Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildTarget.Automation.cs
andrew grant 27cde99e9b Fixed issue with BuildTarget script needlessly recompiling UBT
#ROBOMERGE-SOURCE: CL 12099750 via CL 12099772 via CL 12099782 via CL 12116427
#ROBOMERGE-BOT: (v657-12064184)

[CL 12118848 by andrew grant in Main branch]
2020-03-10 17:26:58 -04:00

305 lines
10 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Tools.DotNETCommon;
using UnrealBuildTool;
namespace AutomationTool
{
[Help("Builds the specified targets and configurations for the specified project.")]
[Help("Example BuildTarget -project=QAGame -target=Editor+Game -platform=PS4+XboxOne -configuration=Development.")]
[Help("Note: Editor will only ever build for the current platform in a Development config and required tools will be included")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs. If omitted will build vanilla UE4Editor")]
[Help("platform=PS4+XboxOne", "Platforms to build, join multiple platforms using +")]
[Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")]
[Help("target=Editor+Game", "Targets to build, join multiple targets using +")]
[Help("notools", "Don't build any tools (UnrealPak, Lightmass, ShaderCompiler, CrashReporter")]
[Help("clean", "Do a clean build")]
[Help("NoXGE", "Toggle to disable the distributed build process")]
[Help("DisableUnity", "Toggle to disable the unity build system")]
public class BuildTarget : BuildCommand
{
// exposed as a property so projects can derive and set this directly
public string ProjectName { get; set; }
public string Targets { get; set; }
public string Platforms { get; set; }
public string Configurations { get; set; }
public bool Clean { get; set; }
public bool NoTools { get; set; }
public string UBTArgs { get; set; }
public BuildTarget()
{
Platforms = HostPlatform.Current.HostEditorPlatform.ToString();
Configurations = "Development";
UBTArgs = "";
}
public override ExitCode Execute()
{
string[] Arguments = this.Params;
ProjectName = ParseParamValue("project", ProjectName);
Targets = ParseParamValue("target", Targets);
Platforms = ParseParamValue("platform", Platforms);
Configurations = ParseParamValue("configuration", Configurations);
Clean = ParseParam("clean") || Clean;
NoTools = ParseParam("NoTools") || NoTools;
UBTArgs = ParseParamValue("ubtargs", UBTArgs);
if (string.IsNullOrEmpty(Targets))
{
throw new AutomationException("No target specified with -target. Use -help to see all options");
}
IEnumerable<string> TargetList = Targets.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries);
IEnumerable<UnrealTargetConfiguration> ConfigurationList = null;
IEnumerable<UnrealTargetPlatform> PlatformList = null;
try
{
ConfigurationList = Configurations.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries)
.Select(C => (UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), C, true)).ToArray();
}
catch (Exception Ex)
{
LogError("Failed to parse configuration string. {0}", Ex.Message);
return ExitCode.Error_Arguments;
}
try
{
PlatformList = Platforms.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries)
.Select(C =>
{
UnrealTargetPlatform Platform;
if (!UnrealTargetPlatform.TryParse(C, out Platform))
{
throw new AutomationException("No such platform {0}", C);
}
return Platform;
}).ToArray();
}
catch (Exception Ex)
{
LogError("Failed to parse configuration string. {0}", Ex.Message);
return ExitCode.Error_Arguments;
}
FileReference ProjectFile = null;
// default UE4 targets
IEnumerable<string> AvailableTargets = new[] { "editor", "game", "client", "server" };
bool RequireProjectTargets = false;
if (!string.IsNullOrEmpty(ProjectName))
{
ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectName);
if (ProjectFile == null)
{
throw new AutomationException("Unable to find uproject file for {0}", ProjectName);
}
ProjectProperties Properties = ProjectUtils.GetProjectProperties(ProjectFile);
if (Properties.bIsCodeBasedProject)
{
RequireProjectTargets = true;
AvailableTargets = Properties.Targets.Select(T => T.Rules.Type.ToString());
// go through the list of targets such as Editor, Client, Server etc and replace them with their real target names
List<string> ActualTargets = new List<string>();
foreach (string Target in TargetList)
{
// Could be Client, but could also be ShooterClient if that's what was explicitly asked for
if (Properties.Targets.Any(T => T.TargetName.Equals(Target, StringComparison.OrdinalIgnoreCase)))
{
ActualTargets.Add(Target);
}
else
{
// find targets that match (and there may be multiple...)
IEnumerable<string> MatchingTargetTypes = Properties.Targets.Where(T => T.Rules.Type.ToString().Equals(Target, StringComparison.OrdinalIgnoreCase)).Select(T => T.TargetName);
if (!MatchingTargetTypes.Any())
{
throw new AutomationException("The {0} is not a valid target for {1}", Target, ProjectName);
}
string ProjectTarget;
if (MatchingTargetTypes.Count() == 0)
{
ProjectTarget = MatchingTargetTypes.First();
}
else
{
// if multiple targets, pick the one with our name (FN specific!)
ProjectTarget = MatchingTargetTypes.Where(T => string.CompareOrdinal(T, 0, ProjectName, 0, 1) == 0).FirstOrDefault();
}
ActualTargets.Add(ProjectTarget);
}
}
TargetList = ActualTargets;
}
}
if (!RequireProjectTargets)
{
Log.TraceInformation("Will build vanilla UE4 targets");
List<string> ActualTargets = new List<string>();
foreach (string Target in TargetList)
{
// If they asked for editor, client etc then give them the UE version
if (AvailableTargets.Contains(Target.ToLower()))
{
ActualTargets.Add("UE4" + Target);
}
else
{
// or just build what they want and let later code figure out if that's valid. E.g. "UnrealPak"
ActualTargets.Add(Target);
}
}
TargetList = ActualTargets;
}
UE4Build Build = new UE4Build(this);
Build.AlwaysBuildUHT = true;
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
string EditorTarget = TargetList.Where(T => T.EndsWith("Editor", StringComparison.OrdinalIgnoreCase)).FirstOrDefault();
IEnumerable<string> OtherTargets = TargetList.Where(T => T != EditorTarget);
UnrealTargetPlatform CurrentPlatform = HostPlatform.Current.HostEditorPlatform;
//if (!NoTools)
{
//Agenda.AddTarget("UnrealHeaderTool", CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile);
}
if (string.IsNullOrEmpty(EditorTarget) == false)
{
Agenda.AddTarget(EditorTarget, CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile, UBTArgs);
if (!NoTools)
{
Agenda.AddTarget("UnrealPak", CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile, UBTArgs);
Agenda.AddTarget("ShaderCompileWorker", CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile, UBTArgs);
Agenda.AddTarget("UnrealLightmass", CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile, UBTArgs);
Agenda.AddTarget("CrashReportClient", CurrentPlatform, UnrealTargetConfiguration.Shipping, ProjectFile, UBTArgs);
Agenda.AddTarget("CrashReportClientEditor", CurrentPlatform, UnrealTargetConfiguration.Shipping, ProjectFile, UBTArgs);
}
}
foreach (string Target in OtherTargets)
{
bool IsServer = Target.EndsWith("Server", StringComparison.OrdinalIgnoreCase);
IEnumerable<UnrealTargetPlatform> PlatformsToBuild = IsServer ? new UnrealTargetPlatform[] { CurrentPlatform } : PlatformList;
foreach (UnrealTargetPlatform Platform in PlatformsToBuild)
{
foreach (UnrealTargetConfiguration Config in ConfigurationList)
{
Agenda.AddTarget(Target, Platform, Config, ProjectFile, UBTArgs);
}
}
}
// Set clean and log
foreach (var Target in Agenda.Targets)
{
if (Clean)
{
Target.Clean = Clean;
}
Log.TraceInformation("Will {0}build {1}", Clean ? "clean and " : "", Target);
}
Build.Build(Agenda, InUpdateVersionFiles: false);
return ExitCode.Success;
}
}
[Help("Builds the editor for the specified project.")]
[Help("Example BuildEditor -project=QAGame")]
[Help("Note: Editor will only ever build for the current platform in a Development config and required tools will be included")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs. If omitted will build vanilla UE4Editor")]
[Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")]
class BuildEditor : BuildTarget
{
public BuildEditor()
{
Targets = "Editor";
}
public override ExitCode Execute()
{
bool DoOpen = ParseParam("open");
ExitCode Status = base.Execute();
if (Status == ExitCode.Success && DoOpen)
{
OpenEditor OpenCmd = new OpenEditor();
OpenCmd.ProjectName = this.ProjectName;
Status = OpenCmd.Execute();
}
return Status;
}
}
[Help("Builds the game for the specified project.")]
[Help("Example BuildGame -project=QAGame -platform=PS4+XboxOne -configuration=Development.")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs.")]
[Help("platform=PS4+XboxOne", "Platforms to build, join multiple platforms using +")]
[Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")]
[Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")]
class BuildGame : BuildTarget
{
public BuildGame()
{
Targets = "Game";
}
}
[Help("Builds the server for the specified project.")]
[Help("Example BuildServer -project=QAGame -platform=Win64 -configuration=Development.")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs.")]
[Help("platform=Win64", "Platforms to build, join multiple platforms using +")]
[Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")]
[Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")]
class BuildServer : BuildTarget
{
public BuildServer()
{
Targets = "Server";
}
}
}