Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProject.cs
bryan sefcik 97a993d0d4 Moved the default VS include paths to the common file.
#jira

[CL 26449732 by bryan sefcik in 5.3 branch]
2023-07-18 18:06:50 -04:00

2329 lines
95 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Security;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using System.Xml;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
using Newtonsoft.Json.Linq;
namespace UnrealBuildTool
{
/// <summary>
/// Specifies the context for building an MSBuild project
/// </summary>
class MSBuildProjectContext
{
/// <summary>
/// Name of the configuration
/// </summary>
public string ConfigurationName;
/// <summary>
/// Name of the platform
/// </summary>
public string PlatformName;
/// <summary>
/// Whether this context should be built by default
/// </summary>
public bool bBuildByDefault;
/// <summary>
/// Whether this context should be deployed by default
/// </summary>
public bool bDeployByDefault;
/// <summary>
/// Constructor
/// </summary>
/// <param name="ConfigurationName">Name of this configuration</param>
/// <param name="PlatformName">Name of this platform</param>
public MSBuildProjectContext(string ConfigurationName, string PlatformName)
{
this.ConfigurationName = ConfigurationName;
this.PlatformName = PlatformName;
}
/// <summary>
/// The name of this context
/// </summary>
public string Name => String.Format("{0}|{1}", ConfigurationName, PlatformName);
/// <summary>
/// Serializes this context to a string for debugging
/// </summary>
/// <returns>Name of this context</returns>
public override string ToString()
{
return Name;
}
}
/// <summary>
/// Represents an arbitrary MSBuild project
/// </summary>
abstract class MSBuildProjectFile : ProjectFile
{
/// The project file version string
public static readonly string VCProjectFileVersionString = "10.0.30319.1";
/// The build configuration name to use for stub project configurations. These are projects whose purpose
/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
/// to Visual Studio
public static readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
/// The name of the Visual C++ platform to use for stub project configurations
/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
public static readonly string StubProjectPlatformName = "Win64";
/// <summary>
/// The Guid representing the project type e.g. C# or C++
/// </summary>
public virtual string ProjectTypeGUID => throw new BuildException("Unrecognized type of project file for Visual Studio solution");
static Guid PathNamespaceGuid { get; } = new Guid("2D8570D5-7FFC-4E6D-A9D7-E860E117D717");
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
/// <param name="BaseDir">The base directory for files within this project</param>
public MSBuildProjectFile(FileReference InitFilePath, DirectoryReference BaseDir)
: base(InitFilePath, BaseDir)
{
// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
// GUID by loading it from the existing file.
if (FileReference.Exists(ProjectFilePath))
{
try
{
LoadGUIDFromExistingProject();
}
catch (Exception)
{
// Failed to find GUID, so just create a new one
ProjectGUID = VCProjectFileGenerator.MakeMd5Guid(PathNamespaceGuid, ProjectFilePath.FullName);
}
}
if (ProjectGUID == Guid.Empty)
{
// Generate a brand new GUID
ProjectGUID = VCProjectFileGenerator.MakeMd5Guid(PathNamespaceGuid, ProjectFilePath.FullName);
}
}
/// <summary>
/// Attempts to load the project's GUID from an existing project file on disk
/// </summary>
public override void LoadGUIDFromExistingProject()
{
// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
if (ProjectFileGenerator.bGenerateProjectFiles)
{
XmlDocument Doc = new XmlDocument();
Doc.Load(ProjectFilePath.FullName);
// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
// to the project (such as adding a single new file.) It would make diffing changes much easier!
// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
XmlNodeList Elements = Doc.GetElementsByTagName("ProjectGuid");
foreach (XmlElement? Element in Elements)
{
if (Element == null)
{
continue;
}
ProjectGUID = Guid.ParseExact(Element.InnerText.Trim("{}".ToCharArray()), "D");
}
}
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="Logger">Logger for output</param>
/// <returns>Project context matching the given solution context</returns>
public abstract MSBuildProjectContext GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger);
/// <summary>
/// Checks to see if the specified solution platform and configuration is able to map to this project
/// </summary>
/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
/// <param name="Platform">Platform</param>
/// <param name="Configuration">Configuration</param>
/// <param name="Logger">Logger for output</param>
/// <returns>True if this is a valid combination for this project, otherwise false</returns>
public static bool IsValidProjectPlatformAndConfiguration(Project ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, ILogger Logger)
{
if (!ProjectFileGenerator.bIncludeTestAndShippingConfigs)
{
if (Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)
{
return false;
}
}
if (!ProjectFileGenerator.bIncludeDebugConfigs)
{
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
{
return false;
}
}
if (!ProjectFileGenerator.bIncludeDevelopmentConfigs)
{
if (Configuration == UnrealTargetConfiguration.Development)
{
return false;
}
}
UEBuildPlatform? BuildPlatform;
if (!UEBuildPlatform.TryGetBuildPlatform(Platform, out BuildPlatform))
{
return false;
}
if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
{
return false;
}
List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
if (ProjectTarget.TargetRules != null)
{
SupportedPlatforms.AddRange(ProjectTarget.SupportedPlatforms);
SupportedConfigurations.AddRange(ProjectTarget.TargetRules.GetSupportedConfigurations());
}
// Add all of the extra platforms/configurations for this target
{
foreach (UnrealTargetPlatform ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms)
{
if (!SupportedPlatforms.Contains(ExtraPlatform))
{
SupportedPlatforms.Add(ExtraPlatform);
}
}
foreach (UnrealTargetConfiguration ExtraConfig in ProjectTarget.ExtraSupportedConfigurations)
{
if (!SupportedConfigurations.Contains(ExtraConfig))
{
SupportedConfigurations.Add(ExtraConfig);
}
}
}
// Only build for supported platforms
if (SupportedPlatforms.Contains(Platform) == false)
{
return false;
}
// Only build for supported configurations
if (SupportedConfigurations.Contains(Configuration) == false)
{
return false;
}
return true;
}
/// <summary>
/// Escapes characters in a filename so they can be stored in an XML attribute
/// </summary>
/// <param name="FileName">The filename to escape</param>
/// <returns>The escaped filename</returns>
public static string EscapeFileName(string FileName)
{
return SecurityElement.Escape(FileName)!;
}
/// <summary>
/// GUID for this Visual C++ project file
/// </summary>
public Guid ProjectGUID
{
get;
protected set;
}
}
class VCProjectFile : MSBuildProjectFile
{
VCProjectFileFormat ProjectFileFormat;
bool bUsePrecompiled;
bool bMakeProjectPerTarget;
string? BuildToolOverride;
Dictionary<DirectoryReference, string> ModuleDirToForceIncludePaths = new Dictionary<DirectoryReference, string>();
Dictionary<DirectoryReference, string> ModuleDirToPchHeaderFile = new Dictionary<DirectoryReference, string>();
VCProjectFileSettings Settings;
/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
/// a platform for any project configurations where our actual platform is not supported by the
/// installed version of Visual Studio (e.g, "iOS")
public const string DefaultPlatformName = "Win64";
// This is the GUID that Visual Studio uses to identify a C++ project file in the solution
public override string ProjectTypeGUID => "{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}";
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="FilePath">The path to the project file on disk</param>
/// <param name="BaseDir">The base directory for files within this project</param>
/// <param name="ProjectFileFormat">Visual C++ project file version</param>
/// <param name="bUsePrecompiled">Whether to add the -UsePrecompiled argumemnt when building targets</param>
/// <param name="bMakeProjectPerTarget">Whether to add roll the target type into the config (ie "Development Editor")</param>
/// <param name="BuildToolOverride">Optional arguments to pass to UBT when building</param>
/// <param name="Settings">Other settings</param>
public VCProjectFile(FileReference FilePath, DirectoryReference BaseDir, VCProjectFileFormat ProjectFileFormat, bool bUsePrecompiled, bool bMakeProjectPerTarget, string? BuildToolOverride, VCProjectFileSettings Settings)
: base(FilePath, BaseDir)
{
this.ProjectFileFormat = ProjectFileFormat;
this.bUsePrecompiled = bUsePrecompiled;
this.bMakeProjectPerTarget = bMakeProjectPerTarget;
this.BuildToolOverride = BuildToolOverride;
this.Settings = Settings;
}
/// <summary>
/// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
/// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
/// generate a configuration name that has the platform "built in", and use a default platform type
/// </summary>
/// <param name="Platform">Actual platform</param>
/// <param name="Configuration">Actual configuration</param>
/// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="Logger"></param>
/// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
/// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
private void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetConfigurationName, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger, out string ProjectPlatformName, out string ProjectConfigurationName)
{
PlatformProjectGenerator? PlatformProjectGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
// Check to see if this platform is supported directly by Visual Studio projects.
bool HasActualVSPlatform = (PlatformProjectGenerator != null) ? PlatformProjectGenerator.HasVisualStudioSupport(Platform, Configuration, ProjectFileFormat) : false;
if (HasActualVSPlatform)
{
// Great! Visual Studio supports this platform natively, so we don't need to make up
// a fake project configuration name.
// Allow the platform to specify the name used in VisualStudio.
// Note that the actual name of the platform on the Visual Studio side may be different than what
// UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
ProjectConfigurationName = Configuration.ToString();
ProjectPlatformName = PlatformProjectGenerator!.GetVisualStudioPlatformName(Platform, Configuration, BaseDir);
// The project generator may require a distinct configuration name - typically when two UnrealTargetPlatforms need the same ProjectPlatformName - otherwise the properties overwrite each oter.
if (PlatformProjectGenerator!.RequiresDistinctVisualStudioConfigurationName(Platform, Configuration, BaseDir))
{
ProjectConfigurationName = Platform.ToString() + "_" + Configuration.ToString();
}
}
else
{
// Visual Studio doesn't natively support this platform, so we fake it by mapping it to
// a project configuration that has the platform name in that configuration as a suffix,
// and then using "Win32" as the actual VS platform name
ProjectConfigurationName = Platform.ToString() + "_" + Configuration.ToString();
ProjectPlatformName = DefaultPlatformName;
}
if (!bMakeProjectPerTarget && TargetConfigurationName != TargetType.Game)
{
ProjectConfigurationName += "_" + TargetConfigurationName.ToString();
}
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generations</param>
/// <param name="Logger"></param>
/// <returns>Project context matching the given solution context</returns>
public override MSBuildProjectContext GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
// Stub projects always build in the same configuration
if (IsStubProject)
{
return new MSBuildProjectContext(StubProjectConfigurationName, StubProjectPlatformName);
}
// Have to match every solution configuration combination to a project configuration (or use the invalid one)
string ProjectConfigurationName = "Invalid";
// Get the default platform. If there were not valid platforms for this project, just use one that will always be available in VS.
string ProjectPlatformName = InvalidConfigPlatformNames!.First();
// Whether the configuration should be built automatically as part of the solution
bool bBuildByDefault = false;
// Whether this configuration should deploy by default (requires bBuildByDefault)
bool bDeployByDefault = false;
// Programs are built in editor configurations (since the editor is like a desktop program too) and game configurations (since we omit the "game" qualification in the configuration name).
bool IsProgramProject = ProjectTargets[0].TargetRules != null && ProjectTargets[0].TargetRules!.Type == TargetType.Program;
if (!IsProgramProject || SolutionTarget == TargetType.Game || SolutionTarget == TargetType.Editor)
{
// Get the target type we expect to find for this project
TargetType TargetConfigurationName = SolutionTarget;
if (IsProgramProject)
{
TargetConfigurationName = TargetType.Program;
}
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
List<Project> MatchingProjectTargets = new List<Project>();
foreach (Project ProjectTarget in ProjectTargets)
{
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionPlatform, SolutionConfiguration, Logger))
{
if (ProjectTarget.TargetRules != null)
{
if (bMakeProjectPerTarget || TargetConfigurationName == ProjectTarget.TargetRules.Type)
{
MatchingProjectTargets.Add(ProjectTarget);
}
}
else
{
if (ShouldBuildForAllSolutionTargets || TargetConfigurationName == TargetType.Game)
{
MatchingProjectTargets.Add(ProjectTarget);
}
}
}
}
// Always allow SCW and UnrealLighmass to build in editor configurations
if (MatchingProjectTargets.Count == 0 && SolutionTarget == TargetType.Editor && SolutionPlatform == UnrealTargetPlatform.Win64)
{
foreach (Project ProjectTarget in ProjectTargets)
{
string TargetName = ProjectTargets[0].TargetRules!.Name;
if (TargetName == "ShaderCompileWorker")
{
MatchingProjectTargets.Add(ProjectTarget);
break;
}
}
}
// Make sure there's only one matching project target
if (MatchingProjectTargets.Count > 1)
{
throw new BuildException("Not expecting more than one target for project {0} to match solution configuration {1} {2} {3}", ProjectFilePath, SolutionTarget, SolutionConfiguration, SolutionPlatform);
}
// If we found a matching project, get matching configuration
if (MatchingProjectTargets.Count == 1)
{
// Get the matching target
Project MatchingProjectTarget = MatchingProjectTargets[0];
// If the project wants to always build in "Development", regardless of what the solution configuration is set to, then we'll do that here.
UnrealTargetConfiguration ProjectConfiguration = SolutionConfiguration;
if (MatchingProjectTarget.ForceDevelopmentConfiguration && SolutionTarget != TargetType.Game)
{
ProjectConfiguration = UnrealTargetConfiguration.Development;
}
// Get the matching project configuration
UnrealTargetPlatform ProjectPlatform = SolutionPlatform;
if (IsStubProject)
{
if (ProjectConfiguration != UnrealTargetConfiguration.Unknown)
{
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
}
ProjectConfigurationName = StubProjectConfigurationName;
ProjectPlatformName = StubProjectPlatformName;
}
else
{
MakeProjectPlatformAndConfigurationNames(ProjectPlatform, ProjectConfiguration, TargetConfigurationName, PlatformProjectGenerators, Logger, out ProjectPlatformName, out ProjectConfigurationName);
}
// Set whether this project configuration should be built when the user initiates "build solution"
if (ShouldBuildByDefaultForSolutionTargets)
{
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
List<UnrealTargetPlatform>? SupportedPlatforms = null;
if (MatchingProjectTarget.TargetRules != null)
{
SupportedPlatforms = new List<UnrealTargetPlatform>();
SupportedPlatforms.AddRange(MatchingProjectTarget.SupportedPlatforms);
}
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionPlatform))
{
bBuildByDefault = true;
PlatformProjectGenerator? ProjGen = PlatformProjectGenerators.GetPlatformProjectGenerator(SolutionPlatform, true);
if (MatchingProjectTarget.ProjectDeploys ||
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(ProjectPlatform, ProjectConfiguration) == true)))
{
bDeployByDefault = true;
}
}
}
}
}
return new MSBuildProjectContext(ProjectConfigurationName, ProjectPlatformName) { bBuildByDefault = bBuildByDefault, bDeployByDefault = bDeployByDefault };
}
class ProjectConfigAndTargetCombination
{
public UnrealTargetPlatform? Platform;
public UnrealTargetConfiguration Configuration;
public string ProjectPlatformName;
public string ProjectConfigurationName;
public ProjectTarget? ProjectTarget;
public ProjectConfigAndTargetCombination(UnrealTargetPlatform? InPlatform, UnrealTargetConfiguration InConfiguration, string InProjectPlatformName, string InProjectConfigurationName, ProjectTarget? InProjectTarget)
{
Platform = InPlatform;
Configuration = InConfiguration;
ProjectPlatformName = InProjectPlatformName;
ProjectConfigurationName = InProjectConfigurationName;
ProjectTarget = InProjectTarget;
}
public string? ProjectConfigurationAndPlatformName => (ProjectPlatformName == null) ? null : (ProjectConfigurationName + "|" + ProjectPlatformName);
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration);
}
}
/// <inheritdoc/>
public override void AddModule(UEBuildModuleCPP Module, CppCompileEnvironment CompileEnvironment)
{
base.AddModule(Module, CompileEnvironment);
if (Settings.bUsePerFileIntellisense)
{
foreach (DirectoryReference ModuleDirectory in Module.ModuleDirectories)
{
List<string> ForceIncludePaths = new List<string>(CompileEnvironment.ForceIncludeFiles.Select(x => InsertPathVariables(x.Location)));
if (CompileEnvironment.PrecompiledHeaderIncludeFilename != null)
{
string PchHeaderFile = InsertPathVariables(CompileEnvironment.PrecompiledHeaderIncludeFilename);
ForceIncludePaths.Insert(0, PchHeaderFile);
ModuleDirToPchHeaderFile[Module.ModuleDirectory] = PchHeaderFile;
}
ModuleDirToForceIncludePaths[Module.ModuleDirectory] = String.Join(";", ForceIncludePaths);
}
}
}
static string InsertPathVariables(FileReference Location)
{
if (Location.IsUnderDirectory(ProjectFileGenerator.PrimaryProjectPath))
{
return String.Format("$(SolutionDir){0}", Location.MakeRelativeTo(ProjectFileGenerator.PrimaryProjectPath));
}
else
{
return Location.FullName;
}
}
/// <summary>
/// Gets highest C++ version which is used in this project
/// </summary>
/// <returns>C++ standard version</returns>
public CppStandardVersion GetIntelliSenseCppVersion()
{
if (IntelliSenseCppVersion != CppStandardVersion.Default)
{
return IntelliSenseCppVersion;
}
CppStandardVersion Version = CppStandardVersion.Default;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations!)
{
if (Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null && Combination.ProjectTarget.TargetRules.CppStandard > Version)
{
Version = Combination.ProjectTarget.TargetRules.CppStandard;
}
}
return Version;
}
/// <summary>
/// Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for specific C++ version
/// </summary>
private static string GetCppStandardCompileArgument(CppStandardVersion Version)
{
switch (Version)
{
case CppStandardVersion.Cpp14:
return "/std:c++14";
case CppStandardVersion.Cpp17:
return "/std:c++17";
case CppStandardVersion.Cpp20:
return "/std:c++20";
case CppStandardVersion.Latest:
return "/std:c++latest";
default:
throw new BuildException($"Unsupported C++ standard type set: {Version}");
}
}
private string GetConformanceCompileArguments(TargetRules Target)
{
if (Target.Platform.IsInGroup(UnrealPlatformGroup.Microsoft) && Target.WindowsPlatform.Compiler.IsMSVC())
{
VersionNumber CompilerVersion = Target.WindowsPlatform.Environment?.CompilerVersion ?? new VersionNumber(0);
List<string> Arguments = new();
if (Target.WindowsPlatform.bStrictConformanceMode)
{
// This define is needed to ensure that MSVC static analysis mode doesn't declare attributes that are incompatible with strict conformance mode
Arguments.Add("/DSAL_NO_ATTRIBUTE_DECLARATIONS=1");
Arguments.Add("/permissive-");
Arguments.Add("/Zc:strictStrings-"); // Have to disable strict const char* semantics due to Windows headers not being compliant.
if (CompilerVersion >= new VersionNumber(14, 32) && CompilerVersion < new VersionNumber(14, 33, 31629))
{
Arguments.Add("/Zc:lambda-");
}
}
else
{
Arguments.Add("/Zc:hiddenFriend");
}
if (Target.WindowsPlatform.bUpdatedCPPMacro)
{
Arguments.Add("/Zc:__cplusplus");
}
if (Target.WindowsPlatform.bStrictInlineConformance)
{
Arguments.Add("/Zc:inline");
}
if (Target.WindowsPlatform.bStrictPreprocessorConformance)
{
Arguments.Add("/Zc:preprocessor");
}
if (Target.WindowsPlatform.bStrictEnumTypesConformance && CompilerVersion >= new VersionNumber(14, 34, 31931))
{
Arguments.Add("/Zc:enumTypes");
}
return string.Join(' ', Arguments);
}
return String.Empty;
}
/// <summary>
/// Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for coroutines support
/// </summary>
private string GetEnableCoroutinesArgument()
{
if (IntelliSenseEnableCoroutines)
{
if (VCProjectFileGenerator.GetCompilerForIntellisense(ProjectFileFormat).IsMSVC())
{
return "/await:strict";
}
return "-fcoroutines-ts";
}
return String.Empty;
}
HashSet<string>? InvalidConfigPlatformNames;
List<ProjectConfigAndTargetCombination>? ProjectConfigAndTargetCombinations;
private void BuildProjectConfigAndTargetCombinations(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
//no need to do this more than once
if (ProjectConfigAndTargetCombinations == null)
{
// Build up a list of platforms and configurations this project will support. In this list, Unknown simply
// means that we should use the default "stub" project platform and configuration name.
// If this is a "stub" project, then only add a single configuration to the project
ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
if (IsStubProject)
{
ProjectConfigAndTargetCombination StubCombination = new ProjectConfigAndTargetCombination(UnrealTargetPlatform.Parse(StubProjectPlatformName), UnrealTargetConfiguration.Unknown, StubProjectPlatformName, StubProjectConfigurationName, null);
ProjectConfigAndTargetCombinations.Add(StubCombination);
}
else
{
// Figure out all the desired configurations
foreach (UnrealTargetConfiguration Configuration in InConfigurations)
{
//@todo.Rocket: Put this in a commonly accessible place?
if (InstalledPlatformInfo.IsValidConfiguration(Configuration, EProjectType.Code) == false)
{
continue;
}
foreach (UnrealTargetPlatform Platform in InPlatforms)
{
if (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code) == false)
{
continue;
}
UEBuildPlatform? BuildPlatform;
if (UEBuildPlatform.TryGetBuildPlatform(Platform, out BuildPlatform) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
// Now go through all of the target types for this project
if (ProjectTargets.Count == 0)
{
throw new BuildException("Expecting at least one ProjectTarget to be associated with project '{0}' in the TargetProjects list ", ProjectFilePath);
}
foreach (ProjectTarget ProjectTarget in ProjectTargets.OfType<ProjectTarget>())
{
if (IsValidProjectPlatformAndConfiguration(ProjectTarget, Platform, Configuration, Logger))
{
string ProjectPlatformName, ProjectConfigurationName;
MakeProjectPlatformAndConfigurationNames(Platform, Configuration, ProjectTarget.TargetRules!.Type, PlatformProjectGenerators, Logger, out ProjectPlatformName, out ProjectConfigurationName);
ProjectConfigAndTargetCombination Combination = new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget);
ProjectConfigAndTargetCombinations.Add(Combination);
}
}
}
}
}
}
// Create a list of platforms for the "invalid" configuration. We always require at least one of these.
if (ProjectConfigAndTargetCombinations.Count == 0)
{
InvalidConfigPlatformNames = new HashSet<string> { DefaultPlatformName };
}
else
{
InvalidConfigPlatformNames = new HashSet<string>(ProjectConfigAndTargetCombinations.Select(x => x.ProjectPlatformName));
}
}
}
/// <summary>
/// If found writes a debug project file to disk
/// </summary>
/// <returns>True on success</returns>
public override List<Tuple<ProjectFile, string>> WriteDebugProjectFiles(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
//string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<ProjectFile, string>> ProjectFiles = new List<Tuple<ProjectFile, string>>();
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations, PlatformProjectGenerators, Logger);
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations!)
{
if (Combination.Platform != null && !ProjectPlatforms.Contains(Combination.Platform.Value))
{
ProjectPlatforms.Add(Combination.Platform.Value);
}
}
//write out any additional project files
if (!IsStubProject && ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type != TargetType.Program))
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null)
{
//write out additional prop file
ProjGenerator.WriteAdditionalPropFile();
//write out additional project user files
ProjGenerator.WriteAdditionalProjUserFile(this);
//write out additional project files
Tuple<ProjectFile, string>? DebugProjectInfo = ProjGenerator.WriteAdditionalProjFile(this);
if (DebugProjectInfo != null)
{
ProjectFiles.Add(DebugProjectInfo);
}
}
}
}
return ProjectFiles;
}
private string[]? FilteredIncludeList = null;
private string[]? FilteredPathsList = null;
bool PathIsFilteredOut(DirectoryReference InPath, ref string[]? FilteredList)
{
// Turn the filter string into an array, remove whitespace, and normalize any path statements the first time
// we are asked to check a path.
if (FilteredList == null)
{
IEnumerable<string> CleanPaths = Settings.ExcludedFilePaths.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries)
.Select(P => P.Trim())
.Select(P => P.Replace('/', Path.DirectorySeparatorChar));
FilteredList = CleanPaths.ToArray();
}
// The user might have specified Foo, \Foo, Foo\, or \Foo\ as excludes.
// Directory paths don't contain a trailing slash so add one to the string
// we'll compare to our list so we can Contains and EndsWith to catch:
// <Path>\Foo\Dir
// <Path>\Foo
string PathWithSeparator = InPath.FullName + Path.DirectorySeparatorChar;
if (FilteredList.Length > 0)
{
foreach (string Entry in FilteredList)
{
if (PathWithSeparator.Contains(Entry, StringComparison.OrdinalIgnoreCase)
|| PathWithSeparator.EndsWith(Entry, StringComparison.OrdinalIgnoreCase))
{
return true;
}
}
}
return false;
}
bool IncludePathIsFilteredOut(DirectoryReference IncludePath)
{
return PathIsFilteredOut(IncludePath, ref FilteredIncludeList);
}
bool FilePathIsFilteredOut(DirectoryReference InPath)
{
return PathIsFilteredOut(InPath, ref FilteredPathsList);
}
bool TryGetBuildEnvironment(DirectoryReference BaseDir, [NotNullWhen(true)] out BuildEnvironment? OutBuildEnvironment)
{
for (DirectoryReference? CurrentDir = BaseDir; CurrentDir != null; CurrentDir = CurrentDir.ParentDirectory)
{
BuildEnvironment? BuildEnvironment;
if (BaseDirToBuildEnvironment.TryGetValue(CurrentDir, out BuildEnvironment))
{
OutBuildEnvironment = BuildEnvironment;
return true;
}
}
OutBuildEnvironment = null;
return false;
}
/// <summary>
/// Append a list of include paths to a property list
/// </summary>
/// <param name="Builder">String builder for the property value</param>
/// <param name="Collection">Collection of include paths</param>
/// <param name="IgnorePaths">Set of paths to ignore</param>
void AppendIncludePaths(StringBuilder Builder, IncludePathsCollection Collection, HashSet<DirectoryReference> IgnorePaths)
{
foreach (DirectoryReference IncludePath in Collection.AbsolutePaths)
{
if (!IgnorePaths.Contains(IncludePath) && !IncludePathIsFilteredOut(IncludePath))
{
Builder.Append(NormalizeProjectPath(IncludePath.FullName));
Builder.Append(';');
}
}
}
/// Implements Project interface
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
bool bSuccess = true;
// Merge as many include paths as possible into the shared list
HashSet<DirectoryReference> SharedIncludeSearchPathsSet = new HashSet<DirectoryReference>();
// Build up the new include search path string
StringBuilder SharedIncludeSearchPaths = new StringBuilder();
{
// Find out how many source files there are in each directory
ConcurrentDictionary<DirectoryReference, int> SourceDirToCount = new();
Parallel.ForEach(SourceFiles.Where(sf => sf.Reference.HasExtension(".cpp")), SourceFile =>
{
SourceDirToCount.AddOrUpdate(SourceFile.Reference.Directory, _ => 1, (k, v) => v + 1);
});
// Figure out the most common include paths
ConcurrentDictionary<DirectoryReference, int> IncludePathToCount = new();
Parallel.ForEach(SourceDirToCount, Pair =>
{
if (TryGetBuildEnvironment(Pair.Key, out BuildEnvironment? OutBuildEnvironment))
{
foreach (DirectoryReference IncludePath in OutBuildEnvironment.UserIncludePaths.AbsolutePaths)
{
IncludePathToCount.AddOrUpdate(IncludePath, _ => Pair.Value, (k, v) => v + Pair.Value);
}
return;
}
});
// Append the most common include paths to the search list.
if (Settings.MaxSharedIncludePaths > 0)
{
foreach (DirectoryReference IncludePath in IncludePathToCount.OrderByDescending(x => x.Value).ThenBy(x => x.Key).Select(x => x.Key))
{
string RelativePath = NormalizeProjectPath(IncludePath);
if (SharedIncludeSearchPaths.Length + RelativePath.Length >= Settings.MaxSharedIncludePaths)
{
break;
}
if (!IncludePathIsFilteredOut(IncludePath))
{
SharedIncludeSearchPathsSet.Add(IncludePath);
SharedIncludeSearchPaths.AppendFormat("{0};", RelativePath);
}
}
}
SharedIncludeSearchPaths.AppendFormat("$(DefaultSystemIncludePaths);");
}
StringBuilder VCPreprocessorDefinitions = new StringBuilder();
foreach (string CurDef in IntelliSensePreprocessorDefinitions)
{
if (VCPreprocessorDefinitions.Length > 0)
{
VCPreprocessorDefinitions.Append(';');
}
VCPreprocessorDefinitions.Append(CurDef);
}
// Setup VC project file content
StringBuilder VCProjectFileContent = new StringBuilder();
StringBuilder VCFiltersFileContent = new StringBuilder();
StringBuilder VCUserFileContent = new StringBuilder();
// Visual Studio doesn't require a *.vcxproj.filters file to even exist alongside the project unless
// it actually has something of substance in it. We'll avoid saving it out unless we need to.
bool FiltersFileIsNeeded = false;
// Project file header
VCProjectFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCProjectFileContent.AppendLine("<Project DefaultTargets=\"Build\" ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
bool bGenerateUserFileContent = PlatformProjectGenerators.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
if (bGenerateUserFileContent)
{
VCUserFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCUserFileContent.AppendLine("<Project ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
}
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations, PlatformProjectGenerators, Logger);
VCProjectFileContent.AppendLine(" <ItemGroup Label=\"ProjectConfigurations\">");
// Make a list of the platforms and configs as project-format names
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<string, UnrealTargetPlatform>> ProjectPlatformNameAndPlatforms = new List<Tuple<string, UnrealTargetPlatform>>(); // ProjectPlatformName, Platform
List<Tuple<string, UnrealTargetConfiguration>> ProjectConfigurationNameAndConfigurations = new List<Tuple<string, UnrealTargetConfiguration>>(); // ProjectConfigurationName, Configuration
List<ProjectConfigAndTargetCombination> ValidProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
Dictionary<string, HashSet<UnrealTargetPlatform>> ProjectPlatformNameToPlatform = new Dictionary<string, HashSet<UnrealTargetPlatform>>();
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations!)
{
if (Combination.Platform == null)
{
continue;
}
if (Combination.ProjectTarget != null && !IsValidProjectPlatformAndConfiguration(Combination.ProjectTarget, (UnrealTargetPlatform)Combination.Platform, Combination.Configuration, Logger))
{
continue;
}
if (!ProjectPlatforms.Contains(Combination.Platform.Value))
{
ProjectPlatforms.Add(Combination.Platform.Value);
}
if (!ProjectPlatformNameAndPlatforms.Any(ProjectPlatformNameAndPlatformTuple => ProjectPlatformNameAndPlatformTuple.Item1 == Combination.ProjectPlatformName))
{
ProjectPlatformNameAndPlatforms.Add(Tuple.Create(Combination.ProjectPlatformName, Combination.Platform.Value));
}
if (!ProjectConfigurationNameAndConfigurations.Any(ProjectConfigurationNameAndConfigurationTuple => ProjectConfigurationNameAndConfigurationTuple.Item1 == Combination.ProjectConfigurationName))
{
ProjectConfigurationNameAndConfigurations.Add(Tuple.Create(Combination.ProjectConfigurationName, Combination.Configuration));
}
ValidProjectConfigAndTargetCombinations.Add(Combination);
if (ProjectPlatformNameToPlatform.TryGetValue(Combination.ProjectPlatformName, out HashSet<UnrealTargetPlatform>? PlatformList))
{
PlatformList.Add(Combination.Platform.Value);
}
else
{
ProjectPlatformNameToPlatform.Add(Combination.ProjectPlatformName, new HashSet<UnrealTargetPlatform>() { Combination.Platform.Value });
}
}
// Add the "invalid" configuration for each platform. We use this when the solution configuration does not match any project configuration.
foreach (string InvalidConfigPlatformName in InvalidConfigPlatformNames!)
{
VCProjectFileContent.AppendLine(" <ProjectConfiguration Include=\"Invalid|{0}\">", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" <Configuration>Invalid</Configuration>");
VCProjectFileContent.AppendLine(" <Platform>{0}</Platform>", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" </ProjectConfiguration>");
}
// Output ALL the project's config-platform permutations (project files MUST do this)
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
VCProjectFileContent.AppendLine(" <ProjectConfiguration Include=\"{0}|{1}\">", ProjectConfigurationName, ProjectPlatformName);
VCProjectFileContent.AppendLine(" <Configuration>{0}</Configuration>", ProjectConfigurationName);
VCProjectFileContent.AppendLine(" <Platform>{0}</Platform>", ProjectPlatformName);
VCProjectFileContent.AppendLine(" </ProjectConfiguration>");
}
}
VCProjectFileContent.AppendLine(" </ItemGroup>");
VCFiltersFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCFiltersFileContent.AppendLine("<Project ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
// Platform specific PropertyGroups, etc.
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
ProjGenerator.GetAdditionalVisualStudioPropertyGroups(Platform, ProjectFileFormat, VCProjectFileContent);
}
}
}
// Project globals (project GUID, project type, SCC bindings, etc)
{
VCProjectFileContent.AppendLine(" <PropertyGroup Label=\"Globals\">");
VCProjectFileContent.AppendLine(" <ProjectGuid>{0}</ProjectGuid>", ProjectGUID.ToString("B").ToUpperInvariant());
VCProjectFileContent.AppendLine(" <RootNamespace>{0}</RootNamespace>", ProjectName);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// look for additional import lines for all platforms for non stub projects
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
ProjGenerator.GetVisualStudioGlobalProperties(Platform, VCProjectFileContent);
}
}
}
// Write each project configuration PreDefaultProps section
HashSet<UnrealTargetPlatform> CommonPlatformsWritten = new HashSet<UnrealTargetPlatform>();
foreach (ProjectConfigAndTargetCombination Combination in ValidProjectConfigAndTargetCombinations)
{
if (Combination.Platform != null)
{
UnrealTargetPlatform TargetPlatform = Combination.Platform.Value;
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(TargetPlatform, true);
if (ProjGenerator != null)
{
bool ProjectPlatformRequiresConfigurationName = false;
if (ProjectPlatformNameToPlatform.TryGetValue(Combination.ProjectPlatformName, out HashSet<UnrealTargetPlatform>? PlatformList))
{
ProjectPlatformRequiresConfigurationName = PlatformList.Count > 1;
}
// Properties that are common for the unique platform
// Note that if the platform name is not unique then the common properties will be added below
if (!ProjectPlatformRequiresConfigurationName && !CommonPlatformsWritten.Contains(Combination.Platform.Value))
{
StringBuilder CommonPlatformToolsetString = new StringBuilder();
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, CommonPlatformToolsetString);
if (CommonPlatformToolsetString.Length > 0)
{
string ConditionString = "Condition=\"'$(Platform)'=='" + Combination.ProjectPlatformName + "'\"";
VCProjectFileContent.AppendLine(" <PropertyGroup " + ConditionString + " Label=\"Configuration\">");
VCProjectFileContent.Append(CommonPlatformToolsetString);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
CommonPlatformsWritten.Add(TargetPlatform);
}
// Properties that require the configuration and platform name
StringBuilder PlatformToolsetString = new StringBuilder();
if (ProjectPlatformRequiresConfigurationName)
{
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, PlatformToolsetString);
}
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, Combination.Configuration, PlatformToolsetString);
if (PlatformToolsetString.Length > 0)
{
string ProjectConfigurationAndPlatformName = Combination.ProjectConfigurationName + "|" + Combination.ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
VCProjectFileContent.AppendLine(" <PropertyGroup " + ConditionString + " Label=\"Configuration\">");
VCProjectFileContent.Append(PlatformToolsetString);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
}
}
// Write the per platform/config configuration info
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(TargetPlatform, true);
if (ProjGenerator == null)
{
continue;
}
StringBuilder PlatformToolsetString = new StringBuilder();
ProjGenerator.GetVisualStudioPlatformToolsetString(TargetPlatform, TargetConfiguration, ProjectFileFormat, PlatformToolsetString);
string PlatformConfigurationType = ProjGenerator.GetVisualStudioPlatformConfigurationType(TargetPlatform, ProjectFileFormat);
// if we are using the defaults set earlier then skip writing this
if (PlatformConfigurationType == PlatformProjectGenerator.DefaultPlatformConfigurationType && PlatformToolsetString.Length == 0)
{
continue;
}
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
VCProjectFileContent.AppendLine(" <PropertyGroup {0} Label=\"Configuration\">", ConditionString);
VCProjectFileContent.AppendLine(" <ConfigurationType>{0}</ConfigurationType>", PlatformConfigurationType);
if (PlatformToolsetString.Length == 0)
{
VCProjectFileGenerator.AppendPlatformToolsetProperty(VCProjectFileContent, ProjectFileFormat);
}
else
{
VCProjectFileContent.Append(PlatformToolsetString);
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
VCProjectFileContent.AppendLine(" <Import Project=\"UECommon.props\" />");
VCProjectFileContent.AppendLine(" <ImportGroup Label=\"ExtensionSettings\" />");
VCProjectFileContent.AppendLine(" <PropertyGroup Label=\"UserMacros\" />");
// Write each project configuration
TargetRules? DefaultRules = null;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
WriteConfiguration(ProjectName, Combination, VCProjectFileContent, PlatformProjectGenerators, bGenerateUserFileContent ? VCUserFileContent : null, Logger);
DefaultRules = DefaultRules ?? Combination.ProjectTarget?.TargetRules;
}
// Write IntelliSense info
{
// @todo projectfiles: Currently we are storing defines/include paths for ALL configurations rather than using ConditionString and storing
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine(" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions){0}</NMakePreprocessorDefinitions>", (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : ""));
// NOTE: Setting the IncludePath property rather than NMakeIncludeSearchPath results in significantly less
// memory usage, because NMakeIncludeSearchPath metadata is duplicated to each output item. Functionality should be identical for
// intellisense results.
VCProjectFileContent.AppendLine(" <IncludePath>$(IncludePath){0}</IncludePath>", (SharedIncludeSearchPaths.Length > 0 ? (";" + SharedIncludeSearchPaths) : ""));
VCProjectFileContent.AppendLine(" <NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>");
VCProjectFileContent.AppendLine(" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>");
VCProjectFileContent.AppendLine(" <AdditionalOptions>{0} {1} {2}</AdditionalOptions>",
GetCppStandardCompileArgument(GetIntelliSenseCppVersion()), GetEnableCoroutinesArgument(), DefaultRules != null ? GetConformanceCompileArguments(DefaultRules) : string.Empty);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// Source folders and files
{
List<AliasedFile> LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
foreach (SourceFile CurFile in SourceFiles)
{
// We want all source file and directory paths in the project files to be relative to the project file's
// location on the disk. Convert the path to be relative to the project file directory
string ProjectRelativeSourceFile = CurFile.Reference.MakeRelativeTo(ProjectFilePath.Directory);
// By default, files will appear relative to the project file in the solution. This is kind of the normal Visual
// Studio way to do things, but because our generated project files are emitted to intermediate folders, if we always
// did this it would yield really ugly paths int he solution explorer
string FilterRelativeSourceDirectory;
if (CurFile.BaseFolder == null)
{
FilterRelativeSourceDirectory = ProjectRelativeSourceFile;
}
else
{
FilterRelativeSourceDirectory = CurFile.Reference.MakeRelativeTo(CurFile.BaseFolder);
}
// Manually remove the filename for the filter. We run through this code path a lot, so just do it manually.
int LastSeparatorIdx = FilterRelativeSourceDirectory.LastIndexOf(Path.DirectorySeparatorChar);
if (LastSeparatorIdx == -1)
{
FilterRelativeSourceDirectory = "";
}
else
{
FilterRelativeSourceDirectory = FilterRelativeSourceDirectory.Substring(0, LastSeparatorIdx);
}
LocalAliasedFiles.Add(new AliasedFile(CurFile.Reference, ProjectRelativeSourceFile, FilterRelativeSourceDirectory));
}
ConcurrentDictionary<DirectoryReference, string?> DirectoryToPchFile = new();
ConcurrentDictionary<DirectoryReference, string> DirectoryToForceIncludePaths = new();
ConcurrentDictionary<DirectoryReference, string> DirectoryToIncludeSearchPaths = new();
Parallel.ForEach(LocalAliasedFiles, LocalAliasedFile =>
{
// get the filetype as represented to Visual Studio
string VCFileType = GetVCFileType(LocalAliasedFile.FileSystemPath);
DirectoryReference FileSystemPathDir = new DirectoryReference(LocalAliasedFile.FileSystemPath);
// if the filetype is an include and its path is filtered out, skip it entirely (should we do this for any type of
// file? Possibly, but not today due to potential fallout)
if (VCFileType == "ClInclude" && IncludePathIsFilteredOut(FileSystemPathDir))
{
return;
}
// Allow filtering of any type of file
if (FilePathIsFilteredOut(FileSystemPathDir))
{
return;
}
if (VCFileType != "ClCompile")
{
return;
}
DirectoryReference Directory = LocalAliasedFile.Location.Directory;
// Find the PCH file
DirectoryToPchFile.GetOrAdd(Directory, _ =>
{
string? PchHeaderFile = null;
for (DirectoryReference? ParentDir = Directory; ParentDir != null; ParentDir = ParentDir.ParentDirectory)
{
if (ModuleDirToPchHeaderFile.TryGetValue(ParentDir, out PchHeaderFile))
{
break;
}
}
return PchHeaderFile;
});
// Find the force-included headers
DirectoryToForceIncludePaths.GetOrAdd(Directory, _ =>
{
string? ForceIncludePaths = null;
for (DirectoryReference? ParentDir = Directory; ParentDir != null; ParentDir = ParentDir.ParentDirectory)
{
if (ModuleDirToForceIncludePaths.TryGetValue(ParentDir, out ForceIncludePaths))
{
break;
}
}
// filter here. It's a little more graceful to do it where this info is built but easier to follow if we filter
// things our right before they're written.
if (!String.IsNullOrEmpty(ForceIncludePaths))
{
IEnumerable<string> PathList = ForceIncludePaths.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries);
ForceIncludePaths = String.Join(";", PathList.Where(P => !IncludePathIsFilteredOut(new DirectoryReference(P))));
}
ForceIncludePaths ??= String.Empty;
return ForceIncludePaths;
});
if (TryGetBuildEnvironment(Directory, out BuildEnvironment? BuildEnvironment))
{
DirectoryToIncludeSearchPaths.GetOrAdd(Directory, _ =>
{
StringBuilder Builder = new StringBuilder();
AppendIncludePaths(Builder, BuildEnvironment.UserIncludePaths, SharedIncludeSearchPathsSet);
AppendIncludePaths(Builder, BuildEnvironment.SystemIncludePaths, SharedIncludeSearchPathsSet);
return Builder.ToString();
});
}
});
// Collapse common values
{
StringBuilder CommonProjectFileContent = new StringBuilder();
var AddProperties = (IDictionary<DirectoryReference, string> DirectoryToStringDict, string CommonPropertyPrefix, string PropertyNamePrefix, string PropertyValuePrefix) =>
{
Dictionary<string, string> UpdatedValues = new();
List<KeyValuePair<DirectoryReference, string>> KVPList = DirectoryToStringDict.ToList();
KVPList.SortBy(kvp => kvp.Key);
// Map each directory to a property
{
int PropertyIndex = 0;
foreach (KeyValuePair<DirectoryReference, string> DirectoryKVP in KVPList)
{
string? Value = DirectoryKVP.Value;
if (!String.IsNullOrEmpty(Value))
{
if (!UpdatedValues.ContainsKey(Value))
{
string PropertyName = PropertyNamePrefix;
if (PropertyIndex > 0)
{
PropertyName += "_" + PropertyIndex;
}
PropertyIndex++;
UpdatedValues.Add(Value, PropertyName);
}
DirectoryToStringDict[DirectoryKVP.Key] = UpdatedValues[Value];
}
}
}
// Find the common property values
Dictionary<string, string> ValueToCommonPropertyDict = new();
{
Dictionary<string, int> ValueAndCount = new();
foreach (var PropertyValue in UpdatedValues.Keys)
{
if (!String.IsNullOrEmpty(PropertyValue))
{
IEnumerable<string> PathList = PropertyValue.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries);
foreach (string Path in PathList)
{
if (ValueAndCount.TryGetValue(Path, out int PathCount))
{
ValueAndCount[Path] = ++PathCount;
}
else
{
ValueAndCount[Path] = 1;
}
}
}
}
var CommonProperties = ValueAndCount.Where(kvp => kvp.Value > 1).Select(kvp => kvp.Key).ToList();
CommonProperties.Sort();
// Write out the common property values
int CommonPropertyValueIndex = 0;
foreach (var CommonProperty in CommonProperties)
{
string PropertyName = CommonPropertyPrefix;
if (CommonPropertyValueIndex > 0)
{
PropertyName += "_" + CommonPropertyValueIndex;
}
CommonPropertyValueIndex++;
ValueToCommonPropertyDict.Add(CommonProperty, $"$({PropertyName})");
CommonProjectFileContent.AppendLine($" <{PropertyName}>{CommonProperty}</{PropertyName}>");
}
}
// Write out the updated properties
foreach (KeyValuePair<string, string> kvp in UpdatedValues)
{
string[] PathArray = kvp.Key.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries);
for (int Index = 0; Index < PathArray.Length; Index++)
{
if (ValueToCommonPropertyDict.TryGetValue(PathArray[Index], out string? PropertyValue) && !String.IsNullOrEmpty(PropertyValue))
{
PathArray[Index] = PropertyValue;
}
}
string NewValue = String.Join(";", PathArray);
CommonProjectFileContent.AppendLine($" <{kvp.Value}>{PropertyValuePrefix}{NewValue}</{kvp.Value}>");
}
};
//AdditionalIncludeDirectories
AddProperties(DirectoryToIncludeSearchPaths, "ProjectAdditionalIncludeDirectories", "ClCompile_AdditionalIncludeDirectories", "$(NMakeIncludeSearchPath);");
//ForcedIncludeFiles
AddProperties(DirectoryToForceIncludePaths, "ProjectForcedIncludeFiles", "ClCompile_ForcedIncludeFiles", String.Empty);
// AdditionalOptions
{
int ValueIndex = 0;
Dictionary<string, string> UpdatedValues = new();
List<KeyValuePair<DirectoryReference, string?>> KVPList = DirectoryToPchFile.ToList();
KVPList.SortBy(kvp => kvp.Key);
foreach (KeyValuePair<DirectoryReference, string?> DirectoryKVP in KVPList)
{
string? Value = DirectoryKVP.Value;
if (!String.IsNullOrEmpty(Value))
{
if (!UpdatedValues.ContainsKey(Value))
{
string PropertyName = "ClCompile_AdditionalOptions";
if (ValueIndex > 0)
{
PropertyName += "_" + ValueIndex;
}
ValueIndex++;
UpdatedValues.Add(Value, PropertyName);
CommonProjectFileContent.AppendLine($" <{PropertyName}>$(AdditionalOptions) /Yu\"{Value}\"</{PropertyName}>");
}
DirectoryToPchFile[DirectoryKVP.Key] = UpdatedValues[Value];
}
}
}
if (CommonProjectFileContent.Length > 0)
{
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.Append(CommonProjectFileContent);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
VCFiltersFileContent.AppendLine(" <ItemGroup>");
VCProjectFileContent.AppendLine(" <ItemGroup>");
// Add all file directories to the filters file as solution filters
HashSet<string> FilterDirectories = new HashSet<string>();
foreach (AliasedFile AliasedFile in LocalAliasedFiles)
{
// No need to add the root directory relative to the project (it would just be an empty string!)
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
FiltersFileIsNeeded = EnsureFilterPathExists(AliasedFile.ProjectPath, VCFiltersFileContent, FilterDirectories);
}
// get the filetype as represented to Visual Studio
string VCFileType = GetVCFileType(AliasedFile.FileSystemPath);
DirectoryReference FileSystemPathDir = new DirectoryReference(AliasedFile.FileSystemPath);
// if the filetype is an include and its path is filtered out, skip it entirely (should we do this for any type of
// file? Possibly, but not today due to potential fallout)
if (VCFileType == "ClInclude" && IncludePathIsFilteredOut(FileSystemPathDir))
{
continue;
}
// Allow filtering of any type of file
if (FilePathIsFilteredOut(FileSystemPathDir))
{
continue;
}
if (VCFileType != "ClCompile")
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\"/>", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
else
{
DirectoryReference Directory = AliasedFile.Location.Directory;
// Find the include search paths
if (TryGetBuildEnvironment(Directory, out BuildEnvironment? BuildEnvironment))
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\">", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
VCProjectFileContent.AppendLine($" <AdditionalIncludeDirectories>$({DirectoryToIncludeSearchPaths[Directory]})</AdditionalIncludeDirectories>");
VCProjectFileContent.AppendLine($" <ForcedIncludeFiles>$({DirectoryToForceIncludePaths[Directory]})</ForcedIncludeFiles>");
string? PchHeaderFile = DirectoryToPchFile[Directory];
if (PchHeaderFile != null && ProjectFileFormat >= VCProjectFileFormat.VisualStudio2022)
{
VCProjectFileContent.AppendLine($" <AdditionalOptions>$({DirectoryToPchFile[Directory]})</AdditionalOptions>");
}
VCProjectFileContent.AppendLine(" </{0}>", VCFileType);
}
else
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\"/>", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
}
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
VCFiltersFileContent.AppendLine(" <{0} Include=\"{1}\">", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
VCFiltersFileContent.AppendLine(" <Filter>{0}</Filter>", Utils.CleanDirectorySeparators(EscapeFileName(AliasedFile.ProjectPath)));
VCFiltersFileContent.AppendLine(" </{0}>", VCFileType);
FiltersFileIsNeeded = true;
}
else
{
// No need to specify the root directory relative to the project (it would just be an empty string!)
VCFiltersFileContent.AppendLine(" <{0} Include=\"{1}\" />", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
}
VCProjectFileContent.AppendLine(" </ItemGroup>");
VCFiltersFileContent.AppendLine(" </ItemGroup>");
}
// For Installed engine builds, include engine source in the source search paths if it exists. We never build it locally, so the debugger can't find it.
if (Unreal.IsEngineInstalled() && !IsStubProject)
{
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.Append(" <SourcePath>");
foreach (string DirectoryName in Directory.EnumerateDirectories(Unreal.EngineSourceDirectory.FullName, "*", SearchOption.AllDirectories))
{
if (Directory.EnumerateFiles(DirectoryName, "*.cpp").Any())
{
VCProjectFileContent.Append(DirectoryName);
VCProjectFileContent.Append(";");
}
}
VCProjectFileContent.AppendLine("</SourcePath>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
string OutputManifestString = "";
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
// @todo projectfiles: Serious hacks here because we are trying to emit one-time platform-specific sections that need information
// about a target type, but the project file may contain many types of targets! Some of this logic will need to move into
// the per-target configuration writing code.
TargetType HackTargetType = TargetType.Game;
FileReference? HackTargetFilePath = null;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (Combination.Platform == Platform &&
Combination.ProjectTarget!.TargetRules != null &&
Combination.ProjectTarget.TargetRules.Type == HackTargetType)
{
HackTargetFilePath = Combination.ProjectTarget.TargetFilePath;// ProjectConfigAndTargetCombinations[0].ProjectTarget.TargetFilePath;
break;
}
}
if (HackTargetFilePath != null)
{
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(Platform, HackTargetType, HackTargetFilePath, ProjectFilePath, ProjectFileFormat);
}
}
}
}
VCProjectFileContent.Append(OutputManifestString); // output manifest must come before the Cpp.targets file.
VCProjectFileContent.AppendLine(" <ItemDefinitionGroup>");
VCProjectFileContent.AppendLine(" </ItemDefinitionGroup>");
VCProjectFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />");
// Make sure CleanDependsOn is defined empty so the CppClean task isn't run when cleaning targets (use makefile instead)
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine(" <CleanDependsOn> $(CleanDependsOn); </CleanDependsOn>");
VCProjectFileContent.AppendLine(" <CppCleanDependsOn></CppCleanDependsOn>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
FileReference[] VSTestRunSettingsFiles = ProjectTargets.Select(Target => Target.TargetRules?.VSTestRunSettingsFile)
.Where(File => File != null).Select(File => File!).Distinct().ToArray();
if (VSTestRunSettingsFiles.Length == 1)
{
string RunSettingsRelativePath = VSTestRunSettingsFiles[0].MakeRelativeTo(ProjectFilePath.Directory);
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine($" <RunSettingsFilePath>$(ProjectDir){RunSettingsRelativePath}</RunSettingsFilePath>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else if (VSTestRunSettingsFiles.Length > 1)
{
string Files = String.Join(", ", VSTestRunSettingsFiles.Select(File => File!.FullName));
Logger.LogWarning("Inconsistent VSTest run settings files for project '{ProjectFilePath}': {Files}", ProjectFilePath, Files);
}
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat))
{
ProjGenerator.GetVisualStudioTargetOverrides(Platform, ProjectFileFormat, VCProjectFileContent);
}
}
}
VCProjectFileContent.AppendLine(" <ImportGroup Label=\"ExtensionTargets\">");
VCProjectFileContent.AppendLine(" </ImportGroup>");
WriteTargets(ProjectPlatforms, PlatformProjectGenerators, VCProjectFileContent, Logger);
VCProjectFileContent.AppendLine("</Project>");
VCFiltersFileContent.AppendLine("</Project>");
if (bGenerateUserFileContent)
{
VCUserFileContent.AppendLine("</Project>");
}
// Save the project file
if (bSuccess)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath.FullName, VCProjectFileContent.ToString(), Logger);
}
// Save the filters file
if (bSuccess)
{
// Create a path to the project file's filters file
string VCFiltersFilePath = ProjectFilePath.FullName + ".filters";
if (FiltersFileIsNeeded)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCFiltersFilePath, VCFiltersFileContent.ToString(), Logger);
}
else
{
Logger.LogDebug("Deleting Visual C++ filters file which is no longer needed: {File}", VCFiltersFilePath);
// Delete the filters file, if one exists. We no longer need it
try
{
File.Delete(VCFiltersFilePath);
}
catch (Exception)
{
Logger.LogInformation("Error deleting filters file (file may not be writable): {File}", VCFiltersFilePath);
}
}
}
// Save the user file, if required
if (VCUserFileContent.Length > 0)
{
// Create a path to the project file's user file
string VCUserFilePath = ProjectFilePath.FullName + ".user";
// Never overwrite the existing user path as it will cause them to lose their settings
if (File.Exists(VCUserFilePath) == false)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCUserFilePath, VCUserFileContent.ToString(), Logger);
}
}
return bSuccess;
}
private class ProjectConfigurationForGenerator : ProjectBuildConfiguration
{
public override string ConfigurationName => Combination.ProjectConfigurationName;
public override string BuildCommand => $"{EscapePath(NormalizeProjectPath(CommandBuilder.BuildScript))} {CommandBuilder.GetBuildArguments()}";
private ProjectConfigAndTargetCombination Combination;
private BuildCommandBuilder CommandBuilder;
public ProjectConfigurationForGenerator(ProjectConfigAndTargetCombination InCombination, BuildCommandBuilder InCommandBuilder)
{
Combination = InCombination;
CommandBuilder = InCommandBuilder;
}
}
/// <summary>
/// Write additional Target elements if needed by per-platform generators.
/// </summary>
/// <param name="ProjectPlatforms"></param>
/// <param name="PlatformProjectGenerators"></param>
/// <param name="VCProjectFileContent"></param>
/// <param name="Logger"></param>
private void WriteTargets(List<UnrealTargetPlatform> ProjectPlatforms, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder VCProjectFileContent, ILogger Logger)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioTargets(Platform))
{
IEnumerable<ProjectConfigAndTargetCombination> PlatformCombinations = ProjectConfigAndTargetCombinations!.Where(Combination => Combination.Platform == Platform);
if (PlatformCombinations.Any())
{
List<ProjectBuildConfiguration> PlatformConfigurations = PlatformCombinations.Select(Combination =>
{
string UProjectPath = "";
if (IsForeignProject)
{
UProjectPath = String.Format("\"{0}\"", InsertPathVariables(Combination.ProjectTarget!.UnrealProjectFilePath!));
}
BuildCommandBuilder Builder = CreateArgumentsBuilder(Combination, UProjectPath, ProjGenerator);
return new ProjectConfigurationForGenerator(Combination, Builder) as ProjectBuildConfiguration;
}
).ToList();
ProjGenerator.GetVisualStudioTargetsString(Platform, PlatformConfigurations, VCProjectFileContent);
}
}
}
}
private static bool EnsureFilterPathExists(string FilterRelativeSourceDirectory, StringBuilder VCFiltersFileContent, HashSet<string> FilterDirectories)
{
// We only want each directory to appear once in the filters file
string PathRemaining = Utils.CleanDirectorySeparators(FilterRelativeSourceDirectory);
bool FiltersFileIsNeeded = false;
if (!FilterDirectories.Contains(PathRemaining))
{
// Make sure all subdirectories leading up to this directory each have their own filter, too!
List<string> AllDirectoriesInPath = new List<string>();
string PathSoFar = "";
for (; ; )
{
if (PathRemaining.Length > 0)
{
int SlashIndex = PathRemaining.IndexOf(Path.DirectorySeparatorChar);
string SplitDirectory;
if (SlashIndex != -1)
{
SplitDirectory = PathRemaining.Substring(0, SlashIndex);
PathRemaining = PathRemaining.Substring(SplitDirectory.Length + 1);
}
else
{
SplitDirectory = PathRemaining;
PathRemaining = "";
}
if (!String.IsNullOrEmpty(PathSoFar))
{
PathSoFar += Path.DirectorySeparatorChar;
}
PathSoFar += SplitDirectory;
AllDirectoriesInPath.Add(PathSoFar);
}
else
{
break;
}
}
foreach (string LeadingDirectory in AllDirectoriesInPath)
{
if (!FilterDirectories.Contains(LeadingDirectory))
{
FilterDirectories.Add(LeadingDirectory);
// Generate a unique stable GUID for this folder by hashing the LeadingDirectory string
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
string FilterGUID = VCProjectFileGenerator.MakeMd5Guid(LeadingDirectory).ToString("B").ToUpperInvariant();
VCFiltersFileContent.AppendLine(" <Filter Include=\"{0}\">", EscapeFileName(LeadingDirectory));
VCFiltersFileContent.AppendLine(" <UniqueIdentifier>{0}</UniqueIdentifier>", FilterGUID);
VCFiltersFileContent.AppendLine(" </Filter>");
FiltersFileIsNeeded = true;
}
}
}
return FiltersFileIsNeeded;
}
/// <summary>
/// Returns the VCFileType element name based on the file path.
/// </summary>
/// <param name="Path">The path of the file to return type for.</param>
/// <returns>Name of the element in MSBuild project file for this file.</returns>
private string GetVCFileType(string Path)
{
// What type of file is this?
if (Path.EndsWith(".h", StringComparison.InvariantCultureIgnoreCase) ||
Path.EndsWith(".inl", StringComparison.InvariantCultureIgnoreCase))
{
return "ClInclude";
}
else if (Path.EndsWith(".cpp", StringComparison.InvariantCultureIgnoreCase))
{
return "ClCompile";
}
else if (Path.EndsWith(".rc", StringComparison.InvariantCultureIgnoreCase))
{
return "ResourceCompile";
}
else if (Path.EndsWith(".manifest", StringComparison.InvariantCultureIgnoreCase))
{
return "Manifest";
}
else
{
return "None";
}
}
// Helper class to generate NMake build commands and arguments
public class BuildCommandBuilder
{
public bool bEditorDependsOnShaderCompileWorker = true;
public bool bBuildLiveCodingConsole;
public bool bAddFastPDBToProjects;
public bool bIsForeignProject;
public bool bUsePrecompiled;
public bool bIsFromMSBuild;
public PlatformProjectGenerator? ProjectGenerator;
public FileReference BuildScript { get; }
public FileReference RebuildScript { get; }
public FileReference CleanScript { get; }
private readonly string? BuildToolOverride;
private readonly string UProjectPath;
private readonly UnrealTargetConfiguration Configuration;
private readonly UnrealTargetPlatform Platform;
private readonly ProjectTarget ProjectTarget;
public BuildCommandBuilder(UnrealTargetConfiguration InConfiguration, UnrealTargetPlatform InPlatform,
ProjectTarget InProjectTarget, string InUProjectPath, string? InBuildToolOverride = null)
{
Configuration = InConfiguration;
Platform = InPlatform;
ProjectTarget = InProjectTarget;
UProjectPath = InUProjectPath;
BuildToolOverride = InBuildToolOverride;
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Build", "BatchFiles");
BuildScript = FileReference.Combine(BatchFilesDirectory, "Build.bat");
RebuildScript = FileReference.Combine(BatchFilesDirectory, "Rebuild.bat");
CleanScript = FileReference.Combine(BatchFilesDirectory, "Clean.bat");
}
public string GetBuildArguments()
{
TargetRules TargetRulesObject = ProjectTarget.TargetRules!;
string TargetName = ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions();
StringBuilder BuildArguments = new StringBuilder();
BuildArguments.AppendFormat("{0} {1} {2}", TargetName, Platform.ToString(), Configuration.ToString());
if (UProjectPath.Length > 0)
{
BuildArguments.AppendFormat(" -Project={0}", UProjectPath);
}
List<string> ExtraTargets = new List<string>();
if (!bUsePrecompiled)
{
if (TargetRulesObject.Type == TargetType.Editor && bEditorDependsOnShaderCompileWorker && !Unreal.IsEngineInstalled())
{
ExtraTargets.Add("ShaderCompileWorker Win64 Development");
}
if (TargetRulesObject.bWithLiveCoding && bBuildLiveCodingConsole && !Unreal.IsEngineInstalled() && TargetRulesObject.Name != "LiveCodingConsole")
{
ExtraTargets.Add(TargetRulesObject.bUseDebugLiveCodingConsole ? "LiveCodingConsole Win64 Debug" : "LiveCodingConsole Win64 Development");
}
}
if (ExtraTargets.Count > 0)
{
BuildArguments.Replace("\"", "\\\"");
BuildArguments.Insert(0, "-Target=\"");
BuildArguments.Append("\"");
foreach (string ExtraTarget in ExtraTargets)
{
BuildArguments.AppendFormat(" -Target=\"{0} -Quiet\"", ExtraTarget);
}
}
if (bUsePrecompiled)
{
BuildArguments.Append(" -UsePrecompiled");
}
// Always wait for the mutex between UBT invocations, so that building the whole solution doesn't fail.
BuildArguments.Append(" -WaitMutex");
if (bIsFromMSBuild)
{
BuildArguments.Append(" -FromMsBuild");
}
if (bAddFastPDBToProjects)
{
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
BuildArguments.Append(" -FastPDB");
}
if (BuildToolOverride != null)
{
BuildArguments.AppendFormat(" {0}", BuildToolOverride);
}
if (ProjectGenerator != null)
{
BuildArguments.Append(ProjectGenerator.GetExtraBuildArguments(Platform, Configuration));
}
return BuildArguments.ToString();
}
}
private BuildCommandBuilder CreateArgumentsBuilder(ProjectConfigAndTargetCombination Combination, string UProjectPath, PlatformProjectGenerator? ProjGenerator)
{
BuildCommandBuilder Builder = new BuildCommandBuilder(Combination.Configuration, Combination.Platform!.Value,
Combination.ProjectTarget!, UProjectPath, BuildToolOverride)
{
ProjectGenerator = ProjGenerator,
bEditorDependsOnShaderCompileWorker = Settings.bEditorDependsOnShaderCompileWorker,
bBuildLiveCodingConsole = Settings.bBuildLiveCodingConsole,
bAddFastPDBToProjects = Settings.bAddFastPDBToProjects,
bIsForeignProject = IsForeignProject,
bUsePrecompiled = bUsePrecompiled,
// Always include a flag to format log messages for MSBuild
bIsFromMSBuild = true
};
return Builder;
}
// Anonymous function that writes project configuration data
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder? VCUserFileContent, ILogger Logger)
{
UnrealTargetConfiguration Configuration = Combination.Configuration;
PlatformProjectGenerator? ProjGenerator = Combination.Platform != null ? PlatformProjectGenerators.GetPlatformProjectGenerator(Combination.Platform.Value, true) : null;
FileReference? UProjectPathNullable = Combination.ProjectTarget?.UnrealProjectFilePath;
string UProjectPath = "";
if (UProjectPathNullable != null)
{
UProjectPath = String.Format("\"{0}\"", InsertPathVariables(UProjectPathNullable));
}
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
{
// Add custom import info
if (ProjGenerator != null)
{
StringBuilder CustomImportGroupInfo = new StringBuilder();
ProjGenerator.GetVisualStudioImportGroupProperties(Combination.Platform!.Value, CustomImportGroupInfo);
if (CustomImportGroupInfo.Length != 0)
{
VCProjectFileContent.AppendLine(" <ImportGroup {0} Label=\"PropertySheets\">", ConditionString);
VCProjectFileContent.Append(CustomImportGroupInfo);
VCProjectFileContent.AppendLine(" </ImportGroup>");
}
}
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
if (IsStubProject)
{
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeOutput/>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else if (Unreal.IsEngineInstalled() && Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null &&
(Combination.Platform == null || !Combination.ProjectTarget.SupportedPlatforms.Contains(Combination.Platform.Value)))
{
string TargetName = Combination.ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions();
string ValidPlatforms = String.Join(", ", Combination.ProjectTarget.SupportedPlatforms.Select(x => x.ToString()));
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeBuildCommandLine>", Combination.Platform!, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeReBuildCommandLine>", Combination.Platform!, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeCleanCommandLine>", Combination.Platform!, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeOutput/>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else
{
UnrealTargetPlatform Platform = Combination.Platform!.Value;
TargetRules TargetRulesObject = Combination.ProjectTarget!.TargetRules!;
FileReference TargetFilePath = Combination.ProjectTarget.TargetFilePath;
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
string UBTPlatformName = Platform.ToString();
string UBTConfigurationName = Configuration.ToString();
// Setup output path
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
try
{
bShouldCompileMonolithic |= (Combination.ProjectTarget.CreateRulesDelegate(Platform, Configuration).LinkType == TargetLinkType.Monolithic);
}
catch (BuildException)
{
}
// Get the .uproject directory
DirectoryReference? UProjectDirectory = DirectoryReference.FromFile(Combination.ProjectTarget.UnrealProjectFilePath);
// Get the output directory
DirectoryReference RootOutputDirectory;
if (UProjectDirectory != null && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique) && TargetRulesObject.File!.IsUnderDirectory(UProjectDirectory))
{
RootOutputDirectory = UEBuildTarget.GetOutputDirectoryForExecutable(UProjectDirectory, TargetRulesObject.File!);
}
else
{
RootOutputDirectory = UEBuildTarget.GetOutputDirectoryForExecutable(Unreal.EngineDirectory, TargetRulesObject.File!);
}
// Get the output directory
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootOutputDirectory, "Binaries", UBTPlatformName);
if (!String.IsNullOrEmpty(TargetRulesObject.ExeBinariesSubFolder))
{
OutputDirectory = DirectoryReference.Combine(OutputDirectory, TargetRulesObject.ExeBinariesSubFolder);
}
// Get the executable name (minus any platform or config suffixes)
string BaseExeName = TargetName;
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetType.Program && TargetRulesObject.BuildEnvironment != TargetBuildEnvironment.Unique)
{
BaseExeName = "Unreal" + TargetRulesObject.Type.ToString();
}
// Make the output file path
FileReference NMakePath = FileReference.Combine(OutputDirectory, BaseExeName);
if (Configuration != TargetRulesObject.UndecoratedConfiguration)
{
NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
}
if (UnrealArchitectureConfig.ForPlatform(Platform).RequiresArchitectureFilenames(TargetRulesObject.Architectures))
{
NMakePath += TargetRulesObject.Architecture.ToString();
}
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
if (ProjGenerator != null)
{
StringBuilder PathsStringBuilder = new StringBuilder();
ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat, PathsStringBuilder);
VCProjectFileContent.Append(PathsStringBuilder.ToString());
}
// This is the standard UE based project NMake build line:
// ..\..\Build\BatchFiles\Build.bat <TARGETNAME> <PLATFORM> <CONFIGURATION>
// ie ..\..\Build\BatchFiles\Build.bat BlankProgram Win64 Debug
BuildCommandBuilder Builder = CreateArgumentsBuilder(Combination, UProjectPath, ProjGenerator);
string BuildArguments = Builder.GetBuildArguments();
// NMake Build command line
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>$(BuildBatchScript) {0}</NMakeBuildCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>$(RebuildBatchScript) {0}</NMakeReBuildCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>$(CleanBatchScript) {0}</NMakeCleanCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeOutput>{0}</NMakeOutput>", NormalizeProjectPath(NMakePath.FullName));
VCProjectFileContent.AppendLine(" <AdditionalOptions>{0} {1} {2}</AdditionalOptions>", GetCppStandardCompileArgument(TargetRulesObject.CppStandard), GetEnableCoroutinesArgument(), GetConformanceCompileArguments(TargetRulesObject));
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
{
// Allow platforms to add any special properties they require
PlatformProjectGenerators.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootOutputDirectory, TargetFilePath);
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
if (ProjGenerator != null)
{
VCProjectFileContent.Append(ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, Combination.ProjectTarget.TargetRules!.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath, ProjectFileFormat));
}
VCProjectFileContent.AppendLine(" <ItemDefinitionGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <NMakeCompile>");
VCProjectFileContent.AppendLine(" <NMakeCompileFileCommandLine>$(BuildBatchScript) {0} -WorkingDir=$(MSBuildProjectDirectory) -Files=$(SelectedFiles)</NMakeCompileFileCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" </NMakeCompile>");
VCProjectFileContent.AppendLine(" </ItemDefinitionGroup>");
}
if (VCUserFileContent != null && Combination.ProjectTarget != null)
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules!;
if (ProjGenerator != null)
{
string? ForeignUProjectPath = (IsForeignProject && !String.IsNullOrEmpty(UProjectPath)) ? UProjectPath : null;
VCUserFileContent.Append(ProjGenerator.GetVisualStudioUserFileStrings(Combination.Platform!.Value, Configuration, ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, ProjectName, ForeignUProjectPath));
}
}
}
}
}
/// <summary>
/// A Visual C# project.
/// </summary>
class VCSharpProjectFile : MSBuildProjectFile
{
/// <summary>
/// This is the GUID that Visual Studio uses to identify a C# project file in the solution
/// </summary>
public override string ProjectTypeGUID => "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}";
/// <summary>
/// Platforms that this project supports
/// </summary>
public HashSet<string> Platforms = new HashSet<string>();
/// <summary>
/// Configurations that this project supports
/// </summary>
public HashSet<string> Configurations = new HashSet<string>();
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
/// <param name="Logger">Logger for output</param>
/// <param name="BaseDir">The base directory for files within this project - if not specified, InitFilePath.Directory will be used</param>
public VCSharpProjectFile(FileReference InitFilePath, ILogger Logger, DirectoryReference? BaseDir = null)
: base(InitFilePath, BaseDir ?? InitFilePath.Directory)
{
try
{
XmlDocument Document = new XmlDocument();
Document.Load(InitFilePath.FullName);
// Check the root element is the right type
if (Document.DocumentElement?.Name != "Project")
{
throw new BuildException("Unexpected root element '{0}' in project file", Document.DocumentElement?.Name);
}
// Parse all the configurations and platforms
// Parse the basic structure of the document, updating properties and recursing into other referenced projects as we go
if (!IsDotNETCoreProject())
{
foreach (XmlElement Element in Document.DocumentElement.ChildNodes.OfType<XmlElement>())
{
if (Element.Name == "PropertyGroup")
{
string Condition = Element.GetAttribute("Condition");
if (!String.IsNullOrEmpty(Condition))
{
Match Match = Regex.Match(Condition, "^\\s*'\\$\\(Configuration\\)\\|\\$\\(Platform\\)'\\s*==\\s*'(.+)\\|(.+)'\\s*$");
if (Match.Success && Match.Groups.Count == 3)
{
Configurations.Add(Match.Groups[1].Value);
Platforms.Add(Match.Groups[2].Value);
}
else
{
Logger.LogWarning("Unable to parse configuration/platform from condition '{InitFilePath}': {Condition}", InitFilePath, Condition);
}
}
}
}
}
else
{
bool ConfigurationsFound = false;
foreach (XmlElement PropertyGroup in Document.DocumentElement.ChildNodes.OfType<XmlElement>()
.Where(element => element.Name == "PropertyGroup"))
{
XmlNodeList ConfigNodeList = PropertyGroup.GetElementsByTagName("Configurations");
// if this property group does not set configurations we do not care about it
if (ConfigNodeList.Count == 0)
{
continue;
}
if (PropertyGroup.HasAttribute("Condition"))
{
string Condition = PropertyGroup.GetAttribute("Condition");
Logger.LogWarning("Unable to parse configuration from property group with condition '{InitFilePath}': {Condition}. UBT Requires you to set the configuration without conditionals.", InitFilePath, Condition);
continue;
}
string[]? ParsedConfigurations = ConfigNodeList[0]?.FirstChild?.Value?.Split(';');
if (ParsedConfigurations != null)
{
foreach (string c in ParsedConfigurations)
{
Configurations.Add(c);
}
}
// platforms change meaning quite a bit in .net core but typically you do not specify this and its derived from the build instead
// for most intents it is just Any CPU from .net framework
Platforms.Add("AnyCPU");
ConfigurationsFound = true;
break;
}
// dotnet does not require you to specify configurations or platforms, if you do not debug and release are the defaults
if (!ConfigurationsFound)
{
Configurations.Add("Debug");
Configurations.Add("Release");
Platforms.Add("AnyCPU");
}
}
}
catch (Exception Ex)
{
Logger.LogWarning("Unable to parse {Path}: {Ex}", InitFilePath, Ex.ToString());
}
}
/// <summary>
/// Extract information from the csproj file based on the supplied configuration
/// </summary>
public CsProjectInfo? GetProjectInfo(UnrealTargetConfiguration InConfiguration)
{
if (CachedProjectInfo.ContainsKey(InConfiguration))
{
return CachedProjectInfo[InConfiguration];
}
CsProjectInfo? Info;
Dictionary<string, string> Properties = new Dictionary<string, string>();
Properties.Add("Platform", "AnyCPU");
Properties.Add("Configuration", InConfiguration.ToString());
if (CsProjectInfo.TryRead(ProjectFilePath, Properties, out Info))
{
CachedProjectInfo.Add(InConfiguration, Info);
}
return Info;
}
/// <summary>
/// Determine if this project is a .NET Core project
/// </summary>
public bool IsDotNETCoreProject()
{
CsProjectInfo Info = GetProjectInfo(UnrealTargetConfiguration.Debug)!;
return Info.IsDotNETCoreProject();
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="Logger"></param>
/// <returns>Project context matching the given solution context</returns>
public override MSBuildProjectContext GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
// Find the matching platform name
string ProjectPlatformName;
if (Platforms.Contains("x64"))
{
ProjectPlatformName = "x64";
}
else
{
ProjectPlatformName = "Any CPU";
}
// Find the matching configuration
string ProjectConfigurationName;
if (Configurations.Contains(SolutionConfiguration.ToString()))
{
ProjectConfigurationName = SolutionConfiguration.ToString();
}
else if (Configurations.Contains("Development"))
{
ProjectConfigurationName = "Development";
}
else
{
ProjectConfigurationName = "Release";
}
// Figure out whether to build it by default
bool bBuildByDefault = ShouldBuildByDefaultForSolutionTargets;
if (SolutionTarget == TargetType.Game || SolutionTarget == TargetType.Editor)
{
bBuildByDefault = true;
}
// Create the context
return new MSBuildProjectContext(ProjectConfigurationName, ProjectPlatformName) { bBuildByDefault = bBuildByDefault };
}
/// <summary>
/// Basic csproj file support. Generates C# library project with one build config.
/// </summary>
/// <param name="InPlatforms">Not used.</param>
/// <param name="InConfigurations">Not Used.</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="Logger"></param>
/// <returns>true if the opration was successful, false otherwise</returns>
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
throw new BuildException("Support for writing C# projects from UnrealBuildTool has been removed.");
}
/// Cache of parsed info about this project
protected readonly Dictionary<UnrealTargetConfiguration, CsProjectInfo> CachedProjectInfo = new Dictionary<UnrealTargetConfiguration, CsProjectInfo>();
}
}