Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/ScriptCompiler.cs
Gil Gribb 8a983d37be build script, fix case sensitivity issues
[CL 2061016 by Gil Gribb in Main branch]
2014-05-01 10:18:24 -04:00

299 lines
9.6 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.CodeDom.Compiler;
using Microsoft.CSharp;
using Microsoft.Win32;
using System.Reflection;
using System.Diagnostics;
using UnrealBuildTool;
namespace AutomationTool
{
/// <summary>
/// Exception thrown by PreprocessScriptFile.
/// </summary>
class CompilationException : AutomationException
{
public CompilationException(string Filename, int StartLine, int StartColumn, int EndLine, int EndColumn, string Message, params string[] Args)
: base(String.Format("Compilation Failed.\n>{0}({1},{2},{3},{4}): error: {5}", Path.GetFullPath(Filename), StartLine + 1, StartColumn + 1, EndLine + 1, EndColumn + 1,
String.Format(Message, Args)))
{
}
}
/// <summary>
/// Compiles and loads script assemblies.
/// </summary>
class ScriptCompiler
{
#region Fields
private CaselessDictionary<Type> ScriptCommands;
#if DEBUG
const string BuildConfig = "Debug";
#else
const string BuildConfig = "Development";
#endif
const string DefaultScriptsDLLName = "AutomationScripts.Automation.dll";
#endregion
#region Compilation
public ScriptCompiler()
{
}
/// <summary>
/// Finds and/or compiles all script files and assemblies.
/// </summary>
/// <param name="AdditionalScriptsFolders">Additional script fodlers to look for source files in.</param>
public void FindAndCompileAllScripts(List<string> AdditionalScriptsFolders)
{
bool DoCompile = true;
if (GlobalCommandLine.NoCompile)
{
DoCompile = false;
}
// Change to Engine\Source (if exists) to properly discover all UBT classes
var OldCWD = Environment.CurrentDirectory;
var UnrealBuildToolCWD = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source");
if (Directory.Exists(UnrealBuildToolCWD))
{
Environment.CurrentDirectory = UnrealBuildToolCWD;
}
// Register all the classes inside UBT
Log.TraceVerbose("Registering UBT Classes.");
UnrealBuildTool.UnrealBuildTool.RegisterAllUBTClasses();
Environment.CurrentDirectory = OldCWD;
// Compile only if not disallowed.
if (DoCompile && !String.IsNullOrEmpty(CommandUtils.CmdEnv.MsBuildExe))
{
CleanupScriptsAssemblies();
FindAndCompileScriptModules(AdditionalScriptsFolders);
}
var ScriptAssemblies = new List<Assembly>();
LoadPreCompiledScriptAssemblies(ScriptAssemblies);
// Setup platforms
Platform.InitializePlatforms(ScriptAssemblies.ToArray());
// Instantiate all the automation classes for interrogation
Log.TraceVerbose("Creating commands.");
ScriptCommands = new CaselessDictionary<Type>();
foreach (var CompiledScripts in ScriptAssemblies)
{
foreach (var ClassType in CompiledScripts.GetTypes())
{
if (ClassType.IsSubclassOf(typeof(BuildCommand)) && ClassType.IsAbstract == false)
{
if (ScriptCommands.ContainsKey(ClassType.Name) == false)
{
ScriptCommands.Add(ClassType.Name, ClassType);
}
else
{
Log.TraceWarning("Unable to add command {0} twice. Previous: {1}, Current: {2}", ClassType.Name,
ClassType.AssemblyQualifiedName, ScriptCommands[ClassType.Name].AssemblyQualifiedName);
}
}
}
}
}
private static void FindAndCompileScriptModules(List<string> AdditionalScriptsFolders)
{
var OldCWD = Environment.CurrentDirectory;
var UnrealBuildToolCWD = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source");
// Convert script folders to be relative to UnrealBuildTool's expected CWD
var RemappedAdditionalScriptFolders = new List<string>();
foreach (var CurFolder in AdditionalScriptsFolders)
{
RemappedAdditionalScriptFolders.Add(UnrealBuildTool.Utils.MakePathRelativeTo(CurFolder, UnrealBuildToolCWD));
}
Environment.CurrentDirectory = UnrealBuildToolCWD;
// Configure the rules compiler
// Get all game folders and convert them to build subfolders.
var AllGameFolders = UnrealBuildTool.UEBuildTarget.DiscoverAllGameFolders();
var BuildFolders = new List<string>(AllGameFolders.Count);
foreach (var Folder in AllGameFolders)
{
var GameBuildFolder = CommandUtils.CombinePaths(Folder, "Build");
if (Directory.Exists(GameBuildFolder))
{
BuildFolders.Add(GameBuildFolder);
}
}
RemappedAdditionalScriptFolders.AddRange(BuildFolders);
Log.TraceVerbose("Discovering game folders.");
UnrealBuildTool.RulesCompiler.SetAssemblyNameAndGameFolders("UnrealAutomationToolRules", AllGameFolders);
var Modules = UnrealBuildTool.RulesCompiler.FindAllRulesSourceFiles(UnrealBuildTool.RulesCompiler.RulesFileType.AutomationModule, RemappedAdditionalScriptFolders);
CompileModules(Modules);
Environment.CurrentDirectory = OldCWD;
}
/// <summary>
/// Compiles all script modules.
/// </summary>
/// <param name="Modules">Module project filenames.</param>
/// <param name="CompiledModuleFilenames">The resulting compiled module assembly filenames.</param>
private static void CompileModules(List<string> Modules)
{
Log.TraceInformation("Building script modules");
// Make sure DefaultScriptsDLLName is compiled first
var DefaultScriptsProjName = Path.ChangeExtension(DefaultScriptsDLLName, "csproj");
foreach (var ModuleName in Modules)
{
if (ModuleName.IndexOf(DefaultScriptsProjName, StringComparison.InvariantCultureIgnoreCase) >= 0)
{
Log.TraceInformation("Building script module: {0}", ModuleName);
try
{
CompileScriptModule(ModuleName);
}
catch (Exception Ex)
{
CommandUtils.Log(TraceEventType.Error, Ex);
throw new AutomationException("Failed to compile module {0}", ModuleName);
}
break;
}
}
// Second pass, compile everything else
foreach (var ModuleName in Modules)
{
if (ModuleName.IndexOf(DefaultScriptsProjName, StringComparison.InvariantCultureIgnoreCase) < 0)
{
Log.TraceInformation("Building script module: {0}", ModuleName);
try
{
CompileScriptModule(ModuleName);
}
catch (Exception Ex)
{
CommandUtils.Log(TraceEventType.Error, Ex);
throw new AutomationException("Failed to compile module {0}", ModuleName);
}
}
}
}
/// <summary>
/// Builds a script module (csproj file)
/// </summary>
/// <param name="ProjectFile"></param>
/// <returns></returns>
private static bool CompileScriptModule(string ProjectFile)
{
if (!ProjectFile.EndsWith(".csproj", StringComparison.InvariantCultureIgnoreCase))
{
throw new AutomationException(String.Format("Unable to build Project {0}. Not a valid .csproj file.", ProjectFile));
}
if (!CommandUtils.FileExists(ProjectFile))
{
throw new AutomationException(String.Format("Unable to build Project {0}. Project file not found.", ProjectFile));
}
var CmdLine = String.Format("\"{0}\" /verbosity:quiet /nologo /target:Build /property:Configuration={1} /property:Platform=AnyCPU /p:TreatWarningsAsErrors=true /p:BuildProjectReferences=true",
ProjectFile, BuildConfig);
// Compile the project
var Result = CommandUtils.Run(CommandUtils.CmdEnv.MsBuildExe, CmdLine);
if (Result.ExitCode != 0)
{
throw new AutomationException(String.Format("Failed to build \"{0}\":{1}{2}", ProjectFile, Environment.NewLine, Result.Output));
}
else
{
// Remove .Automation.csproj and copy to target dir
Log.TraceVerbose("Successfully compiled {0}", ProjectFile);
}
return Result.ExitCode == 0;
}
/// <summary>
/// Loads all precompiled assemblies (DLLs that end with *Scripts.dll).
/// </summary>
/// <param name="OutScriptAssemblies">List to store all loaded assemblies.</param>
private static void LoadPreCompiledScriptAssemblies(List<Assembly> OutScriptAssemblies)
{
CommandUtils.Log("Loading precompiled script DLLs");
bool DefaultScriptsDLLFound = false;
var ScriptsLocation = GetScriptAssemblyFolder();
if (CommandUtils.DirectoryExists(ScriptsLocation))
{
var ScriptDLLFiles = Directory.GetFiles(ScriptsLocation, "*.Automation.dll", SearchOption.AllDirectories);
CommandUtils.Log("Found {0} script DLL(s).", ScriptDLLFiles.Length);
foreach (var ScriptsDLLFilename in ScriptDLLFiles)
{
// Load the assembly into our app domain
CommandUtils.Log("Loading script DLL: {0}", ScriptsDLLFilename);
try
{
var Dll = AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(ScriptsDLLFilename));
OutScriptAssemblies.Add(Dll);
// Check if this is the default scripts DLL.
if (!DefaultScriptsDLLFound && String.Compare(Path.GetFileName(ScriptsDLLFilename), DefaultScriptsDLLName, true) == 0)
{
DefaultScriptsDLLFound = true;
}
}
catch (Exception Ex)
{
throw new AutomationException("Failed to load script DLL: {0}: {1}", ScriptsDLLFilename, Ex.Message);
}
}
}
else
{
CommandUtils.LogError("Scripts folder {0} does not exist!", ScriptsLocation);
}
// The default scripts DLL is required!
if (!DefaultScriptsDLLFound)
{
throw new AutomationException("{0} was not found or could not be loaded, can't run scripts.", DefaultScriptsDLLName);
}
}
private void CleanupScriptsAssemblies()
{
Log.TraceInformation("Cleaning up script DLL folder");
CommandUtils.DeleteDirectory(GetScriptAssemblyFolder());
}
private static string GetScriptAssemblyFolder()
{
return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Binaries", "DotNET", "AutomationScripts");
}
#endregion
#region Properties
public CaselessDictionary<Type> Commands
{
get { return ScriptCommands; }
}
#endregion
}
}