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UnrealEngineUWP/Engine/Source/Developer/DeveloperToolSettings/Private/ProjectPackagingSettings.cpp

390 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Settings/ProjectPackagingSettings.h"
#include "Misc/App.h"
#include "Misc/ConfigCacheIni.h"
#include "Interfaces/IProjectManager.h"
#include "DesktopPlatformModule.h"
#include "DeveloperToolSettingsDelegates.h"
#define LOCTEXT_NAMESPACE "SettingsClasses"
/* UProjectPackagingSettings interface
*****************************************************************************/
const UProjectPackagingSettings::FConfigurationInfo UProjectPackagingSettings::ConfigurationInfo[(int)EProjectPackagingBuildConfigurations::PPBC_MAX] =
{
/* PPBC_Debug */ { EBuildConfiguration::Debug, LOCTEXT("DebugConfiguration", "Debug"), LOCTEXT("DebugConfigurationTooltip", "Package the game in Debug configuration") },
/* PPBC_DebugGame */ { EBuildConfiguration::DebugGame, LOCTEXT("DebugGameConfiguration", "DebugGame"), LOCTEXT("DebugGameConfigurationTooltip", "Package the game in DebugGame configuration") },
/* PPBC_Development */ { EBuildConfiguration::Development, LOCTEXT("DevelopmentConfiguration", "Development"), LOCTEXT("DevelopmentConfigurationTooltip", "Package the game in Development configuration") },
/* PPBC_Test */ { EBuildConfiguration::Test, LOCTEXT("TestConfiguration", "Test"), LOCTEXT("TestConfigurationTooltip", "Package the game in Test configuration") },
/* PPBC_Shipping */ { EBuildConfiguration::Shipping, LOCTEXT("ShippingConfiguration", "Shipping"), LOCTEXT("ShippingConfigurationTooltip", "Package the game in Shipping configuration") },
};
UProjectPackagingSettings::UProjectPackagingSettings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UProjectPackagingSettings::PostInitProperties()
{
// Build code projects by default
Build = EProjectPackagingBuild::IfProjectHasCode;
// Cache the current set of Blueprint assets selected for nativization.
CachedNativizeBlueprintAssets = NativizeBlueprintAssets;
FixCookingPaths();
Super::PostInitProperties();
}
void UProjectPackagingSettings::FixCookingPaths()
{
// Fix AlwaysCook/NeverCook paths to use content root
for (FDirectoryPath& PathToFix : DirectoriesToAlwaysCook)
{
if (!PathToFix.Path.IsEmpty() && !PathToFix.Path.StartsWith(TEXT("/"), ESearchCase::CaseSensitive))
{
PathToFix.Path = FString::Printf(TEXT("/Game/%s"), *PathToFix.Path);
}
}
for (FDirectoryPath& PathToFix : DirectoriesToNeverCook)
{
if (!PathToFix.Path.IsEmpty() && !PathToFix.Path.StartsWith(TEXT("/"), ESearchCase::CaseSensitive))
{
PathToFix.Path = FString::Printf(TEXT("/Game/%s"), *PathToFix.Path);
}
}
for (FDirectoryPath& PathToFix : TestDirectoriesToNotSearch)
{
if (!PathToFix.Path.IsEmpty() && !PathToFix.Path.StartsWith(TEXT("/"), ESearchCase::CaseSensitive))
{
PathToFix.Path = FString::Printf(TEXT("/Game/%s"), *PathToFix.Path);
}
}
}
#if WITH_EDITOR
void UProjectPackagingSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName Name = (PropertyChangedEvent.MemberProperty != nullptr)
? PropertyChangedEvent.MemberProperty->GetFName()
: NAME_None;
if (Name == FName(TEXT("DirectoriesToAlwaysCook")) || Name == FName(TEXT("DirectoriesToNeverCook")) || Name == FName(TEXT("TestDirectoriesToNotSearch")) || Name == NAME_None)
{
// We need to fix paths for no name updates to catch the reloadconfig call
FixCookingPaths();
}
else if (Name == FName((TEXT("StagingDirectory"))))
{
// fix up path
FString Path = StagingDirectory.Path;
FPaths::MakePathRelativeTo(Path, FPlatformProcess::BaseDir());
StagingDirectory.Path = Path;
}
else if (Name == FName(TEXT("ForDistribution")))
{
if (ForDistribution && BuildConfiguration != EProjectPackagingBuildConfigurations::PPBC_Shipping)
{
BuildConfiguration = EProjectPackagingBuildConfigurations::PPBC_Shipping;
// force serialization for "Build COnfiguration"
UpdateSinglePropertyInConfigFile(GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UProjectPackagingSettings, BuildConfiguration)), GetDefaultConfigFilename());
}
}
else if (Name == FName(TEXT("bGenerateChunks")))
{
if (bGenerateChunks)
{
UsePakFile = true;
}
}
else if (Name == FName(TEXT("UsePakFile")))
{
if (!UsePakFile)
{
bGenerateChunks = false;
bBuildHttpChunkInstallData = false;
}
}
else if (Name == FName(TEXT("bBuildHTTPChunkInstallData")))
{
if (bBuildHttpChunkInstallData)
{
UsePakFile = true;
bGenerateChunks = true;
//Ensure data is something valid
if (HttpChunkInstallDataDirectory.Path.IsEmpty())
{
auto CloudInstallDir = FPaths::ConvertRelativePathToFull(FPaths::GetPath(FPaths::GetProjectFilePath())) / TEXT("ChunkInstall");
HttpChunkInstallDataDirectory.Path = CloudInstallDir;
}
if (HttpChunkInstallDataVersion.IsEmpty())
{
HttpChunkInstallDataVersion = TEXT("release1");
}
}
}
else if (Name == FName((TEXT("ApplocalPrerequisitesDirectory"))))
{
// If a variable is already in use, assume the user knows what they are doing and don't modify the path
if (!ApplocalPrerequisitesDirectory.Path.Contains("$("))
{
// Try making the path local to either project or engine directories.
FString EngineRootedPath = ApplocalPrerequisitesDirectory.Path;
FString EnginePath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(FPaths::EngineDir())) + "/";
FPaths::MakePathRelativeTo(EngineRootedPath, *EnginePath);
if (FPaths::IsRelative(EngineRootedPath))
{
ApplocalPrerequisitesDirectory.Path = "$(EngineDir)/" + EngineRootedPath;
return;
}
FString ProjectRootedPath = ApplocalPrerequisitesDirectory.Path;
FString ProjectPath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(FPaths::GetProjectFilePath())) + "/";
FPaths::MakePathRelativeTo(ProjectRootedPath, *ProjectPath);
if (FPaths::IsRelative(EngineRootedPath))
{
ApplocalPrerequisitesDirectory.Path = "$(ProjectDir)/" + ProjectRootedPath;
return;
}
}
}
else if (Name == FName((TEXT("NativizeBlueprintAssets"))))
{
int32 AssetIndex;
if (NativizeBlueprintAssets.Num() > 0)
{
for (AssetIndex = 0; AssetIndex < NativizeBlueprintAssets.Num(); ++AssetIndex)
{
const FString& PackageName = NativizeBlueprintAssets[AssetIndex].FilePath;
if (AssetIndex >= CachedNativizeBlueprintAssets.Num())
{
// A new entry was added; toggle the exclusive flag on the corresponding Blueprint asset (if loaded).
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(PackageName, true);
// Add an entry to the end of the cached list.
CachedNativizeBlueprintAssets.Add(NativizeBlueprintAssets[AssetIndex]);
}
else if (!PackageName.Equals(CachedNativizeBlueprintAssets[AssetIndex].FilePath))
{
if (NativizeBlueprintAssets.Num() < CachedNativizeBlueprintAssets.Num())
{
// An entry was removed; toggle the exclusive flag on the corresponding Blueprint asset (if loaded).
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(CachedNativizeBlueprintAssets[AssetIndex].FilePath, false);
// Remove this entry from the cached list.
CachedNativizeBlueprintAssets.RemoveAt(AssetIndex);
}
else if (NativizeBlueprintAssets.Num() > CachedNativizeBlueprintAssets.Num())
{
// A new entry was inserted; toggle the exclusive flag on the corresponding Blueprint asset (if loaded).
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(PackageName, true);
// Insert the new entry into the cached list.
CachedNativizeBlueprintAssets.Insert(NativizeBlueprintAssets[AssetIndex], AssetIndex);
}
else
{
// An entry was changed; toggle the exclusive flag on the corresponding Blueprint assets (if loaded).
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(CachedNativizeBlueprintAssets[AssetIndex].FilePath, false);
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(PackageName, true);
// Update the cached entry.
CachedNativizeBlueprintAssets[AssetIndex].FilePath = PackageName;
}
}
}
if (CachedNativizeBlueprintAssets.Num() > NativizeBlueprintAssets.Num())
{
// Removed entries at the end of the list; toggle the exclusive flag on the corresponding Blueprint asset(s) (if loaded).
for (AssetIndex = NativizeBlueprintAssets.Num(); AssetIndex < CachedNativizeBlueprintAssets.Num(); ++AssetIndex)
{
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(CachedNativizeBlueprintAssets[AssetIndex].FilePath, false);
}
// Remove entries from the end of the cached list.
CachedNativizeBlueprintAssets.RemoveAt(NativizeBlueprintAssets.Num(), CachedNativizeBlueprintAssets.Num() - NativizeBlueprintAssets.Num());
}
}
else if (CachedNativizeBlueprintAssets.Num() > 0)
{
// Removed all entries; toggle the exclusive flag on the corresponding Blueprint asset(s) (if loaded).
for (AssetIndex = 0; AssetIndex < CachedNativizeBlueprintAssets.Num(); ++AssetIndex)
{
FDeveloperToolSettingsDelegates::OnNativeBlueprintsSettingChanged.Broadcast(CachedNativizeBlueprintAssets[AssetIndex].FilePath, false);
}
// Clear the cached list.
CachedNativizeBlueprintAssets.Empty();
}
}
}
bool UProjectPackagingSettings::CanEditChange(const FProperty* InProperty) const
{
if (InProperty->GetFName() == FName(TEXT("NativizeBlueprintAssets")))
{
return BlueprintNativizationMethod == EProjectPackagingBlueprintNativizationMethod::Exclusive;
}
return Super::CanEditChange(InProperty);
}
bool UProjectPackagingSettings::AddBlueprintAssetToNativizationList(const class UBlueprint* InBlueprint)
{
if (InBlueprint)
{
const FString PackageName = ((UObject*)InBlueprint)->GetOutermost()->GetName();
// Make sure it's not already in the exclusive list. This can happen if the user previously added this asset in the Project Settings editor.
const bool bFound = IsBlueprintAssetInNativizationList(InBlueprint);
if (!bFound)
{
// Add this Blueprint asset to the exclusive list.
FFilePath FileInfo;
FileInfo.FilePath = PackageName;
NativizeBlueprintAssets.Add(FileInfo);
// Also add it to the mirrored list for tracking edits.
CachedNativizeBlueprintAssets.Add(FileInfo);
return true;
}
}
return false;
}
bool UProjectPackagingSettings::RemoveBlueprintAssetFromNativizationList(const class UBlueprint* InBlueprint)
{
if (InBlueprint)
{
const FString PackageName = ((UObject*)InBlueprint)->GetOutermost()->GetName();
int32 AssetIndex = FindBlueprintInNativizationList(InBlueprint);
if (AssetIndex >= 0)
{
// Note: Intentionally not using RemoveAtSwap() here, so that the order is preserved.
NativizeBlueprintAssets.RemoveAt(AssetIndex);
// Also remove it from the mirrored list (for tracking edits).
CachedNativizeBlueprintAssets.RemoveAt(AssetIndex);
return true;
}
}
return false;
}
int32 UProjectPackagingSettings::FindBlueprintInNativizationList(const class UBlueprint* InBlueprint) const
{
int32 ListIndex = INDEX_NONE;
if (InBlueprint)
{
const FString PackageName = ((UObject*)InBlueprint)->GetOutermost()->GetName();
for (int32 AssetIndex = 0; AssetIndex < NativizeBlueprintAssets.Num(); ++AssetIndex)
{
if (NativizeBlueprintAssets[AssetIndex].FilePath.Equals(PackageName, ESearchCase::IgnoreCase))
{
ListIndex = AssetIndex;
break;
}
}
}
return ListIndex;
}
#endif
TArray<EProjectPackagingBuildConfigurations> UProjectPackagingSettings::GetValidPackageConfigurations()
{
// Check if the project has code
FProjectStatus ProjectStatus;
bool bHasCode = IProjectManager::Get().QueryStatusForCurrentProject(ProjectStatus) && ProjectStatus.bCodeBasedProject;
// If if does, find all the targets
const TArray<FTargetInfo>* Targets = nullptr;
if (bHasCode)
{
Targets = &(FDesktopPlatformModule::Get()->GetTargetsForCurrentProject());
}
// Set up all the configurations
TArray<EProjectPackagingBuildConfigurations> Configurations;
for (int32 Idx = 0; Idx < (int)EProjectPackagingBuildConfigurations::PPBC_MAX; Idx++)
{
EProjectPackagingBuildConfigurations PackagingConfiguration = (EProjectPackagingBuildConfigurations)Idx;
// Check the target type is valid
const UProjectPackagingSettings::FConfigurationInfo& Info = UProjectPackagingSettings::ConfigurationInfo[Idx];
if (!bHasCode && Info.Configuration == EBuildConfiguration::DebugGame)
{
continue;
}
Configurations.Add(PackagingConfiguration);
}
return Configurations;
}
const FTargetInfo* UProjectPackagingSettings::GetBuildTargetInfo() const
{
const FTargetInfo* DefaultGameTarget = nullptr;
const FTargetInfo* DefaultClientTarget = nullptr;
for (const FTargetInfo& Target : FDesktopPlatformModule::Get()->GetTargetsForCurrentProject())
{
if (Target.Name == BuildTarget)
{
return &Target;
}
else if (Target.Type == EBuildTargetType::Game && (DefaultGameTarget == nullptr || Target.Name < DefaultGameTarget->Name))
{
DefaultGameTarget = &Target;
}
else if (Target.Type == EBuildTargetType::Client && (DefaultClientTarget == nullptr || Target.Name < DefaultClientTarget->Name))
{
DefaultClientTarget = &Target;
}
}
return (DefaultGameTarget != nullptr) ? DefaultGameTarget : DefaultClientTarget;
}
EProjectPackagingBuildConfigurations UProjectPackagingSettings::GetBuildConfigurationForPlatform(FName PlatformName) const
{
const EProjectPackagingBuildConfigurations* Value = PerPlatformBuildConfig.Find(PlatformName);
return Value == nullptr ? EProjectPackagingBuildConfigurations::PPBC_Development : *Value;
}
void UProjectPackagingSettings::SetBuildConfigurationForPlatform(FName PlatformName, EProjectPackagingBuildConfigurations Configuration)
{
PerPlatformBuildConfig.Add(PlatformName, Configuration);
}
FName UProjectPackagingSettings::GetTargetPlatformForPlatform(FName PlatformName) const
{
const FName* Value = PerPlatformTargetPlatformName.Find(PlatformName);
// the platform name is also the name of the vanilla info
return Value == nullptr ? PlatformName : *Value;
}
void UProjectPackagingSettings::SetTargetPlatformForPlatform(FName PlatformName, FName TargetPlatformName)
{
PerPlatformTargetPlatformName.Add(PlatformName, TargetPlatformName);
}
#undef LOCTEXT_NAMESPACE