Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildDerivedDataCache.Automation.cs
matt peters 343a6d9279 Clear stale saved Engine config files when running the DDC Commandlet without a project.
#preflight 621e8619b20446f11c6cdf39
#jira UE-143876
#rb Josh.Adams
#rnx


#ROBOMERGE-AUTHOR: matt.peters
#ROBOMERGE-SOURCE: CL 19210055 via CL 19210543 via CL 19211966 via CL 19212028 via CL 19212167
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19224150 by matt peters in ue5-main branch]
2022-03-02 13:12:29 -05:00

113 lines
4.8 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using AutomationTool;
using UnrealBuildTool;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using EpicGames.Core;
using UnrealBuildBase;
public class BuildDerivedDataCache : BuildCommand
{
public override void ExecuteBuild()
{
// Get the list of platform names
string[] FeaturePacks = ParseParamValue("FeaturePacks").Split(';');
string TempDir = ParseParamValue("TempDir");
UnrealTargetPlatform HostPlatform = BuildHostPlatform.Current.Platform;
string TargetPlatforms = ParseParamValue("TargetPlatforms");
string SavedDir = ParseParamValue("SavedDir");
string BackendName = ParseParamValue("BackendName", "CreateInstalledEnginePak");
string RelativePakPath = ParseParamValue("RelativePakPath", "Engine/DerivedDataCache/Compressed.ddp");
bool bSkipEngine = ParseParam("SkipEngine");
// Get paths to everything within the temporary directory
string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform);
string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath);
string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv");
List<string> ProjectPakFiles = new List<string>();
List<string> FeaturePackPaths = new List<string>();
// loop through all the projects first and bail out if one of them doesn't exist.
foreach (string FeaturePack in FeaturePacks)
{
if (!String.IsNullOrWhiteSpace(FeaturePack))
{
string FeaturePackPath = CommandUtils.CombinePaths(Unreal.RootDirectory.FullName, FeaturePack);
if (!CommandUtils.FileExists(FeaturePackPath))
{
throw new AutomationException("Could not find project: " + FeaturePack);
}
FeaturePackPaths.Add(FeaturePackPath);
}
}
// loop through all the paths and generate ddc data for them
foreach (string FeaturePackPath in FeaturePackPaths)
{
string ProjectSpecificPlatforms = TargetPlatforms;
FileReference FileRef = new FileReference(FeaturePackPath);
string GameName = FileRef.GetFileNameWithoutAnyExtensions();
ProjectDescriptor Project = ProjectDescriptor.FromFile(FileRef);
if (Project.TargetPlatforms != null && Project.TargetPlatforms.Length > 0)
{
// Restrict target platforms used to those specified in project file
List<string> FilteredPlatforms = new List<string>();
// Always include the editor platform for cooking
string EditorCookPlatform = Platform.GetPlatform(HostPlatform).GetEditorCookPlatform();
if (TargetPlatforms.Contains(EditorCookPlatform))
{
FilteredPlatforms.Add(EditorCookPlatform);
}
foreach (string TargetPlatform in Project.TargetPlatforms)
{
if (TargetPlatforms.Contains(TargetPlatform))
{
FilteredPlatforms.Add(TargetPlatform);
}
}
if(FilteredPlatforms.Count == 0)
{
LogInformation("Did not find any project specific platforms for FeaturePack {0} out of supplied TargetPlatforms {1}, skipping it!", GameName, ProjectSpecificPlatforms);
continue;
}
ProjectSpecificPlatforms = CommandUtils.CombineCommandletParams(FilteredPlatforms.Distinct().ToArray());
}
CommandUtils.LogInformation("Generating DDC data for {0} on {1}", GameName, ProjectSpecificPlatforms);
CommandUtils.DDCCommandlet(FileRef, EditorExe, null, ProjectSpecificPlatforms, String.Format("-fill -DDC={0} -ProjectOnly", BackendName));
string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), String.Format("Compressed-{0}.ddp", GameName));
CommandUtils.DeleteFile(ProjectPakFile);
CommandUtils.RenameFile(OutputPakFile, ProjectPakFile);
string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv");
CommandUtils.DeleteFile(ProjectCsvFile);
CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile);
ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile));
}
// Before running the Engine, delete any stale saved Config files from previous runs of the Engine. The list of enabled plugins can change, and the config file needs to be
// recomputed after they do, but there is currently nothing that makes that happen automatically
CommandUtils.DeleteDirectory(CommandUtils.CombinePaths(TempDir, "Engine", "Saved", "Config"));
// Generate DDC for the editor, and merge all the other PAK files in
CommandUtils.LogInformation("Generating DDC data for engine content on {0}", TargetPlatforms);
CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, String.Format("-fill -DDC={0} -MergePaks={1}{2}", BackendName, CommandUtils.MakePathSafeToUseWithCommandLine(String.Join("+", ProjectPakFiles)), bSkipEngine? " -projectonly" : ""));
string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath);
CommandUtils.CopyFile(OutputPakFile, SavedPakFile);
}
}