Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/CompileScriptModules.cs
jonathan adamczewski 78c6821f12 AutomationUtils:
PS4 automation script is not able to be built on Linux - prevent the attempt.

#jira UE-115989

#ROBOMERGE-SOURCE: CL 17328611 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17328642 by jonathan adamczewski in ue5-release-engine-test branch]
2021-08-26 20:15:24 -04:00

920 lines
33 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using Microsoft.Build.Execution;
using Microsoft.Build.Evaluation;
using Microsoft.Build.Framework;
using Microsoft.Build.Graph;
using Microsoft.Build.Locator;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Net.Mail;
using System.Text;
using System.Text.Json;
using Microsoft.Build.Globbing;
using Microsoft.Build.Shared;
using UnrealBuildBase;
namespace AutomationToolDriver
{
public partial class Program
{
// Cache records of last-modified times for files
class WriteTimeCache
{
private Dictionary<string, DateTime> WriteTimes = new Dictionary<string, DateTime>();
public DateTime GetLastWriteTime(string BasePath, string RelativeFilePath)
{
string NormalizedPath = Path.GetFullPath(RelativeFilePath, BasePath);
if (!WriteTimes.TryGetValue(NormalizedPath, out DateTime WriteTime))
{
WriteTimes.Add(NormalizedPath, WriteTime = File.GetLastWriteTime(NormalizedPath));
}
return WriteTime;
}
}
/// <summary>
/// Locates script modules, builds them if necessary, returns set of .dll files
/// </summary>
/// <param name="ScriptsForProjectFileName"></param>
/// <param name="AdditionalScriptsFolders"></param>
/// <param name="bForceCompile"></param>
/// <param name="bUseBuildRecords"></param>
/// <param name="bBuildSuccess"></param>
/// <returns></returns>
public static HashSet<FileReference> InitializeScriptModules(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders, bool bForceCompile, bool bUseBuildRecords, out bool bBuildSuccess)
{
WriteTimeCache WriteTimeCache = new WriteTimeCache();
HashSet<FileReference> FoundAutomationProjects = FindAutomationProjects(ScriptsForProjectFileName, AdditionalScriptsFolders);
if (!bForceCompile && bUseBuildRecords)
{
// fastest path: if we have an up-to-date record of a previous build, we should be able to start faster
HashSet<FileReference> ScriptModules = TryGetAllUpToDateScriptModules(FoundAutomationProjects, ref WriteTimeCache);
if (ScriptModules != null)
{
bBuildSuccess = true;
return ScriptModules;
}
}
// If the engine is installed, let's assume that there are valid .uatbuildrecord files (they live alongside .csproj files)
// Which means if we didn't find them, there's a bigger problem that needs to be addressed)
if (Unreal.IsEngineInstalled())
{
bBuildSuccess = false;
return null;
}
// Fall back to the slower approach: use msbuild to load csproj files & build as necessary
RegisterMsBuildPath();
return BuildAllScriptPlugins(FoundAutomationProjects, bForceCompile, out bBuildSuccess, ref WriteTimeCache);
}
// Acceleration structure:
// used to encapsulate a full set of dependencies for an msbuild project - explicit and (not yet) glob
// .uatbuildrecord files are written to disk beside .csproj files (for ease of discovery)
class UATBuildRecord
{
// Version number making it possible to quickly invalidate written records.
public static readonly int CurrentVersion = 3;
public int Version { get; set; } // what value does this get if deserialized from a file with no value for this field?
// The time that the target assembly was built (read from the file after the build)
public DateTime TargetBuildTime { get; set; }
// all paths are relative to the project directory
// assembly (dll) location
public string TargetPath { get; set; }
// Paths of referenced projects
public HashSet<string> ProjectReferences { get; set; } = new HashSet<string>();
// file dependencies from non-glob sources
public HashSet<string> Dependencies { get; set; } = new HashSet<string>();
// file dependencies from globs
public HashSet<string> GlobbedDependencies { get; set; } = new HashSet<string>();
public class Glob
{
public string ItemType { get; set; }
public List<string> Include { get; set; }
public List<string> Exclude { get; set; }
public List<string> Remove { get; set; }
}
public List<Glob> Globs { get; set; } = new List<Glob>();
}
private static bool ValidateGlobbedFiles(string ProjectDirectory,
List<UATBuildRecord.Glob> Globs, HashSet<string> GlobbedDependencies, out string ValidationFailureMessage)
{
// First, evaluate globs
// Files are grouped by ItemType (e.g. Compile, EmbeddedResource) to ensure that Exclude and
// Remove act as expected.
Dictionary<string, HashSet<string>> Files = new Dictionary<string, HashSet<string>>();
foreach (UATBuildRecord.Glob Glob in Globs)
{
HashSet<string> TypedFiles;
if (!Files.TryGetValue(Glob.ItemType, out TypedFiles))
{
TypedFiles = new HashSet<string>();
Files.Add(Glob.ItemType, TypedFiles);
}
foreach (string IncludePath in Glob.Include)
{
TypedFiles.UnionWith(FileMatcher.Default.GetFiles(ProjectDirectory, IncludePath, Glob.Exclude));
}
foreach (string Remove in Glob.Remove)
{
// FileMatcher.IsMatch() doesn't handle inconsistent path separators correctly - which is why globs
// are normalized when they are added to UATBuildRecord
TypedFiles.RemoveWhere(F => FileMatcher.IsMatch(F, Remove));
}
}
// Then, validation that our evaluation matches what we're comparing against
bool bValid = true;
StringBuilder ValidationFailureText = new StringBuilder();
// Look for extra files that were found
foreach (HashSet<string> TypedFiles in Files.Values)
{
foreach (string File in TypedFiles)
{
if (!GlobbedDependencies.Contains(File))
{
ValidationFailureText.AppendLine($"Found additional file {File}");
bValid = false;
}
}
}
// Look for files that are missing
foreach (string File in GlobbedDependencies)
{
bool bFound = false;
foreach (HashSet<string> TypedFiles in Files.Values)
{
if (TypedFiles.Contains(File))
{
bFound = true;
break;
}
}
if (!bFound)
{
ValidationFailureText.AppendLine($"Did not find {File}");
bValid = false;
}
}
ValidationFailureMessage = ValidationFailureText.ToString();
return bValid;
}
private static bool ValidateBuildRecord(UATBuildRecord BuildRecord, string ProjectDirectory, out string ValidationFailureMessage,
ref WriteTimeCache Cache)
{
string TargetRelativePath =
Path.GetRelativePath(Unreal.EngineDirectory.FullName, BuildRecord.TargetPath);
if (BuildRecord.Version != UATBuildRecord.CurrentVersion)
{
ValidationFailureMessage =
$"version does not match: build record has version {BuildRecord.Version}; current version is {UATBuildRecord.CurrentVersion}";
return false;
}
DateTime TargetWriteTime = Cache.GetLastWriteTime(ProjectDirectory, BuildRecord.TargetPath);
if (BuildRecord.TargetBuildTime != TargetWriteTime)
{
ValidationFailureMessage =
$"recorded target build time ({BuildRecord.TargetBuildTime}) does not match {TargetRelativePath} ({TargetWriteTime})";
return false;
}
foreach (string Dependency in BuildRecord.Dependencies)
{
if (Cache.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
{
ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
return false;
}
}
if (!ValidateGlobbedFiles(ProjectDirectory, BuildRecord.Globs, BuildRecord.GlobbedDependencies,
out ValidationFailureMessage))
{
return false;
}
foreach (string Dependency in BuildRecord.GlobbedDependencies)
{
if (Cache.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
{
ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
return false;
}
}
return true;
}
private static UATBuildRecord LoadUpToDateBuildRecord(FileReference ProjectPath, ref WriteTimeCache Cache)
{
// .uatbuildrecord files are created adjacent to .csproj files
FileReference BuildRecordPath = ProjectPath.ChangeExtension(".uatbuildrecord");
string AutomationProjectRelativePath =
Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
// If there is a missing build record, we stop checking here and fall back to the slower path
if (!FileReference.Exists(BuildRecordPath))
{
Log.TraceLog($"[{AutomationProjectRelativePath}] has no build record");
return null;
}
// filesystem errors or json parsing might result in an exception. If that happens, we fall back to the
// slower path - .uatbuildrecord files will be re-generated, other filesystem errors may persist
try
{
UATBuildRecord BuildRecord =
JsonSerializer.Deserialize<UATBuildRecord>(FileReference.ReadAllText(BuildRecordPath));
if (!Unreal.IsEngineInstalled())
{
if (!ValidateBuildRecord(BuildRecord, ProjectPath.Directory.FullName,
out string ValidationFailureMessage, ref Cache))
{
Log.TraceLog($"[{AutomationProjectRelativePath}] {ValidationFailureMessage}");
return null;
}
}
return BuildRecord;
}
catch(Exception Ex)
{
// Any problems accessing files or parsing json, stop checking & fall back to build path
Log.TraceLog($"[{AutomationProjectRelativePath}] Script modules are not up to date: {Ex.Message}"); // {Ex.StackTrace}");
return null;
}
}
// Loads build records for each project, if they exist, and then checks all recorded build dependencies to ensure
// that nothing has changed since the last build.
// This function is (currently?) all-or-nothing: either all projects are up-to-date, or none are.
private static HashSet<FileReference> TryGetAllUpToDateScriptModules(HashSet<FileReference> FoundAutomationProjects, ref WriteTimeCache Cache)
{
Dictionary<FileReference, UATBuildRecord> BuildRecords = new Dictionary<FileReference, UATBuildRecord>();
bool LoadProjects(FileReference ProjectPath, ref WriteTimeCache Cache)
{
if (BuildRecords.ContainsKey(ProjectPath))
{
return true;
}
UATBuildRecord BuildRecord = LoadUpToDateBuildRecord(ProjectPath, ref Cache);
if (BuildRecord == null)
{
return false;
}
BuildRecords.Add(ProjectPath, BuildRecord);
foreach (string ReferencedProjectPath in BuildRecord.ProjectReferences)
{
FileReference FullProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, ProjectPath.Directory.FullName));
if (!LoadProjects(FullProjectPath, ref Cache))
{
return false;
}
}
return true;
}
HashSet<FileReference> FoundAssemblies = new HashSet<FileReference>();
foreach (FileReference AutomationProject in FoundAutomationProjects)
{
if (!LoadProjects(AutomationProject, ref Cache))
{
return null;
}
FoundAssemblies.Add(FileReference.Combine(AutomationProject.Directory, BuildRecords[AutomationProject].TargetPath));
}
// it is possible that a referenced project has been rebuilt separately, that it is up to date, but that
// its build time is newer than a project that references it. Check for that.
foreach (KeyValuePair<FileReference, UATBuildRecord> Entry in BuildRecords)
{
foreach(string ReferencedProjectPath in Entry.Value.ProjectReferences)
{
FileReference FullReferencedProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, Entry.Key.Directory.FullName));
if (BuildRecords[FullReferencedProjectPath].TargetBuildTime > Entry.Value.TargetBuildTime)
{
Log.TraceLog($"[{Entry.Key.MakeRelativeTo(Unreal.EngineDirectory)}] referenced project target {BuildRecords[FullReferencedProjectPath].TargetPath} build time ({BuildRecords[FullReferencedProjectPath].TargetBuildTime}) is more recent than this project's build time ({Entry.Value.TargetBuildTime})");
return null;
}
}
}
return FoundAssemblies;
}
/// <summary>
/// Register our bundled dotnet installation to be used by Microsoft.Build
/// This needs to happen in a function called before the first use of any Microsoft.Build types
/// </summary>
private static void RegisterMsBuildPath()
{
// Find our bundled dotnet SDK
List<string> ListOfSdks = new List<string>();
ProcessStartInfo StartInfo = new ProcessStartInfo
{
FileName = Unreal.DotnetPath.FullName,
RedirectStandardOutput = true,
UseShellExecute = false,
ArgumentList = { "--list-sdks" }
};
StartInfo.EnvironmentVariables["DOTNET_MULTILEVEL_LOOKUP"] = "0"; // use only the bundled dotnet installation - ignore any other/system dotnet install
Process DotnetProcess = Process.Start(StartInfo);
{
string Line;
while ((Line = DotnetProcess.StandardOutput.ReadLine()) != null)
{
ListOfSdks.Add(Line);
}
}
DotnetProcess.WaitForExit();
if (ListOfSdks.Count != 1)
{
throw new Exception("Expected only one sdk installed for bundled dotnet");
}
// Expected output has this form:
// 3.1.403 [D:\UE5_Main\engine\binaries\ThirdParty\DotNet\Windows\sdk]
string SdkVersion = ListOfSdks[0].Split(' ')[0];
DirectoryReference DotnetSdkDirectory = DirectoryReference.Combine(Unreal.DotnetDirectory, "sdk", SdkVersion);
if (!DirectoryReference.Exists(DotnetSdkDirectory))
{
throw new Exception("Failed to find .NET SDK directory: " + DotnetSdkDirectory.FullName);
}
MSBuildLocator.RegisterMSBuildPath(DotnetSdkDirectory.FullName);
}
/// <summary>
/// Determines if a particular script module is supported on the current platform;
/// </summary>
private static bool IsScriptModuleSupported(string ModuleName)
{
if (RuntimePlatform.IsMac)
{
List<string> UnsupportedModules = new List<string>()
{
"GauntletExtras", "GDK", "WinGDK", "XboxCommonGDK", "XboxOneGDK", "XSX",
"FortniteGame", "PS4", "PS5", "Switch",
};
foreach (string UnsupportedModule in UnsupportedModules)
{
if (ModuleName.StartsWith(UnsupportedModule, StringComparison.OrdinalIgnoreCase))
{
return false;
}
}
}
else if (RuntimePlatform.IsLinux)
{
if (ModuleName.StartsWith("Gauntlet", StringComparison.OrdinalIgnoreCase))
{
return false;
}
if (ModuleName.StartsWith("PS4", StringComparison.OrdinalIgnoreCase))
{
return false;
}
}
return true;
}
static HashSet<FileReference> FindAutomationProjects(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
{
HashSet<FileReference> FoundAutomationProjects = new HashSet<FileReference>();
// Configure the rules compiler
// Get all game folders and convert them to build subfolders.
List<DirectoryReference> AllGameFolders = new List<DirectoryReference>();
if (ScriptsForProjectFileName == null)
{
AllGameFolders = NativeProjectsBase.EnumerateProjectFiles().Select(x => x.Directory).ToList();
}
else
{
// Project automation scripts currently require source engine builds
if (!Unreal.IsEngineInstalled())
{
DirectoryReference ScriptsDir = new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName));
ScriptsDir = DirectoryReference.FindCorrectCase(ScriptsDir);
AllGameFolders = new List<DirectoryReference> { ScriptsDir };
}
}
AdditionalScriptsFolders = AdditionalScriptsFolders ?? new List<string>();
List<DirectoryReference> AllAdditionalScriptFolders = AdditionalScriptsFolders.Select(
x => DirectoryReference.FindCorrectCase(new DirectoryReference(x))).ToList();
foreach (DirectoryReference Folder in AllGameFolders)
{
DirectoryReference GameBuildFolder = DirectoryReference.Combine(Folder, "Build");
if (DirectoryReference.Exists(GameBuildFolder))
{
AllAdditionalScriptFolders.Add(GameBuildFolder);
}
}
Log.TraceVerbose("Discovering game folders.");
List<FileReference> DiscoveredModules = Rules.FindAllRulesSourceFiles(Rules.RulesFileType.AutomationModule,
GameFolders: AllGameFolders, ForeignPlugins: null, AdditionalSearchPaths: AllAdditionalScriptFolders);
foreach (FileReference ModuleFilename in DiscoveredModules)
{
if (IsScriptModuleSupported(ModuleFilename.GetFileNameWithoutAnyExtensions()))
{
FoundAutomationProjects.Add(ModuleFilename);
}
else
{
Log.TraceVerbose("Script module {0} filtered by the Host Platform and will not be compiled.", ModuleFilename);
}
}
return FoundAutomationProjects;
}
class MLogger : ILogger
{
LoggerVerbosity ILogger.Verbosity { get => LoggerVerbosity.Normal; set => throw new NotImplementedException(); }
string ILogger.Parameters { get => throw new NotImplementedException(); set { } }
public bool bVeryVerboseLog = false;
bool bFirstError = true;
void ILogger.Initialize(IEventSource EventSource)
{
EventSource.ProjectStarted += new ProjectStartedEventHandler(eventSource_ProjectStarted);
EventSource.TaskStarted += new TaskStartedEventHandler(eventSource_TaskStarted);
EventSource.MessageRaised += new BuildMessageEventHandler(eventSource_MessageRaised);
EventSource.WarningRaised += new BuildWarningEventHandler(eventSource_WarningRaised);
EventSource.ErrorRaised += new BuildErrorEventHandler(eventSource_ErrorRaised);
EventSource.ProjectFinished += new ProjectFinishedEventHandler(eventSource_ProjectFinished);
}
void eventSource_ErrorRaised(object Sender, BuildErrorEventArgs e)
{
if (bFirstError)
{
Trace.WriteLine("");
Log.WriteLine(LogEventType.Console, "");
bFirstError = false;
}
string Message = $"{e.File}({e.LineNumber},{e.ColumnNumber}): error {e.Code}: {e.Message} ({e.ProjectFile})";
Trace.WriteLine(Message); // double-clickable message in VS output
Log.WriteLine(LogEventType.Console, Message);
}
void eventSource_WarningRaised(object Sender, BuildWarningEventArgs e)
{
if (bFirstError)
{
Trace.WriteLine("");
Log.WriteLine(LogEventType.Console, "");
bFirstError = false;
}
string Message = $"{e.File}({e.LineNumber},{e.ColumnNumber}): warning {e.Code}: {e.Message} ({e.ProjectFile})";
Trace.WriteLine(Message); // double-clickable message in VS output
Log.WriteLine(LogEventType.Console, Message);
}
void eventSource_MessageRaised(object Sender, BuildMessageEventArgs e)
{
if (bVeryVerboseLog)
{
//if (!String.Equals(e.SenderName, "ResolveAssemblyReference"))
//if (e.Message.Contains("atic"))
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
}
void eventSource_ProjectStarted(object Sender, ProjectStartedEventArgs e)
{
if (bVeryVerboseLog)
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
void eventSource_ProjectFinished(object Sender, ProjectFinishedEventArgs e)
{
if (bVeryVerboseLog)
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
void eventSource_TaskStarted(object Sender, TaskStartedEventArgs e)
{
if (bVeryVerboseLog)
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
void ILogger.Shutdown()
{
}
}
static readonly Dictionary<string, string> GlobalProperties = new Dictionary<string, string>
{
{ "EngineDir", Unreal.EngineDirectory.FullName },
#if DEBUG
{ "Configuration", "Debug" },
#else
{ "Configuration", "Development" },
#endif
};
private static HashSet<FileReference> BuildAllScriptPlugins(HashSet<FileReference> FoundAutomationProjects, bool bForceCompile, out bool bBuildSuccess, ref WriteTimeCache Cache)
{
// The -IgnoreBuildRecords prevents the loading & parsing of .uatbuildrecord files - but UATBuildRecord objects will be used in this function regardless
Dictionary<FileReference, UATBuildRecord> BuildRecords = new Dictionary<FileReference, UATBuildRecord>();
{
Dictionary<string, Project> Projects = new Dictionary<string, Project>();
// Microsoft.Build.Evaluation.Project provides access to information stored in the .csproj xml that is
// not available when using Microsoft.Build.Execution.ProjectInstance (used later in this function and
// in BuildProjects) - particularly, to access glob information defined in the source file.
// Load all found automation projects, and any other referenced projects.
foreach (FileReference ProjectPath in FoundAutomationProjects)
{
void LoadProjectAndReferences(string ProjectPath, string ReferencedBy)
{
ProjectPath = Path.GetFullPath(ProjectPath);
if (!Projects.ContainsKey(ProjectPath))
{
Project Project;
// Microsoft.Build.Evaluation.Project doesn't give a lot of useful information if this fails,
// so make sure to print our own diagnostic info if something goes wrong
try
{
Project = new Project(ProjectPath, GlobalProperties, toolsVersion: null);
}
catch (Microsoft.Build.Exceptions.InvalidProjectFileException IPFEx)
{
Log.TraceError($"Could not load project file {ProjectPath}");
Log.TraceError(IPFEx.BaseMessage);
if (!String.IsNullOrEmpty(ReferencedBy))
{
Log.TraceError($"Referenced by: {ReferencedBy}");
}
if (Projects.Count > 0)
{
Log.TraceError("See the log file for the list of previously loaded projects.");
Log.TraceLog("Loaded projects (most recently loaded first):");
foreach (string Path in Projects.Keys.Reverse())
{
Log.TraceLog($" {Path}");
}
}
throw IPFEx;
}
Projects.Add(ProjectPath, Project);
ReferencedBy = String.IsNullOrEmpty(ReferencedBy) ? ProjectPath : $"{ProjectPath}{Environment.NewLine}{ReferencedBy}";
foreach (string ReferencedProject in Project.GetItems("ProjectReference").
Select(I => I.EvaluatedInclude))
{
LoadProjectAndReferences(Path.Combine(Project.DirectoryPath, ReferencedProject), ReferencedBy);
}
}
}
LoadProjectAndReferences(ProjectPath.FullName, null);
}
// generate a BuildRecord for each loaded project - the gathered information will be used to determine if the project is
// out of date, and if building this project can be skipped. It is also used to populate the .uatbuildrecord after the
// build completes
foreach (Project Project in Projects.Values)
{
string TargetPath = Path.GetRelativePath(Project.DirectoryPath, Project.GetPropertyValue("TargetPath"));
UATBuildRecord BuildRecord = new UATBuildRecord()
{
Version = UATBuildRecord.CurrentVersion,
TargetPath = TargetPath,
TargetBuildTime = Cache.GetLastWriteTime(Project.DirectoryPath, TargetPath),
};
// the .csproj
BuildRecord.Dependencies.Add(Path.GetRelativePath(Project.DirectoryPath, Project.FullPath));
// Imports: files included in the xml (typically props, targets, etc)
foreach (ResolvedImport Import in Project.Imports)
{
string ImportPath = Path.GetRelativePath(Project.DirectoryPath, Import.ImportedProject.FullPath);
// nuget.g.props and nuget.g.targets are generated by Restore, and are frequently re-written;
// it should be safe to ignore these files - changes to references from a .csproj file will
// show up as that file being out of date.
if (ImportPath.IndexOf("nuget.g.") != -1)
{
continue;
}
BuildRecord.Dependencies.Add(ImportPath);
}
// References: e.g. Ionic.Zip.Reduced.dll, fastJSON.dll
foreach (var Item in Project.GetItems("Reference"))
{
BuildRecord.Dependencies.Add(Item.GetMetadataValue("HintPath"));
}
foreach (ProjectItem ReferencedProjectItem in Project.GetItems("ProjectReference"))
{
BuildRecord.ProjectReferences.Add(ReferencedProjectItem.EvaluatedInclude);
}
foreach (ProjectItem CompileItem in Project.GetItems("Compile"))
{
if (FileMatcher.HasWildcards(CompileItem.UnevaluatedInclude))
{
BuildRecord.GlobbedDependencies.Add(CompileItem.EvaluatedInclude);
}
else
{
BuildRecord.Dependencies.Add(CompileItem.EvaluatedInclude);
}
}
foreach (ProjectItem ContentItem in Project.GetItems("Content"))
{
if (FileMatcher.HasWildcards(ContentItem.UnevaluatedInclude))
{
BuildRecord.GlobbedDependencies.Add(ContentItem.EvaluatedInclude);
}
else
{
BuildRecord.Dependencies.Add(ContentItem.EvaluatedInclude);
}
}
foreach (ProjectItem EmbeddedResourceItem in Project.GetItems("EmbeddedResource"))
{
if (FileMatcher.HasWildcards(EmbeddedResourceItem.UnevaluatedInclude))
{
BuildRecord.GlobbedDependencies.Add(EmbeddedResourceItem.EvaluatedInclude);
}
else
{
BuildRecord.Dependencies.Add(EmbeddedResourceItem.EvaluatedInclude);
}
}
// this line right here is slow: ~30-40ms per project (which can be more than a second total)
// making it one of the slowest steps in gathering or checking dependency information from
// .csproj files (after loading as Microsoft.Build.Evalation.Project)
//
// This also returns a lot more information than we care for - MSBuildGlob objects,
// which have a range of precomputed values. It may be possible to take source for
// GetAllGlobs() and construct a version that does less.
var Globs = Project.GetAllGlobs();
// FileMatcher.IsMatch() requires directory separators in glob strings to match the
// local flavor. There's probably a better way.
string CleanGlobString(string GlobString)
{
char Sep = Path.DirectorySeparatorChar;
char NotSep = Sep == '/' ? '\\' : '/'; // AltDirectorySeparatorChar isn't always what we need (it's '/' on Mac)
var Chars = GlobString.ToCharArray();
int P = 0;
for (int I = 0; I < GlobString.Length; ++I, ++P)
{
// Flip a non-native separator
if (Chars[I] == NotSep)
{
Chars[P] = Sep;
}
else
{
Chars[P] = Chars[I];
}
// Collapse adjacent separators
if (I > 0 && Chars[P] == Sep && Chars[P - 1] == Sep )
{
P -= 1;
}
}
return new string(Chars, 0, P);
}
foreach (var Glob in Globs)
{
if (String.Equals("None", Glob.ItemElement.ItemType))
{
// don't record the default "None" glob - it's not (?) a trigger for any Automation rebuild
continue;
}
List<string> Include = new List<string>(Glob.IncludeGlobs.Select(F => CleanGlobString(F)));
List<string> Exclude = new List<string>(Glob.Excludes.Select(F => CleanGlobString(F)));
List<string> Remove = new List<string>(Glob.Removes.Select(F => CleanGlobString(F)));
BuildRecord.Globs.Add(new UATBuildRecord.Glob() { ItemType = Glob.ItemElement.ItemType,
Include = Include, Exclude = Exclude, Remove = Remove });
}
BuildRecords.Add(FileReference.FromString(Project.FullPath), BuildRecord);
}
}
// Potential optimization: Contructing the ProjectGraph here gives the full graph of dependencies - which is nice,
// but not strictly necessary, and slower than doing it some other way.
ProjectGraph InputProjectGraph;
InputProjectGraph = new ProjectGraph(FoundAutomationProjects.Select(P => P.FullName), GlobalProperties);
// A ProjectGraph that will represent the set of projects that we actually want to build
ProjectGraph BuildProjectGraph = null;
if (bForceCompile)
{
Log.TraceLog("Script modules will build: '-Compile' on command line");
BuildProjectGraph = InputProjectGraph;
}
else
{
HashSet<ProjectGraphNode> OutOfDateProjects = new HashSet<ProjectGraphNode>(FoundAutomationProjects.Count);
foreach (ProjectGraphNode Project in InputProjectGraph.ProjectNodesTopologicallySorted)
{
UATBuildRecord BuildRecord = BuildRecords[FileReference.FromString(Project.ProjectInstance.FullPath)];
string ValidationFailureMessage;
if (!ValidateBuildRecord(BuildRecord, Project.ProjectInstance.Directory,
out ValidationFailureMessage, ref Cache))
{
Log.TraceLog($"[{Path.GetFileName(Project.ProjectInstance.FullPath)}] is out of date:\n{ValidationFailureMessage}");
OutOfDateProjects.Add(Project);
}
}
// it is possible that a referenced project has been rebuilt separately, that it is up to date, but that
// its build time is newer than a project that references it. Check for that.
foreach (ProjectGraphNode Project in InputProjectGraph.ProjectNodesTopologicallySorted)
{
UATBuildRecord BuildRecord = BuildRecords[FileReference.FromString(Project.ProjectInstance.FullPath)];
foreach(string ReferencedProjectPath in BuildRecord.ProjectReferences)
{
FileReference FullReferencedProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, Project.ProjectInstance.Directory));
if (BuildRecords[FullReferencedProjectPath].TargetBuildTime > BuildRecord.TargetBuildTime)
{
Log.TraceLog($"[{Path.GetFileName(Project.ProjectInstance.FullPath)}] referenced project target {BuildRecords[FullReferencedProjectPath].TargetPath} build time ({BuildRecords[FullReferencedProjectPath].TargetBuildTime}) is more recent than this project's build time ({BuildRecord.TargetBuildTime})");
OutOfDateProjects.Add(Project);
}
}
}
// for any out of date project, mark everything that references it as out of date
Queue<ProjectGraphNode> OutOfDateQueue = new Queue<ProjectGraphNode>(OutOfDateProjects);
while (OutOfDateQueue.TryDequeue(out ProjectGraphNode OutOfDateProject))
{
foreach (ProjectGraphNode Referee in OutOfDateProject.ReferencingProjects)
{
if (OutOfDateProjects.Add(Referee))
{
OutOfDateQueue.Enqueue(Referee);
}
}
}
if (OutOfDateProjects.Count > 0)
{
BuildProjectGraph = new ProjectGraph(OutOfDateProjects.Select(P => P.ProjectInstance.FullPath), GlobalProperties);
}
}
if (BuildProjectGraph != null)
{
bBuildSuccess = BuildProjects(BuildProjectGraph);
}
else
{
bBuildSuccess = true;
}
// write all build records
foreach (ProjectGraphNode ProjectNode in InputProjectGraph.ProjectNodes)
{
FileReference ProjectPath = FileReference.FromString(ProjectNode.ProjectInstance.FullPath);
UATBuildRecord BuildRecord = BuildRecords[ProjectPath];
// update target build times into build records to ensure everything is up-to-date
FileReference FullPath = FileReference.Combine(ProjectPath.Directory, BuildRecord.TargetPath);
BuildRecord.TargetBuildTime = FileReference.GetLastWriteTime(FullPath);
File.WriteAllText( ProjectPath.ChangeExtension(".uatbuildrecord").FullName,
JsonSerializer.Serialize(BuildRecords[ProjectPath], new JsonSerializerOptions {WriteIndented = true}));
}
// todo: re-verify build records after a build to verify that everything is actually up to date
// even if only a subset was built, this function returns the full list of target assembly paths
return new HashSet<FileReference>(InputProjectGraph.EntryPointNodes.Select(
Project => FileReference.FromString(Project.ProjectInstance.GetPropertyValue("TargetPath"))));
}
private static bool BuildProjects(ProjectGraph AutomationProjectGraph)
{
var Logger = new MLogger();
string[] TargetsToBuild = { "Restore", "Build" };
bool Result = true;
Log.TraceInformation($"Building {AutomationProjectGraph.EntryPointNodes.Count} projects (see Log 'Engine/Programs/AutomationTool/Saved/Logs/Log.txt' for more details)");
foreach (string TargetToBuild in TargetsToBuild)
{
var GraphRequest = new GraphBuildRequestData(AutomationProjectGraph, new string[] { TargetToBuild });
var BuildMan = BuildManager.DefaultBuildManager;
var BuildParameters = new BuildParameters();
BuildParameters.AllowFailureWithoutError = false;
BuildParameters.DetailedSummary = true;
BuildParameters.Loggers = new List<ILogger> { Logger };
BuildParameters.MaxNodeCount = 1; // msbuild bug - more than 1 here and the build stalls. Likely related to https://github.com/dotnet/msbuild/issues/1941
BuildParameters.OnlyLogCriticalEvents = false;
BuildParameters.ShutdownInProcNodeOnBuildFinish = false;
BuildParameters.GlobalProperties = GlobalProperties;
Log.TraceInformation($" {TargetToBuild}...");
GraphBuildResult BuildResult = BuildMan.Build(BuildParameters, GraphRequest);
if (BuildResult.OverallResult == BuildResultCode.Failure)
{
Log.TraceInformation("");
foreach (var NodeResult in BuildResult.ResultsByNode)
{
if (NodeResult.Value.OverallResult == BuildResultCode.Failure)
{
Log.TraceError($" Failed to build: {NodeResult.Key.ProjectInstance.FullPath}");
}
}
Result = false;
}
}
Log.TraceInformation(" build complete.");
return Result;
}
}
}