Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/VCProjectFileGenerator.cs
Ben Marsh 6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00

1046 lines
44 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
public class VisualStudioSolutionFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public VisualStudioSolutionFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
// Generate a unique GUID for this folder
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
FolderGUID = Guid.NewGuid();
}
/// GUID for this folder
public Guid FolderGUID
{
get;
private set;
}
}
public enum VCProjectFileFormat
{
Default, // Default to the best installed version, but allow SDKs to override
VisualStudio2012, // Unsupported
VisualStudio2013,
VisualStudio2015,
VisualStudio2017,
}
/// <summary>
/// Visual C++ project file generator implementation
/// </summary>
public class VCProjectFileGenerator : ProjectFileGenerator
{
/// <summary>
/// Do not access this variable directly; it is used to read the default for config files only, and may be overridden by the actual project setting.
/// </summary>
[XmlConfig]
public static VCProjectFileFormat Version = VCProjectFileFormat.Default;
/// Default constructor
public VCProjectFileGenerator(FileReference InOnlyGameProject, VCProjectFileFormat InFormat)
: base(InOnlyGameProject)
{
ProjectFileFormat = InFormat;
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".vcxproj";
}
}
/// <summary>
/// </summary>
public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
{
FileReference MasterProjectFile = FileReference.Combine(InMasterProjectDirectory, InMasterProjectName);
FileReference MasterProjDeleteFilename = MasterProjectFile + ".sln";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".sdf";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".suo";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".v11.suo";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".v12.suo";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
// Delete the project files folder
if (InIntermediateProjectFilesDirectory.Exists())
{
try
{
Directory.Delete(InIntermediateProjectFilesDirectory.FullName, true);
}
catch (Exception Ex)
{
Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesDirectory);
Log.TraceInformation("\t" + Ex.Message);
}
}
}
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <returns>The newly allocated project file object</returns>
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
{
return new VCProjectFile(InitFilePath, OnlyGameProject, ProjectFileFormat);
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
{
return new VisualStudioSolutionFolder(InitOwnerProjectFileGenerator, InitFolderName);
}
/// "4.0", "12.0", or "14.0", etc...
static public string GetProjectFileToolVersionString(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2012:
return "4.0";
case VCProjectFileFormat.VisualStudio2013:
return "12.0";
case VCProjectFileFormat.VisualStudio2015:
return "14.0";
case VCProjectFileFormat.VisualStudio2017:
return "15.0";
}
return string.Empty;
}
/// for instance: <PlatformToolset>v110</PlatformToolset>
static public string GetProjectFilePlatformToolsetVersionString(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2012:
return "v110";
case VCProjectFileFormat.VisualStudio2013:
return "v120";
case VCProjectFileFormat.VisualStudio2015:
return "v140";
case VCProjectFileFormat.VisualStudio2017:
return "v141";
}
return string.Empty;
}
/// Which version of Visual Studio we should generate project files for
VCProjectFileFormat ProjectFileFormat;
/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
/// a platform for any project configurations where our actual platform is not supported by the
/// installed version of Visual Studio (e.g, "iOS")
public const string DefaultPlatformName = "Win32";
/// The platform name that must be used for .NET projects
public const string DotNetPlatformName = "AnyCPU";
/// <summary>
/// Configures project generator based on command-line options
/// </summary>
/// <param name="Arguments">Arguments passed into the program</param>
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
protected override void ConfigureProjectFileGeneration(String[] Arguments, ref bool IncludeAllPlatforms)
{
// Call parent implementation first
base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms);
}
/// <summary>
/// Adds Extra files that are specific to Visual Studio projects
/// </summary>
/// <param name="EngineProject">Project to add files to</param>
protected override void AddEngineExtrasFiles(ProjectFile EngineProject)
{
base.AddEngineExtrasFiles(EngineProject);
// Add our UE4.natvis file
var NatvisFilePath = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "VisualStudioDebugging", "UE4.natvis");
if (NatvisFilePath.Exists())
{
EngineProject.AddFileToProject(NatvisFilePath, UnrealBuildTool.EngineDirectory);
}
}
/// <summary>
/// Selects which platforms and build configurations we want in the project file
/// </summary>
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
protected override void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
{
// Call parent implementation to figure out the actual platforms
base.SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms, out SupportedPlatformNames);
// If we're generating project files for a specific game project, check the user's editor setting for preferred source code accessor - we can generate project files to match.
if (ProjectFileFormat == VCProjectFileFormat.Default && OnlyGameProject != null)
{
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.EditorPerProjectUserSettings, DirectoryReference.FromFile(OnlyGameProject), UnrealTargetPlatform.Win64);
string PreferredAccessor;
if (Ini.GetString("/Script/SourceCodeAccess.SourceCodeAccessSettings", "PreferredAccessor", out PreferredAccessor))
{
VCProjectFileFormat PreferredProjectFileFormat;
if (Enum.TryParse(PreferredAccessor, out PreferredProjectFileFormat))
{
// Get the corresponding compiler version
WindowsCompiler Compiler = WindowsCompiler.Default;
if(PreferredProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
{
Compiler = WindowsCompiler.VisualStudio2013;
}
else if(PreferredProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
{
Compiler = WindowsCompiler.VisualStudio2015;
}
else if(PreferredProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
{
Compiler = WindowsCompiler.VisualStudio2017;
}
// Check the compiler is installed
if (Compiler != WindowsCompiler.Default)
{
DirectoryReference VCInstallDir;
if (WindowsPlatform.TryGetVCInstallDir(Compiler, out VCInstallDir))
{
ProjectFileFormat = PreferredProjectFileFormat;
}
else
{
Log.TraceWarning("Preferred Visual C++ installation ({0}) not found - ignoring.", PreferredProjectFileFormat);
}
}
}
}
}
// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
// version of Visual Studio. This is their chance to override that.
// ...but only if the user didn't override this via the command-line.
if (ProjectFileFormat == VCProjectFileFormat.Default)
{
// Pick the best platform installed by default
DirectoryReference VCInstallDir;
if (WindowsPlatform.TryGetVCInstallDir(WindowsCompiler.VisualStudio2015, out VCInstallDir))
{
ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
}
else if (WindowsPlatform.TryGetVCInstallDir(WindowsCompiler.VisualStudio2013, out VCInstallDir))
{
ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
}
else if (WindowsPlatform.TryGetVCInstallDir(WindowsCompiler.VisualStudio2017, out VCInstallDir))
{
ProjectFileFormat = VCProjectFileFormat.VisualStudio2017;
}
// Allow the SDKs to override
foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
{
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(SupportedPlatform, true);
if (BuildPlatform != null)
{
// Don't worry about platforms that we're missing SDKs for
if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid)
{
VCProjectFileFormat ProposedFormat = ProjectFileFormat;
// Reduce the Visual Studio version to the max supported by each platform we plan to include.
if (ProjectFileFormat == VCProjectFileFormat.Default || ProposedFormat < ProjectFileFormat)
{
ProjectFileFormat = ProposedFormat;
}
}
}
}
}
}
/// <summary>
/// Used to sort VC solution config names along with the config and platform values
/// </summary>
class VCSolutionConfigCombination
{
/// Visual Studio solution configuration name for this config+platform
public string VCSolutionConfigAndPlatformName;
/// Configuration name
public UnrealTargetConfiguration Configuration;
/// Platform name
public UnrealTargetPlatform Platform;
/// The target configuration name
public string TargetConfigurationName;
public override string ToString()
{
return String.Format("{0}={1} {2} {3}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName);
}
}
/// <summary>
/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
/// </summary>
/// <param name="Configuration">The build configuration</param>
/// <param name="TargetConfigurationName">The target rules configuration name</param>
/// <returns>The generated solution configuration name</returns>
string MakeSolutionConfigurationName(UnrealTargetConfiguration Configuration, string TargetConfigurationName)
{
string SolutionConfigName = Configuration.ToString();
// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
if (!TargetConfigurationName.Equals(TargetRules.TargetType.Game.ToString(), StringComparison.InvariantCultureIgnoreCase) &&
!TargetConfigurationName.Equals(TargetRules.TargetType.Program.ToString(), StringComparison.InvariantCultureIgnoreCase))
{
SolutionConfigName += " " + TargetConfigurationName;
}
return SolutionConfigName;
}
/// <summary>
/// Writes the project files to disk
/// </summary>
/// <returns>True if successful</returns>
protected override bool WriteProjectFiles()
{
if(!base.WriteProjectFiles())
{
return false;
}
// Write AutomationReferences file
if (AutomationProjectFiles.Any())
{
XNamespace NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003");
DirectoryReference AutomationToolDir = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "AutomationTool");
new XDocument(
new XElement(NS + "Project",
new XAttribute("ToolsVersion", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat)),
new XAttribute("DefaultTargets", "Build"),
new XElement(NS + "ItemGroup",
from AutomationProject in AutomationProjectFiles
select new XElement(NS + "ProjectReference",
new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)),
new XElement(NS + "Project", (AutomationProject as VCSharpProjectFile).ProjectGUID.ToString("B")),
new XElement(NS + "Name", AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()),
new XElement(NS + "Private", "false")
)
)
)
).Save(FileReference.Combine(AutomationToolDir, "AutomationTool.csproj.References").FullName);
}
return true;
}
protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
{
bool bSuccess = true;
string SolutionFileName = MasterProjectName + ".sln";
// Setup solution file content
StringBuilder VCSolutionFileContent = new StringBuilder();
const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0";
// Solution file header
if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 15" + ProjectFileGenerator.NewLine +
"VisualStudioVersion = 15.0.25807.0" + ProjectFileGenerator.NewLine +
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
}
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 14" + ProjectFileGenerator.NewLine +
"VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine +
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
}
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 2013" + ProjectFileGenerator.NewLine +
VersionTag + ProjectFileGenerator.NewLine);
}
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 2012" + ProjectFileGenerator.NewLine +
VersionTag + ProjectFileGenerator.NewLine);
}
else
{
throw new BuildException("Unexpected ProjectFileFormat");
}
// Find the projects for ShaderCompileWorker and UnrealLightmass
ProjectFile ShaderCompileWorkerProject = null;
ProjectFile UnrealLightmassProject = null;
foreach (ProjectFile Project in AllProjectFiles)
{
if (Project.ProjectTargets.Count == 1)
{
FileReference TargetFilePath = Project.ProjectTargets[0].TargetFilePath;
if (TargetFilePath != null)
{
string TargetFileName = TargetFilePath.GetFileNameWithoutAnyExtensions();
if (TargetFileName.Equals("ShaderCompileWorker", StringComparison.InvariantCultureIgnoreCase))
{
ShaderCompileWorkerProject = Project;
}
else if (TargetFileName.Equals("UnrealLightmass", StringComparison.InvariantCultureIgnoreCase))
{
UnrealLightmassProject = Project;
}
}
if (ShaderCompileWorkerProject != null
&& UnrealLightmassProject != null)
{
break;
}
}
}
// Solution folders, files and project entries
{
// This the GUID that Visual Studio uses to identify a solution folder
string SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";
// Solution folders
{
List<MasterProjectFolder> AllSolutionFolders = new List<MasterProjectFolder>();
System.Action<List<MasterProjectFolder> /* Folders */ > GatherFoldersFunction = null;
GatherFoldersFunction = FolderList =>
{
AllSolutionFolders.AddRange(FolderList);
foreach (MasterProjectFolder CurSubFolder in FolderList)
{
GatherFoldersFunction(CurSubFolder.SubFolders);
}
};
GatherFoldersFunction(RootFolder.SubFolders);
foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
{
string FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append(
"Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine);
// Add any files that are inlined right inside the solution folder
if (CurFolder.Files.Count > 0)
{
VCSolutionFileContent.Append(
" ProjectSection(SolutionItems) = preProject" + ProjectFileGenerator.NewLine);
foreach (string CurFile in CurFolder.Files)
{
// Syntax is: <relative file path> = <relative file path>
VCSolutionFileContent.Append(
" " + CurFile + " = " + CurFile + ProjectFileGenerator.NewLine);
}
VCSolutionFileContent.Append(
" EndProjectSection" + ProjectFileGenerator.NewLine);
}
VCSolutionFileContent.Append(
"EndProject" + ProjectFileGenerator.NewLine
);
}
}
// Project files
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
// Visual Studio uses different GUID types depending on the project type
string ProjectTypeGUID = CurProject.ProjectTypeGUID;
// NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However,
// we prefer it when it does match so we use the actual file name here.
string ProjectNameInSolution = CurProject.ProjectFilePath.GetFileNameWithoutExtension();
// Use the existing project's GUID that's already known to us
string ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append(
"Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.MasterProjectPath) + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine);
// Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is
// freshly compiled before kicking off any build operations on this target project
if (!CurProject.IsStubProject)
{
List<ProjectFile> Dependencies = new List<ProjectFile>();
if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
{
Dependencies.Add(UBTProject);
Dependencies.AddRange(UBTProject.DependsOnProjects);
}
if (UEBuildConfiguration.bEditorDependsOnShaderCompileWorker && CurProject.IsGeneratedProject && ShaderCompileWorkerProject != null && CurProject.ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type == TargetRules.TargetType.Editor))
{
Dependencies.Add(ShaderCompileWorkerProject);
}
Dependencies.AddRange(CurProject.DependsOnProjects);
if (Dependencies.Count > 0)
{
VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine);
// Setup any addition dependencies this project has...
foreach (ProjectFile DependsOnProject in Dependencies)
{
string DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine);
}
VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine);
}
}
VCSolutionFileContent.Append(
"EndProject" + ProjectFileGenerator.NewLine
);
}
}
// Solution configuration platforms. This is just a list of all of the platforms and configurations that
// appear in Visual Studio's build configuration selector.
List<VCSolutionConfigCombination> SolutionConfigCombinations = new List<VCSolutionConfigCombination>();
// The "Global" section has source control, solution configurations, project configurations,
// preferences, and project hierarchy data
{
VCSolutionFileContent.Append(
"Global" + ProjectFileGenerator.NewLine);
{
{
VCSolutionFileContent.Append(
" GlobalSection(SolutionConfigurationPlatforms) = preSolution" + ProjectFileGenerator.NewLine);
Dictionary<string, Tuple<UnrealTargetConfiguration, string>> SolutionConfigurationsValidForProjects = new Dictionary<string, Tuple<UnrealTargetConfiguration, string>>();
HashSet<UnrealTargetPlatform> PlatformsValidForProjects = new HashSet<UnrealTargetPlatform>();
foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
{
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
{
foreach (UnrealTargetPlatform CurPlatform in SupportedPlatforms)
{
if (UnrealBuildTool.IsValidPlatform(CurPlatform))
{
foreach (ProjectFile CurProject in AllProjectFiles)
{
if (!CurProject.IsStubProject)
{
if (CurProject.ProjectTargets.Count == 0)
{
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
}
// Figure out the set of valid target configuration names
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
{
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration))
{
PlatformsValidForProjects.Add(CurPlatform);
// Default to a target configuration name of "Game", since that will collapse down to an empty string
string TargetConfigurationName = TargetRules.TargetType.Game.ToString();
if (ProjectTarget.TargetRules != null)
{
TargetConfigurationName = ProjectTarget.TargetRules.Type.ToString();
}
string SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetConfigurationName);
SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple<UnrealTargetConfiguration, string>(CurConfiguration, TargetConfigurationName);
}
}
}
}
}
}
}
}
foreach (UnrealTargetPlatform CurPlatform in PlatformsValidForProjects)
{
foreach (KeyValuePair<string, Tuple<UnrealTargetConfiguration, string>> SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
{
// e.g. "Development|Win64 = Development|Win64"
string SolutionConfigName = SolutionConfigKeyValue.Key;
UnrealTargetConfiguration Configuration = SolutionConfigKeyValue.Value.Item1;
string TargetConfigurationName = SolutionConfigKeyValue.Value.Item2;
string SolutionPlatformName = CurPlatform.ToString();
string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
SolutionConfigCombinations.Add(
new VCSolutionConfigCombination
{
VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
Configuration = Configuration,
Platform = CurPlatform,
TargetConfigurationName = TargetConfigurationName
}
);
}
}
// Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
SolutionConfigCombinations.Sort(
new Comparison<VCSolutionConfigCombination>(
(x, y) => { return String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase); }
)
);
HashSet<string> AppendedSolutionConfigAndPlatformNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
{
// We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
{
VCSolutionFileContent.Append(
" " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine);
AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
}
}
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
// Assign each project's "project configuration" to our "solution platform + configuration" pairs. This
// also sets up which projects are actually built when building the solution.
{
VCSolutionFileContent.Append(
" GlobalSection(ProjectConfigurationPlatforms) = postSolution" + ProjectFileGenerator.NewLine);
List<VCSolutionConfigCombination> CombinationsThatWereMatchedToProjects = new List<VCSolutionConfigCombination>();
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
// NOTE: We don't emit solution configuration entries for "stub" projects. Those projects are only
// built using UnrealBuildTool and don't require a presence in the solution project list
// NOTE: We also process projects that were "imported" here, hoping to match those to our solution
// configurations. In some cases this may not be successful though. Imported projects
// should always be carefully setup to match our project generator's solution configs.
if (!CurProject.IsStubProject)
{
if (CurProject.ProjectTargets.Count == 0)
{
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
}
bool IsProgramProject = CurProject.ProjectTargets[0].TargetRules != null && CurProject.ProjectTargets[0].TargetRules.Type == TargetRules.TargetType.Program;
HashSet<string> GameOrProgramConfigsAlreadyMapped = new HashSet<string>();
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
{
// Handle aliasing of Program and Game target configuration names
if ((IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName)) ||
IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() ||
!IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString())
{
string TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName;
if (IsProgramProject)
{
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
}
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
ProjectTarget MatchingProjectTarget = null;
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
{
bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration);
if (ProjectTarget.TargetRules != null)
{
if (TargetConfigurationName != ProjectTarget.TargetRules.Type.ToString())
{
// Solution configuration name for this combination doesn't match this target's configuration name. It's not buildable.
IsMatchingCombination = false;
}
}
else
{
// UBT gets a pass because it is a dependency of every single configuration combination
if (CurProject != UBTProject &&
!CurProject.ShouldBuildForAllSolutionTargets &&
TargetConfigurationName != TargetRules.TargetType.Game.ToString())
{
// Can't build non-generated project in configurations except for the default (Game)
IsMatchingCombination = false;
}
}
if (IsMatchingCombination)
{
if (MatchingProjectTarget != null)
{
// Not expecting more than one target to match a single solution configuration per project!
throw new BuildException("Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
}
MatchingProjectTarget = ProjectTarget;
// NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
// for multiple targets within a project that may map to a single solution configuration.
}
}
UnrealTargetConfiguration SolutionConfiguration = SolutionConfigCombination.Configuration;
UnrealTargetPlatform SolutionPlatform = SolutionConfigCombination.Platform;
if (MatchingProjectTarget == null)
{
// The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
// We'll map it to a default config.
SolutionConfiguration = UnrealTargetConfiguration.Development;
// Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed. This is for
// projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
SolutionPlatform = UnrealTargetPlatform.Win64;
if (CurProject.ProjectTargets[0].TargetRules != null)
{
if (!CurProject.ProjectTargets[0].SupportedPlatforms.Contains(SolutionPlatform))
{
SolutionPlatform = CurProject.ProjectTargets[0].SupportedPlatforms[0];
}
}
if (IsProgramProject)
{
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
}
else
{
TargetConfigurationName = TargetRules.TargetType.Game.ToString();
}
}
// If the project wants to always build in "Development", regardless of what the solution
// configuration is set to, then we'll do that here. This is used for projects like
// UnrealBuildTool and ShaderCompileWorker
if (MatchingProjectTarget != null)
{
if (MatchingProjectTarget.ForceDevelopmentConfiguration)
{
SolutionConfiguration = UnrealTargetConfiguration.Development;
}
}
// Always allow SCW and UnrealLighmass to build in editor configurations
if (MatchingProjectTarget == null && SolutionConfigCombination.TargetConfigurationName == TargetRules.TargetType.Editor.ToString() && SolutionConfigCombination.Platform == UnrealTargetPlatform.Win64)
{
if (CurProject == ShaderCompileWorkerProject)
{
MatchingProjectTarget = ShaderCompileWorkerProject.ProjectTargets[0];
}
else if (CurProject == UnrealLightmassProject)
{
MatchingProjectTarget = UnrealLightmassProject.ProjectTargets[0];
}
}
string ProjectConfigName;
string ProjectPlatformName;
if (CurProject.IsStubProject)
{
if (SolutionPlatform != UnrealTargetPlatform.Unknown || SolutionConfiguration != UnrealTargetConfiguration.Unknown)
{
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
}
ProjectPlatformName = MSBuildProjectFile.StubProjectPlatformName;
ProjectConfigName = MSBuildProjectFile.StubProjectConfigurationName;
}
else
{
CurProject.MakeProjectPlatformAndConfigurationNames(SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName);
}
string ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString();
// e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
string CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append(
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
// Set whether this project configuration should be built when the user initiates "build solution"
if (MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets)
{
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
List<UnrealTargetPlatform> SupportedPlatforms = null;
if (MatchingProjectTarget.TargetRules != null)
{
SupportedPlatforms = new List<UnrealTargetPlatform>();
SupportedPlatforms.AddRange(MatchingProjectTarget.SupportedPlatforms);
}
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionConfigCombination.Platform))
{
VCSolutionFileContent.Append(
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
UEPlatformProjectGenerator ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true);
if (MatchingProjectTarget.ProjectDeploys ||
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true)))
{
VCSolutionFileContent.Append(
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
}
}
}
CombinationsThatWereMatchedToProjects.Add(SolutionConfigCombination);
}
}
}
}
// Check for problems
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
{
if (!CombinationsThatWereMatchedToProjects.Contains(SolutionConfigCombination))
{
throw new BuildException("Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName);
}
}
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
// Setup other solution properties
{
VCSolutionFileContent.Append(
" GlobalSection(SolutionProperties) = preSolution" + ProjectFileGenerator.NewLine);
// HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
// We don't want that, as we need users to be able to right click on the solution tree item.
VCSolutionFileContent.Append(
" HideSolutionNode = FALSE" + ProjectFileGenerator.NewLine);
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
// Solution directory hierarchy
{
VCSolutionFileContent.Append(
" GlobalSection(NestedProjects) = preSolution" + ProjectFileGenerator.NewLine);
// Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution
// filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
// filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects.
System.Action<StringBuilder /* VCSolutionFileContent */, List<MasterProjectFolder> /* Folders */ > FolderProcessorFunction = null;
FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
{
foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
{
string CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.Append(
" " + ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
}
foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.Append(
" " + SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
}
// Recurse into subfolders
FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
}
};
FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
}
VCSolutionFileContent.Append(
"EndGlobal" + ProjectFileGenerator.NewLine);
}
// Save the solution file
if (bSuccess)
{
string SolutionFilePath = FileReference.Combine(MasterProjectPath, SolutionFileName).FullName;
bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
}
// Save a solution config file which selects the development editor configuration by default.
if (bSuccess)
{
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
FileReference SolutionOptionsFileName;
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2012:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v11.suo"));
break;
case VCProjectFileFormat.VisualStudio2013:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v12.suo"));
break;
case VCProjectFileFormat.VisualStudio2015:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v14", ".suo");
break;
case VCProjectFileFormat.VisualStudio2017:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v15", ".suo");
break;
default:
throw new BuildException("Unsupported Visual Studio version");
}
// Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
if (!SolutionOptionsFileName.Exists())
{
SolutionOptionsFileName.Directory.CreateDirectory();
VCSolutionOptions Options = new VCSolutionOptions();
// Set the default configuration and startup project
VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor");
if (DefaultConfig != null)
{
List<VCBinarySetting> Settings = new List<VCBinarySetting>();
Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
if (DefaultProject != null)
{
Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
}
Options.SetConfiguration(Settings);
}
// Mark all the projects as closed by default, apart from the startup project
VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
foreach (ProjectFile ProjectFile in AllProjectFiles)
{
string ProjectName = ProjectFile.ProjectFilePath.GetFileNameWithoutExtension();
if (ProjectFile == DefaultProject)
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { ProjectName }));
}
else
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { }));
}
}
if (IncludeEnginePrograms)
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>("Automation", new string[0]));
}
Options.SetExplorerState(ExplorerState);
// Write the file
if (Options.Sections.Count > 0)
{
Options.Write(SolutionOptionsFileName.FullName);
}
}
}
return bSuccess;
}
/// <summary>
/// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
/// </summary>
/// <param name="Str">String to clean up</param>
/// <returns>The cleaned up string</returns>
public string CleanupStringForSCC(string Str)
{
string Cleaned = Str;
// SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it.
Cleaned = Cleaned.Replace(Path.DirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
Cleaned = Cleaned.Replace(Path.AltDirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
// SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020"
Cleaned = Cleaned.Replace(" ", "\\u0020");
return Cleaned;
}
}
}