Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildPhysX.Automation.cs
Ben Marsh 75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

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

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00

1558 lines
61 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Linq;
using System.Reflection;
using Microsoft.Win32;
using System.Diagnostics;
using System.Text.RegularExpressions;
using AutomationTool;
using UnrealBuildTool;
[Help("Builds PhysX/APEX libraries using CMake build system.")]
[Help("TargetLibs", "Specify a list of target libraries to build, separated by '+' characters (eg. -TargetLibs=PhysX+APEX). Default is PhysX+APEX.")]
[Help("TargetPlatforms", "Specify a list of target platforms to build, separated by '+' characters (eg. -TargetPlatforms=Win32+Win64). Architectures are specified with '-'. Default is Win32+Win64+PS4.")]
[Help("TargetConfigs", "Specify a list of configurations to build, separated by '+' characters (eg. -TargetConfigs=profile+debug). Default is profile+release+checked.")]
[Help("TargetWindowsCompilers", "Specify a list of target compilers to use when building for Windows, separated by '+' characters (eg. -TargetCompilers=VisualStudio2012+VisualStudio2015). Default is VisualStudio2013+VisualStudio2015.")]
[Help("SkipBuild", "Do not perform build step. If this argument is not supplied libraries will be built (in accordance with TargetLibs, TargetPlatforms and TargetWindowsCompilers).")]
[Help("SkipDeployLibs", "Do not perform library deployment to the engine. If this argument is not supplied libraries will be copied into the engine.")]
[Help("SkipDeploySource", "Do not perform source deployment to the engine. If this argument is not supplied source will be copied into the engine.")]
[Help("SkipCreateChangelist", "Do not create a P4 changelist for source or libs. If this argument is not supplied source and libs will be added to a Perforce changelist.")]
[Help("SkipSubmit", "Do not perform P4 submit of source or libs. If this argument is not supplied source and libs will be automatically submitted to Perforce. If SkipCreateChangelist is specified, this argument applies by default.")]
[RequireP4]
class BuildPhysX : BuildCommand
{
const int InvalidChangeList = -1;
// The libs we can optionally build
private enum PhysXTargetLib
{
PhysX,
APEX, // Note: Building APEX deploys shared binaries and libs
NvCloth
}
private struct TargetPlatformData
{
public UnrealTargetPlatform Platform;
public string Architecture;
public TargetPlatformData(UnrealTargetPlatform InPlatform)
{
Platform = InPlatform;
// Linux never has an empty architecture. If we don't care then it's x86_64-unknown-linux-gnu
Architecture = (Platform == UnrealTargetPlatform.Linux) ? "x86_64-unknown-linux-gnu" : "";
}
public TargetPlatformData(UnrealTargetPlatform InPlatform, string InArchitecture)
{
Platform = InPlatform;
Architecture = InArchitecture;
}
public override string ToString()
{
return Architecture == "" ? Platform.ToString() : Platform.ToString() + "_" + Architecture;
}
}
// Apex libs that do not have an APEX prefix in their name
private static string[] APEXSpecialLibs = { "NvParameterized", "RenderDebug" };
// We cache our own MSDev and MSBuild executables
private static UnrealBuildTool.FileReference MsDev14Exe;
private static UnrealBuildTool.FileReference MsBuildExe;
// Cache directories under the PhysX/ directory
private static UnrealBuildTool.DirectoryReference PhysXSourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Source", "ThirdParty", "PhysX");
private static UnrealBuildTool.DirectoryReference PhysX34SourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "PhysX_3.4");
private static UnrealBuildTool.DirectoryReference APEX14SourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "APEX_1.4");
private static UnrealBuildTool.DirectoryReference NvClothSourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "NvCloth");
private static UnrealBuildTool.DirectoryReference SharedSourceRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "PxShared");
private static UnrealBuildTool.DirectoryReference RootOutputBinaryDirectory = UnrealBuildTool.DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Binaries", "ThirdParty", "PhysX");
private static UnrealBuildTool.DirectoryReference RootOutputLibDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXSourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference PhysX34SourceLibRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysX34SourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference APEX14SourceLibRootDirectory = UnrealBuildTool.DirectoryReference.Combine(APEX14SourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference SharedSourceLibRootDirectory = UnrealBuildTool.DirectoryReference.Combine(SharedSourceRootDirectory, "Lib");
//private static UnrealBuildTool.DirectoryReference PhysXEngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(UnrealBuildTool.UnrealBuildTool.RootDirectory, "Engine\\Binaries\\ThirdParty\\PhysX");
//private static UnrealBuildTool.DirectoryReference PhysX34EngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXEngineBinaryRootDirectory, "PhysX-3.4");
//private static UnrealBuildTool.DirectoryReference APEX14EngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXEngineBinaryRootDirectory, "APEX-1.4");
//private static UnrealBuildTool.DirectoryReference SharedEngineBinaryRootDirectory = UnrealBuildTool.DirectoryReference.Combine(PhysXEngineBinaryRootDirectory, "PxShared-1.0");
private static string GetCMakeNameAndSetupEnv(TargetPlatformData TargetData)
{
DirectoryReference CMakeRootDirectory = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Extras", "ThirdPartyNotUE", "CMake");
if(BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return "cmake";
}
Environment.SetEnvironmentVariable("CMAKE_ROOT", DirectoryReference.Combine(CMakeRootDirectory, "share").ToString());
Log("set {0}={1}", "CMAKE_ROOT", Environment.GetEnvironmentVariable("CMAKE_ROOT"));
switch (TargetData.Platform)
{
case UnrealTargetPlatform.HTML5:
return "cmake";
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
return FileReference.Combine(CMakeRootDirectory, "bin", "cmake").ToString();
default:
return FileReference.Combine(CMakeRootDirectory, "bin", "cmake.exe").ToString();
}
}
private static string GetCMakeTargetDirectoryName(TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
string VisualStudioDirectoryName;
switch (TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2015:
VisualStudioDirectoryName = "VS2015";
break;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported windows compiler '{0}' supplied to GetCMakeTargetDirectoryName", TargetWindowsCompiler));
}
switch (TargetData.Platform)
{
// Note slashes need to be '/' as this gets string-composed in the CMake script with other paths
case UnrealTargetPlatform.Win32:
return "Win32/" + VisualStudioDirectoryName;
case UnrealTargetPlatform.Win64:
return "Win64/" + VisualStudioDirectoryName;
case UnrealTargetPlatform.Android:
switch (TargetData.Architecture)
{
default:
case "armv7": return "Android/ARMv7";
case "arm64": return "Android/ARM64";
case "x86": return "Android/x86";
case "x64": return "Android/x64";
}
case UnrealTargetPlatform.HTML5:
default:
return TargetData.Platform.ToString();
}
}
private static UnrealBuildTool.DirectoryReference GetProjectDirectory(PhysXTargetLib TargetLib, TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
UnrealBuildTool.DirectoryReference Directory = new UnrealBuildTool.DirectoryReference(GetTargetLibRootDirectory(TargetLib).ToString());
switch(TargetLib)
{
case PhysXTargetLib.PhysX:
Directory = UnrealBuildTool.DirectoryReference.Combine(Directory, "Source");
break;
case PhysXTargetLib.APEX:
// APEX has its 'compiler' directory in a different location off the root of APEX
break;
}
return UnrealBuildTool.DirectoryReference.Combine(Directory, "compiler", GetCMakeTargetDirectoryName(TargetData, TargetWindowsCompiler));
}
private static string GetLinuxToolchainSettings(TargetPlatformData TargetData)
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
// in native builds we don't really use a crosstoolchain description, just use system compiler
return " -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++";
}
// otherwise, use a per-architecture file.
return " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Linux\\LinuxCrossToolchain.multiarch.cmake\"" + " -DARCHITECTURE_TRIPLE=" + TargetData.Architecture;
}
private static string GetCMakeArguments(PhysXTargetLib TargetLib, TargetPlatformData TargetData, string BuildConfig = "", WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
string VisualStudioName;
switch(TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2015:
VisualStudioName = "Visual Studio 14 2015";
break;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
string OutputFlags = " -DPX_OUTPUT_LIB_DIR=" + GetPlatformLibDirectory(TargetData, TargetWindowsCompiler);
if(PlatformHasBinaries(TargetData))
{
OutputFlags += " -DPX_OUTPUT_DLL_DIR=" + GetPlatformBinaryDirectory(TargetData, TargetWindowsCompiler) + " -DPX_OUTPUT_EXE_DIR=" + GetPlatformBinaryDirectory(TargetData, TargetWindowsCompiler);
}
// Enable response files for platforms that require them.
// Response files are used for include paths etc, to fix max command line length issues.
switch (TargetData.Platform)
{
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Linux:
OutputFlags += " -DUSE_RESPONSE_FILES=1";
break;
}
string ApexFlags = " -DAPEX_ENABLE_UE4=1";
switch (TargetLib)
{
case PhysXTargetLib.PhysX:
DirectoryReference PhysXCMakeFiles = DirectoryReference.Combine(PhysX34SourceRootDirectory, "Source", "compiler", "cmake");
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return DirectoryReference.Combine(PhysXCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -AWin32 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags;
case UnrealTargetPlatform.Win64:
return DirectoryReference.Combine(PhysXCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -Ax64 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags;
case UnrealTargetPlatform.PS4:
return DirectoryReference.Combine(PhysXCMakeFiles, "PS4").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=PS4 -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\PS4\\PS4Toolchain.txt\"" + OutputFlags;
case UnrealTargetPlatform.XboxOne:
return DirectoryReference.Combine(PhysXCMakeFiles, "XboxOne").ToString() + " -G \"Visual Studio 14 2015\" -DTARGET_BUILD_PLATFORM=XboxOne -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\XboxOne\\XboxOneToolchain.txt\" -DCMAKE_GENERATOR_PLATFORM=DURANGO" + OutputFlags;
case UnrealTargetPlatform.Android:
string NDKDirectory = Environment.GetEnvironmentVariable("NDKROOT");
// don't register if we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKDirectory))
{
throw new BuildException("NDKROOT is not specified; cannot build Android.");
}
NDKDirectory = NDKDirectory.Replace("\"", "");
string AndroidAPILevel = "android-19";
string AndroidABI = "armeabi-v7a";
switch (TargetData.Architecture)
{
case "armv7": AndroidAPILevel = "android-19"; AndroidABI = "armeabi-v7a"; break;
case "arm64": AndroidAPILevel = "android-21"; AndroidABI = "arm64-v8a"; break;
case "x86": AndroidAPILevel = "android-19"; AndroidABI = "x86"; break;
case "x64": AndroidAPILevel = "android-21"; AndroidABI = "x86_64"; break;
}
return DirectoryReference.Combine(PhysXCMakeFiles, "Android").ToString() + " -G \"MinGW Makefiles\" -DTARGET_BUILD_PLATFORM=Android -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Android\\android.toolchain.cmake\" -DANDROID_NDK=\"" + NDKDirectory + "\" -DCMAKE_MAKE_PROGRAM=\"" + NDKDirectory + "\\prebuilt\\windows-x86_64\\bin\\make.exe\" -DANDROID_NATIVE_API_LEVEL=\"" + AndroidAPILevel + "\" -DANDROID_ABI=\"" + AndroidABI + "\" -DANDROID_STL=gnustl_shared" + OutputFlags;
case UnrealTargetPlatform.Linux:
return DirectoryReference.Combine(PhysXCMakeFiles, "Linux").ToString() + " --no-warn-unused-cli -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Linux -DPX_STATIC_LIBRARIES=1 -DCMAKE_BUILD_TYPE=" + BuildConfig + GetLinuxToolchainSettings(TargetData) + OutputFlags;
case UnrealTargetPlatform.Mac:
return DirectoryReference.Combine(PhysXCMakeFiles, "Mac").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=Mac" + OutputFlags;
case UnrealTargetPlatform.IOS:
return DirectoryReference.Combine(PhysXCMakeFiles, "IOS").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=IOS" + OutputFlags;
case UnrealTargetPlatform.TVOS:
return DirectoryReference.Combine(PhysXCMakeFiles, "TVOS").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=TVOS" + OutputFlags;
case UnrealTargetPlatform.Switch:
return DirectoryReference.Combine(PhysXCMakeFiles, "Switch").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Switch -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Switch\\SwitchToolchain.cmake\"" + OutputFlags;
case UnrealTargetPlatform.HTML5:
string CmakeToolchainFile = FileReference.Combine(PhysXSourceRootDirectory, "Externals", "CMakeModules", "HTML5", "Emscripten." + BuildConfig + ".cmake").ToString();
return DirectoryReference.Combine(PhysXCMakeFiles, "HTML5").ToString() +
" -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=HTML5" +
" -DPXSHARED_ROOT_DIR=\"" + SharedSourceRootDirectory.ToString() + "\"" +
" -DNVSIMD_INCLUDE_DIR=\"" + SharedSourceRootDirectory.ToString() + "/src/NvSimd\"" +
" -DNVTOOLSEXT_INCLUDE_DIRS=\"" + PhysX34SourceRootDirectory + "/externals/nvToolsExt/include\"" +
" -DEMSCRIPTEN_GENERATE_BITCODE_STATIC_LIBRARIES=ON " +
" -DCMAKE_BUILD_TYPE=\"Release\" -DCMAKE_TOOLCHAIN_FILE=\"" + CmakeToolchainFile + "\"" +
OutputFlags;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
case PhysXTargetLib.APEX:
DirectoryReference ApexCMakeFiles = DirectoryReference.Combine(APEX14SourceRootDirectory, "compiler", "cmake");
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return DirectoryReference.Combine(ApexCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -AWin32 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags + ApexFlags;
case UnrealTargetPlatform.Win64:
return DirectoryReference.Combine(ApexCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -Ax64 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags + ApexFlags;
case UnrealTargetPlatform.PS4:
return DirectoryReference.Combine(ApexCMakeFiles, "PS4").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=PS4 -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\PS4\\PS4Toolchain.txt\"" + OutputFlags + ApexFlags;
case UnrealTargetPlatform.XboxOne:
return DirectoryReference.Combine(ApexCMakeFiles, "XboxOne").ToString() + " -G \"Visual Studio 14 2015\" -DTARGET_BUILD_PLATFORM=XboxOne -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\XboxOne\\XboxOneToolchain.txt\" -DCMAKE_GENERATOR_PLATFORM=DURANGO" + OutputFlags + ApexFlags;
case UnrealTargetPlatform.Switch:
return DirectoryReference.Combine(ApexCMakeFiles, "Switch").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Switch -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\Switch\\SwitchToolchain.cmake\"" + OutputFlags + ApexFlags;
case UnrealTargetPlatform.Linux:
return DirectoryReference.Combine(ApexCMakeFiles, "Linux").ToString() + " --no-warn-unused-cli -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Linux -DPX_STATIC_LIBRARIES=1 -DCMAKE_BUILD_TYPE=" + BuildConfig + GetLinuxToolchainSettings(TargetData) + OutputFlags + ApexFlags;
case UnrealTargetPlatform.Mac:
return DirectoryReference.Combine(ApexCMakeFiles, "Mac").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=Mac" + OutputFlags + ApexFlags;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
case PhysXTargetLib.NvCloth:
DirectoryReference NvClothCMakeFiles = DirectoryReference.Combine(NvClothSourceRootDirectory, "compiler", "cmake");
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return DirectoryReference.Combine(NvClothCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -AWin32 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags;
case UnrealTargetPlatform.Win64:
return DirectoryReference.Combine(NvClothCMakeFiles, "Windows").ToString() + " -G \"" + VisualStudioName + "\" -Ax64 -DTARGET_BUILD_PLATFORM=Windows" + OutputFlags;
case UnrealTargetPlatform.PS4:
return DirectoryReference.Combine(NvClothCMakeFiles, "PS4").ToString() + " -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=PS4 -DCMAKE_BUILD_TYPE=" + BuildConfig + " -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\PS4\\PS4Toolchain.txt\"" + OutputFlags;
case UnrealTargetPlatform.XboxOne:
return DirectoryReference.Combine(NvClothCMakeFiles, "XboxOne").ToString() + " -G \"Visual Studio 14 2015\" -DTARGET_BUILD_PLATFORM=XboxOne -DCMAKE_TOOLCHAIN_FILE=\"" + PhysXSourceRootDirectory + "\\Externals\\CMakeModules\\XboxOne\\XboxOneToolchain.txt\" -DCMAKE_GENERATOR_PLATFORM=DURANGO" + OutputFlags;
case UnrealTargetPlatform.Linux:
return DirectoryReference.Combine(NvClothCMakeFiles, "Linux").ToString() + " --no-warn-unused-cli -G \"Unix Makefiles\" -DTARGET_BUILD_PLATFORM=Linux -DPX_STATIC_LIBRARIES=1 -DCMAKE_BUILD_TYPE=" + BuildConfig + GetLinuxToolchainSettings(TargetData) + OutputFlags;
case UnrealTargetPlatform.Mac:
return DirectoryReference.Combine(NvClothCMakeFiles, "Mac").ToString() + " -G \"Xcode\" -DTARGET_BUILD_PLATFORM=Mac" + OutputFlags;
default:
throw new AutomationException(String.Format("Non-CMake or unsupported platform '{0}' supplied to GetCMakeArguments", TargetData.ToString()));
}
default:
throw new AutomationException(String.Format("Non-CMake or unsupported lib '{0}' supplied to GetCMakeArguments", TargetLib));
}
}
private static string GetMsDevExe(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
return MsDev14Exe.ToString();
case UnrealTargetPlatform.Win64:
return MsDev14Exe.ToString();
case UnrealTargetPlatform.XboxOne:
return MsDev14Exe.ToString();
default:
throw new AutomationException(String.Format("Non-MSBuild or unsupported platform '{0}' supplied to GetMsDevExe", TargetData.ToString()));
}
}
private static string GetMsBuildExe(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return MsBuildExe.ToString();
default:
throw new AutomationException(String.Format("Non-MSBuild or unsupported platform '{0}' supplied to GetMsBuildExe", TargetData.ToString()));
}
}
private static string GetTargetLibSolutionName(PhysXTargetLib TargetLib)
{
switch (TargetLib)
{
case PhysXTargetLib.PhysX:
return "PhysX.sln";
case PhysXTargetLib.APEX:
return "APEX.sln";
case PhysXTargetLib.NvCloth:
return "NvCloth.sln";
default:
throw new AutomationException(String.Format("Unknown target lib '{0}' specified to GetTargetLibSolutionName", TargetLib));
}
}
private static UnrealBuildTool.FileReference GetTargetLibSolutionFileName(PhysXTargetLib TargetLib, TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
UnrealBuildTool.DirectoryReference Directory = GetProjectDirectory(TargetLib, TargetData, TargetWindowsCompiler);
return UnrealBuildTool.FileReference.Combine(Directory, GetTargetLibSolutionName(TargetLib));
}
private static bool DoesPlatformUseMSBuild(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return true;
default:
return false;
}
}
private static bool DoesPlatformUseMakefiles(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Android:
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.HTML5:
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Switch:
return true;
default:
return false;
}
}
private static bool DoesPlatformUseXcode(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
return true;
default:
return false;
}
}
private static DirectoryReference GetTargetLibRootDirectory(PhysXTargetLib TargetLib)
{
switch (TargetLib)
{
case PhysXTargetLib.PhysX:
return PhysX34SourceRootDirectory;
case PhysXTargetLib.APEX:
return APEX14SourceRootDirectory;
case PhysXTargetLib.NvCloth:
return NvClothSourceRootDirectory;
default:
throw new AutomationException(String.Format("Unknown target lib '{0}' specified to GetTargetLibRootDirectory", TargetLib));
}
}
private List<TargetPlatformData> GetTargetPlatforms()
{
List<TargetPlatformData> TargetPlatforms = new List<TargetPlatformData>();
// Remove any platforms that aren't enabled on the command line
string TargetPlatformFilter = ParseParamValue("TargetPlatforms", "Win32+Win64+PS4");
if (TargetPlatformFilter != null)
{
foreach (string TargetPlatformName in TargetPlatformFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
string[] TargetPlatformAndArch = TargetPlatformName.Split(new char[] { '-' }, StringSplitOptions.RemoveEmptyEntries);
UnrealTargetPlatform TargetPlatform;
if (!Enum.TryParse(TargetPlatformAndArch[0], out TargetPlatform))
{
throw new AutomationException(String.Format("Unknown target platform '{0}' specified on command line", TargetPlatformName));
}
else
{
if (TargetPlatformAndArch.Count() == 2)
{
TargetPlatforms.Add(new TargetPlatformData(TargetPlatform, TargetPlatformAndArch[1]));
}
else if (TargetPlatformAndArch.Count() > 2)
{
// Linux archs are OS triplets, so have multiple dashes
string DashedArch = TargetPlatformAndArch[1];
for(int Idx = 2; Idx < TargetPlatformAndArch.Count(); ++Idx)
{
DashedArch += "-" + TargetPlatformAndArch[Idx];
}
TargetPlatforms.Add(new TargetPlatformData(TargetPlatform, DashedArch));
}
else
{
TargetPlatforms.Add(new TargetPlatformData(TargetPlatform));
}
}
}
}
return TargetPlatforms;
}
public List<string> GetTargetConfigurations()
{
List<string> TargetConfigs = new List<string>();
// Remove any configs that aren't enabled on the command line
string TargetConfigFilter = ParseParamValue("TargetConfigs", "profile+release+checked");
if (TargetConfigFilter != null)
{
foreach(string TargetConfig in TargetConfigFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
TargetConfigs.Add(TargetConfig);
}
}
return TargetConfigs;
}
private List<PhysXTargetLib> GetTargetLibs()
{
List<PhysXTargetLib> TargetLibs = new List<PhysXTargetLib>();
string TargetLibsFilter = ParseParamValue("TargetLibs", "PhysX+APEX+NvCloth");
if (TargetLibsFilter != null)
{
foreach (string TargetLibName in TargetLibsFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
PhysXTargetLib TargetLib;
if (!Enum.TryParse(TargetLibName, out TargetLib))
{
throw new AutomationException(String.Format("Unknown target lib '{0}' specified on command line", TargetLibName));
}
else
{
TargetLibs.Add(TargetLib);
}
}
}
return TargetLibs;
}
private List<WindowsCompiler> GetTargetWindowsCompilers()
{
List<WindowsCompiler> TargetWindowsCompilers = new List<WindowsCompiler>();
string TargetWindowsCompilersFilter = ParseParamValue("TargetWindowsCompilers", "VisualStudio2015");
if (TargetWindowsCompilersFilter != null)
{
foreach (string TargetWindowsCompilerName in TargetWindowsCompilersFilter.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries))
{
WindowsCompiler TargetWindowsCompiler;
if (!Enum.TryParse(TargetWindowsCompilerName, out TargetWindowsCompiler))
{
throw new AutomationException(String.Format("Unknown target windows compiler '{0}' specified on command line", TargetWindowsCompilerName));
}
else
{
TargetWindowsCompilers.Add(TargetWindowsCompiler);
}
}
}
return TargetWindowsCompilers;
}
private static void MakeFreshDirectoryIfRequired(UnrealBuildTool.DirectoryReference Directory)
{
if (!DirectoryReference.Exists(Directory))
{
DirectoryReference.CreateDirectory(Directory);
}
else
{
InternalUtils.SafeDeleteDirectory(Directory.FullName);
DirectoryReference.CreateDirectory(Directory);
}
}
public static int RunLocalProcess(Process LocalProcess)
{
int ExitCode = -1;
// release all process resources
using (LocalProcess)
{
LocalProcess.StartInfo.UseShellExecute = false;
LocalProcess.StartInfo.RedirectStandardOutput = true;
try
{
// Start the process up and then wait for it to finish
LocalProcess.Start();
LocalProcess.BeginOutputReadLine();
LocalProcess.WaitForExit();
ExitCode = LocalProcess.ExitCode;
}
catch (Exception ex)
{
throw new BuildException(ex, "Failed to start local process for action (\"{0}\"): {1} {2}", ex.Message, LocalProcess.StartInfo.FileName, LocalProcess.StartInfo.Arguments);
}
}
return ExitCode;
}
public static int RunLocalProcessAndLogOutput(ProcessStartInfo StartInfo)
{
Process LocalProcess = new Process();
LocalProcess.StartInfo = StartInfo;
LocalProcess.OutputDataReceived += (Sender, Line) => { if (Line != null && Line.Data != null) UnrealBuildTool.Log.TraceInformation(Line.Data); };
return RunLocalProcess(LocalProcess);
}
private static void SetupBuildForTargetLibAndPlatform(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, List<WindowsCompiler> TargetWindowsCompilers, bool bCleanOnly)
{
// make sure we set up the environment variable specifying where the root of the PhysX SDK is
Environment.SetEnvironmentVariable("GW_DEPS_ROOT", PhysXSourceRootDirectory.ToString());
Log("set {0}={1}", "GW_DEPS_ROOT", Environment.GetEnvironmentVariable("GW_DEPS_ROOT"));
Environment.SetEnvironmentVariable("CMAKE_MODULE_PATH", DirectoryReference.Combine(PhysXSourceRootDirectory, "Externals", "CMakeModules").ToString());
Log("set {0}={1}", "CMAKE_MODULE_PATH", Environment.GetEnvironmentVariable("CMAKE_MODULE_PATH"));
string CMakeName = GetCMakeNameAndSetupEnv(TargetData);
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
// for windows platforms we support building against multiple compilers
foreach(WindowsCompiler TargetWindowsCompiler in TargetWindowsCompilers)
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData, TargetWindowsCompiler);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if(!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData, "", TargetWindowsCompiler);
RunLocalProcessAndLogOutput(StartInfo);
}
}
break;
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Android:
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.Switch:
foreach (string BuildConfig in TargetConfigurations)
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
CMakeTargetDirectory = UnrealBuildTool.DirectoryReference.Combine(CMakeTargetDirectory, BuildConfig);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData, BuildConfig);
System.Console.WriteLine("Working in '{0}'", StartInfo.WorkingDirectory);
Log("Working in '{0}'", StartInfo.WorkingDirectory);
System.Console.WriteLine("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
Log("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
if (RunLocalProcessAndLogOutput(StartInfo) != 0)
{
throw new AutomationException(String.Format("Unable to generate projects for {0}.", TargetLib.ToString() + ", " + TargetData.ToString()));
}
}
}
break;
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData);
RunLocalProcessAndLogOutput(StartInfo);
}
}
break;
case UnrealTargetPlatform.HTML5:
// NOTE: HTML5 does not do "debug" - the full text blows out memory
// instead, HTML5 builds have 4 levels of optimizations
// so, MAP BuildConfig to HTML5 optimization levels
Dictionary<string, string> BuildMap = new Dictionary<string, string>()
{
{"debug", "-O0"},
{"checked", "-O2"},
{"profile", "-Oz"},
{"release", "-O3"}
};
UnrealBuildTool.DirectoryReference HTML5CMakeModules = DirectoryReference.Combine(PhysXSourceRootDirectory, "Externals", "CMakeModules", "HTML5");
MakeFreshDirectoryIfRequired(HTML5CMakeModules);
foreach(string BuildConfig in TargetConfigurations)
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
CMakeTargetDirectory = UnrealBuildTool.DirectoryReference.Combine(CMakeTargetDirectory, "BUILD" + BuildMap[BuildConfig]);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
// CMAKE_TOOLCHAIN_FILE
Environment.SetEnvironmentVariable("LIB_SUFFIX", GetConfigurationSuffix(BuildConfig, TargetData)); // only used in HTML5's CMakefiles
string orig = File.ReadAllText(HTML5SDKInfo.EmscriptenCMakeToolChainFile);
string txt = Regex.Replace(orig, "(EPIC_BUILD_FLAGS}) .*-O2" , "$1 " + BuildMap[BuildConfig] );
string CmakeToolchainFile = FileReference.Combine(HTML5CMakeModules, "Emscripten." + BuildConfig + ".cmake").ToString();
File.WriteAllText(CmakeToolchainFile, txt);
// ----------------------------------------
// CMAKE
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = "cmake";
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData, BuildConfig);
Log("Working in: {0}", StartInfo.WorkingDirectory);
Log("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
if (RunLocalProcessAndLogOutput(StartInfo) != 0)
{
throw new AutomationException(String.Format("Unabled to generate projects for {0}.", TargetLib.ToString() + ", " + TargetData.ToString()));
}
}
}
break;
default:
{
UnrealBuildTool.DirectoryReference CMakeTargetDirectory = GetProjectDirectory(TargetLib, TargetData);
MakeFreshDirectoryIfRequired(CMakeTargetDirectory);
if (!bCleanOnly)
{
Log("Generating projects for lib " + TargetLib.ToString() + ", " + TargetData.ToString());
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = CMakeName;
StartInfo.WorkingDirectory = CMakeTargetDirectory.ToString();
StartInfo.Arguments = GetCMakeArguments(TargetLib, TargetData);
RunLocalProcessAndLogOutput(StartInfo);
}
}
break;
}
}
private static string GetMsDevExe(WindowsCompiler Version)
{
DirectoryReference VSPath;
// It's not fatal if VS2013 isn't installed for VS2015 builds (for example, so don't crash here)
if(WindowsExports.TryGetVSInstallDir(Version, out VSPath))
{
return FileReference.Combine(VSPath, "Common7", "IDE", "Devenv.com").FullName;
}
return null;
}
private static string GetMsBuildExe(WindowsCompiler Version)
{
string VisualStudioToolchainVersion = "";
switch (Version)
{
case WindowsCompiler.VisualStudio2015:
VisualStudioToolchainVersion = "14.0";
break;
}
string ProgramFilesPath = Environment.GetFolderPath(Environment.SpecialFolder.ProgramFilesX86);
string MSBuildPath = Path.Combine(ProgramFilesPath, "MSBuild", VisualStudioToolchainVersion, "Bin", "MSBuild.exe");
if (File.Exists(MSBuildPath))
{
return MSBuildPath;
}
return null;
}
private static string RemoveOtherMakeFromPath(string WindowsPath)
{
string[] PathComponents = WindowsPath.Split(';');
string NewPath = "";
foreach(string PathComponent in PathComponents)
{
// everything what contains /bin or /sbin is suspicious, check if it has make in it
if (PathComponent.Contains("\\bin") || PathComponent.Contains("/bin") || PathComponent.Contains("\\sbin") || PathComponent.Contains("/sbin"))
{
if (File.Exists(PathComponent + "/make.exe") || File.Exists(PathComponent + "make.exe"))
{
// gotcha!
Log("Removing {0} from PATH since it contains possibly colliding make.exe", PathComponent);
continue;
}
}
NewPath = NewPath + ';' + PathComponent + ';';
}
return NewPath;
}
private static void SetupBuildEnvironment()
{
if (!Utils.IsRunningOnMono)
{
string VS2015Path = GetMsDevExe(WindowsCompiler.VisualStudio2015);
if (VS2015Path != null)
{
MsDev14Exe = new UnrealBuildTool.FileReference(GetMsDevExe(WindowsCompiler.VisualStudio2015));
MsBuildExe = new UnrealBuildTool.FileReference(GetMsBuildExe(WindowsCompiler.VisualStudio2015));
}
// ================================================================================
// ThirdPartyNotUE
// NOTE: these are Windows executables
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
DirectoryReference ThirdPartyNotUERootDirectory = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Extras", "ThirdPartyNotUE");
string CMakePath = DirectoryReference.Combine(ThirdPartyNotUERootDirectory, "CMake", "bin").ToString();
string MakePath = DirectoryReference.Combine(ThirdPartyNotUERootDirectory, "GNU_Make", "make-3.81", "bin").ToString();
string PrevPath = Environment.GetEnvironmentVariable("PATH");
// mixing bundled make and cygwin make is no good. Try to detect and remove cygwin paths.
string PathWithoutCygwin = RemoveOtherMakeFromPath(PrevPath);
Environment.SetEnvironmentVariable("PATH", CMakePath + ";" + MakePath + ";" + PathWithoutCygwin);
Environment.SetEnvironmentVariable("PATH", CMakePath + ";" + MakePath + ";" + Environment.GetEnvironmentVariable("PATH"));
Log("set {0}={1}", "PATH", Environment.GetEnvironmentVariable("PATH"));
}
// ================================================================================
// HTML5
// FIXME: only run this if GetTargetPlatforms() contains HTML5
// override BuildConfiguration defaults - so we can use HTML5SDKInfo
string EngineSourceDir = GetProjectDirectory(PhysXTargetLib.PhysX, new TargetPlatformData(UnrealTargetPlatform.HTML5)).ToString();
EngineSourceDir = Regex.Replace(EngineSourceDir, @"\\" , "/");
EngineSourceDir = Regex.Replace(EngineSourceDir, ".*Engine/" , "");
if (!HTML5SDKInfo.IsSDKInstalled())
{
throw new AutomationException("EMSCRIPTEN SDK TOOLCHAIN NOT FOUND...");
}
// warm up emscripten config file
HTML5SDKInfo.SetUpEmscriptenConfigFile();
Environment.SetEnvironmentVariable("PATH",
Environment.GetEnvironmentVariable("EMSCRIPTEN") + ";" +
Environment.GetEnvironmentVariable("NODEPATH") + ";" +
Environment.GetEnvironmentVariable("LLVM") + ";" +
Path.GetDirectoryName(HTML5SDKInfo.Python()) + ";" +
Environment.GetEnvironmentVariable("PATH"));
//Log("set {0}={1}", "PATH", Environment.GetEnvironmentVariable("PATH"));
}
}
private static void BuildMSBuildTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
string SolutionFile = GetTargetLibSolutionFileName(TargetLib, TargetData, TargetWindowsCompiler).ToString();
string MSDevExe = GetMsDevExe(TargetData);
if (!FileExists(SolutionFile))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. Solution file not found.", SolutionFile));
}
if (String.IsNullOrEmpty(MSDevExe))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. devenv.com not found.", SolutionFile));
}
foreach (string BuildConfig in TargetConfigurations)
{
string CmdLine = String.Format("\"{0}\" /build \"{1}\"", SolutionFile, BuildConfig);
RunAndLog(BuildCommand.CmdEnv, MSDevExe, CmdLine);
}
}
private static void BuildXboxTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
if (TargetData.Platform != UnrealTargetPlatform.XboxOne)
{
return;
}
string SolutionFile = GetTargetLibSolutionFileName(TargetLib, TargetData, TargetWindowsCompiler).ToString();
string MSBuildExe = GetMsBuildExe(TargetData);
if (!FileExists(SolutionFile))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. Solution file not found.", SolutionFile));
}
if (String.IsNullOrEmpty(MSBuildExe))
{
throw new AutomationException(String.Format("Unabled to build Solution {0}. msbuild.exe not found.", SolutionFile));
}
string AdditionalProperties = "";
string AutoSDKPropsPath = Environment.GetEnvironmentVariable("XboxOneAutoSDKProp");
if (AutoSDKPropsPath != null && AutoSDKPropsPath.Length > 0)
{
AdditionalProperties += String.Format(";CustomBeforeMicrosoftCommonProps={0}", AutoSDKPropsPath);
}
string XboxCMakeModulesPath = Path.Combine(PhysXSourceRootDirectory.FullName, "Externals", "CMakeModules", "XboxOne", "Microsoft.Cpp.Durango.user.props");
if (File.Exists(XboxCMakeModulesPath))
{
AdditionalProperties += String.Format(";ForceImportBeforeCppTargets={0}", XboxCMakeModulesPath);
}
foreach (string BuildConfig in TargetConfigurations)
{
string CmdLine = String.Format("\"{0}\" /t:build /p:Configuration={1};Platform=Durango{2}", SolutionFile, BuildConfig, AdditionalProperties);
RunAndLog(BuildCommand.CmdEnv, MSBuildExe, CmdLine);
}
}
private static void BuildMakefileTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations)
{
// FIXME: use absolute path
string MakeCommand = "make";
// FIXME: "j -16" should be tweakable
//string MakeOptions = "-j 1";
string MakeOptions = "-j 16";
// Bundled GNU make does not pass job number to subprocesses on Windows, work around that...
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
// Redefining the MAKE variable will cause the -j flag to be passed to child make instances.
MakeOptions = string.Format("{1} \"MAKE={0} {1}\"", MakeCommand, MakeOptions);
}
// this will be replaced for HTML5 - see SetupBuildForTargetLibAndPlatform() for details
Dictionary<string, string> BuildMap = new Dictionary<string, string>()
{
{"debug", "debug"},
{"checked", "checked"},
{"profile", "profile"},
{"release", "release"}
};
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Android:
{
// Use make from Android toolchain
string NDKDirectory = Environment.GetEnvironmentVariable("NDKROOT");
// don't register if we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKDirectory))
{
throw new BuildException("NDKROOT is not specified; cannot build Android.");
}
NDKDirectory = NDKDirectory.Replace("\"", "");
MakeCommand = NDKDirectory + "\\prebuilt\\windows-x86_64\\bin\\make.exe";
}
break;
case UnrealTargetPlatform.HTML5:
{
// Use emscripten toolchain
MakeCommand = "python";
MakeOptions = HTML5SDKInfo.EMSCRIPTEN_ROOT + "\\emmake make";
BuildMap = new Dictionary<string, string>()
{
{"debug", "Build-O0"},
{"checked", "Build-O2"},
{"profile", "Build-Oz"},
{"release", "Build-O3"}
};
}
break;
default:
break;
}
// makefile build has "projects" for every configuration. However, we abstract away from that by assuming GetProjectDirectory points to the "meta-project"
foreach (string BuildConfig in TargetConfigurations)
{
UnrealBuildTool.DirectoryReference MetaProjectDirectory = GetProjectDirectory(TargetLib, TargetData);
UnrealBuildTool.DirectoryReference ConfigDirectory = UnrealBuildTool.DirectoryReference.Combine(MetaProjectDirectory, BuildMap[BuildConfig]);
Environment.SetEnvironmentVariable("LIB_SUFFIX", GetConfigurationSuffix(BuildConfig, TargetData)); // only used in HTML5's CMakefiles
string Makefile = UnrealBuildTool.FileReference.Combine(ConfigDirectory, "Makefile").ToString();
if (!FileExists(Makefile))
{
throw new AutomationException(String.Format("Unabled to build {0} - file not found.", Makefile));
}
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = MakeCommand;
StartInfo.WorkingDirectory = ConfigDirectory.ToString();
StartInfo.Arguments = MakeOptions;
Log("Working in: {0}", StartInfo.WorkingDirectory);
Log("{0} {1}", StartInfo.FileName, StartInfo.Arguments);
if (RunLocalProcessAndLogOutput(StartInfo) != 0)
{
throw new AutomationException(String.Format("Unabled to build {0}. Build process failed.", Makefile));
}
}
}
private static void BuildXcodeTarget(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations)
{
UnrealBuildTool.DirectoryReference Directory = GetProjectDirectory(TargetLib, TargetData);
string ProjectName = "";
switch(TargetLib)
{
case PhysXTargetLib.APEX:
ProjectName = "APEX";
break;
case PhysXTargetLib.NvCloth:
ProjectName = "NvCloth";
break;
case PhysXTargetLib.PhysX:
ProjectName = "PhysX";
break;
default:
throw new AutomationException(String.Format("Unabled to build XCode target, Unsupported library {0}.", TargetLib.ToString()));
}
string ProjectFile = UnrealBuildTool.FileReference.Combine(Directory, ProjectName + ".xcodeproj").ToString();
if (!DirectoryExists(ProjectFile))
{
throw new AutomationException(String.Format("Unabled to build project {0}. Project file not found.", ProjectFile));
}
foreach (string BuildConfig in TargetConfigurations)
{
string CmdLine = String.Format("-project \"{0}\" -target=\"ALL_BUILD\" -configuration {1}", ProjectFile, BuildConfig);
RunAndLog(BuildCommand.CmdEnv, "/usr/bin/xcodebuild", CmdLine);
}
}
private static void BuildTargetLibForPlatform(PhysXTargetLib TargetLib, TargetPlatformData TargetData, List<string> TargetConfigurations, List<WindowsCompiler> TargetWindowsCompilers)
{
if (DoesPlatformUseMSBuild(TargetData))
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
// for windows platforms we support building against multiple compilers
foreach (WindowsCompiler TargetWindowsCompiler in TargetWindowsCompilers)
{
BuildMSBuildTarget(TargetLib, TargetData, TargetConfigurations, TargetWindowsCompiler);
}
break;
case UnrealTargetPlatform.XboxOne:
BuildXboxTarget(TargetLib, TargetData, TargetConfigurations);
break;
default:
BuildMSBuildTarget(TargetLib, TargetData, TargetConfigurations);
break;
}
}
else if (DoesPlatformUseXcode(TargetData))
{
BuildXcodeTarget(TargetLib, TargetData, TargetConfigurations);
}
else if (DoesPlatformUseMakefiles(TargetData))
{
BuildMakefileTarget(TargetLib, TargetData, TargetConfigurations);
}
else
{
throw new AutomationException(String.Format("Unsupported target platform '{0}' passed to BuildTargetLibForPlatform", TargetData));
}
}
private static DirectoryReference GetPlatformBinaryDirectory(TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
string VisualStudioName = string.Empty;
string ArchName = string.Empty;
if (DoesPlatformUseMSBuild(TargetData))
{
switch (TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2015:
VisualStudioName = "VS2015";
break;
default:
throw new AutomationException(String.Format("Unsupported visual studio compiler '{0}' supplied to GetOutputBinaryDirectory", TargetWindowsCompiler));
}
}
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
ArchName = "Win32";
break;
case UnrealTargetPlatform.Win64:
ArchName = "Win64";
break;
case UnrealTargetPlatform.Mac:
ArchName = "Mac";
break;
default:
throw new AutomationException(String.Format("Unsupported platform '{0}' supplied to GetOutputBinaryDirectory", TargetData.ToString()));
}
return UnrealBuildTool.DirectoryReference.Combine(RootOutputBinaryDirectory, ArchName, VisualStudioName);
}
private static DirectoryReference GetPlatformLibDirectory(TargetPlatformData TargetData, WindowsCompiler TargetWindowsCompiler)
{
string VisualStudioName = string.Empty;
string ArchName = string.Empty;
if (DoesPlatformUseMSBuild(TargetData))
{
switch (TargetWindowsCompiler)
{
case WindowsCompiler.VisualStudio2015:
VisualStudioName = "VS2015";
break;
default:
throw new AutomationException(String.Format("Unsupported visual studio compiler '{0}' supplied to GetOutputLibDirectory", TargetWindowsCompiler));
}
}
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
ArchName = "Win32";
break;
case UnrealTargetPlatform.Win64:
ArchName = "Win64";
break;
case UnrealTargetPlatform.XboxOne:
ArchName = "XboxOne";
break;
case UnrealTargetPlatform.PS4:
ArchName = "PS4";
break;
case UnrealTargetPlatform.Switch:
ArchName = "Switch";
break;
case UnrealTargetPlatform.Android:
switch (TargetData.Architecture)
{
default:
case "arm7": ArchName = "Android/ARMv7"; break;
case "arm64": ArchName = "Android/ARM64"; break;
case "x86": ArchName = "Android/x86"; break;
case "x64": ArchName = "Android/x64"; break;
}
break;
case UnrealTargetPlatform.Linux:
ArchName = "Linux/" + TargetData.Architecture;
break;
case UnrealTargetPlatform.Mac:
ArchName = "Mac";
break;
case UnrealTargetPlatform.HTML5:
ArchName = "HTML5";
break;
case UnrealTargetPlatform.IOS:
ArchName = "IOS";
break;
case UnrealTargetPlatform.TVOS:
ArchName = "TVOS";
break;
default:
throw new AutomationException(String.Format("Unsupported platform '{0}' supplied to GetOutputLibDirectory", TargetData.ToString()));
}
return UnrealBuildTool.DirectoryReference.Combine(RootOutputLibDirectory, ArchName, VisualStudioName);
}
private static bool PlatformHasBinaries(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.Mac:
return true;
}
return false;
}
private static bool PlatformUsesDebugDatabase(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
// case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.XboxOne:
return true;
}
return false;
}
private static string GetPlatformDebugDatabaseExtension(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return "pdb";
case UnrealTargetPlatform.Mac:
return "dSYM";
}
throw new AutomationException(String.Format("No debug database extension for platform '{0}'", TargetData.Platform.ToString()));
}
private static string GetPlatformBinaryExtension(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
return "dll";
case UnrealTargetPlatform.Mac:
return "dylib";
}
throw new AutomationException(String.Format("No binary extension for platform '{0}'", TargetData.Platform.ToString()));
}
private static string GetPlatformLibExtension(TargetPlatformData TargetData)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.XboxOne:
return "lib";
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.Android:
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.IOS:
case UnrealTargetPlatform.TVOS:
case UnrealTargetPlatform.Switch:
return "a";
case UnrealTargetPlatform.HTML5:
return "bc";
}
throw new AutomationException(String.Format("No lib extension for platform '{0}'", TargetData.Platform.ToString()));
}
private static bool FileGeneratedByLib(string FileNameUpper, PhysXTargetLib TargetLib)
{
switch(TargetLib)
{
case PhysXTargetLib.APEX:
return FileGeneratedByAPEX(FileNameUpper);
case PhysXTargetLib.NvCloth:
return FileGeneratedByNvCloth(FileNameUpper);
default:
break;
}
// Must have been PhysX if we got here, if it wasn't generated by other libs, then it's PhysX
return !FileGeneratedByAPEX(FileNameUpper) && !FileGeneratedByNvCloth(FileNameUpper);
}
private static bool FileGeneratedByNvCloth(string FileNameUpper)
{
if(FileNameUpper.StartsWith("NVCLOTH"))
{
return true;
}
return false;
}
private static bool FileGeneratedByAPEX(string FileNameUpper)
{
if (FileNameUpper.StartsWith("APEX"))
{
return true;
}
else
{
foreach (string SpecialApexLib in APEXSpecialLibs)
{
if (FileNameUpper.StartsWith(SpecialApexLib.ToUpper())) //There are some APEX libs that don't use the APEX prefix so make sure to test against it
{
return true;
}
}
}
return false;
}
private static void FindOutputFilesHelper(HashSet<FileReference> OutputFiles, DirectoryReference BaseDir, string SearchPrefix, PhysXTargetLib TargetLib)
{
if(!DirectoryReference.Exists(BaseDir))
{
return;
}
foreach (FileReference FoundFile in DirectoryReference.EnumerateFiles(BaseDir, SearchPrefix))
{
string FileNameUpper = FoundFile.GetFileName().ToString().ToUpper();
if(FileGeneratedByLib(FileNameUpper, TargetLib))
{
OutputFiles.Add(FoundFile);
}
}
}
private static string GetConfigurationSuffix(string TargetConfiguration, TargetPlatformData TargetData)
{
// default
Dictionary<string, string> BuildSuffix = new Dictionary<string, string>()
{
{"debug", "debug"},
{"checked", "checked"},
{"profile", "profile"},
{"release", ""}
};
if (TargetData.Platform == UnrealTargetPlatform.HTML5)
{
// HTML5 - see SetupBuildForTargetLibAndPlatform() for details
BuildSuffix = new Dictionary<string, string>()
{
{"debug", ""},
{"checked", "_O2"},
{"profile", "_Oz"},
{"release", "_O3"}
};
}
return BuildSuffix[TargetConfiguration];
}
private static void FindOutputFiles(HashSet<FileReference> OutputFiles, PhysXTargetLib TargetLib, TargetPlatformData TargetData, string TargetConfiguration, WindowsCompiler TargetWindowsCompiler = WindowsCompiler.VisualStudio2015)
{
string SearchSuffix = GetConfigurationSuffix(TargetConfiguration, TargetData).ToUpper();
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
SearchSuffix += "_x86";
break;
case UnrealTargetPlatform.Win64:
SearchSuffix += "_x64";
break;
}
string SearchPrefix = "*" + SearchSuffix + ".";
string DebugExtension = PlatformUsesDebugDatabase(TargetData) ? GetPlatformDebugDatabaseExtension(TargetData) : "";
if (PlatformHasBinaries(TargetData))
{
DirectoryReference BinaryDir = GetPlatformBinaryDirectory(TargetData, TargetWindowsCompiler);
FindOutputFilesHelper(OutputFiles, BinaryDir, SearchPrefix + GetPlatformBinaryExtension(TargetData), TargetLib);
if (PlatformUsesDebugDatabase(TargetData))
{
FindOutputFilesHelper(OutputFiles, BinaryDir, SearchPrefix + DebugExtension, TargetLib);
}
}
DirectoryReference LibDir = GetPlatformLibDirectory(TargetData, TargetWindowsCompiler);
FindOutputFilesHelper(OutputFiles, LibDir, SearchPrefix + GetPlatformLibExtension(TargetData), TargetLib);
if (PlatformUsesDebugDatabase(TargetData))
{
FindOutputFilesHelper(OutputFiles, LibDir, SearchPrefix + DebugExtension, TargetLib);
}
}
private static bool PlatformSupportsTargetLib(PhysXTargetLib TargetLib, TargetPlatformData TargetData)
{
if(TargetLib == PhysXTargetLib.APEX)
{
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.XboxOne:
case UnrealTargetPlatform.Mac:
case UnrealTargetPlatform.Switch:
return true;
case UnrealTargetPlatform.Linux:
// only x86_64 Linux supports it.
return TargetData.Architecture.StartsWith("x86_64");
default:
return false;
}
}
if(TargetLib == PhysXTargetLib.NvCloth)
{
switch(TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.PS4:
case UnrealTargetPlatform.XboxOne:
case UnrealTargetPlatform.Mac:
return true;
case UnrealTargetPlatform.Linux:
// only x86_64 Linux supports it.
return TargetData.Architecture.StartsWith("x86_64");
default:
return false;
}
}
return true;
}
public override void ExecuteBuild()
{
SetupBuildEnvironment();
bool bBuildSolutions = true;
if (ParseParam("SkipBuildSolutions"))
{
bBuildSolutions = false;
}
bool bBuildLibraries = true;
if (ParseParam("SkipBuild"))
{
bBuildLibraries = false;
}
bool bAutoCreateChangelist = true;
if (ParseParam("SkipCreateChangelist"))
{
bAutoCreateChangelist = false;
}
bool bAutoSubmit = bAutoCreateChangelist;
if (ParseParam("SkipSubmit"))
{
bAutoSubmit = false;
}
// Parse out the libs we want to build
List<PhysXTargetLib> TargetLibs = GetTargetLibs();
// get the platforms we want to build for
List<TargetPlatformData> TargetPlatforms = GetTargetPlatforms();
// get the platforms we want to build for
List<WindowsCompiler> TargetWindowsCompilers = GetTargetWindowsCompilers();
// get the configurations we want to build for
List<string> TargetConfigurations = GetTargetConfigurations();
if (bBuildSolutions)
{
foreach (PhysXTargetLib TargetLib in TargetLibs)
{
// build target lib for all platforms
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
if (!PlatformSupportsTargetLib(TargetLib, TargetData))
{
continue;
}
SetupBuildForTargetLibAndPlatform(TargetLib, TargetData, TargetConfigurations, TargetWindowsCompilers, false);
}
}
}
HashSet<FileReference> FilesToReconcile = new HashSet<FileReference>();
if (bBuildLibraries)
{
foreach (PhysXTargetLib TargetLib in TargetLibs)
{
// build target lib for all platforms
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
if(!PlatformSupportsTargetLib(TargetLib, TargetData))
{
continue;
}
HashSet<FileReference> FilesToDelete = new HashSet<FileReference>();
foreach (string TargetConfiguration in TargetConfigurations)
{
// Delete output files before building them
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
foreach (WindowsCompiler TargetCompiler in TargetWindowsCompilers)
{
FindOutputFiles(FilesToDelete, TargetLib, TargetData, TargetConfiguration, TargetCompiler);
}
break;
default:
FindOutputFiles(FilesToDelete, TargetLib, TargetData, TargetConfiguration);
break;
}
}
foreach(FileReference FileToDelete in FilesToDelete)
{
FilesToReconcile.Add(FileToDelete);
InternalUtils.SafeDeleteFile(FileToDelete.ToString());
}
BuildTargetLibForPlatform(TargetLib, TargetData, TargetConfigurations, TargetWindowsCompilers);
}
}
}
int P4ChangeList = InvalidChangeList;
if (bAutoCreateChangelist)
{
string LibDeploymentDesc = "";
foreach(PhysXTargetLib Lib in TargetLibs)
{
if(LibDeploymentDesc.Length != 0)
{
LibDeploymentDesc += " & ";
}
LibDeploymentDesc += Lib.ToString();
}
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
LibDeploymentDesc += " " + TargetData.ToString();
}
P4ChangeList = P4.CreateChange(P4Env.Client, String.Format("BuildPhysX.Automation: Deploying {0} libs.", LibDeploymentDesc) + Environment.NewLine + "#rb none" + Environment.NewLine + "#lockdown Nick.Penwarden" + Environment.NewLine + "#tests none");
}
if (P4ChangeList != InvalidChangeList)
{
foreach (PhysXTargetLib TargetLib in TargetLibs)
{
foreach (string TargetConfiguration in TargetConfigurations)
{
//Add any new files that p4 is not yet tracking.
foreach (TargetPlatformData TargetData in TargetPlatforms)
{
if (!PlatformSupportsTargetLib(TargetLib, TargetData))
{
continue;
}
switch (TargetData.Platform)
{
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
foreach (WindowsCompiler TargetCompiler in TargetWindowsCompilers)
{
FindOutputFiles(FilesToReconcile, TargetLib, TargetData, TargetConfiguration, TargetCompiler);
}
break;
default:
FindOutputFiles(FilesToReconcile, TargetLib, TargetData, TargetConfiguration);
break;
}
}
}
}
foreach(FileReference FileToReconcile in FilesToReconcile)
{
P4.Reconcile(P4ChangeList, FileToReconcile.ToString());
}
}
if(bAutoSubmit && (P4ChangeList != InvalidChangeList))
{
if (!P4.TryDeleteEmptyChange(P4ChangeList))
{
Log("Submitting changelist " + P4ChangeList.ToString());
int SubmittedChangeList = InvalidChangeList;
P4.Submit(P4ChangeList, out SubmittedChangeList);
}
else
{
Log("Nothing to submit!");
}
}
}
}