You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #jira UE-64996 #ROBOMERGE-SOURCE: CL 4456797 in //UE4/Release-4.21/... #ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21) [CL 4456806 by ben marsh in Staging-4.21 branch]
2838 lines
110 KiB
C#
2838 lines
110 KiB
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using Microsoft.Win32;
|
|
using System.Linq;
|
|
using System.Diagnostics;
|
|
using Tools.DotNETCommon;
|
|
using System.Xml.Linq;
|
|
using System.Xml;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
/// <summary>
|
|
/// Represents a folder within the master project (e.g. Visual Studio solution)
|
|
/// </summary>
|
|
abstract class MasterProjectFolder
|
|
{
|
|
/// <summary>
|
|
/// Constructor
|
|
/// </summary>
|
|
/// <param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
|
|
/// <param name="InitFolderName">Name for this folder</param>
|
|
public MasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
|
|
{
|
|
OwnerProjectFileGenerator = InitOwnerProjectFileGenerator;
|
|
FolderName = InitFolderName;
|
|
}
|
|
|
|
/// Name of this folder
|
|
public string FolderName
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds a new sub-folder to this folder
|
|
/// </summary>
|
|
/// <param name="SubFolderName">Name of the new folder</param>
|
|
/// <returns>The newly-added folder</returns>
|
|
public MasterProjectFolder AddSubFolder( string SubFolderName )
|
|
{
|
|
MasterProjectFolder ResultFolder = null;
|
|
|
|
List<string> FolderNames = SubFolderName.Split(new char[2] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, 2, StringSplitOptions.RemoveEmptyEntries).ToList();
|
|
string FirstFolderName = FolderNames[0];
|
|
|
|
bool AlreadyExists = false;
|
|
foreach (MasterProjectFolder ExistingFolder in SubFolders)
|
|
{
|
|
if (ExistingFolder.FolderName.Equals(FirstFolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
// Already exists!
|
|
ResultFolder = ExistingFolder;
|
|
AlreadyExists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!AlreadyExists)
|
|
{
|
|
ResultFolder = OwnerProjectFileGenerator.AllocateMasterProjectFolder(OwnerProjectFileGenerator, FirstFolderName);
|
|
SubFolders.Add(ResultFolder);
|
|
}
|
|
|
|
if (FolderNames.Count > 1)
|
|
{
|
|
ResultFolder = ResultFolder.AddSubFolder(FolderNames[1]);
|
|
}
|
|
|
|
return ResultFolder;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Recursively searches for the specified project and returns the folder that it lives in, or null if not found
|
|
/// </summary>
|
|
/// <param name="Project">The project file to look for</param>
|
|
/// <returns>The found folder that the project is in, or null</returns>
|
|
public MasterProjectFolder FindFolderForProject( ProjectFile Project )
|
|
{
|
|
foreach( MasterProjectFolder CurFolder in SubFolders )
|
|
{
|
|
MasterProjectFolder FoundFolder = CurFolder.FindFolderForProject( Project );
|
|
if( FoundFolder != null )
|
|
{
|
|
return FoundFolder;
|
|
}
|
|
}
|
|
|
|
foreach( ProjectFile ChildProject in ChildProjects )
|
|
{
|
|
if( ChildProject == Project )
|
|
{
|
|
return this;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// Owner project generator
|
|
readonly ProjectFileGenerator OwnerProjectFileGenerator;
|
|
|
|
/// Sub-folders
|
|
public readonly List<MasterProjectFolder> SubFolders = new List<MasterProjectFolder>();
|
|
|
|
/// Child projects
|
|
public readonly List<ProjectFile> ChildProjects = new List<ProjectFile>();
|
|
|
|
/// Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder
|
|
/// and can be browsed/opened by the user easily in the user interface
|
|
public readonly List<string> Files = new List<string>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// The type of project files to generate
|
|
/// </summary>
|
|
enum ProjectFileFormat
|
|
{
|
|
Make,
|
|
CMake,
|
|
QMake,
|
|
KDevelop,
|
|
CodeLite,
|
|
VisualStudio,
|
|
VisualStudio2012,
|
|
VisualStudio2013,
|
|
VisualStudio2015,
|
|
VisualStudio2017,
|
|
XCode,
|
|
Eddie,
|
|
VisualStudioCode,
|
|
VisualStudioMac,
|
|
CLion
|
|
}
|
|
|
|
/// <summary>
|
|
/// Static class containing
|
|
/// </summary>
|
|
static class ProjectFileGeneratorSettings
|
|
{
|
|
/// <summary>
|
|
/// Default list of project file formats to generate
|
|
/// </summary>
|
|
[XmlConfigFile(Category = "ProjectFileGenerator", Name = "Format")]
|
|
public static string Format = null;
|
|
|
|
/// <summary>
|
|
/// Parses a list of project file formats from a string
|
|
/// </summary>
|
|
/// <param name="Formats"></param>
|
|
/// <returns>Sequence of project file formats</returns>
|
|
public static IEnumerable<ProjectFileFormat> ParseFormatList(string Formats)
|
|
{
|
|
foreach(string FormatName in Formats.Split('+').Select(x => x.Trim()))
|
|
{
|
|
ProjectFileFormat Format;
|
|
if(Enum.TryParse(FormatName, true, out Format))
|
|
{
|
|
yield return Format;
|
|
}
|
|
else
|
|
{
|
|
Log.TraceError("Invalid project file format '{0}'", FormatName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Base class for all project file generators
|
|
/// </summary>
|
|
abstract class ProjectFileGenerator
|
|
{
|
|
/// <summary>
|
|
/// Global static that enables generation of project files. Doesn't actually compile anything.
|
|
/// This is enabled only via UnrealBuildTool command-line.
|
|
/// </summary>
|
|
public static bool bGenerateProjectFiles = false;
|
|
|
|
/// <summary>
|
|
/// True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc.
|
|
/// </summary>
|
|
public bool bGeneratingGameProjectFiles = false;
|
|
|
|
/// <summary>
|
|
/// Optional list of platforms to generate projects for
|
|
/// </summary>
|
|
readonly List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
|
|
|
|
/// <summary>
|
|
/// When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for
|
|
/// </summary>
|
|
protected string GameProjectName = null;
|
|
|
|
/// <summary>
|
|
/// Whether we should include configurations for "Test" and "Shipping" in generated projects (pass "-NoShippingConfigs" to disable this)
|
|
/// </summary>
|
|
public static bool bIncludeTestAndShippingConfigs = true;
|
|
|
|
/// <summary>
|
|
/// True if intellisense data should be generated (takes a while longer)
|
|
/// </summary>
|
|
bool bGenerateIntelliSenseData = true;
|
|
|
|
/// <summary>
|
|
/// True if we should include documentation in the generated projects
|
|
/// </summary>
|
|
[XmlConfigFile]
|
|
protected bool bIncludeDocumentation = false;
|
|
|
|
/// <summary>
|
|
/// True if all documentation languages should be included in generated projects, otherwise only "INT" will be included
|
|
/// </summary>
|
|
bool bAllDocumentationLanguages = false;
|
|
|
|
/// <summary>
|
|
/// True if build targets should pass the -useprecompiled argument
|
|
/// </summary>
|
|
public static bool bUsePrecompiled = false;
|
|
|
|
/// <summary>
|
|
/// True if we should include engine source in the generated solution
|
|
/// </summary>
|
|
protected bool bIncludeEngineSource = true;
|
|
|
|
/// <summary>
|
|
/// Whether to include enterprise source in the generated solution
|
|
/// </summary>
|
|
protected bool bIncludeEnterpriseSource = true;
|
|
|
|
/// <summary>
|
|
/// True if shader source files should be included in the generated projects
|
|
/// </summary>
|
|
protected bool bIncludeShaderSource = true;
|
|
|
|
/// <summary>
|
|
/// True if build system files should be included
|
|
/// </summary>
|
|
bool bIncludeBuildSystemFiles = true;
|
|
|
|
/// <summary>
|
|
/// True if we should include config files (.ini files) in the generated project
|
|
/// </summary>
|
|
protected bool bIncludeConfigFiles = true;
|
|
|
|
/// <summary>
|
|
/// True if we should include localization files (.int/.kor/etc files) in the generated project
|
|
/// </summary>
|
|
bool bIncludeLocalizationFiles = false;
|
|
|
|
/// <summary>
|
|
/// True if we should include template files (.template files) in the generated project
|
|
/// </summary>
|
|
protected bool bIncludeTemplateFiles = true;
|
|
|
|
/// <summary>
|
|
/// True if we should include program projects in the generated solution
|
|
/// </summary>
|
|
protected bool IncludeEnginePrograms = true;
|
|
|
|
/// <summary>
|
|
/// True if we should include .NET Core projects in the generated solution
|
|
/// </summary>
|
|
bool bIncludeDotNETCoreProjects = false;
|
|
|
|
/// <summary>
|
|
/// True if we should reflect "Source" sub-directories on disk in the master project as master project directories.
|
|
/// This arguably adds some visual clutter to the master project, but is truer to the on-disk file organization.
|
|
/// </summary>
|
|
bool bKeepSourceSubDirectories = true;
|
|
|
|
/// <summary>
|
|
/// Relative path to the directory where the master project file will be saved to
|
|
/// </summary>
|
|
public static DirectoryReference MasterProjectPath = UnrealBuildTool.RootDirectory; // We'll save the master project to our "root" folder
|
|
|
|
/// <summary>
|
|
/// Name of the UE4 engine project that contains all of the engine code, config files and other files
|
|
/// </summary>
|
|
public static readonly string EngineProjectFileNameBase = "UE4";
|
|
|
|
/// <summary>
|
|
/// Name of the UE4 enterprise project that contains all of the enterprise code, config files and other files
|
|
/// </summary>
|
|
public static readonly string EnterpriseProjectFileNameBase = "Studio";
|
|
|
|
/// <summary>
|
|
/// 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!
|
|
/// </summary>
|
|
public static DirectoryReference IntermediateProjectFilesPath = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Intermediate", "ProjectFiles" );
|
|
|
|
/// <summary>
|
|
/// Path to timestamp file, recording when was the last time projects were created.
|
|
/// </summary>
|
|
public static string ProjectTimestampFile = Path.Combine(IntermediateProjectFilesPath.FullName, "Timestamp");
|
|
|
|
/// <summary>
|
|
/// Global static new line string used by ProjectFileGenerator to generate project files.
|
|
/// </summary>
|
|
public static readonly string NewLine = Environment.NewLine;
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
bool bGatherThirdPartySource = false;
|
|
|
|
/// <summary>
|
|
/// Indicates whether we should process dot net core based C# projects
|
|
/// </summary>
|
|
bool AllowDotNetCoreProjects = false;
|
|
|
|
/// <summary>
|
|
/// 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)
|
|
/// </summary>
|
|
[XmlConfigFile]
|
|
protected string MasterProjectName = "UE4";
|
|
|
|
/// <summary>
|
|
/// If true, sets the master project name according to the name of the folder it's in
|
|
/// </summary>
|
|
[XmlConfigFile]
|
|
protected bool bMasterProjectNameFromFolder = false;
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public static readonly Dictionary<string, ProjectFile> ModuleToProjectFileMap = new Dictionary<string, ProjectFile>( StringComparer.InvariantCultureIgnoreCase );
|
|
|
|
/// <summary>
|
|
/// If generating project files for a single project, the path to its .uproject file.
|
|
/// </summary>
|
|
public readonly FileReference OnlyGameProject;
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public static ProjectFile OnlyGenerateIntelliSenseDataForProject
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
/// </summary>
|
|
abstract public string ProjectFileExtension
|
|
{
|
|
get;
|
|
}
|
|
|
|
/// <summary>
|
|
/// True if we should include IntelliSense data in the generated project files when possible
|
|
/// </summary>
|
|
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)
|
|
{
|
|
AllowDotNetCoreProjects = Environment.CommandLine.Contains("-dotnetcore");
|
|
OnlyGameProject = InOnlyGameProject;
|
|
XmlConfig.ApplyTo(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all .automation.csproj files to the solution.
|
|
/// </summary>
|
|
void AddAutomationModules(List<FileReference> UnrealProjectFiles, MasterProjectFolder ProgramsFolder)
|
|
{
|
|
MasterProjectFolder Folder = ProgramsFolder.AddSubFolder("Automation");
|
|
List<DirectoryReference> BuildFolders = new List<DirectoryReference>();
|
|
foreach (FileReference UnrealProjectFile in UnrealProjectFiles)
|
|
{
|
|
DirectoryReference GameBuildFolder = DirectoryReference.Combine(UnrealProjectFile.Directory, "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 = false;//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)
|
|
{
|
|
string[] UnsupportedPlatformNames = Utils.MakeListOfUnsupportedPlatforms(SupportedPlatforms).ToArray();
|
|
|
|
List<FileReference> FoundProjects = new List<FileReference>();
|
|
DirectoryReference EngineProgramsSource = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Source", "Programs");
|
|
DiscoverCSharpProgramProjectsRecursively(EngineProgramsSource, FoundProjects);
|
|
|
|
foreach (FileReference FoundProject in FoundProjects)
|
|
{
|
|
if(!FoundProject.ContainsAnyNames(UnsupportedPlatformNames, EngineProgramsSource))
|
|
{
|
|
VCSharpProjectFile Project = new VCSharpProjectFile(FoundProject);
|
|
|
|
if (AllowDotNetCoreProjects || !Project.IsDotNETCoreProject())
|
|
{
|
|
Project.ShouldBuildForAllSolutionTargets = true;
|
|
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<FileReference> FindGameProjects()
|
|
{
|
|
List<FileReference> ProjectFiles = new List<FileReference>();
|
|
if(bGeneratingGameProjectFiles)
|
|
{
|
|
ProjectFiles.Add(OnlyGameProject);
|
|
}
|
|
else
|
|
{
|
|
ProjectFiles.AddRange(UProjectInfo.AllProjectFiles.Where(x => ShouldGenerateProject(x)));
|
|
}
|
|
return ProjectFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if we should generate IDE project files for for the given project
|
|
/// </summary>
|
|
/// <param name="ProjectFile">The project to check</param>
|
|
/// <returns>True to generate a project, false otherwise</returns>
|
|
private static bool ShouldGenerateProject(FileReference ProjectFile)
|
|
{
|
|
DirectoryReference ProjectDirectory = ProjectFile.Directory;
|
|
DirectoryReference SourceFolder = DirectoryReference.Combine(ProjectDirectory, "Source");
|
|
DirectoryReference IntermediateSourceFolder = DirectoryReference.Combine(ProjectDirectory, "Intermediate", "Source");
|
|
return DirectoryReference.Exists(SourceFolder) || DirectoryReference.Exists(IntermediateSourceFolder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the user's preferred IDE from their editor settings
|
|
/// </summary>
|
|
/// <param name="ProjectFile">Project file being built</param>
|
|
/// <param name="Format">Preferred format for the project being built</param>
|
|
/// <returns>True if a preferred IDE was set, false otherwise</returns>
|
|
public static bool GetPreferredSourceCodeAccessor(FileReference ProjectFile, out ProjectFileFormat Format)
|
|
{
|
|
DirectoryReference EngineSavedDir = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Saved");
|
|
if(UnrealBuildTool.IsEngineInstalled())
|
|
{
|
|
BuildVersion Version;
|
|
if(BuildVersion.TryRead(BuildVersion.GetDefaultFileName(), out Version))
|
|
{
|
|
EngineSavedDir = DirectoryReference.Combine(Utils.GetUserSettingDirectory(), "UnrealEngine", String.Format("{0}.{1}", Version.MajorVersion, Version.MinorVersion), "Saved");
|
|
}
|
|
}
|
|
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.EditorSettings, DirectoryReference.FromFile(ProjectFile), BuildHostPlatform.Current.Platform, EngineSavedDir);
|
|
|
|
string PreferredAccessor;
|
|
if (Ini.GetString("/Script/SourceCodeAccess.SourceCodeAccessSettings", "PreferredAccessor", out PreferredAccessor))
|
|
{
|
|
PreferredAccessor = PreferredAccessor.ToLowerInvariant();
|
|
if (PreferredAccessor == "clionsourcecodeaccessor")
|
|
{
|
|
Format = ProjectFileFormat.CLion;
|
|
return true;
|
|
}
|
|
else if (PreferredAccessor == "codelitesourcecodeaccessor")
|
|
{
|
|
Format = ProjectFileFormat.CodeLite;
|
|
return true;
|
|
}
|
|
else if (PreferredAccessor == "xcodesourcecodeaccessor")
|
|
{
|
|
Format = ProjectFileFormat.XCode;
|
|
return true;
|
|
}
|
|
else if (PreferredAccessor == "visualstudiocode")
|
|
{
|
|
Format = ProjectFileFormat.VisualStudioCode;
|
|
return true;
|
|
}
|
|
else if (PreferredAccessor == "kdevelopsourcecodeaccessor")
|
|
{
|
|
Format = ProjectFileFormat.KDevelop;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Format = ProjectFileFormat.VisualStudio;
|
|
return false;
|
|
}
|
|
|
|
/// <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");
|
|
}
|
|
else
|
|
{
|
|
// Set the master project name from the folder name
|
|
if(bMasterProjectNameFromFolder)
|
|
{
|
|
string NewMasterProjectName = MasterProjectPath.GetDirectoryName();
|
|
if(!String.IsNullOrEmpty(NewMasterProjectName))
|
|
{
|
|
MasterProjectName = NewMasterProjectName;
|
|
}
|
|
}
|
|
|
|
// Write out the name of the master project file, so the runtime knows to use it
|
|
FileReference MasterProjectNameLocation = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "ProjectFiles", "MasterProjectName.txt");
|
|
DirectoryReference.CreateDirectory(MasterProjectNameLocation.Directory);
|
|
FileReference.WriteAllText(MasterProjectNameLocation, MasterProjectName);
|
|
}
|
|
|
|
// 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<FileReference> 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;
|
|
ProjectFile EnterpriseProject = null;
|
|
Dictionary<DirectoryReference, ProjectFile> GameProjects = null;
|
|
Dictionary<DirectoryReference, ProjectFile> ModProjects = null;
|
|
Dictionary<FileReference, ProjectFile> ProgramProjects = null;
|
|
Dictionary<DirectoryReference, ProjectFile> TemplateGameProjects = null;
|
|
Dictionary<DirectoryReference, ProjectFile> SampleGameProjects = null;
|
|
{
|
|
// Setup buildable projects for all targets
|
|
AddProjectsForAllTargets( AllGameProjects, out EngineProject, out EnterpriseProject, out GameProjects, out ModProjects, 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(ModProjects.Count > 0)
|
|
{
|
|
DefaultProject = ModProjects.Values.First();
|
|
}
|
|
else if(bGeneratingGameProjectFiles && GameProjects.Count > 0)
|
|
{
|
|
DefaultProject = GameProjects.Values.First();
|
|
}
|
|
|
|
//Related Debug Project Files - Tuple here has the related Debug Project, SolutionFolder
|
|
List<Tuple<ProjectFile, string>> DebugProjectFiles = new List<Tuple<ProjectFile, string>>();
|
|
|
|
// Place projects into root level solution folders
|
|
if ( bIncludeEngineSource )
|
|
{
|
|
// 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, EngineProjectFileNameBase + 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( bIncludeConfigFiles )
|
|
{
|
|
AddEngineConfigFiles( EngineProject );
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
AddUnrealHeaderToolConfigFiles(EngineProject);
|
|
AddUBTConfigFilesToEngineProject(EngineProject);
|
|
}
|
|
}
|
|
|
|
// Engine Extras files
|
|
AddEngineExtrasFiles(EngineProject);
|
|
|
|
// Engine localization files
|
|
if( bIncludeLocalizationFiles )
|
|
{
|
|
AddEngineLocalizationFiles( EngineProject );
|
|
}
|
|
|
|
// Engine template files
|
|
if (bIncludeTemplateFiles)
|
|
{
|
|
AddEngineTemplateFiles( EngineProject );
|
|
}
|
|
|
|
if( bIncludeShaderSource )
|
|
{
|
|
Log.TraceVerbose( "Adding shader source code..." );
|
|
|
|
// Find shader source files and generate stub project
|
|
AddEngineShaderSource( EngineProject );
|
|
}
|
|
|
|
if( bIncludeBuildSystemFiles )
|
|
{
|
|
Log.TraceVerbose( "Adding build system files..." );
|
|
|
|
AddEngineBuildFiles( EngineProject );
|
|
}
|
|
|
|
if( bIncludeDocumentation )
|
|
{
|
|
AddEngineDocumentation( EngineProject );
|
|
}
|
|
|
|
List<Tuple<ProjectFile, string>> NewProjectFiles = EngineProject.WriteDebugProjectFiles(InPlatforms: SupportedPlatforms, InConfigurations: SupportedConfigurations);
|
|
|
|
if (NewProjectFiles != null)
|
|
{
|
|
DebugProjectFiles.AddRange(NewProjectFiles);
|
|
}
|
|
}
|
|
|
|
if (EnterpriseProject != null)
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName()).ChildProjects.Add(EnterpriseProject);
|
|
}
|
|
|
|
foreach( ProjectFile CurModProject in ModProjects.Values )
|
|
{
|
|
RootFolder.AddSubFolder("Mods").ChildProjects.Add(CurModProject);
|
|
}
|
|
|
|
foreach( ProjectFile CurGameProject in GameProjects.Values )
|
|
{
|
|
// Templates go under a different solution folder than games
|
|
DirectoryReference TemplateGameDirectory = TemplateGameProjects.FirstOrDefault( FolderAndProject => FolderAndProject.Value == CurGameProject ).Key;
|
|
DirectoryReference SampleGameDirectory = SampleGameProjects.FirstOrDefault( FolderAndProject => FolderAndProject.Value == CurGameProject ).Key;
|
|
|
|
if( TemplateGameDirectory != null )
|
|
{
|
|
if( TemplateGameDirectory.IsUnderDirectory((UnrealBuildTool.EnterpriseDirectory)) )
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName() + Path.DirectorySeparatorChar + "Templates").ChildProjects.Add(CurGameProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder("Templates").ChildProjects.Add(CurGameProject);
|
|
}
|
|
}
|
|
else if( SampleGameDirectory != null )
|
|
{
|
|
if( SampleGameDirectory.IsUnderDirectory((UnrealBuildTool.EnterpriseDirectory)) )
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName() + Path.DirectorySeparatorChar + "Samples").ChildProjects.Add(CurGameProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder("Samples").ChildProjects.Add(CurGameProject);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Games" ).ChildProjects.Add( CurGameProject );
|
|
}
|
|
|
|
List<Tuple<ProjectFile, string>> NewProjectFiles = CurGameProject.WriteDebugProjectFiles(InPlatforms: SupportedPlatforms, InConfigurations: SupportedConfigurations);
|
|
|
|
if (NewProjectFiles != null)
|
|
{
|
|
DebugProjectFiles.AddRange(NewProjectFiles);
|
|
}
|
|
|
|
}
|
|
|
|
//Related Debug Project Files - Tuple has the related Debug Project, SolutionFolder
|
|
foreach (Tuple<ProjectFile, string> DebugProjectFile in DebugProjectFiles)
|
|
{
|
|
AddExistingProjectFile(DebugProjectFile.Item1, bForceDevelopmentConfiguration: false);
|
|
|
|
//add it to the Android Debug Projects folder in the solution
|
|
RootFolder.AddSubFolder(DebugProjectFile.Item2).ChildProjects.Add(DebugProjectFile.Item1);
|
|
}
|
|
|
|
|
|
foreach( KeyValuePair<FileReference, ProjectFile> CurProgramProject in ProgramProjects )
|
|
{
|
|
ProjectTarget Target = CurProgramProject.Value.ProjectTargets.FirstOrDefault(t => !String.IsNullOrEmpty(t.TargetRules.SolutionDirectory));
|
|
|
|
if (Target != null)
|
|
{
|
|
RootFolder.AddSubFolder(Target.TargetRules.SolutionDirectory).ChildProjects.Add(CurProgramProject.Value);
|
|
}
|
|
else
|
|
{
|
|
if (CurProgramProject.Key.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory))
|
|
{
|
|
RootFolder.AddSubFolder(UnrealBuildTool.EnterpriseDirectory.GetDirectoryName() + Path.DirectorySeparatorChar + "Programs").ChildProjects.Add(CurProgramProject.Value);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Programs" ).ChildProjects.Add( CurProgramProject.Value );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add all of the config files for generated program targets
|
|
AddEngineProgramConfigFiles( ProgramProjects );
|
|
}
|
|
}
|
|
|
|
// Setup "stub" projects for all modules
|
|
AddProjectsForAllModules(AllGameProjects, ProgramProjects, ModProjects, AllModuleFiles, bGatherThirdPartySource);
|
|
|
|
{
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
MasterProjectFolder ProgramsFolder = RootFolder.AddSubFolder( "Programs" );
|
|
|
|
// Add UnrealBuildTool to the master project
|
|
AddUnrealBuildToolProject( ProgramsFolder );
|
|
|
|
// Add AutomationTool to the master project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationTool", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true));
|
|
|
|
// Add automation.csproj files to the master project
|
|
AddAutomationModules(AllGameProjects, 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, ProjectTarget>> IntelliSenseTargetFiles = new List<Tuple<ProjectFile, ProjectTarget>>();
|
|
{
|
|
// 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) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Enterprise targets
|
|
if (EnterpriseProject != null)
|
|
{
|
|
foreach (ProjectTarget ProjectTarget in EnterpriseProject.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(EnterpriseProject, ProjectTarget));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Program targets
|
|
foreach( ProjectFile ProgramProject in ProgramProjects.Values )
|
|
{
|
|
foreach( ProjectTarget ProjectTarget in ProgramProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( ProgramProject, ProjectTarget ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 "-ALLLANGUAGES":
|
|
bAllDocumentationLanguages = true;
|
|
break;
|
|
|
|
case "-USEPRECOMPILED":
|
|
bUsePrecompiled = true;
|
|
break;
|
|
|
|
case "-VSCODE":
|
|
bIncludeDotNETCoreProjects = 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);
|
|
|
|
bIncludeEngineSource = bAlwaysIncludeEngineModules || bInstalledEngineWithSource;
|
|
bIncludeDocumentation = false;
|
|
bIncludeBuildSystemFiles = false;
|
|
bIncludeShaderSource = true;
|
|
bIncludeTemplateFiles = false;
|
|
bIncludeConfigFiles = true;
|
|
IncludeEnginePrograms = bAlwaysIncludeEngineModules;
|
|
}
|
|
else
|
|
{
|
|
// At least one extra argument was specified, but we weren't expected it. Ignored.
|
|
}
|
|
|
|
// If we're generating a solution for only one project, only include the enterprise folder if it's an enterprise project
|
|
if(OnlyGameProject == null)
|
|
{
|
|
bIncludeEnterpriseSource = bIncludeEngineSource;
|
|
}
|
|
else
|
|
{
|
|
bIncludeEnterpriseSource = bIncludeEngineSource && ProjectDescriptor.FromFile(OnlyGameProject).IsEnterpriseProject;
|
|
}
|
|
}
|
|
|
|
|
|
/// <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( bIncludeConfigFiles )
|
|
{
|
|
DirectoryReference GameConfigDirectory = DirectoryReference.Combine(GameProjectDirectory, "Config");
|
|
if( DirectoryReference.Exists(GameConfigDirectory) )
|
|
{
|
|
ProjectFile GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameConfigDirectory ), GameProjectDirectory );
|
|
}
|
|
}
|
|
|
|
// Game build files
|
|
if( bIncludeBuildSystemFiles )
|
|
{
|
|
DirectoryReference GameBuildDirectory = DirectoryReference.Combine(GameProjectDirectory, "Build");
|
|
if( DirectoryReference.Exists(GameBuildDirectory) )
|
|
{
|
|
List<string> SubdirectoryNamesToExclude = new List<string>();
|
|
SubdirectoryNamesToExclude.Add("Receipts");
|
|
SubdirectoryNamesToExclude.Add("Scripts");
|
|
SubdirectoryNamesToExclude.Add("FileOpenOrder");
|
|
SubdirectoryNamesToExclude.Add("PipelineCaches");
|
|
|
|
ProjectFile GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameBuildDirectory, SubdirectoryNamesToExclude ), GameProjectDirectory );
|
|
}
|
|
}
|
|
|
|
DirectoryReference GameShaderDirectory = DirectoryReference.Combine(GameProjectDirectory, "Shaders");
|
|
if (DirectoryReference.Exists(GameShaderDirectory))
|
|
{
|
|
ProjectFile GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(GameShaderDirectory), 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 any additional plugin files.
|
|
/// </summary>
|
|
/// <returns>List of additional plugin files</returns>
|
|
private List<FileReference> DiscoverExtraPlugins(List<FileReference> AllGameProjects)
|
|
{
|
|
List<FileReference> AddedPlugins = new List<FileReference>();
|
|
|
|
foreach (FileReference GameProject in AllGameProjects)
|
|
{
|
|
// Check the user preference to see if they'd like to include nativized assets as a generated project.
|
|
bool bIncludeNativizedAssets = false;
|
|
ConfigHierarchy Config = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, GameProject.Directory, BuildHostPlatform.Current.Platform);
|
|
if (Config != null)
|
|
{
|
|
Config.TryGetValue("/Script/UnrealEd.ProjectPackagingSettings", "bIncludeNativizedAssetsInProjectGeneration", out bIncludeNativizedAssets);
|
|
}
|
|
|
|
// Note: Whether or not we include nativized assets here has no bearing on whether or not they actually get built.
|
|
if (bIncludeNativizedAssets)
|
|
{
|
|
AddedPlugins.AddRange(Plugins.EnumeratePlugins(DirectoryReference.Combine(GameProject.Directory, "Intermediate", "Plugins")).Where(x => x.GetFileNameWithoutExtension() == "NativizedAssets"));
|
|
}
|
|
}
|
|
return AddedPlugins;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all module files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of module files</returns>
|
|
protected List<FileReference> DiscoverModules(List<FileReference> 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.Directory).ToList(), ForeignPlugins: DiscoverExtraPlugins(AllGameProjects), 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<FileReference> 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.Directory).ToList(), ForeignPlugins: DiscoverExtraPlugins(AllGameProjects), AdditionalSearchPaths:null );
|
|
foreach( FileReference CurTargetFile in FoundTargetFiles )
|
|
{
|
|
string CleanTargetFileName = Utils.CleanDirectorySeparators( CurTargetFile.FullName );
|
|
|
|
// remove the local root
|
|
string LocalRoot = UnrealBuildTool.RootDirectory.FullName;
|
|
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( !bKeepSourceSubDirectories )
|
|
{
|
|
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)
|
|
{
|
|
List<string> ProjectDirectoryNames = new List<string>();
|
|
ProjectDirectoryNames.Add("UnrealBuildTool");
|
|
|
|
if (AllowDotNetCoreProjects)
|
|
{
|
|
ProjectDirectoryNames.Add("UnrealBuildTool_NETCore");
|
|
}
|
|
|
|
foreach (string ProjectDirectoryName in ProjectDirectoryNames)
|
|
{
|
|
DirectoryReference ProjectDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectDirectoryName);
|
|
if (DirectoryReference.Exists(ProjectDirectory))
|
|
{
|
|
FileReference ProjectFileName = FileReference.Combine(ProjectDirectory, "UnrealBuildTool.csproj");
|
|
|
|
if (FileReference.Exists(ProjectFileName))
|
|
{
|
|
VCSharpProjectFile UnrealBuildToolProject = new VCSharpProjectFile(ProjectFileName);
|
|
UnrealBuildToolProject.ShouldBuildForAllSolutionTargets = true;
|
|
|
|
if (bIncludeDotNETCoreProjects || !UnrealBuildToolProject.IsDotNETCoreProject())
|
|
{
|
|
if (!UnrealBuildToolProject.IsDotNETCoreProject())
|
|
{
|
|
// 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<FileReference, ProjectFile> ProgramProjects )
|
|
{
|
|
if( bIncludeConfigFiles )
|
|
{
|
|
foreach( KeyValuePair<FileReference, ProjectFile> FileAndProject in ProgramProjects )
|
|
{
|
|
string ProgramName = FileAndProject.Key.GetFileNameWithoutAnyExtensions();
|
|
ProjectFile ProgramProjectFile = FileAndProject.Value;
|
|
|
|
// @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;
|
|
|
|
if ( FileAndProject.Key.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory) )
|
|
{
|
|
ProgramDirectory = DirectoryReference.Combine( UnrealBuildTool.EnterpriseDirectory, "Programs", ProgramName );
|
|
}
|
|
else
|
|
{
|
|
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="Targets">Targets to build for intellisense</param>
|
|
/// <return>Whether the process was successful or not</return>
|
|
private bool GenerateIntelliSenseData( String[] Arguments, List<Tuple<ProjectFile, ProjectTarget>> Targets )
|
|
{
|
|
bool bSuccess = true;
|
|
if( ShouldGenerateIntelliSenseData() && Targets.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 < Targets.Count; ++TargetIndex)
|
|
{
|
|
ProjectFile TargetProjectFile = Targets[ TargetIndex ].Item1;
|
|
ProjectTarget CurTarget = Targets[ TargetIndex ].Item2;
|
|
|
|
Log.TraceVerbose( "Found target: " + CurTarget.TargetFilePath.GetFileNameWithoutAnyExtensions() );
|
|
|
|
List<string> NewArguments = new List<string>(Arguments.Length + 4);
|
|
NewArguments.Add(CurTarget.TargetFilePath.GetFileNameWithoutAnyExtensions());
|
|
NewArguments.Add(BuildHostPlatform.Current.Platform.ToString());
|
|
NewArguments.Add(UnrealTargetConfiguration.Development.ToString());
|
|
if(CurTarget.TargetRules.Type != TargetType.Program)
|
|
{
|
|
NewArguments.Add("-precompile");
|
|
}
|
|
NewArguments.Add("-Monolithic"); // Don't want any _API macros to be DLLIMPORT; this will cause Intellisense errors in the file that they are defined.
|
|
NewArguments.AddRange(Arguments);
|
|
|
|
// We only want to update definitions and include paths for modules that are part of this target's project file.
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = TargetProjectFile;
|
|
|
|
// Clear the CachedIncludePaths field on every FileItem. It's faster to keep the cache of file items around, but we need to wipe
|
|
// out any state.
|
|
FileItem.ClearCachedIncludePaths();
|
|
|
|
try
|
|
{
|
|
// 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, NewArguments.ToArray(), CurTarget.UnrealProjectFilePath, false ) == ECompilationResult.Succeeded;
|
|
}
|
|
catch(Exception Ex)
|
|
{
|
|
Log.TraceWarning("Exception while generating include data for {0}: {1}", CurTarget.TargetFilePath.GetFileNameWithoutAnyExtensions(), Ex.ToString());
|
|
}
|
|
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = null;
|
|
|
|
if( !bSuccess )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Display progress
|
|
Progress.Write(TargetIndex + 1, Targets.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 (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code))
|
|
{
|
|
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 (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
|
|
{
|
|
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 FileReference FindGameContainingFile(List<FileReference> AllGames, FileReference File)
|
|
{
|
|
foreach (FileReference Game in AllGames)
|
|
{
|
|
if (File.IsUnderDirectory(Game.Directory))
|
|
{
|
|
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="ModProjects">All mod 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<FileReference> AllGames, Dictionary<FileReference, ProjectFile> ProgramProjects, Dictionary<DirectoryReference, ProjectFile> ModProjects, List<FileReference> AllModuleFiles, bool bGatherThirdPartySource )
|
|
{
|
|
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 = UnrealBuildTool.IsUnderAnEngineDirectory(CurModuleFile.Directory);
|
|
bool IsThirdPartyModule = CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineSourceThirdPartyDirectory);
|
|
|
|
if( IsEngineModule && !bIncludeEngineSource )
|
|
{
|
|
// We were asked to exclude engine modules from the generated projects
|
|
WantProjectFileForModule = false;
|
|
}
|
|
|
|
if( CurModuleFile.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory) && !bIncludeEnterpriseSource )
|
|
{
|
|
// We were asked to exclude enterprise modules from the generated projects
|
|
WantProjectFileForModule = false;
|
|
}
|
|
|
|
if( WantProjectFileForModule )
|
|
{
|
|
DirectoryReference BaseFolder;
|
|
ProjectFile ProjectFile = FindProjectForModule(CurModuleFile, AllGames, ProgramProjects, ModProjects, out BaseFolder);
|
|
|
|
// 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))
|
|
{
|
|
if(!ModProjects.ContainsKey(PluginFileName.Directory))
|
|
{
|
|
AddPluginFilesToProject(PluginFileName, BaseFolder, ProjectFile);
|
|
}
|
|
}
|
|
}
|
|
ProjectsWithPlugins.Add(ProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void AddPluginFilesToProject(FileReference PluginFileName, DirectoryReference BaseFolder, ProjectFile ProjectFile)
|
|
{
|
|
// Add the .uplugin file
|
|
ProjectFile.AddFileToProject(PluginFileName, BaseFolder);
|
|
|
|
// Add plugin config files if we have any
|
|
if( bIncludeConfigFiles )
|
|
{
|
|
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 );
|
|
}
|
|
|
|
// Add plugin shader files if we have any
|
|
DirectoryReference PluginShadersFolder = DirectoryReference.Combine(PluginFileName.Directory, "Shaders");
|
|
if (DirectoryReference.Exists(PluginShadersFolder))
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginShadersFolder), BaseFolder);
|
|
}
|
|
}
|
|
|
|
private ProjectFile FindProjectForModule(FileReference CurModuleFile, List<FileReference> AllGames, Dictionary<FileReference, ProjectFile> ProgramProjects, Dictionary<DirectoryReference, ProjectFile> ModProjects, out DirectoryReference BaseFolder)
|
|
{
|
|
string ProjectFileNameBase = 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.Any( ProgramProject => PossibleProgramTargetName.Equals( ProgramProject.Key.GetFileNameWithoutAnyExtensions() ) ) ) // @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( CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory) )
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
}
|
|
else if( CurModuleFile.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory) ||
|
|
CurModuleFile.IsUnderDirectory(DirectoryReference.Combine(UnrealBuildTool.EnterpriseDirectory, "Plugins")) )
|
|
{
|
|
ProjectFileNameBase = EnterpriseProjectFileNameBase;
|
|
BaseFolder = UnrealBuildTool.EnterpriseDirectory;
|
|
}
|
|
else
|
|
{
|
|
// Check if it's a mod
|
|
foreach(KeyValuePair<DirectoryReference, ProjectFile> ModProject in ModProjects)
|
|
{
|
|
if(CurModuleFile.IsUnderDirectory(ModProject.Key))
|
|
{
|
|
BaseFolder = ModProject.Key;
|
|
return ModProject.Value;
|
|
}
|
|
}
|
|
|
|
// Figure out which game project this target belongs to
|
|
FileReference 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.Directory;
|
|
ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
|
|
}
|
|
|
|
// 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;
|
|
return FindOrAddProject( ProjectFileName, IncludeInGeneratedProjects:true, bAlreadyExisted:out bProjectAlreadyExisted );
|
|
}
|
|
|
|
/// <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="EnterpriseProject">The enterprise project we created</param>
|
|
/// <param name="GameProjects">Map of game folder name to all of the game projects we created</param>
|
|
/// <param name="ModProjects">Map of mod folder name to all the mod 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<FileReference> AllGames, out ProjectFile EngineProject, out ProjectFile EnterpriseProject,
|
|
out Dictionary<DirectoryReference, ProjectFile> GameProjects, out Dictionary<DirectoryReference, ProjectFile> ModProjects,
|
|
out Dictionary<FileReference, ProjectFile> ProgramProjects, out Dictionary<DirectoryReference, ProjectFile> TemplateGameProjects, out Dictionary<DirectoryReference, 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;
|
|
EnterpriseProject = null;
|
|
GameProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
ProgramProjects = new Dictionary<FileReference, ProjectFile>();
|
|
TemplateGameProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
SampleGameProjects = new Dictionary<DirectoryReference, 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");
|
|
DirectoryReference EnterpriseSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseSourceDirectory, "Programs");
|
|
DirectoryReference EnterpriseTemplatesDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseDirectory, "Templates");
|
|
DirectoryReference EnterpriseSamplesDirectory = DirectoryReference.Combine(UnrealBuildTool.EnterpriseDirectory, "Samples");
|
|
|
|
// Read the current engine version
|
|
ReadOnlyBuildVersion Version = new ReadOnlyBuildVersion(BuildVersion.ReadDefault());
|
|
|
|
// 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 IsEnterpriseTarget = 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 = bIncludeEngineSource;
|
|
}
|
|
}
|
|
else if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory))
|
|
{
|
|
// This is an enterprise target
|
|
IsEnterpriseTarget = true;
|
|
|
|
if(TargetFilePath.IsUnderDirectory(EnterpriseSourceProgramsDirectory))
|
|
{
|
|
WantProjectFileForTarget = bIncludeEnterpriseSource && IncludeEnginePrograms;
|
|
}
|
|
else
|
|
{
|
|
WantProjectFileForTarget = bIncludeEnterpriseSource;
|
|
}
|
|
}
|
|
|
|
if (WantProjectFileForTarget)
|
|
{
|
|
RulesAssembly RulesAssembly;
|
|
|
|
FileReference CheckProjectFile;
|
|
if(!UProjectInfo.TryGetProjectForTarget(TargetName, out CheckProjectFile))
|
|
{
|
|
if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory))
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateEnterpriseRulesAssembly(false, false);
|
|
}
|
|
else
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateEngineRulesAssembly(false, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile, false, false);
|
|
}
|
|
|
|
// 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, Version, null);
|
|
|
|
bool IsProgramTarget = false;
|
|
|
|
DirectoryReference GameFolder = null;
|
|
string ProjectFileNameBase = null;
|
|
if (TargetRulesObject.Type == TargetType.Program)
|
|
{
|
|
IsProgramTarget = true;
|
|
ProjectFileNameBase = TargetName;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
}
|
|
else if (IsEnterpriseTarget)
|
|
{
|
|
ProjectFileNameBase = EnterpriseProjectFileNameBase;
|
|
}
|
|
else
|
|
{
|
|
// Figure out which game project this target belongs to
|
|
FileReference 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.Directory;
|
|
ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
|
|
}
|
|
|
|
// @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 = CheckProjectFile != null && UProjectInfo.IsForeignProject(CheckProjectFile);
|
|
ProjectFile.IsGeneratedProject = true;
|
|
ProjectFile.IsStubProject = UnrealBuildTool.IsProjectInstalled();
|
|
if (TargetRulesObject.bBuildInSolutionByDefault.HasValue)
|
|
{
|
|
ProjectFile.ShouldBuildByDefaultForSolutionTargets = TargetRulesObject.bBuildInSolutionByDefault.Value;
|
|
}
|
|
|
|
// Check to see if this is a template target. That is, the target is located under the "Templates" folder
|
|
bool IsTemplateTarget = TargetFilePath.IsUnderDirectory(TemplatesDirectory) || TargetFilePath.IsUnderDirectory(EnterpriseTemplatesDirectory);
|
|
bool IsSampleTarget = TargetFilePath.IsUnderDirectory(SamplesDirectory) || TargetFilePath.IsUnderDirectory(EnterpriseSamplesDirectory);
|
|
|
|
DirectoryReference BaseFolder = null;
|
|
if (IsProgramTarget)
|
|
{
|
|
ProgramProjects[TargetFilePath] = 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 if (IsEnterpriseTarget)
|
|
{
|
|
EnterpriseProject = ProjectFile;
|
|
BaseFolder = UnrealBuildTool.EnterpriseDirectory;
|
|
if (UnrealBuildTool.IsEnterpriseInstalled())
|
|
{
|
|
// Allow enterprise projects to be created but not built for Installed Engine builds
|
|
EnterpriseProject.IsForeignProject = false;
|
|
EnterpriseProject.IsGeneratedProject = true;
|
|
EnterpriseProject.IsStubProject = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameProjects[GameFolder] = ProjectFile;
|
|
if (IsTemplateTarget)
|
|
{
|
|
TemplateGameProjects[GameFolder] = ProjectFile;
|
|
}
|
|
else if (IsSampleTarget)
|
|
{
|
|
SampleGameProjects[GameFolder] = 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,
|
|
UnrealProjectFilePath = CheckProjectFile,
|
|
SupportedPlatforms = UEBuildTarget.GetSupportedPlatforms(TargetRulesObject).Where(x => UEBuildPlatform.GetBuildPlatform(x, true) != null).ToArray(),
|
|
CreateRulesDelegate = (Platform, Configuration) => RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, "", CheckProjectFile, Version, null)
|
|
};
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
// Find all the mods for game projects
|
|
ModProjects = new Dictionary<DirectoryReference, ProjectFile>();
|
|
if(GameProjects.Count == 1)
|
|
{
|
|
KeyValuePair<DirectoryReference, ProjectFile> GameProject = GameProjects.First();
|
|
foreach(PluginInfo PluginInfo in Plugins.ReadProjectPlugins(GameProject.Key))
|
|
{
|
|
if(PluginInfo.Descriptor.Modules != null && PluginInfo.Descriptor.Modules.Length > 0 && PluginInfo.Type == PluginType.Mod)
|
|
{
|
|
FileReference ModProjectFilePath = FileReference.Combine(PluginInfo.Directory, "Mods", PluginInfo.Name + ProjectFileExtension);
|
|
|
|
bool bProjectAlreadyExisted;
|
|
ProjectFile ModProjectFile = FindOrAddProject(ModProjectFilePath, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
|
|
ModProjectFile.IsForeignProject = GameProject.Value.IsForeignProject;
|
|
ModProjectFile.IsGeneratedProject = true;
|
|
ModProjectFile.IsStubProject = false;
|
|
ModProjectFile.PluginFilePath = PluginInfo.File;
|
|
ModProjectFile.ProjectTargets.AddRange(GameProject.Value.ProjectTargets);
|
|
|
|
AddPluginFilesToProject(PluginInfo.File, PluginInfo.Directory, ModProjectFile);
|
|
|
|
ModProjects.Add(PluginInfo.Directory, ModProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// 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" );
|
|
if(DirectoryReference.Exists(ShadersDirectory))
|
|
{
|
|
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);
|
|
Log.TraceInformation("");
|
|
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
|
|
{
|
|
bool bFoundDevelopmentConfig = false;
|
|
bool bFoundDebugConfig = false;
|
|
|
|
try
|
|
{
|
|
|
|
// Parse the project and ensure both Development and Debug configurations are present
|
|
foreach (string Config in XElement.Load(InProject.ProjectFilePath.FullName).Elements("{http://schemas.microsoft.com/developer/msbuild/2003}PropertyGroup")
|
|
.Where(node => node.Attribute("Condition") != null)
|
|
.Select(node => node.Attribute("Condition").ToString())
|
|
.ToList())
|
|
{
|
|
if (Config.Contains("Development|"))
|
|
{
|
|
bFoundDevelopmentConfig = true;
|
|
}
|
|
else if (Config.Contains("Debug|"))
|
|
{
|
|
bFoundDebugConfig = true;
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
Trace.TraceError("Unable to parse existing project file {0}", InProject.ProjectFilePath.FullName);
|
|
}
|
|
|
|
if (!bFoundDebugConfig || !bFoundDevelopmentConfig)
|
|
{
|
|
throw new BuildException("Existing C# project {0} must contain a {1} configuration", InProject.ProjectFilePath.FullName, bFoundDebugConfig ? "Development" : "Debug");
|
|
}
|
|
|
|
// 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>
|
|
/// <returns>String with all GUIDs replaced with "GUID" text.</returns>
|
|
static string StripGUIDs(string ProjectFileContents)
|
|
{
|
|
// Replace all GUIDs with "GUID" text.
|
|
return System.Text.RegularExpressions.Regex.Replace(ProjectFileContents, GUIDRegexPattern, GUIDReplaceString);
|
|
}
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring whitespaces, case and GUIDs.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string.
|
|
/// 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.
|
|
/// </remarks>
|
|
/// <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 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);
|
|
}
|
|
}
|
|
}
|
|
}
|