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* P4Commands now invokes a callback on UI thread for any UI operations * StdOut and StdErr are now both returned when executing child processes to avoid contention on member variable * Added locks around manipulating child process list. * Fixed some issues where paths containing spaces were not quoted correctly * Fixed detection of working directory where P4CONFIG is set to something other than p4config.txt. [CL 17095905 by Ben Marsh in ue5-main branch]
277 lines
10 KiB
C#
277 lines
10 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EnvDTE;
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using Microsoft.VisualStudio.Shell;
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using Microsoft.VisualStudio.Shell.Interop;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.Design;
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using System.Diagnostics;
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using System.IO;
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using System.Windows.Forms;
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using System.Text;
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namespace UnrealVS
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{
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class CompileSingleFile : IDisposable
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{
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private const int CompileSingleFileButtonID = 0x1075;
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private const int PreprocessSingleFileButtonID = 0x1076;
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private const int UBTSubMenuID = 0x3103;
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private string FileToCompileOriginalExt = "";
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static readonly List<string> ValidExtensions = new List<string> { ".c", ".cc", ".cpp", ".cxx" };
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System.Diagnostics.Process ChildProcess;
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private OleMenuCommand SubMenuCommand;
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public CompileSingleFile()
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{
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CommandID CommandID = new CommandID(GuidList.UnrealVSCmdSet, CompileSingleFileButtonID);
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MenuCommand CompileSingleFileButtonCommand = new MenuCommand(new EventHandler(CompileSingleFileButtonHandler), CommandID);
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UnrealVSPackage.Instance.MenuCommandService.AddCommand(CompileSingleFileButtonCommand);
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CommandID CommandID2 = new CommandID(GuidList.UnrealVSCmdSet, PreprocessSingleFileButtonID);
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MenuCommand PreprocessSingleFileButtonCommand = new MenuCommand(new EventHandler(CompileSingleFileButtonHandler), CommandID2);
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UnrealVSPackage.Instance.MenuCommandService.AddCommand(PreprocessSingleFileButtonCommand);
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// add sub menu for UBT commands
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SubMenuCommand = new OleMenuCommand(null, new CommandID(GuidList.UnrealVSCmdSet, UBTSubMenuID));
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UnrealVSPackage.Instance.MenuCommandService.AddCommand(SubMenuCommand);
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}
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public void Dispose()
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{
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KillChildProcess();
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}
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void CompileSingleFileButtonHandler(object Sender, EventArgs Args)
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{
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ThreadHelper.ThrowIfNotOnUIThread();
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MenuCommand SenderSubMenuCommand = (MenuCommand)Sender;
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bool PreprocessOnly = SenderSubMenuCommand.CommandID.ID == PreprocessSingleFileButtonID;
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if (!TryCompileSingleFile(PreprocessOnly))
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{
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DTE DTE = UnrealVSPackage.Instance.DTE;
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DTE.ExecuteCommand("Build.Compile");
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}
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}
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void KillChildProcess()
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{
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if (ChildProcess != null)
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{
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if (!ChildProcess.HasExited)
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{
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ChildProcess.Kill();
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ChildProcess.WaitForExit();
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}
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ChildProcess.Dispose();
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ChildProcess = null;
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}
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}
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bool TryCompileSingleFile(bool bPreProcessOnly)
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{
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ThreadHelper.ThrowIfNotOnUIThread();
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DTE DTE = UnrealVSPackage.Instance.DTE;
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// Activate the output window
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Window Window = DTE.Windows.Item(EnvDTE.Constants.vsWindowKindOutput);
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Window.Activate();
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// Find or create the 'Build' window
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IVsOutputWindowPane BuildOutputPane = UnrealVSPackage.Instance.GetOutputPane();
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if (BuildOutputPane == null)
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{
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Logging.WriteLine("CompileSingleFile: Build Output Pane not found");
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return false;
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}
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// If there's already a build in progress, offer to cancel it
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if (ChildProcess != null && !ChildProcess.HasExited)
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{
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if (MessageBox.Show("Cancel current compile?", "Compile in progress", MessageBoxButtons.YesNo) == DialogResult.Yes)
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{
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KillChildProcess();
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BuildOutputPane.OutputString($"1> Build cancelled.{Environment.NewLine}");
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}
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return true;
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}
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// Check we've got a file open
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if (DTE.ActiveDocument == null)
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{
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Logging.WriteLine("CompileSingleFile: ActiveDocument not found");
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return false;
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}
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// Grab the current startup project
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UnrealVSPackage.Instance.SolutionBuildManager.get_StartupProject(out IVsHierarchy ProjectHierarchy);
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if (ProjectHierarchy == null)
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{
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Logging.WriteLine("CompileSingleFile: ProjectHierarchy not found");
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return false;
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}
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Project StartupProject = Utils.HierarchyObjectToProject(ProjectHierarchy);
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if (StartupProject == null)
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{
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Logging.WriteLine("CompileSingleFile: StartupProject not found");
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return false;
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}
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if (!(StartupProject.Object is Microsoft.VisualStudio.VCProjectEngine.VCProject VCStartupProject))
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{
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Logging.WriteLine("CompileSingleFile: VCStartupProject not found");
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return false;
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}
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// Get the active configuration for the startup project
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Configuration ActiveConfiguration = StartupProject.ConfigurationManager.ActiveConfiguration;
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string ActiveConfigurationName = $"{ActiveConfiguration.ConfigurationName}|{ActiveConfiguration.PlatformName}";
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Microsoft.VisualStudio.VCProjectEngine.VCConfiguration ActiveVCConfiguration = (VCStartupProject.Configurations as Microsoft.VisualStudio.VCProjectEngine.IVCCollection).Item(ActiveConfigurationName) as Microsoft.VisualStudio.VCProjectEngine.VCConfiguration;
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if (ActiveVCConfiguration == null)
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{
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Logging.WriteLine("CompileSingleFile: VCStartupProject ActiveConfiguration not found");
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return false;
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}
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// Get the NMake settings for this configuration
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Microsoft.VisualStudio.VCProjectEngine.VCNMakeTool ActiveNMakeTool = (ActiveVCConfiguration.Tools as Microsoft.VisualStudio.VCProjectEngine.IVCCollection).Item("VCNMakeTool") as Microsoft.VisualStudio.VCProjectEngine.VCNMakeTool;
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if (ActiveNMakeTool == null)
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{
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MessageBox.Show($"No NMakeTool set for Project {VCStartupProject.Name} set for single-file compile.", "NMakeTool not set", MessageBoxButtons.OK);
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return false;
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}
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// Save all the open documents
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DTE.ExecuteCommand("File.SaveAll");
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// Check if the requested file is valid
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string FileToCompile = DTE.ActiveDocument.FullName;
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string FileToCompileExt = Path.GetExtension(FileToCompile);
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if (!ValidExtensions.Contains(FileToCompileExt.ToLowerInvariant()))
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{
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MessageBox.Show($"Invalid file extension {FileToCompileExt} for single-file compile.", "Invalid Extension", MessageBoxButtons.OK);
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return true;
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}
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// If there's already a build in progress, don't let another one start
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if (DTE.Solution.SolutionBuild.BuildState == vsBuildState.vsBuildStateInProgress)
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{
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if (MessageBox.Show("Cancel current compile?", "Compile in progress", MessageBoxButtons.YesNo) == DialogResult.Yes)
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{
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DTE.ExecuteCommand("Build.Cancel");
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}
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return true;
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}
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// Make sure any existing build is stopped
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KillChildProcess();
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// Set up the output pane
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BuildOutputPane.Activate();
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BuildOutputPane.Clear();
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BuildOutputPane.OutputString($"1>------ Build started: Project: {StartupProject.Name}, Configuration: {ActiveConfiguration.ConfigurationName} {ActiveConfiguration.PlatformName} ------{Environment.NewLine}");
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BuildOutputPane.OutputString($"1> Compiling {FileToCompile}{Environment.NewLine}");
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// Set up event handlers
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DTE.Events.BuildEvents.OnBuildBegin += BuildEvents_OnBuildBegin;
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// Create a delegate for handling output messages
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string PPLine = String.Empty;
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void OutputHandler(object Sender, DataReceivedEventArgs Args)
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{
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if (Args.Data != null)
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{
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BuildOutputPane.OutputString($"1> {Args.Data}{Environment.NewLine}");
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if (Args.Data.Contains("PreProcessPath:"))
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{
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PPLine = Args.Data;
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}
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}
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}
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string SolutionDir = Path.GetDirectoryName(UnrealVSPackage.Instance.SolutionFilepath).TrimEnd(Path.DirectorySeparatorChar) + Path.DirectorySeparatorChar;
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// Get the build command line and escape any environment variables that we use
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string BuildCommandLine = ActiveNMakeTool.BuildCommandLine;
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BuildCommandLine = BuildCommandLine.Replace("$(SolutionDir)", SolutionDir);
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BuildCommandLine = BuildCommandLine.Replace("$(ProjectName)", VCStartupProject.Name);
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FileToCompileOriginalExt = FileToCompileExt;
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string PreProcess = bPreProcessOnly ? " -NoXGE -Preprocess " : "";
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// Spawn the new process
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ChildProcess = new System.Diagnostics.Process();
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ChildProcess.StartInfo.FileName = Path.Combine(Environment.SystemDirectory, "cmd.exe");
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ChildProcess.StartInfo.Arguments = $"/C \"{BuildCommandLine} {PreProcess} -singlefile=\"{FileToCompile}\"\"";
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ChildProcess.StartInfo.WorkingDirectory = Path.GetDirectoryName(StartupProject.FullName);
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ChildProcess.StartInfo.UseShellExecute = false;
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ChildProcess.StartInfo.RedirectStandardOutput = true;
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ChildProcess.StartInfo.RedirectStandardError = true;
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ChildProcess.StartInfo.CreateNoWindow = true;
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ChildProcess.OutputDataReceived += OutputHandler;
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ChildProcess.ErrorDataReceived += OutputHandler;
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if (bPreProcessOnly)
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{
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// add an event handler to respond to the exit of the preprocess request
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// and open the generated file if it exists.
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ChildProcess.EnableRaisingEvents = true;
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ChildProcess.Exited += new EventHandler((s, e) => PreprocessExitHandler(PPLine));
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}
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ChildProcess.Start();
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ChildProcess.BeginOutputReadLine();
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ChildProcess.BeginErrorReadLine();
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return true;
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}
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private void PreprocessExitHandler(string PPLine)
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{
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// not all compile actions support pre-process - check it exists
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if (PPLine.Contains("PreProcessPath:"))
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{
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string PPFullPath = PPLine.Replace("PreProcessPath:", "").Trim();
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ThreadHelper.JoinableTaskFactory.Run(async () =>
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{
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await ThreadHelper.JoinableTaskFactory.SwitchToMainThreadAsync();
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OpenPreprocessedFile(PPFullPath);
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});
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}
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}
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private void OpenPreprocessedFile(string PPFullPath)
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{
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ThreadHelper.ThrowIfNotOnUIThread();
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IVsOutputWindowPane BuildOutputPane = UnrealVSPackage.Instance.GetOutputPane();
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DTE DTE = UnrealVSPackage.Instance.DTE;
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BuildOutputPane.OutputString($"1> PPFullPath: {PPFullPath}{Environment.NewLine}");
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if (File.Exists(PPFullPath))
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{
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// if the file exists, rename it to isolate the file and have its extension be the original to maintain syntax highlighting
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string Dir = Path.GetDirectoryName(PPFullPath);
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string FileName = Path.GetFileNameWithoutExtension(Path.GetFileNameWithoutExtension(PPFullPath)) + "_preprocessed";
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string RenamedFile = Path.Combine(Dir, FileName) + FileToCompileOriginalExt;
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File.Copy(PPFullPath, RenamedFile, true /*overwrite*/);
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DTE.ExecuteCommand("File.OpenFile", $"\"{RenamedFile}\"");
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}
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}
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private void BuildEvents_OnBuildBegin(vsBuildScope Scope, vsBuildAction Action)
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{
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KillChildProcess();
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}
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}
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}
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