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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3146735 on 2016/09/30 by Ben.Marsh EC: Add the standard postprocessor onto conform job steps. Change 3147190 on 2016/09/30 by Ben.Marsh UBT: Add a whitelist for circular dependencies between modules, and output a warning if any new circular dependencies are added. Change 3148611 on 2016/10/03 by Matthew.Griffin Added list of Dependant modules to EULA check #jira UE-29432 Change 3149098 on 2016/10/03 by Ben.Marsh PR #2821: Fix to stop BuildGraph-created files from being tracked by Git (*.manifest and 'LocalBuilds/') (Contributed by BrodyHiggerson) Change 3149395 on 2016/10/03 by Ben.Marsh UBT: Don't execute pre- and post-build steps when generating project files. Change 3150398 on 2016/10/04 by Ben.Marsh UBT: Fix support for the OptimizeCode setting on Mac, HTML5, Android, Linux, iOS, and XboxOne, and use it to control optimization level in DebugGame configurations. Also determine whether optimization should be enabled for a module at the UEBuildModule level, rather than deriving it (inconsistently) from the ModuleRules enum in the toolchain. #jira UE-18652 Change 3150569 on 2016/10/04 by Ben.Marsh UBT: Remove the NativeBuildEnvironmentConfiguration and NativeBuildEnvironmentConfiguration.TargetInfo classes; store the platform/configuration/architecture on the CPPEnvironment and LinkEnvironment directly. Change 3150606 on 2016/10/04 by Ben.Marsh UBT: Remove support for C++/CLR modules. There's quite a lot of baggage to support it, and I suspect it's already rotted since we don't use it. Change 3150628 on 2016/10/04 by Ben.Marsh UBT: Remove .NET framework assembly paths for C++ modules. Change 3150640 on 2016/10/04 by Ben.Marsh UBT: Move functionality for finding headers into its own class (CPPHeaders), rather than hijacking CPPEnvironment. Change 3152101 on 2016/10/05 by Ben.Marsh UBT: Always force include PCHs, even if they're the first header in the file. Clang already has to work this way, as do shared pchs on Windows, and it's simpler to use the same system universally. Change 3153231 on 2016/10/06 by Ben.Marsh UBT: Write arguments for the Visual C++ toolchain to the response file on separate lines, for easier debugging. Change 3154868 on 2016/10/07 by Richard.Fawcett Ensure that child instances of UAT invoked by BuildGraph honor p4 and submit properties Change 3155017 on 2016/10/07 by Ben.Marsh Lightmass: Add a prefix to all SSE macros to distinguish from overlapping implementations in Core. Change 3156159 on 2016/10/08 by Ben.Marsh UBT: Rewrite code to generate/consume shared PCHs in a way that is compatible with Clang platforms (and which doesn't require supressing warnings on Windows) * Per-module defines are now set via a generated header rather than the command line (Definitions.<ModuleName>.h). This header is force-included AFTER the shared PCH header. * Shared PCHs are now built using the public compile environment only, eliminating situations where private include paths and definitions from the first module using the shared PCH were being passed to the compiler. * Shared PCHs can now be generated in separate optimized/unoptimized variants if necessary due to per-module optimization settings * Names of shared PCHs now follow the pattern "SharedPCH.<ModuleName>.h" to distinguish from private PCHs * Enabled shared PCHs for Mac, iOS, Linux. Reduces UE4Editor Mac build times by ~25% (~21m vs ~28m). Change 3163040 on 2016/10/14 by Ben.Marsh UBT: Add an option to export a target's properties, modules, and binaries for external analyzers (-jsonexport and -jsonexport=<filename>). Also add an option to specifically supress building a target (-skipbuild). Change 3165028 on 2016/10/17 by Ben.Marsh PR #2799: Set Windows exe properties from ini (Contributed by projectgheist) Change 3165076 on 2016/10/17 by Ben.Marsh Build: Remove run conditions from agent setup steps. Should fix issues where an agent doesn't run because the preconditions for one of its nodes failed, but which doesn't prevent another node from running. (Also: being able to see an expanded list of job steps is a useful feature, and it doesn't take much time to run if it's a no-op). Change 3167773 on 2016/10/19 by Ben.Marsh BuildGraph: More flexible <Copy> task for BuildGraph. Now takes "From" and "To" attributes, which may take individual files as well as wildcards, and permits renaming as part of copies. Separate "Files" attribute is still supported, but is now optional, and is used to filter the list of source files. Examples, taken from Engine/Build/Graph/TagsAndFiles.xml: <!-- Source and destination are treated as directories due to presence of 'Files' attribute --> <Copy Files="..." From="Engine/Build" To="Output0" /> <!-- Single file --> <Copy From="Engine/Build/Build.version" To="Output1/Output.version" /> <!-- Output treated as directory --> <Copy From="Engine/Build/.../*.txt" To="Output2" /> <Copy From="Engine/Build/.../*.txt" To="Output3/" /> <Copy From="Engine/Build/....txt" To="Output4" /> <!-- With rename --> <Copy From="Engine/Build/....txt" To="Output5/....old" /> <!-- Copy only subdirectories of Engine/Build, but maintain directory structure --> <Copy From="Engine/Build/*/....txt" To="Output6/" /> <!-- Match bat*/.../*.txt --> <Copy From="Engine/Build/bat...txt" To="Output7" /> <!-- Copy only PS4 subfolders --> <Copy From="Engine/Build/.../ps4/..." To="Output8" /> Change 3167852 on 2016/10/19 by Ben.Marsh BuildGraph: Add a <Move> task, which can move or rename files using the same syntax as the <Copy> task. Change 3168034 on 2016/10/19 by Ben.Marsh BuildGraph: Add support for multi-line properties, declared inside a <Property> tag. Mutli-line properties can be useful for making lists for filtering. Each non-empty line inside the property tag is stripped of leading and trailing whitespace, and appended to the property value separated by a semicolon. For example, the following two properties have an identical value: <Property Name="Prop1" Value="One;Two;Three;One hundred"/> <Property Name="Prop2"> <!-- Some numbers --> One Two Three <!-- Values are delimited by newlines; spaces within a line are preserved --> One hundred </Property> Change 3169256 on 2016/10/20 by Ben.Marsh UBT: Fix chronic algorithmic complexity of StableTopologicalSort(). Was recursively building lists of dependencies for each module, scanning linearly to find dependencies, and only caching pairs of modules being checked. Now caches a flat set of dependencies for each module. Previously took >10s to run on my machine, now takes < 0.2s. Change 3169271 on 2016/10/20 by Ben.Marsh BuildGraph: Modify implementation of task merging. Instead of combining multiple tasks together, allow any task to supply a proxy executor instance deriving from ITaskExecutor, to which other tasks can be added. Keeps the in-memory representation closer to the script representation, and makes it easier to re-export preprocessed scripts and do in-memory analysis of the graph. Change 3179662 on 2016/10/31 by Matthew.Griffin Fixed last remaining issues with building QAGameEditor as a monolithic executable Added a node for building mono editor in CIS so that we catch any new issues #jira UE-32712 Change 3184857 on 2016/11/03 by Matthew.Griffin Removing CopyVisualizers now that UE4.natvis is included in solution and we're not supporting VS2013 #jira UE-35628 Change 3187232 on 2016/11/04 by Ben.Marsh UGS: Fix editor .target file being deleted when doing a content-only sync, and causing a prompt to rebuild the editor when trying to launch. Change 3188413 on 2016/11/07 by Matthew.Griffin Added Switch to Installed Build so that it matches pattern for other confidential platforms Change 3188426 on 2016/11/07 by Matthew.Griffin Changed BuildPlugin command so that it reads from installed platform data to get list of target platforms Some hard coding remains so as to not change functionality for code users, Mac only built on Mac etc. #jira UE-36205 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 3191372 on 2016/11/09 by Ben.Marsh UGS: Ensure project config file remains valid even if sync is aborted due to files needing resolve. Prevents user configuration from not being applied onto build steps. Change 3191381 on 2016/11/09 by Ben.Marsh UGS: Allow Ctrl-A to select all in the log window. #jira UE-38378 Change 3193388 on 2016/11/10 by Ben.Marsh Change installed plugins to be disabled by default, but display a notification in the editor the first time you load a project with a new one. Installed plugins which are new to this project will be adorned with a "NEW!" badge in the plugin browser. Change 3193677 on 2016/11/10 by Ben.Marsh UBT: Remove global static instance of ActionGraph. Instance is now instantiated and passed around to functions that require it. Change 3193942 on 2016/11/10 by Ben.Marsh UBT: Store the include cache as an instanced object on each target, rather than looking up separate caches in a global variable. Change 3198296 on 2016/11/15 by Ben.Marsh UBT: Include .modules files in target receipts and manifests. Change 3200284 on 2016/11/16 by Matthew.Griffin Move Sample game projects into a different solution folder like Templates Change 3205168 on 2016/11/19 by Ben.Marsh Update strings to refer to Visual Studio "15" as Visual Studio 2017. Change 3206333 on 2016/11/21 by Ben.Marsh Merge fix to detection of VS2017 RC from 4.14 release. Change 3206786 on 2016/11/21 by Ben.Marsh BuildGraph: Spawn child processes to embed source server information into PDB files in parallel. Change 3207588 on 2016/11/22 by Ben.Marsh UBT: Reduce the number of resource files needed to compile local builds. ModuleVersionResource.rc.inl is now always only compiled once, and linked into each output binary. The default PCLaunch.rc file is also only compiled once, expect when making formal builds (where -formal is passed on the command line, or a changelist is set in Build.version). This ensures that the OriginalFileName metadata is still set for output binaries in binary releases. [CL 3209331 by Ben Marsh in Main branch]
1048 lines
44 KiB
C#
1048 lines
44 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Represents a folder within the master project (e.g. Visual Studio solution)
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/// </summary>
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public class VisualStudioSolutionFolder : MasterProjectFolder
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{
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/// <summary>
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/// Constructor
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/// </summary>
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public VisualStudioSolutionFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
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: base(InitOwnerProjectFileGenerator, InitFolderName)
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{
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// Generate a unique GUID for this folder
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// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
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// matches identically with the pre-existing file
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FolderGUID = Guid.NewGuid();
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}
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/// GUID for this folder
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public Guid FolderGUID
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{
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get;
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private set;
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}
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}
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public enum VCProjectFileFormat
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{
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Default, // Default to the best installed version, but allow SDKs to override
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VisualStudio2012, // Unsupported
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VisualStudio2013,
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VisualStudio2015,
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VisualStudio2017,
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}
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/// <summary>
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/// Visual C++ project file generator implementation
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/// </summary>
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public class VCProjectFileGenerator : ProjectFileGenerator
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{
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/// <summary>
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/// Do not access this variable directly; it is used to read the default for config files only, and may be overridden by the actual project setting.
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/// </summary>
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[XmlConfig]
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public static VCProjectFileFormat Version = VCProjectFileFormat.Default;
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/// Default constructor
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public VCProjectFileGenerator(FileReference InOnlyGameProject, VCProjectFileFormat InFormat)
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: base(InOnlyGameProject)
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{
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ProjectFileFormat = InFormat;
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}
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/// File extension for project files we'll be generating (e.g. ".vcxproj")
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override public string ProjectFileExtension
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{
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get
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{
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return ".vcxproj";
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}
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}
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/// <summary>
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/// </summary>
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public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
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{
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FileReference MasterProjectFile = FileReference.Combine(InMasterProjectDirectory, InMasterProjectName);
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FileReference MasterProjDeleteFilename = MasterProjectFile + ".sln";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".sdf";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".suo";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".v11.suo";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".v12.suo";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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// Delete the project files folder
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if (InIntermediateProjectFilesDirectory.Exists())
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{
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try
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{
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Directory.Delete(InIntermediateProjectFilesDirectory.FullName, true);
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}
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catch (Exception Ex)
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{
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Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesDirectory);
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Log.TraceInformation("\t" + Ex.Message);
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}
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}
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}
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/// <summary>
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/// Allocates a generator-specific project file object
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/// </summary>
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/// <param name="InitFilePath">Path to the project file</param>
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/// <returns>The newly allocated project file object</returns>
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protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
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{
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return new VCProjectFile(InitFilePath, OnlyGameProject, ProjectFileFormat);
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}
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/// ProjectFileGenerator interface
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public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
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{
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return new VisualStudioSolutionFolder(InitOwnerProjectFileGenerator, InitFolderName);
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}
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/// "4.0", "12.0", or "14.0", etc...
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static public string GetProjectFileToolVersionString(VCProjectFileFormat ProjectFileFormat)
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{
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switch (ProjectFileFormat)
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{
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case VCProjectFileFormat.VisualStudio2012:
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return "4.0";
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case VCProjectFileFormat.VisualStudio2013:
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return "12.0";
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case VCProjectFileFormat.VisualStudio2015:
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return "14.0";
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case VCProjectFileFormat.VisualStudio2017:
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return "15.0";
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}
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return string.Empty;
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}
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/// for instance: <PlatformToolset>v110</PlatformToolset>
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static public string GetProjectFilePlatformToolsetVersionString(VCProjectFileFormat ProjectFileFormat)
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{
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switch (ProjectFileFormat)
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{
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case VCProjectFileFormat.VisualStudio2012:
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return "v110";
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case VCProjectFileFormat.VisualStudio2013:
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return "v120";
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case VCProjectFileFormat.VisualStudio2015:
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return "v140";
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case VCProjectFileFormat.VisualStudio2017:
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return "v141";
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}
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return string.Empty;
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}
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/// Which version of Visual Studio we should generate project files for
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VCProjectFileFormat ProjectFileFormat;
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/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
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/// a platform for any project configurations where our actual platform is not supported by the
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/// installed version of Visual Studio (e.g, "iOS")
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public const string DefaultPlatformName = "Win32";
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/// The platform name that must be used for .NET projects
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public const string DotNetPlatformName = "AnyCPU";
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/// <summary>
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/// Configures project generator based on command-line options
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/// </summary>
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/// <param name="Arguments">Arguments passed into the program</param>
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/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
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protected override void ConfigureProjectFileGeneration(String[] Arguments, ref bool IncludeAllPlatforms)
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{
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// Call parent implementation first
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base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms);
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}
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/// <summary>
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/// Adds Extra files that are specific to Visual Studio projects
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/// </summary>
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/// <param name="EngineProject">Project to add files to</param>
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protected override void AddEngineExtrasFiles(ProjectFile EngineProject)
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{
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base.AddEngineExtrasFiles(EngineProject);
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// Add our UE4.natvis file
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var NatvisFilePath = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "VisualStudioDebugging", "UE4.natvis");
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if (NatvisFilePath.Exists())
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{
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EngineProject.AddFileToProject(NatvisFilePath, UnrealBuildTool.EngineDirectory);
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}
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}
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/// <summary>
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/// Selects which platforms and build configurations we want in the project file
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/// </summary>
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/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
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/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
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protected override void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
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{
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// Call parent implementation to figure out the actual platforms
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base.SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms, out SupportedPlatformNames);
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// If we're generating project files for a specific game project, check the user's editor setting for preferred source code accessor - we can generate project files to match.
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if (ProjectFileFormat == VCProjectFileFormat.Default && OnlyGameProject != null)
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{
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ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.Win64, "EditorPerProjectUserSettings", DirectoryReference.FromFile(OnlyGameProject));
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string PreferredAccessor;
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if (Ini.GetString("/Script/SourceCodeAccess.SourceCodeAccessSettings", "PreferredAccessor", out PreferredAccessor))
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{
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VCProjectFileFormat PreferredProjectFileFormat;
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if (Enum.TryParse(PreferredAccessor, out PreferredProjectFileFormat))
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{
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// Get the corresponding compiler version
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WindowsCompiler Compiler = WindowsCompiler.Default;
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if(PreferredProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
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{
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Compiler = WindowsCompiler.VisualStudio2013;
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}
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else if(PreferredProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
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{
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Compiler = WindowsCompiler.VisualStudio2015;
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}
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else if(PreferredProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
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{
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Compiler = WindowsCompiler.VisualStudio2017;
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}
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// Check the compiler is installed
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if (Compiler != WindowsCompiler.Default)
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{
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DirectoryReference VCInstallDir;
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if (WindowsPlatform.TryGetVCInstallDir(Compiler, out VCInstallDir))
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{
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ProjectFileFormat = PreferredProjectFileFormat;
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}
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else
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{
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Log.TraceWarning("Preferred Visual C++ installation ({0}) not found - ignoring.", PreferredProjectFileFormat);
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}
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}
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}
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}
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}
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// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
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// version of Visual Studio. This is their chance to override that.
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// ...but only if the user didn't override this via the command-line.
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if (ProjectFileFormat == VCProjectFileFormat.Default)
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{
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// Pick the best platform installed by default
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DirectoryReference VCInstallDir;
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if (WindowsPlatform.TryGetVCInstallDir(WindowsCompiler.VisualStudio2015, out VCInstallDir))
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{
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
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}
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else if (WindowsPlatform.TryGetVCInstallDir(WindowsCompiler.VisualStudio2013, out VCInstallDir))
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{
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
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}
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else if (WindowsPlatform.TryGetVCInstallDir(WindowsCompiler.VisualStudio2017, out VCInstallDir))
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{
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2017;
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}
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// Allow the SDKs to override
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foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
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{
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(SupportedPlatform, true);
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if (BuildPlatform != null)
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{
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// Don't worry about platforms that we're missing SDKs for
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if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid)
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{
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VCProjectFileFormat ProposedFormat = ProjectFileFormat;
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// Reduce the Visual Studio version to the max supported by each platform we plan to include.
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if (ProjectFileFormat == VCProjectFileFormat.Default || ProposedFormat < ProjectFileFormat)
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{
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ProjectFileFormat = ProposedFormat;
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Used to sort VC solution config names along with the config and platform values
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/// </summary>
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class VCSolutionConfigCombination
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{
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/// Visual Studio solution configuration name for this config+platform
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public string VCSolutionConfigAndPlatformName;
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/// Configuration name
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public UnrealTargetConfiguration Configuration;
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/// Platform name
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public UnrealTargetPlatform Platform;
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/// The target configuration name
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public string TargetConfigurationName;
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public override string ToString()
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{
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return String.Format("{0}={1} {2} {3}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName);
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}
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}
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/// <summary>
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/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
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/// </summary>
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/// <param name="Configuration">The build configuration</param>
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/// <param name="TargetConfigurationName">The target rules configuration name</param>
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/// <returns>The generated solution configuration name</returns>
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string MakeSolutionConfigurationName(UnrealTargetConfiguration Configuration, string TargetConfigurationName)
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{
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string SolutionConfigName = Configuration.ToString();
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// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
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// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
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if (!TargetConfigurationName.Equals(TargetRules.TargetType.Game.ToString(), StringComparison.InvariantCultureIgnoreCase) &&
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!TargetConfigurationName.Equals(TargetRules.TargetType.Program.ToString(), StringComparison.InvariantCultureIgnoreCase))
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{
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SolutionConfigName += " " + TargetConfigurationName;
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}
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return SolutionConfigName;
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}
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/// <summary>
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/// Writes the project files to disk
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/// </summary>
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/// <returns>True if successful</returns>
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protected override bool WriteProjectFiles()
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{
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if(!base.WriteProjectFiles())
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{
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return false;
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}
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// Write AutomationReferences file
|
|
if (AutomationProjectFiles.Any())
|
|
{
|
|
XNamespace NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003");
|
|
|
|
DirectoryReference AutomationToolDir = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "AutomationTool");
|
|
new XDocument(
|
|
new XElement(NS + "Project",
|
|
new XAttribute("ToolsVersion", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat)),
|
|
new XAttribute("DefaultTargets", "Build"),
|
|
new XElement(NS + "ItemGroup",
|
|
from AutomationProject in AutomationProjectFiles
|
|
select new XElement(NS + "ProjectReference",
|
|
new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)),
|
|
new XElement(NS + "Project", (AutomationProject as VCSharpProjectFile).ProjectGUID.ToString("B")),
|
|
new XElement(NS + "Name", AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()),
|
|
new XElement(NS + "Private", "false")
|
|
)
|
|
)
|
|
)
|
|
).Save(FileReference.Combine(AutomationToolDir, "AutomationTool.csproj.References").FullName);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
|
|
{
|
|
bool bSuccess = true;
|
|
|
|
string SolutionFileName = MasterProjectName + ".sln";
|
|
|
|
// Setup solution file content
|
|
StringBuilder VCSolutionFileContent = new StringBuilder();
|
|
|
|
const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0";
|
|
|
|
// Solution file header
|
|
if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
ProjectFileGenerator.NewLine +
|
|
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
|
|
"# Visual Studio 15" + ProjectFileGenerator.NewLine +
|
|
"VisualStudioVersion = 15.0.25807.0" + ProjectFileGenerator.NewLine +
|
|
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
ProjectFileGenerator.NewLine +
|
|
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
|
|
"# Visual Studio 14" + ProjectFileGenerator.NewLine +
|
|
"VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine +
|
|
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
|
|
}
|
|
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
ProjectFileGenerator.NewLine +
|
|
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
|
|
"# Visual Studio 2013" + ProjectFileGenerator.NewLine +
|
|
VersionTag + ProjectFileGenerator.NewLine);
|
|
}
|
|
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
ProjectFileGenerator.NewLine +
|
|
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
|
|
"# Visual Studio 2012" + ProjectFileGenerator.NewLine +
|
|
VersionTag + ProjectFileGenerator.NewLine);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Unexpected ProjectFileFormat");
|
|
}
|
|
|
|
// Find the projects for ShaderCompileWorker and UnrealLightmass
|
|
ProjectFile ShaderCompileWorkerProject = null;
|
|
ProjectFile UnrealLightmassProject = null;
|
|
foreach (ProjectFile Project in AllProjectFiles)
|
|
{
|
|
if (Project.ProjectTargets.Count == 1)
|
|
{
|
|
FileReference TargetFilePath = Project.ProjectTargets[0].TargetFilePath;
|
|
if (TargetFilePath != null)
|
|
{
|
|
string TargetFileName = TargetFilePath.GetFileNameWithoutAnyExtensions();
|
|
if (TargetFileName.Equals("ShaderCompileWorker", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
ShaderCompileWorkerProject = Project;
|
|
}
|
|
else if (TargetFileName.Equals("UnrealLightmass", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
UnrealLightmassProject = Project;
|
|
}
|
|
}
|
|
if (ShaderCompileWorkerProject != null
|
|
&& UnrealLightmassProject != null)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Solution folders, files and project entries
|
|
{
|
|
// This the GUID that Visual Studio uses to identify a solution folder
|
|
string SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";
|
|
|
|
// Solution folders
|
|
{
|
|
List<MasterProjectFolder> AllSolutionFolders = new List<MasterProjectFolder>();
|
|
System.Action<List<MasterProjectFolder> /* Folders */ > GatherFoldersFunction = null;
|
|
GatherFoldersFunction = FolderList =>
|
|
{
|
|
AllSolutionFolders.AddRange(FolderList);
|
|
foreach (MasterProjectFolder CurSubFolder in FolderList)
|
|
{
|
|
GatherFoldersFunction(CurSubFolder.SubFolders);
|
|
}
|
|
};
|
|
GatherFoldersFunction(RootFolder.SubFolders);
|
|
|
|
foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
|
|
{
|
|
string FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
|
|
VCSolutionFileContent.Append(
|
|
"Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine);
|
|
|
|
// Add any files that are inlined right inside the solution folder
|
|
if (CurFolder.Files.Count > 0)
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" ProjectSection(SolutionItems) = preProject" + ProjectFileGenerator.NewLine);
|
|
foreach (string CurFile in CurFolder.Files)
|
|
{
|
|
// Syntax is: <relative file path> = <relative file path>
|
|
VCSolutionFileContent.Append(
|
|
" " + CurFile + " = " + CurFile + ProjectFileGenerator.NewLine);
|
|
}
|
|
VCSolutionFileContent.Append(
|
|
" EndProjectSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
"EndProject" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
// Project files
|
|
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
|
|
{
|
|
// Visual Studio uses different GUID types depending on the project type
|
|
string ProjectTypeGUID = CurProject.ProjectTypeGUID;
|
|
|
|
// NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However,
|
|
// we prefer it when it does match so we use the actual file name here.
|
|
string ProjectNameInSolution = CurProject.ProjectFilePath.GetFileNameWithoutExtension();
|
|
|
|
// Use the existing project's GUID that's already known to us
|
|
string ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
|
|
|
|
VCSolutionFileContent.Append(
|
|
"Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.MasterProjectPath) + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine);
|
|
|
|
// Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is
|
|
// freshly compiled before kicking off any build operations on this target project
|
|
if (!CurProject.IsStubProject)
|
|
{
|
|
List<ProjectFile> Dependencies = new List<ProjectFile>();
|
|
if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
|
|
{
|
|
Dependencies.Add(UBTProject);
|
|
Dependencies.AddRange(UBTProject.DependsOnProjects);
|
|
}
|
|
if (UEBuildConfiguration.bEditorDependsOnShaderCompileWorker && CurProject.IsGeneratedProject && ShaderCompileWorkerProject != null && CurProject.ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type == TargetRules.TargetType.Editor))
|
|
{
|
|
Dependencies.Add(ShaderCompileWorkerProject);
|
|
}
|
|
Dependencies.AddRange(CurProject.DependsOnProjects);
|
|
|
|
if (Dependencies.Count > 0)
|
|
{
|
|
VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine);
|
|
|
|
// Setup any addition dependencies this project has...
|
|
foreach (ProjectFile DependsOnProject in Dependencies)
|
|
{
|
|
string DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
|
|
VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
"EndProject" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
// Solution configuration platforms. This is just a list of all of the platforms and configurations that
|
|
// appear in Visual Studio's build configuration selector.
|
|
List<VCSolutionConfigCombination> SolutionConfigCombinations = new List<VCSolutionConfigCombination>();
|
|
|
|
// The "Global" section has source control, solution configurations, project configurations,
|
|
// preferences, and project hierarchy data
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
"Global" + ProjectFileGenerator.NewLine);
|
|
{
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(SolutionConfigurationPlatforms) = preSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
Dictionary<string, Tuple<UnrealTargetConfiguration, string>> SolutionConfigurationsValidForProjects = new Dictionary<string, Tuple<UnrealTargetConfiguration, string>>();
|
|
HashSet<UnrealTargetPlatform> PlatformsValidForProjects = new HashSet<UnrealTargetPlatform>();
|
|
|
|
foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
|
|
{
|
|
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
|
|
{
|
|
foreach (UnrealTargetPlatform CurPlatform in SupportedPlatforms)
|
|
{
|
|
if (UnrealBuildTool.IsValidPlatform(CurPlatform))
|
|
{
|
|
foreach (ProjectFile CurProject in AllProjectFiles)
|
|
{
|
|
if (!CurProject.IsStubProject)
|
|
{
|
|
if (CurProject.ProjectTargets.Count == 0)
|
|
{
|
|
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
|
|
}
|
|
|
|
// Figure out the set of valid target configuration names
|
|
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
|
|
{
|
|
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration))
|
|
{
|
|
PlatformsValidForProjects.Add(CurPlatform);
|
|
|
|
// Default to a target configuration name of "Game", since that will collapse down to an empty string
|
|
string TargetConfigurationName = TargetRules.TargetType.Game.ToString();
|
|
if (ProjectTarget.TargetRules != null)
|
|
{
|
|
TargetConfigurationName = ProjectTarget.TargetRules.ConfigurationName;
|
|
}
|
|
|
|
string SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetConfigurationName);
|
|
SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple<UnrealTargetConfiguration, string>(CurConfiguration, TargetConfigurationName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (UnrealTargetPlatform CurPlatform in PlatformsValidForProjects)
|
|
{
|
|
foreach (KeyValuePair<string, Tuple<UnrealTargetConfiguration, string>> SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
|
|
{
|
|
// e.g. "Development|Win64 = Development|Win64"
|
|
string SolutionConfigName = SolutionConfigKeyValue.Key;
|
|
UnrealTargetConfiguration Configuration = SolutionConfigKeyValue.Value.Item1;
|
|
string TargetConfigurationName = SolutionConfigKeyValue.Value.Item2;
|
|
|
|
string SolutionPlatformName = CurPlatform.ToString();
|
|
|
|
string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
|
|
SolutionConfigCombinations.Add(
|
|
new VCSolutionConfigCombination
|
|
{
|
|
VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
|
|
Configuration = Configuration,
|
|
Platform = CurPlatform,
|
|
TargetConfigurationName = TargetConfigurationName
|
|
}
|
|
);
|
|
}
|
|
}
|
|
|
|
// Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
|
|
SolutionConfigCombinations.Sort(
|
|
new Comparison<VCSolutionConfigCombination>(
|
|
(x, y) => { return String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase); }
|
|
)
|
|
);
|
|
|
|
HashSet<string> AppendedSolutionConfigAndPlatformNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
|
|
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
|
|
{
|
|
// We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
|
|
if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine);
|
|
AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
|
|
}
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
// Assign each project's "project configuration" to our "solution platform + configuration" pairs. This
|
|
// also sets up which projects are actually built when building the solution.
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(ProjectConfigurationPlatforms) = postSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
List<VCSolutionConfigCombination> CombinationsThatWereMatchedToProjects = new List<VCSolutionConfigCombination>();
|
|
|
|
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
|
|
{
|
|
// NOTE: We don't emit solution configuration entries for "stub" projects. Those projects are only
|
|
// built using UnrealBuildTool and don't require a presence in the solution project list
|
|
|
|
// NOTE: We also process projects that were "imported" here, hoping to match those to our solution
|
|
// configurations. In some cases this may not be successful though. Imported projects
|
|
// should always be carefully setup to match our project generator's solution configs.
|
|
if (!CurProject.IsStubProject)
|
|
{
|
|
if (CurProject.ProjectTargets.Count == 0)
|
|
{
|
|
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
|
|
}
|
|
bool IsProgramProject = CurProject.ProjectTargets[0].TargetRules != null && CurProject.ProjectTargets[0].TargetRules.Type == TargetRules.TargetType.Program;
|
|
|
|
HashSet<string> GameOrProgramConfigsAlreadyMapped = new HashSet<string>();
|
|
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
|
|
{
|
|
// Handle aliasing of Program and Game target configuration names
|
|
if ((IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName)) ||
|
|
IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() ||
|
|
!IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString())
|
|
{
|
|
string TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName;
|
|
if (IsProgramProject)
|
|
{
|
|
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
|
|
}
|
|
|
|
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
|
|
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
|
|
ProjectTarget MatchingProjectTarget = null;
|
|
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
|
|
{
|
|
bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration);
|
|
if (ProjectTarget.TargetRules != null)
|
|
{
|
|
if (TargetConfigurationName != ProjectTarget.TargetRules.ConfigurationName)
|
|
{
|
|
// Solution configuration name for this combination doesn't match this target's configuration name. It's not buildable.
|
|
IsMatchingCombination = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// UBT gets a pass because it is a dependency of every single configuration combination
|
|
if (CurProject != UBTProject &&
|
|
!CurProject.ShouldBuildForAllSolutionTargets &&
|
|
TargetConfigurationName != TargetRules.TargetType.Game.ToString())
|
|
{
|
|
// Can't build non-generated project in configurations except for the default (Game)
|
|
IsMatchingCombination = false;
|
|
}
|
|
}
|
|
|
|
if (IsMatchingCombination)
|
|
{
|
|
if (MatchingProjectTarget != null)
|
|
{
|
|
// Not expecting more than one target to match a single solution configuration per project!
|
|
throw new BuildException("Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
|
|
}
|
|
|
|
MatchingProjectTarget = ProjectTarget;
|
|
|
|
// NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
|
|
// for multiple targets within a project that may map to a single solution configuration.
|
|
}
|
|
}
|
|
|
|
UnrealTargetConfiguration SolutionConfiguration = SolutionConfigCombination.Configuration;
|
|
UnrealTargetPlatform SolutionPlatform = SolutionConfigCombination.Platform;
|
|
|
|
|
|
if (MatchingProjectTarget == null)
|
|
{
|
|
// The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
|
|
// We'll map it to a default config.
|
|
SolutionConfiguration = UnrealTargetConfiguration.Development;
|
|
|
|
// Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed. This is for
|
|
// projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
|
|
SolutionPlatform = UnrealTargetPlatform.Win64;
|
|
if (CurProject.ProjectTargets[0].TargetRules != null)
|
|
{
|
|
List<UnrealTargetPlatform> ProjectSupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
CurProject.ProjectTargets[0].TargetRules.GetSupportedPlatforms(ref ProjectSupportedPlatforms);
|
|
if (!ProjectSupportedPlatforms.Contains(SolutionPlatform))
|
|
{
|
|
SolutionPlatform = ProjectSupportedPlatforms[0];
|
|
}
|
|
}
|
|
|
|
|
|
if (IsProgramProject)
|
|
{
|
|
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
|
|
}
|
|
else
|
|
{
|
|
TargetConfigurationName = TargetRules.TargetType.Game.ToString();
|
|
}
|
|
}
|
|
|
|
|
|
// If the project wants to always build in "Development", regardless of what the solution
|
|
// configuration is set to, then we'll do that here. This is used for projects like
|
|
// UnrealBuildTool and ShaderCompileWorker
|
|
if (MatchingProjectTarget != null)
|
|
{
|
|
if (MatchingProjectTarget.ForceDevelopmentConfiguration)
|
|
{
|
|
SolutionConfiguration = UnrealTargetConfiguration.Development;
|
|
}
|
|
}
|
|
|
|
// Always allow SCW and UnrealLighmass to build in editor configurations
|
|
if (MatchingProjectTarget == null && SolutionConfigCombination.TargetConfigurationName == TargetRules.TargetType.Editor.ToString() && SolutionConfigCombination.Platform == UnrealTargetPlatform.Win64)
|
|
{
|
|
if (CurProject == ShaderCompileWorkerProject)
|
|
{
|
|
MatchingProjectTarget = ShaderCompileWorkerProject.ProjectTargets[0];
|
|
}
|
|
else if (CurProject == UnrealLightmassProject)
|
|
{
|
|
MatchingProjectTarget = UnrealLightmassProject.ProjectTargets[0];
|
|
}
|
|
}
|
|
|
|
string ProjectConfigName;
|
|
string ProjectPlatformName;
|
|
if (CurProject.IsStubProject)
|
|
{
|
|
if (SolutionPlatform != UnrealTargetPlatform.Unknown || SolutionConfiguration != UnrealTargetConfiguration.Unknown)
|
|
{
|
|
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
|
|
}
|
|
ProjectPlatformName = MSBuildProjectFile.StubProjectPlatformName;
|
|
ProjectConfigName = MSBuildProjectFile.StubProjectConfigurationName;
|
|
}
|
|
else
|
|
{
|
|
CurProject.MakeProjectPlatformAndConfigurationNames(SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName);
|
|
}
|
|
|
|
string ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString();
|
|
|
|
// e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
|
|
string CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
|
|
VCSolutionFileContent.Append(
|
|
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
|
|
|
|
|
|
// Set whether this project configuration should be built when the user initiates "build solution"
|
|
if (MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets)
|
|
{
|
|
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
|
|
List<UnrealTargetPlatform> SupportedPlatforms = null;
|
|
if (MatchingProjectTarget.TargetRules != null)
|
|
{
|
|
SupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
MatchingProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
|
|
}
|
|
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionConfigCombination.Platform))
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
|
|
|
|
UEPlatformProjectGenerator ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true);
|
|
if (MatchingProjectTarget.ProjectDeploys ||
|
|
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true)))
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
}
|
|
|
|
CombinationsThatWereMatchedToProjects.Add(SolutionConfigCombination);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for problems
|
|
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
|
|
{
|
|
if (!CombinationsThatWereMatchedToProjects.Contains(SolutionConfigCombination))
|
|
{
|
|
throw new BuildException("Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName);
|
|
}
|
|
}
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
// Setup other solution properties
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(SolutionProperties) = preSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
// HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
|
|
// We don't want that, as we need users to be able to right click on the solution tree item.
|
|
VCSolutionFileContent.Append(
|
|
" HideSolutionNode = FALSE" + ProjectFileGenerator.NewLine);
|
|
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
|
|
// Solution directory hierarchy
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(NestedProjects) = preSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
// Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution
|
|
// filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
|
|
// filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects.
|
|
|
|
System.Action<StringBuilder /* VCSolutionFileContent */, List<MasterProjectFolder> /* Folders */ > FolderProcessorFunction = null;
|
|
FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
|
|
{
|
|
foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
|
|
{
|
|
string CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
|
|
|
|
foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
|
|
{
|
|
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
|
|
LocalVCSolutionFileContent.Append(
|
|
" " + ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
|
|
{
|
|
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
|
|
LocalVCSolutionFileContent.Append(
|
|
" " + SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// Recurse into subfolders
|
|
FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
|
|
}
|
|
};
|
|
FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);
|
|
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
"EndGlobal" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
// Save the solution file
|
|
if (bSuccess)
|
|
{
|
|
string SolutionFilePath = FileReference.Combine(MasterProjectPath, SolutionFileName).FullName;
|
|
bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
|
|
}
|
|
|
|
|
|
// Save a solution config file which selects the development editor configuration by default.
|
|
if (bSuccess)
|
|
{
|
|
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
|
|
FileReference SolutionOptionsFileName;
|
|
switch (ProjectFileFormat)
|
|
{
|
|
case VCProjectFileFormat.VisualStudio2012:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v11.suo"));
|
|
break;
|
|
case VCProjectFileFormat.VisualStudio2013:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v12.suo"));
|
|
break;
|
|
case VCProjectFileFormat.VisualStudio2015:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v14", ".suo");
|
|
break;
|
|
case VCProjectFileFormat.VisualStudio2017:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v15", ".suo");
|
|
break;
|
|
default:
|
|
throw new BuildException("Unsupported Visual Studio version");
|
|
}
|
|
|
|
// Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
|
|
if (!SolutionOptionsFileName.Exists())
|
|
{
|
|
SolutionOptionsFileName.Directory.CreateDirectory();
|
|
|
|
VCSolutionOptions Options = new VCSolutionOptions();
|
|
|
|
// Set the default configuration and startup project
|
|
VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor");
|
|
if (DefaultConfig != null)
|
|
{
|
|
List<VCBinarySetting> Settings = new List<VCBinarySetting>();
|
|
Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
|
|
if (DefaultProject != null)
|
|
{
|
|
Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
|
|
}
|
|
Options.SetConfiguration(Settings);
|
|
}
|
|
|
|
// Mark all the projects as closed by default, apart from the startup project
|
|
VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
|
|
foreach (ProjectFile ProjectFile in AllProjectFiles)
|
|
{
|
|
string ProjectName = ProjectFile.ProjectFilePath.GetFileNameWithoutExtension();
|
|
if (ProjectFile == DefaultProject)
|
|
{
|
|
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { ProjectName }));
|
|
}
|
|
else
|
|
{
|
|
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { }));
|
|
}
|
|
}
|
|
if (IncludeEnginePrograms)
|
|
{
|
|
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>("Automation", new string[0]));
|
|
}
|
|
Options.SetExplorerState(ExplorerState);
|
|
|
|
// Write the file
|
|
if (Options.Sections.Count > 0)
|
|
{
|
|
Options.Write(SolutionOptionsFileName.FullName);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
|
|
/// </summary>
|
|
/// <param name="Str">String to clean up</param>
|
|
/// <returns>The cleaned up string</returns>
|
|
public string CleanupStringForSCC(string Str)
|
|
{
|
|
string Cleaned = Str;
|
|
|
|
// SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it.
|
|
Cleaned = Cleaned.Replace(Path.DirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
|
|
Cleaned = Cleaned.Replace(Path.AltDirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
|
|
|
|
// SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020"
|
|
Cleaned = Cleaned.Replace(" ", "\\u0020");
|
|
|
|
return Cleaned;
|
|
}
|
|
|
|
}
|
|
|
|
}
|