Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCProjectFileGenerator.cs
Joe Kirchoff 80fca790c7 UnrealBuildTool: Use BuildToolOverride for -2022 in VcProject generation
#rb trivial

[CL 16590047 by Joe Kirchoff in ue5-main branch]
2021-06-08 14:11:54 -04:00

983 lines
40 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Xml.Linq;
using EpicGames.Core;
#nullable disable
namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
class VisualStudioSolutionFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public VisualStudioSolutionFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
}
}
enum VCProjectFileFormat
{
Default, // Default to the best installed version, but allow SDKs to override
VisualStudio2017,
VisualStudio2019,
VisualStudio2022,
}
class VCProjectFileSettings
{
/// <summary>
/// The version of Visual Studio to generate project files for.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator", Name = "Version")]
public VCProjectFileFormat ProjectFileFormat = VCProjectFileFormat.Default;
/// <summary>
/// Puts the most common include paths in the IncludePath property in the MSBuild project. This significantly reduces Visual Studio
/// memory usage (measured 1.1GB -> 500mb), but seems to be causing issues with Visual Assist. Value here specifies maximum length
/// of the include path list in KB.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public int MaxSharedIncludePaths = 24 * 1024;
/// <summary>
/// Semi-colon separated list of paths that should not be added to the projects include paths. Useful for omitting third-party headers
/// (e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public string ExcludedIncludePaths = "";
/// <summary>
/// Whether to write a solution option (suo) file for the sln.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bWriteSolutionOptionFile = true;
/// <summary>
/// Forces UBT to be built in debug configuration, regardless of the solution configuration
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public bool bBuildUBTInDebug = false;
/// <summary>
/// Whether to add the -FastPDB option to build command lines by default.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAddFastPDBToProjects = false;
/// <summary>
/// Whether to generate per-file intellisense data.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUsePerFileIntellisense = true;
/// <summary>
/// Whether to include a dependency on ShaderCompileWorker when generating project files for the editor.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bEditorDependsOnShaderCompileWorker = true;
/// <summary>
/// Whether to include a dependency on LiveCodingConsole when building targets that support live coding.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public bool bBuildLiveCodingConsole = false;
}
/// <summary>
/// Visual C++ project file generator implementation
/// </summary>
class VCProjectFileGenerator : ProjectFileGenerator
{
/// <summary>
/// The settings object
/// </summary>
protected VCProjectFileSettings Settings = new VCProjectFileSettings();
/// <summary>
/// Override for the build tool to use in generated projects. If the compiler version is specified on the command line, we use the same argument on the
/// command line for generated projects.
/// </summary>
string BuildToolOverride;
/// <summary>
/// Default constructor
/// </summary>
/// <param name="InOnlyGameProject">The single project to generate project files for, or null</param>
/// <param name="InProjectFileFormat">Override the project file format to use</param>
/// <param name="InArguments">Additional command line arguments</param>
public VCProjectFileGenerator(FileReference InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, CommandLineArguments InArguments)
: base(InOnlyGameProject)
{
XmlConfig.ApplyTo(Settings);
if (InProjectFileFormat != VCProjectFileFormat.Default)
{
Settings.ProjectFileFormat = InProjectFileFormat;
}
if (InArguments.HasOption("-2017"))
{
BuildToolOverride = "-2017";
}
else if (InArguments.HasOption("-2019"))
{
BuildToolOverride = "-2019";
}
else if (InArguments.HasOption("-2022"))
{
BuildToolOverride = "-2022";
}
}
public override string[] GetTargetArguments(string[] Arguments)
{
return Arguments.Where(s => string.Equals(s, BuildToolOverride, StringComparison.InvariantCultureIgnoreCase)).ToArray();
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".vcxproj";
}
}
/// <summary>
/// </summary>
public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
{
FileReference MasterProjectFile = FileReference.Combine(InMasterProjectDirectory, InMasterProjectName);
FileReference MasterProjDeleteFilename = MasterProjectFile + ".sln";
if (FileReference.Exists(MasterProjDeleteFilename))
{
FileReference.Delete(MasterProjDeleteFilename);
}
MasterProjDeleteFilename = MasterProjectFile + ".sdf";
if (FileReference.Exists(MasterProjDeleteFilename))
{
FileReference.Delete(MasterProjDeleteFilename);
}
MasterProjDeleteFilename = MasterProjectFile + ".suo";
if (FileReference.Exists(MasterProjDeleteFilename))
{
FileReference.Delete(MasterProjDeleteFilename);
}
MasterProjDeleteFilename = MasterProjectFile + ".v11.suo";
if (FileReference.Exists(MasterProjDeleteFilename))
{
FileReference.Delete(MasterProjDeleteFilename);
}
MasterProjDeleteFilename = MasterProjectFile + ".v12.suo";
if (FileReference.Exists(MasterProjDeleteFilename))
{
FileReference.Delete(MasterProjDeleteFilename);
}
// Delete the project files folder
if (DirectoryReference.Exists(InIntermediateProjectFilesDirectory))
{
try
{
DirectoryReference.Delete(InIntermediateProjectFilesDirectory, true);
}
catch (Exception Ex)
{
Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesDirectory);
Log.TraceInformation("\t" + Ex.Message);
}
}
}
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <returns>The newly allocated project file object</returns>
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
{
return new VCProjectFile(InitFilePath, Settings.ProjectFileFormat, bUsePrecompiled, BuildToolOverride, Settings);
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
{
return new VisualStudioSolutionFolder(InitOwnerProjectFileGenerator, InitFolderName);
}
/// "4.0", "12.0", or "14.0", etc...
static public string GetProjectFileToolVersionString(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2017:
return "15.0";
case VCProjectFileFormat.VisualStudio2019:
return "16.0";
case VCProjectFileFormat.VisualStudio2022:
return "17.0";
}
return string.Empty;
}
/// for instance: <PlatformToolset>v110</PlatformToolset>
static public string GetProjectFilePlatformToolsetVersionString(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2017:
return "v141";
case VCProjectFileFormat.VisualStudio2019:
case VCProjectFileFormat.VisualStudio2022:
return "v142";
}
return string.Empty;
}
static public void AppendPlatformToolsetProperty(StringBuilder VCProjectFileContent, VCProjectFileFormat ProjectFileFormat)
{
string ToolVersionString = GetProjectFileToolVersionString(ProjectFileFormat);
string PlatformToolsetVersionString = GetProjectFilePlatformToolsetVersionString(ProjectFileFormat);
VCProjectFileContent.AppendLine(" <PlatformToolset>{0}</PlatformToolset>", PlatformToolsetVersionString);
}
/// <summary>
/// Configures project generator based on command-line options
/// </summary>
/// <param name="Arguments">Arguments passed into the program</param>
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
protected override void ConfigureProjectFileGeneration(String[] Arguments, ref bool IncludeAllPlatforms)
{
// Call parent implementation first
base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms);
}
/// <summary>
/// Selects which platforms and build configurations we want in the project file
/// </summary>
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
protected override void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
{
// Call parent implementation to figure out the actual platforms
base.SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms, out SupportedPlatformNames);
// If we have a non-default setting for visual studio, check the compiler exists. If not, revert to the default.
if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
{
if (!WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2017))
{
Log.TraceWarning("Visual Studio C++ 2017 installation not found - ignoring preferred project file format.");
Settings.ProjectFileFormat = VCProjectFileFormat.Default;
}
}
else if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2019)
{
if (!WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2019))
{
Log.TraceWarning("Visual Studio C++ 2019 installation not found - ignoring preferred project file format.");
Settings.ProjectFileFormat = VCProjectFileFormat.Default;
}
}
else if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2022)
{
if (!WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2022))
{
Log.TraceWarning("Visual Studio C++ 2022 installation not found - ignoring preferred project file format.");
Settings.ProjectFileFormat = VCProjectFileFormat.Default;
}
}
// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
// version of Visual Studio. This is their chance to override that.
// ...but only if the user didn't override this via the command-line.
if (Settings.ProjectFileFormat == VCProjectFileFormat.Default)
{
// Pick the best platform installed by default
if (WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2019) && WindowsPlatform.HasIDE(WindowsCompiler.VisualStudio2019))
{
Settings.ProjectFileFormat = VCProjectFileFormat.VisualStudio2019;
}
else if (WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2017) && WindowsPlatform.HasIDE(WindowsCompiler.VisualStudio2017))
{
Settings.ProjectFileFormat = VCProjectFileFormat.VisualStudio2017;
}
else if (WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2022) && WindowsPlatform.HasIDE(WindowsCompiler.VisualStudio2022))
{
Settings.ProjectFileFormat = VCProjectFileFormat.VisualStudio2022;
}
// Allow the SDKs to override
foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
{
UEBuildPlatform BuildPlatform;
if (UEBuildPlatform.TryGetBuildPlatform(SupportedPlatform, out BuildPlatform))
{
// Don't worry about platforms that we're missing SDKs for
if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid)
{
VCProjectFileFormat ProposedFormat = BuildPlatform.GetRequiredVisualStudioVersion();
if (ProposedFormat != VCProjectFileFormat.Default)
{
// Reduce the Visual Studio version to the max supported by each platform we plan to include.
if (Settings.ProjectFileFormat == VCProjectFileFormat.Default || ProposedFormat < Settings.ProjectFileFormat)
{
Settings.ProjectFileFormat = ProposedFormat;
}
}
}
}
}
}
}
/// <summary>
/// Used to sort VC solution config names along with the config and platform values
/// </summary>
class VCSolutionConfigCombination
{
/// <summary>
/// Visual Studio solution configuration name for this config+platform
/// </summary>
public string VCSolutionConfigAndPlatformName;
/// <summary>
/// Configuration name
/// </summary>
public UnrealTargetConfiguration Configuration;
/// <summary>
/// Platform name
/// </summary>
public UnrealTargetPlatform Platform;
/// <summary>
/// The target type
/// </summary>
public TargetType TargetConfigurationName;
public override string ToString()
{
return String.Format("{0}={1} {2} {3}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName);
}
}
/// <summary>
/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
/// </summary>
/// <param name="Configuration">The build configuration</param>
/// <param name="TargetType">The type of target being built</param>
/// <returns>The generated solution configuration name</returns>
string MakeSolutionConfigurationName(UnrealTargetConfiguration Configuration, TargetType TargetType)
{
string SolutionConfigName = Configuration.ToString();
// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
if (TargetType != TargetType.Game && TargetType != TargetType.Program)
{
SolutionConfigName += " " + TargetType.ToString();
}
return SolutionConfigName;
}
static IDictionary<MasterProjectFolder, Guid> GenerateProjectFolderGuids(MasterProjectFolder RootFolder)
{
IDictionary<MasterProjectFolder, Guid> Guids = new Dictionary<MasterProjectFolder, Guid>();
foreach (MasterProjectFolder Folder in RootFolder.SubFolders)
{
GenerateProjectFolderGuids("UE5", Folder, Guids);
}
return Guids;
}
static void GenerateProjectFolderGuids(string ParentPath, MasterProjectFolder Folder, IDictionary<MasterProjectFolder, Guid> Guids)
{
string Path = String.Format("{0}/{1}", ParentPath, Folder.FolderName);
Guids[Folder] = MakeMd5Guid(Encoding.UTF8.GetBytes(Path));
foreach (MasterProjectFolder SubFolder in Folder.SubFolders)
{
GenerateProjectFolderGuids(Path, SubFolder, Guids);
}
}
static Guid MakeMd5Guid(byte[] Input)
{
byte[] Hash = MD5.Create().ComputeHash(Input);
Hash[6] = (byte)(0x30 | (Hash[6] & 0x0f)); // 0b0011'xxxx Version 3 UUID (MD5)
Hash[8] = (byte)(0x80 | (Hash[8] & 0x3f)); // 0b10xx'xxxx RFC 4122 UUID
Array.Reverse(Hash, 0, 4);
Array.Reverse(Hash, 4, 2);
Array.Reverse(Hash, 6, 2);
return new Guid(Hash);
}
public static Guid MakeMd5Guid(Guid Namespace, string Text)
{
byte[] Input = new byte[16 + Encoding.UTF8.GetByteCount(Text)];
Namespace.TryWriteBytes(Input.AsSpan(0, 16));
Array.Reverse(Input, 0, 4);
Array.Reverse(Input, 4, 2);
Array.Reverse(Input, 6, 2);
Encoding.UTF8.GetBytes(Text, 0, Text.Length, Input, 16);
return MakeMd5Guid(Input);
}
public static Guid MakeMd5Guid(string Text)
{
byte[] Input = Encoding.UTF8.GetBytes(Text);
return MakeMd5Guid(Input);
}
/// <summary>
/// Writes the project files to disk
/// </summary>
/// <returns>True if successful</returns>
protected override bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
if (!base.WriteProjectFiles(PlatformProjectGenerators))
{
return false;
}
// Write AutomationReferences file
// Write in in net core expected format
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(Settings.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))
)
)
)
).Save(FileReference.Combine(AutomationToolDir, "AutomationTool.csproj.References").FullName);
}
return true;
}
protected override bool WriteMasterProjectFile(ProjectFile UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
bool bSuccess = true;
string SolutionFileName = MasterProjectName + ".sln";
// Setup solution file content
StringBuilder VCSolutionFileContent = new StringBuilder();
// Solution file header. Note that a leading newline is required for file type detection to work correclty in the shell.
if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2022)
{
VCSolutionFileContent.AppendLine();
VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
VCSolutionFileContent.AppendLine("# Visual Studio Version 17");
VCSolutionFileContent.AppendLine("VisualStudioVersion = 17.0.31314.256");
VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
}
else if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2019)
{
VCSolutionFileContent.AppendLine();
VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
VCSolutionFileContent.AppendLine("# Visual Studio Version 16");
VCSolutionFileContent.AppendLine("VisualStudioVersion = 16.0.28315.86");
VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
}
else if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
{
VCSolutionFileContent.AppendLine();
VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
VCSolutionFileContent.AppendLine("# Visual Studio 15");
VCSolutionFileContent.AppendLine("VisualStudioVersion = 15.0.25807.0");
VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
}
else
{
throw new BuildException("Unexpected ProjectFileFormat");
}
IDictionary<MasterProjectFolder, Guid> ProjectFolderGuids = GenerateProjectFolderGuids(RootFolder);
// 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
{
IEnumerable<MasterProjectFolder> AllSolutionFolders = ProjectFolderGuids.Keys.OrderBy(Folder => Folder.FolderName).ThenBy(Folder => ProjectFolderGuids[Folder]);
foreach (MasterProjectFolder CurFolder in AllSolutionFolders)
{
string FolderGUIDString = ProjectFolderGuids[CurFolder].ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine("Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"");
// Add any files that are inlined right inside the solution folder
if (CurFolder.Files.Count > 0)
{
VCSolutionFileContent.AppendLine(" ProjectSection(SolutionItems) = preProject");
foreach (string CurFile in CurFolder.Files)
{
// Syntax is: <relative file path> = <relative file path>
VCSolutionFileContent.AppendLine(" " + CurFile + " = " + CurFile);
}
VCSolutionFileContent.AppendLine(" EndProjectSection");
}
VCSolutionFileContent.AppendLine("EndProject");
}
}
// Project files
//List<MSBuildProjectFile> AllProjectFilesSorted = AllProjectFiles.OrderBy((ProjFile) => ProjFile.ProjectFilePath.GetFileNameWithoutExtension()).Cast<MSBuildProjectFile>().ToList();
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.AppendLine("Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.MasterProjectPath) + "\", \"" + ProjectGUID + "\"");
// 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);
}
Dependencies.AddRange(CurProject.DependsOnProjects);
if (Dependencies.Count > 0)
{
VCSolutionFileContent.AppendLine("\tProjectSection(ProjectDependencies) = postProject");
// Setup any addition dependencies this project has...
foreach (ProjectFile DependsOnProject in Dependencies)
{
string DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID);
}
VCSolutionFileContent.AppendLine("\tEndProjectSection");
}
}
VCSolutionFileContent.AppendLine("EndProject");
}
// Get the path to the visualizers file. Try to make it relative to the solution directory, but fall back to a full path if it's a foreign project.
FileReference VisualizersFile = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "VisualStudioDebugging", "Unreal.natvis");
// Add the visualizers at the solution level. Doesn't seem to be picked up from a makefile project in VS2017 15.8.5.
VCSolutionFileContent.AppendLine(String.Format("Project(\"{0}\") = \"Visualizers\", \"Visualizers\", \"{{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}}\"", SolutionFolderEntryGUID));
VCSolutionFileContent.AppendLine("\tProjectSection(SolutionItems) = preProject");
VCSolutionFileContent.AppendLine("\t\t{0} = {0}", VisualizersFile.MakeRelativeTo(MasterProjectPath));
VCSolutionFileContent.AppendLine("\tEndProjectSection");
VCSolutionFileContent.AppendLine("EndProject");
}
// 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.AppendLine("Global");
{
HashSet<UnrealTargetPlatform> PlatformsValidForProjects = new HashSet<UnrealTargetPlatform>();
{
VCSolutionFileContent.AppendLine(" GlobalSection(SolutionConfigurationPlatforms) = preSolution");
Dictionary<string, Tuple<UnrealTargetConfiguration, TargetType>> SolutionConfigurationsValidForProjects = new Dictionary<string, Tuple<UnrealTargetConfiguration, TargetType>>();
foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
{
if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
{
foreach (UnrealTargetPlatform CurPlatform in SupportedPlatforms)
{
if (InstalledPlatformInfo.IsValidPlatform(CurPlatform, EProjectType.Code))
{
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, PlatformProjectGenerators))
{
PlatformsValidForProjects.Add(CurPlatform);
// Default to a target configuration name of "Game", since that will collapse down to an empty string
TargetType TargetType = TargetType.Game;
if (ProjectTarget.TargetRules != null)
{
TargetType = ProjectTarget.TargetRules.Type;
}
string SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetType);
SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple<UnrealTargetConfiguration, TargetType>(CurConfiguration, TargetType);
}
}
}
}
}
}
}
}
foreach (UnrealTargetPlatform CurPlatform in PlatformsValidForProjects)
{
foreach (KeyValuePair<string, Tuple<UnrealTargetConfiguration, TargetType>> SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
{
// e.g. "Development|Win64 = Development|Win64"
string SolutionConfigName = SolutionConfigKeyValue.Key;
UnrealTargetConfiguration Configuration = SolutionConfigKeyValue.Value.Item1;
TargetType TargetType = SolutionConfigKeyValue.Value.Item2;
string SolutionPlatformName = CurPlatform.ToString();
string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
SolutionConfigCombinations.Add(
new VCSolutionConfigCombination
{
VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
Configuration = Configuration,
Platform = CurPlatform,
TargetConfigurationName = TargetType
}
);
}
}
// 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.AppendLine(" " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
}
}
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
// Embed UnrealVS section, which is parsed by that VSPackage (Extension) to know how to handle this solution
{
string UnrealVSGuid = "ddbf523f-7eb6-4887-bd51-85a714ff87eb";
VCSolutionFileContent.AppendLine("\t# UnrealVS Section");
VCSolutionFileContent.AppendLine("\tGlobalSection({0}) = preSolution", UnrealVSGuid);
VCSolutionFileContent.AppendLine("\t\tAvailablePlatforms={0}", string.Join(";", PlatformsValidForProjects.Select(platform => platform.ToString())));
VCSolutionFileContent.AppendLine("\tEndGlobalSection");
}
// 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.AppendLine(" GlobalSection(ProjectConfigurationPlatforms) = postSolution");
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
{
// Get the context for the current solution context
MSBuildProjectContext ProjectContext = CurProject.GetMatchingProjectContext(SolutionConfigCombination.TargetConfigurationName, SolutionConfigCombination.Configuration, SolutionConfigCombination.Platform, PlatformProjectGenerators);
// Override the configuration to build for UBT
if (Settings.bBuildUBTInDebug && CurProject == UBTProject)
{
ProjectContext.ConfigurationName = "Debug";
}
// Write the solution mapping (e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32")
string CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine(" {0}.{1}.ActiveCfg = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
if (ProjectContext.bBuildByDefault)
{
VCSolutionFileContent.AppendLine(" {0}.{1}.Build.0 = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
if (ProjectContext.bDeployByDefault)
{
VCSolutionFileContent.AppendLine(" {0}.{1}.Deploy.0 = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
}
}
}
}
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
// Setup other solution properties
{
// 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.AppendLine(" GlobalSection(SolutionProperties) = preSolution");
VCSolutionFileContent.AppendLine(" HideSolutionNode = FALSE");
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
// Solution directory hierarchy
{
VCSolutionFileContent.AppendLine(" GlobalSection(NestedProjects) = preSolution");
// 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 (MasterProjectFolder CurFolder in LocalMasterProjectFolders)
{
string CurFolderGUIDString = ProjectFolderGuids[CurFolder].ToString("B").ToUpperInvariant();
foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.AppendLine(" " + ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString);
}
foreach (MasterProjectFolder SubFolder in CurFolder.SubFolders)
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.AppendLine(" " + ProjectFolderGuids[SubFolder].ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString);
}
// Recurse into subfolders
FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
}
};
FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
}
VCSolutionFileContent.AppendLine("EndGlobal");
}
// 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 && Settings.bWriteSolutionOptionFile)
{
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
FileReference SolutionOptionsFileName;
switch (Settings.ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2017:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v15", ".suo");
break;
case VCProjectFileFormat.VisualStudio2019:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v16", ".suo");
break;
case VCProjectFileFormat.VisualStudio2022:
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v17", ".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 (!FileReference.Exists(SolutionOptionsFileName))
{
DirectoryReference.CreateDirectory(SolutionOptionsFileName.Directory);
VCSolutionOptions Options = new VCSolutionOptions(Settings.ProjectFileFormat);
// Set the default configuration and startup project
VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == TargetType.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();
if (Settings.ProjectFileFormat >= VCProjectFileFormat.VisualStudio2017)
{
BuildSolutionExplorerState_VS2017(RootFolder, "", ExplorerState, DefaultProject);
}
else
{
BuildSolutionExplorerState_VS2015(AllProjectFiles, ExplorerState, DefaultProject, IncludeEnginePrograms);
}
Options.SetExplorerState(ExplorerState);
// Write the file
if (Options.Sections.Count > 0)
{
Options.Write(SolutionOptionsFileName.FullName);
}
}
}
return bSuccess;
}
protected override void WriteDebugSolutionFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, DirectoryReference IntermediateProjectFilesPath)
{
//build and collect UnrealVS configuration
StringBuilder UnrealVSContent = new StringBuilder();
foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
{
PlatformProjectGenerator ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(SupportedPlatform, true);
if (ProjGenerator != null)
{
ProjGenerator.GetUnrealVSConfigurationEntries(UnrealVSContent);
}
}
if (UnrealVSContent.Length > 0)
{
UnrealVSContent.Insert(0, "<UnrealVS>" + ProjectFileGenerator.NewLine);
UnrealVSContent.Append("</UnrealVS>" + ProjectFileGenerator.NewLine);
string ConfigFilePath = FileReference.Combine(IntermediateProjectFilesPath, "UnrealVS.xml").FullName;
/* bool bSuccess = */
ProjectFileGenerator.WriteFileIfChanged(ConfigFilePath, UnrealVSContent.ToString());
}
}
static void BuildSolutionExplorerState_VS2017(MasterProjectFolder Folder, string Suffix, VCSolutionExplorerState ExplorerState, ProjectFile DefaultProject)
{
foreach (ProjectFile Project in Folder.ChildProjects)
{
string ProjectIdentifier = String.Format("{0}{1}", Project.ProjectFilePath.GetFileNameWithoutExtension(), Suffix);
if (Project == DefaultProject)
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectIdentifier, new string[] { ProjectIdentifier }));
}
else
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectIdentifier, new string[] { }));
}
}
foreach (MasterProjectFolder SubFolder in Folder.SubFolders)
{
string SubFolderName = SubFolder.FolderName + Suffix;
if (SubFolderName == "Automation;Programs")
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(SubFolderName, new string[] { }));
}
else
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(SubFolderName, new string[] { SubFolderName }));
}
BuildSolutionExplorerState_VS2017(SubFolder, ";" + SubFolderName, ExplorerState, DefaultProject);
}
}
static void BuildSolutionExplorerState_VS2015(List<ProjectFile> AllProjectFiles, VCSolutionExplorerState ExplorerState, ProjectFile DefaultProject, bool IncludeEnginePrograms)
{
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]));
}
}
/// <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;
}
}
}