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Fix editor targets not being rebuilt when packaging from an installed engine build. #rb none #jira UE-58652 #ROBOMERGE-SOURCE: CL 4098011 in //UE4/Release-4.20/... #ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20) [CL 4098012 by ben marsh in Staging-4.20 branch]
209 lines
7.3 KiB
C#
209 lines
7.3 KiB
C#
// Copyright 1998-2018 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.IO;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using AutomationTool;
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using UnrealBuildTool;
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using Tools.DotNETCommon;
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[Flags]
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public enum ProjectBuildTargets
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{
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None = 0,
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Editor = 1 << 0,
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ClientCooked = 1 << 1,
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ServerCooked = 1 << 2,
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Bootstrap = 1 << 3,
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CrashReporter = 1 << 4,
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Programs = 1 << 5,
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// All targets
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All = Editor | ClientCooked | ServerCooked | Bootstrap | CrashReporter | Programs,
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}
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/// <summary>
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/// Helper command used for compiling.
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/// </summary>
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/// <remarks>
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/// Command line params used by this command:
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/// -cooked
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/// -cookonthefly
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/// -clean
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/// -[platform]
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/// </remarks>
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public partial class Project : CommandUtils
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{
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#region Build Command
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/// <summary>
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/// PlatformSupportsCrashReporter
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/// </summary>
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/// <param name="InPlatform">The platform of interest</param>
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/// <returns>True if the given platform supports a crash reporter client (i.e. it can be built for it)</returns>
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static public bool PlatformSupportsCrashReporter(UnrealTargetPlatform InPlatform)
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{
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return (
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(InPlatform == UnrealTargetPlatform.Win64) ||
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(InPlatform == UnrealTargetPlatform.Win32) ||
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(InPlatform == UnrealTargetPlatform.Linux) ||
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(InPlatform == UnrealTargetPlatform.Mac)
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);
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}
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public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
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{
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Params.ValidateAndLog();
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if (!Params.Build)
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{
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return;
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}
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Log("********** BUILD COMMAND STARTED **********");
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var UE4Build = new UE4Build(Command);
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var Agenda = new UE4Build.BuildAgenda();
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var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
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// Setup editor targets
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if (Params.HasEditorTargets && (!Params.SkipBuildEditor) && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
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{
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// @todo Mac: proper platform detection
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UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
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const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
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Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
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if(!Automation.IsEngineInstalled())
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{
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CrashReportPlatforms.Add(EditorPlatform);
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if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
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{
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Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
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}
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if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
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{
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Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
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}
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if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
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{
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Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
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}
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if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
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{
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Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
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}
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}
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}
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// Additional compile arguments
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string AdditionalArgs = "";
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if (string.IsNullOrEmpty(Params.UbtArgs) == false)
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{
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AdditionalArgs += " " + Params.UbtArgs;
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}
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if (Params.MapFile)
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{
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AdditionalArgs += " -mapfile";
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}
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if (Params.Deploy || Params.Package)
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{
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AdditionalArgs += " -skipdeploy"; // skip deploy step in UBT if we going to do it later anyway
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}
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// Config overrides (-ini)
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foreach (string ConfigOverrideParam in Params.ConfigOverrideParams)
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{
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AdditionalArgs += " -";
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AdditionalArgs += ConfigOverrideParam;
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}
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// Setup cooked targets
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if (Params.HasClientCookedTargets && (!Params.SkipBuildClient) && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
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{
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List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
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foreach (var BuildConfig in Params.ClientConfigsToBuild)
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{
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foreach (var ClientPlatformType in UniquePlatformTypes)
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{
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CrashReportPlatforms.Add(ClientPlatformType);
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Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
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}
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}
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}
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if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
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{
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List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
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foreach (var BuildConfig in Params.ServerConfigsToBuild)
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{
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foreach (var ServerPlatformType in UniquePlatformTypes)
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{
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CrashReportPlatforms.Add(ServerPlatformType);
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Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
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}
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}
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}
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if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
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{
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UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
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foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
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{
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if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
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{
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Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
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}
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}
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}
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if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
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{
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foreach (var CrashReportPlatform in CrashReportPlatforms)
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{
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if (PlatformSupportsCrashReporter(CrashReportPlatform))
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{
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Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
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}
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}
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}
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if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
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{
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List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
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foreach (var BuildConfig in Params.ClientConfigsToBuild)
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{
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foreach (var ClientPlatformType in UniquePlatformTypes)
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{
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Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath);
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}
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}
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}
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UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
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if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
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{
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UE4Build.AddUATFilesToBuildProducts();
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}
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UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
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if (WorkingCL > 0)
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{
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// Sign everything we built
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CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
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// Open files for add or edit
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UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
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}
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Log("********** BUILD COMMAND COMPLETED **********");
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}
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#endregion
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}
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