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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change3240061on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change3247594on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change3272810on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
2303 lines
90 KiB
C#
2303 lines
90 KiB
C#
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Reflection;
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using Microsoft.Win32;
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using System.Linq;
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using System.Diagnostics;
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using Tools.DotNETCommon;
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using System.Xml.Linq;
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using System.Xml;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Represents a folder within the master project (e.g. Visual Studio solution)
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/// </summary>
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abstract class MasterProjectFolder
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{
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
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/// <param name="InitFolderName">Name for this folder</param>
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public MasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
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{
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OwnerProjectFileGenerator = InitOwnerProjectFileGenerator;
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FolderName = InitFolderName;
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}
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/// Name of this folder
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public string FolderName
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{
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get;
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private set;
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}
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/// <summary>
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/// Adds a new sub-folder to this folder
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/// </summary>
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/// <param name="SubFolderName">Name of the new folder</param>
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/// <returns>The newly-added folder</returns>
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public MasterProjectFolder AddSubFolder( string SubFolderName )
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{
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MasterProjectFolder ResultFolder = null;
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foreach (string FolderName in SubFolderName.Split(new char[1] {'\\'}, StringSplitOptions.RemoveEmptyEntries))
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{
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bool AlreadyExists = false;
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foreach (MasterProjectFolder ExistingFolder in SubFolders)
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{
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if (ExistingFolder.FolderName.Equals(FolderName, StringComparison.InvariantCultureIgnoreCase))
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{
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// Already exists!
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ResultFolder = ExistingFolder;
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AlreadyExists = true;
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break;
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}
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}
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if (!AlreadyExists)
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{
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ResultFolder = OwnerProjectFileGenerator.AllocateMasterProjectFolder(OwnerProjectFileGenerator, SubFolderName);
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SubFolders.Add(ResultFolder);
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}
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}
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return ResultFolder;
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}
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/// <summary>
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/// Recursively searches for the specified project and returns the folder that it lives in, or null if not found
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/// </summary>
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/// <param name="Project">The project file to look for</param>
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/// <returns>The found folder that the project is in, or null</returns>
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public MasterProjectFolder FindFolderForProject( ProjectFile Project )
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{
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foreach( MasterProjectFolder CurFolder in SubFolders )
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{
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MasterProjectFolder FoundFolder = CurFolder.FindFolderForProject( Project );
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if( FoundFolder != null )
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{
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return FoundFolder;
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}
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}
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foreach( ProjectFile ChildProject in ChildProjects )
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{
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if( ChildProject == Project )
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{
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return this;
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}
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}
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return null;
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}
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/// Owner project generator
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readonly ProjectFileGenerator OwnerProjectFileGenerator;
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/// Sub-folders
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public readonly List<MasterProjectFolder> SubFolders = new List<MasterProjectFolder>();
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/// Child projects
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public readonly List<ProjectFile> ChildProjects = new List<ProjectFile>();
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/// Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder
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/// and can be browsed/opened by the user easily in the user interface
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public readonly List<string> Files = new List<string>();
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}
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/// <summary>
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/// The type of project files to generate
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/// </summary>
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enum ProjectFileType
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{
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Make,
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CMake,
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QMake,
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KDevelop,
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CodeLite,
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VisualStudio,
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XCode,
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}
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/// <summary>
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/// Base class for all project file generators
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/// </summary>
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abstract class ProjectFileGenerator
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{
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/// Global static that enables generation of project files. Doesn't actually compile anything.
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/// This is enabled only via UnrealBuildTool command-line.
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public static bool bGenerateProjectFiles = false;
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/// True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc.
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public bool bGeneratingGameProjectFiles = false;
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/// Optional list of platforms to generate projects for
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readonly List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
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/// When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for
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protected string GameProjectName = null;
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/// Global static that only adds platforms that are supported when generating a given target.
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/// This was the old behavior, and it resulted in scenarios where having an unsupported platform selected
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/// in the platform drop-down would silently 'switch' to building Win32.
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/// The new behavior is to add all platforms when generating a target, and then check if it is supported
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/// at build time. If it is not, then a BuildException is thrown informing the user of an unsupported platform.
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/// NOTE: This only matters when using "-AllProjects". It can increase the project file load times though, because of all
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/// of the extra project configuration combinations we need to store
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public static bool bCreateDummyConfigsForUnsupportedPlatforms = true;
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/// Whether we should include configurations for "Test" and "Shipping" in generated projects (pass "-NoShippingConfigs" to disable this)
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public static bool bIncludeTestAndShippingConfigs = true;
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/// True if intellisense data should be generated (takes a while longer)
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bool bGenerateIntelliSenseData = true;
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/// True if we should include documentation in the generated projects
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bool IncludeDocumentation = true;
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/// True if all documentation languages should be included in generated projects, otherwise only "INT" will be included
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bool bAllDocumentationLanguages = false;
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/// True if build targets should pass the -useprecompiled argument
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public static bool bUsePrecompiled = false;
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/// True if we should include engine source in the generated solution
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protected bool IncludeEngineSource = true;
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/// True if shader source files should be included in the generated projects
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bool IncludeShaderSource = true;
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/// True if build system files should be included
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bool IncludeBuildSystemFiles = true;
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/// True if we should include config files (.ini files) in the generated project
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bool IncludeConfigFiles = true;
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/// True if we should include localization files (.int/.kor/etc files) in the generated project
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bool IncludeLocalizationFiles = false;
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/// True if we should include template files (.template files) in the generated project
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bool IncludeTemplateFiles = true;
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/// True if we should include program projects in the generated solution
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protected bool IncludeEnginePrograms = true;
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/// True if we should reflect "Source" sub-directories on disk in the master project as master project directories.
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/// This arguably adds some visual clutter to the master project, but is truer to the on-disk file organization.
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bool KeepSourceSubDirectories = true;
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/// Relative path to the root of the engine/games (e.g. the directory above "Engine" and any sibling game directories)
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public static readonly string RootRelativePath = ".." + Path.DirectorySeparatorChar + ".."; // Assume CWD is "<root>/Engine/Source"
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/// Relative path from the CWD to the engine directory
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public static readonly string EngineRelativePath = Path.Combine( RootRelativePath, "Engine" );
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/// Relative path to the directory where the master project file will be saved to
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public static DirectoryReference MasterProjectPath = UnrealBuildTool.RootDirectory; // We'll save the master project to our "root" folder
|
|
|
|
/// Name of the UE4 engine project name that contains all of the engine code, config files and other files
|
|
static readonly string EngineProjectFileNameBase = "UE4";
|
|
|
|
/// When ProjectsAreIntermediate is true, this is the directory to store generated project files
|
|
// @todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder!
|
|
public static DirectoryReference IntermediateProjectFilesPath = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Intermediate", "ProjectFiles" );
|
|
|
|
/// Path to timestamp file, recording when was the last time projects were created.
|
|
public static string ProjectTimestampFile = Path.Combine(IntermediateProjectFilesPath.FullName, "Timestamp");
|
|
|
|
/// Global static new line string used by ProjectFileGenerator to generate project files.
|
|
public static readonly string NewLine = Environment.NewLine;
|
|
|
|
/// If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the
|
|
/// generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files
|
|
/// directly from the IDE.
|
|
bool bGatherThirdPartySource = false;
|
|
|
|
/// Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac)
|
|
protected string MasterProjectName = "UE4";
|
|
|
|
/// Maps all module names that were included in generated project files, to actual project file objects.
|
|
/// @todo projectfiles: Nasty global static list. This is only really used for IntelliSense, and to avoid extra folder searches for projects we've already cached source files for.
|
|
public static readonly Dictionary<string, ProjectFile> ModuleToProjectFileMap = new Dictionary<string, ProjectFile>( StringComparer.InvariantCultureIgnoreCase );
|
|
|
|
/// If generating project files for a single project, the path to its .uproject file.
|
|
public readonly FileReference OnlyGameProject;
|
|
|
|
/// When generating IntelliSense data, we may want to only generate data for a specific project file, even if other targets make use of modules
|
|
/// in this project file. This is useful to prevent unusual or hacky global definitions from Programs affecting the Editor/Engine modules. We
|
|
/// always want the most common and useful definitions to be set when working with solutions with many modules.
|
|
public static ProjectFile OnlyGenerateIntelliSenseDataForProject
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
|
|
/// File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
abstract public string ProjectFileExtension
|
|
{
|
|
get;
|
|
}
|
|
|
|
/// True if we should include IntelliSense data in the generated project files when possible
|
|
virtual public bool ShouldGenerateIntelliSenseData()
|
|
{
|
|
return bGenerateIntelliSenseData;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Default constructor.
|
|
/// </summary>
|
|
/// <param name="InOnlyGameProject">The project file passed in on the command line</param>
|
|
public ProjectFileGenerator(FileReference InOnlyGameProject)
|
|
{
|
|
OnlyGameProject = InOnlyGameProject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all .automation.csproj files to the solution.
|
|
/// </summary>
|
|
void AddAutomationModules(MasterProjectFolder ProgramsFolder)
|
|
{
|
|
MasterProjectFolder Folder = ProgramsFolder.AddSubFolder("Automation");
|
|
List<DirectoryReference> AllGameFolders = UEBuildTarget.DiscoverAllGameFolders();
|
|
List<DirectoryReference> BuildFolders = new List<DirectoryReference>(AllGameFolders.Count);
|
|
foreach (DirectoryReference GameFolder in AllGameFolders)
|
|
{
|
|
DirectoryReference GameBuildFolder = DirectoryReference.Combine(GameFolder, "Build");
|
|
if (DirectoryReference.Exists(GameBuildFolder))
|
|
{
|
|
BuildFolders.Add(GameBuildFolder);
|
|
}
|
|
}
|
|
|
|
// Find all the automation modules .csproj files to add
|
|
List<FileReference> ModuleFiles = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.AutomationModule, null, ForeignPlugins:null, AdditionalSearchPaths: BuildFolders );
|
|
foreach (FileReference ProjectFile in ModuleFiles)
|
|
{
|
|
if (FileReference.Exists(ProjectFile))
|
|
{
|
|
VCSharpProjectFile Project = new VCSharpProjectFile(ProjectFile);
|
|
Project.ShouldBuildForAllSolutionTargets = true;
|
|
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: true);
|
|
AutomationProjectFiles.Add( Project );
|
|
Folder.ChildProjects.Add( Project );
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all csproj within Engine/Source/Programs, and add them if their UE4CSharp.prog file exists.
|
|
/// </summary>
|
|
void DiscoverCSharpProgramProjects(MasterProjectFolder ProgramsFolder)
|
|
{
|
|
List<FileReference> FoundProjects = new List<FileReference>();
|
|
DirectoryReference EngineProgramsSource = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Source", "Programs");
|
|
DiscoverCSharpProgramProjectsRecursively(EngineProgramsSource, FoundProjects);
|
|
foreach (FileReference FoundProject in FoundProjects)
|
|
{
|
|
VCSharpProjectFile Project = new VCSharpProjectFile(FoundProject);
|
|
Project.ShouldBuildForAllSolutionTargets = false;
|
|
Project.ShouldBuildByDefaultForSolutionTargets = true;
|
|
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: false);
|
|
ProgramsFolder.ChildProjects.Add(Project);
|
|
}
|
|
}
|
|
|
|
private static void DiscoverCSharpProgramProjectsRecursively(DirectoryReference SearchFolder, List<FileReference> FoundProjects)
|
|
{
|
|
// Scan all the files in this directory
|
|
bool bSearchSubFolders = true;
|
|
foreach (FileReference File in DirectoryLookupCache.EnumerateFiles(SearchFolder))
|
|
{
|
|
// If we find a csproj or sln, we should not recurse this directory.
|
|
bool bIsCsProj = File.HasExtension(".csproj");
|
|
bool bIsSln = File.HasExtension(".sln");
|
|
bSearchSubFolders &= !(bIsCsProj || bIsSln);
|
|
// If we found an sln, ignore completely.
|
|
if (bIsSln)
|
|
{
|
|
break;
|
|
}
|
|
// For csproj files, add them to the sln if the UE4CSharp.prog file also exists.
|
|
if (bIsCsProj && FileReference.Exists(FileReference.Combine(SearchFolder, "UE4CSharp.prog")))
|
|
{
|
|
FoundProjects.Add(File);
|
|
}
|
|
}
|
|
|
|
// If we didn't find anything to stop the search, search all the subdirectories too
|
|
if (bSearchSubFolders)
|
|
{
|
|
foreach (DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(SearchFolder))
|
|
{
|
|
DiscoverCSharpProgramProjectsRecursively(SubDirectory, FoundProjects);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the game projects that we're generating project files for
|
|
/// </summary>
|
|
/// <returns>List of project files</returns>
|
|
public List<UProjectInfo> FindGameProjects()
|
|
{
|
|
return UProjectInfo.FilterGameProjects(true, bGeneratingGameProjectFiles ? GameProjectName : null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets.
|
|
/// Does not actually build anything.
|
|
/// </summary>
|
|
/// <param name="Arguments">Command-line arguments</param>
|
|
public virtual bool GenerateProjectFiles( String[] Arguments )
|
|
{
|
|
bool bSuccess = true;
|
|
|
|
// Parse project generator options
|
|
bool IncludeAllPlatforms = true;
|
|
ConfigureProjectFileGeneration( Arguments, ref IncludeAllPlatforms);
|
|
|
|
if (bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled())
|
|
{
|
|
Log.TraceInformation("Discovering modules, targets and source code for project...");
|
|
|
|
MasterProjectPath = OnlyGameProject.Directory;
|
|
|
|
// Set the project file name
|
|
MasterProjectName = OnlyGameProject.GetFileNameWithoutExtension();
|
|
|
|
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Source")))
|
|
{
|
|
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Intermediate", "Source")))
|
|
{
|
|
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
MasterProjectPath = UnrealBuildTool.EngineDirectory;
|
|
GameProjectName = "UE4Game";
|
|
}
|
|
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Source")))
|
|
{
|
|
throw new BuildException("Directory '{0}' is missing 'Source' folder.", MasterProjectPath);
|
|
}
|
|
}
|
|
}
|
|
IntermediateProjectFilesPath = DirectoryReference.Combine(MasterProjectPath, "Intermediate", "ProjectFiles");
|
|
}
|
|
|
|
// Modify the name if specific platforms were given
|
|
if (ProjectPlatforms.Count > 0)
|
|
{
|
|
// Sort the platforms names so we get consistent names
|
|
List<string> SortedPlatformNames = new List<string>();
|
|
foreach (UnrealTargetPlatform SpecificPlatform in ProjectPlatforms)
|
|
{
|
|
SortedPlatformNames.Add(SpecificPlatform.ToString());
|
|
}
|
|
SortedPlatformNames.Sort();
|
|
|
|
MasterProjectName += "_";
|
|
foreach (string SortedPlatform in SortedPlatformNames)
|
|
{
|
|
MasterProjectName += SortedPlatform;
|
|
IntermediateProjectFilesPath = new DirectoryReference(IntermediateProjectFilesPath.FullName + SortedPlatform);
|
|
}
|
|
}
|
|
|
|
// Optionally include the folder name in the project
|
|
if (Environment.GetEnvironmentVariable("UE_NAME_PROJECT_AFTER_FOLDER") == "1")
|
|
{
|
|
MasterProjectName += "_" + Path.GetFileName(MasterProjectPath.ToString());
|
|
}
|
|
|
|
bool bCleanProjectFiles = Arguments.Any(x => x.Equals("-CleanProjects", StringComparison.InvariantCultureIgnoreCase));
|
|
if (bCleanProjectFiles)
|
|
{
|
|
CleanProjectFiles(MasterProjectPath, MasterProjectName, IntermediateProjectFilesPath);
|
|
}
|
|
|
|
// Figure out which platforms we should generate project files for.
|
|
string SupportedPlatformNames;
|
|
SetupSupportedPlatformsAndConfigurations( IncludeAllPlatforms:IncludeAllPlatforms, SupportedPlatformNames:out SupportedPlatformNames );
|
|
|
|
Log.TraceVerbose( "Detected supported platforms: " + SupportedPlatformNames );
|
|
|
|
RootFolder = AllocateMasterProjectFolder( this, "<Root>" );
|
|
|
|
// Build the list of games to generate projects for
|
|
List<UProjectInfo> AllGameProjects = FindGameProjects();
|
|
|
|
// Find all of the module files. This will filter out any modules or targets that don't belong to platforms
|
|
// we're generating project files for.
|
|
List<FileReference> AllModuleFiles = DiscoverModules(AllGameProjects);
|
|
|
|
ProjectFile EngineProject = null;
|
|
Dictionary<DirectoryReference, ProjectFile> GameProjects = null;
|
|
Dictionary<string, ProjectFile> ProgramProjects = null;
|
|
HashSet<ProjectFile> TemplateGameProjects = null;
|
|
HashSet<ProjectFile> SampleGameProjects = null;
|
|
{
|
|
// Setup buildable projects for all targets
|
|
AddProjectsForAllTargets( AllGameProjects, out EngineProject, out GameProjects, out ProgramProjects, out TemplateGameProjects, out SampleGameProjects );
|
|
|
|
// Add all game projects and game config files
|
|
AddAllGameProjects(GameProjects, SupportedPlatformNames, RootFolder);
|
|
|
|
// Set the game to be the default project
|
|
if(bGeneratingGameProjectFiles && GameProjects.Count > 0)
|
|
{
|
|
DefaultProject = GameProjects.Values.First();
|
|
}
|
|
|
|
// Place projects into root level solution folders
|
|
if( IncludeEngineSource )
|
|
{
|
|
// If we're still missing an engine project because we don't have any targets for it, make one up.
|
|
if( EngineProject == null )
|
|
{
|
|
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, "UE4" + ProjectFileExtension);
|
|
|
|
bool bAlreadyExisted;
|
|
EngineProject = FindOrAddProject(ProjectFilePath, true, out bAlreadyExisted);
|
|
|
|
EngineProject.IsForeignProject = false;
|
|
EngineProject.IsGeneratedProject = true;
|
|
EngineProject.IsStubProject = true;
|
|
}
|
|
|
|
if( EngineProject != null )
|
|
{
|
|
RootFolder.AddSubFolder( "Engine" ).ChildProjects.Add( EngineProject );
|
|
|
|
// Engine config files
|
|
if( IncludeConfigFiles )
|
|
{
|
|
AddEngineConfigFiles( EngineProject );
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
AddUnrealHeaderToolConfigFiles(EngineProject);
|
|
AddUBTConfigFilesToEngineProject(EngineProject);
|
|
}
|
|
}
|
|
|
|
// Engine Extras files
|
|
AddEngineExtrasFiles(EngineProject);
|
|
|
|
// Engine localization files
|
|
if( IncludeLocalizationFiles )
|
|
{
|
|
AddEngineLocalizationFiles( EngineProject );
|
|
}
|
|
|
|
// Engine template files
|
|
if (IncludeTemplateFiles)
|
|
{
|
|
AddEngineTemplateFiles( EngineProject );
|
|
}
|
|
|
|
if( IncludeShaderSource )
|
|
{
|
|
Log.TraceVerbose( "Adding shader source code..." );
|
|
|
|
// Find shader source files and generate stub project
|
|
AddEngineShaderSource( EngineProject );
|
|
}
|
|
|
|
if( IncludeBuildSystemFiles )
|
|
{
|
|
Log.TraceVerbose( "Adding build system files..." );
|
|
|
|
AddEngineBuildFiles( EngineProject );
|
|
}
|
|
|
|
if( IncludeDocumentation )
|
|
{
|
|
AddEngineDocumentation( EngineProject );
|
|
}
|
|
}
|
|
|
|
foreach( ProjectFile CurGameProject in GameProjects.Values )
|
|
{
|
|
// Templates go under a different solution folder than games
|
|
if( TemplateGameProjects.Contains( CurGameProject ) )
|
|
{
|
|
RootFolder.AddSubFolder( "Templates" ).ChildProjects.Add( CurGameProject );
|
|
}
|
|
else if (SampleGameProjects.Contains( CurGameProject ) )
|
|
{
|
|
RootFolder.AddSubFolder("Samples").ChildProjects.Add(CurGameProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Games" ).ChildProjects.Add( CurGameProject );
|
|
}
|
|
}
|
|
|
|
foreach( ProjectFile CurProgramProject in ProgramProjects.Values )
|
|
{
|
|
ProjectTarget Target = CurProgramProject.ProjectTargets.FirstOrDefault(t => !String.IsNullOrEmpty(t.TargetRules.SolutionDirectory));
|
|
|
|
if (Target != null)
|
|
{
|
|
RootFolder.AddSubFolder(Target.TargetRules.SolutionDirectory).ChildProjects.Add(CurProgramProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Programs" ).ChildProjects.Add( CurProgramProject );
|
|
}
|
|
}
|
|
|
|
// Add all of the config files for generated program targets
|
|
AddEngineProgramConfigFiles( ProgramProjects );
|
|
}
|
|
}
|
|
|
|
// Setup "stub" projects for all modules
|
|
AddProjectsForAllModules(AllGameProjects, ProgramProjects, AllModuleFiles, bGatherThirdPartySource);
|
|
|
|
{
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
MasterProjectFolder ProgramsFolder = RootFolder.AddSubFolder( "Programs" );
|
|
|
|
// Add UnrealBuildTool to the master project
|
|
AddUnrealBuildToolProject( ProgramsFolder, new ProjectFile[]{ } );
|
|
|
|
// Add AutomationTool to the master project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationTool", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true));
|
|
|
|
// Add automation.csproj files to the master project
|
|
AddAutomationModules(ProgramsFolder);
|
|
|
|
// Discover C# programs which should additionally be included in the solution.
|
|
DiscoverCSharpProgramProjects(ProgramsFolder);
|
|
}
|
|
|
|
|
|
// Eliminate all redundant master project folders. E.g., folders which contain only one project and that project
|
|
// has the same name as the folder itself. To the user, projects "feel like" folders already in the IDE, so we
|
|
// want to collapse them down where possible.
|
|
EliminateRedundantMasterProjectSubFolders( RootFolder, "" );
|
|
|
|
// Figure out which targets we need about IntelliSense for. We only need to worry about targets for projects
|
|
// that we're actually generating in this session.
|
|
List<Tuple<ProjectFile, FileReference>> IntelliSenseTargetFiles = new List<Tuple<ProjectFile, FileReference>>();
|
|
{
|
|
// Engine targets
|
|
if( EngineProject != null)
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in EngineProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if( ProjectTarget.TargetRules.Type == TargetType.Editor )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create(EngineProject, ProjectTarget.TargetFilePath) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Program targets
|
|
foreach( ProjectFile ProgramProject in ProgramProjects.Values )
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in ProgramProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( ProgramProject, ProjectTarget.TargetFilePath ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Game/template targets
|
|
foreach( ProjectFile GameProject in GameProjects.Values )
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in GameProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if( ProjectTarget.TargetRules.Type == TargetType.Editor )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( GameProject, ProjectTarget.TargetFilePath ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Generate IntelliSense data if we need to. This involves having UBT simulate the action compilation of
|
|
// the targets so that we can extra the compiler defines, include paths, etc.
|
|
if(GenerateIntelliSenseData(Arguments, IntelliSenseTargetFiles))
|
|
{
|
|
WriteProjectFiles();
|
|
Log.TraceVerbose( "Project generation complete ({0} generated, {1} imported)", GeneratedProjectFiles.Count, OtherProjectFiles.Count );
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds detected UBT configuration files (BuildConfiguration.xml) to engine project.
|
|
/// </summary>
|
|
/// <param name="EngineProject">Engine project to add files to.</param>
|
|
private void AddUBTConfigFilesToEngineProject(ProjectFile EngineProject)
|
|
{
|
|
EngineProject.AddAliasedFileToProject(new AliasedFile(
|
|
XmlConfig.GetSchemaLocation().FullName,
|
|
Path.Combine("Programs", "UnrealBuildTool")
|
|
));
|
|
|
|
List<XmlConfig.InputFile> InputFiles = XmlConfig.FindInputFiles();
|
|
foreach(XmlConfig.InputFile InputFile in InputFiles)
|
|
{
|
|
EngineProject.AddAliasedFileToProject(
|
|
new AliasedFile(
|
|
InputFile.Location.FullName,
|
|
Path.Combine("Config", "UnrealBuildTool", InputFile.FolderName)
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clean project files
|
|
/// </summary>
|
|
/// <param name="InMasterProjectDirectory">The master project directory</param>
|
|
/// <param name="InMasterProjectName">The name of the master project</param>
|
|
/// <param name="InIntermediateProjectFilesDirectory">The intermediate path of project files</param>
|
|
public abstract void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory);
|
|
|
|
/// <summary>
|
|
/// Configures project generator based on command-line options
|
|
/// </summary>
|
|
/// <param name="Arguments">Arguments passed into the program</param>
|
|
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
|
|
protected virtual void ConfigureProjectFileGeneration( String[] Arguments, ref bool IncludeAllPlatforms )
|
|
{
|
|
bool bAlwaysIncludeEngineModules = false;
|
|
foreach( string CurArgument in Arguments )
|
|
{
|
|
if( CurArgument.StartsWith( "-" ) )
|
|
{
|
|
if (CurArgument.StartsWith( "-Platforms=", StringComparison.InvariantCultureIgnoreCase ))
|
|
{
|
|
// Parse the list... will be in Foo+Bar+New format
|
|
string PlatformList = CurArgument.Substring(11);
|
|
while (PlatformList.Length > 0)
|
|
{
|
|
string PlatformString = PlatformList;
|
|
Int32 PlusIdx = PlatformList.IndexOf("+");
|
|
if (PlusIdx != -1)
|
|
{
|
|
PlatformString = PlatformList.Substring(0, PlusIdx);
|
|
PlatformList = PlatformList.Substring(PlusIdx + 1);
|
|
}
|
|
else
|
|
{
|
|
// We are on the last platform... clear the list to exit the loop
|
|
PlatformList = "";
|
|
}
|
|
|
|
// Is the string a valid platform? If so, add it to the list
|
|
UnrealTargetPlatform SpecifiedPlatform = UnrealTargetPlatform.Unknown;
|
|
foreach (UnrealTargetPlatform PlatformParam in Enum.GetValues(typeof(UnrealTargetPlatform)))
|
|
{
|
|
if (PlatformString.Equals(PlatformParam.ToString(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
SpecifiedPlatform = PlatformParam;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (SpecifiedPlatform != UnrealTargetPlatform.Unknown)
|
|
{
|
|
if (ProjectPlatforms.Contains(SpecifiedPlatform) == false)
|
|
{
|
|
ProjectPlatforms.Add(SpecifiedPlatform);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceWarning("ProjectFiles invalid platform specified: {0}", PlatformString);
|
|
}
|
|
}
|
|
}
|
|
else switch( CurArgument.ToUpperInvariant() )
|
|
{
|
|
case "-ALLPLATFORMS":
|
|
IncludeAllPlatforms = true;
|
|
break;
|
|
|
|
case "-CURRENTPLATFORM":
|
|
IncludeAllPlatforms = false;
|
|
break;
|
|
|
|
case "-THIRDPARTY":
|
|
bGatherThirdPartySource = true;
|
|
break;
|
|
|
|
case "-GAME":
|
|
// Generates project files for a single game
|
|
bGeneratingGameProjectFiles = true;
|
|
break;
|
|
|
|
case "-ENGINE":
|
|
// Forces engine modules and targets to be included in game-specific project files
|
|
bAlwaysIncludeEngineModules = true;
|
|
break;
|
|
|
|
case "-NOINTELLISENSE":
|
|
bGenerateIntelliSenseData = false;
|
|
break;
|
|
|
|
case "-INTELLISENSE":
|
|
bGenerateIntelliSenseData = true;
|
|
break;
|
|
|
|
case "-SHIPPINGCONFIGS":
|
|
bIncludeTestAndShippingConfigs = true;
|
|
break;
|
|
|
|
case "-NOSHIPPINGCONFIGS":
|
|
bIncludeTestAndShippingConfigs = false;
|
|
break;
|
|
|
|
case "-DUMMYCONFIGS":
|
|
bCreateDummyConfigsForUnsupportedPlatforms = true;
|
|
break;
|
|
|
|
case "-NODUMMYCONFIGS":
|
|
bCreateDummyConfigsForUnsupportedPlatforms = false;
|
|
break;
|
|
|
|
case "-ALLLANGUAGES":
|
|
bAllDocumentationLanguages = true;
|
|
break;
|
|
|
|
case "-USEPRECOMPILED":
|
|
bUsePrecompiled = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled() )
|
|
{
|
|
if (OnlyGameProject == null)
|
|
{
|
|
throw new BuildException("A game project path was not specified, which is required when generating project files using an installed build or passing -game on the command line");
|
|
}
|
|
|
|
GameProjectName = OnlyGameProject.GetFileNameWithoutExtension();
|
|
if (String.IsNullOrEmpty(GameProjectName))
|
|
{
|
|
throw new BuildException("A valid game project was not found in the specified location (" + OnlyGameProject.Directory.FullName + ")");
|
|
}
|
|
|
|
bool bInstalledEngineWithSource = UnrealBuildTool.IsEngineInstalled() && DirectoryReference.Exists(UnrealBuildTool.EngineSourceDirectory);
|
|
|
|
IncludeEngineSource = bAlwaysIncludeEngineModules || bInstalledEngineWithSource;
|
|
IncludeDocumentation = false;
|
|
IncludeBuildSystemFiles = false;
|
|
IncludeShaderSource = true;
|
|
IncludeTemplateFiles = false;
|
|
IncludeConfigFiles = true;
|
|
IncludeEnginePrograms = bAlwaysIncludeEngineModules;
|
|
}
|
|
else
|
|
{
|
|
// At least one extra argument was specified, but we weren't expected it. Ignored.
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds all game project files, including target projects and config files
|
|
/// </summary>
|
|
private void AddAllGameProjects(Dictionary<DirectoryReference, ProjectFile> GameProjects, string SupportedPlatformNames, MasterProjectFolder ProjectsFolder)
|
|
{
|
|
foreach( KeyValuePair<DirectoryReference, ProjectFile> GameFolderAndProjectFile in GameProjects )
|
|
{
|
|
DirectoryReference GameProjectDirectory = GameFolderAndProjectFile.Key;
|
|
|
|
// @todo projectfiles: We have engine localization files, but should we also add GAME localization files?
|
|
|
|
// Game config files
|
|
if( IncludeConfigFiles )
|
|
{
|
|
DirectoryReference GameConfigDirectory = DirectoryReference.Combine(GameProjectDirectory, "Config");
|
|
if( DirectoryReference.Exists(GameConfigDirectory) )
|
|
{
|
|
ProjectFile GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameConfigDirectory ), GameProjectDirectory );
|
|
}
|
|
}
|
|
|
|
// Game build files
|
|
if( IncludeBuildSystemFiles )
|
|
{
|
|
var GameBuildDirectory = DirectoryReference.Combine(GameProjectDirectory, "Build");
|
|
if( DirectoryReference.Exists(GameBuildDirectory) )
|
|
{
|
|
var SubdirectoryNamesToExclude = new List<string>();
|
|
SubdirectoryNamesToExclude.Add("Receipts");
|
|
SubdirectoryNamesToExclude.Add("Scripts");
|
|
|
|
var GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameBuildDirectory, SubdirectoryNamesToExclude ), GameProjectDirectory );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine localization text files to the specified project
|
|
private void AddEngineLocalizationFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference EngineLocalizationDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Content", "Localization" );
|
|
if( DirectoryReference.Exists(EngineLocalizationDirectory) )
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineLocalizationDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine template text files to the specified project
|
|
private void AddEngineTemplateFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference EngineTemplateDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Content", "Editor", "Templates");
|
|
if (DirectoryReference.Exists(EngineTemplateDirectory))
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineTemplateDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine config files to the specified project
|
|
private void AddEngineConfigFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference EngineConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Config" );
|
|
if( DirectoryReference.Exists(EngineConfigDirectory) )
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineConfigDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
/// Adds all engine extras files to the specified project
|
|
protected virtual void AddEngineExtrasFiles(ProjectFile EngineProject)
|
|
{
|
|
}
|
|
|
|
/// Adds UnrealHeaderTool config files to the specified project
|
|
private void AddUnrealHeaderToolConfigFiles(ProjectFile EngineProject)
|
|
{
|
|
DirectoryReference UHTConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Programs", "UnrealHeaderTool", "Config");
|
|
if (DirectoryReference.Exists(UHTConfigDirectory))
|
|
{
|
|
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(UHTConfigDirectory), UnrealBuildTool.EngineDirectory);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all module files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of module files</returns>
|
|
protected List<FileReference> DiscoverModules(List<UProjectInfo> AllGameProjects)
|
|
{
|
|
List<FileReference> AllModuleFiles = new List<FileReference>();
|
|
|
|
// Locate all modules (*.Build.cs files)
|
|
List<FileReference> FoundModuleFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Module, GameFolders: AllGameProjects.Select(x => x.Folder).ToList(), ForeignPlugins:null, AdditionalSearchPaths:null );
|
|
foreach( FileReference BuildFileName in FoundModuleFiles )
|
|
{
|
|
AllModuleFiles.Add( BuildFileName );
|
|
}
|
|
return AllModuleFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// List of non-redistributable folders
|
|
/// </summary>
|
|
private static string[] NoRedistFolders = new string[]
|
|
{
|
|
Path.DirectorySeparatorChar + "NoRedist" + Path.DirectorySeparatorChar,
|
|
Path.DirectorySeparatorChar + "NotForLicensees" + Path.DirectorySeparatorChar
|
|
};
|
|
|
|
/// <summary>
|
|
/// Checks if a module is in a non-redistributable folder
|
|
/// </summary>
|
|
private static bool IsNoRedistModule(FileReference ModulePath)
|
|
{
|
|
foreach (string NoRedistFolderName in NoRedistFolders)
|
|
{
|
|
if (ModulePath.FullName.IndexOf(NoRedistFolderName, StringComparison.InvariantCultureIgnoreCase) >= 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all target files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of target files</returns>
|
|
protected List<FileReference> DiscoverTargets(List<UProjectInfo> AllGameProjects)
|
|
{
|
|
List<FileReference> AllTargetFiles = new List<FileReference>();
|
|
|
|
// Make a list of all platform name strings that we're *not* including in the project files
|
|
List<string> UnsupportedPlatformNameStrings = Utils.MakeListOfUnsupportedPlatforms( SupportedPlatforms );
|
|
|
|
// Locate all targets (*.Target.cs files)
|
|
List<FileReference> FoundTargetFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Target, AllGameProjects.Select(x => x.Folder).ToList(), ForeignPlugins:null, AdditionalSearchPaths:null );
|
|
foreach( FileReference CurTargetFile in FoundTargetFiles )
|
|
{
|
|
string CleanTargetFileName = Utils.CleanDirectorySeparators( CurTargetFile.FullName );
|
|
|
|
// remove the local root
|
|
string LocalRoot = Path.GetFullPath(RootRelativePath);
|
|
string Search = CleanTargetFileName;
|
|
if (Search.StartsWith(LocalRoot, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
if (LocalRoot.EndsWith("\\") || LocalRoot.EndsWith("/"))
|
|
{
|
|
Search = Search.Substring(LocalRoot.Length - 1);
|
|
}
|
|
else
|
|
{
|
|
Search = Search.Substring(LocalRoot.Length);
|
|
}
|
|
}
|
|
|
|
if (OnlyGameProject != null)
|
|
{
|
|
string ProjectRoot = OnlyGameProject.Directory.FullName;
|
|
if (Search.StartsWith(ProjectRoot, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
if (ProjectRoot.EndsWith("\\") || ProjectRoot.EndsWith("/"))
|
|
{
|
|
Search = Search.Substring(ProjectRoot.Length - 1);
|
|
}
|
|
else
|
|
{
|
|
Search = Search.Substring(ProjectRoot.Length);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Skip targets in unsupported platform directories
|
|
bool IncludeThisTarget = true;
|
|
foreach( string CurPlatformName in UnsupportedPlatformNameStrings )
|
|
{
|
|
if (Search.IndexOf(Path.DirectorySeparatorChar + CurPlatformName + Path.DirectorySeparatorChar, StringComparison.InvariantCultureIgnoreCase) != -1)
|
|
{
|
|
IncludeThisTarget = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( IncludeThisTarget )
|
|
{
|
|
AllTargetFiles.Add( CurTargetFile );
|
|
}
|
|
}
|
|
|
|
return AllTargetFiles;
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding
|
|
/// files and projects to the master project.
|
|
/// </summary>
|
|
/// <param name="Folder">The folder whose sub-folders we should potentially collapse into</param>
|
|
/// <param name="ParentMasterProjectFolderPath"></param>
|
|
void EliminateRedundantMasterProjectSubFolders( MasterProjectFolder Folder, string ParentMasterProjectFolderPath )
|
|
{
|
|
// NOTE: This is for diagnostics output only
|
|
string MasterProjectFolderPath = String.IsNullOrEmpty( ParentMasterProjectFolderPath ) ? Folder.FolderName : ( ParentMasterProjectFolderPath + "/" + Folder.FolderName );
|
|
|
|
// We can eliminate folders that meet all of these requirements:
|
|
// 1) Have only a single project file in them
|
|
// 2) Have no files in the folder except project files, and no sub-folders
|
|
// 3) The project file matches the folder name
|
|
//
|
|
// Additionally, if KeepSourceSubDirectories==false, we can eliminate directories called "Source".
|
|
//
|
|
// Also, we can kill folders that are completely empty.
|
|
|
|
|
|
foreach( MasterProjectFolder SubFolder in Folder.SubFolders )
|
|
{
|
|
// Recurse
|
|
EliminateRedundantMasterProjectSubFolders( SubFolder, MasterProjectFolderPath );
|
|
}
|
|
|
|
List<MasterProjectFolder> SubFoldersToAdd = new List<MasterProjectFolder>();
|
|
List<MasterProjectFolder> SubFoldersToRemove = new List<MasterProjectFolder>();
|
|
foreach( MasterProjectFolder SubFolder in Folder.SubFolders )
|
|
{
|
|
bool CanCollapseFolder = false;
|
|
|
|
// 1)
|
|
if( SubFolder.ChildProjects.Count == 1 )
|
|
{
|
|
// 2)
|
|
if( SubFolder.Files.Count == 0 &&
|
|
SubFolder.SubFolders.Count == 0 )
|
|
{
|
|
// 3)
|
|
if (SubFolder.FolderName.Equals(SubFolder.ChildProjects[0].ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
CanCollapseFolder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !KeepSourceSubDirectories )
|
|
{
|
|
if( SubFolder.FolderName.Equals( "Source", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
// Avoid collapsing the Engine's Source directory, since there are so many other solution folders in
|
|
// the parent directory.
|
|
if( !Folder.FolderName.Equals( "Engine", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
CanCollapseFolder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( SubFolder.ChildProjects.Count == 0 && SubFolder.Files.Count == 0 && SubFolder.SubFolders.Count == 0 )
|
|
{
|
|
// Folder is totally empty
|
|
CanCollapseFolder = true;
|
|
}
|
|
|
|
if( CanCollapseFolder )
|
|
{
|
|
// OK, this folder is redundant and can be collapsed away.
|
|
|
|
SubFoldersToAdd.AddRange( SubFolder.SubFolders );
|
|
SubFolder.SubFolders.Clear();
|
|
|
|
Folder.ChildProjects.AddRange( SubFolder.ChildProjects );
|
|
SubFolder.ChildProjects.Clear();
|
|
|
|
Folder.Files.AddRange( SubFolder.Files );
|
|
SubFolder.Files.Clear();
|
|
|
|
SubFoldersToRemove.Add( SubFolder );
|
|
}
|
|
}
|
|
|
|
foreach( MasterProjectFolder SubFolderToRemove in SubFoldersToRemove )
|
|
{
|
|
Folder.SubFolders.Remove( SubFolderToRemove );
|
|
}
|
|
Folder.SubFolders.AddRange( SubFoldersToAdd );
|
|
|
|
// After everything has been collapsed, do a bit of data validation
|
|
Validate(Folder, ParentMasterProjectFolderPath);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validate the specified Folder. Default implementation requires
|
|
/// for project file names to be unique!
|
|
/// </summary>
|
|
/// <param name="Folder">Folder.</param>
|
|
/// <param name="MasterProjectFolderPath">Parent master project folder path.</param>
|
|
protected virtual void Validate(MasterProjectFolder Folder, string MasterProjectFolderPath)
|
|
{
|
|
foreach (ProjectFile CurChildProject in Folder.ChildProjects)
|
|
{
|
|
foreach (ProjectFile OtherChildProject in Folder.ChildProjects)
|
|
{
|
|
if (CurChildProject != OtherChildProject)
|
|
{
|
|
if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(OtherChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between two project files with the same path in the same master project folder, " + OtherChildProject.ProjectFilePath.FullName + " and " + CurChildProject.ProjectFilePath.FullName + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (MasterProjectFolder SubFolder in Folder.SubFolders)
|
|
{
|
|
// If the parent folder already has a child project or file item with the same name as this sub-folder, then
|
|
// that's considered an error (it should never have been allowed to have a folder name that collided
|
|
// with project file names or file items, as that's not supported in Visual Studio.)
|
|
foreach (ProjectFile CurChildProject in Folder.ChildProjects)
|
|
{
|
|
if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a project within the outer folder " + CurChildProject.ProjectFilePath + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
foreach (string CurFile in Folder.Files)
|
|
{
|
|
if (Path.GetFileName(CurFile).Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a file within the outer folder " + CurFile + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
foreach (MasterProjectFolder CurFolder in Folder.SubFolders)
|
|
{
|
|
if (CurFolder != SubFolder)
|
|
{
|
|
if (CurFolder.FolderName.Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a sibling folder " + CurFolder.FolderName + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds UnrealBuildTool to the master project
|
|
/// </summary>
|
|
private void AddUnrealBuildToolProject( MasterProjectFolder ProgramsFolder, IEnumerable<ProjectFile> Dependencies )
|
|
{
|
|
FileReference ProjectFileName = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "UnrealBuildTool", "UnrealBuildTool.csproj" );
|
|
VCSharpProjectFile UnrealBuildToolProject = new VCSharpProjectFile( ProjectFileName );
|
|
UnrealBuildToolProject.ShouldBuildForAllSolutionTargets = true;
|
|
|
|
foreach (ProjectFile Dependent in Dependencies)
|
|
{
|
|
UnrealBuildToolProject.AddDependsOnProject( Dependent );
|
|
}
|
|
|
|
// Store it off as we need it when generating target projects.
|
|
UBTProject = UnrealBuildToolProject;
|
|
|
|
// Add the project
|
|
AddExistingProjectFile(UnrealBuildToolProject, bNeedsAllPlatformAndConfigurations:true, bForceDevelopmentConfiguration:true);
|
|
|
|
// Put this in a solution folder
|
|
ProgramsFolder.ChildProjects.Add( UnrealBuildToolProject );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# project to the master project
|
|
/// </summary>
|
|
/// <param name="ProjectName">Name of project file to add</param>
|
|
/// <param name="bShouldBuildForAllSolutionTargets"></param>
|
|
/// <param name="bForceDevelopmentConfiguration"></param>
|
|
/// <param name="bShouldBuildByDefaultForSolutionTargets"></param>
|
|
/// <returns>ProjectFile if the operation was successful, otherwise null.</returns>
|
|
private VCSharpProjectFile AddSimpleCSharpProject(string ProjectName, bool bShouldBuildForAllSolutionTargets = false, bool bForceDevelopmentConfiguration = false, bool bShouldBuildByDefaultForSolutionTargets = true)
|
|
{
|
|
VCSharpProjectFile Project = null;
|
|
|
|
FileReference ProjectFileName = FileReference.Combine( UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName( ProjectName ) + ".csproj" );
|
|
FileInfo Info = new FileInfo( ProjectFileName.FullName );
|
|
if( Info.Exists )
|
|
{
|
|
Project = new VCSharpProjectFile(ProjectFileName);
|
|
Project.ShouldBuildForAllSolutionTargets = bShouldBuildForAllSolutionTargets;
|
|
Project.ShouldBuildByDefaultForSolutionTargets = bShouldBuildByDefaultForSolutionTargets;
|
|
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: bForceDevelopmentConfiguration);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException( ProjectFileName.FullName + " doesn't exist!" );
|
|
}
|
|
|
|
return Project;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check the registry for MVC3 project support
|
|
/// </summary>
|
|
/// <param name="RootKey"></param>
|
|
/// <param name="VisualStudioVersion"></param>
|
|
/// <returns></returns>
|
|
private bool CheckRegistryKey( RegistryKey RootKey, string VisualStudioVersion )
|
|
{
|
|
bool bInstalled = false;
|
|
RegistryKey VSSubKey = RootKey.OpenSubKey( "SOFTWARE\\Microsoft\\VisualStudio\\" + VisualStudioVersion + "\\Projects\\{E53F8FEA-EAE0-44A6-8774-FFD645390401}" );
|
|
if( VSSubKey != null )
|
|
{
|
|
bInstalled = true;
|
|
VSSubKey.Close();
|
|
}
|
|
|
|
return bInstalled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check to see if a Visual Studio Extension is installed
|
|
/// </summary>
|
|
/// <param name="VisualStudioFolder"></param>
|
|
/// <param name="VisualStudioVersion"></param>
|
|
/// <param name="Extension"></param>
|
|
/// <returns></returns>
|
|
private bool CheckVisualStudioExtensionPackage( string VisualStudioFolder, string VisualStudioVersion, string Extension )
|
|
{
|
|
DirectoryInfo DirInfo = new DirectoryInfo( Path.Combine( VisualStudioFolder, VisualStudioVersion, "Extensions" ) );
|
|
if( DirInfo.Exists )
|
|
{
|
|
List<FileInfo> PackageDefs = DirInfo.GetFiles( "*.pkgdef", SearchOption.AllDirectories ).ToList();
|
|
List<string> PackageDefNames = PackageDefs.Select( x => x.Name ).ToList();
|
|
if( PackageDefNames.Contains( Extension ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all of the config files for program targets to their project files
|
|
/// </summary>
|
|
private void AddEngineProgramConfigFiles( Dictionary<string, ProjectFile> ProgramProjects )
|
|
{
|
|
if( IncludeConfigFiles )
|
|
{
|
|
foreach( KeyValuePair<string, ProjectFile> ProjectFolderAndFile in ProgramProjects )
|
|
{
|
|
string ProgramFolder = ProjectFolderAndFile.Key;
|
|
ProjectFile ProgramProjectFile = ProjectFolderAndFile.Value;
|
|
|
|
string ProgramName = ProgramFolder;
|
|
|
|
// @todo projectfiles: The config folder for programs is kind of weird -- you end up going UP a few directories to get to it. This stuff is not great.
|
|
// @todo projectfiles: Fragile assumption here about Programs always being under /Engine/Programs
|
|
DirectoryReference ProgramDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Programs", ProgramName );
|
|
DirectoryReference ProgramConfigDirectory = DirectoryReference.Combine( ProgramDirectory, "Config" );
|
|
if( DirectoryReference.Exists(ProgramConfigDirectory) )
|
|
{
|
|
ProgramProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( ProgramConfigDirectory ), ProgramDirectory );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Generates data for IntelliSense (compile definitions, include paths)
|
|
/// </summary>
|
|
/// <param name="Arguments">Incoming command-line arguments to UBT</param>
|
|
/// <param name="TargetFiles">Target files</param>
|
|
/// <return>Whether the process was successful or not</return>
|
|
private bool GenerateIntelliSenseData( String[] Arguments, List<Tuple<ProjectFile, FileReference>> TargetFiles )
|
|
{
|
|
bool bSuccess = true;
|
|
if( ShouldGenerateIntelliSenseData() && TargetFiles.Count > 0 )
|
|
{
|
|
BuildConfiguration BuildConfiguration = new BuildConfiguration();
|
|
|
|
string ProgressInfoText = Utils.IsRunningOnMono ? "Generating data for project indexing..." : "Binding IntelliSense data...";
|
|
using(ProgressWriter Progress = new ProgressWriter(ProgressInfoText, true))
|
|
{
|
|
for(int TargetIndex = 0; TargetIndex < TargetFiles.Count; ++TargetIndex)
|
|
{
|
|
ProjectFile TargetProjectFile = TargetFiles[ TargetIndex ].Item1;
|
|
FileReference CurTarget = TargetFiles[ TargetIndex ].Item2;
|
|
|
|
string TargetName = CurTarget.GetFileNameWithoutAnyExtensions();
|
|
|
|
Log.TraceVerbose( "Found target: " + TargetName );
|
|
|
|
string[] ArgumentsCopy = new string[ Arguments.Length + 2 ];
|
|
ArgumentsCopy[ 0 ] = TargetName;
|
|
ArgumentsCopy[ 1 ] = "-precompile";
|
|
Array.Copy(Arguments, 0, ArgumentsCopy, 2, Arguments.Length);
|
|
|
|
// We only want to update definitions and include paths for modules that are part of this target's project file.
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = TargetProjectFile;
|
|
|
|
FileReference ProjectFile;
|
|
if(!UProjectInfo.TryGetProjectForTarget(TargetName, out ProjectFile))
|
|
{
|
|
ProjectFile = null;
|
|
}
|
|
|
|
// Run UnrealBuildTool, pretending to build this target but instead only gathering data for IntelliSense (include paths and definitions).
|
|
// No actual compiling or linking will happen because we early out using the ProjectFileGenerator.bGenerateProjectFiles global
|
|
bSuccess = UnrealBuildTool.RunUBT( BuildConfiguration, ArgumentsCopy, ProjectFile ) == ECompilationResult.Succeeded;
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = null;
|
|
|
|
if( !bSuccess )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Display progress
|
|
Progress.Write(TargetIndex + 1, TargetFiles.Count);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Selects which platforms and build configurations we want in the project file
|
|
/// </summary>
|
|
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
|
|
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
|
|
protected virtual void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
|
|
{
|
|
StringBuilder SupportedPlatformsString = new StringBuilder();
|
|
|
|
System.Array PlatformEnums = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform Platform in PlatformEnums)
|
|
{
|
|
// project is in the explicit platform list or we include them all, we add the valid desktop platforms as they are required
|
|
bool bInProjectPlatformsList = (ProjectPlatforms.Count > 0) ? (IsValidDesktopPlatform(Platform) || ProjectPlatforms.Contains(Platform)) : true;
|
|
|
|
// project is a desktop platform or we have specified some platforms explicitly
|
|
bool IsRequiredPlatform = (IsValidDesktopPlatform(Platform) || ProjectPlatforms.Count > 0);
|
|
|
|
// Only include desktop platforms unless we were explicitly asked to include all platforms or restricted to a single platform.
|
|
if (bInProjectPlatformsList && (IncludeAllPlatforms || IsRequiredPlatform))
|
|
{
|
|
// If there is a build platform present, add it to the SupportedPlatforms list
|
|
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform( Platform, true );
|
|
if( BuildPlatform != null )
|
|
{
|
|
if (UnrealBuildTool.IsValidPlatform(Platform))
|
|
{
|
|
SupportedPlatforms.Add(Platform);
|
|
|
|
if (SupportedPlatformsString.Length > 0)
|
|
{
|
|
SupportedPlatformsString.Append(", ");
|
|
}
|
|
SupportedPlatformsString.Append(Platform.ToString());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add all configurations
|
|
foreach( UnrealTargetConfiguration CurConfiguration in Enum.GetValues( typeof(UnrealTargetConfiguration) ) )
|
|
{
|
|
if( CurConfiguration != UnrealTargetConfiguration.Unknown )
|
|
{
|
|
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
|
|
{
|
|
SupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
}
|
|
|
|
SupportedPlatformNames = SupportedPlatformsString.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Is this a valid platform. Used primarily for Installed vs non-Installed builds.
|
|
/// </summary>
|
|
/// <param name="InPlatform"></param>
|
|
/// <returns>true if valid, false if not</returns>
|
|
static public bool IsValidDesktopPlatform(UnrealTargetPlatform InPlatform)
|
|
{
|
|
switch (BuildHostPlatform.Current.Platform)
|
|
{
|
|
case UnrealTargetPlatform.Linux:
|
|
return InPlatform == UnrealTargetPlatform.Linux;
|
|
case UnrealTargetPlatform.Mac:
|
|
return InPlatform == UnrealTargetPlatform.Mac;
|
|
case UnrealTargetPlatform.Win64:
|
|
return ((InPlatform == UnrealTargetPlatform.Win32) || (InPlatform == UnrealTargetPlatform.Win64));
|
|
default:
|
|
throw new BuildException("Invalid RuntimePlatform:" + BuildHostPlatform.Current.Platform);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the game which contains a given input file.
|
|
/// </summary>
|
|
/// <param name="AllGames">All game folders</param>
|
|
/// <param name="File">Full path of the file to search for</param>
|
|
protected UProjectInfo FindGameContainingFile(List<UProjectInfo> AllGames, FileReference File)
|
|
{
|
|
foreach (UProjectInfo Game in AllGames)
|
|
{
|
|
if (File.IsUnderDirectory(Game.Folder))
|
|
{
|
|
return Game;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all modules and code files, given a list of games to process
|
|
/// </summary>
|
|
/// <param name="AllGames">All game folders</param>
|
|
/// <param name="ProgramProjects">All program projects</param>
|
|
/// <param name="AllModuleFiles">List of *.Build.cs files for all engine programs and games</param>
|
|
/// <param name="bGatherThirdPartySource">True to gather source code from third party projects too</param>
|
|
protected void AddProjectsForAllModules( List<UProjectInfo> AllGames, Dictionary<string, ProjectFile> ProgramProjects, List<FileReference> AllModuleFiles, bool bGatherThirdPartySource )
|
|
{
|
|
DirectoryReference EngineSourceThirdPartyDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "ThirdParty");
|
|
|
|
HashSet<ProjectFile> ProjectsWithPlugins = new HashSet<ProjectFile>();
|
|
foreach( FileReference CurModuleFile in AllModuleFiles )
|
|
{
|
|
Log.TraceVerbose("AddProjectsForAllModules " + CurModuleFile);
|
|
|
|
// The module's "base directory" is simply the directory where its xxx.Build.cs file is stored. We'll always
|
|
// harvest source files for this module in this base directory directory and all of its sub-directories.
|
|
string ModuleName = CurModuleFile.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Build"
|
|
|
|
bool WantProjectFileForModule = true;
|
|
|
|
// We'll keep track of whether this is an "engine" or "external" module. This is determined below while loading module rules.
|
|
bool IsEngineModule = CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
|
|
bool IsThirdPartyModule = CurModuleFile.IsUnderDirectory(EngineSourceThirdPartyDirectory);
|
|
|
|
if( IsEngineModule && !IncludeEngineSource )
|
|
{
|
|
// We were asked to exclude engine modules from the generated projects
|
|
WantProjectFileForModule = false;
|
|
}
|
|
|
|
if( WantProjectFileForModule )
|
|
{
|
|
string ProjectFileNameBase = null;
|
|
DirectoryReference BaseFolder = null;
|
|
|
|
string PossibleProgramTargetName = CurModuleFile.GetFileNameWithoutAnyExtensions();
|
|
|
|
// @todo projectfiles: This works fine for now, but is pretty busted. It assumes only one module per program and that it matches the program target file name. (see TTP 307091)
|
|
if( ProgramProjects != null && ProgramProjects.ContainsKey( PossibleProgramTargetName ) ) // @todo projectfiles: When building (in mem projects), ProgramProjects will be null so we are using the UE4 project instead
|
|
{
|
|
ProjectFileNameBase = PossibleProgramTargetName;
|
|
BaseFolder = CurModuleFile.Directory;
|
|
}
|
|
else if( IsEngineModule )
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
}
|
|
else
|
|
{
|
|
// Figure out which game project this target belongs to
|
|
UProjectInfo ProjectInfo = FindGameContainingFile(AllGames, CurModuleFile);
|
|
if(ProjectInfo == null)
|
|
{
|
|
throw new BuildException( "Found a non-engine module file (" + CurModuleFile + ") that did not exist within any of the known game folders" );
|
|
}
|
|
BaseFolder = ProjectInfo.Folder;
|
|
ProjectFileNameBase = ProjectInfo.GameName;
|
|
}
|
|
|
|
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
|
|
FileReference ProjectFileName = FileReference.Combine( IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension );
|
|
bool bProjectAlreadyExisted;
|
|
ProjectFile ProjectFile = FindOrAddProject( ProjectFileName, IncludeInGeneratedProjects:true, bAlreadyExisted:out bProjectAlreadyExisted );
|
|
|
|
// Update our module map
|
|
ModuleToProjectFileMap[ ModuleName ] = ProjectFile;
|
|
ProjectFile.IsGeneratedProject = true;
|
|
|
|
// Only search subdirectories for non-external modules. We don't want to add all of the source and header files
|
|
// for every third-party module, unless we were configured to do so.
|
|
bool SearchSubdirectories = !IsThirdPartyModule || bGatherThirdPartySource;
|
|
|
|
if( bGatherThirdPartySource )
|
|
{
|
|
Log.TraceInformation( "Searching for third-party source files..." );
|
|
}
|
|
|
|
|
|
// Find all of the source files (and other files) and add them to the project
|
|
List<FileReference> FoundFiles = SourceFileSearch.FindModuleSourceFiles( CurModuleFile, SearchSubdirectories:SearchSubdirectories );
|
|
ProjectFile.AddFilesToProject( FoundFiles, BaseFolder );
|
|
|
|
// Check if there's a plugin directory here
|
|
if(!ProjectsWithPlugins.Contains(ProjectFile))
|
|
{
|
|
DirectoryReference PluginFolder = DirectoryReference.Combine(BaseFolder, "Plugins");
|
|
if(DirectoryReference.Exists(PluginFolder))
|
|
{
|
|
// Add all the plugin files for this project
|
|
foreach(FileReference PluginFileName in Plugins.EnumeratePlugins(PluginFolder))
|
|
{
|
|
// Add the .uplugin file
|
|
ProjectFile.AddFileToProject(PluginFileName, BaseFolder);
|
|
|
|
// Add plugin config files if we have any
|
|
if( IncludeConfigFiles )
|
|
{
|
|
DirectoryReference PluginConfigFolder = DirectoryReference.Combine(PluginFileName.Directory, "Config");
|
|
if(DirectoryReference.Exists(PluginConfigFolder))
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginConfigFolder), BaseFolder );
|
|
}
|
|
}
|
|
|
|
// Add plugin "resource" files if we have any
|
|
DirectoryReference PluginResourcesFolder = DirectoryReference.Combine(PluginFileName.Directory, "Resources");
|
|
if(DirectoryReference.Exists(PluginResourcesFolder))
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginResourcesFolder), BaseFolder );
|
|
}
|
|
}
|
|
}
|
|
ProjectsWithPlugins.Add(ProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Creates project entries for all known targets (*.Target.cs files)
|
|
/// </summary>
|
|
/// <param name="AllGames">All game folders</param>
|
|
/// <param name="EngineProject">The engine project we created</param>
|
|
/// <param name="GameProjects">Map of game folder name to all of the game projects we created</param>
|
|
/// <param name="ProgramProjects">Map of program names to all of the program projects we created</param>
|
|
/// <param name="TemplateGameProjects">Set of template game projects we found. These will also be in the GameProjects map</param>
|
|
/// <param name="SampleGameProjects">Set of sample game projects that were found</param>
|
|
private void AddProjectsForAllTargets( List<UProjectInfo> AllGames, out ProjectFile EngineProject, out Dictionary<DirectoryReference, ProjectFile> GameProjects, out Dictionary<string, ProjectFile> ProgramProjects, out HashSet<ProjectFile> TemplateGameProjects, out HashSet<ProjectFile> SampleGameProjects )
|
|
{
|
|
// As we're creating project files, we'll also keep track of whether we created an "engine" project and return that if we have one
|
|
EngineProject = null;
|
|
GameProjects = new Dictionary<DirectoryReference,ProjectFile>();
|
|
ProgramProjects = new Dictionary<string,ProjectFile>( StringComparer.InvariantCultureIgnoreCase );
|
|
TemplateGameProjects = new HashSet<ProjectFile>();
|
|
SampleGameProjects = new HashSet<ProjectFile>();
|
|
|
|
// Get some standard directories
|
|
DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs");
|
|
DirectoryReference TemplatesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "..", "Templates");
|
|
DirectoryReference SamplesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "..", "Samples");
|
|
|
|
// Find all of the target files. This will filter out any modules or targets that don't
|
|
// belong to platforms we're generating project files for.
|
|
List<FileReference> AllTargetFiles = DiscoverTargets(AllGames);
|
|
foreach( FileReference TargetFilePath in AllTargetFiles )
|
|
{
|
|
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Target"
|
|
|
|
// Check to see if this is an Engine target. That is, the target is located under the "Engine" folder
|
|
bool IsEngineTarget = false;
|
|
bool WantProjectFileForTarget = true;
|
|
if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
|
|
{
|
|
// This is an engine target
|
|
IsEngineTarget = true;
|
|
|
|
if(TargetFilePath.IsUnderDirectory(EngineSourceProgramsDirectory))
|
|
{
|
|
WantProjectFileForTarget = IncludeEnginePrograms;
|
|
}
|
|
else if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineSourceDirectory))
|
|
{
|
|
WantProjectFileForTarget = IncludeEngineSource;
|
|
}
|
|
}
|
|
|
|
if (WantProjectFileForTarget)
|
|
{
|
|
RulesAssembly RulesAssembly;
|
|
|
|
FileReference CheckProjectFile;
|
|
if(!UProjectInfo.TryGetProjectForTarget(TargetName, out CheckProjectFile))
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateEngineRulesAssembly();
|
|
}
|
|
else
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile);
|
|
}
|
|
|
|
// Create target rules for all of the platforms and configuration combinations that we want to enable support for.
|
|
// Just use the current platform as we only need to recover the target type and both should be supported for all targets...
|
|
TargetRules TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", CheckProjectFile, false);
|
|
|
|
bool IsProgramTarget = false;
|
|
|
|
DirectoryReference GameFolder = null;
|
|
string ProjectFileNameBase = null;
|
|
if (TargetRulesObject.Type == TargetType.Program)
|
|
{
|
|
IsProgramTarget = true;
|
|
ProjectFileNameBase = TargetName;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
}
|
|
else
|
|
{
|
|
// Figure out which game project this target belongs to
|
|
UProjectInfo ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath);
|
|
if (ProjectInfo == null)
|
|
{
|
|
throw new BuildException("Found a non-engine target file (" + TargetFilePath + ") that did not exist within any of the known game folders");
|
|
}
|
|
GameFolder = ProjectInfo.Folder;
|
|
ProjectFileNameBase = ProjectInfo.GameName;
|
|
}
|
|
|
|
// @todo projectfiles: We should move all of the Target.cs files out of sub-folders to clean up the project directories a bit (e.g. GameUncooked folder)
|
|
|
|
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension);
|
|
|
|
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
|
|
{
|
|
// Allow platforms to generate stub projects here...
|
|
UEPlatformProjectGenerator.GenerateGameProjectStubs(
|
|
InGenerator: this,
|
|
InTargetName: TargetName,
|
|
InTargetFilepath: TargetFilePath.FullName,
|
|
InTargetRules: TargetRulesObject,
|
|
InPlatforms: SupportedPlatforms,
|
|
InConfigurations: SupportedConfigurations);
|
|
}
|
|
|
|
bool bProjectAlreadyExisted;
|
|
ProjectFile ProjectFile = FindOrAddProject(ProjectFilePath, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
|
|
ProjectFile.IsForeignProject = bGeneratingGameProjectFiles && OnlyGameProject != null && TargetFilePath.IsUnderDirectory(OnlyGameProject.Directory);
|
|
ProjectFile.IsGeneratedProject = true;
|
|
ProjectFile.IsStubProject = false;
|
|
|
|
// Check to see if this is a template target. That is, the target is located under the "Templates" folder
|
|
bool IsTemplateTarget = TargetFilePath.IsUnderDirectory(TemplatesDirectory);
|
|
bool IsSampleTarget = TargetFilePath.IsUnderDirectory(SamplesDirectory);
|
|
|
|
DirectoryReference BaseFolder = null;
|
|
if (IsProgramTarget)
|
|
{
|
|
ProgramProjects[TargetName] = ProjectFile;
|
|
BaseFolder = TargetFilePath.Directory;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
EngineProject = ProjectFile;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
if (UnrealBuildTool.IsEngineInstalled())
|
|
{
|
|
// Allow engine projects to be created but not built for Installed Engine builds
|
|
EngineProject.IsForeignProject = false;
|
|
EngineProject.IsGeneratedProject = true;
|
|
EngineProject.IsStubProject = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameProjects[GameFolder] = ProjectFile;
|
|
if (IsTemplateTarget)
|
|
{
|
|
TemplateGameProjects.Add(ProjectFile);
|
|
}
|
|
else if (IsSampleTarget)
|
|
{
|
|
SampleGameProjects.Add(ProjectFile);
|
|
}
|
|
BaseFolder = GameFolder;
|
|
|
|
if (!bProjectAlreadyExisted)
|
|
{
|
|
// Add the .uproject file for this game/template
|
|
FileReference UProjectFilePath = FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject");
|
|
if (FileReference.Exists(UProjectFilePath))
|
|
{
|
|
ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Not expecting to find a game with no .uproject file. File '{0}' doesn't exist", UProjectFilePath);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
foreach (ProjectTarget ExistingProjectTarget in ProjectFile.ProjectTargets)
|
|
{
|
|
if (ExistingProjectTarget.TargetRules.Type == TargetRulesObject.Type)
|
|
{
|
|
throw new BuildException("Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}", ProjectFilePath, TargetRulesObject.Type.ToString(), ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
|
|
}
|
|
|
|
// Not expecting to have both a game and a program in the same project. These would alias because we share the project and solution configuration names (just because it makes sense to)
|
|
if ((ExistingProjectTarget.TargetRules.Type == TargetType.Game && TargetRulesObject.Type == TargetType.Program) ||
|
|
(ExistingProjectTarget.TargetRules.Type == TargetType.Program && TargetRulesObject.Type == TargetType.Game))
|
|
{
|
|
throw new BuildException("Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}", ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
|
|
}
|
|
}
|
|
|
|
ProjectTarget ProjectTarget = new ProjectTarget()
|
|
{
|
|
TargetRules = TargetRulesObject,
|
|
TargetFilePath = TargetFilePath,
|
|
ProjectFilePath = ProjectFilePath,
|
|
SupportedPlatforms = UEBuildTarget.GetSupportedPlatforms(TargetRulesObject).Where(x => UEBuildPlatform.GetBuildPlatform(x, true) != null).ToArray(),
|
|
CreateRulesDelegate = (Platform, Configuration) => RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, "", CheckProjectFile, false)
|
|
};
|
|
|
|
if (TargetName == "UnrealCodeAnalyzer")
|
|
{
|
|
ProjectFile.ShouldBuildByDefaultForSolutionTargets = false;
|
|
}
|
|
|
|
if (TargetName == "ShaderCompileWorker") // @todo projectfiles: Ideally, the target rules file should set this
|
|
{
|
|
ProjectTarget.ForceDevelopmentConfiguration = true;
|
|
}
|
|
|
|
ProjectFile.ProjectTargets.Add(ProjectTarget);
|
|
|
|
// Make sure the *.Target.cs file is in the project.
|
|
ProjectFile.AddFileToProject(TargetFilePath, BaseFolder);
|
|
|
|
|
|
// We special case ShaderCompileWorker. It needs to always be compiled in Development mode.
|
|
Log.TraceVerbose("Generating target {0} for {1}", TargetRulesObject.Type.ToString(), ProjectFilePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds shader source code to the specified project
|
|
protected void AddEngineShaderSource( ProjectFile EngineProject )
|
|
{
|
|
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
|
|
DirectoryReference ShadersDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Shaders" );
|
|
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
{
|
|
// Don't include binary shaders in the project file.
|
|
SubdirectoryNamesToExclude.Add( "Binaries" );
|
|
// We never want shader intermediate files in our project file
|
|
SubdirectoryNamesToExclude.Add( "PDBDump" );
|
|
SubdirectoryNamesToExclude.Add( "WorkingDirectory" );
|
|
}
|
|
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( ShadersDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
|
|
|
|
/// Adds engine build infrastructure files to the specified project
|
|
protected void AddEngineBuildFiles( ProjectFile EngineProject )
|
|
{
|
|
DirectoryReference BuildDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Build" );
|
|
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
SubdirectoryNamesToExclude.Add("Receipts");
|
|
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( BuildDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
|
|
|
|
|
|
/// Adds engine documentation to the specified project
|
|
protected void AddEngineDocumentation( ProjectFile EngineProject )
|
|
{
|
|
// NOTE: The project folder added here will actually be collapsed away later if not needed
|
|
DirectoryReference DocumentationProjectDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation" );
|
|
DirectoryReference DocumentationSourceDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation", "Source" );
|
|
DirectoryInfo DirInfo = new DirectoryInfo( DocumentationProjectDirectory.FullName );
|
|
if( DirInfo.Exists && DirectoryReference.Exists(DocumentationSourceDirectory) )
|
|
{
|
|
Log.TraceVerbose( "Adding documentation files..." );
|
|
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
{
|
|
// We never want any of the images or attachment files included in our generated project
|
|
SubdirectoryNamesToExclude.Add( "Images" );
|
|
SubdirectoryNamesToExclude.Add( "Attachments" );
|
|
|
|
// The API directory is huge, so don't include any of it
|
|
SubdirectoryNamesToExclude.Add("API");
|
|
|
|
// Omit Javascript source because it just confuses the Visual Studio IDE
|
|
SubdirectoryNamesToExclude.Add( "Javascript" );
|
|
}
|
|
|
|
List<FileReference> DocumentationFiles = SourceFileSearch.FindFiles( DocumentationSourceDirectory, SubdirectoryNamesToExclude );
|
|
|
|
// Filter out non-English documentation files if we were configured to do so
|
|
if( !bAllDocumentationLanguages )
|
|
{
|
|
List<FileReference> FilteredDocumentationFiles = new List<FileReference>();
|
|
foreach( FileReference DocumentationFile in DocumentationFiles )
|
|
{
|
|
bool bPassesFilter = true;
|
|
if( DocumentationFile.FullName.EndsWith( ".udn", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
string LanguageSuffix = Path.GetExtension( Path.GetFileNameWithoutExtension( DocumentationFile.FullName ) );
|
|
if( !String.IsNullOrEmpty( LanguageSuffix ) &&
|
|
!LanguageSuffix.Equals( ".int", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
bPassesFilter = false;
|
|
}
|
|
}
|
|
|
|
if( bPassesFilter )
|
|
{
|
|
FilteredDocumentationFiles.Add( DocumentationFile );
|
|
}
|
|
}
|
|
DocumentationFiles = FilteredDocumentationFiles;
|
|
}
|
|
|
|
EngineProject.AddFilesToProject( DocumentationFiles, UnrealBuildTool.EngineDirectory );
|
|
}
|
|
else
|
|
{
|
|
Log.TraceVerbose("Skipping documentation project... directory not found");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.)
|
|
/// </summary>
|
|
/// <param name="FilePath">Full path to the project file</param>
|
|
/// <param name="IncludeInGeneratedProjects">True if this project should be included in the set of generated projects. Only matters when actually generating project files.</param>
|
|
/// <param name="bAlreadyExisted">True if we already had this project file</param>
|
|
/// <returns>Object that represents this project file in Unreal Build Tool</returns>
|
|
public ProjectFile FindOrAddProject( FileReference FilePath, bool IncludeInGeneratedProjects, out bool bAlreadyExisted )
|
|
{
|
|
if( FilePath == null )
|
|
{
|
|
throw new BuildException( "Not valid to call FindOrAddProject() with an empty file path!" );
|
|
}
|
|
|
|
// Do we already have this project?
|
|
ProjectFile ExistingProjectFile;
|
|
if( ProjectFileMap.TryGetValue( FilePath, out ExistingProjectFile ) )
|
|
{
|
|
bAlreadyExisted = true;
|
|
return ExistingProjectFile;
|
|
}
|
|
|
|
// Add a new project file for the specified path
|
|
ProjectFile NewProjectFile = AllocateProjectFile( FilePath );
|
|
ProjectFileMap[ FilePath ] = NewProjectFile;
|
|
|
|
if( IncludeInGeneratedProjects )
|
|
{
|
|
GeneratedProjectFiles.Add( NewProjectFile );
|
|
}
|
|
|
|
bAlreadyExisted = false;
|
|
return NewProjectFile;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Allocates a generator-specific project file object
|
|
/// </summary>
|
|
/// <param name="InitFilePath">Path to the project file</param>
|
|
/// <returns>The newly allocated project file object</returns>
|
|
protected abstract ProjectFile AllocateProjectFile( FileReference InitFilePath );
|
|
|
|
|
|
/// <summary>
|
|
/// Allocates a generator-specific master project folder object
|
|
/// </summary>
|
|
/// <param name="OwnerProjectFileGenerator">Project file generator that owns this object</param>
|
|
/// <param name="FolderName">Name for this folder</param>
|
|
/// <returns>The newly allocated project folder object</returns>
|
|
public abstract MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator OwnerProjectFileGenerator, string FolderName );
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Returns a list of all the known project files
|
|
/// </summary>
|
|
/// <returns>Project file list</returns>
|
|
public List<ProjectFile> AllProjectFiles
|
|
{
|
|
get
|
|
{
|
|
List<ProjectFile> CombinedList = new List<ProjectFile>();
|
|
CombinedList.AddRange( GeneratedProjectFiles );
|
|
CombinedList.AddRange( OtherProjectFiles );
|
|
return CombinedList;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Writes the project files to disk
|
|
/// </summary>
|
|
/// <returns>True if successful</returns>
|
|
protected virtual bool WriteProjectFiles()
|
|
{
|
|
using(ProgressWriter Progress = new ProgressWriter("Writing project files...", true))
|
|
{
|
|
int TotalProjectFileCount = GeneratedProjectFiles.Count + 1; // +1 for the master project file, which we'll save next
|
|
|
|
for(int ProjectFileIndex = 0 ; ProjectFileIndex < GeneratedProjectFiles.Count; ++ProjectFileIndex )
|
|
{
|
|
ProjectFile CurProject = GeneratedProjectFiles[ ProjectFileIndex ];
|
|
if( !CurProject.WriteProjectFile(
|
|
InPlatforms: SupportedPlatforms,
|
|
InConfigurations: SupportedConfigurations ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Progress.Write(ProjectFileIndex + 1, TotalProjectFileCount);
|
|
}
|
|
|
|
WriteMasterProjectFile( UBTProject: UBTProject );
|
|
Progress.Write(TotalProjectFileCount, TotalProjectFileCount);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes the master project file (e.g. Visual Studio Solution file)
|
|
/// </summary>
|
|
/// <param name="UBTProject">The UnrealBuildTool project</param>
|
|
/// <returns>True if successful</returns>
|
|
protected abstract bool WriteMasterProjectFile( ProjectFile UBTProject );
|
|
|
|
|
|
/// <summary>
|
|
/// Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed
|
|
/// </summary>
|
|
/// <param name="FileName">File to write</param>
|
|
/// <param name="NewFileContents">File content</param>
|
|
/// <param name="InEncoding"></param>
|
|
/// <returns>True if the file was saved, or if it didn't need to be overwritten because the content was unchanged</returns>
|
|
public static bool WriteFileIfChanged( string FileName, string NewFileContents, Encoding InEncoding = null )
|
|
{
|
|
// Check to see if the file already exists, and if so, load it up
|
|
string LoadedFileContent = null;
|
|
bool FileAlreadyExists = File.Exists( FileName );
|
|
if( FileAlreadyExists )
|
|
{
|
|
try
|
|
{
|
|
LoadedFileContent = File.ReadAllText( FileName );
|
|
}
|
|
catch( Exception )
|
|
{
|
|
Log.TraceInformation( "Error while trying to load existing file {0}. Ignored.", FileName );
|
|
}
|
|
}
|
|
|
|
|
|
// Don't bother saving anything out if the new file content is the same as the old file's content
|
|
bool FileNeedsSave = true;
|
|
if( LoadedFileContent != null )
|
|
{
|
|
bool bIgnoreProjectFileWhitespaces = true;
|
|
if (ProjectFileComparer.CompareOrdinalIgnoreCase(LoadedFileContent, NewFileContents, bIgnoreProjectFileWhitespaces) == 0)
|
|
{
|
|
// Exact match!
|
|
FileNeedsSave = false;
|
|
}
|
|
|
|
if( !FileNeedsSave )
|
|
{
|
|
Log.TraceVerbose( "Skipped saving {0} because contents haven't changed.", Path.GetFileName( FileName ) );
|
|
}
|
|
}
|
|
|
|
if( FileNeedsSave )
|
|
{
|
|
// Save the file
|
|
try
|
|
{
|
|
Directory.CreateDirectory( Path.GetDirectoryName( FileName ) );
|
|
// When WriteAllText is passed Encoding.UTF8 it likes to write a BOM marker
|
|
// at the start of the file (adding two bytes to the file length). For most
|
|
// files this is only mildly annoying but for Makefiles it can actually make
|
|
// them un-useable.
|
|
// TODO(sbc): See if we can just drop the Encoding.UTF8 argument on all
|
|
// platforms. In this case UTF8 encoding will still be used but without the
|
|
// BOM, which is, AFAICT, desirable in almost all cases.
|
|
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
File.WriteAllText(FileName, NewFileContents, new UTF8Encoding());
|
|
else
|
|
File.WriteAllText(FileName, NewFileContents, InEncoding != null ? InEncoding : Encoding.UTF8);
|
|
Log.TraceVerbose("Saved {0}", Path.GetFileName(FileName));
|
|
}
|
|
catch( Exception ex )
|
|
{
|
|
// Unable to write to the project file.
|
|
string Message = string.Format("Error while trying to write file {0}. The file is probably read-only.", FileName);
|
|
Console.WriteLine();
|
|
Log.TraceError(Message);
|
|
throw new BuildException(ex, Message);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the given project to the OtherProjects list
|
|
/// </summary>
|
|
/// <param name="InProject">The project to add</param>
|
|
/// <param name="bNeedsAllPlatformAndConfigurations"></param>
|
|
/// <param name="bForceDevelopmentConfiguration"></param>
|
|
/// <param name="bProjectDeploys"></param>
|
|
/// <param name="InSupportedPlatforms"></param>
|
|
/// <param name="InSupportedConfigurations"></param>
|
|
/// <returns>True if successful</returns>
|
|
public void AddExistingProjectFile(ProjectFile InProject, bool bNeedsAllPlatformAndConfigurations = false, bool bForceDevelopmentConfiguration = false, bool bProjectDeploys = false, List<UnrealTargetPlatform> InSupportedPlatforms = null, List<UnrealTargetConfiguration> InSupportedConfigurations = null)
|
|
{
|
|
if( InProject.ProjectTargets.Count != 0 )
|
|
{
|
|
throw new BuildException( "Expecting existing project to not have any ProjectTargets defined yet." );
|
|
}
|
|
|
|
ProjectTarget ProjectTarget = new ProjectTarget();
|
|
ProjectTarget.SupportedPlatforms = new UnrealTargetPlatform[0];
|
|
if( bForceDevelopmentConfiguration )
|
|
{
|
|
ProjectTarget.ForceDevelopmentConfiguration = true;
|
|
}
|
|
ProjectTarget.ProjectDeploys = bProjectDeploys;
|
|
|
|
if (bNeedsAllPlatformAndConfigurations)
|
|
{
|
|
// Add all platforms
|
|
Array AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
|
|
// Add all configurations
|
|
Array AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add( CurConfiguration );
|
|
}
|
|
}
|
|
else if (InSupportedPlatforms != null || InSupportedConfigurations != null)
|
|
{
|
|
if (InSupportedPlatforms != null)
|
|
{
|
|
// Add all explicitly specified platforms
|
|
foreach (UnrealTargetPlatform CurPlatfrom in InSupportedPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, add all platforms
|
|
Array AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
}
|
|
|
|
if (InSupportedConfigurations != null)
|
|
{
|
|
// Add all explicitly specified configurations
|
|
foreach (UnrealTargetConfiguration CurConfiguration in InSupportedConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, add all configurations
|
|
Array AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// For existing project files, just support the default desktop platforms and configurations
|
|
ProjectTarget.ExtraSupportedPlatforms.AddRange(Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop));
|
|
// Debug and Development only
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Debug);
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Development);
|
|
}
|
|
|
|
InProject.ProjectTargets.Add( ProjectTarget );
|
|
|
|
// Existing projects must always have a GUID. This will throw an exception if one isn't found.
|
|
InProject.LoadGUIDFromExistingProject();
|
|
|
|
OtherProjectFiles.Add( InProject );
|
|
}
|
|
|
|
/// The default project to be built for the solution.
|
|
protected ProjectFile DefaultProject;
|
|
|
|
/// The project for UnrealBuildTool. Note that when generating project files for installed builds, we won't have
|
|
/// an UnrealBuildTool project at all.
|
|
protected ProjectFile UBTProject;
|
|
|
|
/// List of platforms that we'll support in the project files
|
|
protected List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
|
|
/// List of build configurations that we'll support in the project files
|
|
protected List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
|
|
|
|
/// Map of project file names to their project files. This includes every single project file in memory or otherwise that
|
|
/// we know about so far. Note that when generating project files, this map may even include project files that we won't
|
|
/// be including in the generated projects.
|
|
protected readonly Dictionary<FileReference, ProjectFile> ProjectFileMap = new Dictionary<FileReference, ProjectFile>();
|
|
|
|
/// List of project files that we'll be generating
|
|
protected readonly List<ProjectFile> GeneratedProjectFiles = new List<ProjectFile>();
|
|
|
|
/// List of other project files that we want to include in a generated solution file, even though we
|
|
/// aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#)
|
|
protected readonly List<ProjectFile> OtherProjectFiles = new List<ProjectFile>();
|
|
|
|
protected readonly List<ProjectFile> AutomationProjectFiles = new List<ProjectFile>();
|
|
|
|
/// List of top-level folders in the master project file
|
|
protected MasterProjectFolder RootFolder;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper class used for comparing the existing and generated project files.
|
|
/// </summary>
|
|
class ProjectFileComparer
|
|
{
|
|
//static readonly string GUIDRegexPattern = "(\\{){0,1}[0-9a-fA-F]{8}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{12}(\\}){0,1}";
|
|
//static readonly string GUIDReplaceString = "GUID";
|
|
|
|
/// <summary>
|
|
/// Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored.
|
|
/// </summary>
|
|
/// <param name="Whitespace">Whitespace character.</param>
|
|
/// <returns>true if the character can be ignored, false otherwise.</returns>
|
|
static bool CanIgnoreWhitespace(char Whitespace)
|
|
{
|
|
// Only ignore spaces and tabs.
|
|
return Whitespace == ' ' || Whitespace == '\t';
|
|
}
|
|
|
|
/*
|
|
/// <summary>
|
|
/// Replaces all GUIDs in the project file with "GUID" text.
|
|
/// </summary>
|
|
/// <param name="ProjectFileContents">Contents of the project file to remove GUIDs from.</param>
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/// <returns>String with all GUIDs replaced with "GUID" text.</returns>
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static string StripGUIDs(string ProjectFileContents)
|
|
{
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// Replace all GUIDs with "GUID" text.
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return System.Text.RegularExpressions.Regex.Replace(ProjectFileContents, GUIDRegexPattern, GUIDReplaceString);
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}
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*/
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|
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/// <summary>
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|
/// Compares two project files ignoring whitespaces, case and GUIDs.
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/// </summary>
|
|
/// <remarks>
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|
/// Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string.
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|
/// Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and
|
|
/// differences in whitespace sequences between matching non-whitespace sub-strings.
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|
/// </remarks>
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|
/// <param name="StrA">The first string to compare.</param>
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|
/// <param name="StrB">The second string to compare. </param>
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|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreWhitespaceAndCase(string StrA, string StrB)
|
|
{
|
|
// Remove GUIDs before processing the strings.
|
|
//StrA = StripGUIDs(StrA);
|
|
//StrB = StripGUIDs(StrB);
|
|
|
|
int IndexA = 0;
|
|
int IndexB = 0;
|
|
while (IndexA < StrA.Length && IndexB < StrB.Length)
|
|
{
|
|
char A = Char.ToLowerInvariant(StrA[IndexA]);
|
|
char B = Char.ToLowerInvariant(StrB[IndexB]);
|
|
if (Char.IsWhiteSpace(A) && Char.IsWhiteSpace(B) && CanIgnoreWhitespace(A) && CanIgnoreWhitespace(B))
|
|
{
|
|
// Skip whitespaces in both strings
|
|
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ;
|
|
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ;
|
|
}
|
|
else if (Char.IsWhiteSpace(A) && IndexA > 0 && StrA[IndexA - 1] == '\n')
|
|
{
|
|
// Skip whitespaces in StrA at the beginning of each line
|
|
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ;
|
|
}
|
|
else if (Char.IsWhiteSpace(B) && IndexB > 0 && StrB[IndexB - 1] == '\n')
|
|
{
|
|
// Skip whitespaces in StrA at the beginning of each line
|
|
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ;
|
|
}
|
|
else if (A != B)
|
|
{
|
|
return A - B;
|
|
}
|
|
else
|
|
{
|
|
IndexA++;
|
|
IndexB++;
|
|
}
|
|
}
|
|
// Check if we reached the end in both strings
|
|
return (StrA.Length - IndexA) - (StrB.Length - IndexB);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring case and GUIDs.
|
|
/// </summary>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreCase(string StrA, string StrB)
|
|
{
|
|
// Remove GUIDs before processing the strings.
|
|
//StrA = StripGUIDs(StrA);
|
|
//StrB = StripGUIDs(StrB);
|
|
|
|
// Use simple ordinal comparison.
|
|
return String.Compare(StrA, StrB, StringComparison.InvariantCultureIgnoreCase);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring case and GUIDs.
|
|
/// </summary>
|
|
/// <see cref="CompareOrdinalIgnoreWhitespaceAndCase"/>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <param name="bIgnoreWhitespace">True if whitsapces should be ignored.</param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreCase(string StrA, string StrB, bool bIgnoreWhitespace)
|
|
{
|
|
if (bIgnoreWhitespace)
|
|
{
|
|
return CompareOrdinalIgnoreWhitespaceAndCase(StrA, StrB);
|
|
}
|
|
else
|
|
{
|
|
return CompareOrdinalIgnoreCase(StrA, StrB);
|
|
}
|
|
}
|
|
}
|
|
}
|