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https://github.com/izzy2lost/UnrealEngineUWP.git
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103 lines
4.0 KiB
C#
103 lines
4.0 KiB
C#
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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using AutomationTool;
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using UnrealBuildTool;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.IO;
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using Tools.DotNETCommon;
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public class BuildDerivedDataCache : BuildCommand
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{
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public override void ExecuteBuild()
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{
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// Get the list of platform names
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string[] FeaturePacks = ParseParamValue("FeaturePacks").Split(';');
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string TempDir = ParseParamValue("TempDir");
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UnrealTargetPlatform HostPlatform = (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), ParseParamValue("HostPlatform"));
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string TargetPlatforms = ParseParamValue("TargetPlatforms");
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string SavedDir = ParseParamValue("SavedDir");
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// Get paths to everything within the temporary directory
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string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform);
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string RelativePakPath = "Engine/DerivedDataCache/Compressed.ddp";
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string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath);
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string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv");
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List<string> ProjectPakFiles = new List<string>();
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List<string> FeaturePackPaths = new List<string>();
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// loop through all the projects first and bail out if one of them doesn't exist.
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foreach (string FeaturePack in FeaturePacks)
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{
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if (!String.IsNullOrWhiteSpace(FeaturePack))
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{
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string FeaturePackPath = CommandUtils.CombinePaths(CommandUtils.RootDirectory.FullName, FeaturePack);
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if (!CommandUtils.FileExists(FeaturePackPath))
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{
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throw new AutomationException("Could not find project: " + FeaturePack);
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}
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FeaturePackPaths.Add(FeaturePackPath);
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}
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}
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// loop through all the paths and generate ddc data for them
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foreach (string FeaturePackPath in FeaturePackPaths)
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{
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string ProjectSpecificPlatforms = TargetPlatforms;
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FileReference FileRef = new FileReference(FeaturePackPath);
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string GameName = FileRef.GetFileNameWithoutAnyExtensions();
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ProjectDescriptor Project = ProjectDescriptor.FromFile(FileRef);
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if (Project.TargetPlatforms != null && Project.TargetPlatforms.Length > 0)
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{
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// Restrict target platforms used to those specified in project file
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List<string> FilteredPlatforms = new List<string>();
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// Always include the editor platform for cooking
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string EditorCookPlatform = Platform.GetPlatform(HostPlatform).GetEditorCookPlatform();
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if (TargetPlatforms.Contains(EditorCookPlatform))
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{
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FilteredPlatforms.Add(EditorCookPlatform);
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}
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foreach (string TargetPlatform in Project.TargetPlatforms)
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{
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if (TargetPlatforms.Contains(TargetPlatform))
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{
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FilteredPlatforms.Add(TargetPlatform);
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}
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}
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ProjectSpecificPlatforms = CommandUtils.CombineCommandletParams(FilteredPlatforms.Distinct().ToArray());
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}
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CommandUtils.Log("Generating DDC data for {0} on {1}", GameName, ProjectSpecificPlatforms);
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CommandUtils.DDCCommandlet(FileRef, EditorExe, null, ProjectSpecificPlatforms, "-fill -DDC=CreateInstalledEnginePak -ProjectOnly");
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string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), String.Format("Compressed-{0}.ddp", GameName));
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CommandUtils.DeleteFile(ProjectPakFile);
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CommandUtils.RenameFile(OutputPakFile, ProjectPakFile);
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string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv");
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CommandUtils.DeleteFile(ProjectCsvFile);
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CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile);
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ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile));
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}
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// Generate DDC for the editor, and merge all the other PAK files in
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CommandUtils.Log("Generating DDC data for engine content on {0}", TargetPlatforms);
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CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak " + CommandUtils.MakePathSafeToUseWithCommandLine("-MergePaks=" + String.Join("+", ProjectPakFiles)));
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string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath);
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CommandUtils.CopyFile(OutputPakFile, SavedPakFile);
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}
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}
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