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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change3240061on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change3247594on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change3272810on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
855 lines
27 KiB
C#
855 lines
27 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// SDK installation status
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/// </summary>
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enum SDKStatus
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{
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/// <summary>
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/// Desired SDK is installed and set up.
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/// </summary>
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Valid,
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/// <summary>
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/// Could not find the desired SDK, SDK setup failed, etc.
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/// </summary>
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Invalid,
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};
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/// <summary>
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/// Output level for diagnostic messages when initializing the platform SDK
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/// </summary>
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enum SDKOutputLevel
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{
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/// <summary>
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/// No output
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/// </summary>
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Quiet,
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/// <summary>
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/// Minimal output
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/// </summary>
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Minimal,
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/// <summary>
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/// All messages
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/// </summary>
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Verbose,
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}
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/// <summary>
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/// SDK for a platform
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/// </summary>
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abstract class UEBuildPlatformSDK
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{
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// AutoSDKs handling portion
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#region protected AutoSDKs Utility
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/// <summary>
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/// Name of the file that holds currently install SDK version string
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/// </summary>
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protected const string CurrentlyInstalledSDKStringManifest = "CurrentlyInstalled.txt";
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/// <summary>
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/// name of the file that holds the last succesfully run SDK setup script version
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/// </summary>
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protected const string LastRunScriptVersionManifest = "CurrentlyInstalled.Version.txt";
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/// <summary>
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/// Name of the file that holds environment variables of current SDK
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/// </summary>
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protected const string SDKEnvironmentVarsFile = "OutputEnvVars.txt";
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protected const string SDKRootEnvVar = "UE_SDKS_ROOT";
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protected const string AutoSetupEnvVar = "AutoSDKSetup";
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/// <summary>
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/// Whether platform supports switching SDKs during runtime
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/// </summary>
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/// <returns>true if supports</returns>
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protected virtual bool PlatformSupportsAutoSDKs()
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{
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return false;
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}
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static private bool bCheckedAutoSDKRootEnvVar = false;
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static private bool bAutoSDKSystemEnabled = false;
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static private bool HasAutoSDKSystemEnabled()
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{
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if (!bCheckedAutoSDKRootEnvVar)
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{
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string SDKRoot = Environment.GetEnvironmentVariable(SDKRootEnvVar);
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if (SDKRoot != null)
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{
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bAutoSDKSystemEnabled = true;
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}
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bCheckedAutoSDKRootEnvVar = true;
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}
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return bAutoSDKSystemEnabled;
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}
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// Whether AutoSDK setup is safe. AutoSDKs will damage manual installs on some platforms.
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protected bool IsAutoSDKSafe()
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{
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return !IsAutoSDKDestructive() || !HasAnyManualInstall();
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}
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/// <summary>
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/// Returns SDK string as required by the platform
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/// </summary>
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/// <returns>Valid SDK string</returns>
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protected virtual string GetRequiredSDKString()
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{
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return "";
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}
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/// <summary>
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/// Gets the version number of the SDK setup script itself. The version in the base should ALWAYS be the master revision from the last refactor.
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/// If you need to force a rebuild for a given platform, override this for the given platform.
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/// </summary>
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/// <returns>Setup script version</returns>
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protected virtual String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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/// <summary>
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/// Returns path to platform SDKs
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/// </summary>
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/// <returns>Valid SDK string</returns>
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protected string GetPathToPlatformAutoSDKs()
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{
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string SDKPath = "";
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string SDKRoot = Environment.GetEnvironmentVariable(SDKRootEnvVar);
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if (SDKRoot != null)
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{
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if (SDKRoot != "")
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{
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SDKPath = Path.Combine(SDKRoot, "Host" + BuildHostPlatform.Current.Platform, GetSDKTargetPlatformName());
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}
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}
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return SDKPath;
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}
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/// <summary>
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/// Because most ManualSDK determination depends on reading env vars, if this process is spawned by a process that ALREADY set up
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/// AutoSDKs then all the SDK env vars will exist, and we will spuriously detect a Manual SDK. (children inherit the environment of the parent process).
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/// Therefore we write out an env var to set in the command file (OutputEnvVars.txt) such that child processes can determine if their manual SDK detection
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/// is bogus. Make it platform specific so that platforms can be in different states.
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/// </summary>
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protected string GetPlatformAutoSDKSetupEnvVar()
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{
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return GetSDKTargetPlatformName() + AutoSetupEnvVar;
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}
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/// <summary>
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/// Gets currently installed version
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/// </summary>
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/// <param name="PlatformSDKRoot">absolute path to platform SDK root</param>
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/// <param name="OutInstalledSDKVersionString">version string as currently installed</param>
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/// <returns>true if was able to read it</returns>
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protected bool GetCurrentlyInstalledSDKString(string PlatformSDKRoot, out string OutInstalledSDKVersionString)
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{
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if (Directory.Exists(PlatformSDKRoot))
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{
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string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
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if (File.Exists(VersionFilename))
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{
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using (StreamReader Reader = new StreamReader(VersionFilename))
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{
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string Version = Reader.ReadLine();
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string Type = Reader.ReadLine();
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// don't allow ManualSDK installs to count as an AutoSDK install version.
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if (Type != null && Type == "AutoSDK")
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{
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if (Version != null)
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{
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OutInstalledSDKVersionString = Version;
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return true;
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}
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}
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}
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}
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}
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OutInstalledSDKVersionString = "";
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return false;
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}
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/// <summary>
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/// Gets the version of the last successfully run setup script.
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/// </summary>
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/// <param name="PlatformSDKRoot">absolute path to platform SDK root</param>
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/// <param name="OutLastRunScriptVersion">version string</param>
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/// <returns>true if was able to read it</returns>
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protected bool GetLastRunScriptVersionString(string PlatformSDKRoot, out string OutLastRunScriptVersion)
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{
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if (Directory.Exists(PlatformSDKRoot))
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{
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string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
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if (File.Exists(VersionFilename))
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{
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using (StreamReader Reader = new StreamReader(VersionFilename))
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{
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string Version = Reader.ReadLine();
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if (Version != null)
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{
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OutLastRunScriptVersion = Version;
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return true;
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}
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}
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}
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}
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OutLastRunScriptVersion = "";
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return false;
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}
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/// <summary>
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/// Sets currently installed version
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/// </summary>
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/// <param name="InstalledSDKVersionString">SDK version string to set</param>
|
|
/// <returns>true if was able to set it</returns>
|
|
protected bool SetCurrentlyInstalledAutoSDKString(String InstalledSDKVersionString)
|
|
{
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
using (StreamWriter Writer = File.CreateText(VersionFilename))
|
|
{
|
|
Writer.WriteLine(InstalledSDKVersionString);
|
|
Writer.WriteLine("AutoSDK");
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected void SetupManualSDK()
|
|
{
|
|
if (PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
|
|
{
|
|
String InstalledSDKVersionString = GetRequiredSDKString();
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (!Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
Directory.CreateDirectory(PlatformSDKRoot);
|
|
}
|
|
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
|
|
if (File.Exists(EnvVarFile))
|
|
{
|
|
File.Delete(EnvVarFile);
|
|
}
|
|
|
|
using (StreamWriter Writer = File.CreateText(VersionFilename))
|
|
{
|
|
Writer.WriteLine(InstalledSDKVersionString);
|
|
Writer.WriteLine("ManualSDK");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected bool SetLastRunAutoSDKScriptVersion(string LastRunScriptVersion)
|
|
{
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
using (StreamWriter Writer = File.CreateText(VersionFilename))
|
|
{
|
|
Writer.WriteLine(LastRunScriptVersion);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns Hook names as needed by the platform
|
|
/// (e.g. can be overridden with custom executables or scripts)
|
|
/// </summary>
|
|
/// <param name="Hook">Hook type</param>
|
|
protected virtual string GetHookExecutableName(SDKHookType Hook)
|
|
{
|
|
if (Hook == SDKHookType.Uninstall)
|
|
{
|
|
return "unsetup.bat";
|
|
}
|
|
|
|
return "setup.bat";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runs install/uninstall hooks for SDK
|
|
/// </summary>
|
|
/// <param name="OutputLevel">The output level for diagnostic messages</param>
|
|
/// <param name="PlatformSDKRoot">absolute path to platform SDK root</param>
|
|
/// <param name="SDKVersionString">version string to run for (can be empty!)</param>
|
|
/// <param name="Hook">which one of hooks to run</param>
|
|
/// <param name="bHookCanBeNonExistent">whether a non-existing hook means failure</param>
|
|
/// <returns>true if succeeded</returns>
|
|
protected virtual bool RunAutoSDKHooks(SDKOutputLevel OutputLevel, string PlatformSDKRoot, string SDKVersionString, SDKHookType Hook, bool bHookCanBeNonExistent = true)
|
|
{
|
|
if (!IsAutoSDKSafe())
|
|
{
|
|
Console.ForegroundColor = ConsoleColor.Red;
|
|
LogAutoSDK(OutputLevel, GetSDKTargetPlatformName() + " attempted to run SDK hook which could have damaged manual SDK install!");
|
|
Console.ResetColor();
|
|
|
|
return false;
|
|
}
|
|
if (SDKVersionString != "")
|
|
{
|
|
string SDKDirectory = Path.Combine(PlatformSDKRoot, SDKVersionString);
|
|
string HookExe = Path.Combine(SDKDirectory, GetHookExecutableName(Hook));
|
|
|
|
if (File.Exists(HookExe))
|
|
{
|
|
LogAutoSDK(OutputLevel, "Running {0} hook {1}", Hook, HookExe);
|
|
|
|
// run it
|
|
Process HookProcess = new Process();
|
|
HookProcess.StartInfo.WorkingDirectory = SDKDirectory;
|
|
HookProcess.StartInfo.FileName = HookExe;
|
|
HookProcess.StartInfo.Arguments = "";
|
|
HookProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
|
|
|
|
// seems to break the build machines?
|
|
//HookProcess.StartInfo.UseShellExecute = false;
|
|
//HookProcess.StartInfo.RedirectStandardOutput = true;
|
|
//HookProcess.StartInfo.RedirectStandardError = true;
|
|
|
|
using (ScopedTimer HookTimer = new ScopedTimer("Time to run hook: ", (OutputLevel >= SDKOutputLevel.Minimal) ? LogEventType.Log : LogEventType.Verbose))
|
|
{
|
|
//installers may require administrator access to succeed. so run as an admmin.
|
|
HookProcess.StartInfo.Verb = "runas";
|
|
HookProcess.Start();
|
|
HookProcess.WaitForExit();
|
|
}
|
|
|
|
//LogAutoSDK(HookProcess.StandardOutput.ReadToEnd());
|
|
//LogAutoSDK(HookProcess.StandardError.ReadToEnd());
|
|
if (HookProcess.ExitCode != 0)
|
|
{
|
|
LogAutoSDK(OutputLevel, "Hook exited uncleanly (returned {0}), considering it failed.", HookProcess.ExitCode);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(OutputLevel, "File {0} does not exist", HookExe);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(OutputLevel, "Version string is blank for {0}. Can't determine {1} hook.", PlatformSDKRoot, Hook.ToString());
|
|
}
|
|
|
|
return bHookCanBeNonExistent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads environment variables from SDK
|
|
/// If any commands are added or removed the handling needs to be duplicated in
|
|
/// TargetPlatformManagerModule.cpp
|
|
/// </summary>
|
|
/// <param name="PlatformSDKRoot">absolute path to platform SDK</param>
|
|
/// <param name="OutputLevel">The output level for diagnostic messages</param>
|
|
/// <returns>true if succeeded</returns>
|
|
protected bool SetupEnvironmentFromAutoSDK(string PlatformSDKRoot, SDKOutputLevel OutputLevel)
|
|
{
|
|
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
|
|
if (File.Exists(EnvVarFile))
|
|
{
|
|
using (StreamReader Reader = new StreamReader(EnvVarFile))
|
|
{
|
|
List<string> PathAdds = new List<string>();
|
|
List<string> PathRemoves = new List<string>();
|
|
|
|
List<string> EnvVarNames = new List<string>();
|
|
List<string> EnvVarValues = new List<string>();
|
|
|
|
bool bNeedsToWriteAutoSetupEnvVar = true;
|
|
String PlatformSetupEnvVar = GetPlatformAutoSDKSetupEnvVar();
|
|
for (; ; )
|
|
{
|
|
string VariableString = Reader.ReadLine();
|
|
if (VariableString == null)
|
|
{
|
|
break;
|
|
}
|
|
|
|
string[] Parts = VariableString.Split('=');
|
|
if (Parts.Length != 2)
|
|
{
|
|
LogAutoSDK(OutputLevel, "Incorrect environment variable declaration:");
|
|
LogAutoSDK(OutputLevel, VariableString);
|
|
return false;
|
|
}
|
|
|
|
if (String.Compare(Parts[0], "strippath", true) == 0)
|
|
{
|
|
PathRemoves.Add(Parts[1]);
|
|
}
|
|
else if (String.Compare(Parts[0], "addpath", true) == 0)
|
|
{
|
|
PathAdds.Add(Parts[1]);
|
|
}
|
|
else
|
|
{
|
|
if (String.Compare(Parts[0], PlatformSetupEnvVar) == 0)
|
|
{
|
|
bNeedsToWriteAutoSetupEnvVar = false;
|
|
}
|
|
// convenience for setup.bat writers. Trim any accidental whitespace from var names/values.
|
|
EnvVarNames.Add(Parts[0].Trim());
|
|
EnvVarValues.Add(Parts[1].Trim());
|
|
}
|
|
}
|
|
|
|
// don't actually set anything until we successfully validate and read all values in.
|
|
// we don't want to set a few vars, return a failure, and then have a platform try to
|
|
// build against a manually installed SDK with half-set env vars.
|
|
for (int i = 0; i < EnvVarNames.Count; ++i)
|
|
{
|
|
string EnvVarName = EnvVarNames[i];
|
|
string EnvVarValue = EnvVarValues[i];
|
|
if (OutputLevel >= SDKOutputLevel.Verbose)
|
|
{
|
|
LogAutoSDK(OutputLevel, "Setting variable '{0}' to '{1}'", EnvVarName, EnvVarValue);
|
|
}
|
|
Environment.SetEnvironmentVariable(EnvVarName, EnvVarValue);
|
|
}
|
|
|
|
|
|
// actually perform the PATH stripping / adding.
|
|
String OrigPathVar = Environment.GetEnvironmentVariable("PATH");
|
|
String PathDelimiter = UEBuildPlatform.GetPathVarDelimiter();
|
|
String[] PathVars = { };
|
|
if (!String.IsNullOrEmpty(OrigPathVar))
|
|
{
|
|
PathVars = OrigPathVar.Split(PathDelimiter.ToCharArray());
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(OutputLevel, "Path environment variable is null during AutoSDK");
|
|
}
|
|
|
|
List<String> ModifiedPathVars = new List<string>();
|
|
ModifiedPathVars.AddRange(PathVars);
|
|
|
|
// perform removes first, in case they overlap with any adds.
|
|
foreach (String PathRemove in PathRemoves)
|
|
{
|
|
foreach (String PathVar in PathVars)
|
|
{
|
|
if (PathVar.IndexOf(PathRemove, StringComparison.OrdinalIgnoreCase) >= 0)
|
|
{
|
|
LogAutoSDK(OutputLevel, "Removing Path: '{0}'", PathVar);
|
|
ModifiedPathVars.Remove(PathVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove all the of ADDs so that if this function is executed multiple times, the paths will be guaranteed to be in the same order after each run.
|
|
// If we did not do this, a 'remove' that matched some, but not all, of our 'adds' would cause the order to change.
|
|
foreach (String PathAdd in PathAdds)
|
|
{
|
|
foreach (String PathVar in PathVars)
|
|
{
|
|
if (String.Compare(PathAdd, PathVar, true) == 0)
|
|
{
|
|
LogAutoSDK(OutputLevel, "Removing Path: '{0}'", PathVar);
|
|
ModifiedPathVars.Remove(PathVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
// perform adds, but don't add duplicates
|
|
foreach (String PathAdd in PathAdds)
|
|
{
|
|
if (!ModifiedPathVars.Contains(PathAdd))
|
|
{
|
|
LogAutoSDK(OutputLevel, "Adding Path: '{0}'", PathAdd);
|
|
ModifiedPathVars.Add(PathAdd);
|
|
}
|
|
}
|
|
|
|
String ModifiedPath = String.Join(PathDelimiter, ModifiedPathVars);
|
|
Environment.SetEnvironmentVariable("PATH", ModifiedPath);
|
|
|
|
Reader.Close();
|
|
|
|
// write out env var command so any process using this commandfile will mark itself as having had autosdks set up.
|
|
// avoids child processes spuriously detecting manualsdks.
|
|
if (bNeedsToWriteAutoSetupEnvVar)
|
|
{
|
|
using (StreamWriter Writer = File.AppendText(EnvVarFile))
|
|
{
|
|
Writer.WriteLine("{0}=1", PlatformSetupEnvVar);
|
|
}
|
|
// set the var in the local environment in case this process spawns any others.
|
|
Environment.SetEnvironmentVariable(PlatformSetupEnvVar, "1");
|
|
}
|
|
|
|
// make sure we know that we've modified the local environment, invalidating manual installs for this run.
|
|
bLocalProcessSetupAutoSDK = true;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(OutputLevel, "Cannot set up environment for {1} because command file {1} does not exist.", PlatformSDKRoot, EnvVarFile);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected void InvalidateCurrentlyInstalledAutoSDK()
|
|
{
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string SDKFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(SDKFilename))
|
|
{
|
|
File.Delete(SDKFilename);
|
|
}
|
|
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
|
|
if (File.Exists(EnvVarFile))
|
|
{
|
|
File.Delete(EnvVarFile);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Currently installed AutoSDK is written out to a text file in a known location.
|
|
/// This function just compares the file's contents with the current requirements.
|
|
/// </summary>
|
|
protected SDKStatus HasRequiredAutoSDKInstalled()
|
|
{
|
|
if (PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
|
|
{
|
|
string AutoSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (AutoSDKRoot != "")
|
|
{
|
|
// check script version so script fixes can be propagated without touching every build machine's CurrentlyInstalled file manually.
|
|
bool bScriptVersionMatches = false;
|
|
string CurrentScriptVersionString;
|
|
if (GetLastRunScriptVersionString(AutoSDKRoot, out CurrentScriptVersionString) && CurrentScriptVersionString == GetRequiredScriptVersionString())
|
|
{
|
|
bScriptVersionMatches = true;
|
|
}
|
|
|
|
// check to make sure OutputEnvVars doesn't need regenerating
|
|
string EnvVarFile = Path.Combine(AutoSDKRoot, SDKEnvironmentVarsFile);
|
|
bool bEnvVarFileExists = File.Exists(EnvVarFile);
|
|
|
|
string CurrentSDKString;
|
|
if (bEnvVarFileExists && GetCurrentlyInstalledSDKString(AutoSDKRoot, out CurrentSDKString) && CurrentSDKString == GetRequiredSDKString() && bScriptVersionMatches)
|
|
{
|
|
return SDKStatus.Valid;
|
|
}
|
|
return SDKStatus.Invalid;
|
|
}
|
|
}
|
|
return SDKStatus.Invalid;
|
|
}
|
|
|
|
// This tracks if we have already checked the sdk installation.
|
|
private Int32 SDKCheckStatus = -1;
|
|
|
|
// true if we've ever overridden the process's environment with AutoSDK data. After that, manual installs cannot be considered valid ever again.
|
|
private bool bLocalProcessSetupAutoSDK = false;
|
|
|
|
protected bool HasSetupAutoSDK()
|
|
{
|
|
return bLocalProcessSetupAutoSDK || HasParentProcessSetupAutoSDK();
|
|
}
|
|
|
|
protected bool HasParentProcessSetupAutoSDK()
|
|
{
|
|
bool bParentProcessSetupAutoSDK = false;
|
|
String AutoSDKSetupVarName = GetPlatformAutoSDKSetupEnvVar();
|
|
String AutoSDKSetupVar = Environment.GetEnvironmentVariable(AutoSDKSetupVarName);
|
|
if (!String.IsNullOrEmpty(AutoSDKSetupVar))
|
|
{
|
|
bParentProcessSetupAutoSDK = true;
|
|
}
|
|
return bParentProcessSetupAutoSDK;
|
|
}
|
|
|
|
protected SDKStatus HasRequiredManualSDK()
|
|
{
|
|
if (HasSetupAutoSDK())
|
|
{
|
|
return SDKStatus.Invalid;
|
|
}
|
|
|
|
// manual installs are always invalid if we have modified the process's environment for AutoSDKs
|
|
return HasRequiredManualSDKInternal();
|
|
}
|
|
|
|
// for platforms with destructive AutoSDK. Report if any manual sdk is installed that may be damaged by an autosdk.
|
|
protected virtual bool HasAnyManualInstall()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// tells us if the user has a valid manual install.
|
|
protected abstract SDKStatus HasRequiredManualSDKInternal();
|
|
|
|
// some platforms will fail if there is a manual install that is the WRONG manual install.
|
|
protected virtual bool AllowInvalidManualInstall()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// platforms can choose if they prefer a correct the the AutoSDK install over the manual install.
|
|
protected virtual bool PreferAutoSDK()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// some platforms don't support parallel SDK installs. AutoSDK on these platforms will
|
|
// actively damage an existing manual install by overwriting files in it. AutoSDK must NOT
|
|
// run any setup if a manual install exists in this case.
|
|
protected virtual bool IsAutoSDKDestructive()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runs batch files if necessary to set up required AutoSDK.
|
|
/// AutoSDKs are SDKs that have not been setup through a formal installer, but rather come from
|
|
/// a source control directory, or other local copy.
|
|
/// </summary>
|
|
private void SetupAutoSDK(SDKOutputLevel OutputLevel)
|
|
{
|
|
if (IsAutoSDKSafe() && PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
|
|
{
|
|
// run installation for autosdk if necessary.
|
|
if (HasRequiredAutoSDKInstalled() == SDKStatus.Invalid)
|
|
{
|
|
//reset check status so any checking sdk status after the attempted setup will do a real check again.
|
|
SDKCheckStatus = -1;
|
|
|
|
string AutoSDKRoot = GetPathToPlatformAutoSDKs();
|
|
string CurrentSDKString;
|
|
GetCurrentlyInstalledSDKString(AutoSDKRoot, out CurrentSDKString);
|
|
|
|
// switch over (note that version string can be empty)
|
|
if (!RunAutoSDKHooks(OutputLevel, AutoSDKRoot, CurrentSDKString, SDKHookType.Uninstall))
|
|
{
|
|
LogAutoSDK(OutputLevel, "Failed to uninstall currently installed SDK {0}", CurrentSDKString);
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
return;
|
|
}
|
|
// delete Manifest file to avoid multiple uninstalls
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
|
|
if (!RunAutoSDKHooks(OutputLevel, AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Install, false))
|
|
{
|
|
LogAutoSDK(OutputLevel, "Failed to install required SDK {0}. Attemping to uninstall", GetRequiredSDKString());
|
|
RunAutoSDKHooks(OutputLevel, AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Uninstall, false);
|
|
return;
|
|
}
|
|
|
|
string EnvVarFile = Path.Combine(AutoSDKRoot, SDKEnvironmentVarsFile);
|
|
if (!File.Exists(EnvVarFile))
|
|
{
|
|
LogAutoSDK(OutputLevel, "Installation of required SDK {0}. Did not generate Environment file {1}", GetRequiredSDKString(), EnvVarFile);
|
|
RunAutoSDKHooks(OutputLevel, AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Uninstall, false);
|
|
return;
|
|
}
|
|
|
|
SetCurrentlyInstalledAutoSDKString(GetRequiredSDKString());
|
|
SetLastRunAutoSDKScriptVersion(GetRequiredScriptVersionString());
|
|
}
|
|
|
|
// fixup process environment to match autosdk
|
|
SetupEnvironmentFromAutoSDK(OutputLevel);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public AutoSDKs Utility
|
|
|
|
/// <summary>
|
|
/// Enum describing types of hooks a platform SDK can have
|
|
/// </summary>
|
|
public enum SDKHookType
|
|
{
|
|
Install,
|
|
Uninstall
|
|
};
|
|
|
|
/// <summary>
|
|
/// Returns platform-specific name used in SDK repository
|
|
/// </summary>
|
|
/// <returns>path to SDK Repository</returns>
|
|
public virtual string GetSDKTargetPlatformName()
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/* Whether or not we should try to automatically switch SDKs when asked to validate the platform's SDK state. */
|
|
public static bool bAllowAutoSDKSwitching = true;
|
|
|
|
public SDKStatus SetupEnvironmentFromAutoSDK(SDKOutputLevel OutputLevel)
|
|
{
|
|
string PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
|
|
// load environment variables from current SDK
|
|
if (!SetupEnvironmentFromAutoSDK(PlatformSDKRoot, OutputLevel))
|
|
{
|
|
LogAutoSDK(OutputLevel, "Failed to load environment from required SDK {0}", GetRequiredSDKString());
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
return SDKStatus.Invalid;
|
|
}
|
|
return SDKStatus.Valid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the required external SDKs are installed for this platform.
|
|
/// Could be either a manual install or an AutoSDK.
|
|
/// </summary>
|
|
public SDKStatus HasRequiredSDKsInstalled()
|
|
{
|
|
// avoid redundant potentially expensive SDK checks.
|
|
if (SDKCheckStatus == -1)
|
|
{
|
|
bool bHasManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
|
|
bool bHasAutoSDK = HasRequiredAutoSDKInstalled() == SDKStatus.Valid;
|
|
|
|
// Per-Platform implementations can choose how to handle non-Auto SDK detection / handling.
|
|
SDKCheckStatus = (bHasManualSDK || bHasAutoSDK) ? 1 : 0;
|
|
}
|
|
return SDKCheckStatus == 1 ? SDKStatus.Valid : SDKStatus.Invalid;
|
|
}
|
|
|
|
// Arbitrates between manual SDKs and setting up AutoSDK based on program options and platform preferences.
|
|
public void ManageAndValidateSDK(SDKOutputLevel OutputLevel)
|
|
{
|
|
// do not modify installed manifests if parent process has already set everything up.
|
|
// this avoids problems with determining IsAutoSDKSafe and doing an incorrect invalidate.
|
|
if (bAllowAutoSDKSwitching && !HasParentProcessSetupAutoSDK())
|
|
{
|
|
bool bSetSomeSDK = false;
|
|
bool bHasRequiredManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
|
|
if (IsAutoSDKSafe() && (PreferAutoSDK() || !bHasRequiredManualSDK))
|
|
{
|
|
SetupAutoSDK(OutputLevel);
|
|
bSetSomeSDK = true;
|
|
}
|
|
|
|
//Setup manual SDK if autoSDK setup was skipped or failed for whatever reason.
|
|
if (bHasRequiredManualSDK && (HasRequiredAutoSDKInstalled() != SDKStatus.Valid))
|
|
{
|
|
SetupManualSDK();
|
|
bSetSomeSDK = true;
|
|
}
|
|
|
|
if (!bSetSomeSDK)
|
|
{
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
}
|
|
}
|
|
|
|
|
|
if (OutputLevel != SDKOutputLevel.Quiet)
|
|
{
|
|
PrintSDKInfo(OutputLevel);
|
|
}
|
|
}
|
|
|
|
public void PrintSDKInfo(SDKOutputLevel OutputLevel)
|
|
{
|
|
if (HasRequiredSDKsInstalled() == SDKStatus.Valid)
|
|
{
|
|
bool bHasRequiredManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
|
|
if (HasSetupAutoSDK())
|
|
{
|
|
string PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
LogAutoSDK(OutputLevel, GetSDKTargetPlatformName() + " using SDK from: " + Path.Combine(PlatformSDKRoot, GetRequiredSDKString()));
|
|
}
|
|
else if (bHasRequiredManualSDK)
|
|
{
|
|
LogAutoSDK(OutputLevel, this.ToString() + " using manually installed SDK " + GetRequiredSDKString());
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(OutputLevel, this.ToString() + " setup error. Inform platform team.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(OutputLevel, this.ToString() + " has no valid SDK");
|
|
}
|
|
}
|
|
|
|
protected static void LogAutoSDK(SDKOutputLevel OutputLevel, string Format, params object[] Args)
|
|
{
|
|
if (OutputLevel != SDKOutputLevel.Quiet)
|
|
{
|
|
Log.WriteLine(LogEventType.Log, Format, Args);
|
|
}
|
|
}
|
|
|
|
protected static void LogAutoSDK(SDKOutputLevel OutputLevel, String Message)
|
|
{
|
|
if (OutputLevel != SDKOutputLevel.Quiet)
|
|
{
|
|
Log.WriteLine(LogEventType.Log, Message);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|