Files
UnrealEngineUWP/Engine/Source/Programs/UnrealVersionSelector/Private/UnrealVersionSelector.cpp
Ben Marsh 6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

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

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00

318 lines
9.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "UnrealVersionSelector.h"
#include "RequiredProgramMainCPPInclude.h"
#include "DesktopPlatformModule.h"
#include "PlatformInstallation.h"
IMPLEMENT_APPLICATION(UnrealVersionSelector, "UnrealVersionSelector")
bool GenerateProjectFiles(const FString& ProjectFileName);
bool RegisterCurrentEngineDirectory(bool bPromptForFileAssociations)
{
// Get the current engine directory.
FString EngineRootDir = FPlatformProcess::BaseDir();
if(!FPlatformInstallation::NormalizeEngineRootDir(EngineRootDir))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("The current folder does not contain an engine installation."), TEXT("Error"));
return false;
}
// Get any existing tag name or register a new one
FString Identifier;
if (!FDesktopPlatformModule::Get()->GetEngineIdentifierFromRootDir(EngineRootDir, Identifier))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Couldn't add engine installation."), TEXT("Error"));
return false;
}
// If the launcher isn't installed, set up the file associations
if(!FDesktopPlatformModule::Get()->VerifyFileAssociations())
{
// Prompt for whether to update the file associations
if(!bPromptForFileAssociations || FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, TEXT("Register Unreal Engine file types?"), TEXT("File Types")) == EAppReturnType::Yes)
{
// Relaunch as administrator
FString ExecutableFileName = FString(FPlatformProcess::BaseDir()) / FString(FPlatformProcess::ExecutableName(false));
int32 ExitCode;
if (!FPlatformProcess::ExecElevatedProcess(*ExecutableFileName, TEXT("/fileassociations"), &ExitCode) || ExitCode != 0)
{
return false;
}
}
}
return true;
}
bool RegisterCurrentEngineDirectoryWithPrompt()
{
// Ask whether the user wants to register the directory
if(FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, TEXT("Register this directory as an Unreal Engine installation?"), TEXT("Question")) != EAppReturnType::Yes)
{
return false;
}
// Register the engine directory. We've already prompted for registering the directory, so
if(!RegisterCurrentEngineDirectory(false))
{
return false;
}
// Notify the user that everything is awesome.
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Registration successful."), TEXT("Success"));
return true;
}
bool UpdateFileAssociations()
{
// Update everything
if (!FDesktopPlatformModule::Get()->UpdateFileAssociations())
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Couldn't update file associations."), TEXT("Error"));
return false;
}
return true;
}
bool SwitchVersion(const FString& ProjectFileName)
{
// Get the current identifier
FString Identifier;
FDesktopPlatformModule::Get()->GetEngineIdentifierForProject(ProjectFileName, Identifier);
// Select the new association
if(!FPlatformInstallation::SelectEngineInstallation(Identifier))
{
return false;
}
// Update the project file
if (!FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFileName, Identifier))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Couldn't set association for project. Check the file is writeable."), TEXT("Error"));
return false;
}
// If it's a content-only project, we're done
FProjectStatus ProjectStatus;
if(IProjectManager::Get().QueryStatusForProject(ProjectFileName, ProjectStatus) && !ProjectStatus.bCodeBasedProject)
{
return true;
}
// Generate project files
return GenerateProjectFiles(ProjectFileName);
}
bool SwitchVersionSilent(const FString& ProjectFileName, const FString& IdentifierOrDirectory)
{
// Convert the identifier or directory into an identifier
FString Identifier = IdentifierOrDirectory;
if (Identifier.Contains("\\") || Identifier.Contains("/"))
{
if (!FDesktopPlatformModule::Get()->GetEngineIdentifierFromRootDir(IdentifierOrDirectory, Identifier))
{
return false;
}
}
// Update the project file
if (!FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFileName, Identifier))
{
return false;
}
// If it's a content-only project, we're done
FProjectStatus ProjectStatus;
if(IProjectManager::Get().QueryStatusForProject(ProjectFileName, ProjectStatus) && !ProjectStatus.bCodeBasedProject)
{
return true;
}
// Generate project files
return GenerateProjectFiles(ProjectFileName);
}
bool GetEngineRootDirForProject(const FString& ProjectFileName, FString& OutRootDir)
{
FString Identifier;
return FDesktopPlatformModule::Get()->GetEngineIdentifierForProject(ProjectFileName, Identifier) && FDesktopPlatformModule::Get()->GetEngineRootDirFromIdentifier(Identifier, OutRootDir);
}
bool GetValidatedEngineRootDir(const FString& ProjectFileName, FString& OutRootDir)
{
// Get the engine directory for this project
if (!GetEngineRootDirForProject(ProjectFileName, OutRootDir))
{
// Try to set an association
if(!SwitchVersion(ProjectFileName))
{
return false;
}
// See if it's valid now
if (!GetEngineRootDirForProject(ProjectFileName, OutRootDir))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Error retrieving project root directory"), TEXT("Error"));
return false;
}
}
return true;
}
bool LaunchEditor(const FString& ProjectFileName, const FString& Arguments)
{
// Get the engine root directory
FString RootDir;
if (!GetValidatedEngineRootDir(ProjectFileName, RootDir))
{
return false;
}
// Launch the editor
if (!FPlatformInstallation::LaunchEditor(RootDir, FString::Printf(TEXT("\"%s\" %s"), *ProjectFileName, *Arguments)))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Failed to launch editor"), TEXT("Error"));
return false;
}
return true;
}
bool GenerateProjectFiles(const FString& ProjectFileName)
{
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
// Check it's a code project
FString SourceDir = FPaths::GetPath(ProjectFileName) / TEXT("Source");
if(!IPlatformFile::GetPlatformPhysical().DirectoryExists(*SourceDir))
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("This project does not have any source code. You need to add C++ source files to the project from the Editor before you can generate project files."), TEXT("Error"));
return false;
}
// Get the engine root directory
FString RootDir;
if (!GetValidatedEngineRootDir(ProjectFileName, RootDir))
{
return false;
}
// Start capturing the log output
FStringOutputDevice LogCapture;
LogCapture.SetAutoEmitLineTerminator(true);
GLog->AddOutputDevice(&LogCapture);
// Generate project files
FFeedbackContext* Warn = DesktopPlatform->GetNativeFeedbackContext();
bool bResult = DesktopPlatform->GenerateProjectFiles(RootDir, ProjectFileName, Warn);
GLog->RemoveOutputDevice(&LogCapture);
// Display an error dialog if we failed
if(!bResult)
{
FPlatformInstallation::ErrorDialog(TEXT("Failed to generate project files."), LogCapture);
return false;
}
return true;
}
int Main(const TArray<FString>& Arguments)
{
bool bRes = false;
if (Arguments.Num() == 0)
{
// Add the current directory to the list of installations
bRes = RegisterCurrentEngineDirectoryWithPrompt();
}
else if (Arguments.Num() == 1 && Arguments[0] == TEXT("-register"))
{
// Add the current directory to the list of installations
bRes = RegisterCurrentEngineDirectory(true);
}
else if (Arguments.Num() == 1 && Arguments[0] == TEXT("-fileassociations"))
{
// Update all the settings.
bRes = UpdateFileAssociations();
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("-switchversion"))
{
// Associate with an engine label
bRes = SwitchVersion(Arguments[1]);
}
else if (Arguments.Num() == 3 && Arguments[0] == TEXT("-switchversionsilent"))
{
// Associate with a specific engine label
bRes = SwitchVersionSilent(Arguments[1], Arguments[2]);
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("-editor"))
{
// Open a project with the editor
bRes = LaunchEditor(Arguments[1], L"");
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("-game"))
{
// Play a game using the editor executable
bRes = LaunchEditor(Arguments[1], L"-game");
}
else if (Arguments.Num() == 2 && Arguments[0] == TEXT("-projectfiles"))
{
// Generate Visual Studio project files
bRes = GenerateProjectFiles(Arguments[1]);
}
else
{
// Invalid command line
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Invalid command line"), NULL);
}
return bRes ? 0 : 1;
}
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <Shellapi.h>
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int ShowCmd)
{
int ArgC;
LPWSTR* ArgV = ::CommandLineToArgvW(GetCommandLineW(), &ArgC);
FCommandLine::Set(TEXT(""));
TArray<FString> Arguments;
for (int Idx = 1; Idx < ArgC; Idx++)
{
FString Argument = ArgV[Idx];
if(Argument.Len() > 0 && Argument[0] == '/')
{
Argument[0] = '-';
}
Arguments.Add(Argument);
}
return Main(Arguments);
}
#include "HideWindowsPlatformTypes.h"
#else
int main(int ArgC, const char* ArgV[])
{
FCommandLine::Set(TEXT(""));
TArray<FString> Arguments;
for (int Idx = 1; Idx < ArgC; Idx++)
{
Arguments.Add(ArgV[Idx]);
}
return Main(Arguments);
}
#endif