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UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal #jira none [CL 16648181 by jonathan adamczewski in ue5-main branch]
588 lines
22 KiB
C#
588 lines
22 KiB
C#
// Copyright 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.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using EpicGames.Core;
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using UnrealBuildBase;
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namespace UnrealBuildTool
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{
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static class UnrealBuildTool
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{
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/// <summary>
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/// Save the application startup time. This can be used as the timestamp for build makefiles, to determine a base time after which any
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/// modifications should invalidate it.
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/// </summary>
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static public DateTime StartTimeUtc { get; } = DateTime.UtcNow;
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/// <summary>
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/// The environment at boot time.
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/// </summary>
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static public System.Collections.IDictionary? InitialEnvironment;
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/// <summary>
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/// Whether we're running with an installed project
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/// </summary>
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static private bool? bIsProjectInstalled;
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/// <summary>
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/// If we are running with an installed project, specifies the path to it
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/// </summary>
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static FileReference? InstalledProjectFile;
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/// <summary>
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/// Directory for saved application settings (typically Engine/Programs)
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/// </summary>
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static DirectoryReference? CachedEngineProgramSavedDirectory;
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/// <summary>
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/// The full name of the Engine/Source directory
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/// </summary>
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public static readonly DirectoryReference EngineSourceDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Source");
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/// <summary>
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/// Full path to the Engine/Source/Runtime directory
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/// </summary>
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[Obsolete("Please use UnrealBuildTool.GetExtensionDirs(Unreal.EngineDirectory, \"Source/Runtime\") instead.")]
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public static readonly DirectoryReference EngineSourceRuntimeDirectory = DirectoryReference.Combine(EngineSourceDirectory, "Runtime");
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/// <summary>
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/// Full path to the Engine/Source/Developer directory
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/// </summary>
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[Obsolete("Please use UnrealBuildTool.GetExtensionDirs(Unreal.EngineDirectory, \"Source/Developer\") instead.")]
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public static readonly DirectoryReference EngineSourceDeveloperDirectory = DirectoryReference.Combine(EngineSourceDirectory, "Developer");
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/// <summary>
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/// Full path to the Engine/Source/Editor directory
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/// </summary>
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[Obsolete("Please use UnrealBuildTool.GetExtensionDirs(Unreal.EngineDirectory, \"Source/Editor\") instead.")]
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public static readonly DirectoryReference EngineSourceEditorDirectory = DirectoryReference.Combine(EngineSourceDirectory, "Editor");
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/// <summary>
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/// Full path to the Engine/Source/Programs directory
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/// </summary>
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[Obsolete("Please use UnrealBuildTool.GetExtensionDirs(Unreal.EngineDirectory, \"Source/Programs\") instead.")]
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public static readonly DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(EngineSourceDirectory, "Programs");
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/// <summary>
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/// Full path to the Engine/Source/ThirdParty directory
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/// </summary>
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[Obsolete("Please use UnrealBuildTool.GetExtensionDirs(Unreal.EngineDirectory, \"Source/ThirdParty\") instead.")]
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public static readonly DirectoryReference EngineSourceThirdPartyDirectory = DirectoryReference.Combine(EngineSourceDirectory, "ThirdParty");
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/// <summary>
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/// Cached copy of the writable engine directory
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/// </summary>
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static DirectoryReference? CachedWritableEngineDirectory;
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/// <summary>
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/// Writable engine directory. Uses the user's settings folder for installed builds.
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/// </summary>
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public static DirectoryReference WritableEngineDirectory
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{
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get
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{
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if (CachedWritableEngineDirectory == null)
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{
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DirectoryReference? UserDir = null;
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if (Unreal.IsEngineInstalled())
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{
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UserDir = Utils.GetUserSettingDirectory();
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}
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if (UserDir == null)
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{
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CachedWritableEngineDirectory = Unreal.EngineDirectory;
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}
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else
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{
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CachedWritableEngineDirectory = DirectoryReference.Combine(UserDir, "UnrealEngine");
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}
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}
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return CachedWritableEngineDirectory;
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}
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}
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/// <summary>
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/// The engine programs directory
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/// </summary>
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public static DirectoryReference EngineProgramSavedDirectory
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{
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get
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{
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if (CachedEngineProgramSavedDirectory == null)
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{
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if (Unreal.IsEngineInstalled())
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{
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CachedEngineProgramSavedDirectory = Utils.GetUserSettingDirectory() ?? DirectoryReference.Combine(Unreal.EngineDirectory, "Programs");
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}
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else
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{
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CachedEngineProgramSavedDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Programs");
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}
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}
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return CachedEngineProgramSavedDirectory;
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}
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}
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// cached dictionary of BaseDir to extension directories
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private static Dictionary<DirectoryReference, Tuple<List<DirectoryReference>, List<DirectoryReference>>> CachedExtensionDirectories = new Dictionary<DirectoryReference, Tuple<List<DirectoryReference>, List<DirectoryReference>>>();
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/// <summary>
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/// Finds all the extension directories for the given base directory. This includes platform extensions and restricted folders.
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/// </summary>
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/// <param name="BaseDir">Location of the base directory</param>
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/// <param name="bIncludePlatformDirectories">If true, platform subdirectories are included (will return platform directories under Restricted dirs, even if bIncludeRestrictedDirectories is false)</param>
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/// <param name="bIncludeRestrictedDirectories">If true, restricted (NotForLicensees, NoRedist) subdirectories are included</param>
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/// <param name="bIncludeBaseDirectory">If true, BaseDir is included</param>
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/// <returns>List of extension directories, including the given base directory</returns>
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public static List<DirectoryReference> GetExtensionDirs(DirectoryReference BaseDir, bool bIncludePlatformDirectories=true, bool bIncludeRestrictedDirectories=true, bool bIncludeBaseDirectory=true)
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{
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Tuple<List<DirectoryReference>, List<DirectoryReference>>? CachedDirs;
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if (!CachedExtensionDirectories.TryGetValue(BaseDir, out CachedDirs))
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{
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CachedDirs = Tuple.Create(new List<DirectoryReference>(), new List<DirectoryReference>());
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CachedExtensionDirectories[BaseDir] = CachedDirs;
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DirectoryReference PlatformExtensionBaseDir = DirectoryReference.Combine(BaseDir, "Platforms");
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if (DirectoryReference.Exists(PlatformExtensionBaseDir))
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{
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CachedDirs.Item1.AddRange(DirectoryReference.EnumerateDirectories(PlatformExtensionBaseDir));
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}
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DirectoryReference RestrictedBaseDir = DirectoryReference.Combine(BaseDir, "Restricted");
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if (DirectoryReference.Exists(RestrictedBaseDir))
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{
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IEnumerable<DirectoryReference> RestrictedDirs = DirectoryReference.EnumerateDirectories(RestrictedBaseDir);
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CachedDirs.Item2.AddRange(RestrictedDirs);
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// also look for nested platforms in the restricted
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foreach (DirectoryReference RestrictedDir in RestrictedDirs)
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{
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DirectoryReference RestrictedPlatformExtensionBaseDir = DirectoryReference.Combine(RestrictedDir, "Platforms");
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if (DirectoryReference.Exists(RestrictedPlatformExtensionBaseDir))
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{
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CachedDirs.Item1.AddRange(DirectoryReference.EnumerateDirectories(RestrictedPlatformExtensionBaseDir));
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}
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}
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}
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// remove any platform directories in non-engine locations if the engine doesn't have the platform
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if (BaseDir != Unreal.EngineDirectory && CachedDirs.Item1.Count > 0)
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{
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// if the DDPI.ini file doesn't exist, we haven't synced the platform, so just skip this directory
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CachedDirs.Item1.RemoveAll(x => DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(x.GetDirectoryName()) == null);
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}
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}
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// now return what the caller wanted (always include BaseDir)
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List<DirectoryReference> ExtensionDirs = new List<DirectoryReference>();
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if (bIncludeBaseDirectory)
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{
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ExtensionDirs.Add(BaseDir);
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}
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if (bIncludePlatformDirectories)
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{
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ExtensionDirs.AddRange(CachedDirs.Item1);
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}
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if (bIncludeRestrictedDirectories)
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{
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ExtensionDirs.AddRange(CachedDirs.Item2);
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}
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return ExtensionDirs;
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}
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/// <summary>
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/// Finds all the extension directories for the given base directory. This includes platform extensions and restricted folders.
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/// </summary>
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/// <param name="BaseDir">Location of the base directory</param>
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/// <param name="SubDir">The subdirectory to find</param>
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/// <param name="bIncludePlatformDirectories">If true, platform subdirectories are included (will return platform directories under Restricted dirs, even if bIncludeRestrictedDirectories is false)</param>
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/// <param name="bIncludeRestrictedDirectories">If true, restricted (NotForLicensees, NoRedist) subdirectories are included</param>
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/// <param name="bIncludeBaseDirectory">If true, BaseDir is included</param>
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/// <returns>List of extension directories, including the given base directory</returns>
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public static List<DirectoryReference> GetExtensionDirs(DirectoryReference BaseDir, string SubDir, bool bIncludePlatformDirectories=true, bool bIncludeRestrictedDirectories=true, bool bIncludeBaseDirectory=true)
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{
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return GetExtensionDirs(BaseDir, bIncludePlatformDirectories, bIncludeRestrictedDirectories, bIncludeBaseDirectory).Select(x => DirectoryReference.Combine(x, SubDir)).Where(x => DirectoryReference.Exists(x)).ToList();
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}
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/// <summary>
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/// The Remote Ini directory. This should always be valid when compiling using a remote server.
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/// </summary>
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static string? RemoteIniPath = null;
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/// <summary>
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/// Returns true if UnrealBuildTool is running using an installed project (ie. a mod kit)
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/// </summary>
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/// <returns>True if running using an installed project</returns>
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static public bool IsProjectInstalled()
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{
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if (!bIsProjectInstalled.HasValue)
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{
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FileReference InstalledProjectLocationFile = FileReference.Combine(Unreal.RootDirectory, "Engine", "Build", "InstalledProjectBuild.txt");
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if (FileReference.Exists(InstalledProjectLocationFile))
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{
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InstalledProjectFile = FileReference.Combine(Unreal.RootDirectory, File.ReadAllText(InstalledProjectLocationFile.FullName).Trim());
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bIsProjectInstalled = true;
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}
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else
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{
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InstalledProjectFile = null;
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bIsProjectInstalled = false;
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}
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}
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return bIsProjectInstalled.Value;
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}
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/// <summary>
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/// Gets the installed project file
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/// </summary>
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/// <returns>Location of the installed project file</returns>
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static public FileReference? GetInstalledProjectFile()
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{
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if(IsProjectInstalled())
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{
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return InstalledProjectFile;
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}
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else
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{
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return null;
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}
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}
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/// <summary>
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/// Checks whether the given file is under an installed directory, and should not be overridden
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/// </summary>
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/// <param name="File">File to test</param>
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/// <returns>True if the file is part of the installed distribution, false otherwise</returns>
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static public bool IsFileInstalled(FileReference File)
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{
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if(Unreal.IsEngineInstalled() && File.IsUnderDirectory(Unreal.EngineDirectory))
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{
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return true;
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}
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if(IsProjectInstalled() && File.IsUnderDirectory(InstalledProjectFile!.Directory))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets the absolute path to the UBT assembly.
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/// </summary>
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/// <returns>A string containing the path to the UBT assembly.</returns>
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static public FileReference GetUBTPath()
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{
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return Unreal.UnrealBuildToolPath;
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}
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/// <summary>
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/// The Unreal remote tool ini directory. This should be valid if compiling using a remote server
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/// </summary>
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/// <returns>The directory path</returns>
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static public string? GetRemoteIniPath()
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{
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return RemoteIniPath;
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}
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static public void SetRemoteIniPath(string Path)
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{
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RemoteIniPath = Path;
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}
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/// <summary>
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/// Global options for UBT (any modes)
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/// </summary>
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class GlobalOptions
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{
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/// <summary>
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/// The amount of detail to write to the log
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/// </summary>
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[CommandLine(Prefix = "-Verbose", Value ="Verbose")]
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[CommandLine(Prefix = "-VeryVerbose", Value ="VeryVerbose")]
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public LogEventType LogOutputLevel = LogEventType.Log;
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/// <summary>
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/// Specifies the path to a log file to write. Note that the default mode (eg. building, generating project files) will create a log file by default if this not specified.
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/// </summary>
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[CommandLine(Prefix = "-Log")]
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public FileReference? LogFileName = null;
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/// <summary>
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/// Whether to include timestamps in the log
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/// </summary>
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[CommandLine(Prefix = "-Timestamps")]
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public bool bLogTimestamps = false;
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/// <summary>
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/// Whether to format messages in MsBuild format
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/// </summary>
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[CommandLine(Prefix = "-FromMsBuild")]
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public bool bLogFromMsBuild = false;
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/// <summary>
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/// Whether to write progress markup in a format that can be parsed by other programs
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/// </summary>
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[CommandLine(Prefix = "-Progress")]
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public bool bWriteProgressMarkup = false;
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/// <summary>
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/// Whether to ignore the mutex
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/// </summary>
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[CommandLine(Prefix = "-NoMutex")]
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public bool bNoMutex = false;
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/// <summary>
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/// Whether to wait for the mutex rather than aborting immediately
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/// </summary>
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[CommandLine(Prefix = "-WaitMutex")]
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public bool bWaitMutex = false;
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/// <summary>
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/// Whether to wait for the mutex rather than aborting immediately
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/// </summary>
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[CommandLine(Prefix = "-RemoteIni")]
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public string RemoteIni = "";
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/// <summary>
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/// The mode to execute
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/// </summary>
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[CommandLine]
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[CommandLine("-Clean", Value="Clean")]
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[CommandLine("-ProjectFiles", Value="GenerateProjectFiles")]
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[CommandLine("-ProjectFileFormat=", Value="GenerateProjectFiles")]
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[CommandLine("-Makefile", Value="GenerateProjectFiles")]
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[CommandLine("-CMakefile", Value="GenerateProjectFiles")]
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[CommandLine("-QMakefile", Value="GenerateProjectFiles")]
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[CommandLine("-KDevelopfile", Value="GenerateProjectFiles")]
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[CommandLine("-CodeliteFiles", Value="GenerateProjectFiles")]
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[CommandLine("-XCodeProjectFiles", Value="GenerateProjectFiles")]
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[CommandLine("-EdditProjectFiles", Value="GenerateProjectFiles")]
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[CommandLine("-VSCode", Value="GenerateProjectFiles")]
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[CommandLine("-VSMac", Value="GenerateProjectFiles")]
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[CommandLine("-CLion", Value="GenerateProjectFiles")]
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[CommandLine("-Rider", Value="GenerateProjectFiles")]
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#if __VPROJECT_AVAILABLE__
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[CommandLine("-VProject", Value = "GenerateProjectFiles")]
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#endif
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public string? Mode = null;
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/// <summary>
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/// Initialize the options with the given command line arguments
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/// </summary>
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/// <param name="Arguments"></param>
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public GlobalOptions(CommandLineArguments Arguments)
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{
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Arguments.ApplyTo(this);
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if (!string.IsNullOrEmpty(RemoteIni))
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{
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UnrealBuildTool.SetRemoteIniPath(RemoteIni);
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}
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}
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}
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/// <summary>
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/// Main entry point. Parses any global options and initializes the logging system, then invokes the appropriate command.
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/// </summary>
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/// <param name="ArgumentsArray">Command line arguments</param>
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/// <returns>Zero on success, non-zero on error</returns>
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private static int Main(string[] ArgumentsArray)
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{
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SingleInstanceMutex? Mutex = null;
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try
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{
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// Start capturing performance info
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Timeline.Start();
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// Parse the command line arguments
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CommandLineArguments Arguments = new CommandLineArguments(ArgumentsArray);
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// Parse the global options
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GlobalOptions Options = new GlobalOptions(Arguments);
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// Configure the log system
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Log.OutputLevel = Options.LogOutputLevel;
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Log.IncludeTimestamps = Options.bLogTimestamps;
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Log.IncludeProgramNameWithSeverityPrefix = Options.bLogFromMsBuild;
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// Always start capturing logs as early as possible to later copy to a log file if the ToolMode desires it (we have to start capturing before we get the ToolModeOptions below)
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StartupTraceListener StartupTrace = new StartupTraceListener();
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Log.AddTraceListener(StartupTrace);
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// Configure the progress writer
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ProgressWriter.bWriteMarkup = Options.bWriteProgressMarkup;
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// Add the log writer if requested. When building a target, we'll create the writer for the default log file later.
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if(Options.LogFileName != null)
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{
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Log.AddFileWriter("LogTraceListener", Options.LogFileName);
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}
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// Ensure we can resolve any external assemblies that are not in the same folder as our assembly.
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AssemblyUtils.InstallAssemblyResolver(Path.GetDirectoryName(Assembly.GetEntryAssembly().GetOriginalLocation()));
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// Change the working directory to be the Engine/Source folder. We are likely running from Engine/Binaries/DotNET
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// This is critical to be done early so any code that relies on the current directory being Engine/Source will work.
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DirectoryReference.SetCurrentDirectory(UnrealBuildTool.EngineSourceDirectory);
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// Register encodings from Net FW as this is required when using Ionic as we do in multiple toolchains
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Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
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// Get the type of the mode to execute, using a fast-path for the build mode.
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Type? ModeType = typeof(BuildMode);
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if(Options.Mode != null)
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{
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// Find all the valid modes
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Dictionary<string, Type> ModeNameToType = new Dictionary<string, Type>(StringComparer.OrdinalIgnoreCase);
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foreach(Type Type in Assembly.GetExecutingAssembly().GetTypes())
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{
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if(Type.IsClass && !Type.IsAbstract && Type.IsSubclassOf(typeof(ToolMode)))
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{
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ToolModeAttribute? Attribute = Type.GetCustomAttribute<ToolModeAttribute>();
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if(Attribute == null)
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{
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throw new BuildException("Class '{0}' should have a ToolModeAttribute", Type.Name);
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}
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ModeNameToType.Add(Attribute.Name, Type);
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}
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}
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// Try to get the correct mode
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if(!ModeNameToType.TryGetValue(Options.Mode, out ModeType))
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{
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Log.TraceError("No mode named '{0}'. Available modes are:\n {1}", Options.Mode, String.Join("\n ", ModeNameToType.Keys));
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return 1;
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}
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}
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// Get the options for which systems have to be initialized for this mode
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ToolModeOptions ModeOptions = ModeType.GetCustomAttribute<ToolModeAttribute>()!.Options;
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// if we don't care about the trace listener, toss it now
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if ((ModeOptions & ToolModeOptions.UseStartupTraceListener) == 0)
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{
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Log.RemoveTraceListener(StartupTrace);
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}
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// Start prefetching the contents of the engine folder
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if((ModeOptions & ToolModeOptions.StartPrefetchingEngine) != 0)
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{
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using(Timeline.ScopeEvent("FileMetadataPrefetch.QueueEngineDirectory()"))
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{
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FileMetadataPrefetch.QueueEngineDirectory();
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}
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}
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// Read the XML configuration files
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if((ModeOptions & ToolModeOptions.XmlConfig) != 0)
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{
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using(Timeline.ScopeEvent("XmlConfig.ReadConfigFiles()"))
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{
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string XmlConfigMutexName = SingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_Mutex_XmlConfig", Assembly.GetExecutingAssembly().CodeBase!);
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using(SingleInstanceMutex XmlConfigMutex = new SingleInstanceMutex(XmlConfigMutexName, true))
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{
|
|
FileReference? XmlConfigCache = Arguments.GetFileReferenceOrDefault("-XmlConfigCache=", null);
|
|
XmlConfig.ReadConfigFiles(XmlConfigCache);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Acquire a lock for this branch
|
|
if((ModeOptions & ToolModeOptions.SingleInstance) != 0 && !Options.bNoMutex)
|
|
{
|
|
using(Timeline.ScopeEvent("SingleInstanceMutex.Acquire()"))
|
|
{
|
|
string MutexName = SingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_Mutex", Assembly.GetExecutingAssembly().CodeBase!);
|
|
Mutex = new SingleInstanceMutex(MutexName, Options.bWaitMutex);
|
|
}
|
|
}
|
|
|
|
// Register all the build platforms
|
|
if((ModeOptions & ToolModeOptions.BuildPlatforms) != 0)
|
|
{
|
|
using(Timeline.ScopeEvent("UEBuildPlatform.RegisterPlatforms()"))
|
|
{
|
|
UEBuildPlatform.RegisterPlatforms(false, false);
|
|
}
|
|
}
|
|
if ((ModeOptions & ToolModeOptions.BuildPlatformsHostOnly) != 0)
|
|
{
|
|
using (Timeline.ScopeEvent("UEBuildPlatform.RegisterPlatforms()"))
|
|
{
|
|
UEBuildPlatform.RegisterPlatforms(false, true);
|
|
}
|
|
}
|
|
if ((ModeOptions & ToolModeOptions.BuildPlatformsForValidation) != 0)
|
|
{
|
|
using(Timeline.ScopeEvent("UEBuildPlatform.RegisterPlatforms()"))
|
|
{
|
|
UEBuildPlatform.RegisterPlatforms(true, false);
|
|
}
|
|
}
|
|
|
|
// Create the appropriate handler
|
|
ToolMode Mode = (ToolMode)Activator.CreateInstance(ModeType)!;
|
|
|
|
// Execute the mode
|
|
int Result = Mode.Execute(Arguments);
|
|
if((ModeOptions & ToolModeOptions.ShowExecutionTime) != 0)
|
|
{
|
|
Log.TraceInformation("Total execution time: {0:0.00} seconds", Timeline.Elapsed.TotalSeconds);
|
|
}
|
|
return Result;
|
|
}
|
|
catch (CompilationResultException Ex)
|
|
{
|
|
// Used to return a propagate a specific exit code after an error has occurred. Does not log any message.
|
|
Log.TraceLog(ExceptionUtils.FormatExceptionDetails(Ex));
|
|
return (int)Ex.Result;
|
|
}
|
|
catch (BuildException Ex)
|
|
{
|
|
// BuildExceptions should have nicely formatted messages. We can log these directly.
|
|
Log.TraceError(ExceptionUtils.FormatException(Ex));
|
|
Log.TraceLog(ExceptionUtils.FormatExceptionDetails(Ex));
|
|
return (int)CompilationResult.OtherCompilationError;
|
|
}
|
|
catch (Exception Ex)
|
|
{
|
|
// Unhandled exception.
|
|
Log.TraceError("Unhandled exception: {0}", ExceptionUtils.FormatException(Ex));
|
|
Log.TraceLog(ExceptionUtils.FormatExceptionDetails(Ex));
|
|
return (int)CompilationResult.OtherCompilationError;
|
|
}
|
|
finally
|
|
{
|
|
// Cancel the prefetcher
|
|
using(Timeline.ScopeEvent("FileMetadataPrefetch.Stop()"))
|
|
{
|
|
FileMetadataPrefetch.Stop();
|
|
}
|
|
|
|
// Print out all the performance info
|
|
Timeline.Print(TimeSpan.FromMilliseconds(20.0), LogEventType.Log);
|
|
|
|
// Make sure we flush the logs however we exit
|
|
Trace.Close();
|
|
|
|
// Write any trace logs
|
|
TraceSpan.Flush();
|
|
|
|
// Dispose of the mutex. Must be done last to ensure that another process does not startup and start trying to write to the same log file.
|
|
if (Mutex != null)
|
|
{
|
|
Mutex.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|