customize compilation</param>
/// <param name="bBuildSuccess"></param>
/// <param name="OnBuildingProjects">Action to invoke when projects get built</param>
/// <param name="Logger"></param>
/// <returns>Collection of all the projects. They will have been compiled.</returns>
public static Dictionary<FileReference, CsProjBuildRecordEntry> Build(Rules.RulesFileType RulesFileType,
HashSet<FileReference> FoundProjects, IEnumerable<DirectoryReference> BaseDirectories, IEnumerable<string>? DefineConstants,
BuildFlags BuildFlags, out bool bBuildSuccess, Action<int> OnBuildingProjects, ILogger Logger)
{
CsProjBuildHook Hook = new Hook(Logger, RulesFileType);
// Load existing build records, validating them only if (re)compiling script projects is an option
Dictionary<FileReference, CsProjBuildRecordEntry> BuildRecords = LoadExistingBuildRecords(Hook, BaseDirectories, Logger);
// Only validate the build records if requested
if (BuildFlags.HasFlag(BuildFlags.UseBuildRecords))
{
if (Unreal.IsEngineInstalled())
{
// Validate build records only for projects to be compiled
foreach (FileReference Project in FoundProjects)
{
ValidateBuildRecordRecursively(BuildRecords, Project, Hook, Logger);
}
}
else
{
// Validate build records for all existing records
foreach (FileReference Project in BuildRecords.Keys)
{
ValidateBuildRecordRecursively(BuildRecords, Project, Hook, Logger);
}
}
}
else
{
// If not using build records, mark all existing records as invalid and force compile
foreach (CsProjBuildRecordEntry Record in BuildRecords.Values)
{
Record.Status = CsProjBuildRecordStatus.Invalid;
}
BuildFlags |= BuildFlags.ForceCompile;
}
// If we are not compiling, then test to see if the targets exist
if (BuildFlags.HasFlag(BuildFlags.NoCompile))
{
string FilterExtension = String.Empty;
switch (RulesFileType)
{
case Rules.RulesFileType.AutomationModule:
FilterExtension = ".Automation.json";
break;
case Rules.RulesFileType.UbtPlugin:
FilterExtension = ".ubtplugin.json";
break;
default:
throw new Exception("Unsupported rules file type");
}
Dictionary<FileReference, CsProjBuildRecordEntry> OutRecords = new Dictionary<FileReference, CsProjBuildRecordEntry>(BuildRecords.Count);
foreach (KeyValuePair<FileReference, CsProjBuildRecordEntry> Record in BuildRecords.Where(x => x.Value.BuildRecordFile.HasExtension(FilterExtension)))
{
FileReference TargetPath = FileReference.Combine(Record.Key.Directory, Record.Value.BuildRecord.TargetPath!);
if (FileReference.Exists(TargetPath))
{
OutRecords.Add(Record.Key, Record.Value);
}
else
{
if (!BuildFlags.HasFlag(BuildFlags.ErrorOnMissingTarget))
{
// when -NoCompile is on the command line, try to run with whatever is available
Logger.LogWarning("Script module \"{TargetPath}\" not found for record \"{BuildRecordPath}\"", TargetPath, Record.Value.BuildRecordFile);
}
else
{
// when the engine is installed, expect to find a built target assembly for every record that was found
throw new Exception($"Script module \"{TargetPath}\" not found for record \"{Record.Value.BuildRecordFile}\"");
}
}
}
bBuildSuccess = true;
return OutRecords;
}
else
{
// when the engine is not installed, delete any build record .json file that is not valid
foreach (CsProjBuildRecordEntry Entry in BuildRecords.Values.Where(x => x.Status == CsProjBuildRecordStatus.Invalid))
{
if (Entry.BuildRecordFile != null)
{
Logger.LogDebug("Deleting invalid build record \"{BuildRecordPath}\"", Entry.BuildRecordFile);
FileReference.Delete(Entry.BuildRecordFile);
}
}
}
if (!BuildFlags.HasFlag(BuildFlags.ForceCompile))
{
// If all found records are valid, we can return their targets directly
Dictionary<FileReference, CsProjBuildRecordEntry> ValidBuildRecords = new(BuildRecords.Where(x => x.Value.Status == CsProjBuildRecordStatus.Valid));
if (FoundProjects.All(x => ValidBuildRecords.ContainsKey(x)))
{
bBuildSuccess = true;
return new Dictionary<FileReference, CsProjBuildRecordEntry>(ValidBuildRecords.Where(x => FoundProjects.Contains(x.Key)));
}
}
// Fall back to the slower approach: use msbuild to load csproj files & build as necessary
return Build(FoundProjects, BuildFlags.HasFlag(BuildFlags.ForceCompile), out bBuildSuccess, Hook, BaseDirectories, DefineConstants, OnBuildingProjects, Logger);
}
/// <summary>
/// This method exists purely to prevent EpicGames.MsBuild from being loaded until the absolute last moment.
/// If it is placed in the caller directly, then when the caller is invoked, the assembly will be loaded resulting
/// in the possible Microsoft.Build.Framework load issue later on is this method isn't invoked.
/// </summary>
[MethodImpl(MethodImplOptions.NoInlining)]
static Dictionary<FileReference, CsProjBuildRecordEntry> Build(HashSet<FileReference> FoundProjects,
bool bForceCompile, out bool bBuildSuccess, CsProjBuildHook Hook, IEnumerable<DirectoryReference> BaseDirectories,
IEnumerable<string>? DefineConstants, Action<int> OnBuildingProjects, ILogger Logger)
{
return CsProjBuilder.Build(FoundProjects, bForceCompile, out bBuildSuccess, Hook, BaseDirectories, DefineConstants ?? (Enumerable.Empty<string>()), OnBuildingProjects, Logger);
}
/// <summary>
/// Find and load existing build record .json files from any Intermediate/ScriptModules found in the provided lists
/// </summary>
/// <param name="Hook">Hook object used to query directory</param>
/// <param name="BaseDirectories"></param>
/// <param name="Logger"></param>
/// <returns></returns>
static Dictionary<FileReference, CsProjBuildRecordEntry> LoadExistingBuildRecords(CsProjBuildHook Hook, IEnumerable<DirectoryReference> BaseDirectories, ILogger Logger)
{
Dictionary<FileReference, CsProjBuildRecordEntry> LoadedBuildRecords = new Dictionary<FileReference, CsProjBuildRecordEntry>();
foreach (DirectoryReference Directory in BaseDirectories)
{
DirectoryReference IntermediateDirectory = Hook.GetBuildRecordDirectory(Directory);
if (!DirectoryReference.Exists(IntermediateDirectory))
{
continue;
}
foreach (FileReference JsonFile in DirectoryReference.EnumerateFiles(IntermediateDirectory, "*.json"))
{
CsProjBuildRecord? BuildRecord = default;
// filesystem errors or json parsing might result in an exception. If that happens, we fall back to the
// slower path - if compiling, buildrecord files will be re-generated; other filesystem errors may persist
try
{
BuildRecord = JsonSerializer.Deserialize<CsProjBuildRecord>(FileReference.ReadAllText(JsonFile));
Logger.LogDebug("Loaded script module build record {JsonFile}", JsonFile);
}
catch(Exception Ex)
{
Logger.LogWarning("[{JsonFile}] Failed to load build record: {Message}", JsonFile, Ex.Message);
}
if (BuildRecord != null && BuildRecord.ProjectPath != null)
{
CsProjBuildRecordEntry Entry = new CsProjBuildRecordEntry(
FileReference.FromString(Path.GetFullPath(BuildRecord.ProjectPath, JsonFile.Directory.FullName)),
JsonFile,
BuildRecord);
LoadedBuildRecords.Add(Entry.ProjectFile, Entry);
}
else
{
// Delete the invalid build record
Logger.LogWarning("Deleting invalid build record {JsonFile}", JsonFile);
}
}
}
return LoadedBuildRecords;
}
private static bool ValidateGlobbedFiles(DirectoryReference ProjectDirectory,
List<CsProjBuildRecord.Glob> Globs, HashSet<string> GlobbedDependencies, out string ValidationFailureMessage)
{
// First, evaluate globs
// Files are grouped by ItemType (e.g. Compile, EmbeddedResource) to ensure that Exclude and
// Remove act as expected.
Dictionary<string, HashSet<string>> Files = new Dictionary<string, HashSet<string>>();
foreach (CsProjBuildRecord.Glob Glob in Globs)
{
HashSet<string>? TypedFiles;
if (!Files.TryGetValue(Glob.ItemType!, out TypedFiles))
{
TypedFiles = new HashSet<string>();
Files.Add(Glob.ItemType!, TypedFiles);
}
Matcher matcher = new Matcher();
if (Glob.Include?.Any() == true)
{
matcher.AddIncludePatterns(Glob.Include);
}
if (Glob.Exclude?.Any() == true)
{
matcher.AddExcludePatterns(Glob.Exclude);
}
TypedFiles.UnionWith(matcher.GetResultsInFullPath(ProjectDirectory.FullName).Select(x => Path.GetRelativePath(ProjectDirectory.FullName, x)));
if (Glob.Remove?.Any() == true)
{
// Matcher.Match() doesn't handle inconsistent path separators correctly - which is why globs
// are normalized when they are added to CsProjBuildRecord
Matcher removeMatcher = new Matcher();
removeMatcher.AddIncludePatterns(Glob.Remove);
TypedFiles.RemoveWhere(F => removeMatcher.Match(F).HasMatches);
}
}
// Then, validation that our evaluation matches what we're comparing against
bool bValid = true;
StringBuilder ValidationFailureText = new StringBuilder();
// Look for extra files that were found
foreach (HashSet<string> TypedFiles in Files.Values)
{
foreach (string File in TypedFiles)
{
if (!GlobbedDependencies.Contains(File))
{
ValidationFailureText.AppendLine($"Found additional file {File}");
bValid = false;
}
}
}
// Look for files that are missing
foreach (string File in GlobbedDependencies)
{
bool bFound = false;
foreach (HashSet<string> TypedFiles in Files.Values)
{
if (TypedFiles.Contains(File))
{
bFound = true;
break;
}
}
if (!bFound)
{
ValidationFailureText.AppendLine($"Did not find {File}");
bValid = false;
}
}
ValidationFailureMessage = ValidationFailureText.ToString();
return bValid;
}
private static bool ValidateBuildRecord(CsProjBuildRecord BuildRecord, DirectoryReference ProjectDirectory, out string ValidationFailureMessage, CsProjBuildHook Hook)
{
string TargetRelativePath =
Path.GetRelativePath(Unreal.EngineDirectory.FullName, BuildRecord.TargetPath!);
if (BuildRecord.Version != CsProjBuildRecord.CurrentVersion)
{
ValidationFailureMessage =
$"version does not match: build record has version {BuildRecord.Version}; current version is {CsProjBuildRecord.CurrentVersion}";
return false;
}
DateTime TargetWriteTime = Hook.GetLastWriteTime(ProjectDirectory, BuildRecord.TargetPath!);
if (BuildRecord.TargetBuildTime != TargetWriteTime)
{
ValidationFailureMessage =
$"recorded target build time ({BuildRecord.TargetBuildTime}) does not match {TargetRelativePath} ({TargetWriteTime})";
return false;
}
foreach (string Dependency in BuildRecord.Dependencies)
{
if (Hook.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
{
ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
return false;
}
}
if (!ValidateGlobbedFiles(ProjectDirectory, BuildRecord.Globs, BuildRecord.GlobbedDependencies,
out ValidationFailureMessage))
{
return false;
}
foreach (string Dependency in BuildRecord.GlobbedDependencies)
{
if (Hook.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
{
ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
return false;
}
}
return true;
}
static void ValidateBuildRecordRecursively(
Dictionary<FileReference, CsProjBuildRecordEntry> BuildRecords,
FileReference ProjectPath, CsProjBuildHook Hook, ILogger Logger)
{
// Was a build record loaded for this project path? (relevant when considering referenced projects)
if (!BuildRecords.TryGetValue(ProjectPath, out CsProjBuildRecordEntry? Entry))
{
Logger.LogDebug("Found project {ProjectPath} with no existing build record", ProjectPath);
return;
}
// Ignore if the status is known
if (Entry.Status != CsProjBuildRecordStatus.Unknown)
{
// Project validity has already been determined
return;
}
// If the engine is installed, and the project being validated is under the engine directory, treat it as valid
// so it is not built as a dependency when building an external project.
// It is assumed these projects exist and have already been verified.
if (Unreal.IsEngineInstalled() && ProjectPath.IsUnderDirectory(Unreal.EngineDirectory))
{
Entry.Status = CsProjBuildRecordStatus.Valid;
return;
}
// Is this particular build record valid?
if (!ValidateBuildRecord(Entry.BuildRecord, ProjectPath.Directory, out string ValidationFailureMessage, Hook))
{
string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
Logger.LogDebug("[{ProjectRelativePath}] {ValidationFailureMessage}", ProjectRelativePath, ValidationFailureMessage);
Entry.Status = CsProjBuildRecordStatus.Invalid;
return;
}
// Are all referenced build records valid?
foreach (CsProjBuildRecordRef ReferencedProject in Entry.BuildRecord.ProjectReferencesAndTimes)
{
FileReference FullProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProject.ProjectPath, ProjectPath.Directory.FullName));
ValidateBuildRecordRecursively(BuildRecords, FullProjectPath, Hook, Logger);
if (!BuildRecords.TryGetValue(FullProjectPath, out CsProjBuildRecordEntry? RefEntry))
{
string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
Logger.LogDebug("[{ProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} could not be found", ProjectRelativePath, DependencyRelativePath);
Entry.Status = CsProjBuildRecordStatus.Invalid;
return;
}
if (RefEntry.Status != CsProjBuildRecordStatus.Valid)
{
string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
Logger.LogDebug("[{ProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} is not valid", ProjectRelativePath, DependencyRelativePath);
Entry.Status = CsProjBuildRecordStatus.Invalid;
return;
}
// Ensure that the dependency was not built more recently than the project
if (ReferencedProject.TargetBuildTime == DateTime.MinValue)
{
if (Entry.BuildRecord.TargetBuildTime < RefEntry.BuildRecord.TargetBuildTime)
{
string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
Logger.LogDebug("[{ProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} is newer", ProjectRelativePath, DependencyRelativePath);
Entry.Status = CsProjBuildRecordStatus.Invalid;
return;
}
}
else
{
if (ReferencedProject.TargetBuildTime != RefEntry.BuildRecord.TargetBuildTime)
{
string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
Logger.LogDebug("[{ProjectRelativePath}] Existing dependency output time stamp for {DependencyRelativePath} does not match expected value", ProjectRelativePath, DependencyRelativePath);
Entry.Status = CsProjBuildRecordStatus.Invalid;
return;
}
}
}
Entry.Status = CsProjBuildRecordStatus.Valid;
}
static List<DirectoryReference> GetGameDirectories(string? ScriptsForProjectFileName, ILogger Logger)
{
List<DirectoryReference> GameDirectories = new List<DirectoryReference>();
if (String.IsNullOrEmpty(ScriptsForProjectFileName))
{
GameDirectories = NativeProjectsBase.EnumerateProjectFiles(Logger).Select(x => x.Directory).ToList();
}
else
{
DirectoryReference ScriptsDir = new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName)!);
ScriptsDir = DirectoryReference.FindCorrectCase(ScriptsDir);
GameDirectories.Add(ScriptsDir);
}
return GameDirectories;
}
static List<DirectoryReference> GetAdditionalDirectories(List<string>? AdditionalScriptsFolders) =>
AdditionalScriptsFolders == null ? new List<DirectoryReference>() :
AdditionalScriptsFolders.Select(x => DirectoryReference.FindCorrectCase(new DirectoryReference(x))).ToList();
static List<DirectoryReference> GetAdditionalBuildDirectories(List<DirectoryReference> GameDirectories) =>
GameDirectories.Select(x => DirectoryReference.Combine(x, "Build")).Where(x => DirectoryReference.Exists(x)).ToList();
}
}