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512 lines
22 KiB
C#
512 lines
22 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Text.Json;
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using Microsoft.Build.Shared;
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using EpicGames.MsBuild;
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using Microsoft.Extensions.Logging;
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namespace UnrealBuildBase
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{
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public static class CompileScriptModule
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{
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class Hook : CsProjBuildHook
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{
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private ILogger Logger;
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private Dictionary<string, DateTime> WriteTimes = new Dictionary<string, DateTime>();
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public Hook(ILogger InLogger)
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{
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Logger = InLogger;
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}
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public DateTime GetLastWriteTime(DirectoryReference BasePath, string RelativeFilePath)
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{
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return GetLastWriteTime(BasePath.FullName, RelativeFilePath);
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}
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public DateTime GetLastWriteTime(string BasePath, string RelativeFilePath)
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{
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string NormalizedPath = Path.GetFullPath(RelativeFilePath, BasePath);
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if (!WriteTimes.TryGetValue(NormalizedPath, out DateTime WriteTime))
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{
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WriteTimes.Add(NormalizedPath, WriteTime = File.GetLastWriteTime(NormalizedPath));
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}
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return WriteTime;
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}
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public void ValidateRecursively(
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> ValidBuildRecords,
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> InvalidBuildRecords,
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> BuildRecords,
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FileReference ProjectPath)
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{
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CompileScriptModule.ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, BuildRecords, ProjectPath, this, Logger);
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}
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public bool HasWildcards(string FileSpec)
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{
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return FileMatcher.HasWildcards(FileSpec);
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}
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DirectoryReference CsProjBuildHook.EngineDirectory => Unreal.EngineDirectory;
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DirectoryReference CsProjBuildHook.DotnetDirectory => Unreal.DotnetDirectory;
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FileReference CsProjBuildHook.DotnetPath => Unreal.DotnetPath;
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}
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/// <summary>
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/// Return the target paths from the collection of build records
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/// </summary>
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/// <param name="BuildRecords">Input build records</param>
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/// <returns>Set of target files</returns>
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public static HashSet<FileReference> GetTargetPaths(IReadOnlyDictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> BuildRecords)
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{
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return new HashSet<FileReference>(BuildRecords.Select(x => GetTargetPath(x)));
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}
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/// <summary>
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/// Return the target path for the given build record
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/// </summary>
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/// <param name="BuildRecord">Build record</param>
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/// <returns>File reference for the target</returns>
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public static FileReference GetTargetPath(KeyValuePair<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> BuildRecord)
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{
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return FileReference.Combine(BuildRecord.Key.Directory, BuildRecord.Value.BuildRecord.TargetPath!);
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}
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/// <summary>
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/// Locates script modules, builds them if necessary, returns set of .dll files
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/// </summary>
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/// <param name="RulesFileType"></param>
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/// <param name="ScriptsForProjectFileName"></param>
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/// <param name="AdditionalScriptsFolders"></param>
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/// <param name="bForceCompile"></param>
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/// <param name="bNoCompile"></param>
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/// <param name="bUseBuildRecords"></param>
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/// <param name="bBuildSuccess"></param>
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/// <param name="OnBuildingProjects">Action to invoke when projects get built</param>
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/// <returns>Collection of all the projects. They will have been compiled.</returns>
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public static HashSet<FileReference> InitializeScriptModules(Rules.RulesFileType RulesFileType,
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string? ScriptsForProjectFileName, List<string>? AdditionalScriptsFolders, bool bForceCompile, bool bNoCompile, bool bUseBuildRecords,
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out bool bBuildSuccess, Action<int> OnBuildingProjects, ILogger Logger)
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{
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List<DirectoryReference> GameDirectories = GetGameDirectories(ScriptsForProjectFileName, Logger);
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List<DirectoryReference> AdditionalDirectories = GetAdditionalDirectories(AdditionalScriptsFolders);
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List<DirectoryReference> GameBuildDirectories = GetAdditionalBuildDirectories(GameDirectories);
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// List of directories used to locate Intermediate/ScriptModules dirs for writing build records
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List<DirectoryReference> BaseDirectories = new List<DirectoryReference>(1 + GameDirectories.Count + AdditionalDirectories.Count);
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BaseDirectories.Add(Unreal.EngineDirectory);
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BaseDirectories.AddRange(GameDirectories);
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BaseDirectories.AddRange(AdditionalDirectories);
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HashSet<FileReference> FoundProjects = new HashSet<FileReference>(
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Rules.FindAllRulesSourceFiles(RulesFileType,
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// Project scripts require source engine builds
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GameFolders: Unreal.IsEngineInstalled() ? GameDirectories : new List<DirectoryReference>(),
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ForeignPlugins: null, AdditionalSearchPaths: AdditionalDirectories.Concat(GameBuildDirectories).ToList()));
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return GetTargetPaths(Build(RulesFileType, FoundProjects, BaseDirectories, bForceCompile, bNoCompile, bUseBuildRecords, out bBuildSuccess, OnBuildingProjects, Logger));
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}
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/// <summary>
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/// Test to see if all the given projects are up-to-date
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/// </summary>
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/// <param name="FoundProjects">Collection of projects to test</param>
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/// <param name="BaseDirectories">Base directories of the projects</param>
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/// <returns>True if all of the projects are up to date</returns>
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public static bool AreScriptModulesUpToDate(HashSet<FileReference> FoundProjects, List<DirectoryReference> BaseDirectories, ILogger Logger)
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{
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CsProjBuildHook Hook = new Hook(Logger);
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// Load existing build records, validating them only if (re)compiling script projects is an option
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> ExistingBuildRecords = LoadExistingBuildRecords(BaseDirectories, Logger);
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> ValidBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ExistingBuildRecords.Count);
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> InvalidBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ExistingBuildRecords.Count);
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foreach (FileReference Project in FoundProjects)
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{
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ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, ExistingBuildRecords, Project, Hook, Logger);
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}
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// If all found records are valid, we can return their targets directly
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return FoundProjects.All(x => ValidBuildRecords.ContainsKey(x));
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}
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/// <summary>
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/// Locates script modules, builds them if necessary, returns set of .dll files
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/// </summary>
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/// <param name="RulesFileType"></param>
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/// <param name="FoundProjects">Projects to be compiled</param>
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/// <param name="BaseDirectories">Base directories for all the projects</param>
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/// <param name="bForceCompile"></param>
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/// <param name="bNoCompile"></param>
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/// <param name="bUseBuildRecords"></param>
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/// <param name="bBuildSuccess"></param>
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/// <param name="OnBuildingProjects">Action to invoke when projects get built</param>
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/// <param name="Logger"></param>
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/// <returns>Collection of all the projects. They will have been compiled.</returns>
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public static Dictionary<FileReference, (CsProjBuildRecord, FileReference)> Build(Rules.RulesFileType RulesFileType,
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HashSet<FileReference> FoundProjects, List<DirectoryReference> BaseDirectories, bool bForceCompile, bool bNoCompile, bool bUseBuildRecords,
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out bool bBuildSuccess, Action<int> OnBuildingProjects, ILogger Logger)
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{
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CsProjBuildHook Hook = new Hook(Logger);
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bool bUseBuildRecordsOnlyForProjectDiscovery = bNoCompile || Unreal.IsEngineInstalled();
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// Load existing build records, validating them only if (re)compiling script projects is an option
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> ExistingBuildRecords = LoadExistingBuildRecords(BaseDirectories, Logger);
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> ValidBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ExistingBuildRecords.Count);
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> InvalidBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ExistingBuildRecords.Count);
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if (bUseBuildRecords)
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{
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foreach (FileReference Project in FoundProjects)
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{
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ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, ExistingBuildRecords, Project, Hook, Logger);
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}
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}
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if (bUseBuildRecordsOnlyForProjectDiscovery)
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{
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string FilterExtension = String.Empty;
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switch (RulesFileType)
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{
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case Rules.RulesFileType.AutomationModule:
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FilterExtension = ".Automation.json";
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break;
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case Rules.RulesFileType.UbtPlugin:
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FilterExtension = ".ubtplugin.json";
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break;
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default:
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throw new Exception("Unsupported rules file type");
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}
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> OutRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ExistingBuildRecords.Count);
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foreach (KeyValuePair<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> Record in
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ExistingBuildRecords.Where(x => x.Value.BuildRecordPath.HasExtension(FilterExtension)))
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{
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FileReference TargetPath = FileReference.Combine(Record.Key.Directory, Record.Value.BuildRecord.TargetPath!);
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if (FileReference.Exists(TargetPath))
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{
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OutRecords.Add(Record.Key, Record.Value);
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}
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else
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{
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if (bNoCompile)
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{
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// when -NoCompile is on the command line, try to run with whatever is available
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Logger.LogWarning("Script module \"{TargetPath}\" not found for record \"{BuildRecordPath}\"", TargetPath, Record.Value.BuildRecordPath);
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}
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else
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{
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// when the engine is installed, expect to find a built target assembly for every record that was found
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throw new Exception($"Script module \"{TargetPath}\" not found for record \"{Record.Value.BuildRecordPath}\"");
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}
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}
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}
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bBuildSuccess = true;
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return OutRecords;
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}
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else
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{
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// when the engine is not installed, delete any build record .json file that is not valid
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foreach ((CsProjBuildRecord _, FileReference BuildRecordPath) in InvalidBuildRecords.Values)
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{
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if (BuildRecordPath != null)
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{
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Logger.LogDebug("Deleting invalid build record \"{BuildRecordPath}\"", BuildRecordPath);
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FileReference.Delete(BuildRecordPath);
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}
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}
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}
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if (!bForceCompile && bUseBuildRecords)
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{
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// If all found records are valid, we can return their targets directly
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if (FoundProjects.All(x => ValidBuildRecords.ContainsKey(x)))
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{
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bBuildSuccess = true;
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return new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ValidBuildRecords.Where(x => FoundProjects.Contains(x.Key)));
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}
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}
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// Fall back to the slower approach: use msbuild to load csproj files & build as necessary
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return Build(FoundProjects, bForceCompile || !bUseBuildRecords, out bBuildSuccess, Hook, BaseDirectories, OnBuildingProjects, Logger);
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}
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/// <summary>
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/// This method exists purely to prevent EpicGames.MsBuild from being loaded until the absolute last moment.
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/// If it is placed in the caller directly, then when the caller is invoked, the assembly will be loaded resulting
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/// in the possible Microsoft.Build.Framework load issue later on is this method isn't invoked.
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/// </summary>
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static Dictionary<FileReference, (CsProjBuildRecord, FileReference)> Build(HashSet<FileReference> FoundProjects,
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bool bForceCompile, out bool bBuildSuccess, CsProjBuildHook Hook, List<DirectoryReference> BaseDirectories,
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Action<int> OnBuildingProjects, ILogger Logger)
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{
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return CsProjBuilder.Build(FoundProjects, bForceCompile, out bBuildSuccess, Hook, BaseDirectories, OnBuildingProjects, Logger);
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}
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/// <summary>
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/// Find and load existing build record .json files from any Intermediate/ScriptModules found in the provided lists
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/// </summary>
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/// <param name="BaseDirectories"></param>
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/// <returns></returns>
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static Dictionary<FileReference, (CsProjBuildRecord, FileReference)> LoadExistingBuildRecords(List<DirectoryReference> BaseDirectories, ILogger Logger)
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{
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> LoadedBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>();
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foreach (DirectoryReference Directory in BaseDirectories)
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{
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DirectoryReference IntermediateDirectory = DirectoryReference.Combine(Directory, "Intermediate", "ScriptModules");
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if (!DirectoryReference.Exists(IntermediateDirectory))
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{
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continue;
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}
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foreach (FileReference JsonFile in DirectoryReference.EnumerateFiles(IntermediateDirectory, "*.json"))
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{
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CsProjBuildRecord? BuildRecord = default;
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// filesystem errors or json parsing might result in an exception. If that happens, we fall back to the
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// slower path - if compiling, buildrecord files will be re-generated; other filesystem errors may persist
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try
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{
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BuildRecord = JsonSerializer.Deserialize<CsProjBuildRecord>(FileReference.ReadAllText(JsonFile));
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Logger.LogDebug("Loaded script module build record {JsonFile}", JsonFile);
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}
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catch(Exception Ex)
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{
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Logger.LogWarning("[{JsonFile}] Failed to load build record: {Message}", JsonFile, Ex.Message);
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}
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if (BuildRecord != null && BuildRecord.ProjectPath != null)
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{
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LoadedBuildRecords.Add(FileReference.FromString(Path.GetFullPath(BuildRecord.ProjectPath, JsonFile.Directory.FullName)), (BuildRecord, JsonFile));
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}
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else
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{
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// Delete the invalid build record
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Logger.LogWarning("Deleting invalid build record {JsonFile}", JsonFile);
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}
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}
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}
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return LoadedBuildRecords;
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}
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private static bool ValidateGlobbedFiles(DirectoryReference ProjectDirectory,
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List<CsProjBuildRecord.Glob> Globs, HashSet<string> GlobbedDependencies, out string ValidationFailureMessage)
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{
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// First, evaluate globs
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// Files are grouped by ItemType (e.g. Compile, EmbeddedResource) to ensure that Exclude and
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// Remove act as expected.
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Dictionary<string, HashSet<string>> Files = new Dictionary<string, HashSet<string>>();
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foreach (CsProjBuildRecord.Glob Glob in Globs)
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{
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HashSet<string>? TypedFiles;
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if (!Files.TryGetValue(Glob.ItemType!, out TypedFiles))
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{
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TypedFiles = new HashSet<string>();
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Files.Add(Glob.ItemType!, TypedFiles);
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}
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foreach (string IncludePath in Glob.Include!)
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{
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TypedFiles.UnionWith(FileMatcher.Default.GetFiles(ProjectDirectory.FullName, IncludePath, Glob.Exclude));
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}
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foreach (string Remove in Glob.Remove!)
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{
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// FileMatcher.IsMatch() doesn't handle inconsistent path separators correctly - which is why globs
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// are normalized when they are added to CsProjBuildRecord
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TypedFiles.RemoveWhere(F => FileMatcher.IsMatch(F, Remove));
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}
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}
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// Then, validation that our evaluation matches what we're comparing against
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bool bValid = true;
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StringBuilder ValidationFailureText = new StringBuilder();
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// Look for extra files that were found
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foreach (HashSet<string> TypedFiles in Files.Values)
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{
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foreach (string File in TypedFiles)
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{
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if (!GlobbedDependencies.Contains(File))
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{
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ValidationFailureText.AppendLine($"Found additional file {File}");
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bValid = false;
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}
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}
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}
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// Look for files that are missing
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foreach (string File in GlobbedDependencies)
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{
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bool bFound = false;
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foreach (HashSet<string> TypedFiles in Files.Values)
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{
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if (TypedFiles.Contains(File))
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{
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bFound = true;
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break;
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}
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}
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if (!bFound)
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{
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ValidationFailureText.AppendLine($"Did not find {File}");
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bValid = false;
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}
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}
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ValidationFailureMessage = ValidationFailureText.ToString();
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return bValid;
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}
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private static bool ValidateBuildRecord(CsProjBuildRecord BuildRecord, DirectoryReference ProjectDirectory, out string ValidationFailureMessage, CsProjBuildHook Hook)
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{
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string TargetRelativePath =
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Path.GetRelativePath(Unreal.EngineDirectory.FullName, BuildRecord.TargetPath!);
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if (BuildRecord.Version != CsProjBuildRecord.CurrentVersion)
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{
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ValidationFailureMessage =
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$"version does not match: build record has version {BuildRecord.Version}; current version is {CsProjBuildRecord.CurrentVersion}";
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return false;
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}
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DateTime TargetWriteTime = Hook.GetLastWriteTime(ProjectDirectory, BuildRecord.TargetPath!);
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if (BuildRecord.TargetBuildTime != TargetWriteTime)
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{
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ValidationFailureMessage =
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$"recorded target build time ({BuildRecord.TargetBuildTime}) does not match {TargetRelativePath} ({TargetWriteTime})";
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return false;
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}
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foreach (string Dependency in BuildRecord.Dependencies)
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{
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if (Hook.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
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{
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ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
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return false;
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}
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}
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if (!ValidateGlobbedFiles(ProjectDirectory, BuildRecord.Globs, BuildRecord.GlobbedDependencies,
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out ValidationFailureMessage))
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{
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return false;
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}
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foreach (string Dependency in BuildRecord.GlobbedDependencies)
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{
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if (Hook.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
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{
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ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
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return false;
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}
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}
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return true;
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}
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static void ValidateBuildRecordRecursively(
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Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference)> ValidBuildRecords,
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> InvalidBuildRecords,
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Dictionary<FileReference, (CsProjBuildRecord, FileReference)> BuildRecords,
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FileReference ProjectPath, CsProjBuildHook Hook, ILogger Logger)
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{
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if (ValidBuildRecords.ContainsKey(ProjectPath) || InvalidBuildRecords.ContainsKey(ProjectPath))
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{
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// Project validity has already been determined
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return;
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}
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// Was a build record loaded for this project path? (relevant when considering referenced projects)
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if (!BuildRecords.TryGetValue(ProjectPath, out (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath) Entry))
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{
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Logger.LogDebug("Found project {ProjectPath} with no existing build record", ProjectPath);
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return;
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}
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// Is this particular build record valid?
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if (!ValidateBuildRecord(Entry.BuildRecord, ProjectPath.Directory, out string ValidationFailureMessage, Hook))
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{
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string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
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Logger.LogDebug("[{ProjectRelativePath}] {ValidationFailureMessage}", ProjectRelativePath, ValidationFailureMessage);
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InvalidBuildRecords.Add(ProjectPath, Entry);
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return;
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}
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// Are all referenced build records valid?
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foreach (string ReferencedProjectPath in Entry.BuildRecord.ProjectReferences)
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{
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FileReference FullProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, ProjectPath.Directory.FullName));
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ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, BuildRecords, FullProjectPath, Hook, Logger);
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if (!ValidBuildRecords.ContainsKey(FullProjectPath))
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{
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string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
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string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
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Logger.LogDebug("[{ProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} is not valid", ProjectRelativePath, DependencyRelativePath);
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InvalidBuildRecords.Add(ProjectPath, Entry);
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return;
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}
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|
// Ensure that the dependency was not built more recently than the project
|
|
if (Entry.BuildRecord.TargetBuildTime < ValidBuildRecords[FullProjectPath].BuildRecord.TargetBuildTime)
|
|
{
|
|
string ProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
|
|
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
|
|
Logger.LogDebug("[{ProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} is newer", ProjectRelativePath, DependencyRelativePath);
|
|
InvalidBuildRecords.Add(ProjectPath, Entry);
|
|
return;
|
|
}
|
|
}
|
|
|
|
ValidBuildRecords.Add(ProjectPath, Entry);
|
|
}
|
|
|
|
static List<DirectoryReference> GetGameDirectories(string? ScriptsForProjectFileName, ILogger Logger)
|
|
{
|
|
List<DirectoryReference> GameDirectories = new List<DirectoryReference>();
|
|
|
|
if (String.IsNullOrEmpty(ScriptsForProjectFileName))
|
|
{
|
|
GameDirectories = NativeProjectsBase.EnumerateProjectFiles(Logger).Select(x => x.Directory).ToList();
|
|
}
|
|
else
|
|
{
|
|
DirectoryReference ScriptsDir = new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName)!);
|
|
ScriptsDir = DirectoryReference.FindCorrectCase(ScriptsDir);
|
|
GameDirectories.Add(ScriptsDir);
|
|
}
|
|
return GameDirectories;
|
|
}
|
|
|
|
static List<DirectoryReference> GetAdditionalDirectories(List<string>? AdditionalScriptsFolders) =>
|
|
AdditionalScriptsFolders == null ? new List<DirectoryReference>() :
|
|
AdditionalScriptsFolders.Select(x => DirectoryReference.FindCorrectCase(new DirectoryReference(x))).ToList();
|
|
|
|
static List<DirectoryReference> GetAdditionalBuildDirectories(List<DirectoryReference> GameDirectories) =>
|
|
GameDirectories.Select(x => DirectoryReference.Combine(x, "Build")).Where(x => DirectoryReference.Exists(x)).ToList();
|
|
}
|
|
}
|
|
|