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UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal #jira none [CL 16648181 by jonathan adamczewski in ue5-main branch]
169 lines
5.1 KiB
C#
169 lines
5.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using EpicGames.Core;
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namespace UnrealBuildBase
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{
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/// <summary>
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/// Utility functions for querying native projects (ie. those found via a .uprojectdirs query)
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/// </summary>
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public class NativeProjectsBase
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{
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/// <summary>
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/// Object used for synchronizing access to static fields
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/// </summary>
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protected static object LockObject = new object();
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/// <summary>
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/// The native project base directories
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/// </summary>
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static HashSet<DirectoryReference>? CachedBaseDirectories;
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/// <summary>
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/// Cached list of project files within all the base directories
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/// </summary>
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static HashSet<FileReference>? CachedProjectFiles;
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/// <summary>
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/// Clear our cached properties. Generally only needed if your script has modified local files...
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/// </summary>
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public static void ClearCacheBase()
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{
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CachedBaseDirectories = null;
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CachedProjectFiles = null;
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}
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/// <summary>
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/// Retrieve the list of base directories for native projects
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/// </summary>
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public static IEnumerable<DirectoryReference> EnumerateBaseDirectories()
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{
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if(CachedBaseDirectories == null)
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{
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lock(LockObject)
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{
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if(CachedBaseDirectories == null)
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{
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HashSet<DirectoryReference> BaseDirs = new HashSet<DirectoryReference>();
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foreach (FileReference RootFile in DirectoryLookupCache.EnumerateFiles(Unreal.RootDirectory))
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{
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if(RootFile.HasExtension(".uprojectdirs"))
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{
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foreach(string Line in File.ReadAllLines(RootFile.FullName))
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{
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string TrimLine = Line.Trim();
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if(!TrimLine.StartsWith(";"))
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{
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DirectoryReference BaseProjectDir = DirectoryReference.Combine(Unreal.RootDirectory, TrimLine);
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if(BaseProjectDir.IsUnderDirectory(Unreal.RootDirectory))
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{
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BaseDirs.Add(BaseProjectDir);
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}
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else
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{
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Log.TraceWarning("Project search path '{0}' referenced by '{1}' is not under '{2}', ignoring.", TrimLine, RootFile, Unreal.RootDirectory);
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}
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}
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}
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}
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}
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CachedBaseDirectories = BaseDirs;
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}
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}
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}
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return CachedBaseDirectories;
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}
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/// <summary>
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/// Returns a list of all the projects
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/// </summary>
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/// <returns>List of projects</returns>
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public static IEnumerable<FileReference> EnumerateProjectFiles()
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{
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if(CachedProjectFiles == null)
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{
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lock(LockObject)
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{
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if(CachedProjectFiles == null)
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{
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HashSet<FileReference> ProjectFiles = new HashSet<FileReference>();
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foreach(DirectoryReference BaseDirectory in EnumerateBaseDirectories())
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{
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if(DirectoryLookupCache.DirectoryExists(BaseDirectory))
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{
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foreach(DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(BaseDirectory))
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{
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// Ignore system directories (specifically for Mac, since temporary folders are created here)
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string DirectoryName = SubDirectory.GetDirectoryName();
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if (DirectoryName.StartsWith(".", StringComparison.Ordinal))
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{
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continue;
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}
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foreach(FileReference File in DirectoryLookupCache.EnumerateFiles(SubDirectory))
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{
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if(File.HasExtension(".uproject"))
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{
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ProjectFiles.Add(File);
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}
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}
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}
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}
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}
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CachedProjectFiles = ProjectFiles;
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}
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}
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}
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return CachedProjectFiles;
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}
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/// <summary>
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/// Finds all target files under a given folder, and add them to the target name to project file map
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/// </summary>
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/// <param name="Directory">Directory to search</param>
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/// <param name="TargetNameToProjectFile">Map from target name to project file</param>
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/// <param name="ProjectFile">The project file for this directory</param>
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protected static void FindTargetFiles(DirectoryReference Directory, Dictionary<string, FileReference> TargetNameToProjectFile, FileReference ProjectFile)
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{
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// Search for all target files within this directory
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bool bSearchSubFolders = true;
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foreach (FileReference File in DirectoryLookupCache.EnumerateFiles(Directory))
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{
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if (File.HasExtension(".target.cs"))
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{
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string TargetName = Path.GetFileNameWithoutExtension(File.GetFileNameWithoutExtension());
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TargetNameToProjectFile[TargetName] = ProjectFile;
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bSearchSubFolders = false;
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}
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}
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// If we didn't find anything, recurse through the subfolders
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if(bSearchSubFolders)
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{
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foreach(DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(Directory))
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{
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FindTargetFiles(SubDirectory, TargetNameToProjectFile, ProjectFile);
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}
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}
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}
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/// <summary>
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/// Checks if a given project is a native project
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/// </summary>
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/// <param name="ProjectFile">The project file to check</param>
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/// <returns>True if the given project is a native project</returns>
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public static bool IsNativeProject(FileReference ProjectFile)
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{
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EnumerateProjectFiles();
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return CachedProjectFiles!.Contains(ProjectFile);
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}
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}
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}
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