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Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change2030016by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change2034181by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
798 lines
28 KiB
C#
798 lines
28 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Diagnostics;
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using System.IO;
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namespace UnrealBuildTool
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{
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public abstract class UEBuildPlatform
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{
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public static Dictionary<UnrealTargetPlatform, UEBuildPlatform> BuildPlatformDictionary = new Dictionary<UnrealTargetPlatform, UEBuildPlatform>();
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// a mapping of a group to the platforms in the group (ie, Microsoft contains Win32 and Win64)
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static Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>> PlatformGroupDictionary = new Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>>();
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/** Name of the file that holds currently install SDK version string */
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static string CurrentlyInstalledSDKStringManifest = "CurrentlyInstalled.txt";
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/** Name of the file that holds environment variables of current SDK */
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static string SDKEnvironmentVarsFile = "OutputEnvVars.txt";
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/** Enum describing types of hooks a platform SDK can have */
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public enum SDKHookType
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{
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Install,
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Uninstall
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};
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/**
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* Attempt to convert a string to an UnrealTargetPlatform enum entry
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*
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* @return UnrealTargetPlatform.Unknown on failure (the platform didn't match the enum)
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*/
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public static UnrealTargetPlatform ConvertStringToPlatform(string InPlatformName)
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{
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// special case x64, to not break anything
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// @todo: Is it possible to remove this hack?
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if (InPlatformName.Equals("X64", StringComparison.InvariantCultureIgnoreCase))
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{
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return UnrealTargetPlatform.Win64;
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}
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// we can't parse the string into an enum because Enum.Parse is case sensitive, so we loop over the enum
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// looking for matches
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foreach (string PlatformName in Enum.GetNames(typeof(UnrealTargetPlatform)))
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{
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if (InPlatformName.Equals(PlatformName, StringComparison.InvariantCultureIgnoreCase))
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{
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// convert the known good enum string back to the enum value
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return (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), PlatformName);
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}
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}
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return UnrealTargetPlatform.Unknown;
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}
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/**
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* Register the given platforms UEBuildPlatform instance
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*
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* @param InPlatform The UnrealTargetPlatform to register with
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* @param InBuildPlatform The UEBuildPlatform instance to use for the InPlatform
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*/
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public static void RegisterBuildPlatform(UnrealTargetPlatform InPlatform, UEBuildPlatform InBuildPlatform)
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{
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if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
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{
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Log.TraceWarning("RegisterBuildPlatform Warning: Registering build platform {0} for {1} when it is already set to {2}",
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InBuildPlatform.ToString(), InPlatform.ToString(), BuildPlatformDictionary[InPlatform].ToString());
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BuildPlatformDictionary[InPlatform] = InBuildPlatform;
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}
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else
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{
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BuildPlatformDictionary.Add(InPlatform, InBuildPlatform);
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}
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}
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/**
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* Unregister the given platform
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*/
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public static void UnregisterBuildPlatform(UnrealTargetPlatform InPlatform)
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{
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if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
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{
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BuildPlatformDictionary.Remove(InPlatform);
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}
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}
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/**
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* Assign a platform as a member of the given group
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*/
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public static void RegisterPlatformWithGroup(UnrealTargetPlatform InPlatform, UnrealPlatformGroup InGroup)
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{
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// find or add the list of groups for this platform
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PlatformGroupDictionary.GetOrAddNew(InGroup).Add(InPlatform);
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}
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/**
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* Retrieve the list of platforms in this group (if any)
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*/
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public static List<UnrealTargetPlatform> GetPlatformsInGroup(UnrealPlatformGroup InGroup)
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{
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List<UnrealTargetPlatform> PlatformList;
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PlatformGroupDictionary.TryGetValue(InGroup, out PlatformList);
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return PlatformList;
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}
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/**
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* Retrieve the UEBuildPlatform instance for the given TargetPlatform
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param bInAllowFailure If true, do not throw an exception and return null
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*
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* @return UEBuildPlatform The instance of the build platform
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*/
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public static UEBuildPlatform GetBuildPlatform(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
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{
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if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
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{
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return BuildPlatformDictionary[InPlatform];
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}
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if (bInAllowFailure == true)
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{
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return null;
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}
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throw new BuildException("GetBuildPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
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}
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/**
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* Retrieve the UEBuildPlatform instance for the given CPPTargetPlatform
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param bInAllowFailure If true, do not throw an exception and return null
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*
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* @return UEBuildPlatform The instance of the build platform
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*/
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public static UEBuildPlatform GetBuildPlatformForCPPTargetPlatform(CPPTargetPlatform InPlatform, bool bInAllowFailure = false)
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{
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UnrealTargetPlatform UTPlatform = UEBuildTarget.CPPTargetPlatformToUnrealTargetPlatform(InPlatform);
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if (BuildPlatformDictionary.ContainsKey(UTPlatform) == true)
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{
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return BuildPlatformDictionary[UTPlatform];
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}
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if (bInAllowFailure == true)
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{
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return null;
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}
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throw new BuildException("UEBuildPlatform::GetBuildPlatformForCPPTargetPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
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}
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/**
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* Allow all registered build platforms to modify the newly created module
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* passed in for the given platform.
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* This is not required - but allows for hiding details of a particular platform.
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*
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* @param InModule The newly loaded module
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* @param Target The target being build
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* @param Only If this is not unknown, then only run that platform
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*/
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public static void PlatformModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target, UnrealTargetPlatform Only = UnrealTargetPlatform.Unknown)
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{
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foreach (KeyValuePair<UnrealTargetPlatform, UEBuildPlatform> PlatformEntry in BuildPlatformDictionary)
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{
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if (Only == UnrealTargetPlatform.Unknown || PlatformEntry.Key == Only || PlatformEntry.Key == Target.Platform)
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{
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PlatformEntry.Value.ModifyNewlyLoadedModule(InModule, Target);
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}
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}
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}
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/**
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* Whether platform supports switching SDKs during runtime
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*
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* @return true if supports
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*/
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public virtual bool PlatformSupportsSDKSwitching()
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{
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return false;
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}
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/**
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* Returns platform-specific name used in SDK repository
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*
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* @return path to SDK Repository
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*/
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public virtual string GetSDKTargetPlatformName()
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{
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return "";
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}
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/**
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* Returns SDK string as required by the platform
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*
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* @return Valid SDK string
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*/
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public virtual string GetRequiredSDKString()
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{
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return "";
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}
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/**
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* Returns path to platform SDKs
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*
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* @return Valid SDK string
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*/
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public virtual string GetPathToPlatformSDKs()
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{
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string SDKRoot = Environment.GetEnvironmentVariable("UE_SDKS_ROOT");
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if (SDKRoot != null && SDKRoot != "")
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{
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return Path.Combine(SDKRoot, "Host" + ExternalExecution.GetRuntimePlatform(), GetSDKTargetPlatformName());
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}
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return "";
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}
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/**
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* Gets currently installed version
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*
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* @param PlatformSDKRoot absolute path to platform SDK root
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* @param OutInstalledSDKVersionString version string as currently installed
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*
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* @return true if was able to read it
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*/
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public virtual bool GetCurrentlyInstalledSDKString(string PlatformSDKRoot, out string OutInstalledSDKVersionString)
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{
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if (Directory.Exists(PlatformSDKRoot))
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{
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string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
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if (File.Exists(VersionFilename))
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{
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using (StreamReader Reader = new StreamReader(VersionFilename))
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{
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string Version = Reader.ReadLine();
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if (Version != null)
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{
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OutInstalledSDKVersionString = Version;
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return true;
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}
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}
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}
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}
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OutInstalledSDKVersionString = "";
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return false;
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}
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/**
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* Sets currently installed version
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*
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* @param PlatformSDKRoot absolute path to platform SDK root
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* @param InstalledSDKVersionString SDK version string to set
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*
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* @return true if was able to set it
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*/
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public virtual bool SetCurrentlyInstalledSDKString(string PlatformSDKRoot, string InstalledSDKVersionString)
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{
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if (Directory.Exists(PlatformSDKRoot))
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{
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string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
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if (File.Exists(VersionFilename))
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{
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File.Delete(VersionFilename);
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}
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using (StreamWriter Writer = File.CreateText(VersionFilename))
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{
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Writer.WriteLine(InstalledSDKVersionString);
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return true;
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}
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}
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return false;
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}
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/**
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* Returns Hook names as needed by the platform
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* (e.g. can be overriden with custom executables or scripts)
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*
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* @param Hook Hook type
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*/
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public virtual string GetHookExecutableName(SDKHookType Hook)
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{
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if (Hook == SDKHookType.Uninstall)
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{
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return "unsetup.bat";
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}
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return "setup.bat";
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}
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/**
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* Runs install/uninstall hooks for SDK
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*
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* @param PlatformSDKRoot absolute path to platform SDK root
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* @param SDKVersionString version string to run for (can be empty!)
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* @param Hook which one of hooks to run
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* @param bHookCanBeNonExistent whether a non-existing hook means failure
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*
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* @return true if succeeded
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*/
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public virtual bool RunSDKHooks(string PlatformSDKRoot, string SDKVersionString, SDKHookType Hook, bool bHookCanBeNonExistent = true)
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{
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if (SDKVersionString != "")
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{
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string SDKDirectory = Path.Combine(PlatformSDKRoot, SDKVersionString);
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string HookExe = Path.Combine(SDKDirectory, GetHookExecutableName(Hook));
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if (File.Exists(HookExe))
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{
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Console.WriteLine("Running {0} hook {1}", Hook, HookExe);
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// run it
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Process HookProcess = new Process();
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HookProcess.StartInfo.WorkingDirectory = SDKDirectory;
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HookProcess.StartInfo.FileName = HookExe;
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HookProcess.StartInfo.Arguments = "";
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HookProcess.Start();
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HookProcess.WaitForExit();
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if (HookProcess.ExitCode != 0)
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{
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Console.WriteLine("Hook exited uncleanly (returned {0}), considering it failed.", HookProcess.ExitCode);
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return false;
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}
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return true;
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}
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}
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return bHookCanBeNonExistent;
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}
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/**
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* Loads environment variables from SDK
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*
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* @param PlatformSDKRoot absolute path to platform SDK
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* @param SDKVersionString SDK version string (cannot be empty!)
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*
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* @return true if succeeded
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*/
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public virtual bool SetupEnvironmentFromSDK(string PlatformSDKRoot, string SDKVersionString)
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{
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string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKVersionString, SDKEnvironmentVarsFile);
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if (File.Exists(EnvVarFile))
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{
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using (StreamReader Reader = new StreamReader(EnvVarFile))
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{
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for (; ; )
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{
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string VariableString = Reader.ReadLine();
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if (VariableString == null)
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{
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return true;
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}
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string[] Parts = VariableString.Split('=');
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if (Parts.Length != 2)
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{
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Console.WriteLine("Incorrect environment variable declaration:");
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Console.WriteLine(VariableString);
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return false;
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}
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if (BuildConfiguration.bPrintDebugInfo)
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{
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Console.WriteLine("Setting variable '{0}' to '{1}'", Parts[0], Parts[1]);
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}
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Environment.SetEnvironmentVariable(Parts[0], Parts[1]);
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}
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}
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}
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return false;
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}
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/**
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* Whether the required external SDKs are installed for this platform
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*/
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public virtual bool HasRequiredSDKsInstalled()
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{
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if (PlatformSupportsSDKSwitching())
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{
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// if we don't have a path to platform SDK's, take no action
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string PlatformSDKRoot = GetPathToPlatformSDKs();
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if (PlatformSDKRoot != "")
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{
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string CurrentSDKString;
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if (!GetCurrentlyInstalledSDKString(PlatformSDKRoot, out CurrentSDKString) || CurrentSDKString != GetRequiredSDKString())
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{
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// switch over (note that version string can be empty)
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if (!RunSDKHooks(PlatformSDKRoot, CurrentSDKString, SDKHookType.Uninstall))
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{
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Console.WriteLine("Failed to uninstall currently installed SDK {0}", CurrentSDKString);
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return false;
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}
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// delete Manifest file to avoid multiple uninstalls
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SetCurrentlyInstalledSDKString(PlatformSDKRoot, "");
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if (!RunSDKHooks(PlatformSDKRoot, GetRequiredSDKString(), SDKHookType.Install, false))
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{
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Console.WriteLine("Failed to install required SDK {0}", GetRequiredSDKString());
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return false;
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}
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SetCurrentlyInstalledSDKString(PlatformSDKRoot, GetRequiredSDKString());
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}
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// load environment variables from current SDK
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if (!SetupEnvironmentFromSDK(PlatformSDKRoot, GetRequiredSDKString()))
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{
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Console.WriteLine("Failed to load environment from required SDK {0}", GetRequiredSDKString());
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return false;
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}
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}
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}
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return true;
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}
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/**
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* If this platform can be compiled with XGE
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*/
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public virtual bool CanUseXGE()
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{
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return true;
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}
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/**
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* Register the platform with the UEBuildPlatform class
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*/
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public abstract void RegisterBuildPlatform();
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/**
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* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
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*
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* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
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*
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* @return CPPTargetPlatform The CPPTargetPlatform to compile for
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*/
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public abstract CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform);
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/// <summary>
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/// Return whether the given platform requires a monolithic build
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/// </summary>
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/// <param name="InPlatform">The platform of interest</param>
|
|
/// <param name="InConfiguration">The configuration of interest</param>
|
|
/// <returns></returns>
|
|
public static bool PlatformRequiresMonolithicBuilds(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
// Some platforms require monolithic builds...
|
|
UEBuildPlatform BuildPlatform = GetBuildPlatform(InPlatform, true);
|
|
if (BuildPlatform != null)
|
|
{
|
|
return BuildPlatform.ShouldCompileMonolithicBinary(InPlatform);
|
|
}
|
|
|
|
// We assume it does not
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get the extension to use for the given binary type
|
|
*
|
|
* @param InBinaryType The binary type being built
|
|
*
|
|
* @return string The binary extension (i.e. 'exe' or 'dll')
|
|
*/
|
|
public virtual string GetBinaryExtension(UEBuildBinaryType InBinaryType)
|
|
{
|
|
throw new BuildException("GetBinaryExtensiton for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
|
|
}
|
|
|
|
/**
|
|
* Get the extension to use for debug info for the given binary type
|
|
*
|
|
* @param InBinaryType The binary type being built
|
|
*
|
|
* @return string The debug info extension (i.e. 'pdb')
|
|
*/
|
|
public virtual string GetDebugInfoExtension( UEBuildBinaryType InBinaryType )
|
|
{
|
|
throw new BuildException( "GetDebugInfoExtension for {0} not handled in {1}", InBinaryType.ToString(), this.ToString() );
|
|
}
|
|
|
|
/**
|
|
* Whether incremental linking should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
*
|
|
* @return bool true if incremental linking should be used, false if not
|
|
*/
|
|
public virtual bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether PDB files should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
* @param bInCreateDebugInfo true if debug info is getting create, false if not
|
|
*
|
|
* @return bool true if PDB files should be used, false if not
|
|
*/
|
|
public virtual bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether PCH files should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
*
|
|
* @return bool true if PCH files should be used, false if not
|
|
*/
|
|
public virtual bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
|
|
{
|
|
return BuildConfiguration.bUsePCHFiles;
|
|
}
|
|
|
|
/**
|
|
* Whether the editor should be built for this platform or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
* @return bool true if the editor should be built, false if not
|
|
*/
|
|
public virtual bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether this build should support ONLY cooked data or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
* @return bool true if the editor should be built, false if not
|
|
*/
|
|
public virtual bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether the platform requires the extra UnityCPPWriter
|
|
* This is used to add an extra file for UBT to get the #include dependencies from
|
|
*
|
|
* @return bool true if it is required, false if not
|
|
*/
|
|
public virtual bool RequiresExtraUnityCPPWriter()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether this platform should build a monolithic binary
|
|
*/
|
|
public virtual bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get a list of extra modules the platform requires.
|
|
* This is to allow undisclosed platforms to add modules they need without exposing information about the platform.
|
|
*
|
|
* @param Target The target being build
|
|
* @param BuildTarget The UEBuildTarget getting build
|
|
* @param PlatformExtraModules OUTPUT the list of extra modules the platform needs to add to the target
|
|
*/
|
|
public virtual void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Modify the newly created module passed in for this platform.
|
|
* This is not required - but allows for hiding details of a
|
|
* particular platform.
|
|
*
|
|
* @param InModule The newly loaded module
|
|
* @param Target The target being build
|
|
*/
|
|
public virtual void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Setup the target environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public abstract void SetUpEnvironment(UEBuildTarget InBuildTarget);
|
|
|
|
/**
|
|
* Allow the platform to set an optional architecture
|
|
*/
|
|
public virtual string GetActiveArchitecture()
|
|
{
|
|
// by default, use an empty architecture (which is really just a modifer to the platform for some paths/names)
|
|
return "";
|
|
}
|
|
|
|
/**
|
|
* Allow the platform to override the NMake output name
|
|
*/
|
|
public virtual string ModifyNMakeOutput(string ExeName)
|
|
{
|
|
// by default, use original
|
|
return ExeName;
|
|
}
|
|
|
|
/**
|
|
* Setup the configuration environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public virtual void SetUpConfigurationEnvironment(UEBuildTarget InBuildTarget)
|
|
{
|
|
// Determine the C++ compile/link configuration based on the Unreal configuration.
|
|
CPPTargetConfiguration CompileConfiguration;
|
|
UnrealTargetConfiguration CheckConfig = InBuildTarget.Configuration;
|
|
//@todo SAS: Add a true Debug mode!
|
|
if (UnrealBuildTool.RunningRocket())
|
|
{
|
|
if (Utils.IsFileUnderDirectory( InBuildTarget.OutputPath, UnrealBuildTool.GetUProjectPath() ))
|
|
{
|
|
if (CheckConfig == UnrealTargetConfiguration.Debug)
|
|
{
|
|
CheckConfig = UnrealTargetConfiguration.DebugGame;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Only Development and Shipping are supported for engine modules
|
|
if( CheckConfig != UnrealTargetConfiguration.Development && CheckConfig != UnrealTargetConfiguration.Shipping )
|
|
{
|
|
CheckConfig = UnrealTargetConfiguration.Development;
|
|
}
|
|
}
|
|
}
|
|
switch (CheckConfig)
|
|
{
|
|
default:
|
|
case UnrealTargetConfiguration.Debug:
|
|
CompileConfiguration = CPPTargetConfiguration.Debug;
|
|
if( BuildConfiguration.bDebugBuildsActuallyUseDebugCRT )
|
|
{
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_DEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
}
|
|
else
|
|
{
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
}
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_DEBUG=1");
|
|
break;
|
|
case UnrealTargetConfiguration.DebugGame:
|
|
// Individual game modules can be switched to be compiled in debug as necessary. By default, everything is compiled in development.
|
|
case UnrealTargetConfiguration.Development:
|
|
CompileConfiguration = CPPTargetConfiguration.Development;
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_DEVELOPMENT=1");
|
|
break;
|
|
case UnrealTargetConfiguration.Shipping:
|
|
CompileConfiguration = CPPTargetConfiguration.Shipping;
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_SHIPPING=1");
|
|
break;
|
|
case UnrealTargetConfiguration.Test:
|
|
CompileConfiguration = CPPTargetConfiguration.Shipping;
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_TEST=1");
|
|
break;
|
|
}
|
|
|
|
// Set up the global C++ compilation and link environment.
|
|
InBuildTarget.GlobalCompileEnvironment.Config.TargetConfiguration = CompileConfiguration;
|
|
InBuildTarget.GlobalLinkEnvironment.Config.TargetConfiguration = CompileConfiguration;
|
|
|
|
// Create debug info based on the heuristics specified by the user.
|
|
InBuildTarget.GlobalCompileEnvironment.Config.bCreateDebugInfo =
|
|
!BuildConfiguration.bDisableDebugInfo && ShouldCreateDebugInfo(InBuildTarget.Platform, CheckConfig);
|
|
InBuildTarget.GlobalLinkEnvironment.Config.bCreateDebugInfo = InBuildTarget.GlobalCompileEnvironment.Config.bCreateDebugInfo;
|
|
}
|
|
|
|
/**
|
|
* Whether this platform should create debug information or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
*
|
|
* @return bool true if debug info should be generated, false if not
|
|
*/
|
|
public abstract bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration);
|
|
|
|
/**
|
|
* Gives the platform a chance to 'override' the configuration settings
|
|
* that are overridden on calls to RunUBT.
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
*
|
|
* @return bool true if debug info should be generated, false if not
|
|
*/
|
|
public virtual void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Validate the UEBuildConfiguration for this platform
|
|
* This is called BEFORE calling UEBuildConfiguration to allow setting
|
|
* various fields used in that function such as CompileLeanAndMean...
|
|
*/
|
|
public virtual void ValidateUEBuildConfiguration()
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Validate configuration for this platform
|
|
* NOTE: This function can/will modify BuildConfiguration!
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
* @param bInCreateDebugInfo true if debug info is getting create, false if not
|
|
*/
|
|
public virtual void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Return whether this platform has uniquely named binaries across multiple games
|
|
*/
|
|
public virtual bool HasUniqueBinaries()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Return whether we wish to have this platform's binaries in our builds
|
|
*/
|
|
public virtual bool IsBuildRequired()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Return whether we wish to have this platform's binaries in our CIS tests
|
|
*/
|
|
public virtual bool IsCISRequired()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the build platform requires deployment prep
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public virtual bool RequiresDeployPrepAfterCompile()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Return all valid configurations for this platform
|
|
*
|
|
* Typically, this is always Debug, Development, and Shipping - but Test is a likely future addition for some platforms
|
|
*/
|
|
public virtual List<UnrealTargetConfiguration> GetConfigurations( UnrealTargetPlatform InUnrealTargetPlatform, bool bIncludeDebug )
|
|
{
|
|
List<UnrealTargetConfiguration> Configurations = new List<UnrealTargetConfiguration>()
|
|
{
|
|
UnrealTargetConfiguration.Development,
|
|
};
|
|
|
|
if( bIncludeDebug )
|
|
{
|
|
Configurations.Insert( 0, UnrealTargetConfiguration.Debug );
|
|
}
|
|
|
|
return Configurations;
|
|
}
|
|
|
|
/**
|
|
* Setup the binaries for this specific platform.
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public virtual void SetupBinaries(UEBuildTarget InBuildTarget)
|
|
{
|
|
}
|
|
}
|
|
}
|