Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidProjectGenerator.cs
dmytro ivanov 4937d0eacb Adding support for >=2 Android devices in VS+AGDE when pushing libUnreal.so outside of .apk.
Implements support for patching .vcxproj.user files.

#jira UE-200682
#rb Chris.Babcock

[CL 30479151 by dmytro ivanov in ue5-main branch]
2024-01-08 07:55:34 -05:00

181 lines
7.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Base class for platform-specific project generators
/// </summary>
class AndroidProjectGenerator : PlatformProjectGenerator
{
/// <summary>
/// Whether Android Game Development Extension is installed in the system. See https://developer.android.com/games/agde for more details.
/// May be disabled by using -noagde on commandline
/// </summary>
private bool AGDEInstalled = false;
public AndroidProjectGenerator(CommandLineArguments Arguments, ILogger Logger)
: base(Arguments, Logger)
{
AGDEInstalled = false;
if (OperatingSystem.IsWindows() && !Arguments.HasOption("-noagde"))
{
AGDEInstalled = Microsoft.Win32.Registry.LocalMachine.OpenSubKey(@"SOFTWARE\WOW6432Node\Google\AndroidGameDevelopmentExtension")?.ValueCount > 0;
if (!AGDEInstalled)
{
try
{
string? programFiles86 = Environment.GetEnvironmentVariable("ProgramFiles(x86)");
if (programFiles86 != null)
{
string vswhereExe = Path.Join(programFiles86, @"Microsoft Visual Studio\Installer\vswhere.exe");
if (File.Exists(vswhereExe))
{
using (Process p = new Process())
{
ProcessStartInfo info = new ProcessStartInfo
{
FileName = vswhereExe,
Arguments = @"-find Common7\IDE\Extensions\*\Google.VisualStudio.Android.dll",
RedirectStandardOutput = true,
UseShellExecute = false
};
p.StartInfo = info;
p.Start();
AGDEInstalled = p.StandardOutput.ReadToEnd().Contains("Google.VisualStudio.Android.dll");
}
}
}
}
catch (Exception ex)
{
Logger.LogInformation("Failed to identify AGDE installation status: {Message}", ex.Message);
}
}
}
}
/// <summary>
/// Enumerate all the platforms that this generator supports
/// </summary>
public override IEnumerable<UnrealTargetPlatform> GetPlatforms()
{
yield return UnrealTargetPlatform.Android;
}
/// <inheritdoc/>
public override bool HasVisualStudioSupport(VSSettings InVSSettings)
{
// Debugging, etc. are dependent on the TADP being installed
return AGDEInstalled;
}
/// <inheritdoc/>
public override string GetVisualStudioPlatformName(VSSettings InVSSettings)
{
string PlatformName = InVSSettings.Platform.ToString();
if (InVSSettings.Platform == UnrealTargetPlatform.Android && AGDEInstalled)
{
PlatformName = "Android-arm64-v8a";
}
return PlatformName;
}
/// <inheritdoc/>
public override void GetAdditionalVisualStudioPropertyGroups(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
if (AGDEInstalled)
{
base.GetAdditionalVisualStudioPropertyGroups(InVSSettings, ProjectFileBuilder);
}
}
/// <inheritdoc/>
public override void GetVisualStudioPathsEntries(VSSettings InVSSettings, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference NMakeOutputPath, StringBuilder ProjectFileBuilder)
{
if (AGDEInstalled)
{
string apkLocation = Path.Combine(
Path.GetDirectoryName(NMakeOutputPath.FullName)!,
Path.GetFileNameWithoutExtension(NMakeOutputPath.FullName) + "-arm64.apk");
ProjectFileBuilder.AppendLine($" <AndroidApkLocation>{apkLocation}</AndroidApkLocation>");
string intermediateRootPath = Path.GetFullPath(Path.GetDirectoryName(NMakeOutputPath.FullName) + @"\..\..\Intermediate\Android\");
List<string> symbolLocations = new List<string>
{
Path.Combine(intermediateRootPath, "arm64", "jni", "arm64-v8a"),
Path.Combine(intermediateRootPath, "arm64", "libs", "arm64-v8a"),
Path.Combine(intermediateRootPath, "LLDBSymbolsLibs", "arm64") // support bDontBundleLibrariesInAPK
};
ProjectFileBuilder.AppendLine($" <AndroidSymbolDirectories>{string.Join(";", symbolLocations)}</AndroidSymbolDirectories>");
}
else
{
base.GetVisualStudioPathsEntries(InVSSettings, TargetType, TargetRulesPath, ProjectFilePath, NMakeOutputPath, ProjectFileBuilder);
}
}
public override string GetExtraBuildArguments(VSSettings InVSSettings)
{
// do not need to check InPlatform since it will always be UnrealTargetPlatform.Android
return (AGDEInstalled ? " -Architectures=arm64 -ForceAPKGeneration" : "") + base.GetExtraBuildArguments(InVSSettings);
}
public override string GetVisualStudioUserFileStrings(VisualStudioUserFileSettings VCUserFileSettings, VSSettings InVSSettings, string InConditionString, TargetRules InTargetRules, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference? NMakeOutputPath, string ProjectName, string? ForeignUProjectPath)
{
if (AGDEInstalled
&& (InVSSettings.Platform == UnrealTargetPlatform.Android)
&& ((InTargetRules.Type == TargetRules.TargetType.Client) || (InTargetRules.Type == TargetRules.TargetType.Game)))
{
StringBuilder Out = new StringBuilder();
Out.AppendLine(" <PropertyGroup " + InConditionString + ">");
string LldbFormatterImport = $"command script import \"" + Path.Combine(Unreal.EngineDirectory.FullName, "Extras", "LLDBDataFormatters", "UEDataFormatters_2ByteChars.py") + "\"";
Out.AppendLine($" <AndroidLldbStartupCommands>{LldbFormatterImport};$(AndroidLldbStartupCommands)</AndroidLldbStartupCommands>");
VCUserFileSettings.PatchProperty("AndroidLldbStartupCommands");
if (NMakeOutputPath != null)
{
// It's critical to have AndroidDebugTarget here and for it to be before properties that use it (e.g. AndroidPostApkInstallCommands), otherwise MSBuild will evaluate it to empty string.
Out.AppendLine(" <AndroidDebugTarget></AndroidDebugTarget>");
// At this stage we don't know if bDontBundleLibrariesInAPK is enabled or not, so make a fail-safe check.
string PushSOScript = Path.Combine(
Path.GetDirectoryName(NMakeOutputPath.FullName)!,
"Push_" + Path.GetFileNameWithoutExtension(NMakeOutputPath.FullName) + "-arm64_so.bat");
// AGDE specifies current debug target in AndroidDebugTarget property in a form of "model:serial:arch".
// AndroidDebugTarget is a special property and needs to be evaluated in-line. And the push script needs the device serial as first argument to push to the correct device.
// MSBuild Property Functions allow to invoke limited C# expression from with-in MSBuild, see https://learn.microsoft.com/en-us/visualstudio/msbuild/property-functions?view=vs-2022
// They lack conditional statements, so this expression makes a branch-less variant by always appending "::" to AndroidDebugTarget,
// so regardless of what value it has, Split(':')[1] will never throw an exception.
string GetTargetDeviceSerial = "$([System.String]::Concat($(AndroidDebugTarget), \"::\").Split(':')[1])";
Out.AppendLine(
$" <AndroidPostApkInstallCommands>IF EXIST {PushSOScript} {PushSOScript} {GetTargetDeviceSerial};$(AndroidPostApkInstallCommands)</AndroidPostApkInstallCommands>");
// Ensure the following properties are up to date even if .vcxproj.user already exists and are in correct order between each other.
VCUserFileSettings.PatchProperty("AndroidDebugTarget", true);
VCUserFileSettings.PatchProperty("AndroidPostApkInstallCommands");
}
Out.AppendLine(" </PropertyGroup>");
return Out.ToString();
}
return string.Empty;
}
}
}