Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/FinalizeInstalledBuild.cs
ben marsh b876fefefd Fix error compiling editor targets from installed builds.
#rb none
#rnx
#jira

#ROBOMERGE-SOURCE: CL 7713312 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v385-7708028)

[CL 7713313 by ben marsh in Main branch]
2019-08-04 19:48:29 -04:00

178 lines
8.9 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Tools.DotNETCommon;
using UnrealBuildTool;
namespace AutomationTool
{
/// <summary>
/// Commandlet to finalize the creation of an installed build - creating an InstalledBuild.txt file and writing
/// out installed platform entries for all platforms/configurations where a UE4Game .target file can be found
/// </summary>
[Help("Command to perform additional steps to prepare an installed build.")]
[Help("OutputDir=<RootDirectory>", "Root Directory of the installed build data (required)")]
[Help("ContentOnlyPlatforms=<PlatformNameList>", "List of platforms that should be marked as only supporting content projects (optional)")]
[Help("<Platform>Architectures=<ArchitectureList>)", "List of architectures that are used for a given platform (optional)")]
[Help("<Platform>GPUArchitectures=<GPUArchitectureList>)", "List of GPU architectures that are used for a given platform (optional)")]
[Help("AnalyticsTypeOverride=<TypeName>", "Name to give this build for analytics purposes (optional)")]
class FinalizeInstalledBuild : BuildCommand
{
/// <summary>
/// Entry point for the commandlet
/// </summary>
public override void ExecuteBuild()
{
string OutputDir = ParseParamValue("OutputDir");
string ContentOnlyPlatformsString = ParseParamValue("ContentOnlyPlatforms");
IEnumerable<UnrealTargetPlatform> ContentOnlyPlatforms = Enumerable.Empty<UnrealTargetPlatform>();
if (!String.IsNullOrWhiteSpace(ContentOnlyPlatformsString))
{
ContentOnlyPlatforms = ContentOnlyPlatformsString.Split(';').Where(x => !String.IsNullOrWhiteSpace(x)).Select(x => UnrealTargetPlatform.Parse(x));
}
string AnalyticsTypeOverride = ParseParamValue("AnalyticsTypeOverride");
// Write InstalledBuild.txt to indicate Engine is installed
string InstalledBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledBuild.txt");
CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(InstalledBuildFile));
CommandUtils.WriteAllText(InstalledBuildFile, "");
// Write InstalledBuild.txt to indicate Engine is installed
string Project = ParseParamValue("Project");
if(Project != null)
{
string InstalledProjectBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledProjectBuild.txt");
CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(InstalledProjectBuildFile));
CommandUtils.WriteAllText(InstalledProjectBuildFile, new FileReference(Project).MakeRelativeTo(new DirectoryReference(OutputDir)));
}
string OutputEnginePath = Path.Combine(OutputDir, "Engine");
string OutputBaseEnginePath = Path.Combine(OutputEnginePath, "Config", "BaseEngine.ini");
FileAttributes OutputAttributes = FileAttributes.ReadOnly;
List<String> IniLines = new List<String>();
// Should always exist but if not, we don't need extra line
if (File.Exists(OutputBaseEnginePath))
{
OutputAttributes = File.GetAttributes(OutputBaseEnginePath);
IniLines.Add("");
}
else
{
CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(OutputBaseEnginePath));
CommandUtils.WriteAllText(OutputBaseEnginePath, "");
OutputAttributes = File.GetAttributes(OutputBaseEnginePath) | OutputAttributes;
}
// Create list of platform configurations installed in a Rocket build
List<InstalledPlatformInfo.InstalledPlatformConfiguration> InstalledConfigs = new List<InstalledPlatformInfo.InstalledPlatformConfiguration>();
// Add the editor platform, otherwise we'll never be able to run UAT
string EditorArchitecture = PlatformExports.GetDefaultArchitecture(HostPlatform.Current.HostEditorPlatform, null);
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(UnrealTargetConfiguration.Development, HostPlatform.Current.HostEditorPlatform, TargetRules.TargetType.Editor, EditorArchitecture, "", EProjectType.Unknown, false));
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(UnrealTargetConfiguration.DebugGame, HostPlatform.Current.HostEditorPlatform, TargetRules.TargetType.Editor, EditorArchitecture, "", EProjectType.Unknown, false));
foreach (UnrealTargetPlatform CodeTargetPlatform in UnrealTargetPlatform.GetValidPlatforms())
{
if (PlatformExports.IsPlatformAvailable(CodeTargetPlatform))
{
string Architecture = PlatformExports.GetDefaultArchitecture(CodeTargetPlatform, null);
// Try to parse additional Architectures from the command line
string Architectures = ParseParamValue(CodeTargetPlatform.ToString() + "Architectures");
string GPUArchitectures = ParseParamValue(CodeTargetPlatform.ToString() + "GPUArchitectures");
// Build a list of pre-compiled architecture combinations for this platform if any
List<string> AllArchNames;
if (!String.IsNullOrWhiteSpace(Architectures) && !String.IsNullOrWhiteSpace(GPUArchitectures))
{
AllArchNames = (from Arch in Architectures.Split('+')
from GPUArch in GPUArchitectures.Split('+')
select "-" + Arch + "-" + GPUArch).ToList();
}
else if (!String.IsNullOrWhiteSpace(Architectures))
{
AllArchNames = Architectures.Split('+').ToList();
}
// if there aren't any, use the default
else
{
AllArchNames = new List<string>() { Architecture };
}
// Check whether this platform should only be used for content based projects
EProjectType ProjectType = ContentOnlyPlatforms.Contains(CodeTargetPlatform) ? EProjectType.Content : EProjectType.Any;
// Allow Content only platforms to be shown as options in all projects
bool bCanBeDisplayed = ProjectType == EProjectType.Content;
foreach (UnrealTargetConfiguration CodeTargetConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
string[] TargetNames = new string[] { "UE4Game", "UE4Client", "UE4Server" };
foreach(string TargetName in TargetNames)
{
// Need to check for development receipt as we use that for the Engine code in DebugGame
UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration;
// Android has multiple architecture flavors built without receipts, so use the default arch target instead
if (CodeTargetPlatform == UnrealTargetPlatform.Android)
{
FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(new DirectoryReference(OutputEnginePath), TargetName, CodeTargetPlatform, EngineConfiguration, Architecture);
if (FileReference.Exists(ReceiptFileName))
{
// Strip the output folder so that this can be used on any machine
string RelativeReceiptFileName = ReceiptFileName.MakeRelativeTo(new DirectoryReference(OutputDir));
// Blindly append all of the architecture names
if (AllArchNames.Count > 0)
{
foreach (string Arch in AllArchNames)
{
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetType.Game, Arch, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
// if for some reason we didn't specify any flavors, just add the default one.
else
{
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetType.Game, Architecture, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
}
// If we're not Android, check the existence of the target receipts for each architecture specified.
else
{
foreach (string Arch in AllArchNames)
{
FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(new DirectoryReference(OutputEnginePath), TargetName, CodeTargetPlatform, EngineConfiguration, Arch);
if (FileReference.Exists(ReceiptFileName))
{
string RelativeReceiptFileName = ReceiptFileName.MakeRelativeTo(new DirectoryReference(OutputDir));
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetType.Game, Arch, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
}
}
}
}
}
UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(InstalledConfigs, ref IniLines);
if (!String.IsNullOrEmpty(AnalyticsTypeOverride))
{
// Write Custom Analytics type setting
IniLines.Add("");
IniLines.Add("[Analytics]");
IniLines.Add(String.Format("UE4TypeOverride=\"{0}\"", AnalyticsTypeOverride));
}
// Make sure we can write to the the config file
File.SetAttributes(OutputBaseEnginePath, OutputAttributes & ~FileAttributes.ReadOnly);
File.AppendAllLines(OutputBaseEnginePath, IniLines);
File.SetAttributes(OutputBaseEnginePath, OutputAttributes);
}
}
}