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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2828332 on 2016/01/14 by Matthew.Griffin
Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.
Change 2828335 on 2016/01/14 by Matthew.Griffin
Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.
Change 2831365 on 2016/01/16 by Ben.Marsh
Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.
Change 2832166 on 2016/01/18 by Ben.Marsh
Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.
Change 2835725 on 2016/01/20 by Matthew.Griffin
Removed more uses of RunningRocket functions
Switch Linux staging check to see if required files exist until switched to using receipts
Always stage CrashReporter for Linux
Mac and Linux will not use Compile Lean And Mean when generating project files
Allow normal DynamicCompilation check to occur in binary builds
Allow XMPP dependency on WebRTC now that it's publically distributed
Change 2835864 on 2016/01/20 by Matthew.Griffin
Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
Also tidied up some arguments that are set in UVS and never used.
Change 2839932 on 2016/01/22 by Matthew.Griffin
Removed last uses of RunningRocket from UnrealBuildTool
Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
Combined code doing very similar things for single games and rocket projects.
Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
Removed RunningRocket function and the code checking for -rocket on the command line
Change 2846971 on 2016/01/28 by Matthew.Griffin
Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.
Change 2853879 on 2016/02/03 by Matthew.Griffin
Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected
#jira UE-25666
#lockdown Nick.Penwarden
[CL 2854567 by Ben Marsh in Main branch]
458 lines
15 KiB
C#
458 lines
15 KiB
C#
// Copyright 1998-2016 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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class LinuxPlatformContext : UEBuildPlatformContext
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{
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public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile)
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{
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}
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/// <summary>
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/// The current architecture
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/// </summary>
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public override string GetActiveArchitecture()
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{
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return LinuxPlatform.DefaultArchitecture;
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}
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/// <summary>
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/// Get name for architecture-specific directories (can be shorter than architecture name itself)
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/// </summary>
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public override string GetActiveArchitectureFolderName()
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{
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// shorten the string (heuristically)
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string Arch = GetActiveArchitecture();
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uint Sum = 0;
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int Len = Arch.Length;
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for (int Index = 0; Index < Len; ++Index)
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{
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Sum += (uint)(Arch[Index]);
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Sum <<= 1; // allowed to overflow
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}
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return Sum.ToString("X");
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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}
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}
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// allow standalone tools to use target platform modules, without needing Engine
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if (ModuleName == "TargetPlatform")
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{
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if (UEBuildConfiguration.bForceBuildTargetPlatforms)
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
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Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
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}
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}
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}
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/// <summary>
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/// Gives the platform a chance to 'override' the configuration settings
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/// that are overridden on calls to RunUBT.
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/// </summary>
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/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
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public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
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{
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ValidateUEBuildConfiguration();
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}
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/// <summary>
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/// Validate configuration for this platform
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/// NOTE: This function can/will modify BuildConfiguration!
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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/// <summary>
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/// Validate the UEBuildConfiguration for this platform
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/// This is called BEFORE calling UEBuildConfiguration to allow setting
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/// various fields used in that function such as CompileLeanAndMean...
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/// </summary>
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public override void ValidateUEBuildConfiguration()
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{
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if (ProjectFileGenerator.bGenerateProjectFiles)
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{
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// When generating project files we need intellisense generator to include info from all modules,
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// including editor-only third party libs
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UEBuildConfiguration.bCompileLeanAndMeanUE = false;
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}
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BuildConfiguration.bUseUnityBuild = true;
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// Don't stop compilation at first error...
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BuildConfiguration.bStopXGECompilationAfterErrors = true;
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BuildConfiguration.bUseSharedPCHs = false;
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="InBuildTarget"> The target being built</param>
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
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if (GetActiveArchitecture().StartsWith("arm"))
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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}
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// link with Linux libraries.
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
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// Disable Simplygon support if compiling against the NULL RHI.
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if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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if (InBuildTarget.TargetType == TargetRules.TargetType.Server)
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{
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// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
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UEBuildConfiguration.bCompileICU = false;
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}
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}
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/// <summary>
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/// Whether this platform should create debug information or not
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/// </summary>
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/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
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/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
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/// <returns>bool true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
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{
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switch (Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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case UnrealTargetConfiguration.Debug:
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default:
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return true;
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};
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}
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/// <summary>
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/// Creates a toolchain instance for the given platform.
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/// </summary>
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/// <param name="Platform">The platform to create a toolchain for</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
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{
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return new LinuxToolChain(this);
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}
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/// <summary>
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/// Create a build deployment handler
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/// </summary>
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/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
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/// <param name="DeploymentHandler">The output deployment handler</param>
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/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
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public override UEBuildDeploy CreateDeploymentHandler()
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{
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return null;
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}
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}
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class LinuxPlatform : UEBuildPlatform
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{
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/// <summary>
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/// Linux architecture (compiler target triplet)
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/// </summary>
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// FIXME: for now switching between architectures is hard-coded
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public const string DefaultArchitecture = "x86_64-unknown-linux-gnu";
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//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
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LinuxPlatformSDK SDK;
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/// <summary>
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/// Constructor
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/// </summary>
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public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux)
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{
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SDK = InSDK;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
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/// </summary>
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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return SDK.HasRequiredSDKsInstalled();
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}
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/// <summary>
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/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
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/// </summary>
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/// <returns>True if the architecture name should be appended to the binary</returns>
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public override bool RequiresArchitectureSuffix()
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{
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// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
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return false;
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}
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public override bool CanUseXGE()
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{
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// [RCL] 2015-08-04 FIXME: modular (cross-)builds (e.g. editor, UT server) fail with XGE as FixDeps step apparently depends on artifacts (object files) which aren't listed among its prerequisites.
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return false;
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}
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/// <summary>
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/// Get the extension to use for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return "";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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case UEBuildBinaryType.Object:
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return ".o";
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case UEBuildBinaryType.PrecompiledHeader:
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return ".gch";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/// <summary>
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/// Get the extension to use for debug info for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The debug info extension (i.e. 'pdb')</returns>
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public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
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{
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return "";
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}
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/// <summary>
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/// Whether PDB files should be used
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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/// <returns>bool true if PDB files should be used, false if not</returns>
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public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return true;
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
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{
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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/// <summary>
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/// Creates a context for the given project on the current platform.
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/// </summary>
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/// <param name="ProjectFile">The project file for the current target</param>
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/// <returns>New platform context object</returns>
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public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
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{
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return new LinuxPlatformContext(ProjectFile);
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}
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}
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class LinuxPlatformSDK : UEBuildPlatformSDK
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{
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/// <summary>
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/// This is the SDK version we support
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/// </summary>
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static private Dictionary<string, string> ExpectedSDKVersions = new Dictionary<string, string>()
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{
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{ "x86_64-unknown-linux-gnu", "v7_clang-3.7.0_ld-2.24_glibc-2.12.2" },
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{ "arm-unknown-linux-gnueabihf", "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" },
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};
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/// <summary>
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/// Platform name (embeds architecture for now)
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/// </summary>
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static private string TargetPlatformName = "Linux_x64";
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/// <summary>
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/// Whether platform supports switching SDKs during runtime
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/// </summary>
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/// <returns>true if supports</returns>
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protected override bool PlatformSupportsAutoSDKs()
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{
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return true;
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}
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/// <summary>
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/// Returns platform-specific name used in SDK repository
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/// </summary>
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/// <returns>path to SDK Repository</returns>
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public override string GetSDKTargetPlatformName()
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{
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return TargetPlatformName;
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}
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/// <summary>
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/// Returns SDK string as required by the platform
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/// </summary>
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/// <returns>Valid SDK string</returns>
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protected override string GetRequiredSDKString()
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{
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string SDKString;
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if (!ExpectedSDKVersions.TryGetValue(LinuxPlatform.DefaultArchitecture, out SDKString))
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{
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throw new BuildException("LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'", LinuxPlatform.DefaultArchitecture);
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}
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return SDKString;
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}
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protected override String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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protected override bool PreferAutoSDK()
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{
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// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
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return true;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform
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/// </summary>
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protected override SDKStatus HasRequiredManualSDKInternal()
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{
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
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{
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return SDKStatus.Valid;
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}
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string BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
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// we don't have an LINUX_ROOT specified
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if (String.IsNullOrEmpty(BaseLinuxPath))
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return SDKStatus.Invalid;
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// paths to our toolchains
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BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
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string ClangPath = Path.Combine(BaseLinuxPath, @"bin\Clang++.exe");
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if (File.Exists(ClangPath))
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return SDKStatus.Valid;
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return SDKStatus.Invalid;
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}
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}
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class LinuxPlatformFactory : UEBuildPlatformFactory
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{
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protected override UnrealTargetPlatform TargetPlatform
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{
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get { return UnrealTargetPlatform.Linux; }
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}
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/// <summary>
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/// Register the platform with the UEBuildPlatform class
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/// </summary>
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protected override void RegisterBuildPlatforms()
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{
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LinuxPlatformSDK SDK = new LinuxPlatformSDK();
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SDK.ManageAndValidateSDK();
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
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{
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bool bRegisterBuildPlatform = true;
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string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
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string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
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if (File.Exists(LinuxTargetPlatformFile) == false)
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{
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bRegisterBuildPlatform = false;
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}
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if (bRegisterBuildPlatform == true)
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{
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// Register this build platform for Linux
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if (BuildConfiguration.bPrintDebugInfo)
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{
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Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
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}
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UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
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UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
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}
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}
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}
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}
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}
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