Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildPhysX.Automation.cs
Josh Adams 3f3c6fd578 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none

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

[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]

Change 3207431 on 2016/11/22 by Keith.Judge

	Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.

	#jira UE-36921
	#jira UE-38560

Change 3208206 on 2016/11/22 by Josh.Adams

	- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
	#jira UE-38929

Change 3209137 on 2016/11/23 by Alicia.Cano

	Add a check to iOS tool chain for exception flag
	#jira UE-36528
	#ios

Change 3209296 on 2016/11/23 by Ben.Marsh

	Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com

Change 3211316 on 2016/11/28 by Joe.Barnes

	Fix some typos

Change 3211318 on 2016/11/28 by Joe.Barnes

	Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp

Change 3213227 on 2016/11/29 by Dmitry.Rekman

	Add -fPIC to libwebsockets on Linux.

Change 3213463 on 2016/11/29 by Nick.Shin

	helper build scripts for CentOS 7 Linux (via Docker)

	LINUX: pull source and compile: zlib openssl libcurl & libwebsockets

	using [ glibc 2.17 ]  & [ gcc 4.8.5 ]

	Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container).  think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 3213939 on 2016/11/29 by Michael.Trepka

	Ignore parent widget's geometry scale when showing a popup menu in a separate window

	#jira UE-38706

Change 3215583 on 2016/11/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3216345 on 2016/11/30 by Josh.Adams

	Better fix for poison proxy fix

Change 3217106 on 2016/12/01 by Michael.Trepka

	Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()

	#jira UE-38816

Change 3217223 on 2016/12/01 by Josh.Adams

	- Fixed some TEXT macro warnings that crept in from IWYU changes

Change 3217253 on 2016/12/01 by Dmitry.Rekman

	Linux: fix GL crash (UE-17649).

	- Making sure all streams are set up. Fix by Cengiz.

Change 3217473 on 2016/12/01 by Daniel.Lamb

	Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
	#test cook run QAGame

Change 3217588 on 2016/12/01 by Peter.Sauerbrei

	Pull in IPv6 fix

Change 3217654 on 2016/12/01 by Michael.Trepka

	Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.

Change 3217873 on 2016/12/01 by Josh.Adams

	- Added some logging to a tvOS assert, since debugging it right away is tricky

Change 3218097 on 2016/12/01 by Josh.Adams

	- Fixed up the Switch MediaFramework, making editor better, etc
	- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)

Change 3218133 on 2016/12/01 by Dmitry.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

Change 3218512 on 2016/12/01 by Josh.Adams

	- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox

Change 3219804 on 2016/12/02 by Dmitry.Rekman

	Linux: fix project settings crash (UE-38800).

	- Also submitted as a pull request #2945.

Change 3220027 on 2016/12/02 by Nick.Shin

	plow all physx libs into build

	NOTE: most browsers will not function
	- chrome and firefox nightly only works

	checking this in as per email

	#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5

Change 3221620 on 2016/12/05 by Joe.Barnes

	UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.

Change 3221689 on 2016/12/05 by Dmitry.Rekman

	Attempt to change/rename.

Change 3221700 on 2016/12/05 by Dmitry.Rekman

	Another attempt to change renamed file (from Linux).

Change 3221731 on 2016/12/05 by Michael.Trepka

	Added missing initialization for FAvfVideoSampler::MetalTextureCache

	#jira UE-38689

Change 3221792 on 2016/12/05 by Michael.Trepka

	Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures

Change 3222675 on 2016/12/05 by Josh.Adams

	- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
	#jira UE-39188

Change 3223546 on 2016/12/06 by Brent.Pease

	 + Properly set and use the realtime compression for ios.
	 + Reduce unused memory on ios from the precached first buffer
	 + Fix a resource tracking issue that was causing a double free on the sound buffer

Change 3223785 on 2016/12/06 by Brent.Pease

	 + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)

	#jira ue-38701

Change 3224314 on 2016/12/06 by Chris.Babcock

	Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
	#jira UE-38361
	#ue4
	#android

Change 3225367 on 2016/12/07 by Josh.Adams

	- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
	- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
	- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons

Change 3225426 on 2016/12/07 by Chris.Babcock

	Add missing Android UPL file for binary builds
	#jira UE-39420
	#ue4
	#android

Change 3225471 on 2016/12/07 by Dmitry.Rekman

	Update all platforms to C++14.

Change 3225525 on 2016/12/07 by Nick.Shin

	Cook-On-The-Fly for HTML5

	- re-enabled: ENetworkFileServerProtocol::NFSP_Http

	- cleaned up port numbers used with cook-on-the-fly situations

	- fixed null_ptr in NetworkFileServerHttp.cpp

	- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)

	- finally, the core of the jira issue:
	  o fix serialization bug: do not append zero sized data
	  o fix de-serialization bug: removed double insertion of packet "Marker and Size" header

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3225690 on 2016/12/07 by Dmitry.Rekman

	Linux: improvements in touch support.

	- Multiple fingers.
	- Filtering out "moved" events from the same location.
	- Consistent logging.

	(Edigrating 3225194 from Wombat to Dev-Platform)

Change 3225868 on 2016/12/07 by Josh.Stoddard

	Gracefully handle delete without matching new on iOS & Mac

	#jira UE-39395

Change 3226159 on 2016/12/07 by Omar.Rodriguez

	UEPLAT-1423 WEX: Improved virtual keyboard for Android

	* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
	* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
	* Hide the virtual keyboard, if shown, onPause
	* Slate edit box decides which functions to call for showing/hiding keyboard
	  - eventually will be based on command line parameter like in IOS

	#jira UEPLAT-1423

Change 3226167 on 2016/12/07 by Dmitry.Rekman

	Allow running as root on ARM.

	(Edigrating 3204974 to Dev-Platform)

Change 3226168 on 2016/12/07 by Dmitry.Rekman

	Print current CVar value when denying an override.

	(Based on CL 3205476).

Change 3226169 on 2016/12/07 by Dmitry.Rekman

	Allow enabling sound (if disabled by default).

	(Based on CL 3205505)

Change 3226171 on 2016/12/07 by Dmitry.Rekman

	Allow running from symlinks.

	(Edigrating 3205518 to Dev-Platform).

Change 3226174 on 2016/12/07 by Dmitry.Rekman

	Linux: do not init SDL audio (we do not use it anyway).

	(Based on CL 3205505).

Change 3226327 on 2016/12/07 by Nick.Shin

	fix CIS warning

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3226506 on 2016/12/08 by Dmitry.Rekman

	Fix one more case-sensitive misspelling (UE-39030).

	- Submitted as part of PR #2976.

Change 3226542 on 2016/12/08 by Dmitry.Rekman

	Linux: fix weirdness with tesselation in GL4 (UE-32865).

	- Workaround by CengizT. Proper fix tracked as UE-39489.

Change 3226570 on 2016/12/08 by Dmitry.Rekman

	Fix for ar failing due to too long command line (UE-39009).

	- Based on PR #2973.

Change 3226575 on 2016/12/08 by Dmitry.Rekman

	Add build-essential to dependencies (UE-39053).

	- PR #2981 contributed by cpyarger.

Change 3227129 on 2016/12/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	Fixed up a deferred GL error as well
	Fixed some copyrights of files not in main

Change 3227260 on 2016/12/08 by Omar.Rodriguez

	UE-39140 Projects with iCloud are failing provisioning check when code signing.

	* Set default value of bEnableCloudKitSupport to False
	* Set value of get-task-allow to true only on non-distribution builds
	* Only write out the entitlements file if changes have been made

	#jira UE-39140

Change 3229312 on 2016/12/09 by Dmitry.Rekman

	Fix missing responses (UE-39572).

	- Proper implementation of UE-39009.

Change 3230849 on 2016/12/12 by Dmitry.Rekman

	Linux: fixed Android packaging (UE-39635).

	- Misspelled case; fixed by JohnHenry Carawon.

	#jira UE-39635

Change 3231591 on 2016/12/12 by Peter.Sauerbrei

	fix for splash screen not being turned off by default
	#jira UE-39591

Change 3231880 on 2016/12/12 by Josh.Adams

	- Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues
	#jira UE-39680

Change 3232816 on 2016/12/13 by Dmitry.Rekman

	Linux: fix for CEF (UE-39682)

	- Fix by Cengiz.Terzibas.

Change 3232873 on 2016/12/13 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3232933 on 2016/12/13 by Josh.Adams

	- Missed the files that were needed to fix up after merge from main, but didn';t come from main

Change 3233066 on 2016/12/13 by Ben.Marsh

	UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE.

Change 3233512 on 2016/12/13 by Ben.Marsh

	Fix static analysis warnings.

[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00

1493 lines
57 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Linq;
using System.Reflection;
using Microsoft.Win32;
using System.Diagnostics;
using System.Text.RegularExpressions;
using AutomationTool;
using UnrealBuildTool;
[Help("Builds PhysX/APEX libraries using CMake build system.")]
[Help("TargetLibs", "Specify a list of target libraries to build, separated by '+' characters (eg. -TargetLibs=PhysX+APEX). Default is PhysX+APEX.")]
[Help("TargetPlatforms", "Specify a list of target platforms to build, separated by '+' characters (eg. -TargetPlatforms=Win32+Win64). Architectures are specified with '-'. Default is Win32+Win64+PS4.")]
[Help("TargetConfigs", "Specify a list of configurations to build, separated by '+' characters (eg. -TargetConfigs=profile+debug). Default is profile+release+checked.")]
[Help("TargetWindowsCompilers", "Specify a list of target compilers to use when building for Windows, separated by '+' characters (eg. -TargetCompilers=VisualStudio2012+VisualStudio2015). Default is VisualStudio2013+VisualStudio2015.")]
[Help("SkipBuild", "Do not perform build step. If this argument is not supplied libraries will be built (in accordance with TargetLibs, TargetPlatforms and TargetWindowsCompilers).")]
[Help("SkipDeployLibs", "Do not perform library deployment to the engine. If this argument is not supplied libraries will be copied into the engine.")]
[Help("SkipDeploySource", "Do not perform source deployment to the engine. If this argument is not supplied source will be copied into the engine.")]
[Help("SkipCreateChangelist", "Do not create a P4 changelist for source or libs. If this argument is not supplied source and libs will be added to a Perforce changelist.")]
[Help("SkipSubmit", "Do not perform P4 submit of source or libs. If this argument is not supplied source and libs will be automatically submitted to Perforce. If SkipCreateChangelist is specified, this argument applies by default.")]
[RequireP4]
class BuildPhysX : BuildCommand
{
const int InvalidChangeList = -1;
// The libs we can optionally build
private enum PhysXTargetLib
{
PhysX,
APEX // Note: Building APEX deploys shared binaries and libs
}
private struct TargetPlatformData
{
public UnrealTargetPlatform Platform;
public string Architecture;
public TargetPlatformData(UnrealTargetPlatform InPlatform)
{
Platform = InPlatform;
// Linux never has an empty architecture. If we don't care then it's x86_64-unknown-linux-gnu
Architecture = (Platform == UnrealTargetPlatform.Linux) ? "x86_64-unknown-linux-gnu" : "";
}
public TargetPlatformData(UnrealTargetPlatform InPlatform, string InArchitecture)
{
Platform = InPlatform;
Architecture = InArchitecture;
}
public override string ToString()
{
return Architecture == "" ? Platform.ToString() : Platform.ToString() + "_" + Architecture;
}
}
// Apex libs that do not have an APEX prefix in their name
private static string[] APEXSpecialLibs = { "NvParameterized", "RenderDebug" };
// We cache our own MSDev and MSBuild executables
private static UnrealBuildTool.FileReference MsDev14Exe;
private static UnrealBuildTool.FileReference MsBuildExe;
// Cache directories under the PhysX/ directory
private static UnrealBuildTool.DirectoryReference PhysXSourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(UnrealBuildTool.UnrealBuildTool.RootDirectory, "Engine", "Source", "ThirdParty", "PhysX");
private static UnrealBuildTool.DirectoryReference PhysX34SourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "PhysX_3.4");
private static UnrealBuildTool.DirectoryReference APEX14SourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "APEX_1.4");
private static UnrealBuildTool.DirectoryReference SharedSourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "PxShared");
private static UnrealBuildTool.DirectoryReference RootOutputBinaryDirectory = UnrealBuildTool.DirectoryReference.Combine(UnrealBuildTool.UnrealBuildTool.RootDirectory, "Engine", "Binaries", "ThirdParty", "PhysX");
private static UnrealBuildTool.DirectoryReference RootOutputLibDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference PhysX34SourceLibRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysX34SourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference APEX14SourceLibRootDirectory = UnrealBuildTool.DirectoryReference.Combine(APEX14SourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference SharedSourceLibRootDirectory = UnrealBuildTool.DirectoryReference.Combine(SharedSourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference PhysXEngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(UnrealBuildTool.UnrealBuildTool.RootDirectory, "Engine\\Binaries\\ThirdParty\\PhysX");
//private static UnrealBuildTool.DirectoryReference PhysX34EngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXEngineBinaryRootDirectory, "PhysX-3.4");
//private static UnrealBuildTool.DirectoryReference APEX14EngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXEngineBinaryRootDirectory, "APEX-1.4");
//private static UnrealBuildTool.DirectoryReference SharedEngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXEngineBinaryRootDirectory, "PxShared-1.0");
private static string GetCMakeNameAndSetupEnv(TargetPlatformData TargetData)
{
DirectoryReference CMakeRootDirectory = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Extras", "ThirdPartyNotUE", "CMake");
if(BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return "cmake";
}
Environment.SetEnvironmentVariable("CMAKE_ROOT", DirectoryReference.Combine(CMakeRootDirectory, "share").ToString());
Log("set {0}={1}", "CMAKE_ROOT", Environment.GetEnvironmentVariable("CMAKE_ROOT"));
switch (TargetData.Platform)
{
case UnrealTargetPlatform.HTML5:
return "cmake";
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
return FileReference.Combine(CMakeRootDirectory, "bin", "cmake").ToString();
default:
return FileReference.Combine(CMakeRootDirectory, "bin", "cmake.exe").ToString();
}
}
private static string GetCMakeTargetDirectoryName(TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
string VisualStudioDirectoryName;
switch (TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2013:
VisualStudioDirectoryName = "VS2013";
break;
case WindowsCompiler.VisualStudio2015:
VisualStudioDirectoryName = "VS2015";
break;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported windows compiler '{0}' supplied to GetCMakeTargetDirectoryName", TargetWindowsCompiler));
}
switch (TargetData.Platform)
{
// Note slashes need to be '/' as this gets string-composed in the CMake script with other paths
case UnrealTargetPlatform.Win32:
return "Win32/" + VisualStudioDirectoryName;
case UnrealTargetPlatform.Win64:
return "Win64/" + VisualStudioDirectoryName;
case UnrealTargetPlatform.Android:
switch (TargetData.Architecture)
{
default:
case "armv7": return "Android/ARMv7";
case "arm64": return "Android/ARM64";
case "x86": return "Android/x86";
case "x64": return "Android/x64";
}
case UnrealTargetPlatform.HTML5:
default:
return TargetData.Platform.ToString();
}
}
private static UnrealBuildTool.DirectoryReference GetProjectDirectory(PhysXTargetLib TargetLib, TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
UnrealBuildTool.DirectoryReference Directory = new UnrealBuildTool.DirectoryReference(GetTargetLibRootDirectory(TargetLib).ToString());
switch(TargetLib)
{
case PhysXTargetLib.PhysX:
Directory = UnrealBuildTool.DirectoryReference.Combine(Directory, "Source");
break;
case PhysXTargetLib.APEX:
// APEX has its 'compiler' directory in a different location off the root of APEX
break;
}
return UnrealBuildTool.DirectoryReference.Combine(Directory, "compiler", GetCMakeTargetDirectoryName(TargetData, TargetWindowsCompiler));
}
private static string GetLinuxToolchainSettings(TargetPlatformData TargetData)
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
// in native builds we don't really use a crosstoolchain description, just use system compiler
return " -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++";
}
// otherwise, use a per-architecture file.
return " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Linux\\LinuxCrossToolchain." + TargetData.Architecture + ".cmake\"";
}
private static string GetCMakeArguments(PhysXTargetLib TargetLib, TargetPlatformData TargetData, string BuildConfig = "", WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
string VisualStudioName;
switch(TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2013:
VisualStudioName = "Visual Studio 12 2013";
break;
case WindowsCompiler.VisualStudio2015:
VisualStudioName = "Visual Studio 14 2015";
break;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
string OutputFlags = " -DPX_OUTPUT_LIB_DIR=" + GetPlatformLibDirectory(TargetData, TargetWindowsCompiler);
if(PlatformHasBinaries(TargetData))
{
OutputFlags += " -DPX_OUTPUT_DLL_DIR=" + GetPlatformBinaryDirectory(TargetData, TargetWindowsCompiler) + " -DPX_OUTPUT_EXE_DIR=" + GetPlatformBinaryDirectory(TargetData, TargetWindowsCompiler);
}
// Enable response files for platforms that require them.
// Response files are used for include paths etc, to fix max command line length issues.
switch (TargetData.Platform)
{
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Linux:
OutputFlags += " -DUSE_RESPONSE_FILES=1";
break;
}
string CustomFlags = " -DAPEX_ENABLE_UE4=1";
switch (TargetLib)
{
case PhysXTargetLib.PhysX:
DirectoryReference PhysXCMakeFiles = DirectoryReference.Combine(PhysX34SourceRootDirectory, "Source", "compiler", "cmake");
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return DirectoryReference.Combine(PhysXCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -AWin32 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags;
case UnrealTargetPlatform.Win64:
return DirectoryReference.Combine(PhysXCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -Ax64 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags;
case UnrealTargetPlatform.PS4:
return DirectoryReference.Combine(PhysXCMakeFiles, "PS4").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=PS4 -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\PS4\\PS4Toolchain.txt\"" + OutputFlags;
case UnrealTargetPlatform.XboxOne:
return DirectoryReference.Combine(PhysXCMakeFiles, "XboxOne").ToString() + " -G \"Visual Studio 14 2015\" -DTARGET_BUILD_PLATFORM=XboxOne -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\XboxOne\\XboxOneToolchain.txt\" -DCMAKE_GENERATOR_PLATFORM=DURANGO" + OutputFlags;
case UnrealTargetPlatform.Android:
string NDKDirectory = Environment.GetEnvironmentVariable("NDKROOT");
// don't register if we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKDirectory))
{
throw new BuildException("NDKROOT is not specified; cannot build Android.");
}
NDKDirectory = NDKDirectory.Replace("\"", "");
string AndroidAPILevel = "android-19";
string AndroidABI = "armeabi-v7a";
switch (TargetData.Architecture)
{
case "armv7": AndroidAPILevel = "android-19"; AndroidABI = "armeabi-v7a"; break;
case "arm64": AndroidAPILevel = "android-21"; AndroidABI = "arm64-v8a"; break;
case "x86": AndroidAPILevel = "android-19"; AndroidABI = "x86"; break;
case "x64": AndroidAPILevel = "android-21"; AndroidABI = "x86_64"; break;
}
return DirectoryReference.Combine(PhysXCMakeFiles, "Android").ToString() + " -G \"MinGW Makefiles\" -DTARGET_BUILD_PLATFORM=Android -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Android\\android.toolchain.cmake\" -DANDROID_NDK=\"" + NDKDirectory + "\" -DCMAKE_MAKE_PROGRAM=\"" + NDKDirectory + "\\prebuilt\\windows-x86_64\\bin\\make.exe\" -DANDROID_NATIVE_API_LEVEL=\"" + AndroidAPILevel + "\" -DANDROID_ABI=\"" + AndroidABI + "\" -DANDROID_STL=gnustl_shared" + OutputFlags;
case UnrealTargetPlatform.Linux:
return DirectoryReference.Combine(PhysXCMakeFiles, "Linux").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Linux -DCMAKE_BUILD_TYPE=" + BuildConfig + GetLinuxToolchainSettings(TargetData) + OutputFlags;
case UnrealTargetPlatform.Mac:
return DirectoryReference.Combine(PhysXCMakeFiles, "Mac").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=Mac" + OutputFlags;
case UnrealTargetPlatform.IOS:
return DirectoryReference.Combine(PhysXCMakeFiles, "IOS").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=IOS" + OutputFlags;
case UnrealTargetPlatform.TVOS:
return DirectoryReference.Combine(PhysXCMakeFiles, "TVOS").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=TVOS" + OutputFlags;
case UnrealTargetPlatform.Switch:
return DirectoryReference.Combine(PhysXCMakeFiles, "Switch").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Switch -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Switch\\SwitchToolchain.cmake\"" + OutputFlags;
case UnrealTargetPlatform.HTML5:
string CmakeToolchainFile = FileReference.Combine(PhysXSourceRootDirectory, "Externals", "CMakeModules", "HTML5", "Emscripten." + BuildConfig + ".cmake").ToString();
return DirectoryReference.Combine(PhysXCMakeFiles, "HTML5").ToString() +
" -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=HTML5" +
" -DPXSHARED_ROOT_DIR=\"" + SharedSourceRootDirectory.ToString() + "\"" +
" -DNVSIMD_INCLUDE_DIR=\"" + SharedSourceRootDirectory.ToString() + "/src/NvSimd\"" +
" -DNVTOOLSEXT_INCLUDE_DIRS=\"" + PhysX34SourceRootDirectory + "/externals/nvToolsExt/include\"" +
" -DEMSCRIPTEN_GENERATE_BITCODE_STATIC_LIBRARIES=ON " +
" -DCMAKE_BUILD_TYPE=\"Release\" -DCMAKE_TOOLCHAIN_FILE=\"" + CmakeToolchainFile + "\"" +
OutputFlags;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
case PhysXTargetLib.APEX:
DirectoryReference ApexCMakeFiles = DirectoryReference.Combine(APEX14SourceRootDirectory, "compiler", "cmake");
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return DirectoryReference.Combine(ApexCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -AWin32 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags + CustomFlags;
case UnrealTargetPlatform.Win64:
return DirectoryReference.Combine(ApexCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -Ax64 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags + CustomFlags;
case UnrealTargetPlatform.PS4:
return DirectoryReference.Combine(ApexCMakeFiles, "PS4").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=PS4 -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\PS4\\PS4Toolchain.txt\"" + OutputFlags + CustomFlags;
case UnrealTargetPlatform.XboxOne:
return DirectoryReference.Combine(ApexCMakeFiles, "XboxOne").ToString() + " -G \"Visual Studio 14 2015\" -DTARGET_BUILD_PLATFORM=XboxOne -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\XboxOne\\XboxOneToolchain.txt\" -DCMAKE_GENERATOR_PLATFORM=DURANGO" + OutputFlags + CustomFlags;
case UnrealTargetPlatform.Linux:
return DirectoryReference.Combine(ApexCMakeFiles, "Linux").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Linux -DCMAKE_BUILD_TYPE=" + BuildConfig + GetLinuxToolchainSettings(TargetData) + OutputFlags + CustomFlags;
case UnrealTargetPlatform.Mac:
return DirectoryReference.Combine(ApexCMakeFiles, "Mac").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=Mac" + OutputFlags + CustomFlags;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
default:
throw new AutomationException(String.Format("Non-CMake or unsupported lib '{0}' supplied to GetCMakeArguments", TargetLib));
}
}
private static string GetMsDevExe(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return MsDev14Exe.ToString();
case UnrealTargetPlatform.Win64:
return MsDev14Exe.ToString();
case UnrealTargetPlatform.XboxOne:
return MsDev14Exe.ToString();
default:
throw new AutomationException(String.Format("Non-MSBuild or unsupported platform '{0}' supplied to GetMsDevExe", TargetData.ToString()));
}
}
private static string GetMsBuildExe(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return MsBuildExe.ToString();
default:
throw new AutomationException(String.Format("Non-MSBuild or unsupported platform '{0}' supplied to GetMsBuildExe", TargetData.ToString()));
}
}
private static string GetTargetLibSolutionName(PhysXTargetLib TargetLib)
{
switch (TargetLib)
{
case PhysXTargetLib.PhysX:
return "PhysX.sln";
case PhysXTargetLib.APEX:
return "APEX.sln";
default:
throw new AutomationException(String.Format("Unknown target lib '{0}' specified to GetTargetLibSolutionName", TargetLib));
}
}
private static UnrealBuildTool.FileReference GetTargetLibSolutionFileName(PhysXTargetLib TargetLib, TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
UnrealBuildTool.DirectoryReference Directory = GetProjectDirectory(TargetLib, TargetData, TargetWindowsCompiler);
return UnrealBuildTool.FileReference.Combine(Directory, GetTargetLibSolutionName(TargetLib));
}
private static bool DoesPlatformUseMSBuild(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return true;
default:
return false;
}
}
private static bool DoesPlatformUseMakefiles(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Android:
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.HTML5:
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Switch:
return true;
default:
return false;
}
}
private static bool DoesPlatformUseXcode(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
return true;
default:
return false;
}
}
private static DirectoryReference GetTargetLibRootDirectory(PhysXTargetLib TargetLib)
{
switch (TargetLib)
{
case PhysXTargetLib.PhysX:
return PhysX34SourceRootDirectory;
case PhysXTargetLib.APEX:
return APEX14SourceRootDirectory;
default:
throw new AutomationException(String.Format("Unknown target lib '{0}' specified to GetTargetLibRootDirectory", TargetLib));
}
}
private List<TargetPlatformData> GetTargetPlatforms()
{
List<TargetPlatformData> TargetPlatforms = new List<TargetPlatformData>();
// Remove any platforms that aren't enabled on the command line
string TargetPlatformFilter = ParseParamValue("TargetPlatforms", "Win32+Win64+PS4");
if (TargetPlatformFilter != null)
{
foreach (string TargetPlatformName in TargetPlatformFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
string[] TargetPlatformAndArch = TargetPlatformName.Split(new char[] { '-' }, StringSplitOptions.RemoveEmptyEntries);
UnrealTargetPlatform TargetPlatform;
if (!Enum.TryParse(TargetPlatformAndArch[0], out TargetPlatform))
{
throw new AutomationException(String.Format("Unknown target platform '{0}' specified on command line", TargetPlatformName));
}
else
{
if (TargetPlatformAndArch.Count() == 2)
{
TargetPlatforms.Add(new TargetPlatformData(TargetPlatform, TargetPlatformAndArch[1]));
}
else if (TargetPlatformAndArch.Count() > 2)
{
// Linux archs are OS triplets, so have multiple dashes
string DashedArch = TargetPlatformAndArch[1];
for(int Idx = 2; Idx < TargetPlatformAndArch.Count(); ++Idx)
{
DashedArch += "-" + TargetPlatformAndArch[Idx];
}
TargetPlatforms.Add(new TargetPlatformData(TargetPlatform, DashedArch));
}
else
{
TargetPlatforms.Add(new TargetPlatformData(TargetPlatform));
}
}
}
}
return TargetPlatforms;
}
public List<string> GetTargetConfigurations()
{
List<string> TargetConfigs = new List<string>();
// Remove any configs that aren't enabled on the command line
string TargetConfigFilter = ParseParamValue("TargetConfigs", "profile+release+checked");
if (TargetConfigFilter != null)
{
foreach(string TargetConfig in TargetConfigFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
TargetConfigs.Add(TargetConfig);
}
}
return TargetConfigs;
}
private List<PhysXTargetLib> GetTargetLibs()
{
List<PhysXTargetLib> TargetLibs = new List<PhysXTargetLib>();
string TargetLibsFilter = ParseParamValue("TargetLibs", "PhysX+APEX");
if (TargetLibsFilter != null)
{
foreach (string TargetLibName in TargetLibsFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
PhysXTargetLib TargetLib;
if (!Enum.TryParse(TargetLibName, out TargetLib))
{
throw new AutomationException(String.Format("Unknown target lib '{0}' specified on command line", TargetLib));
}
else
{
TargetLibs.Add(TargetLib);
}
}
}
return TargetLibs;
}
private List<WindowsCompiler> GetTargetWindowsCompilers()
{
List<WindowsCompiler> TargetWindowsCompilers = new List<WindowsCompiler>();
string TargetWindowsCompilersFilter = ParseParamValue("TargetWindowsCompilers", "VisualStudio2015+VisualStudio2013");
if (TargetWindowsCompilersFilter != null)
{
foreach (string TargetWindowsCompilerName in TargetWindowsCompilersFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
WindowsCompiler TargetWindowsCompiler;
if (!Enum.TryParse(TargetWindowsCompilerName, out TargetWindowsCompiler))
{
throw new AutomationException(String.Format("Unknown target windows compiler '{0}' specified on command line", TargetWindowsCompiler));
}
else
{
TargetWindowsCompilers.Add(TargetWindowsCompiler);
}
}
}
return TargetWindowsCompilers;
}
private static void MakeFreshDirectoryIfRequired(UnrealBuildTool.DirectoryReference Directory)
{
if (!Directory.Exists())
{
Directory.CreateDirectory();
}
else
{
InternalUtils.SafeDeleteDirectory(Directory.FullName);
Directory.CreateDirectory();
}
}
public static int RunLocalProcess(Process LocalProcess)
{
int ExitCode = -1;
// release all process resources
using (LocalProcess)
{
LocalProcess.StartInfo.UseShellExecute = false;
LocalProcess.StartInfo.RedirectStandardOutput = true;
try
{
// Start the process up and then wait for it to finish
LocalProcess.Start();
LocalProcess.BeginOutputReadLine();
LocalProcess.WaitForExit();
ExitCode = LocalProcess.ExitCode;
}
catch (Exception ex)
{
throw new BuildException(ex, "Failed to start local process for action (\"{0}\"): {1} {2}", ex.Message, LocalProcess.StartInfo.FileName, LocalProcess.StartInfo.Arguments);
}
}
return ExitCode;
}
public static int RunLocalProcessAndLogOutput(ProcessStartInfo StartInfo)
{
Process LocalProcess = new Process();
LocalProcess.StartInfo = StartInfo;
LocalProcess.OutputDataReceived += (Sender, Line) => { if (Line != null && Line.Data != null) UnrealBuildTool.Log.TraceInformation(Line.Data); };
return RunLocalProcess(LocalProcess);
}
private static void SetupBuildForTargetLibAndPlatform(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, List<WindowsCompiler> TargetWindowsCompilers, bool bCleanOnly)
{
// make sure we set up the environment variable specifying where the root of the PhysX SDK is
Environment.SetEnvironmentVariable("GW_DEPS_ROOT", PhysXSourceRootDirectory.ToString());
Log("set {0}={1}", "GW_DEPS_ROOT", Environment.GetEnvironmentVariable("GW_DEPS_ROOT"));
Environment.SetEnvironmentVariable("CMAKE_MODULE_PATH", DirectoryReference.Combine(PhysXSourceRootDirectory, "Externals", "CMakeModules").ToString());
Log("set {0}={1}", "CMAKE_MODULE_PATH", Environment.GetEnvironmentVariable("CMAKE_MODULE_PATH"));
string CMakeName = GetCMakeNameAndSetupEnv(TargetData);
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
// for windows platforms we support building against multiple compilers
foreach(WindowsCompiler TargetWindowsCompiler in TargetWindowsCompilers)
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData, TargetWindowsCompiler);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if(!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData, "", TargetWindowsCompiler);
RunLocalProcessAndLogOutput(StartInfo);
}
}
break;
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Android:
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.Switch:
foreach (string BuildConfig in TargetConfigurations)
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
CMakeTargetDirectory = UnrealBuildTool.DirectoryReference.Combine(CMakeTargetDirectory, BuildConfig);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData, BuildConfig);
System.Console.WriteLine("Working in '{0}'", StartInfo.WorkingDirectory);
Log("Working in '{0}'", StartInfo.WorkingDirectory);
System.Console.WriteLine("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
Log("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
if (RunLocalProcessAndLogOutput(StartInfo) != 0)
{
throw new AutomationException(String.Format("Unable to generate projects for {0}.", TargetLib.ToString() + ", " + TargetData.ToString()));
}
}
}
break;
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData);
RunLocalProcessAndLogOutput(StartInfo);
}
}
break;
case UnrealTargetPlatform.HTML5:
// NOTE: HTML5 does not do "debug" - the full text blows out memory
// instead, HTML5 builds have 4 levels of optimizations
// so, MAP BuildConfig to HTML5 optimization levels
Dictionary<string, string> BuildMap = new Dictionary<string, string>()
{
{"debug", "-O0"},
{"checked", "-O2"},
{"profile", "-Oz"},
{"release", "-O3"}
};
UnrealBuildTool.DirectoryReference HTML5CMakeModules = DirectoryReference.Combine(PhysXSourceRootDirectory, "Externals", "CMakeModules", "HTML5");
MakeFreshDirectoryIfRequired(HTML5CMakeModules);
foreach(string BuildConfig in TargetConfigurations)
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
CMakeTargetDirectory = UnrealBuildTool.DirectoryReference.Combine(CMakeTargetDirectory, "BUILD" + BuildMap[BuildConfig]);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
// CMAKE_TOOLCHAIN_FILE
Environment.SetEnvironmentVariable("LIB_SUFFIX", GetConfigurationSuffix(BuildConfig, TargetData)); // only used in HTML5's CMakefiles
string orig = File.ReadAllText(HTML5SDKInfo.EmscriptenCMakeToolChainFile);
string txt = Regex.Replace(orig, "(EPIC_BUILD_FLAGS}) .*-O2" , "$1 " + BuildMap[BuildConfig] );
string CmakeToolchainFile = FileReference.Combine(HTML5CMakeModules, "Emscripten." + BuildConfig + ".cmake").ToString();
File.WriteAllText(CmakeToolchainFile, txt);
// ----------------------------------------
// CMAKE
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = "cmake";
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData, BuildConfig);
Log("Working in: {0}", StartInfo.WorkingDirectory);
Log("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
if (RunLocalProcessAndLogOutput(StartInfo) != 0)
{
throw new AutomationException(String.Format("Unabled to generate projects for {0}.", TargetLib.ToString() + ", " + TargetData.ToString()));
}
}
}
break;
default:
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData);
RunLocalProcessAndLogOutput(StartInfo);
}
}
break;
}
}
private static string GetMsDevExe(WindowsCompiler Version)
{
DirectoryReference VSPath;
// It's not fatal if VS2013 isn't installed for VS2015 builds (for example, so don't crash here)
if(WindowsPlatform.TryGetVSInstallDir(Version, out VSPath))
{
return FileReference.Combine(VSPath, "Common7", "IDE", "Devenv.com").FullName;
}
return null;
}
private static string GetMsBuildExe(WindowsCompiler Version)
{
string VisualStudioToolchainVersion = "";
switch (Version)
{
case WindowsCompiler.VisualStudio2013:
VisualStudioToolchainVersion = "12.0";
break;
case WindowsCompiler.VisualStudio2015:
VisualStudioToolchainVersion = "14.0";
break;
}
string ProgramFilesPath = Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86);
string MSBuildPath = Path.Combine(ProgramFilesPath, "MSBuild", VisualStudioToolchainVersion, "Bin", "MSBuild.exe");
if (File.Exists(MSBuildPath))
{
return MSBuildPath;
}
return null;
}
private static string RemoveOtherMakeFromPath(string WindowsPath)
{
string[] PathComponents = WindowsPath.Split(';');
string NewPath = "";
foreach(string PathComponent in PathComponents)
{
// everything what contains /bin or /sbin is suspicious, check if it has make in it
if (PathComponent.Contains("\\bin") || PathComponent.Contains("/bin") || PathComponent.Contains("\\sbin") || PathComponent.Contains("/sbin"))
{
if (File.Exists(PathComponent + "/make.exe") || File.Exists(PathComponent + "make.exe"))
{
// gotcha!
Log("Removing {0} from PATH since it contains possibly colliding make.exe", PathComponent);
continue;
}
}
NewPath = NewPath + ';' + PathComponent + ';';
}
return NewPath;
}
private static void SetupBuildEnvironment()
{
if (!Utils.IsRunningOnMono)
{
string VS2015Path = GetMsDevExe(WindowsCompiler.VisualStudio2015);
if (VS2015Path != null)
{
MsDev14Exe = new UnrealBuildTool.FileReference(GetMsDevExe(WindowsCompiler.VisualStudio2015));
MsBuildExe = new UnrealBuildTool.FileReference(GetMsBuildExe(WindowsCompiler.VisualStudio2015));
}
// ================================================================================
// ThirdPartyNotUE
// NOTE: these are Windows executables
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
DirectoryReference ThirdPartyNotUERootDirectory = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Extras", "ThirdPartyNotUE");
string CMakePath = DirectoryReference.Combine(ThirdPartyNotUERootDirectory, "CMake", "bin").ToString();
string MakePath = DirectoryReference.Combine(ThirdPartyNotUERootDirectory, "GNU_Make", "make-3.81", "bin").ToString();
string PrevPath = Environment.GetEnvironmentVariable("PATH");
// mixing bundled make and cygwin make is no good. Try to detect and remove cygwin paths.
string PathWithoutCygwin = RemoveOtherMakeFromPath(PrevPath);
Environment.SetEnvironmentVariable("PATH", CMakePath + ";" + MakePath + ";" + PathWithoutCygwin);
Environment.SetEnvironmentVariable("PATH", CMakePath + ";" + MakePath + ";" + Environment.GetEnvironmentVariable("PATH"));
Log("set {0}={1}", "PATH", Environment.GetEnvironmentVariable("PATH"));
}
// ================================================================================
// HTML5
// FIXME: only run this if GetTargetPlatforms() contains HTML5
// override BuildConfiguration defaults - so we can use HTML5SDKInfo
BuildConfiguration.RelativeEnginePath = "Engine/";
string EngineSourceDir = GetProjectDirectory(PhysXTargetLib.PhysX, new TargetPlatformData(UnrealTargetPlatform.HTML5)).ToString();
EngineSourceDir = Regex.Replace(EngineSourceDir, @"\\" , "/");
EngineSourceDir = Regex.Replace(EngineSourceDir, ".*Engine/" , "");
BuildConfiguration.BaseIntermediateFolder = Regex.Replace(EngineSourceDir, "/HTML5" , "");
if (!HTML5SDKInfo.IsSDKInstalled())
{
throw new AutomationException("EMSCRIPTEN SDK TOOLCHAIN NOT FOUND...");
}
// warm up emscripten config file
HTML5SDKInfo.SetUpEmscriptenConfigFile();
Environment.SetEnvironmentVariable("PATH",
Environment.GetEnvironmentVariable("EMSCRIPTEN") + ";" +
Environment.GetEnvironmentVariable("NODEPATH") + ";" +
Environment.GetEnvironmentVariable("LLVM") + ";" +
Path.GetDirectoryName(HTML5SDKInfo.Python()) + ";" +
Environment.GetEnvironmentVariable("PATH"));
//Log("set {0}={1}", "PATH", Environment.GetEnvironmentVariable("PATH"));
}
}
private static void BuildMSBuildTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
string SolutionFile = GetTargetLibSolutionFileName(TargetLib, TargetData, TargetWindowsCompiler).ToString();
string MSDevExe = GetMsDevExe(TargetData);
if (!FileExists(SolutionFile))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. Solution file not found.", SolutionFile));
}
if (String.IsNullOrEmpty(MSDevExe))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. devenv.com not found.", SolutionFile));
}
foreach (string BuildConfig in TargetConfigurations)
{
string CmdLine = String.Format("\"{0}\" /build \"{1}\"", SolutionFile, BuildConfig);
RunAndLog(BuildCommand.CmdEnv, MSDevExe, CmdLine);
}
}
private static void BuildXboxTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
if (TargetData.Platform != UnrealTargetPlatform.XboxOne)
{
return;
}
string SolutionFile = GetTargetLibSolutionFileName(TargetLib, TargetData, TargetWindowsCompiler).ToString();
string MSBuildExe = GetMsBuildExe(TargetData);
if (!FileExists(SolutionFile))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. Solution file not found.", SolutionFile));
}
if (String.IsNullOrEmpty(MSBuildExe))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. msbuild.exe not found.", SolutionFile));
}
string AdditionalProperties = "";
string AutoSDKPropsPath = Environment.GetEnvironmentVariable("XboxOneAutoSDKProp");
if (AutoSDKPropsPath != null && AutoSDKPropsPath.Length > 0)
{
AdditionalProperties += String.Format(";CustomBeforeMicrosoftCommonProps={0}", AutoSDKPropsPath);
}
string XboxCMakeModulesPath = Path.Combine(PhysXSourceRootDirectory.FullName, "Externals", "CMakeModules", "XboxOne", "Microsoft.Cpp.Durango.user.props");
if (File.Exists(XboxCMakeModulesPath))
{
AdditionalProperties += String.Format(";ForceImportBeforeCppTargets={0}", XboxCMakeModulesPath);
}
foreach (string BuildConfig in TargetConfigurations)
{
string CmdLine = String.Format("\"{0}\" /t:build /p:Configuration={1};Platform=Durango{2}", SolutionFile, BuildConfig, AdditionalProperties);
RunAndLog(BuildCommand.CmdEnv, MSBuildExe, CmdLine);
}
}
private static void BuildMakefileTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations)
{
// FIXME: use absolute path
string MakeCommand = "make";
// FIXME: "j -16" should be tweakable
string MakeOptions = "-j 16";
// Bundled GNU make does not pass job number to subprocesses on Windows, work around that...
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
// Redefining the MAKE variable will cause the -j flag to be passed to child make instances.
MakeOptions = string.Format("{1} \"MAKE={0} {1}\"", MakeCommand, MakeOptions);
}
// this will be replaced for HTML5 - see SetupBuildForTargetLibAndPlatform() for details
Dictionary<string, string> BuildMap = new Dictionary<string, string>()
{
{"debug", "debug"},
{"checked", "checked"},
{"profile", "profile"},
{"release", "release"}
};
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Android:
{
// Use make from Android toolchain
string NDKDirectory = Environment.GetEnvironmentVariable("NDKROOT");
// don't register if we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKDirectory))
{
throw new BuildException("NDKROOT is not specified; cannot build Android.");
}
NDKDirectory = NDKDirectory.Replace("\"", "");
MakeCommand = NDKDirectory + "\\prebuilt\\windows-x86_64\\bin\\make.exe";
}
break;
case UnrealTargetPlatform.HTML5:
{
// Use emscripten toolchain
MakeCommand = "python";
MakeOptions = HTML5SDKInfo.EMSCRIPTEN_ROOT + "\\emmake make";
BuildMap = new Dictionary<string, string>()
{
{"debug", "Build-O0"},
{"checked", "Build-O2"},
{"profile", "Build-Oz"},
{"release", "Build-O3"}
};
}
break;
default:
break;
}
// makefile build has "projects" for every configuration. However, we abstract away from that by assuming GetProjectDirectory points to the "meta-project"
foreach (string BuildConfig in TargetConfigurations)
{
UnrealBuildTool.DirectoryReference MetaProjectDirectory = GetProjectDirectory(TargetLib, TargetData);
UnrealBuildTool.DirectoryReference ConfigDirectory = UnrealBuildTool.DirectoryReference.Combine(MetaProjectDirectory, BuildMap[BuildConfig]);
Environment.SetEnvironmentVariable("LIB_SUFFIX", GetConfigurationSuffix(BuildConfig, TargetData)); // only used in HTML5's CMakefiles
string Makefile = UnrealBuildTool.FileReference.Combine(ConfigDirectory, "Makefile").ToString();
if (!FileExists(Makefile))
{
throw new AutomationException(String.Format("Unabled to build {0} - file not found.", Makefile));
}
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = MakeCommand;
StartInfo.WorkingDirectory = ConfigDirectory.ToString();
StartInfo.Arguments = MakeOptions;
Log("Working in: {0}", StartInfo.WorkingDirectory);
Log("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
if (RunLocalProcessAndLogOutput(StartInfo) != 0)
{
throw new AutomationException(String.Format("Unabled to build {0}. Build process failed.", Makefile));
}
}
}
private static void BuildXcodeTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations)
{
UnrealBuildTool.DirectoryReference Directory = GetProjectDirectory(TargetLib, TargetData);
string ProjectFile = UnrealBuildTool.FileReference.Combine(Directory, (TargetLib == PhysXTargetLib.PhysX ? "PhysX" : "APEX") + ".xcodeproj").ToString();
if (!DirectoryExists(ProjectFile))
{
throw new AutomationException(String.Format("Unabled to build project {0}. Project file not found.", ProjectFile));
}
foreach (string BuildConfig in TargetConfigurations)
{
string CmdLine = String.Format("-project \"{0}\" -target=\"ALL_BUILD\" -configuration {1}", ProjectFile, BuildConfig);
RunAndLog(BuildCommand.CmdEnv, "/usr/bin/xcodebuild", CmdLine);
}
}
private static void BuildTargetLibForPlatform(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, List<WindowsCompiler> TargetWindowsCompilers)
{
if (DoesPlatformUseMSBuild(TargetData))
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
// for windows platforms we support building against multiple compilers
foreach (WindowsCompiler TargetWindowsCompiler in TargetWindowsCompilers)
{
BuildMSBuildTarget(TargetLib, TargetData, TargetConfigurations, TargetWindowsCompiler);
}
break;
case UnrealTargetPlatform.XboxOne:
BuildXboxTarget(TargetLib, TargetData, TargetConfigurations);
break;
default:
BuildMSBuildTarget(TargetLib, TargetData, TargetConfigurations);
break;
}
}
else if (DoesPlatformUseXcode(TargetData))
{
BuildXcodeTarget(TargetLib, TargetData, TargetConfigurations);
}
else if (DoesPlatformUseMakefiles(TargetData))
{
BuildMakefileTarget(TargetLib, TargetData, TargetConfigurations);
}
else
{
throw new AutomationException(String.Format("Unsupported target platform '{0}' passed to BuildTargetLibForPlatform", TargetData));
}
}
private static DirectoryReference GetPlatformBinaryDirectory(TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
string VisualStudioName = string.Empty;
string ArchName = string.Empty;
if (DoesPlatformUseMSBuild(TargetData))
{
switch (TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2013:
VisualStudioName = "VS2013";
break;
case WindowsCompiler.VisualStudio2015:
VisualStudioName = "VS2015";
break;
default:
throw new AutomationException(String.Format("Unsupported visual studio compiler '{0}' supplied to GetOutputBinaryDirectory", TargetWindowsCompiler));
}
}
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
ArchName = "Win32";
break;
case UnrealTargetPlatform.Win64:
ArchName = "Win64";
break;
case UnrealTargetPlatform.Mac:
ArchName = "Mac";
break;
default:
throw new AutomationException(String.Format("Unsupported platform '{0}' supplied to GetOutputBinaryDirectory", TargetData.ToString()));
}
return UnrealBuildTool.DirectoryReference.Combine(RootOutputBinaryDirectory, ArchName, VisualStudioName);
}
private static DirectoryReference GetPlatformLibDirectory(TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
string VisualStudioName = string.Empty;
string ArchName = string.Empty;
if (DoesPlatformUseMSBuild(TargetData))
{
switch (TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2013:
VisualStudioName = "VS2013";
break;
case WindowsCompiler.VisualStudio2015:
VisualStudioName = "VS2015";
break;
default:
throw new AutomationException(String.Format("Unsupported visual studio compiler '{0}' supplied to GetOutputLibDirectory", TargetWindowsCompiler));
}
}
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
ArchName = "Win32";
break;
case UnrealTargetPlatform.Win64:
ArchName = "Win64";
break;
case UnrealTargetPlatform.XboxOne:
ArchName = "XboxOne";
break;
case UnrealTargetPlatform.PS4:
ArchName = "PS4";
break;
case UnrealTargetPlatform.Switch:
ArchName = "Switch";
break;
case UnrealTargetPlatform.Android:
switch (TargetData.Architecture)
{
default:
case "arm7": ArchName = "Android/ARMv7"; break;
case "arm64": ArchName = "Android/ARM64"; break;
case "x86": ArchName = "Android/x86"; break;
case "x64": ArchName = "Android/x64"; break;
}
break;
case UnrealTargetPlatform.Linux:
ArchName = "Linux/" + TargetData.Architecture;
break;
case UnrealTargetPlatform.Mac:
ArchName = "Mac";
break;
case UnrealTargetPlatform.HTML5:
ArchName = "HTML5";
break;
case UnrealTargetPlatform.IOS:
ArchName = "IOS";
break;
case UnrealTargetPlatform.TVOS:
ArchName = "TVOS";
break;
default:
throw new AutomationException(String.Format("Unsupported platform '{0}' supplied to GetOutputLibDirectory", TargetData.ToString()));
}
return UnrealBuildTool.DirectoryReference.Combine(RootOutputLibDirectory, ArchName, VisualStudioName);
}
private static bool PlatformHasBinaries(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.Mac:
return true;
}
return false;
}
private static bool PlatformUsesDebugDatabase(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
// case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.XboxOne:
return true;
}
return false;
}
private static string GetPlatformDebugDatabaseExtension(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return "pdb";
case UnrealTargetPlatform.Mac:
return "dSYM";
}
throw new AutomationException(String.Format("No debug database extension for platform ", TargetData.Platform.ToString()));
}
private static string GetPlatformBinaryExtension(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
return "dll";
case UnrealTargetPlatform.Mac:
return "dylib";
}
throw new AutomationException(String.Format("No binary extension for platform ", TargetData.Platform.ToString()));
}
private static string GetPlatformLibExtension(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return "lib";
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Android:
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
case UnrealTargetPlatform.Switch:
return "a";
case UnrealTargetPlatform.HTML5:
return "bc";
}
throw new AutomationException(String.Format("No lib extension for platform ", TargetData.Platform.ToString()));
}
private static bool FileGeneratedByAPEX(string FileNameUpper)
{
if (FileNameUpper.StartsWith("APEX"))
{
return true;
}
else
{
foreach (string SpecialApexLib in APEXSpecialLibs)
{
if (FileNameUpper.StartsWith(SpecialApexLib.ToUpper())) //There are some APEX libs that don't use the APEX prefix so make sure to test against it
{
return true;
}
}
}
return false;
}
private static void FindOutputFilesHelper(HashSet<FileReference> OutputFiles, DirectoryReference BaseDir, string SearchPrefix, PhysXTargetLib TargetLib)
{
if(!BaseDir.Exists())
{
return;
}
foreach (FileReference FoundFile in BaseDir.EnumerateFileReferences(SearchPrefix))
{
string FileNameUpper = FoundFile.GetFileName().ToString().ToUpper();
bool bIncludeFile = false;
if(TargetLib == PhysXTargetLib.APEX)
{
bIncludeFile = FileGeneratedByAPEX(FileNameUpper);
}
else
{
bIncludeFile = !FileGeneratedByAPEX(FileNameUpper);
}
if(bIncludeFile)
{
OutputFiles.Add(FoundFile);
}
}
}
private static string GetConfigurationSuffix(string TargetConfiguration, TargetPlatformData TargetData)
{
// default
Dictionary<string, string> BuildSuffix = new Dictionary<string, string>()
{
{"debug", "debug"},
{"checked", "checked"},
{"profile", "profile"},
{"release", ""}
};
if (TargetData.Platform == UnrealTargetPlatform.HTML5)
{
// HTML5 - see SetupBuildForTargetLibAndPlatform() for details
BuildSuffix = new Dictionary<string, string>()
{
{"debug", ""},
{"checked", "_O2"},
{"profile", "_Oz"},
{"release", "_O3"}
};
}
return BuildSuffix[TargetConfiguration];
}
private static void FindOutputFiles(HashSet<FileReference> OutputFiles, PhysXTargetLib TargetLib, TargetPlatformData TargetData, string TargetConfiguration, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
string SearchSuffix = GetConfigurationSuffix(TargetConfiguration, TargetData).ToUpper();
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
SearchSuffix += "_x86";
break;
case UnrealTargetPlatform.Win64:
SearchSuffix += "_x64";
break;
}
string SearchPrefix = "*" + SearchSuffix + ".";
string DebugExtension = PlatformUsesDebugDatabase(TargetData) ? GetPlatformDebugDatabaseExtension(TargetData) : "";
if (PlatformHasBinaries(TargetData))
{
DirectoryReference BinaryDir = GetPlatformBinaryDirectory(TargetData, TargetWindowsCompiler);
FindOutputFilesHelper(OutputFiles, BinaryDir, SearchPrefix + GetPlatformBinaryExtension(TargetData), TargetLib);
if (PlatformUsesDebugDatabase(TargetData))
{
FindOutputFilesHelper(OutputFiles, BinaryDir, SearchPrefix + DebugExtension, TargetLib);
}
}
DirectoryReference LibDir = GetPlatformLibDirectory(TargetData, TargetWindowsCompiler);
FindOutputFilesHelper(OutputFiles, LibDir, SearchPrefix + GetPlatformLibExtension(TargetData), TargetLib);
if (PlatformUsesDebugDatabase(TargetData))
{
FindOutputFilesHelper(OutputFiles, LibDir, SearchPrefix + DebugExtension, TargetLib);
}
}
private static bool PlatformSupportsTargetLib(PhysXTargetLib TargetLib, TargetPlatformData TargetData)
{
if(TargetLib == PhysXTargetLib.APEX)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.XboxOne:
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.HTML5:
return true;
case UnrealTargetPlatform.Linux:
// only x86_64 Linux supports it.
return TargetData.Architecture.StartsWith("x86_64");
default:
return false;
}
}
return true;
}
public override void ExecuteBuild()
{
SetupBuildEnvironment();
bool bBuildSolutions = true;
if (ParseParam("SkipBuildSolutions"))
{
bBuildSolutions = false;
}
bool bBuildLibraries = true;
if (ParseParam("SkipBuild"))
{
bBuildLibraries = false;
}
bool bAutoCreateChangelist = true;
if (ParseParam("SkipCreateChangelist"))
{
bAutoCreateChangelist = false;
}
bool bAutoSubmit = bAutoCreateChangelist;
if (ParseParam("SkipSubmit"))
{
bAutoSubmit = false;
}
// Parse out the libs we want to build
List<PhysXTargetLib> TargetLibs = GetTargetLibs();
// get the platforms we want to build for
List<TargetPlatformData> TargetPlatforms = GetTargetPlatforms();
// get the platforms we want to build for
List<WindowsCompiler> TargetWindowsCompilers = GetTargetWindowsCompilers();
// get the configurations we want to build for
List<string> TargetConfigurations = GetTargetConfigurations();
if (bBuildSolutions)
{
foreach (PhysXTargetLib TargetLib in TargetLibs)
{
// build target lib for all platforms
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
if (!PlatformSupportsTargetLib(TargetLib, TargetData))
{
continue;
}
SetupBuildForTargetLibAndPlatform(TargetLib, TargetData, TargetConfigurations, TargetWindowsCompilers, false);
}
}
}
HashSet<FileReference> FilesToReconcile = new HashSet<FileReference>();
if (bBuildLibraries)
{
foreach (PhysXTargetLib TargetLib in TargetLibs)
{
// build target lib for all platforms
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
if(!PlatformSupportsTargetLib(TargetLib, TargetData))
{
continue;
}
HashSet<FileReference> FilesToDelete = new HashSet<FileReference>();
foreach (string TargetConfiguration in TargetConfigurations)
{
// Delete output files before building them
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
foreach (WindowsCompiler TargetCompiler in TargetWindowsCompilers)
{
FindOutputFiles(FilesToDelete, TargetLib, TargetData, TargetConfiguration, TargetCompiler);
}
break;
default:
FindOutputFiles(FilesToDelete, TargetLib, TargetData, TargetConfiguration);
break;
}
}
foreach(FileReference FileToDelete in FilesToDelete)
{
FilesToReconcile.Add(FileToDelete);
InternalUtils.SafeDeleteFile(FileToDelete.ToString());
}
BuildTargetLibForPlatform(TargetLib, TargetData, TargetConfigurations, TargetWindowsCompilers);
}
}
}
int P4ChangeList = InvalidChangeList;
if (bAutoCreateChangelist)
{
string LibDeploymentDesc = "";
if (TargetLibs.Contains(PhysXTargetLib.PhysX))
{
LibDeploymentDesc = PhysXTargetLib.PhysX.ToString();
}
if (TargetLibs.Contains(PhysXTargetLib.APEX))
{
LibDeploymentDesc = (LibDeploymentDesc.Length == 0) ? (PhysXTargetLib.APEX.ToString()) : (LibDeploymentDesc + " & " + PhysXTargetLib.APEX.ToString());
}
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
LibDeploymentDesc += " " + TargetData.ToString();
}
P4ChangeList = P4.CreateChange(P4Env.Client, String.Format("BuildPhysX.Automation: Deploying {0} libs.", LibDeploymentDesc) + Environment.NewLine + "#rb none" + Environment.NewLine + "#lockdown Nick.Penwarden");
}
if (P4ChangeList != InvalidChangeList)
{
foreach (PhysXTargetLib TargetLib in TargetLibs)
{
foreach (string TargetConfiguration in TargetConfigurations)
{
//Add any new files that p4 is not yet tracking.
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
if (!PlatformSupportsTargetLib(TargetLib, TargetData))
{
continue;
}
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
foreach (WindowsCompiler TargetCompiler in TargetWindowsCompilers)
{
FindOutputFiles(FilesToReconcile, TargetLib, TargetData, TargetConfiguration, TargetCompiler);
}
break;
default:
FindOutputFiles(FilesToReconcile, TargetLib, TargetData, TargetConfiguration);
break;
}
}
}
}
foreach(FileReference FileToReconcile in FilesToReconcile)
{
P4.Reconcile(P4ChangeList, FileToReconcile.ToString());
}
}
if(bAutoSubmit && (P4ChangeList != InvalidChangeList))
{
if (!P4.TryDeleteEmptyChange(P4ChangeList))
{
Log("Submitting changelist " + P4ChangeList.ToString());
int SubmittedChangeList = InvalidChangeList;
P4.Submit(P4ChangeList, out SubmittedChangeList);
}
else
{
Log("Nothing to submit!");
}
}
}
}