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UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Rider/RiderProjectFileGenerator.cs
Ben Marsh b84e7e5757 Missing copyright notices.
#rb none
#rnx

[CL 8124531 by Ben Marsh in Dev-Build branch]
2019-08-20 09:26:18 -04:00

503 lines
18 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
class RiderMasterProjectFolder : MasterProjectFolder
{
public RiderMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName) :
base(InitOwnerProjectFileGenerator, InitFolderName)
{
}
}
class RiderProjectFileGenerator : ProjectFileGenerator
{
public override string ProjectFileExtension => ".json";
private readonly DirectoryReference EngineSourceProgramsDirectory =
DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs");
private readonly DirectoryReference EnterpriseSourceProgramsDirectory =
DirectoryReference.Combine(UnrealBuildTool.EnterpriseSourceDirectory, "Programs");
private readonly CommandLineArguments Arguments;
/// <summary>
/// Platforms to generate project files for
/// </summary>
[CommandLine("-Platforms=", ListSeparator = '+')]
HashSet<UnrealTargetPlatform> Platforms = new HashSet<UnrealTargetPlatform>();
/// <summary>
/// Target types to generate project files for
/// </summary>
[CommandLine("-TargetTypes=", ListSeparator = '+')]
HashSet<TargetType> TargetTypes = new HashSet<TargetType>();
/// <summary>
/// Target configurations to generate project files for
/// </summary>
[CommandLine("-TargetConfigurations=", ListSeparator = '+')]
HashSet<UnrealTargetConfiguration> TargetConfigurations = new HashSet<UnrealTargetConfiguration>();
/// <summary>
/// Projects to generate project filess for
/// </summary>
[CommandLine("-ProjectNames=", ListSeparator = '+')]
HashSet<string> ProjectNames = new HashSet<string>();
public RiderProjectFileGenerator(FileReference InOnlyGameProject,
CommandLineArguments InArguments)
: base(InOnlyGameProject)
{
Arguments = InArguments;
Arguments.ApplyTo(this);
}
public override bool ShouldGenerateIntelliSenseData() => true;
public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName,
DirectoryReference InIntermediateProjectFilesDirectory)
{
DirectoryReference.Delete(InMasterProjectDirectory);
}
private void ConfigureProjectFileGeneration()
{
bIncludeConfigFiles = true;
bIncludeEngineSource = true;
bIncludeDocumentation = false;
bIncludeShaderSource = true;
bGenerateProjectFiles = true;
bIncludeTemplateFiles = false;
bIncludeTestAndShippingConfigs = true;
IncludeEnginePrograms = true; // It's true by default, but I like to have things explicit
}
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
{
RiderProjectFile projectFile = new RiderProjectFile(InitFilePath)
{RootPath = InitFilePath.Directory, Arguments = Arguments, TargetTypes = TargetTypes};
return projectFile;
}
public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator OwnerProjectFileGenerator,
string FolderName)
{
return new RiderMasterProjectFolder(OwnerProjectFileGenerator, FolderName);
}
protected override bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
using (ProgressWriter Progress = new ProgressWriter("Writing project files...", true))
{
List<ProjectFile> projectsToGenerate = new List<ProjectFile>(GeneratedProjectFiles);
if (ProjectNames.Any())
{
projectsToGenerate = projectsToGenerate.Where(it =>
ProjectNames.Contains(it.ProjectFilePath.GetFileNameWithoutAnyExtensions())).ToList();
}
int TotalProjectFileCount = projectsToGenerate.Count;
HashSet<UnrealTargetPlatform> platformsToGenerate = new HashSet<UnrealTargetPlatform>(SupportedPlatforms);
if (Platforms.Any())
{
platformsToGenerate.IntersectWith(Platforms);
}
HashSet<UnrealTargetConfiguration> configurationsToGenerate = new HashSet<UnrealTargetConfiguration>(SupportedConfigurations);
if (TargetConfigurations.Any())
{
configurationsToGenerate.IntersectWith(TargetConfigurations);
}
for (int ProjectFileIndex = 0; ProjectFileIndex < projectsToGenerate.Count; ++ProjectFileIndex)
{
ProjectFile CurProject = projectsToGenerate[ProjectFileIndex];
if (!CurProject.WriteProjectFile(platformsToGenerate.ToList(), configurationsToGenerate.ToList(),
PlatformProjectGenerators))
{
return false;
}
Progress.Write(ProjectFileIndex + 1, TotalProjectFileCount);
}
Progress.Write(TotalProjectFileCount, TotalProjectFileCount);
}
return true;
}
private void AddProjectsForAllTargets(
PlatformProjectGeneratorCollection PlatformProjectGenerators,
List<FileReference> AllGames,
out ProjectFile EngineProject,
out List<ProjectFile> GameProjects)
{
// As we're creating project files, we'll also keep track of whether we created an "engine" project and return that if we have one
EngineProject = null;
GameProjects = new List<ProjectFile>();
// Find all of the target files. This will filter out any modules or targets that don't
// belong to platforms we're generating project files for.
List<FileReference> AllTargetFiles = DiscoverTargets(AllGames);
// Sort the targets by name. When we have multiple targets of a given type for a project, we'll use the order to determine which goes in the primary project file (so that client names with a suffix will go into their own project).
AllTargetFiles = AllTargetFiles.OrderBy(x => x.FullName, StringComparer.OrdinalIgnoreCase).ToList();
foreach (FileReference TargetFilePath in AllTargetFiles)
{
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
// Check to see if this is an Engine target. That is, the target is located under the "Engine" folder
bool IsEngineTarget = false;
bool IsEnterpriseTarget = false;
bool WantProjectFileForTarget = true;
if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
{
// This is an engine target
IsEngineTarget = true;
if (TargetFilePath.IsUnderDirectory(EngineSourceProgramsDirectory))
{
WantProjectFileForTarget = IncludeEnginePrograms;
}
else if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineSourceDirectory))
{
WantProjectFileForTarget = bIncludeEngineSource;
}
}
else if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory))
{
// This is an enterprise target
IsEnterpriseTarget = true;
if (TargetFilePath.IsUnderDirectory(EnterpriseSourceProgramsDirectory))
{
WantProjectFileForTarget = bIncludeEnterpriseSource && IncludeEnginePrograms;
}
else
{
WantProjectFileForTarget = bIncludeEnterpriseSource;
}
}
if (WantProjectFileForTarget)
{
RulesAssembly RulesAssembly;
FileReference CheckProjectFile =
AllGames.FirstOrDefault(x => TargetFilePath.IsUnderDirectory(x.Directory));
if (CheckProjectFile == null)
{
if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory))
{
RulesAssembly = RulesCompiler.CreateEnterpriseRulesAssembly(false, false);
}
else
{
RulesAssembly = RulesCompiler.CreateEngineRulesAssembly(false, false);
}
}
else
{
RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile, false, false);
}
// Create target rules for all of the platforms and configuration combinations that we want to enable support for.
// Just use the current platform as we only need to recover the target type and both should be supported for all targets...
TargetRules TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName,
BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", CheckProjectFile,
null);
bool IsProgramTarget = false;
DirectoryReference GameFolder = null;
string ProjectFileNameBase;
if (TargetRulesObject.Type == TargetType.Program)
{
IsProgramTarget = true;
ProjectFileNameBase = TargetName;
}
else if (IsEngineTarget)
{
ProjectFileNameBase = EngineProjectFileNameBase;
}
else if (IsEnterpriseTarget)
{
ProjectFileNameBase = EnterpriseProjectFileNameBase;
}
else
{
// Figure out which game project this target belongs to
FileReference ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath);
if (ProjectInfo == null)
{
throw new BuildException("Found a non-engine target file (" + TargetFilePath +
") that did not exist within any of the known game folders");
}
GameFolder = ProjectInfo.Directory;
ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
}
// Get the suffix to use for this project file. If we have multiple targets of the same type, we'll have to split them out into separate IDE project files.
string GeneratedProjectName = TargetRulesObject.GeneratedProjectName;
if (GeneratedProjectName == null)
{
ProjectFile ExistingProjectFile;
if (ProjectFileMap.TryGetValue(GetProjectLocation(ProjectFileNameBase),
out ExistingProjectFile) &&
ExistingProjectFile.ProjectTargets.Any(x => x.TargetRules.Type == TargetRulesObject.Type))
{
GeneratedProjectName = TargetRulesObject.Name;
}
else
{
GeneratedProjectName = ProjectFileNameBase;
}
}
FileReference ProjectFilePath;
if (TargetRulesObject.Type != TargetType.Program && GameFolder != null)
{
ProjectFilePath = FileReference.Combine(GameFolder, "Intermediate", "ProjectFiles",
GeneratedProjectName + ProjectFileExtension);
}
else
{
ProjectFilePath = GetProjectLocation(GeneratedProjectName);
}
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client ||
TargetRulesObject.Type == TargetType.Server)
{
// Allow platforms to generate stub projects here...
PlatformProjectGenerators.GenerateGameProjectStubs(
InGenerator: this,
InTargetName: TargetName,
InTargetFilepath: TargetFilePath.FullName,
InTargetRules: TargetRulesObject,
InPlatforms: SupportedPlatforms,
InConfigurations: SupportedConfigurations);
}
DirectoryReference BaseFolder;
if (IsProgramTarget)
{
BaseFolder = TargetFilePath.Directory;
}
else if (IsEngineTarget)
{
BaseFolder = UnrealBuildTool.EngineDirectory;
}
else if (IsEnterpriseTarget)
{
BaseFolder = UnrealBuildTool.EnterpriseDirectory;
}
else
{
BaseFolder = GameFolder;
}
bool bProjectAlreadyExisted;
ProjectFile ProjectFile = FindOrAddProject(ProjectFilePath, BaseFolder,
true, out bProjectAlreadyExisted);
ProjectFile.IsForeignProject =
CheckProjectFile != null && !NativeProjects.IsNativeProject(CheckProjectFile);
ProjectFile.IsGeneratedProject = true;
ProjectFile.IsStubProject = UnrealBuildTool.IsProjectInstalled();
if (TargetRulesObject.bBuildInSolutionByDefault.HasValue)
{
ProjectFile.ShouldBuildByDefaultForSolutionTargets =
TargetRulesObject.bBuildInSolutionByDefault.Value;
}
// Add the project to the right output list
if (IsEngineTarget)
{
EngineProject = ProjectFile;
if (UnrealBuildTool.IsEngineInstalled())
{
// Allow engine projects to be created but not built for Installed Engine builds
EngineProject.IsForeignProject = false;
EngineProject.IsGeneratedProject = true;
EngineProject.IsStubProject = true;
}
}
else if (IsEnterpriseTarget)
{
ProjectFile EnterpriseProject = ProjectFile;
if (UnrealBuildTool.IsEnterpriseInstalled())
{
// Allow enterprise projects to be created but not built for Installed Engine builds
EnterpriseProject.IsForeignProject = false;
EnterpriseProject.IsGeneratedProject = true;
EnterpriseProject.IsStubProject = true;
}
}
else
{
if (!bProjectAlreadyExisted)
{
GameProjects.Add(ProjectFile);
// Add the .uproject file for this game/template
FileReference UProjectFilePath =
FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject");
if (FileReference.Exists(UProjectFilePath))
{
ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder);
}
else
{
throw new BuildException(
"Not expecting to find a game with no .uproject file. File '{0}' doesn't exist",
UProjectFilePath);
}
}
}
foreach (ProjectTarget ExistingProjectTarget in ProjectFile.ProjectTargets)
{
if (ExistingProjectTarget.TargetRules.Type == TargetRulesObject.Type)
{
throw new BuildException(
"Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}",
ProjectFilePath, TargetRulesObject.Type.ToString(),
ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
}
// Not expecting to have both a game and a program in the same project. These would alias because we share the project and solution configuration names (just because it makes sense to)
if ((ExistingProjectTarget.TargetRules.Type == TargetType.Game &&
TargetRulesObject.Type == TargetType.Program) ||
(ExistingProjectTarget.TargetRules.Type == TargetType.Program &&
TargetRulesObject.Type == TargetType.Game))
{
throw new BuildException(
"Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}",
ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(),
TargetRulesObject.ToString());
}
}
ProjectTarget ProjectTarget = new ProjectTarget()
{
TargetRules = TargetRulesObject,
TargetFilePath = TargetFilePath,
ProjectFilePath = ProjectFilePath,
UnrealProjectFilePath = CheckProjectFile,
SupportedPlatforms = TargetRulesObject.GetSupportedPlatforms()
.Where(x => UEBuildPlatform.GetBuildPlatform(x, true) != null).ToArray(),
CreateRulesDelegate = (Platform, Configuration) =>
RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, "", CheckProjectFile,
null)
};
ProjectFile.ProjectTargets.Add(ProjectTarget);
// Make sure the *.Target.cs file is in the project.
ProjectFile.AddFileToProject(TargetFilePath, BaseFolder);
Log.TraceVerbose("Generating target {0} for {1}", TargetRulesObject.Type.ToString(),
ProjectFilePath);
}
}
}
private void SetupSupportedPlatformsAndConfigurations()
{
string SupportedPlatformNames;
SetupSupportedPlatformsAndConfigurations(true, out SupportedPlatformNames);
}
public override bool GenerateProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators,
String[] arguments)
{
ConfigureProjectFileGeneration();
if (bGeneratingGameProjectFiles || UnrealBuildTool.IsEngineInstalled())
{
MasterProjectPath = OnlyGameProject.Directory;
MasterProjectName = OnlyGameProject.GetFileNameWithoutExtension();
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Source")))
{
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Intermediate",
"Source")))
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
MasterProjectPath = UnrealBuildTool.EngineDirectory;
GameProjectName = "UE4Game";
}
if (!DirectoryReference.Exists(DirectoryReference.Combine(MasterProjectPath, "Source")))
{
throw new BuildException("Directory '{0}' is missing 'Source' folder.", MasterProjectPath);
}
}
}
IntermediateProjectFilesPath =
DirectoryReference.Combine(MasterProjectPath, "Intermediate", "ProjectFiles");
}
SetupSupportedPlatformsAndConfigurations();
Log.TraceVerbose("Detected supported platforms: " + SupportedPlatforms);
List<FileReference> AllGameProjects = FindGameProjects();
GatherProjects(PlatformProjectGenerators, AllGameProjects);
WriteProjectFiles(PlatformProjectGenerators);
Log.TraceVerbose("Project generation complete ({0} generated, {1} imported)", GeneratedProjectFiles.Count,
OtherProjectFiles.Count);
return true;
}
private void GatherProjects(PlatformProjectGeneratorCollection PlatformProjectGenerators,
List<FileReference> AllGameProjects)
{
ProjectFile EngineProject = null;
List<ProjectFile> GameProjects = null;
List<ProjectFile> ModProjects = null;
// Setup buildable projects for all targets
AddProjectsForAllTargets(PlatformProjectGenerators, AllGameProjects, out EngineProject,
out GameProjects);
AddProjectsForMods(GameProjects, out ModProjects);
AddAllGameProjects(GameProjects,null, null);
// If we're still missing an engine project because we don't have any targets for it, make one up.
if (EngineProject == null)
{
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath,
EngineProjectFileNameBase + ProjectFileExtension);
bool bAlreadyExisted;
EngineProject = FindOrAddProject(ProjectFilePath, UnrealBuildTool.EngineDirectory, true, out bAlreadyExisted);
EngineProject.IsForeignProject = false;
EngineProject.IsGeneratedProject = true;
EngineProject.IsStubProject = true;
}
}
protected override bool WriteMasterProjectFile(ProjectFile ProjectFile,
PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
return true;
}
}
}