Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/AutomationUtils/ScriptCompiler.cs
ben marsh f2e2a48419 Add timers for UAT startup.
#rb none
#rnx
#jira

#ROBOMERGE-SOURCE: CL 11726183 in //UE4/Release-4.25/... via CL 11726203
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11726228 by ben marsh in Main branch]
2020-02-28 06:43:09 -05:00

506 lines
18 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.CodeDom.Compiler;
using Microsoft.CSharp;
using Microsoft.Win32;
using System.Reflection;
using System.Diagnostics;
using UnrealBuildTool;
using Tools.DotNETCommon;
using System.Threading.Tasks;
namespace AutomationTool
{
/// <summary>
/// Exception thrown by PreprocessScriptFile.
/// </summary>
public class CompilationException : AutomationException
{
public CompilationException(string Filename, int StartLine, int StartColumn, int EndLine, int EndColumn, string Message, params string[] Args)
: base(String.Format("Compilation Failed.\n>{0}({1},{2},{3},{4}): error: {5}", Path.GetFullPath(Filename), StartLine + 1, StartColumn + 1, EndLine + 1, EndColumn + 1,
String.Format(Message, Args)))
{
}
}
/// <summary>
/// Compiles and loads script assemblies.
/// </summary>
public static class ScriptCompiler
{
private static Dictionary<string, Type> ScriptCommands;
#if DEBUG
const string BuildConfig = "Debug";
#else
const string BuildConfig = "Development";
#endif
const string DefaultScriptsDLLName = "AutomationScripts.Automation.dll";
/// <summary>
/// Finds and/or compiles all script files and assemblies.
/// </summary>
/// <param name="ScriptsForProjectFileName">Path to the current project. May be null, in which case we compile scripts for all projects.</param>
/// <param name="AdditionalScriptsFolders">Additional script fodlers to look for source files in.</param>
public static void FindAndCompileAllScripts(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
{
// Find all the project files
Stopwatch SearchTimer = Stopwatch.StartNew();
List<FileReference> ProjectFiles = FindAutomationProjects(ScriptsForProjectFileName, AdditionalScriptsFolders);
Log.TraceLog("Found {0} project files in {1:0.000}s", ProjectFiles.Count, SearchTimer.Elapsed.TotalSeconds);
// Get the default properties for compiling the projects
Dictionary<string, string> MsBuildProperties = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
MsBuildProperties.Add("Platform", "AnyCPU");
MsBuildProperties.Add("Configuration", BuildConfig);
MsBuildProperties.Add("EngineDir", CommandUtils.EngineDirectory.FullName);
// Read all the projects
Stopwatch ParsingTimer = Stopwatch.StartNew();
CsProjectInfo[] Projects = new CsProjectInfo[ProjectFiles.Count];
Parallel.For(0, ProjectFiles.Count, Idx => Projects[Idx] = CsProjectInfo.Read(ProjectFiles[Idx], MsBuildProperties));
Log.TraceLog("Parsed project files in {0:0.000}s", ParsingTimer.Elapsed.TotalSeconds);
// Compile only if not disallowed.
if (GlobalCommandLine.Compile && !String.IsNullOrEmpty(CommandUtils.CmdEnv.MsBuildExe))
{
List<CsProjectInfo> CompileProjects = new List<CsProjectInfo>(Projects);
if (CommandUtils.IsEngineInstalled())
{
CompileProjects.RemoveAll(x => x.ProjectPath.IsUnderDirectory(CommandUtils.EngineDirectory));
}
CompileAutomationProjects(CompileProjects, MsBuildProperties);
}
// Get all the build artifacts
BuildProducts = new HashSet<FileReference>();
HashSet<DirectoryReference> OutputDirs = new HashSet<DirectoryReference>();
OutputDirs.Add(DirectoryReference.Combine(CommandUtils.EngineDirectory, "Binaries", "DotNET")); // Don't want any artifacts from this directory (just AutomationTool.exe and AutomationScripts.dll)
foreach (CsProjectInfo Project in Projects)
{
DirectoryReference OutputDir;
if (!Project.TryGetOutputDir(out OutputDir))
{
throw new AutomationException("Unable to get output directory for {0}", Project.ProjectPath);
}
if (OutputDirs.Add(OutputDir))
{
BuildProducts.UnionWith(DirectoryReference.EnumerateFiles(OutputDir));
}
}
// Load everything
Stopwatch LoadTimer = Stopwatch.StartNew();
List<Assembly> Assemblies = LoadAutomationAssemblies(Projects);
Log.TraceLog("Loaded assemblies in {0:0.000}s", LoadTimer.Elapsed.TotalSeconds);
// Setup platforms
Platform.InitializePlatforms(Assemblies.ToArray());
// Instantiate all the automation classes for interrogation
Log.TraceVerbose("Creating commands.");
ScriptCommands = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
foreach (Assembly CompiledScripts in Assemblies)
{
try
{
foreach (Type ClassType in CompiledScripts.GetTypes())
{
if (ClassType.IsSubclassOf(typeof(BuildCommand)) && ClassType.IsAbstract == false)
{
if (ScriptCommands.ContainsKey(ClassType.Name) == false)
{
ScriptCommands.Add(ClassType.Name, ClassType);
}
else
{
bool IsSame = string.Equals(ClassType.AssemblyQualifiedName, ScriptCommands[ClassType.Name].AssemblyQualifiedName);
if (IsSame == false)
{
Log.TraceWarning("Unable to add command {0} twice. Previous: {1}, Current: {2}", ClassType.Name,
ClassType.AssemblyQualifiedName, ScriptCommands[ClassType.Name].AssemblyQualifiedName);
}
}
}
}
}
catch (ReflectionTypeLoadException LoadEx)
{
foreach (Exception SubEx in LoadEx.LoaderExceptions)
{
Log.TraceWarning("Got type loader exception: {0}", SubEx.ToString());
}
throw new AutomationException("Failed to add commands from {0}. {1}", CompiledScripts, LoadEx);
}
catch (Exception Ex)
{
throw new AutomationException("Failed to add commands from {0}. {1}", CompiledScripts, Ex);
}
}
}
private static List<FileReference> FindAutomationProjects(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
{
// Configure the rules compiler
// Get all game folders and convert them to build subfolders.
List<DirectoryReference> AllGameFolders;
if (ScriptsForProjectFileName == null)
{
AllGameFolders = NativeProjects.EnumerateProjectFiles().Select(x => x.Directory).ToList();
}
else
{
AllGameFolders = new List<DirectoryReference> { new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName)) };
}
List<DirectoryReference> AllAdditionalScriptFolders = AdditionalScriptsFolders.Select(x => new DirectoryReference(x)).ToList();
foreach (DirectoryReference Folder in AllGameFolders)
{
DirectoryReference GameBuildFolder = DirectoryReference.Combine(Folder, "Build");
if (DirectoryReference.Exists(GameBuildFolder))
{
AllAdditionalScriptFolders.Add(GameBuildFolder);
}
}
Log.TraceVerbose("Discovering game folders.");
List<FileReference> DiscoveredModules = UnrealBuildTool.RulesCompiler.FindAllRulesSourceFiles(UnrealBuildTool.RulesCompiler.RulesFileType.AutomationModule, GameFolders: AllGameFolders, ForeignPlugins: null, AdditionalSearchPaths: AllAdditionalScriptFolders);
List<FileReference> ModulesToCompile = new List<FileReference>(DiscoveredModules.Count);
foreach (FileReference ModuleFilename in DiscoveredModules)
{
if (HostPlatform.Current.IsScriptModuleSupported(ModuleFilename.GetFileNameWithoutAnyExtensions()))
{
ModulesToCompile.Add(ModuleFilename);
}
else
{
CommandUtils.LogVerbose("Script module {0} filtered by the Host Platform and will not be compiled.", ModuleFilename);
}
}
return ModulesToCompile;
}
/// <summary>
/// Creates a hash collection that represents the state of all modules in this list. If
/// a module has no current output or is missing files then a null collection will be returned
/// </summary>
/// <param name="Modules"></param>
/// <returns></returns>
private static HashCollection HashModules(IEnumerable<string> Modules, bool WarnOnFailure=true)
{
HashCollection Hashes = new HashCollection();
foreach (string Module in Modules)
{
// this project is built by the AutomationTool project that the RunUAT script builds so
// it will always be newer than was last built
if (Module.Contains("AutomationUtils.Automation"))
{
continue;
}
CsProjectInfo Proj;
Dictionary<string, string> Properties = new Dictionary<string, string>();
Properties.Add("Platform", "AnyCPU");
Properties.Add("Configuration", "Development");
FileReference ModuleFile = new FileReference(Module);
if (!CsProjectInfo.TryRead(ModuleFile, Properties, out Proj))
{
if (WarnOnFailure)
{
Log.TraceWarning("Failed to read file {0}", ModuleFile);
}
return null;
}
if (!Hashes.AddCsProjectInfo(Proj, HashCollection.HashType.MetaData))
{
if (WarnOnFailure)
{
Log.TraceWarning("Failed to hash file {0}", ModuleFile);
}
return null;
}
}
return Hashes;
}
/// <summary>
/// Pulls all dependencies from the specified module list, gathers the state of them, and
/// compares it to the state expressed in the provided file from a previous run
/// </summary>
/// <param name="ModuleList"></param>
/// <param name="DependencyFile"></param>
/// <returns></returns>
private static bool AreDependenciesUpToDate(IEnumerable<string> ModuleList, string DependencyFile)
{
bool UpToDate = false;
if (File.Exists(DependencyFile))
{
Log.TraceVerbose("Read dependency file at {0}", DependencyFile);
HashCollection OldHashes = HashCollection.CreateFromFile(DependencyFile);
if (OldHashes != null)
{
HashCollection CurrentHashes = HashModules(ModuleList, false);
if (OldHashes.Equals(CurrentHashes))
{
UpToDate = true;
}
else
{
if (Log.OutputLevel >= LogEventType.VeryVerbose)
{
CurrentHashes.LogDifferences(OldHashes);
}
}
}
else
{
Log.TraceInformation("Failed to read dependency info!");
}
}
else
{
Log.TraceVerbose("No dependency file exists at {0}. Will do full build.", DependencyFile);
}
return UpToDate;
}
/// <summary>
/// Converts a set of MSBuild properties into command line arguments
/// </summary>
/// <param name="Properties">The properties to set</param>
/// <returns>Command line arguments</returns>
private static string GetMsBuildPropertyArguments(Dictionary<string, string> Properties)
{
return String.Join(" ", Properties.Select(x => String.Format(" /p:{0}={1}", Utils.MakePathSafeToUseWithCommandLine(x.Key), Utils.MakePathSafeToUseWithCommandLine(x.Value))));
}
/// <summary>
/// Compiles all automation projects
/// </summary>
/// <param name="Projects">Projects to compile</param>
/// <param name="MsBuildProperties">Properties to set</param>
private static void CompileAutomationProjects(List<CsProjectInfo> Projects, Dictionary<string, string> MsBuildProperties)
{
Stopwatch Timer = Stopwatch.StartNew();
string DependencyFile = Path.Combine(CommandUtils.CmdEnv.EngineSavedFolder, "UATModuleHashes.xml");
if (AreDependenciesUpToDate(Projects.Select(x => x.ProjectPath.FullName), DependencyFile) && !GlobalCommandLine.IgnoreDependencies)
{
Log.TraceInformation("Dependencies are up to date ({0:0.000}s). Skipping compile.", Timer.Elapsed.TotalSeconds);
return;
}
Log.TraceInformation("Dependencies are out of date. Compiling scripts....");
// clean old assemblies
CleanupScriptsAssemblies();
string BuildTool = CommandUtils.CmdEnv.MsBuildExe;
// msbuild (standard on windows, in mono >=5.0 is preferred due to speed and parallel compilation)
bool UseParallelMsBuild = Path.GetFileNameWithoutExtension(BuildTool).ToLower() == "msbuild";
if (UseParallelMsBuild)
{
string ProjectsList = string.Join(";", Projects.Select(x => x.ProjectPath));
// Mono has an issue where arugments with semicolons or commas can't be passed through to
// as arguments so we need to manually construct a temp file with the list of modules
// see (https://github.com/Microsoft/msbuild/issues/471)
string UATProjTemplate = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"Engine\Source\Programs\AutomationTool\Scripts\UAT.proj");
string UATProjFile = Path.Combine(CommandUtils.CmdEnv.EngineSavedFolder, "UATTempProj.proj");
string ProjContents = File.ReadAllText(UATProjTemplate);
ProjContents = ProjContents.Replace("$(Modules)", ProjectsList);
Directory.CreateDirectory(Path.GetDirectoryName(UATProjFile));
File.WriteAllText(UATProjFile, ProjContents);
string MsBuildVerbosity = Log.OutputLevel >= LogEventType.Verbose ? "minimal" : "quiet";
string CmdLine = String.Format("\"{0}\" {1} /verbosity:{2} /nologo", UATProjFile, GetMsBuildPropertyArguments(MsBuildProperties), MsBuildVerbosity);
// suppress the run command because it can be long and intimidating, making the logs around this code harder to read.
IProcessResult Result = CommandUtils.Run(BuildTool, CmdLine, Options: CommandUtils.ERunOptions.Default | CommandUtils.ERunOptions.NoLoggingOfRunCommand | CommandUtils.ERunOptions.LoggingOfRunDuration);
if (Result.ExitCode != 0)
{
throw new AutomationException(String.Format("Failed to build \"{0}\":{1}{2}", UATProjFile, Environment.NewLine, Result.Output));
}
}
else
{
// Make sure DefaultScriptsDLLName is compiled first
string DefaultScriptsProjName = Path.ChangeExtension(DefaultScriptsDLLName, "csproj");
// Primary modules must be built first
List<CsProjectInfo> PrimaryProjects = Projects.Where(M => M.ProjectPath.FullName.IndexOf(DefaultScriptsProjName, StringComparison.InvariantCultureIgnoreCase) >= 0).ToList();
foreach (CsProjectInfo PrimaryProject in PrimaryProjects)
{
Log.TraceInformation("Building script module: {0}", PrimaryProject.ProjectPath);
try
{
CompileAutomationProject(PrimaryProject.ProjectPath, MsBuildProperties);
}
catch (Exception Ex)
{
throw new AutomationException(Ex, "Failed to compile module {0}", PrimaryProject.ProjectPath);
}
break;
}
// Second pass, compile everything else
List<CsProjectInfo> SecondaryProjects = Projects.Where(M => !PrimaryProjects.Contains(M)).ToList();
// Non-parallel method
foreach (CsProjectInfo SecondaryProject in SecondaryProjects)
{
Log.TraceInformation("Building script module: {0}", SecondaryProject.ProjectPath);
try
{
CompileAutomationProject(SecondaryProject.ProjectPath, MsBuildProperties);
}
catch (Exception Ex)
{
throw new AutomationException(Ex, "Failed to compile module {0}", SecondaryProject.ProjectPath);
}
}
}
Log.TraceInformation("Compiled {0} modules in {1:0.000} secs", Projects.Count, Timer.Elapsed.TotalSeconds);
HashCollection NewHashes = HashModules(Projects.Select(x => x.ProjectPath.FullName));
if (NewHashes == null)
{
Log.TraceWarning("Failed to save dependency info!");
}
else
{
NewHashes.SaveToFile(DependencyFile);
Log.TraceVerbose("Wrote depencencies to {0}", DependencyFile);
}
}
/// <summary>
/// Starts compiling the provided project file and returns the process. Caller should check HasExited
/// or call WaitForExit() to get results
/// </summary>
/// <param name="ProjectFile"></param>
/// <returns></returns>
private static bool CompileAutomationProject(FileReference ProjectFile, Dictionary<string, string> Properties)
{
if (!ProjectFile.HasExtension(".csproj"))
{
throw new AutomationException(String.Format("Unable to build Project {0}. Not a valid .csproj file.", ProjectFile));
}
if (!FileReference.Exists(ProjectFile))
{
throw new AutomationException(String.Format("Unable to build Project {0}. Project file not found.", ProjectFile));
}
string CmdLine = String.Format("\"{0}\" /verbosity:quiet /nologo /target:Build {1} /p:TreatWarningsAsErrors=false /p:NoWarn=\"612,618,672,1591\" /p:BuildProjectReferences=true",
ProjectFile, GetMsBuildPropertyArguments(Properties));
// Compile the project
IProcessResult Result = CommandUtils.Run(CommandUtils.CmdEnv.MsBuildExe, CmdLine);
if (Result.ExitCode != 0)
{
throw new AutomationException(String.Format("Failed to build \"{0}\":{1}{2}", ProjectFile, Environment.NewLine, Result.Output));
}
else
{
// Remove .Automation.csproj and copy to target dir
Log.TraceVerbose("Successfully compiled {0}", ProjectFile);
}
return Result.ExitCode == 0;
}
/// <summary>
/// Loads all precompiled assemblies (DLLs that end with *Scripts.dll).
/// </summary>
/// <param name="Projects">Projects to load</param>
/// <returns>List of compiled assemblies</returns>
private static List<Assembly> LoadAutomationAssemblies(IEnumerable<CsProjectInfo> Projects)
{
List<Assembly> Assemblies = new List<Assembly>();
foreach (CsProjectInfo Project in Projects)
{
// Get the output assembly name
FileReference AssemblyLocation;
if (!Project.TryGetOutputFile(out AssemblyLocation))
{
throw new AutomationException("Unable to get output file for {0}", Project.ProjectPath);
}
// Load the assembly into our app domain
CommandUtils.LogVerbose("Loading script DLL: {0}", AssemblyLocation);
try
{
Assembly Assembly = AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(AssemblyLocation.FullName));
Assemblies.Add(Assembly);
}
catch (Exception Ex)
{
throw new AutomationException("Failed to load script DLL: {0}: {1}", AssemblyLocation, Ex.Message);
}
}
return Assemblies;
}
private static void CleanupScriptsAssemblies()
{
if (!CommandUtils.IsEngineInstalled())
{
CommandUtils.LogVerbose("Cleaning up script DLL folder");
CommandUtils.DeleteDirectory(GetScriptAssemblyFolder());
// Bug in PortalPublishingTool caused these DLLs to be copied into Engine/Binaries/DotNET. Delete any files left over.
DirectoryReference BinariesDir = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Binaries", "DotNET");
foreach (FileReference FileToDelete in DirectoryReference.EnumerateFiles(BinariesDir, "*.automation.dll"))
{
CommandUtils.DeleteFile(FileToDelete.FullName);
}
foreach (FileReference FileToDelete in DirectoryReference.EnumerateFiles(BinariesDir, "*.automation.pdb"))
{
CommandUtils.DeleteFile(FileToDelete.FullName);
}
}
}
private static DirectoryReference GetScriptAssemblyFolder()
{
return DirectoryReference.Combine(CommandUtils.EngineDirectory, "Binaries", "DotNET", "AutomationScripts");
}
public static Dictionary<string, Type> Commands
{
get { return ScriptCommands; }
}
public static HashSet<FileReference> BuildProducts
{
get;
private set;
}
}
}