Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/UnrealPluginLanguage.cs
Jack Porter ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

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

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00

3006 lines
92 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml;
using System.Xml.Linq;
using System.Diagnostics;
using System.IO;
namespace UnrealBuildTool
{
/* UnrealPluginLanguage (UPL) is a simple XML-based language for manipulating XML and returning
* strings. It contains an <init> section which is evaluated once per architecture before any
* other sections. The state is maintained and carried forward to the next section evaluated
* so the order the sections are executed matters.
*
* While UPL is a general system for modifying and quering XML it is specifically used to allow
* plug-ins to effect the global configuration of the package that they are a part of. For
* example, this allows a plug-in to modify an Android's APK AndroidManfiest.xml file or an
* IOS IPA's plist file. UBT will also query a plug-in's UPL xml file for strings to be included
* in files that must be common to the package such as some .java files on Android.
*
* If you need to see the instructions executed in your plugin context add the following to
* enable tracing:
*
* <trace enable="true"/>
*
* After this instuction all the nodes actually executed in your context will be written to the
* log until you do a <trace enable="false"/>. You can also get a dump of all the variables in
* your context with this command:
*
* <dumpvars/>
*
* Bool, Int, and String variable types are supported. Any attribute may reference a variable
* and will be replaced with the string equivalent before evaluation using this syntax:
*
* $B(name) = boolean variable "name"'s value
* $I(name) = integer variable "name"'s value
* $S(name) = string variable "name"'s value
* $E(name) = element variable "name"'s value
*
* The following variables are initialized automatically:
*
* $S(Output) = the output returned for evaluating the section (initialized to Input)
* $S(Architecture) = target architecture (armeabi-armv7a, arm64-v8a, x86, x86_64)
* $S(PluginDir) = directory the XML file was loaded from
* $S(EngineDir) = engine directory
* $S(BuildDir) = project's platform appropriate build directory (within the Intermediate folder)
* $S(Configuration) = configuration type (Debug, DebugGame, Development, Test, Shipping)
* $B(Distribution) = true if distribution build
*
* Note: with the exception of the above variables, all are in the context of the plugin to
* prevent namespace collision; trying to set a new value to any of the above, with the
* exception of Output, will only affect the current context.
*
* The following nodes allow manipulation of variables:
*
* <setBool result="" value=""/>
* <setInt result="" value=""/>
* <setString result="" value=""/>
* <setElement result="" value=""/>
* <setElement result="" value="" text=""/>
* <setElement result="" xml=""/>
*
* <setElement> with value creates an empty XML element with the tag set to value.
* <setElement> with value and text creates an XML element with tag set to value of unparsed text.
* <setElement> with xml will parse the XML provided. Remember to escape any special characters!
*
* Variables may also be set from a property in an ini file:
*
* <setBoolFromProperty result="" ini="" section="" property="" default=""/>
* <setIntFromProperty result="" ini="" section="" property="" default=""/>
* <setStringFromProperty result="" ini="" section="" property="" default=""/>
*
* Boolean variables may also be set to the result of applying operators:
*
* <setBoolNot result="" source=""/>
* <setBoolAnd result="" arg1="" arg2=""/>
* <setBoolOr result="" arg1="" arg2=""/>
* <setBoolIsEqual result="" arg1="" arg2=""/>
* <setBoolIsLess result="" arg1="" arg2=""/>
* <setBoolIsLessEqual result="" arg1="" arg2=""/>
* <setBoolIsGreater result="" arg1="" arg2=""/>
* <setBoolIsGreaterEqual result="" arg1="" arg2=""/>
*
* Integer variables may use these arithmetic operations:
*
* <setIntAdd result="" arg1="" arg2=""/>
* <setIntSubtract result="" arg1="" arg2=""/>
* <setIntMultiply result="" arg1="" arg2=""/>
* <setIntDivide result="" arg1="" arg2=""/>
*
* Strings are manipulated with the following:
*
* <setStringAdd result="" arg1="" arg2=""/>
* <setStringSubstring result="" source="" start="" length=""/>
* <setStringReplace result="" source="" find="" with=""/>
*
* String length may be retrieved with:
*
* <setIntLength result="" source=""/>
*
* The index of a search string may be found in source with:
*
* <setIntFindString result="" source="" find=""/>
*
* The following shortcut string comparisons may also be used instead of using <setIntFindString>
* and checking the result:
*
* <setBoolStartsWith result="" source="" find=""/>
* <setBoolEndsWith result="" source="" find=""/>
* <setBoolContains result="" source="" find=""/>
*
* Messages are written to the log with this node:
*
* <log text=""/>
*
* Conditional execution uses the following form:
*
* <if condition="">
* <true>
* <!-- executes if boolean variable in condition is true -->
* </true>
* <false>
* <!-- executes if boolean variable in condition is false -->
* </false>
* </if>
*
* The <true> and <false> blocks are optional. The condition must be in a boolean variable.
* The boolean operator nodes may be combined to create a final state for more complex
* conditions:
*
* <setBoolNot result="notDistribution" source="$B(Distribution)/>
* <setBoolIsEqual result="isX86" arg1="$S(Architecture)" arg2="x86"/>
* <setBoolIsEqual result="isX86_64" arg2="$S(Architecture)" arg2="x86_64/">
* <setBoolOr result="isIntel" arg1="$B(isX86)" arg2="$B(isX86_64)"/>
* <setBoolAnd result="intelAndNotDistribution" arg1="$B(isIntel)" arg2="$B(notDistribution)"/>
* <if condition="intelAndNotDistribution">
* <true>
* <!-- do something for Intel if not a distribution build -->
* </true>
* </if>
*
* Note the "isIntel" could also be done like this:
*
* <setStringSubstring result="subarch" source="$S(Architecture)" start="0" length="3"/>
* <setBoolEquals result="isIntel" arg1="$S(subarch)" arg2="x86"/>
*
* Two shortcut nodes are available for conditional execution:
*
* <isArch arch="armeabi-armv7">
* <!-- do stuff -->
* </isArch>
*
* is the equivalent of:
*
* <setBoolEquals result="temp" arg1="$S(Architecture)" arg2="armeabi-armv7">
* <if condition="temp">
* <true>
* <!-- do stuff -->
* </true>
* </if>
*
* and
*
* <isDistribution>
* <!-- do stuff -->
* </isDistribution>
*
* is the equivalent of:
*
* <if condition="$B(Distribution)">
* <!-- do stuff -->
* </if>
*
* Execution may be stopped with:
*
* <return/>
*
* Loops may be created using these nodes:
*
* <while condition="">
* <!-- do stuff -->
* </while>
*
* <break/>
* <continue/>
*
* The <while> body will execute until the condition is false or a <break/> is hit. The
* <continue/> will restart execution of the loop if the condition is still true or exit.
*
* Note: <break/> outside a <while> body will act the same as <return/>
*
* Here is an example loop which writes 1 to 5 to the log, skipping 3. Note the update of the
* while condition should be done before the continue otherwise it may not exit.
*
* <setInt result="index" value="0"/>
* <setBool result="loopRun" value="true"/>
* <while condition="loopRun">
* <setIntAdd result="index" arg1="$I(index)" arg2="1"/>
* <setBoolIsLess result="loopRun" arg1="$I(index)" arg2="5"/>
* <setBoolIsEqual result="indexIs3" arg1="$I(index)" arg2="3"/>
* <if condition="indexIs3">
* <true>
* <continue/>
* </true>
* </if>
* <log text="$I(index)"/>
* </while>
*
* It is possible to use variable replacement in generating the result variable
* name as well. This makes the creation of arrays in loops possible:
*
* <setString result="array_$I(index)" value="element $I(index) in array"/>
*
* This may be retrieved using the following (value is treated as the variable
* name):
*
* <setStringFrom result="out" value="array_$I(index)"/>
*
* For boolean and integer types, you may use <setBoolFrom/> and <setIntFrom/>.
*
* Nodes for inserting text into the section are as follows:
*
* <insert> body </insert>
* <insertNewline/>
* <insertValue value=""/>
* <loadLibrary name="" failmsg=""/>
*
* The first one will insert either text or nodes into the returned section
* string. Please note you must use escaped characters for:
*
* < = &lt;
* > = &gt;
* & = &amp;
*
* <insertValue value=""/> evaluates variables in value before insertion. If value contains
* double quote ("), you must escape it with &quot;.
*
* <loadLibrary name="" failmsg=""/> is a shortcut to insert a system.LoadLibrary try/catch
* block with an optional logged message for failure to load case.
*
* You can do a search and replace in the Output with:
*
* <replace find="" with=""/>
*
* Note you can also manipulate the actual $S(Output) directly, the above are more efficient:
*
* <setStringAdd result="Input" arg1="$S(Output)" arg2="sample\n"/>
* <setStringReplace result="Input" source="$S(Output)" find=".LAUNCH" with=".INFO"/>
*
* XML manipulation uses the following nodes:
*
* <addElement tag="" name=""/>
* <addElements tag=""> body </addElements>
* <removeElement tag=""/>
* <setStringFromTag result="" tag="" name=""/>
* <setStringFromAttribute result="" tag="" name=""/>
* <addAttribute tag="" name="" value=""/>
* <removeAttribute tag="" name=""/>
* <loopElements tag=""> instructions </loopElements>
*
* The current element is referenced with tag="$". Element variables are referenced with $varname
* since using $E(varname) will be expanded to the string equivalent of the XML.
*
* <uses-permission>, <uses-feature>, and <uses-library> are updated with:
*
* <addPermission android:name="" .. />
* <addFeature android:name="" .. />
* <addLibrary android:name="" .. />
*
* Any attributes in the above commands are copied to the element added to the manifest so you
* can do the following, for example:
*
* <addFeature android:name="android.hardware.usb.host" android:required="true"/>
*
* Finally, these nodes allow copying of files useful for staging jar and so files:
*
* <copyFile src="" dst=""/>
* <copyDir src="" dst=""/>
*
* The following should be used as the base for the src and dst paths:
*
* $S(PluginDir) = directory the XML file was loaded from
* $S(EngineDir) = engine directory
* $S(BuildDir) = project's platform appropriate build directory
*
* While it is possible to write outside the APK directory, it is not recommended.
*
* If you must remove files (like development-only files from distribution builds) you can
* use this node:
*
* <deleteFiles filespec=""/>
*
* It is restricted to only removing files from the BuildDir. Here is example usage to remove
* the Oculus Signature Files (osig) from the assets directory:
*
* <deleteFiles filespec="assets/oculussig_*"/>
*
* The following sections are evaluated during the packaging or deploy stages:
*
* ** For all platforms **
* <!-- init section is always evaluated once per architecture -->
* <init> </init>
*
* ** Android Specific sections **
* <!-- optional updates applied to AndroidManifest.xml -->
* <androidManifestUpdates> </androidManifestUpdates>
*
* <!-- optional additions to proguard -->
* <proguardAdditions> </proguardAdditions>
*
* <!-- optional additions to generated build.xml before ${sdk.dir}/tools/ant/build.xml import -->
* <buildXmlPropertyAdditions> </buildXmlPropertyAdditions>
*
* <!-- optional files or directories to copy or delete from Intermediate/Android/APK before ndk-build -->
* <prebuildCopies> </prebuildCopies>
*
* <!-- optional files or directories to copy or delete from Intermediate/Android/APK after ndk-build -->
* <resourceCopies> </resourceCopies>
*
* <!-- optional additions to the GameActivity imports in GameActivity.java -->
* <gameActivityImportAdditions> </gameActivityImportAdditions>
*
* <!-- optional additions to the GameActivity after imports in GameActivity.java -->
* <gameActivityPostImportAdditions> </gameActivityPostImportAdditions>
*
* <!-- optional additions to the GameActivity class in GameActivity.java -->
* <gameActivityClassAdditions> </gameActivityOnClassAdditions>
*
* <!-- optional additions to GameActivity onCreate metadata reading in GameActivity.java -->
* <gameActivityReadMetadata> </gameActivityReadMetadata>
*
* <!-- optional additions to GameActivity onCreate in GameActivity.java -->
* <gameActivityOnCreateAdditions> </gameActivityOnCreateAdditions>
*
* <!-- optional additions to GameActivity onDestroy in GameActivity.java -->
* <gameActivityOnDestroyAdditions> </gameActivityOnDestroyAdditions>
*
* <!-- optional additions to GameActivity onStart in GameActivity.java -->
* <gameActivityOnStartAdditions> </gameActivityOnStartAdditions>
*
* <!-- optional additions to GameActivity onStop in GameActivity.java -->
* <gameActivityOnStopAdditions> </gameActivityOnStopAdditions>
*
* <!-- optional additions to GameActivity onPause in GameActivity.java -->
* <gameActivityOnPauseAdditions> </gameActivityOnPauseAdditions>
*
* <!-- optional additions to GameActivity onResume in GameActivity.java -->
* <gameActivityOnResumeAdditions> </gameActivityOnResumeAdditions>
*
* <!-- optional additions to GameActivity onNewIntent in GameActivity.java -->
* <gameActivityOnNewIntentAdditions> </gameActivityOnNewIntentAdditions>
*
* <!-- optional additions to GameActivity onActivityResult in GameActivity.java -->
* <gameActivityOnActivityResultAdditions> </gameActivityOnActivityResultAdditions>
*
* <!-- optional libraries to load in GameActivity.java before libUE4.so -->
* <soLoadLibrary> </soLoadLibrary>
*
*
* Here is the complete list of supported nodes:
*
* <isArch arch="">
* <isDistribution>
* <if> => <true> / <false>
* <while condition="">
* <return/>
* <break/>
* <continue/>
* <log text=""/>
* <insert> </insert>
* <insertValue value=""/>
* <replace find="" with""/>
* <copyFile src="" dst=""/>
* <copyDir src="" dst=""/>
* <loadLibrary name="" failmsg=""/>
* <setBool result="" value=""/>
* <setBoolFrom result="" value=""/>
* <setBoolFromProperty result="" ini="" section="" property="" default=""/>
* <setBoolNot result="" source=""/>
* <setBoolAnd result="" arg1="" arg2=""/>
* <setBoolOr result="" arg1="" arg2=""/>
* <setBoolIsEqual result="" arg1="" arg2=""/>
* <setBoolIsLess result="" arg1="" arg2=""/>
* <setBoolIsLessEqual result="" arg1="" arg2=""/>
* <setBoolIsGreater result="" arg1="" arg2=""/>
* <setBoolIsGreaterEqual result="" arg1="" arg2=""/>
* <setInt result="" value=""/>
* <setIntFrom result="" value=""/>
* <setIntFromProperty result="" ini="" section="" property="" default=""/>
* <setIntAdd result="" arg1="" arg2=""/>
* <setIntSubtract result="" arg1="" arg2=""/>
* <setIntMultiply result="" arg1="" arg2=""/>
* <setIntDivide result="" arg1="" arg2=""/>
* <setIntLength result="" source=""/>
* <setIntFindString result="" source="" find=""/>
* <setString result="" value=""/>
* <setStringFrom result="" value=""/>
* <setStringFromProperty result="" ini="" section="" property="" default=""/>
* <setStringAdd result="" arg1="" arg2=""/>
* <setStringSubstring result="" source="" index="" length=""/>
* <setStringReplace result="" source="" find="" with=""/>
*
*/
class UnrealPluginLanguage
{
/** The merged XML program to run */
private XDocument XDoc;
/** XML namespace */
private XNamespace XMLNameSpace;
private string XMLRootDefinition;
private UnrealTargetPlatform TargetPlatform;
/** Trace flag to enable debugging */
static private bool bGlobalTrace = false;
/** Project file reference */
private FileReference ProjectFile;
static private XDocument XMLDummy = XDocument.Parse("<manifest></manifest>");
private class UPLContext
{
/** Variable state */
public Dictionary<string, bool> BoolVariables;
public Dictionary<string, int> IntVariables;
public Dictionary<string, string> StringVariables;
public Dictionary<string, XElement> ElementVariables;
/** Local context trace */
public bool bTrace;
public UPLContext(string Architecture, string PluginDir)
{
BoolVariables = new Dictionary<string, bool>();
IntVariables = new Dictionary<string, int>();
StringVariables = new Dictionary<string, string>();
ElementVariables = new Dictionary<string, XElement>();
StringVariables["Architecture"] = Architecture;
StringVariables["PluginDir"] = PluginDir;
bTrace = false;
}
}
private UPLContext GlobalContext;
private Dictionary<string, UPLContext> Contexts;
private int ContextIndex;
public UnrealPluginLanguage(FileReference InProjectFile, List<string> InXMLFiles, List<string> InArchitectures, string InXMLNameSpace, string InRootDefinition, UnrealTargetPlatform InTargetPlatform)
{
ProjectFile = InProjectFile;
Contexts = new Dictionary<string, UPLContext>();
GlobalContext = new UPLContext("", "");
ContextIndex = 0;
XMLNameSpace = InXMLNameSpace;
XMLRootDefinition = InRootDefinition;
TargetPlatform = InTargetPlatform;
string PathPrefix = Path.GetFileName(Directory.GetCurrentDirectory()).Equals("Source") ? ".." : "Engine";
XDoc = XDocument.Parse("<root " + InRootDefinition + "></root>");
foreach (string Basename in InXMLFiles)
{
string Filename = Path.Combine(PathPrefix, Basename.Replace("\\", "/"));
Log.TraceInformation("\nUPL: {0}", Filename);
if (File.Exists(Filename))
{
string PluginDir = Path.GetDirectoryName(Filename);
try
{
XDocument MergeDoc = XDocument.Load(Filename);
MergeXML(MergeDoc, PluginDir, InArchitectures);
}
catch (Exception e)
{
Log.TraceError("\nUnreal Plugin file {0} parsing failed! {1}", Filename, e);
}
}
else
{
Log.TraceError("\nUnreal Plugin file {0} missing!", Filename);
Log.TraceInformation("\nCWD: {0}", Directory.GetCurrentDirectory());
}
}
}
public bool GetTrace() { return bGlobalTrace; }
public void SetTrace() { bGlobalTrace = true; }
public void ClearTrace() { bGlobalTrace = false; }
public bool MergeXML(XDocument MergeDoc, string PluginDir, List<string> Architectures)
{
if (MergeDoc == null)
{
return false;
}
// create a context for each architecture
ContextIndex++;
foreach (string Architecture in Architectures)
{
UPLContext Context = new UPLContext(Architecture, PluginDir);
Contexts[Architecture + "_" + ContextIndex] = Context;
}
// merge in the nodes
foreach (var Element in MergeDoc.Root.Elements())
{
var Parent = XDoc.Root.Element(Element.Name);
if (Parent != null)
{
var Entry = new XElement("Context", new XAttribute("index", ContextIndex.ToString()));
Entry.Add(Element.Elements());
Parent.Add(Entry);
}
else
{
var Entry = new XElement("Context", new XAttribute("index", ContextIndex.ToString()));
Entry.Add(Element.Elements());
var Base = new XElement(Element.Name);
Base.Add(Entry);
XDoc.Root.Add(Base);
}
}
return true;
}
public void SaveXML(string Filename)
{
if (XDoc != null)
{
XDoc.Save(Filename);
}
}
private string DumpContext(UPLContext Context)
{
StringBuilder Text = new StringBuilder();
foreach (var Variable in Context.BoolVariables)
{
Text.AppendLine(string.Format("\tbool {0} = {1}", Variable.Key, Variable.Value.ToString().ToLower()));
}
foreach (var Variable in Context.IntVariables)
{
Text.AppendLine(string.Format("\tint {0} = {1}", Variable.Key, Variable.Value));
}
foreach (var Variable in Context.StringVariables)
{
Text.AppendLine(string.Format("\tstring {0} = {1}", Variable.Key, Variable.Value));
}
foreach (var Variable in Context.ElementVariables)
{
Text.AppendLine(string.Format("\telement {0} = {1}", Variable.Key, Variable.Value));
}
return Text.ToString();
}
public string DumpVariables()
{
string Result = "Global Context:\n" + DumpContext(GlobalContext);
foreach (var Context in Contexts)
{
Result += "Context " + Context.Key + ": " + Context.Value.StringVariables["PluginDir"] + "\n" + DumpContext(Context.Value);
}
return Result;
}
private bool GetCondition(UPLContext Context, XElement Node, string Condition, out bool Result)
{
Result = false;
if (!Context.BoolVariables.TryGetValue(Condition, out Result))
{
if (!GlobalContext.BoolVariables.TryGetValue(Condition, out Result))
{
Log.TraceWarning("\nMissing condition '{0}' in '{1}' (skipping instruction)", Condition, TraceNodeString(Node));
return false;
}
}
return true;
}
private string ExpandVariables(UPLContext Context, string InputString)
{
string Result = InputString;
for (int Idx = Result.IndexOf("$B("); Idx != -1; Idx = Result.IndexOf("$B(", Idx))
{
// Find the end of the variable name
int EndIdx = Result.IndexOf(')', Idx + 3);
if (EndIdx == -1)
{
break;
}
// Extract the variable name from the string
string Name = Result.Substring(Idx + 3, EndIdx - (Idx + 3));
// Find the value for it, either from the dictionary or the environment block
bool Value;
if (!Context.BoolVariables.TryGetValue(Name, out Value))
{
if (!GlobalContext.BoolVariables.TryGetValue(Name, out Value))
{
Idx = EndIdx + 1;
continue;
}
}
// Replace the variable, or skip past it
Result = Result.Substring(0, Idx) + Value.ToString().ToLower() + Result.Substring(EndIdx + 1);
}
for (int Idx = Result.IndexOf("$I("); Idx != -1; Idx = Result.IndexOf("$I(", Idx))
{
// Find the end of the variable name
int EndIdx = Result.IndexOf(')', Idx + 3);
if (EndIdx == -1)
{
break;
}
// Extract the variable name from the string
string Name = Result.Substring(Idx + 3, EndIdx - (Idx + 3));
// Find the value for it, either from the dictionary or the environment block
int Value;
if (!Context.IntVariables.TryGetValue(Name, out Value))
{
if (!GlobalContext.IntVariables.TryGetValue(Name, out Value))
{
Idx = EndIdx + 1;
continue;
}
}
// Replace the variable, or skip past it
Result = Result.Substring(0, Idx) + Value.ToString() + Result.Substring(EndIdx + 1);
}
for (int Idx = Result.IndexOf("$S("); Idx != -1; Idx = Result.IndexOf("$S(", Idx))
{
// Find the end of the variable name
int EndIdx = Result.IndexOf(')', Idx + 3);
if (EndIdx == -1)
{
break;
}
// Extract the variable name from the string
string Name = Result.Substring(Idx + 3, EndIdx - (Idx + 3));
// Find the value for it, either from the dictionary or the environment block
string Value;
if (!Context.StringVariables.TryGetValue(Name, out Value))
{
if (!GlobalContext.StringVariables.TryGetValue(Name, out Value))
{
Idx = EndIdx + 1;
continue;
}
}
// Replace the variable, or skip past it
Result = Result.Substring(0, Idx) + Value + Result.Substring(EndIdx + 1);
}
for (int Idx = Result.IndexOf("$E("); Idx != -1; Idx = Result.IndexOf("$E(", Idx))
{
// Find the end of the variable name
int EndIdx = Result.IndexOf(')', Idx + 3);
if (EndIdx == -1)
{
break;
}
// Extract the variable name from the string
string Name = Result.Substring(Idx + 3, EndIdx - (Idx + 3));
// Find the value for it, either from the dictionary or the environment block
XElement Value;
if (!Context.ElementVariables.TryGetValue(Name, out Value))
{
if (!GlobalContext.ElementVariables.TryGetValue(Name, out Value))
{
Idx = EndIdx + 1;
continue;
}
}
// Replace the variable, or skip past it
Result = Result.Substring(0, Idx) + Value + Result.Substring(EndIdx + 1);
}
return Result;
}
private string TraceNodeString(XElement Node)
{
string Result = Node.Name.ToString();
foreach (var Attrib in Node.Attributes())
{
Result += " " + Attrib.ToString();
}
return Result;
}
private bool StringToBool(string Input)
{
if (Input == null)
{
return false;
}
Input = Input.ToLower();
return !(Input.Equals("0") || Input.Equals("false") || Input.Equals("off") || Input.Equals("no"));
}
private int StringToInt(string Input, XElement Node)
{
int Result = 0;
if (!int.TryParse(Input, out Result))
{
Log.TraceWarning("\nInvalid integer '{0}' in '{1}' (defaulting to 0)", Input, TraceNodeString(Node));
}
return Result;
}
private string GetAttribute(UPLContext Context, XElement Node, string AttributeName, bool bExpand = true, bool bRequired = true, string Fallback = null)
{
XAttribute Attribute = Node.Attribute(AttributeName);
if (Attribute == null)
{
if (bRequired)
{
Log.TraceWarning("\nMissing attribute '{0}' in '{1}' (skipping instruction)", AttributeName, TraceNodeString(Node));
}
return Fallback;
}
string Result = Attribute.Value;
return bExpand ? ExpandVariables(Context, Result) : Result;
}
private string GetAttributeWithNamespace(UPLContext Context, XElement Node, XNamespace Namespace, string AttributeName, bool bExpand = true, bool bRequired = true, string Fallback = null)
{
XAttribute Attribute = Node.Attribute(Namespace + AttributeName);
if (Attribute == null)
{
if (bRequired)
{
Log.TraceWarning("\nMissing attribute '{0}' in '{1}' (skipping instruction)", AttributeName, TraceNodeString(Node));
}
return Fallback;
}
string Result = Attribute.Value;
return bExpand ? ExpandVariables(Context, Result) : Result;
}
static private Dictionary<string, ConfigCacheIni_UPL> ConfigCache = null;
private ConfigCacheIni_UPL GetConfigCacheIni_UPL(string baseIniName)
{
if (ConfigCache == null)
{
ConfigCache = new Dictionary<string, ConfigCacheIni_UPL>();
}
ConfigCacheIni_UPL config = null;
if (!ConfigCache.TryGetValue(baseIniName, out config))
{
// note: use our own ConfigCacheIni since EngineConfiguration.cs only parses RequiredSections!
config = ConfigCacheIni_UPL.CreateConfigCacheIni_UPL(TargetPlatform, baseIniName, DirectoryReference.FromFile(ProjectFile));
ConfigCache.Add(baseIniName, config);
}
return config;
}
private static void CopyFileDirectory(string SourceDir, string DestDir)
{
if (!Directory.Exists(SourceDir))
{
return;
}
string[] Files = Directory.GetFiles(SourceDir, "*.*", SearchOption.AllDirectories);
foreach (string Filename in Files)
{
// make the dst filename with the same structure as it was in SourceDir
string DestFilename = Path.Combine(DestDir, Utils.MakePathRelativeTo(Filename, SourceDir));
if (File.Exists(DestFilename))
{
File.Delete(DestFilename);
}
// make the subdirectory if needed
string DestSubdir = Path.GetDirectoryName(DestFilename);
if (!Directory.Exists(DestSubdir))
{
Directory.CreateDirectory(DestSubdir);
}
File.Copy(Filename, DestFilename);
// remove any read only flags
FileInfo DestFileInfo = new FileInfo(DestFilename);
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
}
}
private static void DeleteFiles(string Filespec)
{
string BaseDir = Path.GetDirectoryName(Filespec);
string Mask = Path.GetFileName(Filespec);
if (!Directory.Exists(BaseDir))
{
return;
}
string[] Files = Directory.GetFiles(BaseDir, Mask, SearchOption.TopDirectoryOnly);
foreach (string Filename in Files)
{
File.Delete(Filename);
Log.TraceInformation("\nDeleted file {0}", Filename);
}
}
private void AddAttribute(XElement Element, string Name, string Value)
{
XAttribute Attribute;
int Index = Name.IndexOf(":");
if (Index >= 0)
{
Name = Name.Substring(Index + 1);
Attribute = Element.Attribute(XMLNameSpace + Name);
}
else
{
Attribute = Element.Attribute(Name);
}
if (Attribute != null)
{
Attribute.SetValue(Value);
}
else
{
if (Index >= 0)
{
Element.Add(new XAttribute(XMLNameSpace + Name, Value));
}
else
{
Element.Add(new XAttribute(Name, Value));
}
}
}
private void RemoveAttribute(XElement Element, string Name)
{
XAttribute Attribute;
int Index = Name.IndexOf(":");
if (Index >= 0)
{
Name = Name.Substring(Index + 1);
Attribute = Element.Attribute(XMLNameSpace + Name);
}
else
{
Attribute = Element.Attribute(Name);
}
if (Attribute != null)
{
Attribute.Remove();
}
}
private void AddElements(XElement Target, XElement Source)
{
if (Source.HasElements)
{
foreach (var Index in Source.Elements())
{
// if (Target.Element(Index.Name) == null)
{
Target.Add(Index);
}
}
}
}
public string ProcessPluginNode(string Architecture, string NodeName, string Input)
{
return ProcessPluginNode(Architecture, NodeName, Input, ref XMLDummy);
}
public string ProcessPluginNode(string Architecture, string NodeName, string Input, ref XDocument XMLWork)
{
// add all instructions to execution list
var ExecutionStack = new Stack<XElement>();
var StartNode = XDoc.Root.Element(NodeName);
if (StartNode != null)
{
foreach (var Instruction in StartNode.Elements().Reverse())
{
ExecutionStack.Push(Instruction);
}
}
if (ExecutionStack.Count == 0)
{
return Input;
}
var ContextStack = new Stack<UPLContext>();
UPLContext CurrentContext = GlobalContext;
// update Output in global context
GlobalContext.StringVariables["Output"] = Input;
var ElementStack = new Stack<XElement>();
XElement CurrentElement = XMLWork.Elements().First();
// run the instructions
while (ExecutionStack.Count > 0)
{
var Node = ExecutionStack.Pop();
if (bGlobalTrace || CurrentContext.bTrace)
{
Log.TraceInformation("Execute: '{0}'", TraceNodeString(Node));
}
switch (Node.Name.ToString())
{
case "trace":
{
string Enable = GetAttribute(CurrentContext, Node, "enable");
if (Enable != null)
{
CurrentContext.bTrace = StringToBool(Enable);
if (!bGlobalTrace && CurrentContext.bTrace)
{
Log.TraceInformation("Context: '{0}' using Architecture='{1}', NodeName='{2}', Input='{3}'", CurrentContext.StringVariables["PluginDir"], Architecture, NodeName, Input);
}
}
}
break;
case "dumpvars":
{
if (!bGlobalTrace && !CurrentContext.bTrace)
{
Log.TraceInformation("Context: '{0}' using Architecture='{1}', NodeName='{2}', Input='{3}'", CurrentContext.StringVariables["PluginDir"], Architecture, NodeName, Input);
}
Log.TraceInformation("Variables:\n{0}", DumpContext(CurrentContext));
}
break;
case "Context":
{
ContextStack.Push(CurrentContext);
string index = GetAttribute(CurrentContext, Node, "index");
CurrentContext = Contexts[Architecture + "_" + index];
ExecutionStack.Push(new XElement("PopContext"));
foreach (var instruction in Node.Elements().Reverse())
{
ExecutionStack.Push(instruction);
}
if (bGlobalTrace || CurrentContext.bTrace)
{
Log.TraceInformation("Context: '{0}' using Architecture='{1}', NodeName='{2}', Input='{3}'", CurrentContext.StringVariables["PluginDir"], Architecture, NodeName, Input);
}
}
break;
case "PopContext":
{
CurrentContext = ContextStack.Pop();
}
break;
case "PopElement":
{
CurrentElement = ElementStack.Pop();
}
break;
case "isArch":
{
string arch = GetAttribute(CurrentContext, Node, "arch");
if (arch != null && arch.Equals(Architecture))
{
foreach (var instruction in Node.Elements().Reverse())
{
ExecutionStack.Push(instruction);
}
}
}
break;
case "isDistribution":
{
bool Result = false;
if (GetCondition(CurrentContext, Node, "Distribution", out Result))
{
if (Result)
{
foreach (var Instruction in Node.Elements().Reverse())
{
ExecutionStack.Push(Instruction);
}
}
}
}
break;
case "if":
{
bool Result;
if (GetCondition(CurrentContext, Node, GetAttribute(CurrentContext, Node, "condition"), out Result))
{
var ResultNode = Node.Element(Result ? "true" : "false");
if (ResultNode != null)
{
foreach (var Instruction in ResultNode.Elements().Reverse())
{
ExecutionStack.Push(Instruction);
}
}
}
}
break;
case "while":
{
bool Result;
if (GetCondition(CurrentContext, Node, GetAttribute(CurrentContext, Node, "condition"), out Result))
{
if (Result)
{
var ResultNode = Node.Elements();
if (ResultNode != null)
{
ExecutionStack.Push(Node);
foreach (var Instruction in ResultNode.Reverse())
{
ExecutionStack.Push(Instruction);
}
}
}
}
}
break;
case "return":
{
while (ExecutionStack.Count > 0)
{
ExecutionStack.Pop();
}
}
break;
case "break":
{
// remove up to while (or acts like a return if outside by removing everything)
while (ExecutionStack.Count > 0)
{
Node = ExecutionStack.Pop();
if (Node.Name.ToString().Equals("while"))
{
break;
}
}
}
break;
case "continue":
{
// remove up to while (or acts like a return if outside by removing everything)
while (ExecutionStack.Count > 0)
{
Node = ExecutionStack.Pop();
if (Node.Name.ToString().Equals("while"))
{
ExecutionStack.Push(Node);
break;
}
}
}
break;
case "log":
{
string Text = GetAttribute(CurrentContext, Node, "text");
if (Text != null)
{
Log.TraceInformation("{0}", Text);
}
}
break;
case "loopElements":
{
string Tag = GetAttribute(CurrentContext, Node, "tag");
ElementStack.Push(CurrentElement);
ExecutionStack.Push(new XElement("PopElement"));
var WorkList = (Tag == "$") ? CurrentElement.Elements().Reverse() : CurrentElement.Descendants(Tag).Reverse();
foreach (var WorkNode in WorkList)
{
foreach (var Instruction in Node.Elements().Reverse())
{
ExecutionStack.Push(Instruction);
}
ElementStack.Push(WorkNode);
ExecutionStack.Push(new XElement("PopElement"));
}
}
break;
case "addAttribute":
{
string Tag = GetAttribute(CurrentContext, Node, "tag");
string Name = GetAttribute(CurrentContext, Node, "name");
string Value = GetAttribute(CurrentContext, Node, "value");
if (Tag != null && Name != null && Value != null)
{
if (Tag.StartsWith("$"))
{
XElement Target = CurrentElement;
if (Tag.Length > 1)
{
if (!CurrentContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
if (!GlobalContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Tag, TraceNodeString(Node));
continue;
}
}
}
AddAttribute(Target, Name, Value);
}
else
{
if (CurrentElement.Name.ToString().Equals(Tag))
{
AddAttribute(CurrentElement, Name, Value);
}
foreach (var WorkNode in CurrentElement.Descendants(Tag))
{
AddAttribute(WorkNode, Name, Value);
}
}
}
}
break;
case "removeAttribute":
{
string Tag = GetAttribute(CurrentContext, Node, "tag");
string Name = GetAttribute(CurrentContext, Node, "name");
if (Tag != null && Name != null)
{
if (Tag.StartsWith("$"))
{
XElement Target = CurrentElement;
if (Tag.Length > 1)
{
if (!CurrentContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
if (!GlobalContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Tag, TraceNodeString(Node));
continue;
}
}
}
RemoveAttribute(Target, Name);
}
else
{
if (CurrentElement.Name.ToString().Equals(Tag))
{
RemoveAttribute(CurrentElement, Name);
}
foreach (var WorkNode in CurrentElement.Descendants(Tag))
{
RemoveAttribute(WorkNode, Name);
}
}
}
}
break;
case "addPermission":
{
string Name = GetAttributeWithNamespace(CurrentContext, Node, XMLNameSpace, "name");
if (Name != null)
{
// make sure it isn't already added
bool bFound = false;
foreach (var Element in XMLWork.Descendants("uses-permission"))
{
XAttribute Attribute = Element.Attribute(XMLNameSpace + "name");
if (Attribute != null)
{
if (Attribute.Value == Name)
{
bFound = true;
break;
}
}
}
// add it if not found
if (!bFound)
{
XMLWork.Element("manifest").Add(new XElement("uses-permission", Node.Attributes()));
}
}
}
break;
case "removePermission":
{
string Name = GetAttributeWithNamespace(CurrentContext, Node, XMLNameSpace, "name");
if (Name != null)
{
foreach (var Element in XMLWork.Descendants("uses-permission"))
{
XAttribute Attribute = Element.Attribute(XMLNameSpace + "name");
if (Attribute != null)
{
if (Attribute.Value == Name)
{
Element.Remove();
break;
}
}
}
}
}
break;
case "addFeature":
{
string Name = GetAttributeWithNamespace(CurrentContext, Node, XMLNameSpace, "name");
if (Name != null)
{
// make sure it isn't already added
bool bFound = false;
foreach (var Element in XMLWork.Descendants("uses-feature"))
{
XAttribute Attribute = Element.Attribute(XMLNameSpace + "name");
if (Attribute != null)
{
if (Attribute.Value == Name)
{
bFound = true;
break;
}
}
}
// add it if not found
if (!bFound)
{
XMLWork.Element("manifest").Add(new XElement("uses-feature", Node.Attributes()));
}
}
}
break;
case "removeFeature":
{
string Name = GetAttributeWithNamespace(CurrentContext, Node, XMLNameSpace, "name");
if (Name != null)
{
foreach (var Element in XMLWork.Descendants("uses-feature"))
{
XAttribute Attribute = Element.Attribute(XMLNameSpace + "name");
if (Attribute != null)
{
if (Attribute.Value == Name)
{
Element.Remove();
break;
}
}
}
}
}
break;
case "addLibrary":
{
string Name = GetAttributeWithNamespace(CurrentContext, Node, XMLNameSpace, "name");
if (Name != null)
{
// make sure it isn't already added
bool bFound = false;
foreach (var Element in XMLWork.Descendants("uses-library"))
{
XAttribute Attribute = Element.Attribute(XMLNameSpace + "name");
if (Attribute != null)
{
if (Attribute.Value == Name)
{
bFound = true;
break;
}
}
}
// add it if not found
if (!bFound)
{
XMLWork.Element("manifest").Element("application").Add(new XElement("uses-library", Node.Attributes()));
}
}
}
break;
case "removeLibrary":
{
string Name = GetAttributeWithNamespace(CurrentContext, Node, XMLNameSpace, "name");
if (Name != null)
{
foreach (var Element in XMLWork.Descendants("uses-library"))
{
XAttribute Attribute = Element.Attribute(XMLNameSpace + "name");
if (Attribute != null)
{
if (Attribute.Value == Name)
{
Element.Remove();
break;
}
}
}
}
}
break;
case "removeElement":
{
string Tag = GetAttribute(CurrentContext, Node, "tag");
if (Tag != null)
{
if (Tag == "$")
{
XElement Parent = CurrentElement.Parent;
CurrentElement.Remove();
CurrentElement = Parent;
}
else
{
// use a list since Remove() may modify it
foreach (var Element in XMLWork.Descendants(Tag).ToList())
{
Element.Remove();
}
}
}
}
break;
case "addElement":
{
string Tag = GetAttribute(CurrentContext, Node, "tag");
string Name = GetAttribute(CurrentContext, Node, "name");
if (Tag != null && Name != null)
{
XElement Element;
if (!CurrentContext.ElementVariables.TryGetValue(Name, out Element))
{
if (!GlobalContext.ElementVariables.TryGetValue(Name, out Element))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Name, TraceNodeString(Node));
continue;
}
}
if (Tag.StartsWith("$"))
{
XElement Target = CurrentElement;
if (Tag.Length > 1)
{
if (!CurrentContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
if (!GlobalContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Tag, TraceNodeString(Node));
continue;
}
}
}
Target.Add(new XElement(Element));
}
else
{
if (CurrentElement.Name.ToString().Equals(Tag))
{
CurrentElement.Add(new XElement(Element));
}
foreach (var WorkNode in CurrentElement.Descendants(Tag))
{
WorkNode.Add(new XElement(Element));
}
}
}
}
break;
case "addElements":
{
string Tag = GetAttribute(CurrentContext, Node, "tag");
if (Tag != null)
{
if (Tag.StartsWith("$"))
{
XElement Target = CurrentElement;
if (Tag.Length > 1)
{
if (!CurrentContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
if (!GlobalContext.ElementVariables.TryGetValue(Tag.Substring(1), out Target))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Tag, TraceNodeString(Node));
continue;
}
}
}
AddElements(Target, Node);
}
else
{
if (CurrentElement.Name.ToString().Equals(Tag))
{
AddElements(CurrentElement, Node);
}
foreach (var WorkNode in CurrentElement.Descendants(Tag))
{
AddElements(WorkNode, Node);
}
}
}
}
break;
case "insert":
{
if (Node.HasElements)
{
foreach (var Element in Node.Elements())
{
string Value = Element.ToString().Replace(" " + XMLRootDefinition + " ", "");
GlobalContext.StringVariables["Output"] += Value + "\n";
}
}
else
{
string Value = Node.Value.ToString();
// trim trailing tabs
int Index = Value.Length;
while (Index > 0 && Value[Index - 1] == '\t')
{
Index--;
}
if (Index < Value.Length)
{
Value = Value.Substring(0, Index);
}
// trim leading newlines
Index = 0;
while (Index < Value.Length && Value[Index] == '\n')
{
Index++;
}
if (Index < Value.Length)
{
GlobalContext.StringVariables["Output"] += Value.Substring(Index);
}
}
}
break;
case "insertNewline":
GlobalContext.StringVariables["Output"] += "\n";
break;
case "insertValue":
{
string Value = GetAttribute(CurrentContext, Node, "value");
if (Value != null)
{
GlobalContext.StringVariables["Output"] += Value;
}
}
break;
case "replace":
{
string Find = GetAttribute(CurrentContext, Node, "find");
string With = GetAttribute(CurrentContext, Node, "with");
if (Find != null && With != null)
{
GlobalContext.StringVariables["Output"] = GlobalContext.StringVariables["Output"].Replace(Find, With);
}
}
break;
case "copyFile":
{
string Src = GetAttribute(CurrentContext, Node, "src");
string Dst = GetAttribute(CurrentContext, Node, "dst");
if (Src != null && Dst != null)
{
if (File.Exists(Src))
{
// check to see if newer than last time we copied
bool bFileExists = File.Exists(Dst);
TimeSpan Diff = File.GetLastWriteTimeUtc(Dst) - File.GetLastWriteTimeUtc(Src);
if (!bFileExists || Diff.TotalSeconds < -1 || Diff.TotalSeconds > 1)
{
if (bFileExists)
{
File.Delete(Dst);
}
Directory.CreateDirectory(Path.GetDirectoryName(Dst));
File.Copy(Src, Dst, true);
Log.TraceInformation("\nFile {0} copied to {1}", Src, Dst);
// remove any read only flags
FileInfo DestFileInfo = new FileInfo(Dst);
DestFileInfo.Attributes = DestFileInfo.Attributes & ~FileAttributes.ReadOnly;
}
}
}
}
break;
case "copyDir":
{
string Src = GetAttribute(CurrentContext, Node, "src");
string Dst = GetAttribute(CurrentContext, Node, "dst");
if (Src != null && Dst != null)
{
CopyFileDirectory(Src, Dst);
Log.TraceInformation("\nDirectory {0} copied to {1}", Src, Dst);
}
}
break;
case "deleteFiles":
{
string Filespec = GetAttribute(CurrentContext, Node, "filespec");
if (Filespec != null)
{
if (Filespec.Contains(":") || Filespec.Contains(".."))
{
Log.TraceInformation("\nFilespec {0} not allowed; ignored.", Filespec);
}
else
{
// force relative to BuildDir (and only from global context so someone doesn't try to be clever)
DeleteFiles(Path.Combine(GlobalContext.StringVariables["BuildDir"], Filespec));
}
}
}
break;
case "loadLibrary":
{
string Name = GetAttribute(CurrentContext, Node, "name");
string FailMsg = GetAttribute(CurrentContext, Node, "failmsg", true, false);
if (Name != null)
{
string Work = "\t\ttry\n" +
"\t\t{\n" +
"\t\t\tSystem.loadLibrary(\"" + Name + "\");\n" +
"\t\t}\n" +
"\t\tcatch (java.lang.UnsatisfiedLinkError e)\n" +
"\t\t{\n";
if (FailMsg != null)
{
Work += "\t\t\tLog.debug(\"" + FailMsg + "\");\n";
}
GlobalContext.StringVariables["Output"] += Work + "\t\t}\n";
}
}
break;
case "setBool":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false, "false");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = StringToBool(Value);
}
}
break;
case "setBoolFrom":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false, "false");
if (Result != null)
{
Value = ExpandVariables(CurrentContext, "$B(" + Value + ")");
CurrentContext.BoolVariables[Result] = StringToBool(Value);
}
}
break;
case "setBoolFromProperty":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Ini = GetAttribute(CurrentContext, Node, "ini");
string Section = GetAttribute(CurrentContext, Node, "section");
string Property = GetAttribute(CurrentContext, Node, "property");
string DefaultVal = GetAttribute(CurrentContext, Node, "default", true, false, "false");
if (Result != null && Ini != null && Section != null && Property != null)
{
bool Value = StringToBool(DefaultVal);
ConfigCacheIni_UPL ConfigIni = GetConfigCacheIni_UPL(Ini);
if (ConfigIni != null)
{
if (!ConfigIni.GetBool(Section, Property, out Value))
{
Value = StringToBool(DefaultVal);
}
}
CurrentContext.BoolVariables[Result] = Value;
}
}
break;
case "setBoolContains":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
string Find = GetAttribute(CurrentContext, Node, "find", true, false, "");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = Source.Contains(Find);
}
}
break;
case "setBoolStartsWith":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
string Find = GetAttribute(CurrentContext, Node, "find", true, false, "");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = Source.StartsWith(Find);
}
}
break;
case "setBoolEndsWith":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
string Find = GetAttribute(CurrentContext, Node, "find", true, false, "");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = Source.EndsWith(Find);
}
}
break;
case "setBoolNot":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "false");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = !StringToBool(Source);
}
}
break;
case "setBoolAnd":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "false");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "false");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = StringToBool(Arg1) && StringToBool(Arg2);
}
}
break;
case "setBoolOr":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "false");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "false");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = StringToBool(Arg1) || StringToBool(Arg2);
}
}
break;
case "setBoolIsEqual":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "");
if (Result != null)
{
CurrentContext.BoolVariables[Result] = Arg1.Equals(Arg2);
}
}
break;
case "setBoolIsLess":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false);
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false);
if (Result != null)
{
CurrentContext.BoolVariables[Result] = (StringToInt(Arg1, Node) < StringToInt(Arg2, Node));
}
}
break;
case "setBoolIsLessEqual":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false);
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false);
if (Result != null)
{
CurrentContext.BoolVariables[Result] = (StringToInt(Arg1, Node) <= StringToInt(Arg2, Node));
}
}
break;
case "setBoolIsGreater":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false);
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false);
if (Result != null)
{
CurrentContext.BoolVariables[Result] = (StringToInt(Arg1, Node) > StringToInt(Arg2, Node));
}
}
break;
case "setBoolIsGreaterEqual":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false);
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false);
if (Result != null)
{
CurrentContext.BoolVariables[Result] = (StringToInt(Arg1, Node) >= StringToInt(Arg2, Node));
}
}
break;
case "setInt":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false, "0");
if (Result != null)
{
CurrentContext.IntVariables[Result] = StringToInt(Value, Node);
}
}
break;
case "setIntFrom":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false, "0");
if (Result != null)
{
Value = ExpandVariables(CurrentContext, "$I(" + Value + ")");
CurrentContext.IntVariables[Result] = StringToInt(Value, Node);
}
}
break;
case "setIntFromProperty":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Ini = GetAttribute(CurrentContext, Node, "ini");
string Section = GetAttribute(CurrentContext, Node, "section");
string Property = GetAttribute(CurrentContext, Node, "property");
string DefaultVal = GetAttribute(CurrentContext, Node, "default", true, false, "0");
if (Result != null && Ini != null && Section != null && Property != null)
{
int Value = StringToInt(DefaultVal, Node);
ConfigCacheIni_UPL ConfigIni = GetConfigCacheIni_UPL(Ini);
if (ConfigIni != null)
{
ConfigIni.GetInt32(Section, Property, out Value);
}
CurrentContext.IntVariables[Result] = Value;
}
}
break;
case "setIntAdd":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "0");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "0");
if (Result != null)
{
CurrentContext.IntVariables[Result] = StringToInt(Arg1, Node) + StringToInt(Arg2, Node);
}
}
break;
case "setIntSubtract":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "0");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "0");
if (Result != null)
{
CurrentContext.IntVariables[Result] = StringToInt(Arg1, Node) - StringToInt(Arg2, Node);
}
}
break;
case "setIntMultiply":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "1");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "1");
if (Result != null)
{
CurrentContext.IntVariables[Result] = StringToInt(Arg1, Node) * StringToInt(Arg2, Node);
}
}
break;
case "setIntDivide":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "1");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "1");
if (Result != null)
{
int Denominator = StringToInt(Arg2, Node);
if (Denominator == 0)
{
CurrentContext.IntVariables[Result] = StringToInt(Arg1, Node);
}
else
{
CurrentContext.IntVariables[Result] = StringToInt(Arg1, Node) / Denominator;
}
}
}
break;
case "setIntLength":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
if (Result != null)
{
CurrentContext.IntVariables[Result] = Source.Length;
}
}
break;
case "setIntFindString":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
string Find = GetAttribute(CurrentContext, Node, "find", true, false, "");
if (Result != null)
{
CurrentContext.IntVariables[Result] = Source.IndexOf(Find);
}
}
break;
case "setString":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false, "");
if (Result != null)
{
if (Result == "Output")
{
GlobalContext.StringVariables["Output"] = Value;
}
else
{
CurrentContext.StringVariables[Result] = Value;
}
}
}
break;
case "setStringFrom":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false, "0");
if (Result != null)
{
Value = ExpandVariables(CurrentContext, "$S(" + Value + ")");
CurrentContext.StringVariables[Result] = Value;
}
}
break;
case "setStringFromTag":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Tag = GetAttribute(CurrentContext, Node, "tag", true, false, "$");
if (Result != null)
{
XElement Element = CurrentElement;
if (Tag.StartsWith("$"))
{
if (Tag.Length > 1)
{
if (!CurrentContext.ElementVariables.TryGetValue(Tag.Substring(1), out Element))
{
if (!GlobalContext.ElementVariables.TryGetValue(Tag.Substring(1), out Element))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Tag, TraceNodeString(Node));
continue;
}
}
}
}
CurrentContext.StringVariables[Result] = Element.Name.ToString();
}
}
break;
case "setStringFromAttribute":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Tag = GetAttribute(CurrentContext, Node, "tag");
string Name = GetAttribute(CurrentContext, Node, "name");
if (Result != null && Tag != null && Name != null)
{
XElement Element = CurrentElement;
if (Tag.StartsWith("$"))
{
if (Tag.Length > 1)
{
if (!CurrentContext.ElementVariables.TryGetValue(Tag.Substring(1), out Element))
{
if (!GlobalContext.ElementVariables.TryGetValue(Tag.Substring(1), out Element))
{
Log.TraceWarning("\nMissing element variable '{0}' in '{1}' (skipping instruction)", Tag, TraceNodeString(Node));
continue;
}
}
}
}
XAttribute Attribute;
int Index = Name.IndexOf(":");
if (Index >= 0)
{
Name = Name.Substring(Index + 1);
Attribute = Element.Attribute(XMLNameSpace + Name);
}
else
{
Attribute = Element.Attribute(Name);
}
CurrentContext.StringVariables[Result] = (Attribute != null) ? Attribute.Value : "";
}
}
break;
case "setStringFromProperty":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Ini = GetAttribute(CurrentContext, Node, "ini");
string Section = GetAttribute(CurrentContext, Node, "section");
string Property = GetAttribute(CurrentContext, Node, "property");
string DefaultVal = GetAttribute(CurrentContext, Node, "default", true, false, "");
if (Result != null && Ini != null && Section != null && Property != null)
{
string Value = DefaultVal;
ConfigCacheIni_UPL ConfigIni = GetConfigCacheIni_UPL(Ini);
if (ConfigIni != null)
{
if (!ConfigIni.GetString(Section, Property, out Value))
{
// If the string was not found in the config, Value will have been set to an empty string
// Set it back to the DefaultVal
Value = DefaultVal;
}
}
if (Result == "Output")
{
GlobalContext.StringVariables["Output"] = Value;
}
else
{
CurrentContext.StringVariables[Result] = Value;
}
}
}
break;
case "setStringAdd":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Arg1 = GetAttribute(CurrentContext, Node, "arg1", true, false, "");
string Arg2 = GetAttribute(CurrentContext, Node, "arg2", true, false, "");
if (Result != null)
{
string Value = Arg1 + Arg2;
if (Result == "Output")
{
GlobalContext.StringVariables["Output"] = Value;
}
else
{
CurrentContext.StringVariables[Result] = Value;
}
}
}
break;
case "setStringSubstring":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
string Start = GetAttribute(CurrentContext, Node, "start", true, false, "0");
string Length = GetAttribute(CurrentContext, Node, "length", true, false, "0");
if (Result != null && Source != null)
{
int Index = StringToInt(Start, Node);
int Count = StringToInt(Length, Node);
Index = (Index < 0) ? 0 : (Index > Source.Length) ? Source.Length : Index;
Count = (Index + Count > Source.Length) ? Source.Length - Index : Count;
string Value = Source.Substring(Index, Count);
if (Result == "Output")
{
GlobalContext.StringVariables["Output"] = Value;
}
else
{
CurrentContext.StringVariables[Result] = Value;
}
}
}
break;
case "setStringReplace":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Source = GetAttribute(CurrentContext, Node, "source", true, false, "");
string Find = GetAttribute(CurrentContext, Node, "find");
string With = GetAttribute(CurrentContext, Node, "with", true, false, "");
if (Result != null && Find != null)
{
string Value = Source.Replace(Find, With);
if (Result == "Output")
{
GlobalContext.StringVariables["Output"] = Value;
}
else
{
CurrentContext.StringVariables[Result] = Value;
}
}
}
break;
case "setElement":
{
string Result = GetAttribute(CurrentContext, Node, "result");
string Value = GetAttribute(CurrentContext, Node, "value", true, false);
string Text = GetAttribute(CurrentContext, Node, "text", true, false);
string Parse = GetAttribute(CurrentContext, Node, "xml", true, false);
if (Result != null)
{
if (Value != null)
{
XElement NewElement = new XElement(Value);
if (Text != null)
{
NewElement.Value = Text;
}
CurrentContext.ElementVariables[Result] = NewElement;
}
else if (Parse != null)
{
try
{
CurrentContext.ElementVariables[Result] = XElement.Parse(Parse);
}
catch (Exception e)
{
Log.TraceError("\nXML parsing {0} failed! {1} (skipping instruction)", Parse, e);
}
}
}
}
break;
default:
Log.TraceWarning("\nUnknown command: {0}", Node.Name);
break;
}
}
return GlobalContext.StringVariables["Output"];
}
public void Init(List<string> Architectures, bool bDistribution, string EngineDirectory, string BuildDirectory, string ProjectDirectory, string Configuration)
{
GlobalContext.BoolVariables["Distribution"] = bDistribution;
GlobalContext.StringVariables["EngineDir"] = EngineDirectory;
GlobalContext.StringVariables["BuildDir"] = BuildDirectory;
GlobalContext.StringVariables["ProjectDir"] = ProjectDirectory;
GlobalContext.StringVariables["Configuration"] = Configuration;
foreach (string Arch in Architectures)
{
Log.TraceInformation("UPL Init: {0}", Arch);
ProcessPluginNode(Arch, "init", "");
}
if (bGlobalTrace)
{
Log.TraceInformation("\nVariables:\n{0}", DumpVariables());
}
}
}
/// <summary>
/// Equivalent of FConfigCacheIni_UPL. Parses ini files. This version reads ALL sections since ConfigCacheIni_UPL does NOT
/// </summary>
class ConfigCacheIni_UPL
{
/// <summary>
/// Exception when parsing ini files
/// </summary>
public class IniParsingException : Exception
{
public IniParsingException(string Message)
: base(Message)
{ }
public IniParsingException(string Format, params object[] Args)
: base(String.Format(Format, Args))
{ }
}
/// <summary>
/// command class for being able to create config caches over and over without needing to read the ini files
/// </summary>
public class Command
{
public string TrimmedLine;
}
class SectionCommand : Command
{
public FileReference Filename;
public int LineIndex;
}
class KeyValueCommand : Command
{
public string Key;
public string Value;
public ParseAction LastAction;
}
// cached ini files
static Dictionary<string, List<Command>> FileCache = new Dictionary<string, List<Command>>();
static Dictionary<string, ConfigCacheIni_UPL> IniCache = new Dictionary<string, ConfigCacheIni_UPL>();
static Dictionary<string, ConfigCacheIni_UPL> BaseIniCache = new Dictionary<string, ConfigCacheIni_UPL>();
// static creation functions for ini files
public static ConfigCacheIni_UPL CreateConfigCacheIni_UPL(UnrealTargetPlatform Platform, string BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory = null)
{
if (EngineDirectory == null)
{
EngineDirectory = UnrealBuildTool.EngineDirectory;
}
// cache base ini for use as the seed for the rest
if (!BaseIniCache.ContainsKey(BaseIniName))
{
BaseIniCache.Add(BaseIniName, new ConfigCacheIni_UPL(UnrealTargetPlatform.Unknown, BaseIniName, null, EngineDirectory, EngineOnly: true));
}
// build the new ini and cache it for later re-use
ConfigCacheIni_UPL BaseCache = BaseIniCache[BaseIniName];
string Key = GetIniPlatformName(Platform) + BaseIniName + EngineDirectory.FullName + (ProjectDirectory != null ? ProjectDirectory.FullName : "");
if (!IniCache.ContainsKey(Key))
{
IniCache.Add(Key, new ConfigCacheIni_UPL(Platform, BaseIniName, ProjectDirectory, EngineDirectory, BaseCache: BaseCache));
}
return IniCache[Key];
}
/// <summary>
/// List of values (or a single value)
/// </summary>
public class IniValues : List<string>
{
public IniValues()
{
}
public IniValues(IniValues Other)
: base(Other)
{
}
public override string ToString()
{
return String.Join(",", ToArray());
}
}
/// <summary>
/// Ini section (map of keys and values)
/// </summary>
public class IniSection : Dictionary<string, IniValues>
{
public IniSection()
: base(StringComparer.InvariantCultureIgnoreCase)
{ }
public IniSection(IniSection Other)
: this()
{
foreach (var Pair in Other)
{
Add(Pair.Key, new IniValues(Pair.Value));
}
}
public override string ToString()
{
return "IniSection";
}
}
/// <summary>
/// True if we are loading a hierarchy of config files that should be merged together
/// </summary>
bool bIsMergingConfigs;
/// <summary>
/// All sections parsed from ini file
/// </summary>
Dictionary<string, IniSection> Sections;
/// <summary>
/// Constructor. Parses a single ini file. No Platform settings, no engine hierarchy. Do not use this with ini files that have hierarchy!
/// </summary>
/// <param name="Filename">The ini file to load</param>
public ConfigCacheIni_UPL(FileReference Filename)
{
Init(Filename);
}
/// <summary>
/// Constructor. Parses ini hierarchy for the specified project. No Platform settings.
/// </summary>
/// <param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
/// <param name="ProjectDirectory">Project path</param>
/// <param name="EngineDirectory"></param>
public ConfigCacheIni_UPL(string BaseIniName, string ProjectDirectory, string EngineDirectory = null)
{
Init(UnrealTargetPlatform.Unknown, BaseIniName, (ProjectDirectory == null) ? null : new DirectoryReference(ProjectDirectory), (EngineDirectory == null) ? null : new DirectoryReference(EngineDirectory));
}
/// <summary>
/// Constructor. Parses ini hierarchy for the specified project. No Platform settings.
/// </summary>
/// <param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
/// <param name="ProjectDirectory">Project path</param>
/// <param name="EngineDirectory"></param>
public ConfigCacheIni_UPL(string BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory = null)
{
Init(UnrealTargetPlatform.Unknown, BaseIniName, ProjectDirectory, EngineDirectory);
}
/// <summary>
/// Constructor. Parses ini hierarchy for the specified platform and project.
/// </summary>
/// <param name="ProjectDirectory">Project path</param>
/// <param name="Platform">Target platform</param>
/// <param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
/// <param name="EngineDirectory"></param>
public ConfigCacheIni_UPL(UnrealTargetPlatform Platform, string BaseIniName, string ProjectDirectory, string EngineDirectory = null)
{
Init(Platform, BaseIniName, (ProjectDirectory == null) ? null : new DirectoryReference(ProjectDirectory), (EngineDirectory == null) ? null : new DirectoryReference(EngineDirectory));
}
/// <summary>
/// Constructor. Parses ini hierarchy for the specified platform and project.
/// </summary>
/// <param name="ProjectDirectory">Project path</param>
/// <param name="Platform">Target platform</param>
/// <param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
/// <param name="EngineDirectory"></param>
/// <param name="EngineOnly"></param>
/// <param name="BaseCache"></param>
public ConfigCacheIni_UPL(UnrealTargetPlatform Platform, string BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory = null, bool EngineOnly = false, ConfigCacheIni_UPL BaseCache = null)
{
Init(Platform, BaseIniName, ProjectDirectory, EngineDirectory, EngineOnly, BaseCache);
}
private void InitCommon()
{
Sections = new Dictionary<string, IniSection>(StringComparer.InvariantCultureIgnoreCase);
}
private void Init(FileReference IniFileName)
{
InitCommon();
bIsMergingConfigs = false;
ParseIniFile(IniFileName);
}
private void Init(UnrealTargetPlatform Platform, string BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory, bool EngineOnly = false, ConfigCacheIni_UPL BaseCache = null)
{
InitCommon();
bIsMergingConfigs = true;
if (EngineDirectory == null)
{
EngineDirectory = UnrealBuildTool.EngineDirectory;
}
if (BaseCache != null)
{
foreach (var Pair in BaseCache.Sections)
{
Sections.Add(Pair.Key, new IniSection(Pair.Value));
}
}
if (EngineOnly)
{
foreach (var IniFileName in EnumerateEngineIniFileNames(EngineDirectory, BaseIniName))
{
if (FileReference.Exists(IniFileName))
{
ParseIniFile(IniFileName);
}
}
}
else
{
foreach (var IniFileName in EnumerateCrossPlatformIniFileNames(ProjectDirectory, EngineDirectory, Platform, BaseIniName, BaseCache != null))
{
if (FileReference.Exists(IniFileName))
{
ParseIniFile(IniFileName);
}
}
}
}
/// <summary>
/// Finds a section in INI
/// </summary>
/// <param name="SectionName"></param>
/// <returns>Found section or null</returns>
public IniSection FindSection(string SectionName)
{
IniSection Section;
Sections.TryGetValue(SectionName, out Section);
return Section;
}
/// <summary>
/// Finds values associated with the specified key (does not copy the list)
/// </summary>
private bool GetList(string SectionName, string Key, out IniValues Value)
{
bool Result = false;
var Section = FindSection(SectionName);
Value = null;
if (Section != null)
{
if (Section.TryGetValue(Key, out Value))
{
Result = true;
}
}
return Result;
}
/// <summary>
/// Gets all values associated with the specified key
/// </summary>
/// <param name="SectionName">Section where the key is located</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Copy of the list containing all values associated with the specified key</param>
/// <returns>True if the key exists</returns>
public bool GetArray(string SectionName, string Key, out List<string> Value)
{
Value = null;
IniValues ValueList;
bool Result = GetList(SectionName, Key, out ValueList);
if (Result)
{
Value = new List<string>(ValueList);
}
return Result;
}
/// <summary>
/// Gets a single string value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetString(string SectionName, string Key, out string Value)
{
Value = String.Empty;
IniValues ValueList;
bool Result = GetList(SectionName, Key, out ValueList);
if (Result && ValueList != null && ValueList.Count > 0)
{
Value = ValueList[0];
Result = true;
}
else
{
Result = false;
}
return Result;
}
/// <summary>
/// Gets a single bool value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetBool(string SectionName, string Key, out bool Value)
{
Value = false;
string TextValue;
bool Result = GetString(SectionName, Key, out TextValue);
if (Result)
{
// C# Boolean type expects "False" or "True" but since we're not case sensitive, we need to suppor that manually
if (String.Compare(TextValue, "true", true) == 0 || String.Compare(TextValue, "1") == 0)
{
Value = true;
}
else if (String.Compare(TextValue, "false", true) == 0 || String.Compare(TextValue, "0") == 0)
{
Value = false;
}
else
{
// Failed to parse
Result = false;
}
}
return Result;
}
/// <summary>
/// Gets a single Int32 value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetInt32(string SectionName, string Key, out int Value)
{
Value = 0;
string TextValue;
bool Result = GetString(SectionName, Key, out TextValue);
if (Result)
{
Result = Int32.TryParse(TextValue, out Value);
}
return Result;
}
/// <summary>
/// Gets a single GUID value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetGUID(string SectionName, string Key, out Guid Value)
{
Value = Guid.Empty;
string TextValue;
bool Result = GetString(SectionName, Key, out TextValue);
if (Result)
{
string HexString = "";
if (TextValue.Contains("A=") && TextValue.Contains("B=") && TextValue.Contains("C=") && TextValue.Contains("D="))
{
char[] Separators = new char[] { '(', ')', '=', ',', ' ', 'A', 'B', 'C', 'D' };
string[] ComponentValues = TextValue.Split(Separators, StringSplitOptions.RemoveEmptyEntries);
if (ComponentValues.Length == 4)
{
for (int ComponentIndex = 0; ComponentIndex < 4; ComponentIndex++)
{
int IntegerValue;
Result &= Int32.TryParse(ComponentValues[ComponentIndex], out IntegerValue);
HexString += IntegerValue.ToString("X8");
}
}
}
else
{
HexString = TextValue;
}
try
{
Value = Guid.ParseExact(HexString, "N");
Result = true;
}
catch (Exception)
{
Result = false;
}
}
return Result;
}
/// <summary>
/// Gets a single float value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetSingle(string SectionName, string Key, out float Value)
{
Value = 0.0f;
string TextValue;
bool Result = GetString(SectionName, Key, out TextValue);
if (Result)
{
Result = Single.TryParse(TextValue, out Value);
}
return Result;
}
/// <summary>
/// Gets a single double value associated with the specified key.
/// </summary>
/// <param name="SectionName">Section name</param>
/// <param name="Key">Key name</param>
/// <param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
/// <returns>True if the key exists</returns>
public bool GetDouble(string SectionName, string Key, out double Value)
{
Value = 0.0;
string TextValue;
bool Result = GetString(SectionName, Key, out TextValue);
if (Result)
{
Result = Double.TryParse(TextValue, out Value);
}
return Result;
}
private static bool ExtractPath(string Source, out string Path)
{
int start = Source.IndexOf('"');
int end = Source.LastIndexOf('"');
if (start != 1 && end != -1 && start < end)
{
++start;
Path = Source.Substring(start, end - start);
return true;
}
else
{
Path = "";
}
return false;
}
public bool GetPath(string SectionName, string Key, out string Value)
{
string temp;
if (GetString(SectionName, Key, out temp))
{
return ExtractPath(temp, out Value);
}
else
{
Value = "";
}
return false;
}
/// <summary>
/// List of actions that can be performed on a single line from ini file
/// </summary>
enum ParseAction
{
None,
New,
Add,
Remove
}
/// <summary>
/// Checks what action should be performed on a single line from ini file
/// </summary>
private ParseAction GetActionForLine(ref string Line)
{
if (String.IsNullOrEmpty(Line) || Line.StartsWith(";") || Line.StartsWith("//"))
{
return ParseAction.None;
}
else if (Line.StartsWith("-"))
{
Line = Line.Substring(1).TrimStart();
return ParseAction.Remove;
}
else if (Line.StartsWith("+"))
{
Line = Line.Substring(1).TrimStart();
return ParseAction.Add;
}
else
{
// We use Add rather than New when we're not merging config files together in order
// to mimic the behavior of the C++ config cache when loading a single file
return (bIsMergingConfigs) ? ParseAction.New : ParseAction.Add;
}
}
/// <summary>
/// Loads and parses ini file.
/// </summary>
public void ParseIniFile(FileReference Filename)
{
String[] IniLines = null;
List<Command> Commands = null;
if (!FileCache.ContainsKey(Filename.FullName))
{
try
{
IniLines = File.ReadAllLines(Filename.FullName);
Commands = new List<Command>();
FileCache.Add(Filename.FullName, Commands);
}
catch (Exception ex)
{
Console.WriteLine("Error reading ini file: " + Filename + " Exception: " + ex.Message);
}
}
else
{
Commands = FileCache[Filename.FullName];
}
if (IniLines != null && Commands != null)
{
IniSection CurrentSection = null;
// Line Index for exceptions
var LineIndex = 1;
var bMultiLine = false;
var SingleValue = "";
var Key = "";
var LastAction = ParseAction.None;
// Parse each line
foreach (var Line in IniLines)
{
var TrimmedLine = Line.Trim();
// Multiline value support
bool bWasMultiLine = bMultiLine;
bMultiLine = TrimmedLine.EndsWith("\\");
if (bMultiLine)
{
TrimmedLine = TrimmedLine.Substring(0, TrimmedLine.Length - 1).TrimEnd();
}
if (!bWasMultiLine)
{
if (TrimmedLine.StartsWith("["))
{
CurrentSection = FindOrAddSection(TrimmedLine, Filename, LineIndex);
LastAction = ParseAction.None;
if (CurrentSection != null)
{
SectionCommand Command = new SectionCommand();
Command.Filename = Filename;
Command.LineIndex = LineIndex;
Command.TrimmedLine = TrimmedLine;
Commands.Add(Command);
}
}
else
{
if (LastAction != ParseAction.None)
{
throw new IniParsingException("Parsing new key/value pair when the previous one has not yet been processed ({0}, {1}) in {2}, line {3}: {4}", Key, SingleValue, Filename, LineIndex, TrimmedLine);
}
// Check if the line is empty or a comment, also remove any +/- markers
LastAction = GetActionForLine(ref TrimmedLine);
if (LastAction != ParseAction.None)
{
/* if (CurrentSection == null)
{
throw new IniParsingException("Trying to parse key/value pair that doesn't belong to any section in {0}, line {1}: {2}", Filename, LineIndex, TrimmedLine);
}*/
ParseKeyValuePair(TrimmedLine, Filename, LineIndex, out Key, out SingleValue);
}
}
}
if (bWasMultiLine)
{
SingleValue += TrimmedLine;
}
if (!bMultiLine && LastAction != ParseAction.None && CurrentSection != null)
{
ProcessKeyValuePair(CurrentSection, Key, SingleValue, LastAction);
KeyValueCommand Command = new KeyValueCommand();
Command.Key = Key;
Command.Value = SingleValue;
Command.LastAction = LastAction;
Commands.Add(Command);
LastAction = ParseAction.None;
SingleValue = "";
Key = "";
}
else if (CurrentSection == null)
{
LastAction = ParseAction.None;
}
LineIndex++;
}
}
else if (Commands != null)
{
IniSection CurrentSection = null;
// run each command
for (int Idx = 0; Idx < Commands.Count; ++Idx)
{
var Command = Commands[Idx];
if (Command is SectionCommand)
{
CurrentSection = FindOrAddSection((Command as SectionCommand).TrimmedLine, (Command as SectionCommand).Filename, (Command as SectionCommand).LineIndex);
}
else if (Command is KeyValueCommand)
{
ProcessKeyValuePair(CurrentSection, (Command as KeyValueCommand).Key, (Command as KeyValueCommand).Value, (Command as KeyValueCommand).LastAction);
}
}
}
}
/// <summary>
/// Splits a line into key and value
/// </summary>
private static void ParseKeyValuePair(string TrimmedLine, FileReference Filename, int LineIndex, out string Key, out string Value)
{
var AssignIndex = TrimmedLine.IndexOf('=');
if (AssignIndex < 0)
{
throw new IniParsingException("Failed to find value when parsing {0}, line {1}: {2}", Filename, LineIndex, TrimmedLine);
}
Key = TrimmedLine.Substring(0, AssignIndex).Trim();
if (String.IsNullOrEmpty(Key))
{
throw new IniParsingException("Empty key when parsing {0}, line {1}: {2}", Filename, LineIndex, TrimmedLine);
}
Value = TrimmedLine.Substring(AssignIndex + 1).Trim();
if (Value.StartsWith("\""))
{
// Remove quotes
var QuoteEnd = Value.LastIndexOf('\"');
if (QuoteEnd == 0)
{
throw new IniParsingException("Mismatched quotes when parsing {0}, line {1}: {2}", Filename, LineIndex, TrimmedLine);
}
Value = Value.Substring(1, Value.Length - 2);
}
}
/// <summary>
/// Processes parsed key/value pair
/// </summary>
private static void ProcessKeyValuePair(IniSection CurrentSection, string Key, string SingleValue, ParseAction Action)
{
switch (Action)
{
case ParseAction.New:
{
// New/replace
IniValues Value;
if (CurrentSection.TryGetValue(Key, out Value) == false)
{
Value = new IniValues();
CurrentSection.Add(Key, Value);
}
Value.Clear();
Value.Add(SingleValue);
}
break;
case ParseAction.Add:
{
IniValues Value;
if (CurrentSection.TryGetValue(Key, out Value) == false)
{
Value = new IniValues();
CurrentSection.Add(Key, Value);
}
Value.Add(SingleValue);
}
break;
case ParseAction.Remove:
{
IniValues Value;
if (CurrentSection.TryGetValue(Key, out Value))
{
var ExistingIndex = Value.FindIndex(X => (String.Compare(SingleValue, X, true) == 0));
if (ExistingIndex >= 0)
{
Value.RemoveAt(ExistingIndex);
}
}
}
break;
}
}
/// <summary>
/// Finds an existing section or adds a new one
/// </summary>
private IniSection FindOrAddSection(string TrimmedLine, FileReference Filename, int LineIndex)
{
var SectionEndIndex = TrimmedLine.IndexOf(']');
if (SectionEndIndex != (TrimmedLine.Length - 1))
{
throw new IniParsingException("Mismatched brackets when parsing section name in {0}, line {1}: {2}", Filename, LineIndex, TrimmedLine);
}
var SectionName = TrimmedLine.Substring(1, TrimmedLine.Length - 2);
if (String.IsNullOrEmpty(SectionName))
{
throw new IniParsingException("Empty section name when parsing {0}, line {1}: {2}", Filename, LineIndex, TrimmedLine);
}
{
IniSection CurrentSection;
if (Sections.TryGetValue(SectionName, out CurrentSection) == false)
{
CurrentSection = new IniSection();
Sections.Add(SectionName, CurrentSection);
}
return CurrentSection;
}
}
/// <summary>
/// Returns a list of INI filenames for the engine
/// </summary>
private static IEnumerable<FileReference> EnumerateEngineIniFileNames(DirectoryReference EngineDirectory, string BaseIniName)
{
// Engine/Config/Base.ini (included in every ini type, required)
yield return FileReference.Combine(EngineDirectory, "Config", "Base.ini");
// Engine/Config/Base* ini
yield return FileReference.Combine(EngineDirectory, "Config", "Base" + BaseIniName + ".ini");
// Engine/Config/NotForLicensees/Base* ini
yield return FileReference.Combine(EngineDirectory, "Config", "NotForLicensees", "Base" + BaseIniName + ".ini");
}
/// <summary>
/// Returns a list of INI filenames for the given project
/// </summary>
private static IEnumerable<FileReference> EnumerateCrossPlatformIniFileNames(DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory, UnrealTargetPlatform Platform, string BaseIniName, bool SkipEngine)
{
if (!SkipEngine)
{
// Engine/Config/Base.ini (included in every ini type, required)
yield return FileReference.Combine(EngineDirectory, "Config", "Base.ini");
// Engine/Config/Base* ini
yield return FileReference.Combine(EngineDirectory, "Config", "Base" + BaseIniName + ".ini");
// Engine/Config/NotForLicensees/Base* ini
yield return FileReference.Combine(EngineDirectory, "Config", "NotForLicensees", "Base" + BaseIniName + ".ini");
// NOTE: 4.7: See comment in GetSourceIniHierarchyFilenames()
// Engine/Config/NoRedist/Base* ini
// yield return Path.Combine(EngineDirectory, "Config", "NoRedist", "Base" + BaseIniName + ".ini");
}
if (ProjectDirectory != null)
{
// Game/Config/Default* ini
yield return FileReference.Combine(ProjectDirectory, "Config", "Default" + BaseIniName + ".ini");
// Game/Config/NotForLicensees/Default* ini
yield return FileReference.Combine(ProjectDirectory, "Config", "NotForLicensees", "Default" + BaseIniName + ".ini");
// Game/Config/NoRedist/Default* ini
yield return FileReference.Combine(ProjectDirectory, "Config", "NoRedist", "Default" + BaseIniName + ".ini");
}
string PlatformName = GetIniPlatformName(Platform);
if (Platform != UnrealTargetPlatform.Unknown)
{
// Engine/Config/Platform/Platform* ini
yield return FileReference.Combine(EngineDirectory, "Config", PlatformName, PlatformName + BaseIniName + ".ini");
if (ProjectDirectory != null)
{
// Game/Config/Platform/Platform* ini
yield return FileReference.Combine(ProjectDirectory, "Config", PlatformName, PlatformName + BaseIniName + ".ini");
}
}
DirectoryReference UserSettingsFolder = Utils.GetUserSettingDirectory(); // Match FPlatformProcess::UserSettingsDir()
DirectoryReference PersonalFolder = null; // Match FPlatformProcess::UserDir()
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
PersonalFolder = new DirectoryReference(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Documents"));
}
else if (Environment.OSVersion.Platform == PlatformID.Unix)
{
PersonalFolder = new DirectoryReference(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Documents"));
}
else
{
// Not all user accounts have a local application data directory (eg. SYSTEM, used by Jenkins for builds).
string PersonalFolderSetting = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
if(!String.IsNullOrEmpty(PersonalFolderSetting))
{
PersonalFolder = new DirectoryReference(PersonalFolderSetting);
}
}
if(UserSettingsFolder != null)
{
// <AppData>/UE4/EngineConfig/User* ini
yield return FileReference.Combine(UserSettingsFolder, "Unreal Engine", "Engine", "Config", "User" + BaseIniName + ".ini");
}
if(PersonalFolder != null)
{
// <Documents>/UE4/EngineConfig/User* ini
yield return FileReference.Combine(PersonalFolder, "Unreal Engine", "Engine", "Config", "User" + BaseIniName + ".ini");
}
// Game/Config/User* ini
if (ProjectDirectory != null)
{
yield return FileReference.Combine(ProjectDirectory, "Config", "User" + BaseIniName + ".ini");
}
}
/// <summary>
/// Returns the platform name to use as part of platform-specific config files
/// </summary>
private static string GetIniPlatformName(UnrealTargetPlatform TargetPlatform)
{
if (TargetPlatform == UnrealTargetPlatform.Win32 || TargetPlatform == UnrealTargetPlatform.Win64)
{
return "Windows";
}
else
{
return Enum.GetName(typeof(UnrealTargetPlatform), TargetPlatform);
}
}
}
}