Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/AutomationUtils/Automation.cs
Ben Marsh 6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00

700 lines
22 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Reflection;
using System.Diagnostics;
using UnrealBuildTool;
using Tools.DotNETCommon.CaselessDictionary;
namespace AutomationTool
{
#region Command info
/// <summary>
/// Command to execute info.
/// </summary>
class CommandInfo
{
public string CommandName;
public List<string> Arguments = new List<string>();
public override string ToString()
{
string Result = CommandName;
Result += "(";
for (int Index = 0; Index < Arguments.Count; ++Index)
{
if (Index > 0)
{
Result += ", ";
}
Result += Arguments[Index];
}
Result += ")";
return Result;
}
}
#endregion
#region Command Line helpers
/// <summary>
/// Helper class for automatically registering command line params.
/// </summary>
public class CommandLineArg
{
public delegate void OnSetDelegate();
public string Name;
public OnSetDelegate SetDelegate;
/// <summary>
/// True of this arg was set in the command line.
/// </summary>
public bool IsSet { get; private set; }
public CommandLineArg(string InName, OnSetDelegate InSet = null)
{
Name = InName;
SetDelegate = InSet;
GlobalCommandLine.RegisteredArgs.Add(Name, this);
}
public void Set()
{
IsSet = true;
if (SetDelegate != null)
{
SetDelegate();
}
}
public override string ToString()
{
return String.Format("{0}, {1}", Name, IsSet);
}
/// <summary>
/// Returns true of this arg was set in the command line.
/// </summary>
public static implicit operator bool(CommandLineArg Arg)
{
return Arg.IsSet;
}
}
/// <summary>
/// Global command line parameters.
/// </summary>
public static class GlobalCommandLine
{
/// <summary>
/// List of all registered command line parameters (global, not command-specific)
/// </summary>
public static CaselessDictionary<CommandLineArg> RegisteredArgs = new CaselessDictionary<CommandLineArg>();
public static CommandLineArg CompileOnly = new CommandLineArg("-CompileOnly");
public static CommandLineArg Verbose = new CommandLineArg("-Verbose");
public static CommandLineArg Submit = new CommandLineArg("-Submit");
public static CommandLineArg NoSubmit = new CommandLineArg("-NoSubmit");
public static CommandLineArg ForceLocal = new CommandLineArg("-ForceLocal");
public static CommandLineArg NoP4 = new CommandLineArg("-NoP4");
public static CommandLineArg P4 = new CommandLineArg("-P4");
public static CommandLineArg Preprocess = new CommandLineArg("-Preprocess");
public static CommandLineArg Compile = new CommandLineArg("-Compile");
/// <summary>
/// This command is LEGACY because we used to run UAT.exe to compile scripts by default.
/// Now we only compile by default when run via RunUAT.bat, which still understands -nocompile.
/// However, the batch file simply passes on all arguments, so UAT will choke when encountering -nocompile.
/// Keep this CommandLineArg around so that doesn't happen.
/// </summary>
public static CommandLineArg NoCompileLegacyDontUse = new CommandLineArg("-NoCompile");
public static CommandLineArg NoCompileEditor = new CommandLineArg("-NoCompileEditor");
public static CommandLineArg IncrementalBuildUBT = new CommandLineArg("-IncrementalBuildUBT");
public static CommandLineArg Help = new CommandLineArg("-Help");
public static CommandLineArg List = new CommandLineArg("-List");
public static CommandLineArg VS2015 = new CommandLineArg("-2015");
public static CommandLineArg NoKill = new CommandLineArg("-NoKill");
public static CommandLineArg Installed = new CommandLineArg("-Installed");
public static CommandLineArg UTF8Output = new CommandLineArg("-UTF8Output");
public static CommandLineArg AllowStdOutLogVerbosity = new CommandLineArg("-AllowStdOutLogVerbosity");
public static CommandLineArg NoAutoSDK = new CommandLineArg("-NoAutoSDK");
public static CommandLineArg IgnoreJunk = new CommandLineArg("-ignorejunk");
/// <summary>
/// Allows you to use local storage for your root build storage dir (default of P:\Builds (on PC) is changed to Engine\Saved\LocalBuilds). Used for local testing.
/// </summary>
public static CommandLineArg UseLocalBuildStorage = new CommandLineArg("-UseLocalBuildStorage");
public static CommandLineArg InstalledEngine = new CommandLineArg("-InstalledEngine");
public static CommandLineArg NotInstalledEngine = new CommandLineArg("-NotInstalledEngine");
/// <summary>
/// Force initialize static members by calling this.
/// </summary>
public static void Init()
{
Log.TraceVerbose("Registered {0} command line parameters.", RegisteredArgs.Count);
}
}
#endregion
[Help(
@"Executes scripted commands
AutomationTool.exe [-verbose] [-compileonly] [-p4] Command0 [-Arg0 -Arg1 -Arg2 …] Command1 [-Arg0 -Arg1 …] Command2 [-Arg0 …] Commandn … [EnvVar0=MyValue0 … EnvVarn=MyValuen]"
)]
[Help("verbose", "Enables verbose logging")]
[Help("nop4", "Disables Perforce functionality (default if not run on a build machine)")]
[Help("p4", "Enables Perforce functionality (default if run on a build machine)")]
[Help("compileonly", "Does not run any commands, only compiles them")]
[Help("compile", "Dynamically compiles all commands (otherwise assumes they are already built)")]
[Help("forcelocal", "Forces local execution")]
[Help("help", "Displays help")]
[Help("list", "Lists all available commands")]
[Help("submit", "Allows UAT command to submit changes")]
[Help("nosubmit", "Prevents any submit attempts")]
[Help("nokill", "Does not kill any spawned processes on exit")]
[Help("ignorejunk", "Prevents UBT from cleaning junk files")]
[Help("UseLocalBuildStorage", @"Allows you to use local storage for your root build storage dir (default of P:\Builds (on PC) is changed to Engine\Saved\LocalBuilds). Used for local testing.")]
public static class Automation
{
#region Command line parsing
/// <summary>
/// Parses command line parameter.
/// </summary>
/// <param name="ParamIndex">Parameter index</param>
/// <param name="CommandLine">Command line</param>
/// <param name="CurrentCommand">Recently parsed command</param>
/// <param name="OutScriptsForProjectFileName">The only project to build scripts for</param>
/// <param name="OutAdditionalScriptsFolders">Additional script locations</param>
/// <returns>True if the parameter has been successfully parsed.</returns>
private static void ParseParam(string CurrentParam, CommandInfo CurrentCommand, ref string OutScriptsForProjectFileName, List<string> OutAdditionalScriptsFolders)
{
bool bGlobalParam = false;
foreach (var RegisteredParam in GlobalCommandLine.RegisteredArgs)
{
if (String.Compare(CurrentParam, RegisteredParam.Key, StringComparison.InvariantCultureIgnoreCase) == 0)
{
// Register and exit, we're done here.
RegisteredParam.Value.Set();
bGlobalParam = true;
break;
}
}
// The parameter was not found in the list of global parameters, continue looking...
if (CurrentParam.StartsWith("-ScriptsForProject=", StringComparison.InvariantCultureIgnoreCase))
{
if(OutScriptsForProjectFileName != null)
{
throw new AutomationException("The -ProjectScripts argument may only be specified once");
}
var ProjectFileName = CurrentParam.Substring(CurrentParam.IndexOf('=') + 1).Replace("\"", "");
if(!File.Exists(ProjectFileName))
{
throw new AutomationException("Project '{0}' does not exist", ProjectFileName);
}
OutScriptsForProjectFileName = Path.GetFullPath(ProjectFileName);
}
else if (CurrentParam.StartsWith("-ScriptDir=", StringComparison.InvariantCultureIgnoreCase))
{
var ScriptDir = CurrentParam.Substring(CurrentParam.IndexOf('=') + 1);
if (Directory.Exists(ScriptDir))
{
OutAdditionalScriptsFolders.Add(ScriptDir);
Log.TraceVerbose("Found additional script dir: {0}", ScriptDir);
}
else
{
throw new AutomationException("Specified ScriptDir doesn't exist: {0}", ScriptDir);
}
}
else if (CurrentParam.StartsWith("-"))
{
if (CurrentCommand != null)
{
CurrentCommand.Arguments.Add(CurrentParam.Substring(1));
}
else if (!bGlobalParam)
{
throw new AutomationException("Unknown parameter {0} in the command line that does not belong to any command.", CurrentParam);
}
}
else if (CurrentParam.Contains("="))
{
// Environment variable
int ValueStartIndex = CurrentParam.IndexOf('=') + 1;
string EnvVarName = CurrentParam.Substring(0, ValueStartIndex - 1);
if (String.IsNullOrEmpty(EnvVarName))
{
throw new AutomationException("Unable to parse environment variable that has no name. Error when parsing command line param {0}", CurrentParam);
}
string EnvVarValue = CurrentParam.Substring(ValueStartIndex);
CommandUtils.SetEnvVar(EnvVarName, EnvVarValue);
}
}
private static string ParseString(string Key, string Value)
{
if (!String.IsNullOrEmpty(Key))
{
if (Value == "true" || Value == "false")
{
return "-" + Key;
}
else
{
string param = "-" + Key + "=";
if (Value.Contains(" "))
{
param += "\"" + Value + "\"";
}
else
{
param += Value;
}
return param;
}
}
else
{
return Value;
}
}
private static string ParseList(string Key, List<object> Value)
{
string param = "-" + Key + "=";
bool bStart = true;
foreach (var Val in Value)
{
if (!bStart)
{
param += "+";
}
param += Val as string;
bStart = false;
}
return param;
}
private static void ParseDictionary(Dictionary<string, object> Value, List<string> Arguments)
{
foreach (var Pair in Value)
{
if ((Pair.Value as string) != null && !string.IsNullOrEmpty(Pair.Value as string))
{
Arguments.Add(ParseString(Pair.Key, Pair.Value as string));
}
else if (Pair.Value.GetType() == typeof(bool))
{
if ((bool)Pair.Value)
{
Arguments.Add("-" + Pair.Key);
}
}
else if ((Pair.Value as List<object>) != null)
{
Arguments.Add(ParseList(Pair.Key, Pair.Value as List<object>));
}
else if ((Pair.Value as Dictionary<string, object>) != null)
{
string param = "-" + Pair.Key + "=\"";
List<string> Args = new List<string>();
ParseDictionary(Pair.Value as Dictionary<string, object>, Args);
bool bStart = true;
foreach (var Arg in Args)
{
if (!bStart)
{
param += " ";
}
Arg.Replace("\"", "\'");
param += Arg;
bStart = false;
}
param += "\"";
Arguments.Add(param);
}
}
}
private static void ParseProfile(ref string[] CommandLine)
{
// find if there is a profile file to read
string Profile = "";
List<string> Arguments = new List<string>();
for (int Index = 0; Index < CommandLine.Length; ++Index)
{
if (CommandLine[Index].StartsWith("-profile="))
{
Profile = CommandLine[Index].Substring(CommandLine[Index].IndexOf('=') + 1);
}
else
{
Arguments.Add(CommandLine[Index]);
}
}
if (!string.IsNullOrEmpty(Profile))
{
if (File.Exists(Profile))
{
// find if the command has been specified
var text = File.ReadAllText(Profile);
var RawObject = fastJSON.JSON.Instance.Parse(text) as Dictionary<string, object>;
var Params = RawObject["scripts"] as List<object>;
foreach (var Script in Params)
{
string ScriptName = (Script as Dictionary<string, object>)["script"] as string;
if (!string.IsNullOrEmpty(ScriptName) && !Arguments.Contains(ScriptName))
{
Arguments.Add(ScriptName);
}
(Script as Dictionary<string, object>).Remove("script");
ParseDictionary((Script as Dictionary<string, object>), Arguments);
}
}
}
CommandLine = Arguments.ToArray();
}
/// <summary>
/// Parse the command line and create a list of commands to execute.
/// </summary>
/// <param name="Arguments">Command line</param>
/// <param name="OutCommandsToExecute">List containing the names of commands to execute</param>
/// <param name="OutAdditionalScriptsFolders">Optional list of additional paths to look for scripts in</param>
private static void ParseCommandLine(string[] Arguments, List<CommandInfo> OutCommandsToExecute, out string OutScriptsForProjectFileName, List<string> OutAdditionalScriptsFolders)
{
// Initialize global command line parameters
GlobalCommandLine.Init();
ParseProfile(ref Arguments);
Log.TraceInformation("Parsing command line: {0}", CommandUtils.FormatCommandLine(Arguments));
OutScriptsForProjectFileName = null;
CommandInfo CurrentCommand = null;
for (int Index = 0; Index < Arguments.Length; ++Index)
{
var Param = Arguments[Index];
if (Param.StartsWith("-") || Param.Contains("="))
{
ParseParam(Arguments[Index], CurrentCommand, ref OutScriptsForProjectFileName, OutAdditionalScriptsFolders);
}
else
{
CurrentCommand = new CommandInfo();
CurrentCommand.CommandName = Arguments[Index];
OutCommandsToExecute.Add(CurrentCommand);
}
}
// Validate
var Result = OutCommandsToExecute.Count > 0 || GlobalCommandLine.Help || GlobalCommandLine.CompileOnly || GlobalCommandLine.List;
if (OutCommandsToExecute.Count > 0)
{
Log.TraceVerbose("Found {0} scripts to execute:", OutCommandsToExecute.Count);
foreach (var Command in OutCommandsToExecute)
{
Log.TraceVerbose(" " + Command.ToString());
}
}
else if (!Result)
{
throw new AutomationException("Failed to find scripts to execute in the command line params.");
}
if (GlobalCommandLine.NoP4 && GlobalCommandLine.P4)
{
throw new AutomationException("{0} and {1} can't be set simultaneously.", GlobalCommandLine.NoP4.Name, GlobalCommandLine.P4.Name);
}
if (GlobalCommandLine.NoSubmit && GlobalCommandLine.Submit)
{
throw new AutomationException("{0} and {1} can't be set simultaneously.", GlobalCommandLine.NoSubmit.Name, GlobalCommandLine.Submit.Name);
}
}
#endregion
#region Main Program
/// <summary>
/// Main method.
/// </summary>
/// <param name="Arguments">Command line</param>
public static ExitCode Process(string[] Arguments)
{
// Initial check for local or build machine runs BEFORE we parse the command line (We need this value set
// in case something throws the exception while parsing the command line)
IsBuildMachine = !String.IsNullOrEmpty(Environment.GetEnvironmentVariable("uebp_LOCAL_ROOT"));
// Scan the command line for commands to execute.
var CommandsToExecute = new List<CommandInfo>();
string OutScriptsForProjectFileName;
var AdditionalScriptsFolders = new List<string>();
ParseCommandLine(Arguments, CommandsToExecute, out OutScriptsForProjectFileName, AdditionalScriptsFolders);
// Get the path to the telemetry file, if present
string TelemetryFile = CommandUtils.ParseParamValue(Arguments, "-Telemetry");
// Check for build machine override (force local)
IsBuildMachine = GlobalCommandLine.ForceLocal ? false : IsBuildMachine;
Log.TraceVerbose("IsBuildMachine={0}", IsBuildMachine);
Environment.SetEnvironmentVariable("IsBuildMachine", IsBuildMachine ? "1" : "0");
// should we kill processes on exit
ShouldKillProcesses = !GlobalCommandLine.NoKill;
Log.TraceVerbose("ShouldKillProcesses={0}", ShouldKillProcesses);
if (CommandsToExecute.Count == 0 && GlobalCommandLine.Help)
{
DisplayHelp();
return ExitCode.Success;
}
// Disable AutoSDKs if specified on the command line
if (GlobalCommandLine.NoAutoSDK)
{
UEBuildPlatformSDK.bAllowAutoSDKSwitching = false;
}
// Setup environment
Log.TraceInformation("Setting up command environment.");
CommandUtils.InitCommandEnvironment();
// Determine if the engine is installed
bIsEngineInstalled = GlobalCommandLine.Installed;
string InstalledBuildFile = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledBuild.txt");
bIsEngineInstalled |= File.Exists(InstalledBuildFile);
if (bIsEngineInstalled.Value)
{
bIsEngineInstalled = !GlobalCommandLine.NotInstalledEngine;
}
else
{
bIsEngineInstalled = GlobalCommandLine.InstalledEngine;
}
UnrealBuildTool.UnrealBuildTool.SetIsEngineInstalled(bIsEngineInstalled.Value);
// Change CWD to UE4 root.
Environment.CurrentDirectory = CommandUtils.CmdEnv.LocalRoot;
// Fill in the project info
UnrealBuildTool.UProjectInfo.FillProjectInfo();
// Clean rules folders up
ProjectUtils.CleanupFolders();
// Compile scripts.
ScriptCompiler Compiler = new ScriptCompiler();
using(TelemetryStopwatch ScriptCompileStopwatch = new TelemetryStopwatch("ScriptCompile"))
{
Compiler.FindAndCompileAllScripts(OutScriptsForProjectFileName, AdditionalScriptsFolders);
}
if (GlobalCommandLine.CompileOnly)
{
Log.TraceInformation("Compilation successful, exiting (CompileOnly)");
return ExitCode.Success;
}
if (GlobalCommandLine.List)
{
ListAvailableCommands(Compiler.Commands);
return ExitCode.Success;
}
if (GlobalCommandLine.Help)
{
DisplayHelp(CommandsToExecute, Compiler.Commands);
return ExitCode.Success;
}
// Enable or disable P4 support
CommandUtils.InitP4Support(CommandsToExecute, Compiler.Commands);
if (CommandUtils.P4Enabled)
{
Log.TraceInformation("Setting up Perforce environment.");
CommandUtils.InitP4Environment();
CommandUtils.InitDefaultP4Connection();
}
// Find and execute commands.
ExitCode Result = Execute(CommandsToExecute, Compiler.Commands);
if (TelemetryFile != null)
{
Directory.CreateDirectory(Path.GetDirectoryName(TelemetryFile));
CommandUtils.Telemetry.Write(TelemetryFile);
}
return Result;
}
/// <summary>
/// Execute commands specified in the command line.
/// </summary>
/// <param name="CommandsToExecute"></param>
/// <param name="Commands"></param>
private static ExitCode Execute(List<CommandInfo> CommandsToExecute, CaselessDictionary<Type> Commands)
{
for (int CommandIndex = 0; CommandIndex < CommandsToExecute.Count; ++CommandIndex)
{
var CommandInfo = CommandsToExecute[CommandIndex];
Log.TraceVerbose("Attempting to execute {0}", CommandInfo.ToString());
Type CommandType;
if (!Commands.TryGetValue(CommandInfo.CommandName, out CommandType))
{
throw new AutomationException("Failed to find command {0}", CommandInfo.CommandName);
}
BuildCommand Command = (BuildCommand)Activator.CreateInstance(CommandType);
Command.Params = CommandInfo.Arguments.ToArray();
try
{
ExitCode Result = Command.Execute();
if(Result != ExitCode.Success)
{
return Result;
}
CommandUtils.Log("BUILD SUCCESSFUL");
}
finally
{
// dispose of the class if necessary
var CommandDisposable = Command as IDisposable;
if (CommandDisposable != null)
{
CommandDisposable.Dispose();
}
}
// Make sure there's no directories on the stack.
CommandUtils.ClearDirStack();
}
return ExitCode.Success;
}
#endregion
#region Help
/// <summary>
/// Display help for the specified commands (to execute)
/// </summary>
/// <param name="CommandsToExecute">List of commands specified in the command line.</param>
/// <param name="Commands">All discovered command objects.</param>
private static void DisplayHelp(List<CommandInfo> CommandsToExecute, CaselessDictionary<Type> Commands)
{
for (int CommandIndex = 0; CommandIndex < CommandsToExecute.Count; ++CommandIndex)
{
var CommandInfo = CommandsToExecute[CommandIndex];
Type CommandType;
if (Commands.TryGetValue(CommandInfo.CommandName, out CommandType) == false)
{
Log.TraceError("Help: Failed to find command {0}", CommandInfo.CommandName);
}
else
{
CommandUtils.Help(CommandType);
}
}
}
/// <summary>
/// Display AutomationTool.exe help.
/// </summary>
private static void DisplayHelp()
{
CommandUtils.LogHelp(typeof(Automation));
}
/// <summary>
/// List all available commands.
/// </summary>
/// <param name="Commands">All vailable commands.</param>
private static void ListAvailableCommands(CaselessDictionary<Type> Commands)
{
string Message = Environment.NewLine;
Message += "Available commands:" + Environment.NewLine;
foreach (var AvailableCommand in Commands)
{
Message += String.Format(" {0}{1}", AvailableCommand.Key, Environment.NewLine);
}
CommandUtils.Log(Message);
}
#endregion
#region HelperFunctions
/// <summary>
/// Returns true if AutomationTool is running using installed Engine components
/// </summary>
/// <returns>True if running using installed Engine components</returns>
static public bool IsEngineInstalled()
{
if (!bIsEngineInstalled.HasValue)
{
throw new AutomationException("IsEngineInstalled has not been initialized yet");
}
return bIsEngineInstalled.Value;
}
static private bool? bIsEngineInstalled;
#endregion
#region Properties
/// <summary>
/// True if this process is running on a build machine, false if locally.
/// </summary>
/// <remarks>
/// The reason one this property exists in Automation class and not BuildEnvironment is that
/// it's required long before BuildEnvironment is initialized.
/// </remarks>
public static bool IsBuildMachine
{
get
{
if (!bIsBuildMachine.HasValue)
{
throw new AutomationException("Trying to access IsBuildMachine property before it was initialized.");
}
return (bool)bIsBuildMachine;
}
private set
{
bIsBuildMachine = value;
}
}
private static bool? bIsBuildMachine;
public static bool ShouldKillProcesses
{
get
{
if (!bShouldKillProcesses.HasValue)
{
throw new AutomationException("Trying to access ShouldKillProcesses property before it was initialized.");
}
return (bool)bShouldKillProcesses;
}
private set
{
bShouldKillProcesses = value;
}
}
private static bool? bShouldKillProcesses;
#endregion
}
}