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#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]
1300 lines
42 KiB
C++
1300 lines
42 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "DesktopPlatformBase.h"
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#include "HAL/FileManager.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Misc/Guid.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/FeedbackContext.h"
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#include "Misc/App.h"
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#include "Misc/EngineVersion.h"
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#include "Serialization/JsonTypes.h"
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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#include "Modules/ModuleManager.h"
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#define LOCTEXT_NAMESPACE "DesktopPlatform"
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FDesktopPlatformBase::FDesktopPlatformBase()
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{
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LauncherInstallationTimestamp = FDateTime::MinValue();
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}
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FString FDesktopPlatformBase::GetEngineDescription(const FString& Identifier)
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{
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// Official release versions just have a version number
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if(IsStockEngineRelease(Identifier))
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{
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return Identifier;
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}
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// Otherwise get the path
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FString RootDir;
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if(!GetEngineRootDirFromIdentifier(Identifier, RootDir))
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{
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return FString();
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}
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// Convert it to a platform directory
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FString PlatformRootDir = RootDir;
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FPaths::MakePlatformFilename(PlatformRootDir);
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// Perforce build
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if (IsSourceDistribution(RootDir))
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{
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return FString::Printf(TEXT("Source build at %s"), *PlatformRootDir);
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}
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else
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{
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return FString::Printf(TEXT("Binary build at %s"), *PlatformRootDir);
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}
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}
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FString FDesktopPlatformBase::GetCurrentEngineIdentifier()
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{
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if(CurrentEngineIdentifier.Len() == 0 && !GetEngineIdentifierFromRootDir(FPlatformMisc::RootDir(), CurrentEngineIdentifier))
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{
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CurrentEngineIdentifier.Empty();
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}
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return CurrentEngineIdentifier;
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}
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void FDesktopPlatformBase::EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations)
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{
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// Cache the launcher install list if necessary
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ReadLauncherInstallationList();
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// We've got a list of launcher installations. Filter it by the engine installations.
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for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
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{
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FString AppName = Iter.Key();
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if(AppName.RemoveFromStart(TEXT("UE_"), ESearchCase::CaseSensitive))
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{
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OutInstallations.Add(AppName, Iter.Value());
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}
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}
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}
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void FDesktopPlatformBase::EnumerateLauncherSampleInstallations(TArray<FString> &OutInstallations)
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{
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// Cache the launcher install list if necessary
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ReadLauncherInstallationList();
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// We've got a list of launcher installations. Filter it by the engine installations.
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for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
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{
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FString AppName = Iter.Key();
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if(!AppName.StartsWith(TEXT("UE_"), ESearchCase::CaseSensitive))
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{
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OutInstallations.Add(Iter.Value());
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}
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}
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}
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void FDesktopPlatformBase::EnumerateLauncherSampleProjects(TArray<FString> &OutFileNames)
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{
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// Enumerate all the sample installation directories
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TArray<FString> LauncherSampleDirectories;
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EnumerateLauncherSampleInstallations(LauncherSampleDirectories);
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// Find all the project files within them
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for(int32 Idx = 0; Idx < LauncherSampleDirectories.Num(); Idx++)
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{
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TArray<FString> FileNames;
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IFileManager::Get().FindFiles(FileNames, *(LauncherSampleDirectories[Idx] / TEXT("*.uproject")), true, false);
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OutFileNames.Append(FileNames);
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}
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}
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bool FDesktopPlatformBase::GetEngineRootDirFromIdentifier(const FString &Identifier, FString &OutRootDir)
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{
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// Get all the installations
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TMap<FString, FString> Installations;
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EnumerateEngineInstallations(Installations);
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// Find the one with the right identifier
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for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
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{
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if (Iter->Key == Identifier)
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{
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OutRootDir = Iter->Value;
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return true;
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}
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}
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return false;
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}
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bool FDesktopPlatformBase::GetEngineIdentifierFromRootDir(const FString &RootDir, FString &OutIdentifier)
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{
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// Get all the installations
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TMap<FString, FString> Installations;
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EnumerateEngineInstallations(Installations);
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// Normalize the root directory
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FString NormalizedRootDir = RootDir;
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FPaths::CollapseRelativeDirectories(NormalizedRootDir);
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FPaths::NormalizeDirectoryName(NormalizedRootDir);
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// Find the label for the given directory
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for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
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{
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if (Iter->Value == NormalizedRootDir)
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{
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OutIdentifier = Iter->Key;
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return true;
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}
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}
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// Otherwise just try to add it
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return RegisterEngineInstallation(RootDir, OutIdentifier);
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}
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bool FDesktopPlatformBase::GetDefaultEngineIdentifier(FString &OutId)
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{
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TMap<FString, FString> Installations;
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EnumerateEngineInstallations(Installations);
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bool bRes = false;
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if (Installations.Num() > 0)
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{
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// Default to the first install
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TMap<FString, FString>::TConstIterator Iter(Installations);
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OutId = Iter.Key();
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++Iter;
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// Try to find the most preferred install
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for(; Iter; ++Iter)
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{
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if(IsPreferredEngineIdentifier(Iter.Key(), OutId))
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{
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OutId = Iter.Key();
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}
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}
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}
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return bRes;
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}
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bool FDesktopPlatformBase::GetDefaultEngineRootDir(FString &OutDirName)
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{
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FString Identifier;
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return GetDefaultEngineIdentifier(Identifier) && GetEngineRootDirFromIdentifier(Identifier, OutDirName);
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}
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bool FDesktopPlatformBase::IsPreferredEngineIdentifier(const FString &Identifier, const FString &OtherIdentifier)
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{
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int32 Version = ParseReleaseVersion(Identifier);
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int32 OtherVersion = ParseReleaseVersion(OtherIdentifier);
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if(Version != OtherVersion)
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{
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return Version > OtherVersion;
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}
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else
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{
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return Identifier > OtherIdentifier;
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}
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}
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bool FDesktopPlatformBase::TryGetEngineVersion(const FString& RootDir, FEngineVersion& OutVersion)
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{
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// Read the file to a string
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FString VersionText;
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if(FFileHelper::LoadFileToString(VersionText, *(RootDir / TEXT("Engine/Build/Build.version"))))
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{
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// Deserialize a JSON object from the string
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TSharedPtr< FJsonObject > Object;
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TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(VersionText);
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if(FJsonSerializer::Deserialize(Reader, Object) && Object.IsValid())
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{
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int32 MajorVersion = 0;
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int32 MinorVersion = 0;
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int32 PatchVersion = 0;
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if(Object->TryGetNumberField(TEXT("MajorVersion"), MajorVersion) && Object->TryGetNumberField(TEXT("MinorVersion"), MinorVersion) && Object->TryGetNumberField(TEXT("PatchVersion"), PatchVersion))
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{
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int32 Changelist = 0;
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if(!Object->TryGetNumberField(TEXT("Changelist"), Changelist))
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{
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Changelist = 0;
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}
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int32 IsLicenseeVersion = 0;
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if(!Object->TryGetNumberField(TEXT("IsLicenseeVersion"), IsLicenseeVersion))
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{
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IsLicenseeVersion = 0;
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}
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FString BranchName;
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if(!Object->TryGetStringField(TEXT("BranchName"), BranchName))
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{
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BranchName = FString();
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}
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int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
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OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
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return true;
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}
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}
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}
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// Try to read the version file
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FString VersionHeader;
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if(FFileHelper::LoadFileToString(VersionHeader, *(RootDir / TEXT("Engine/Source/Runtime/Launch/Resources/Version.h"))))
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{
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int32 MajorVersion = -1;
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int32 MinorVersion = -1;
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int32 PatchVersion = -1;
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int32 Changelist = 0;
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int32 IsLicenseeVersion = 0;
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FString BranchName;
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// Scan the file for version defines
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const TCHAR* TextPos = *VersionHeader;
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while(*TextPos)
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{
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// Skip over any newlines
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while(FChar::IsWhitespace(*TextPos))
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{
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TextPos++;
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}
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// Buffer up a line of tokens
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TArray<FString> Tokens;
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while(*TextPos != '\n' && *TextPos != 0)
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{
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if(*TextPos == ' ' || *TextPos == '\t' || *TextPos == '\r')
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{
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// Skip over whitespace
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TextPos++;
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}
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else if(FChar::IsIdentifier(*TextPos))
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{
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// Parse an identifier. Exact C rules for an identifier don't really matter; we just need alphanumeric sequences.
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const TCHAR* TokenStart = TextPos++;
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while(FChar::IsIdentifier(*TextPos)) TextPos++;
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Tokens.Add(FString(TextPos - TokenStart, TokenStart));
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}
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else if(*TextPos == '\"')
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{
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// Parse a string
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const TCHAR* TokenStart = TextPos++;
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while(*TextPos != 0 && (TextPos == TokenStart + 1 || *(TextPos - 1) != '\"')) TextPos++;
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Tokens.Add(FString(TextPos - TokenStart, TokenStart));
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}
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else if(*TextPos == '/' && *(TextPos + 1) == '/')
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{
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// Skip a C++ style comment
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TextPos += 2;
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while(*TextPos != '\n' && *TextPos != 0) TextPos++;
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}
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else if(*TextPos == '/' && *(TextPos + 1) == '*' && *(TextPos + 2) != 0 && *(TextPos + 3) != 0)
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{
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// Skip a C-style comment
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TextPos += 4;
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while(*TextPos != 0 && (*(TextPos - 2) != '*' || *(TextPos - 1) != '/')) TextPos++;
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}
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else
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{
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// Take a single symbol character
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Tokens.Add(FString(1, TextPos));
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TextPos++;
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}
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}
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// Check if it matches any version defines
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if(Tokens.Num() >= 4 && Tokens[0] == "#" && Tokens[1] == "define")
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{
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if(FChar::IsDigit(Tokens[3][0]))
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{
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if(Tokens[2] == "ENGINE_MAJOR_VERSION")
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{
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MajorVersion = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "ENGINE_MINOR_VERSION")
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{
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MinorVersion = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "ENGINE_PATCH_VERSION")
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{
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PatchVersion = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "BUILT_FROM_CHANGELIST")
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{
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Changelist = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "ENGINE_IS_LICENSEE_VERSION")
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{
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IsLicenseeVersion = FCString::Atoi(*Tokens[3]);
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}
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}
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else if(Tokens[3].StartsWith("\"") && Tokens[3].EndsWith("\""))
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{
|
|
if(Tokens[2] == "BRANCH_NAME")
|
|
{
|
|
BranchName = Tokens[3].TrimQuotes();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we have everything we need, fill in the version struct
|
|
if(MajorVersion != -1 && MinorVersion != -1 && PatchVersion != -1)
|
|
{
|
|
int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
|
|
OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::IsStockEngineRelease(const FString &Identifier)
|
|
{
|
|
FGuid Guid;
|
|
return !FGuid::Parse(Identifier, Guid);
|
|
}
|
|
|
|
bool FDesktopPlatformBase::TryParseStockEngineVersion(const FString& Identifier, FEngineVersion& OutVersion)
|
|
{
|
|
TCHAR* End;
|
|
|
|
uint64 Major = FCString::Strtoui64(*Identifier, &End, 10);
|
|
if (Major > MAX_uint16 || *(End++) != '.')
|
|
{
|
|
return false;
|
|
}
|
|
|
|
uint64 Minor = FCString::Strtoui64(End, &End, 10);
|
|
if (Minor > MAX_uint16 || *End != 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
OutVersion = FEngineVersion(Major, Minor, 0, 0, TEXT(""));
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::IsSourceDistribution(const FString &EngineRootDir)
|
|
{
|
|
// Check for the existence of a SourceBuild.txt file
|
|
FString SourceBuildPath = EngineRootDir / TEXT("Engine/Build/SourceDistribution.txt");
|
|
return (IFileManager::Get().FileSize(*SourceBuildPath) >= 0);
|
|
}
|
|
|
|
bool FDesktopPlatformBase::IsPerforceBuild(const FString &EngineRootDir)
|
|
{
|
|
// Check for the existence of a SourceBuild.txt file
|
|
FString PerforceBuildPath = EngineRootDir / TEXT("Engine/Build/PerforceBuild.txt");
|
|
return (IFileManager::Get().FileSize(*PerforceBuildPath) >= 0);
|
|
}
|
|
|
|
bool FDesktopPlatformBase::IsValidRootDirectory(const FString &RootDir)
|
|
{
|
|
// Check that there's an Engine\Binaries directory underneath the root
|
|
FString EngineBinariesDirName = RootDir / TEXT("Engine/Binaries");
|
|
FPaths::NormalizeDirectoryName(EngineBinariesDirName);
|
|
if(!IFileManager::Get().DirectoryExists(*EngineBinariesDirName))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Also check there's an Engine\Build directory. This will filter out anything that has an engine-like directory structure but doesn't allow building code projects - like the launcher.
|
|
FString EngineBuildDirName = RootDir / TEXT("Engine/Build");
|
|
FPaths::NormalizeDirectoryName(EngineBuildDirName);
|
|
if(!IFileManager::Get().DirectoryExists(*EngineBuildDirName))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Otherwise it's valid
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::SetEngineIdentifierForProject(const FString &ProjectFileName, const FString &InIdentifier)
|
|
{
|
|
// Load the project file
|
|
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
|
|
if (!ProjectFile.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the project is a non-foreign project of the given engine installation. If so, blank the identifier
|
|
// string to allow portability between source control databases. GetEngineIdentifierForProject will translate
|
|
// the association back into a local identifier on other machines or syncs.
|
|
FString Identifier = InIdentifier;
|
|
if(Identifier.Len() > 0)
|
|
{
|
|
FString RootDir;
|
|
if(GetEngineRootDirFromIdentifier(Identifier, RootDir))
|
|
{
|
|
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
|
|
if(!Dictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Identifier.Empty();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set the association on the project and save it
|
|
ProjectFile->SetStringField(TEXT("EngineAssociation"), Identifier);
|
|
return SaveProjectFile(ProjectFileName, ProjectFile);
|
|
}
|
|
|
|
bool FDesktopPlatformBase::GetEngineIdentifierForProject(const FString& ProjectFileName, FString& OutIdentifier)
|
|
{
|
|
OutIdentifier.Empty();
|
|
|
|
// Load the project file
|
|
TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
|
|
if(!ProjectFile.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Try to read the identifier from it
|
|
TSharedPtr<FJsonValue> Value = ProjectFile->TryGetField(TEXT("EngineAssociation"));
|
|
if(Value.IsValid() && Value->Type == EJson::String)
|
|
{
|
|
OutIdentifier = Value->AsString();
|
|
if(OutIdentifier.Len() > 0)
|
|
{
|
|
// If it's a path, convert it into an engine identifier
|
|
if(OutIdentifier.Contains(TEXT("/")) || OutIdentifier.Contains("\\"))
|
|
{
|
|
FString EngineRootDir = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFileName), OutIdentifier);
|
|
if(!GetEngineIdentifierFromRootDir(EngineRootDir, OutIdentifier))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Otherwise scan up through the directory hierarchy to find an installation
|
|
FString ParentDir = FPaths::GetPath(ProjectFileName);
|
|
FPaths::NormalizeDirectoryName(ParentDir);
|
|
|
|
// Keep going until we reach the root
|
|
int32 SeparatorIdx;
|
|
while(ParentDir.FindLastChar(TEXT('/'), SeparatorIdx))
|
|
{
|
|
ParentDir.RemoveAt(SeparatorIdx, ParentDir.Len() - SeparatorIdx);
|
|
if(IsValidRootDirectory(ParentDir) && GetEngineIdentifierFromRootDir(ParentDir, OutIdentifier))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Otherwise check the engine version string for 4.0, in case this project existed before the engine association stuff went in
|
|
FString EngineVersionString = ProjectFile->GetStringField(TEXT("EngineVersion"));
|
|
if(EngineVersionString.Len() > 0)
|
|
{
|
|
FEngineVersion EngineVersion;
|
|
if(FEngineVersion::Parse(EngineVersionString, EngineVersion) && EngineVersion.HasChangelist() && EngineVersion.ToString(EVersionComponent::Minor) == TEXT("4.0"))
|
|
{
|
|
OutIdentifier = TEXT("4.0");
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::OpenProject(const FString& ProjectFileName)
|
|
{
|
|
FPlatformProcess::LaunchFileInDefaultExternalApplication(*ProjectFileName);
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::CleanGameProject(const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn)
|
|
{
|
|
// Begin a task
|
|
Warn->BeginSlowTask(LOCTEXT("CleaningProject", "Removing stale build products..."), true);
|
|
|
|
// Enumerate all the files
|
|
TArray<FString> FileNames;
|
|
TArray<FString> DirectoryNames;
|
|
GetProjectBuildProducts(ProjectDir, FileNames, DirectoryNames);
|
|
|
|
// Remove all the files
|
|
for(int32 Idx = 0; Idx < FileNames.Num(); Idx++)
|
|
{
|
|
// Remove the file
|
|
if(!IFileManager::Get().Delete(*FileNames[Idx]))
|
|
{
|
|
OutFailPath = FileNames[Idx];
|
|
Warn->EndSlowTask();
|
|
return false;
|
|
}
|
|
|
|
// Update the progress
|
|
Warn->UpdateProgress(Idx, FileNames.Num() + DirectoryNames.Num());
|
|
}
|
|
|
|
// Remove all the directories
|
|
for(int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
|
|
{
|
|
// Remove the directory
|
|
if(!IFileManager::Get().DeleteDirectory(*DirectoryNames[Idx], false, true))
|
|
{
|
|
OutFailPath = DirectoryNames[Idx];
|
|
Warn->EndSlowTask();
|
|
return false;
|
|
}
|
|
|
|
// Update the progress
|
|
Warn->UpdateProgress(Idx + FileNames.Num(), FileNames.Num() + DirectoryNames.Num());
|
|
}
|
|
|
|
// End the task
|
|
Warn->EndSlowTask();
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::CompileGameProject(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
|
|
{
|
|
// Get the project directory
|
|
FString ProjectDir = FPaths::GetPath(ProjectFileName);
|
|
|
|
// Get the target name. By default it'll be the same as the project name, but that might not be the case if the project was renamed.
|
|
FString TargetName = FPaths::GetBaseFilename(ProjectFileName);
|
|
if(!FPaths::FileExists(ProjectDir / FString::Printf(TEXT("Source/%sEditor.Target.cs"), *TargetName)))
|
|
{
|
|
// Find all the target files
|
|
TArray<FString> TargetFiles;
|
|
IFileManager::Get().FindFilesRecursive(TargetFiles, *(ProjectDir / TEXT("Source")), TEXT("*.target.cs"), true, false, false);
|
|
|
|
// Try to find a target that's clearly meant to be the editor. If there isn't one, let UBT fail with a sensible message without trying to do anything else smart.
|
|
for(const FString TargetFile: TargetFiles)
|
|
{
|
|
if(TargetFile.EndsWith("Editor.Target.cs"))
|
|
{
|
|
TargetName = FPaths::GetBaseFilename(FPaths::GetBaseFilename(TargetFile));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build the argument list
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s"), *TargetName, FModuleManager::Get().GetUBTConfiguration(), FPlatformMisc::GetUBTPlatform());
|
|
|
|
// Append the project name if it's a foreign project
|
|
if ( !ProjectFileName.IsEmpty() )
|
|
{
|
|
FUProjectDictionary ProjectDictionary(RootDir);
|
|
if(ProjectDictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
|
|
}
|
|
}
|
|
|
|
// Append any other options
|
|
Arguments += " -editorrecompile -progress -NoHotReloadFromIDE";
|
|
|
|
// Run UBT
|
|
return RunUnrealBuildTool(LOCTEXT("CompilingProject", "Compiling project..."), RootDir, Arguments, Warn);
|
|
}
|
|
|
|
bool FDesktopPlatformBase::GenerateProjectFiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
|
|
{
|
|
#if PLATFORM_MAC
|
|
FString Arguments = TEXT(" -xcodeprojectfile");
|
|
#elif PLATFORM_LINUX
|
|
FString Arguments = TEXT(" -makefile -kdevelopfile -qmakefile -cmakefile -codelitefile ");
|
|
#else
|
|
FString Arguments = TEXT(" -projectfiles");
|
|
#endif
|
|
|
|
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
|
|
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
|
|
{
|
|
// Figure out whether it's a foreign project
|
|
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
|
|
if(ProjectDictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
|
|
|
|
// Always include game source
|
|
Arguments += TEXT(" -game");
|
|
|
|
// Determine whether or not to include engine source
|
|
if(IsSourceDistribution(RootDir))
|
|
{
|
|
Arguments += TEXT(" -engine");
|
|
}
|
|
else
|
|
{
|
|
// If this is used within UnrealVersionSelector then we still need to pass
|
|
// -rocket to deal with old versions that don't use Rocket.txt file
|
|
Arguments += TEXT(" -rocket");
|
|
}
|
|
}
|
|
}
|
|
Arguments += TEXT(" -progress");
|
|
|
|
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
|
|
bool bRes = true;
|
|
Warn->BeginSlowTask(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), true, true);
|
|
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
|
|
bRes = BuildUnrealBuildTool(RootDir, *Warn);
|
|
}
|
|
if(bRes)
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("GeneratingProjectFiles", "Generating project files..."));
|
|
bRes = RunUnrealBuildTool(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), RootDir, Arguments, Warn);
|
|
}
|
|
Warn->EndSlowTask();
|
|
return bRes;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::InvalidateMakefiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
|
|
{
|
|
// Composes the target, platform, and config (eg, "QAGame Win64 Development")
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s"), FApp::GetGameName(), FPlatformMisc::GetUBTPlatform(), FModuleManager::GetUBTConfiguration());
|
|
|
|
// -editorrecompile tells UBT to work out the editor target name from the game target name we provided (eg, converting "QAGame" to "QAGameEditor")
|
|
Arguments += TEXT(" -editorrecompile");
|
|
|
|
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
|
|
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
|
|
{
|
|
// Figure out whether it's a foreign project
|
|
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
|
|
if(ProjectDictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Arguments += FString::Printf(TEXT(" \"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
|
|
}
|
|
}
|
|
|
|
// -invalidatemakefilesonly tells UBT to invalidate its UBT makefiles without building
|
|
Arguments += TEXT(" -invalidatemakefilesonly");
|
|
|
|
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
|
|
bool bRes = true;
|
|
Warn->BeginSlowTask(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), true, true);
|
|
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
|
|
bRes = BuildUnrealBuildTool(RootDir, *Warn);
|
|
}
|
|
if(bRes)
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."));
|
|
bRes = RunUnrealBuildTool(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), RootDir, Arguments, Warn);
|
|
}
|
|
Warn->EndSlowTask();
|
|
return bRes;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::IsUnrealBuildToolAvailable()
|
|
{
|
|
// If using installed build and the unreal build tool executable exists, then UBT is available. Otherwise check it can be built.
|
|
if (FApp::IsEngineInstalled())
|
|
{
|
|
return FPaths::FileExists(GetUnrealBuildToolExecutableFilename(FPaths::RootDir()));
|
|
}
|
|
else
|
|
{
|
|
return FPaths::FileExists(GetUnrealBuildToolProjectFileName(FPaths::RootDir()));
|
|
}
|
|
}
|
|
|
|
bool FDesktopPlatformBase::InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput)
|
|
{
|
|
void* PipeRead = nullptr;
|
|
void* PipeWrite = nullptr;
|
|
|
|
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
|
|
|
|
bool bInvoked = false;
|
|
FProcHandle ProcHandle = InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite, bSkipBuildUBT);
|
|
if (ProcHandle.IsValid())
|
|
{
|
|
// rather than waiting, we must flush the read pipe or UBT will stall if it writes out a ton of text to the console.
|
|
while (FPlatformProcess::IsProcRunning(ProcHandle))
|
|
{
|
|
OutProcOutput += FPlatformProcess::ReadPipe(PipeRead);
|
|
FPlatformProcess::Sleep(0.1f);
|
|
}
|
|
bInvoked = true;
|
|
bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode);
|
|
check(bGotReturnCode);
|
|
}
|
|
else
|
|
{
|
|
bInvoked = false;
|
|
OutReturnCode = -1;
|
|
OutProcOutput = TEXT("");
|
|
}
|
|
|
|
|
|
FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
|
|
|
|
return bInvoked;
|
|
}
|
|
|
|
FProcHandle FDesktopPlatformBase::InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT)
|
|
{
|
|
FString CmdLineParams = InCmdLineParams;
|
|
|
|
// UnrealBuildTool is currently always located in the Binaries/DotNET folder
|
|
FString ExecutableFileName = GetUnrealBuildToolExecutableFilename(FPaths::RootDir());
|
|
|
|
// Installed builds never build UBT, UnrealBuildTool should already exist
|
|
bool bSkipBuild = FApp::IsEngineInstalled() || bSkipBuildUBT;
|
|
if (!bSkipBuild)
|
|
{
|
|
// When not using an installed build, we should attempt to build UBT to make sure it is up to date
|
|
// Only do this if we have not already successfully done it once during this session.
|
|
static bool bSuccessfullyBuiltUBTOnce = false;
|
|
if (!bSuccessfullyBuiltUBTOnce)
|
|
{
|
|
Ar.Log(TEXT("Building UnrealBuildTool..."));
|
|
if (BuildUnrealBuildTool(FPaths::RootDir(), Ar))
|
|
{
|
|
bSuccessfullyBuiltUBTOnce = true;
|
|
}
|
|
else
|
|
{
|
|
// Failed to build UBT
|
|
Ar.Log(TEXT("Failed to build UnrealBuildTool."));
|
|
return FProcHandle();
|
|
}
|
|
}
|
|
}
|
|
|
|
#if PLATFORM_LINUX
|
|
CmdLineParams += (" -progress");
|
|
#endif // PLATFORM_LINUX
|
|
|
|
Ar.Logf(TEXT("Launching UnrealBuildTool... [%s %s]"), *ExecutableFileName, *CmdLineParams);
|
|
|
|
#if PLATFORM_MAC
|
|
// On Mac we launch UBT with Mono
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
|
|
ExecutableFileName = TEXT("/bin/sh");
|
|
#elif PLATFORM_LINUX
|
|
// Real men run Linux (with Mono??)
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Linux/RunMono.sh"));
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
|
|
ExecutableFileName = TEXT("/bin/bash");
|
|
#endif
|
|
|
|
// Run UnrealBuildTool
|
|
const bool bLaunchDetached = false;
|
|
const bool bLaunchHidden = true;
|
|
const bool bLaunchReallyHidden = bLaunchHidden;
|
|
|
|
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, OutWritePipe);
|
|
if (!ProcHandle.IsValid())
|
|
{
|
|
Ar.Logf(TEXT("Failed to launch Unreal Build Tool. (%s)"), *ExecutableFileName);
|
|
}
|
|
|
|
return ProcHandle;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::GetSolutionPath(FString& OutSolutionPath)
|
|
{
|
|
// Get the platform-specific suffix for solution files
|
|
#if PLATFORM_MAC
|
|
const TCHAR* Suffix = TEXT(".xcworkspace/contents.xcworkspacedata");
|
|
#elif PLATFORM_LINUX
|
|
const TCHAR* Suffix = TEXT(".workspace"); // FIXME: Should depend on PreferredAccessor setting
|
|
#else
|
|
const TCHAR* Suffix = TEXT(".sln");
|
|
#endif
|
|
|
|
// When using game specific uproject files, the solution is named after the game and in the uproject folder
|
|
if(FPaths::IsProjectFilePathSet())
|
|
{
|
|
FString SolutionPath = FPaths::GameDir() / FPaths::GetBaseFilename(FPaths::GetProjectFilePath()) + Suffix;
|
|
if(FPaths::FileExists(SolutionPath))
|
|
{
|
|
OutSolutionPath = SolutionPath;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Otherwise, it is simply titled UE4.sln
|
|
FString DefaultSolutionPath = FPaths::RootDir() / FString(TEXT("UE4")) + Suffix;
|
|
if(FPaths::FileExists(DefaultSolutionPath))
|
|
{
|
|
OutSolutionPath = DefaultSolutionPath;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetDefaultProjectCreationPath()
|
|
{
|
|
// My Documents
|
|
const FString DefaultProjectSubFolder = TEXT("Unreal Projects");
|
|
return FString(FPlatformProcess::UserDir()) + DefaultProjectSubFolder;
|
|
}
|
|
|
|
void FDesktopPlatformBase::ReadLauncherInstallationList()
|
|
{
|
|
FString InstalledListFile = FString(FPlatformProcess::ApplicationSettingsDir()) / TEXT("UnrealEngineLauncher/LauncherInstalled.dat");
|
|
|
|
// If the file does not exist, manually check for the 4.0 or 4.1 manifest
|
|
FDateTime NewListTimestamp = IFileManager::Get().GetTimeStamp(*InstalledListFile);
|
|
if(NewListTimestamp == FDateTime::MinValue())
|
|
{
|
|
if(LauncherInstallationList.Num() == 0)
|
|
{
|
|
CheckForLauncherEngineInstallation(TEXT("40003"), TEXT("UE_4.0"), LauncherInstallationList);
|
|
CheckForLauncherEngineInstallation(TEXT("1040003"), TEXT("UE_4.1"), LauncherInstallationList);
|
|
}
|
|
}
|
|
else if(NewListTimestamp != LauncherInstallationTimestamp)
|
|
{
|
|
// Read the installation manifest
|
|
FString InstalledText;
|
|
if (FFileHelper::LoadFileToString(InstalledText, *InstalledListFile))
|
|
{
|
|
// Deserialize the object
|
|
TSharedPtr< FJsonObject > RootObject;
|
|
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(InstalledText);
|
|
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
|
|
{
|
|
// Parse the list of installations
|
|
TArray< TSharedPtr<FJsonValue> > InstallationList = RootObject->GetArrayField(TEXT("InstallationList"));
|
|
for(int32 Idx = 0; Idx < InstallationList.Num(); Idx++)
|
|
{
|
|
TSharedPtr<FJsonObject> InstallationItem = InstallationList[Idx]->AsObject();
|
|
|
|
FString AppName = InstallationItem->GetStringField(TEXT("AppName"));
|
|
FString InstallLocation = InstallationItem->GetStringField(TEXT("InstallLocation"));
|
|
if(AppName.Len() > 0 && InstallLocation.Len() > 0)
|
|
{
|
|
FPaths::NormalizeDirectoryName(InstallLocation);
|
|
LauncherInstallationList.Add(AppName, InstallLocation);
|
|
}
|
|
}
|
|
}
|
|
LauncherInstallationTimestamp = NewListTimestamp;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDesktopPlatformBase::CheckForLauncherEngineInstallation(const FString &AppId, const FString &Identifier, TMap<FString, FString> &OutInstallations)
|
|
{
|
|
FString ManifestText;
|
|
FString ManifestFileName = FString(FPlatformProcess::ApplicationSettingsDir()) / FString::Printf(TEXT("UnrealEngineLauncher/Data/Manifests/%s.manifest"), *AppId);
|
|
|
|
if (FFileHelper::LoadFileToString(ManifestText, *ManifestFileName))
|
|
{
|
|
TSharedPtr< FJsonObject > RootObject;
|
|
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(ManifestText);
|
|
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
|
|
{
|
|
TSharedPtr<FJsonObject> CustomFieldsObject = RootObject->GetObjectField(TEXT("CustomFields"));
|
|
if (CustomFieldsObject.IsValid())
|
|
{
|
|
FString InstallLocation = CustomFieldsObject->GetStringField("InstallLocation");
|
|
if (InstallLocation.Len() > 0)
|
|
{
|
|
OutInstallations.Add(Identifier, InstallLocation);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int32 FDesktopPlatformBase::ParseReleaseVersion(const FString &Version)
|
|
{
|
|
TCHAR *End;
|
|
|
|
uint64 Major = FCString::Strtoui64(*Version, &End, 10);
|
|
if (Major >= MAX_int16 || *(End++) != '.')
|
|
{
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
uint64 Minor = FCString::Strtoui64(End, &End, 10);
|
|
if (Minor >= MAX_int16 || *End != 0)
|
|
{
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
return (Major << 16) + Minor;
|
|
}
|
|
|
|
TSharedPtr<FJsonObject> FDesktopPlatformBase::LoadProjectFile(const FString &FileName)
|
|
{
|
|
FString FileContents;
|
|
|
|
if (!FFileHelper::LoadFileToString(FileContents, *FileName))
|
|
{
|
|
return TSharedPtr<FJsonObject>(NULL);
|
|
}
|
|
|
|
TSharedPtr< FJsonObject > JsonObject;
|
|
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(FileContents);
|
|
if (!FJsonSerializer::Deserialize(Reader, JsonObject) || !JsonObject.IsValid())
|
|
{
|
|
return TSharedPtr<FJsonObject>(NULL);
|
|
}
|
|
|
|
return JsonObject;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::SaveProjectFile(const FString &FileName, TSharedPtr<FJsonObject> Object)
|
|
{
|
|
FString FileContents;
|
|
|
|
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&FileContents);
|
|
if (!FJsonSerializer::Serialize(Object.ToSharedRef(), Writer))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!FFileHelper::SaveStringToFile(FileContents, *FileName))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const FUProjectDictionary &FDesktopPlatformBase::GetCachedProjectDictionary(const FString& RootDir)
|
|
{
|
|
FString NormalizedRootDir = RootDir;
|
|
FPaths::NormalizeDirectoryName(NormalizedRootDir);
|
|
|
|
FUProjectDictionary *Dictionary = CachedProjectDictionaries.Find(NormalizedRootDir);
|
|
if(Dictionary == NULL)
|
|
{
|
|
Dictionary = &CachedProjectDictionaries.Add(RootDir, FUProjectDictionary(RootDir));
|
|
}
|
|
return *Dictionary;
|
|
}
|
|
|
|
void FDesktopPlatformBase::GetProjectBuildProducts(const FString& ProjectDir, TArray<FString> &OutFileNames, TArray<FString> &OutDirectoryNames)
|
|
{
|
|
FString NormalizedProjectDir = ProjectDir;
|
|
FPaths::NormalizeDirectoryName(NormalizedProjectDir);
|
|
|
|
// Find all the build roots
|
|
TArray<FString> BuildRootDirectories;
|
|
BuildRootDirectories.Add(NormalizedProjectDir);
|
|
|
|
// Add all the plugin directories
|
|
TArray<FString> PluginFileNames;
|
|
IFileManager::Get().FindFilesRecursive(PluginFileNames, *(NormalizedProjectDir / TEXT("Plugins")), TEXT("*.uplugin"), true, false);
|
|
for(int32 Idx = 0; Idx < PluginFileNames.Num(); Idx++)
|
|
{
|
|
BuildRootDirectories.Add(FPaths::GetPath(PluginFileNames[Idx]));
|
|
}
|
|
|
|
// Add all the intermediate directories
|
|
for(int32 Idx = 0; Idx < BuildRootDirectories.Num(); Idx++)
|
|
{
|
|
OutDirectoryNames.Add(BuildRootDirectories[Idx] / TEXT("Intermediate"));
|
|
}
|
|
|
|
// Add the files in the cleaned directories to the output list
|
|
for(int32 Idx = 0; Idx < OutDirectoryNames.Num(); Idx++)
|
|
{
|
|
IFileManager::Get().FindFilesRecursive(OutFileNames, *OutDirectoryNames[Idx], TEXT("*"), true, false, false);
|
|
}
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetEngineSavedConfigDirectory(const FString& Identifier)
|
|
{
|
|
// Get the engine root directory
|
|
FString RootDir;
|
|
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
|
|
{
|
|
return FString();
|
|
}
|
|
|
|
// Get the path to the game agnostic settings
|
|
FString UserDir;
|
|
if (IsStockEngineRelease(Identifier))
|
|
{
|
|
UserDir = FPaths::Combine(FPlatformProcess::UserSettingsDir(), *FApp::GetEpicProductIdentifier(), *Identifier);
|
|
}
|
|
else
|
|
{
|
|
UserDir = FPaths::Combine(*RootDir, TEXT("Engine"));
|
|
}
|
|
|
|
// Get the game agnostic config dir
|
|
return UserDir / TEXT("Saved/Config") / ANSI_TO_TCHAR(FPlatformProperties::PlatformName());
|
|
}
|
|
|
|
bool FDesktopPlatformBase::EnumerateProjectsKnownByEngine(const FString &Identifier, bool bIncludeNativeProjects, TArray<FString> &OutProjectFileNames)
|
|
{
|
|
// Get the engine root directory
|
|
FString RootDir;
|
|
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FString GameAgnosticConfigDir = GetEngineSavedConfigDirectory(Identifier);
|
|
|
|
if (GameAgnosticConfigDir.Len() == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Find all the created project directories. Start with the default project creation path.
|
|
TArray<FString> SearchDirectories;
|
|
SearchDirectories.AddUnique(GetDefaultProjectCreationPath());
|
|
|
|
// Load the config file
|
|
FConfigFile GameAgnosticConfig;
|
|
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorSettings"), NULL, *GameAgnosticConfigDir, false);
|
|
|
|
// Find the editor game-agnostic settings
|
|
FConfigSection* Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorSettings"));
|
|
|
|
if (Section == NULL)
|
|
{
|
|
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorGameAgnostic"), NULL, *GameAgnosticConfigDir, false);
|
|
Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorGameAgnosticSettings"));
|
|
}
|
|
|
|
if(Section != NULL)
|
|
{
|
|
// Add in every path that the user has ever created a project file. This is to catch new projects showing up in the user's project folders
|
|
TArray<FString> AdditionalDirectories;
|
|
Section->MultiFind(TEXT("CreatedProjectPaths"), AdditionalDirectories);
|
|
for(int Idx = 0; Idx < AdditionalDirectories.Num(); Idx++)
|
|
{
|
|
FPaths::NormalizeDirectoryName(AdditionalDirectories[Idx]);
|
|
SearchDirectories.AddUnique(AdditionalDirectories[Idx]);
|
|
}
|
|
|
|
// Also add in all the recently opened projects
|
|
TArray<FString> RecentlyOpenedFiles;
|
|
Section->MultiFind(TEXT("RecentlyOpenedProjectFiles"), RecentlyOpenedFiles);
|
|
for(int Idx = 0; Idx < RecentlyOpenedFiles.Num(); Idx++)
|
|
{
|
|
FPaths::NormalizeFilename(RecentlyOpenedFiles[Idx]);
|
|
OutProjectFileNames.AddUnique(RecentlyOpenedFiles[Idx]);
|
|
}
|
|
}
|
|
|
|
// Find all the other projects that are in the search directories
|
|
for(int Idx = 0; Idx < SearchDirectories.Num(); Idx++)
|
|
{
|
|
TArray<FString> ProjectFolders;
|
|
IFileManager::Get().FindFiles(ProjectFolders, *(SearchDirectories[Idx] / TEXT("*")), false, true);
|
|
|
|
for(int32 FolderIdx = 0; FolderIdx < ProjectFolders.Num(); FolderIdx++)
|
|
{
|
|
TArray<FString> ProjectFiles;
|
|
IFileManager::Get().FindFiles(ProjectFiles, *(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / TEXT("*.uproject")), true, false);
|
|
|
|
for(int32 FileIdx = 0; FileIdx < ProjectFiles.Num(); FileIdx++)
|
|
{
|
|
OutProjectFileNames.AddUnique(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / ProjectFiles[FileIdx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find all the native projects, and either add or remove them from the list depending on whether we want native projects
|
|
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
|
|
if(bIncludeNativeProjects)
|
|
{
|
|
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
|
|
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
|
|
{
|
|
if(!NativeProjectPaths[Idx].Contains(TEXT("/Templates/")))
|
|
{
|
|
OutProjectFileNames.AddUnique(NativeProjectPaths[Idx]);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
|
|
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
|
|
{
|
|
OutProjectFileNames.Remove(NativeProjectPaths[Idx]);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#if PLATFORM_WINDOWS
|
|
|
|
#include "WindowsHWrapper.h"
|
|
#include "AllowWindowsPlatformTypes.h"
|
|
#include <ShlObj.h>
|
|
#include "HideWindowsPlatformTypes.h"
|
|
|
|
static bool TryReadMsBuildInstallPath(HKEY RootKey, const TCHAR* KeyName, const TCHAR* ValueName, const TCHAR* MsBuildRelativePath, FString& OutMsBuildPath)
|
|
{
|
|
FString Value;
|
|
if (!FWindowsPlatformMisc::QueryRegKey(RootKey, KeyName, ValueName, Value))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FString Result = Value / MsBuildRelativePath;
|
|
if (!FPaths::FileExists(Result))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
OutMsBuildPath = Result;
|
|
return true;
|
|
}
|
|
|
|
static bool TryReadMsBuildInstallPath(const TCHAR* KeyRelativeName, const TCHAR* ValueName, const TCHAR* MsBuildRelativePath, FString& OutMsBuildPath)
|
|
{
|
|
if (TryReadMsBuildInstallPath(HKEY_CURRENT_USER, *(FString("SOFTWARE\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
|
|
{
|
|
return true;
|
|
}
|
|
if (TryReadMsBuildInstallPath(HKEY_LOCAL_MACHINE, *(FString("SOFTWARE\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
|
|
{
|
|
return true;
|
|
}
|
|
if (TryReadMsBuildInstallPath(HKEY_CURRENT_USER, *(FString("SOFTWARE\\Wow6432Node\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
|
|
{
|
|
return true;
|
|
}
|
|
if (TryReadMsBuildInstallPath(HKEY_LOCAL_MACHINE, *(FString("SOFTWARE\\Wow6432Node\\") + KeyRelativeName), ValueName, MsBuildRelativePath, OutMsBuildPath))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool TryReadMsBuildInstallPath(FString& OutPath)
|
|
{
|
|
// Try to get the MSBuild 14.0 path directly (see https://msdn.microsoft.com/en-us/library/hh162058(v=vs.120).aspx)
|
|
TCHAR ProgramFilesX86[MAX_PATH];
|
|
if (SUCCEEDED(SHGetFolderPath(NULL, CSIDL_PROGRAM_FILES | CSIDL_FLAG_CREATE, NULL, SHGFP_TYPE_CURRENT, ProgramFilesX86)))
|
|
{
|
|
FString ToolPath = FString(ProgramFilesX86) / TEXT("MSBuild/14.0/bin/MSBuild.exe");
|
|
if (FPaths::FileExists(ToolPath))
|
|
{
|
|
OutPath = ToolPath;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Try to get the MSBuild 14.0 path from the registry
|
|
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\MSBuild\\ToolsVersions\\14.0"), TEXT("MSBuildToolsPath"), TEXT("MSBuild.exe"), OutPath))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Check for MSBuild 15. This is installed alongside Visual Studio 2017, so we get the path relative to that.
|
|
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\VisualStudio\\SxS\\VS7"), TEXT("15.0"), TEXT("MSBuild\\15.0\\bin\\MSBuild.exe"), OutPath))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Check for older versions of MSBuild. These are registered as separate versions in the registry.
|
|
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\MSBuild\\ToolsVersions\\12.0"), TEXT("MSBuildToolsPath"), TEXT("MSBuild.exe"), OutPath))
|
|
{
|
|
return true;
|
|
}
|
|
if (TryReadMsBuildInstallPath(TEXT("Microsoft\\MSBuild\\ToolsVersions\\4.0"), TEXT("MSBuildToolsPath"), TEXT("MSBuild.exe"), OutPath))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
bool FDesktopPlatformBase::BuildUnrealBuildTool(const FString& RootDir, FOutputDevice& Ar)
|
|
{
|
|
Ar.Logf(TEXT("Building UnrealBuildTool in %s..."), *RootDir);
|
|
|
|
// Check the project file exists
|
|
FString CsProjLocation = GetUnrealBuildToolProjectFileName(RootDir);
|
|
if(!FPaths::FileExists(CsProjLocation))
|
|
{
|
|
Ar.Logf(TEXT("Project file not found at %s"), *CsProjLocation);
|
|
return false;
|
|
}
|
|
|
|
FString CompilerExecutableFilename;
|
|
FString CmdLineParams;
|
|
|
|
if (PLATFORM_WINDOWS)
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
if (!TryReadMsBuildInstallPath(CompilerExecutableFilename))
|
|
{
|
|
Ar.Logf(TEXT("Couldn't find MSBuild installation; skipping."));
|
|
return false;
|
|
}
|
|
#endif
|
|
CmdLineParams = FString::Printf(TEXT("/nologo /verbosity:quiet \"%s\" /property:Configuration=Development /property:Platform=AnyCPU"), *CsProjLocation);
|
|
}
|
|
else if (PLATFORM_MAC)
|
|
{
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Mac/RunXBuild.sh"));
|
|
CompilerExecutableFilename = TEXT("/bin/sh");
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
|
|
}
|
|
else if (PLATFORM_LINUX)
|
|
{
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Linux/RunXBuild.sh"));
|
|
CompilerExecutableFilename = TEXT("/bin/bash");
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 %s"), *ScriptPath, *CsProjLocation);
|
|
}
|
|
else
|
|
{
|
|
Ar.Log(TEXT("Unknown platform, unable to build UnrealBuildTool."));
|
|
return false;
|
|
}
|
|
|
|
// Spawn the compiler
|
|
Ar.Logf(TEXT("Running: %s %s"), *CompilerExecutableFilename, *CmdLineParams);
|
|
const bool bLaunchDetached = false;
|
|
const bool bLaunchHidden = true;
|
|
const bool bLaunchReallyHidden = bLaunchHidden;
|
|
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*CompilerExecutableFilename, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, NULL);
|
|
if (!ProcHandle.IsValid())
|
|
{
|
|
Ar.Log(TEXT("Failed to start process."));
|
|
return false;
|
|
}
|
|
FPlatformProcess::WaitForProc(ProcHandle);
|
|
FPlatformProcess::CloseProc(ProcHandle);
|
|
|
|
// If the executable appeared where we expect it, then we were successful
|
|
FString UnrealBuildToolExePath = GetUnrealBuildToolExecutableFilename(RootDir);
|
|
if(!FPaths::FileExists(UnrealBuildToolExePath))
|
|
{
|
|
Ar.Logf(TEXT("Missing %s after build"), *UnrealBuildToolExePath);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetUnrealBuildToolProjectFileName(const FString& RootDir) const
|
|
{
|
|
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj"));
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetUnrealBuildToolExecutableFilename(const FString& RootDir) const
|
|
{
|
|
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Binaries/DotNET/UnrealBuildTool.exe"));
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|