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========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
1238 lines
40 KiB
C++
1238 lines
40 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "DesktopPlatformPrivatePCH.h"
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#include "DesktopPlatformBase.h"
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#include "UProjectInfo.h"
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#include "EngineVersion.h"
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#include "ModuleManager.h"
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#include "Json.h"
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#define LOCTEXT_NAMESPACE "DesktopPlatform"
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FDesktopPlatformBase::FDesktopPlatformBase()
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{
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LauncherInstallationTimestamp = FDateTime::MinValue();
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}
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FString FDesktopPlatformBase::GetEngineDescription(const FString& Identifier)
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{
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// Official release versions just have a version number
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if(IsStockEngineRelease(Identifier))
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{
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return Identifier;
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}
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// Otherwise get the path
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FString RootDir;
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if(!GetEngineRootDirFromIdentifier(Identifier, RootDir))
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{
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return FString();
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}
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// Convert it to a platform directory
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FString PlatformRootDir = RootDir;
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FPaths::MakePlatformFilename(PlatformRootDir);
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// Perforce build
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if (IsSourceDistribution(RootDir))
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{
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return FString::Printf(TEXT("Source build at %s"), *PlatformRootDir);
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}
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else
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{
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return FString::Printf(TEXT("Binary build at %s"), *PlatformRootDir);
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}
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}
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FString FDesktopPlatformBase::GetCurrentEngineIdentifier()
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{
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if(CurrentEngineIdentifier.Len() == 0 && !GetEngineIdentifierFromRootDir(FPlatformMisc::RootDir(), CurrentEngineIdentifier))
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{
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CurrentEngineIdentifier.Empty();
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}
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return CurrentEngineIdentifier;
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}
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void FDesktopPlatformBase::EnumerateLauncherEngineInstallations(TMap<FString, FString> &OutInstallations)
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{
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// Cache the launcher install list if necessary
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ReadLauncherInstallationList();
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// We've got a list of launcher installations. Filter it by the engine installations.
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for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
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{
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FString AppName = Iter.Key();
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if(AppName.RemoveFromStart(TEXT("UE_"), ESearchCase::CaseSensitive))
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{
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OutInstallations.Add(AppName, Iter.Value());
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}
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}
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}
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void FDesktopPlatformBase::EnumerateLauncherSampleInstallations(TArray<FString> &OutInstallations)
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{
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// Cache the launcher install list if necessary
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ReadLauncherInstallationList();
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// We've got a list of launcher installations. Filter it by the engine installations.
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for(TMap<FString, FString>::TConstIterator Iter(LauncherInstallationList); Iter; ++Iter)
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{
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FString AppName = Iter.Key();
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if(!AppName.StartsWith(TEXT("UE_"), ESearchCase::CaseSensitive))
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{
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OutInstallations.Add(Iter.Value());
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}
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}
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}
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void FDesktopPlatformBase::EnumerateLauncherSampleProjects(TArray<FString> &OutFileNames)
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{
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// Enumerate all the sample installation directories
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TArray<FString> LauncherSampleDirectories;
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EnumerateLauncherSampleInstallations(LauncherSampleDirectories);
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// Find all the project files within them
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for(int32 Idx = 0; Idx < LauncherSampleDirectories.Num(); Idx++)
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{
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TArray<FString> FileNames;
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IFileManager::Get().FindFiles(FileNames, *(LauncherSampleDirectories[Idx] / TEXT("*.uproject")), true, false);
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OutFileNames.Append(FileNames);
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}
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}
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bool FDesktopPlatformBase::GetEngineRootDirFromIdentifier(const FString &Identifier, FString &OutRootDir)
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{
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// Get all the installations
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TMap<FString, FString> Installations;
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EnumerateEngineInstallations(Installations);
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// Find the one with the right identifier
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for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
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{
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if (Iter->Key == Identifier)
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{
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OutRootDir = Iter->Value;
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return true;
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}
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}
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return false;
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}
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bool FDesktopPlatformBase::GetEngineIdentifierFromRootDir(const FString &RootDir, FString &OutIdentifier)
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{
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// Get all the installations
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TMap<FString, FString> Installations;
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EnumerateEngineInstallations(Installations);
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// Normalize the root directory
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FString NormalizedRootDir = RootDir;
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FPaths::CollapseRelativeDirectories(NormalizedRootDir);
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FPaths::NormalizeDirectoryName(NormalizedRootDir);
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// Find the label for the given directory
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for (TMap<FString, FString>::TConstIterator Iter(Installations); Iter; ++Iter)
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{
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if (Iter->Value == NormalizedRootDir)
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{
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OutIdentifier = Iter->Key;
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return true;
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}
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}
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// Otherwise just try to add it
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return RegisterEngineInstallation(RootDir, OutIdentifier);
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}
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bool FDesktopPlatformBase::GetDefaultEngineIdentifier(FString &OutId)
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{
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TMap<FString, FString> Installations;
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EnumerateEngineInstallations(Installations);
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bool bRes = false;
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if (Installations.Num() > 0)
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{
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// Default to the first install
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TMap<FString, FString>::TConstIterator Iter(Installations);
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OutId = Iter.Key();
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++Iter;
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// Try to find the most preferred install
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for(; Iter; ++Iter)
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{
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if(IsPreferredEngineIdentifier(Iter.Key(), OutId))
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{
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OutId = Iter.Key();
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}
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}
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}
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return bRes;
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}
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bool FDesktopPlatformBase::GetDefaultEngineRootDir(FString &OutDirName)
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{
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FString Identifier;
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return GetDefaultEngineIdentifier(Identifier) && GetEngineRootDirFromIdentifier(Identifier, OutDirName);
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}
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bool FDesktopPlatformBase::IsPreferredEngineIdentifier(const FString &Identifier, const FString &OtherIdentifier)
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{
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int32 Version = ParseReleaseVersion(Identifier);
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int32 OtherVersion = ParseReleaseVersion(OtherIdentifier);
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if(Version != OtherVersion)
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{
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return Version > OtherVersion;
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}
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else
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{
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return Identifier > OtherIdentifier;
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}
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}
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bool FDesktopPlatformBase::TryGetEngineVersion(const FString& RootDir, FEngineVersion& OutVersion)
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{
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// Read the file to a string
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FString VersionText;
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if(FFileHelper::LoadFileToString(VersionText, *(RootDir / TEXT("Engine/Build/Build.version"))))
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{
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// Deserialize a JSON object from the string
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TSharedPtr< FJsonObject > Object;
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TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(VersionText);
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if(FJsonSerializer::Deserialize(Reader, Object) && Object.IsValid())
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{
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int32 MajorVersion = 0;
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int32 MinorVersion = 0;
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int32 PatchVersion = 0;
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if(Object->TryGetNumberField(TEXT("MajorVersion"), MajorVersion) && Object->TryGetNumberField(TEXT("MinorVersion"), MinorVersion) && Object->TryGetNumberField(TEXT("PatchVersion"), PatchVersion))
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{
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int32 Changelist = 0;
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if(!Object->TryGetNumberField(TEXT("Changelist"), Changelist))
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{
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Changelist = 0;
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}
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int32 IsLicenseeVersion = 0;
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if(!Object->TryGetNumberField(TEXT("IsLicenseeVersion"), IsLicenseeVersion))
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{
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IsLicenseeVersion = 0;
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}
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FString BranchName;
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if(!Object->TryGetStringField(TEXT("BranchName"), BranchName))
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{
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BranchName = FString();
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}
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int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
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OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
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return true;
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}
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}
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}
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// Try to read the version file
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FString VersionHeader;
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if(FFileHelper::LoadFileToString(VersionHeader, *(RootDir / TEXT("Engine/Source/Runtime/Launch/Resources/Version.h"))))
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{
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int32 MajorVersion = -1;
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int32 MinorVersion = -1;
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int32 PatchVersion = -1;
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int32 Changelist = 0;
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int32 IsLicenseeVersion = 0;
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FString BranchName;
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// Scan the file for version defines
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const TCHAR* TextPos = *VersionHeader;
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while(*TextPos)
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{
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// Skip over any newlines
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while(FChar::IsWhitespace(*TextPos))
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{
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TextPos++;
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}
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// Buffer up a line of tokens
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TArray<FString> Tokens;
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while(*TextPos != '\n' && *TextPos != 0)
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{
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if(*TextPos == ' ' || *TextPos == '\t' || *TextPos == '\r')
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{
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// Skip over whitespace
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TextPos++;
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}
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else if(FChar::IsIdentifier(*TextPos))
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{
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// Parse an identifier. Exact C rules for an identifier don't really matter; we just need alphanumeric sequences.
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const TCHAR* TokenStart = TextPos++;
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while(FChar::IsIdentifier(*TextPos)) TextPos++;
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Tokens.Add(FString(TextPos - TokenStart, TokenStart));
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}
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else if(*TextPos == '\"')
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{
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// Parse a string
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const TCHAR* TokenStart = TextPos++;
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while(*TextPos != 0 && (TextPos == TokenStart + 1 || *(TextPos - 1) != '\"')) TextPos++;
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Tokens.Add(FString(TextPos - TokenStart, TokenStart));
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}
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else if(*TextPos == '/' && *(TextPos + 1) == '/')
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{
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// Skip a C++ style comment
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TextPos += 2;
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while(*TextPos != '\n' && *TextPos != 0) TextPos++;
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}
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else if(*TextPos == '/' && *(TextPos + 1) == '*' && *(TextPos + 2) != 0 && *(TextPos + 3) != 0)
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{
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// Skip a C-style comment
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TextPos += 4;
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while(*TextPos != 0 && (*(TextPos - 2) != '*' || *(TextPos - 1) != '/')) TextPos++;
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}
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else
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{
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// Take a single symbol character
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Tokens.Add(FString(1, TextPos));
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TextPos++;
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}
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}
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// Check if it matches any version defines
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if(Tokens.Num() >= 4 && Tokens[0] == "#" && Tokens[1] == "define")
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{
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if(FChar::IsDigit(Tokens[3][0]))
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{
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if(Tokens[2] == "ENGINE_MAJOR_VERSION")
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{
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MajorVersion = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "ENGINE_MINOR_VERSION")
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{
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MinorVersion = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "ENGINE_PATCH_VERSION")
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{
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PatchVersion = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "BUILT_FROM_CHANGELIST")
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{
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Changelist = FCString::Atoi(*Tokens[3]);
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}
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else if(Tokens[2] == "ENGINE_IS_LICENSEE_VERSION")
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{
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IsLicenseeVersion = FCString::Atoi(*Tokens[3]);
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}
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}
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else if(Tokens[3].StartsWith("\"") && Tokens[3].EndsWith("\""))
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{
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if(Tokens[2] == "BRANCH_NAME")
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{
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BranchName = Tokens[3].TrimQuotes();
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}
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}
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}
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}
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// If we have everything we need, fill in the version struct
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if(MajorVersion != -1 && MinorVersion != -1 && PatchVersion != -1)
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{
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int EncodedChangelist = (IsLicenseeVersion == 0)? Changelist : FEngineVersionBase::EncodeLicenseeChangelist(Changelist);
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OutVersion = FEngineVersion(MajorVersion, MinorVersion, PatchVersion, EncodedChangelist, BranchName);
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return true;
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}
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}
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return false;
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}
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bool FDesktopPlatformBase::IsStockEngineRelease(const FString &Identifier)
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{
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FGuid Guid;
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return !FGuid::Parse(Identifier, Guid);
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}
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bool FDesktopPlatformBase::TryParseStockEngineVersion(const FString& Identifier, FEngineVersion& OutVersion)
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{
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TCHAR* End;
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uint64 Major = FCString::Strtoui64(*Identifier, &End, 10);
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if (Major > MAX_uint16 || *(End++) != '.')
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{
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return false;
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}
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uint64 Minor = FCString::Strtoui64(End, &End, 10);
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if (Minor > MAX_uint16 || *End != 0)
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{
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return false;
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}
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OutVersion = FEngineVersion(Major, Minor, 0, 0, TEXT(""));
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return true;
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}
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bool FDesktopPlatformBase::IsSourceDistribution(const FString &EngineRootDir)
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{
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// Check for the existence of a SourceBuild.txt file
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FString SourceBuildPath = EngineRootDir / TEXT("Engine/Build/SourceDistribution.txt");
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return (IFileManager::Get().FileSize(*SourceBuildPath) >= 0);
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}
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bool FDesktopPlatformBase::IsPerforceBuild(const FString &EngineRootDir)
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{
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// Check for the existence of a SourceBuild.txt file
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FString PerforceBuildPath = EngineRootDir / TEXT("Engine/Build/PerforceBuild.txt");
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return (IFileManager::Get().FileSize(*PerforceBuildPath) >= 0);
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}
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bool FDesktopPlatformBase::IsValidRootDirectory(const FString &RootDir)
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{
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// Check that there's an Engine\Binaries directory underneath the root
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FString EngineBinariesDirName = RootDir / TEXT("Engine/Binaries");
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FPaths::NormalizeDirectoryName(EngineBinariesDirName);
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if(!IFileManager::Get().DirectoryExists(*EngineBinariesDirName))
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{
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return false;
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}
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// Also check there's an Engine\Build directory. This will filter out anything that has an engine-like directory structure but doesn't allow building code projects - like the launcher.
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FString EngineBuildDirName = RootDir / TEXT("Engine/Build");
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FPaths::NormalizeDirectoryName(EngineBuildDirName);
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if(!IFileManager::Get().DirectoryExists(*EngineBuildDirName))
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{
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return false;
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}
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// Otherwise it's valid
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return true;
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}
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bool FDesktopPlatformBase::SetEngineIdentifierForProject(const FString &ProjectFileName, const FString &InIdentifier)
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{
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// Load the project file
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TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
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if (!ProjectFile.IsValid())
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{
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return false;
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}
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// Check if the project is a non-foreign project of the given engine installation. If so, blank the identifier
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// string to allow portability between source control databases. GetEngineIdentifierForProject will translate
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// the association back into a local identifier on other machines or syncs.
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FString Identifier = InIdentifier;
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if(Identifier.Len() > 0)
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{
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FString RootDir;
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if(GetEngineRootDirFromIdentifier(Identifier, RootDir))
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{
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const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
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if(!Dictionary.IsForeignProject(ProjectFileName))
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{
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Identifier.Empty();
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}
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}
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}
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// Set the association on the project and save it
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ProjectFile->SetStringField(TEXT("EngineAssociation"), Identifier);
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return SaveProjectFile(ProjectFileName, ProjectFile);
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}
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bool FDesktopPlatformBase::GetEngineIdentifierForProject(const FString& ProjectFileName, FString& OutIdentifier)
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{
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OutIdentifier.Empty();
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// Load the project file
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TSharedPtr<FJsonObject> ProjectFile = LoadProjectFile(ProjectFileName);
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if(!ProjectFile.IsValid())
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{
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return false;
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}
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// Try to read the identifier from it
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TSharedPtr<FJsonValue> Value = ProjectFile->TryGetField(TEXT("EngineAssociation"));
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if(Value.IsValid() && Value->Type == EJson::String)
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{
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OutIdentifier = Value->AsString();
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if(OutIdentifier.Len() > 0)
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{
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// If it's a path, convert it into an engine identifier
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if(OutIdentifier.Contains(TEXT("/")) || OutIdentifier.Contains("\\"))
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{
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FString EngineRootDir = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFileName), OutIdentifier);
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if(!GetEngineIdentifierFromRootDir(EngineRootDir, OutIdentifier))
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{
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return false;
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}
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}
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return true;
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}
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}
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// Otherwise scan up through the directory hierarchy to find an installation
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FString ParentDir = FPaths::GetPath(ProjectFileName);
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FPaths::NormalizeDirectoryName(ParentDir);
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// Keep going until we reach the root
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int32 SeparatorIdx;
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while(ParentDir.FindLastChar(TEXT('/'), SeparatorIdx))
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{
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ParentDir.RemoveAt(SeparatorIdx, ParentDir.Len() - SeparatorIdx);
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|
if(IsValidRootDirectory(ParentDir) && GetEngineIdentifierFromRootDir(ParentDir, OutIdentifier))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Otherwise check the engine version string for 4.0, in case this project existed before the engine association stuff went in
|
|
FString EngineVersionString = ProjectFile->GetStringField(TEXT("EngineVersion"));
|
|
if(EngineVersionString.Len() > 0)
|
|
{
|
|
FEngineVersion EngineVersion;
|
|
if(FEngineVersion::Parse(EngineVersionString, EngineVersion) && EngineVersion.HasChangelist() && EngineVersion.ToString(EVersionComponent::Minor) == TEXT("4.0"))
|
|
{
|
|
OutIdentifier = TEXT("4.0");
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::OpenProject(const FString& ProjectFileName)
|
|
{
|
|
FPlatformProcess::LaunchFileInDefaultExternalApplication(*ProjectFileName);
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::CleanGameProject(const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn)
|
|
{
|
|
// Begin a task
|
|
Warn->BeginSlowTask(LOCTEXT("CleaningProject", "Removing stale build products..."), true);
|
|
|
|
// Enumerate all the files
|
|
TArray<FString> FileNames;
|
|
TArray<FString> DirectoryNames;
|
|
GetProjectBuildProducts(ProjectDir, FileNames, DirectoryNames);
|
|
|
|
// Remove all the files
|
|
for(int32 Idx = 0; Idx < FileNames.Num(); Idx++)
|
|
{
|
|
// Remove the file
|
|
if(!IFileManager::Get().Delete(*FileNames[Idx]))
|
|
{
|
|
OutFailPath = FileNames[Idx];
|
|
Warn->EndSlowTask();
|
|
return false;
|
|
}
|
|
|
|
// Update the progress
|
|
Warn->UpdateProgress(Idx, FileNames.Num() + DirectoryNames.Num());
|
|
}
|
|
|
|
// Remove all the directories
|
|
for(int32 Idx = 0; Idx < DirectoryNames.Num(); Idx++)
|
|
{
|
|
// Remove the directory
|
|
if(!IFileManager::Get().DeleteDirectory(*DirectoryNames[Idx], false, true))
|
|
{
|
|
OutFailPath = DirectoryNames[Idx];
|
|
Warn->EndSlowTask();
|
|
return false;
|
|
}
|
|
|
|
// Update the progress
|
|
Warn->UpdateProgress(Idx + FileNames.Num(), FileNames.Num() + DirectoryNames.Num());
|
|
}
|
|
|
|
// End the task
|
|
Warn->EndSlowTask();
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::CompileGameProject(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
|
|
{
|
|
// Get the project directory
|
|
FString ProjectDir = FPaths::GetPath(ProjectFileName);
|
|
|
|
// Get the target name. By default it'll be the same as the project name, but that might not be the case if the project was renamed.
|
|
FString TargetName = FPaths::GetBaseFilename(ProjectFileName);
|
|
if(!FPaths::FileExists(ProjectDir / FString::Printf(TEXT("Source/%sEditor.Target.cs"), *TargetName)))
|
|
{
|
|
// Find all the target files
|
|
TArray<FString> TargetFiles;
|
|
IFileManager::Get().FindFilesRecursive(TargetFiles, *(ProjectDir / TEXT("Source")), TEXT("*.target.cs"), true, false, false);
|
|
|
|
// Try to find a target that's clearly meant to be the editor. If there isn't one, let UBT fail with a sensible message without trying to do anything else smart.
|
|
for(const FString TargetFile: TargetFiles)
|
|
{
|
|
if(TargetFile.EndsWith("Editor.Target.cs"))
|
|
{
|
|
TargetName = FPaths::GetBaseFilename(FPaths::GetBaseFilename(TargetFile));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build the argument list
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s"), *TargetName, FModuleManager::Get().GetUBTConfiguration(), FPlatformMisc::GetUBTPlatform());
|
|
|
|
// Append the project name if it's a foreign project
|
|
if ( !ProjectFileName.IsEmpty() )
|
|
{
|
|
FUProjectDictionary ProjectDictionary(RootDir);
|
|
if(ProjectDictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
|
|
}
|
|
}
|
|
|
|
// Append any other options
|
|
Arguments += " -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE";
|
|
|
|
// Run UBT
|
|
return RunUnrealBuildTool(LOCTEXT("CompilingProject", "Compiling project..."), RootDir, Arguments, Warn);
|
|
}
|
|
|
|
bool FDesktopPlatformBase::GenerateProjectFiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
|
|
{
|
|
#if PLATFORM_MAC
|
|
FString Arguments = TEXT(" -xcodeprojectfile");
|
|
#elif PLATFORM_LINUX
|
|
FString Arguments = TEXT(" -makefile -kdevelopfile -qmakefile -cmakefile -codelitefile ");
|
|
#else
|
|
FString Arguments = TEXT(" -projectfiles");
|
|
#endif
|
|
|
|
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
|
|
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
|
|
{
|
|
// Figure out whether it's a foreign project
|
|
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
|
|
if(ProjectDictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Arguments += FString::Printf(TEXT(" -project=\"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
|
|
|
|
// Always include game source
|
|
Arguments += TEXT(" -game");
|
|
|
|
// Determine whether or not to include engine source
|
|
if(IsSourceDistribution(RootDir))
|
|
{
|
|
Arguments += TEXT(" -engine");
|
|
}
|
|
}
|
|
}
|
|
Arguments += TEXT(" -progress");
|
|
|
|
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
|
|
bool bRes = true;
|
|
Warn->BeginSlowTask(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), true, true);
|
|
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
|
|
bRes = BuildUnrealBuildTool(RootDir, *Warn);
|
|
}
|
|
if(bRes)
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("GeneratingProjectFiles", "Generating project files..."));
|
|
bRes = RunUnrealBuildTool(LOCTEXT("GeneratingProjectFiles", "Generating project files..."), RootDir, Arguments, Warn);
|
|
}
|
|
Warn->EndSlowTask();
|
|
return bRes;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::InvalidateMakefiles(const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn)
|
|
{
|
|
// Composes the target, platform, and config (eg, "QAGame Win64 Development")
|
|
FString Arguments = FString::Printf(TEXT("%s %s %s"), FApp::GetGameName(), FPlatformMisc::GetUBTPlatform(), FModuleManager::GetUBTConfiguration());
|
|
|
|
// -editorrecompile tells UBT to work out the editor target name from the game target name we provided (eg, converting "QAGame" to "QAGameEditor")
|
|
Arguments += TEXT(" -editorrecompile");
|
|
|
|
// Build the arguments to pass to UBT. If it's a non-foreign project, just build full project files.
|
|
if ( !ProjectFileName.IsEmpty() && GetCachedProjectDictionary(RootDir).IsForeignProject(ProjectFileName) )
|
|
{
|
|
// Figure out whether it's a foreign project
|
|
const FUProjectDictionary &ProjectDictionary = GetCachedProjectDictionary(RootDir);
|
|
if(ProjectDictionary.IsForeignProject(ProjectFileName))
|
|
{
|
|
Arguments += FString::Printf(TEXT(" \"%s\""), *IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ProjectFileName));
|
|
}
|
|
}
|
|
|
|
// -invalidatemakefilesonly tells UBT to invalidate its UBT makefiles without building
|
|
Arguments += TEXT(" -invalidatemakefilesonly");
|
|
|
|
// Compile UnrealBuildTool if it doesn't exist. This can happen if we're just copying source from somewhere.
|
|
bool bRes = true;
|
|
Warn->BeginSlowTask(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), true, true);
|
|
if(!FPaths::FileExists(GetUnrealBuildToolExecutableFilename(RootDir)))
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("BuildingUBT", "Building UnrealBuildTool..."));
|
|
bRes = BuildUnrealBuildTool(RootDir, *Warn);
|
|
}
|
|
if(bRes)
|
|
{
|
|
Warn->StatusUpdate(0, 1, LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."));
|
|
bRes = RunUnrealBuildTool(LOCTEXT("InvalidateMakefiles", "Invalidating makefiles..."), RootDir, Arguments, Warn);
|
|
}
|
|
Warn->EndSlowTask();
|
|
return bRes;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::IsUnrealBuildToolAvailable()
|
|
{
|
|
// If using Rocket and the Rocket unreal build tool executable exists, then UBT is available. Otherwise check it can be built.
|
|
if (FApp::IsEngineInstalled())
|
|
{
|
|
return FPaths::FileExists(GetUnrealBuildToolExecutableFilename(FPaths::RootDir()));
|
|
}
|
|
else
|
|
{
|
|
return FPaths::FileExists(GetUnrealBuildToolProjectFileName(FPaths::RootDir()));
|
|
}
|
|
}
|
|
|
|
bool FDesktopPlatformBase::InvokeUnrealBuildToolSync(const FString& InCmdLineParams, FOutputDevice &Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput)
|
|
{
|
|
void* PipeRead = nullptr;
|
|
void* PipeWrite = nullptr;
|
|
|
|
verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite));
|
|
|
|
bool bInvoked = false;
|
|
FProcHandle ProcHandle = InvokeUnrealBuildToolAsync(InCmdLineParams, Ar, PipeRead, PipeWrite, bSkipBuildUBT);
|
|
if (ProcHandle.IsValid())
|
|
{
|
|
// rather than waiting, we must flush the read pipe or UBT will stall if it writes out a ton of text to the console.
|
|
while (FPlatformProcess::IsProcRunning(ProcHandle))
|
|
{
|
|
OutProcOutput += FPlatformProcess::ReadPipe(PipeRead);
|
|
FPlatformProcess::Sleep(0.1f);
|
|
}
|
|
bInvoked = true;
|
|
bool bGotReturnCode = FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode);
|
|
check(bGotReturnCode);
|
|
}
|
|
else
|
|
{
|
|
bInvoked = false;
|
|
OutReturnCode = -1;
|
|
OutProcOutput = TEXT("");
|
|
}
|
|
|
|
|
|
FPlatformProcess::ClosePipe(PipeRead, PipeWrite);
|
|
|
|
return bInvoked;
|
|
}
|
|
|
|
FProcHandle FDesktopPlatformBase::InvokeUnrealBuildToolAsync(const FString& InCmdLineParams, FOutputDevice &Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT)
|
|
{
|
|
FString CmdLineParams = InCmdLineParams;
|
|
|
|
#if PLATFORM_WINDOWS
|
|
if (_MSC_VER >= 1900)
|
|
{
|
|
CmdLineParams += TEXT(" -2015");
|
|
}
|
|
#endif // PLATFORM_WINDOWS
|
|
|
|
// UnrealBuildTool is currently always located in the Binaries/DotNET folder
|
|
FString ExecutableFileName = GetUnrealBuildToolExecutableFilename(FPaths::RootDir());
|
|
|
|
// Rocket never builds UBT, UnrealBuildTool should already exist
|
|
bool bSkipBuild = FApp::IsEngineInstalled() || bSkipBuildUBT;
|
|
if (!bSkipBuild)
|
|
{
|
|
// When not using rocket, we should attempt to build UBT to make sure it is up to date
|
|
// Only do this if we have not already successfully done it once during this session.
|
|
static bool bSuccessfullyBuiltUBTOnce = false;
|
|
if (!bSuccessfullyBuiltUBTOnce)
|
|
{
|
|
Ar.Log(TEXT("Building UnrealBuildTool..."));
|
|
if (BuildUnrealBuildTool(FPaths::RootDir(), Ar))
|
|
{
|
|
bSuccessfullyBuiltUBTOnce = true;
|
|
}
|
|
else
|
|
{
|
|
// Failed to build UBT
|
|
Ar.Log(TEXT("Failed to build UnrealBuildTool."));
|
|
return FProcHandle();
|
|
}
|
|
}
|
|
}
|
|
|
|
#if PLATFORM_LINUX
|
|
CmdLineParams += (" -progress");
|
|
#endif // PLATFORM_LINUX
|
|
|
|
Ar.Logf(TEXT("Launching UnrealBuildTool... [%s %s]"), *ExecutableFileName, *CmdLineParams);
|
|
|
|
#if PLATFORM_MAC
|
|
// On Mac we launch UBT with Mono
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
|
|
ExecutableFileName = TEXT("/bin/sh");
|
|
#elif PLATFORM_LINUX
|
|
// Real men run Linux (with Mono??)
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Linux/RunMono.sh"));
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" \"%s\" %s"), *ScriptPath, *ExecutableFileName, *CmdLineParams);
|
|
ExecutableFileName = TEXT("/bin/bash");
|
|
#endif
|
|
|
|
// Run UnrealBuildTool
|
|
const bool bLaunchDetached = false;
|
|
const bool bLaunchHidden = true;
|
|
const bool bLaunchReallyHidden = bLaunchHidden;
|
|
|
|
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*ExecutableFileName, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, OutWritePipe);
|
|
if (!ProcHandle.IsValid())
|
|
{
|
|
Ar.Logf(TEXT("Failed to launch Unreal Build Tool. (%s)"), *ExecutableFileName);
|
|
}
|
|
|
|
return ProcHandle;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::GetSolutionPath(FString& OutSolutionPath)
|
|
{
|
|
// Get the platform-specific suffix for solution files
|
|
#if PLATFORM_MAC
|
|
const TCHAR* Suffix = TEXT(".xcodeproj/project.pbxproj");
|
|
#elif PLATFORM_LINUX
|
|
const TCHAR* Suffix = TEXT(".workspace"); // FIXME: Should depend on PreferredAccessor setting
|
|
#else
|
|
const TCHAR* Suffix = TEXT(".sln");
|
|
#endif
|
|
|
|
// When using game specific uproject files, the solution is named after the game and in the uproject folder
|
|
if(FPaths::IsProjectFilePathSet())
|
|
{
|
|
FString SolutionPath = FPaths::GameDir() / FPaths::GetBaseFilename(FPaths::GetProjectFilePath()) + Suffix;
|
|
if(FPaths::FileExists(SolutionPath))
|
|
{
|
|
OutSolutionPath = SolutionPath;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Otherwise, it is simply titled UE4.sln
|
|
FString DefaultSolutionPath = FPaths::RootDir() / FString(TEXT("UE4")) + Suffix;
|
|
if(FPaths::FileExists(DefaultSolutionPath))
|
|
{
|
|
OutSolutionPath = DefaultSolutionPath;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetDefaultProjectCreationPath()
|
|
{
|
|
// My Documents
|
|
const FString DefaultProjectSubFolder = TEXT("Unreal Projects");
|
|
return FString(FPlatformProcess::UserDir()) + DefaultProjectSubFolder;
|
|
}
|
|
|
|
void FDesktopPlatformBase::ReadLauncherInstallationList()
|
|
{
|
|
FString InstalledListFile = FString(FPlatformProcess::ApplicationSettingsDir()) / TEXT("UnrealEngineLauncher/LauncherInstalled.dat");
|
|
|
|
// If the file does not exist, manually check for the 4.0 or 4.1 manifest
|
|
FDateTime NewListTimestamp = IFileManager::Get().GetTimeStamp(*InstalledListFile);
|
|
if(NewListTimestamp == FDateTime::MinValue())
|
|
{
|
|
if(LauncherInstallationList.Num() == 0)
|
|
{
|
|
CheckForLauncherEngineInstallation(TEXT("40003"), TEXT("UE_4.0"), LauncherInstallationList);
|
|
CheckForLauncherEngineInstallation(TEXT("1040003"), TEXT("UE_4.1"), LauncherInstallationList);
|
|
}
|
|
}
|
|
else if(NewListTimestamp != LauncherInstallationTimestamp)
|
|
{
|
|
// Read the installation manifest
|
|
FString InstalledText;
|
|
if (FFileHelper::LoadFileToString(InstalledText, *InstalledListFile))
|
|
{
|
|
// Deserialize the object
|
|
TSharedPtr< FJsonObject > RootObject;
|
|
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(InstalledText);
|
|
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
|
|
{
|
|
// Parse the list of installations
|
|
TArray< TSharedPtr<FJsonValue> > InstallationList = RootObject->GetArrayField(TEXT("InstallationList"));
|
|
for(int32 Idx = 0; Idx < InstallationList.Num(); Idx++)
|
|
{
|
|
TSharedPtr<FJsonObject> InstallationItem = InstallationList[Idx]->AsObject();
|
|
|
|
FString AppName = InstallationItem->GetStringField(TEXT("AppName"));
|
|
FString InstallLocation = InstallationItem->GetStringField(TEXT("InstallLocation"));
|
|
if(AppName.Len() > 0 && InstallLocation.Len() > 0)
|
|
{
|
|
FPaths::NormalizeDirectoryName(InstallLocation);
|
|
LauncherInstallationList.Add(AppName, InstallLocation);
|
|
}
|
|
}
|
|
}
|
|
LauncherInstallationTimestamp = NewListTimestamp;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDesktopPlatformBase::CheckForLauncherEngineInstallation(const FString &AppId, const FString &Identifier, TMap<FString, FString> &OutInstallations)
|
|
{
|
|
FString ManifestText;
|
|
FString ManifestFileName = FString(FPlatformProcess::ApplicationSettingsDir()) / FString::Printf(TEXT("UnrealEngineLauncher/Data/Manifests/%s.manifest"), *AppId);
|
|
|
|
if (FFileHelper::LoadFileToString(ManifestText, *ManifestFileName))
|
|
{
|
|
TSharedPtr< FJsonObject > RootObject;
|
|
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(ManifestText);
|
|
if (FJsonSerializer::Deserialize(Reader, RootObject) && RootObject.IsValid())
|
|
{
|
|
TSharedPtr<FJsonObject> CustomFieldsObject = RootObject->GetObjectField(TEXT("CustomFields"));
|
|
if (CustomFieldsObject.IsValid())
|
|
{
|
|
FString InstallLocation = CustomFieldsObject->GetStringField("InstallLocation");
|
|
if (InstallLocation.Len() > 0)
|
|
{
|
|
OutInstallations.Add(Identifier, InstallLocation);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int32 FDesktopPlatformBase::ParseReleaseVersion(const FString &Version)
|
|
{
|
|
TCHAR *End;
|
|
|
|
uint64 Major = FCString::Strtoui64(*Version, &End, 10);
|
|
if (Major >= MAX_int16 || *(End++) != '.')
|
|
{
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
uint64 Minor = FCString::Strtoui64(End, &End, 10);
|
|
if (Minor >= MAX_int16 || *End != 0)
|
|
{
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
return (Major << 16) + Minor;
|
|
}
|
|
|
|
TSharedPtr<FJsonObject> FDesktopPlatformBase::LoadProjectFile(const FString &FileName)
|
|
{
|
|
FString FileContents;
|
|
|
|
if (!FFileHelper::LoadFileToString(FileContents, *FileName))
|
|
{
|
|
return TSharedPtr<FJsonObject>(NULL);
|
|
}
|
|
|
|
TSharedPtr< FJsonObject > JsonObject;
|
|
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(FileContents);
|
|
if (!FJsonSerializer::Deserialize(Reader, JsonObject) || !JsonObject.IsValid())
|
|
{
|
|
return TSharedPtr<FJsonObject>(NULL);
|
|
}
|
|
|
|
return JsonObject;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::SaveProjectFile(const FString &FileName, TSharedPtr<FJsonObject> Object)
|
|
{
|
|
FString FileContents;
|
|
|
|
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&FileContents);
|
|
if (!FJsonSerializer::Serialize(Object.ToSharedRef(), Writer))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!FFileHelper::SaveStringToFile(FileContents, *FileName))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const FUProjectDictionary &FDesktopPlatformBase::GetCachedProjectDictionary(const FString& RootDir)
|
|
{
|
|
FString NormalizedRootDir = RootDir;
|
|
FPaths::NormalizeDirectoryName(NormalizedRootDir);
|
|
|
|
FUProjectDictionary *Dictionary = CachedProjectDictionaries.Find(NormalizedRootDir);
|
|
if(Dictionary == NULL)
|
|
{
|
|
Dictionary = &CachedProjectDictionaries.Add(RootDir, FUProjectDictionary(RootDir));
|
|
}
|
|
return *Dictionary;
|
|
}
|
|
|
|
void FDesktopPlatformBase::GetProjectBuildProducts(const FString& ProjectDir, TArray<FString> &OutFileNames, TArray<FString> &OutDirectoryNames)
|
|
{
|
|
FString NormalizedProjectDir = ProjectDir;
|
|
FPaths::NormalizeDirectoryName(NormalizedProjectDir);
|
|
|
|
// Find all the build roots
|
|
TArray<FString> BuildRootDirectories;
|
|
BuildRootDirectories.Add(NormalizedProjectDir);
|
|
|
|
// Add all the plugin directories
|
|
TArray<FString> PluginFileNames;
|
|
IFileManager::Get().FindFilesRecursive(PluginFileNames, *(NormalizedProjectDir / TEXT("Plugins")), TEXT("*.uplugin"), true, false);
|
|
for(int32 Idx = 0; Idx < PluginFileNames.Num(); Idx++)
|
|
{
|
|
BuildRootDirectories.Add(FPaths::GetPath(PluginFileNames[Idx]));
|
|
}
|
|
|
|
// Add all the intermediate directories
|
|
for(int32 Idx = 0; Idx < BuildRootDirectories.Num(); Idx++)
|
|
{
|
|
OutDirectoryNames.Add(BuildRootDirectories[Idx] / TEXT("Intermediate"));
|
|
}
|
|
|
|
// Add the files in the cleaned directories to the output list
|
|
for(int32 Idx = 0; Idx < OutDirectoryNames.Num(); Idx++)
|
|
{
|
|
IFileManager::Get().FindFilesRecursive(OutFileNames, *OutDirectoryNames[Idx], TEXT("*"), true, false, false);
|
|
}
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetEngineSavedConfigDirectory(const FString& Identifier)
|
|
{
|
|
// Get the engine root directory
|
|
FString RootDir;
|
|
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
|
|
{
|
|
return FString();
|
|
}
|
|
|
|
// Get the path to the game agnostic settings
|
|
FString UserDir;
|
|
if (IsStockEngineRelease(Identifier))
|
|
{
|
|
UserDir = FPaths::Combine(FPlatformProcess::UserSettingsDir(), *FApp::GetEpicProductIdentifier(), *Identifier);
|
|
}
|
|
else
|
|
{
|
|
UserDir = FPaths::Combine(*RootDir, TEXT("Engine"));
|
|
}
|
|
|
|
// Get the game agnostic config dir
|
|
return UserDir / TEXT("Saved/Config") / ANSI_TO_TCHAR(FPlatformProperties::PlatformName());
|
|
}
|
|
|
|
bool FDesktopPlatformBase::EnumerateProjectsKnownByEngine(const FString &Identifier, bool bIncludeNativeProjects, TArray<FString> &OutProjectFileNames)
|
|
{
|
|
// Get the engine root directory
|
|
FString RootDir;
|
|
if (!GetEngineRootDirFromIdentifier(Identifier, RootDir))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FString GameAgnosticConfigDir = GetEngineSavedConfigDirectory(Identifier);
|
|
|
|
if (GameAgnosticConfigDir.Len() == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Find all the created project directories. Start with the default project creation path.
|
|
TArray<FString> SearchDirectories;
|
|
SearchDirectories.AddUnique(GetDefaultProjectCreationPath());
|
|
|
|
// Load the config file
|
|
FConfigFile GameAgnosticConfig;
|
|
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorSettings"), NULL, *GameAgnosticConfigDir, false);
|
|
|
|
// Find the editor game-agnostic settings
|
|
FConfigSection* Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorSettings"));
|
|
|
|
if (Section == NULL)
|
|
{
|
|
FConfigCacheIni::LoadExternalIniFile(GameAgnosticConfig, TEXT("EditorGameAgnostic"), NULL, *GameAgnosticConfigDir, false);
|
|
Section = GameAgnosticConfig.Find(TEXT("/Script/UnrealEd.EditorGameAgnosticSettings"));
|
|
}
|
|
|
|
if(Section != NULL)
|
|
{
|
|
// Add in every path that the user has ever created a project file. This is to catch new projects showing up in the user's project folders
|
|
TArray<FString> AdditionalDirectories;
|
|
Section->MultiFind(TEXT("CreatedProjectPaths"), AdditionalDirectories);
|
|
for(int Idx = 0; Idx < AdditionalDirectories.Num(); Idx++)
|
|
{
|
|
FPaths::NormalizeDirectoryName(AdditionalDirectories[Idx]);
|
|
SearchDirectories.AddUnique(AdditionalDirectories[Idx]);
|
|
}
|
|
|
|
// Also add in all the recently opened projects
|
|
TArray<FString> RecentlyOpenedFiles;
|
|
Section->MultiFind(TEXT("RecentlyOpenedProjectFiles"), RecentlyOpenedFiles);
|
|
for(int Idx = 0; Idx < RecentlyOpenedFiles.Num(); Idx++)
|
|
{
|
|
FPaths::NormalizeFilename(RecentlyOpenedFiles[Idx]);
|
|
OutProjectFileNames.AddUnique(RecentlyOpenedFiles[Idx]);
|
|
}
|
|
}
|
|
|
|
// Find all the other projects that are in the search directories
|
|
for(int Idx = 0; Idx < SearchDirectories.Num(); Idx++)
|
|
{
|
|
TArray<FString> ProjectFolders;
|
|
IFileManager::Get().FindFiles(ProjectFolders, *(SearchDirectories[Idx] / TEXT("*")), false, true);
|
|
|
|
for(int32 FolderIdx = 0; FolderIdx < ProjectFolders.Num(); FolderIdx++)
|
|
{
|
|
TArray<FString> ProjectFiles;
|
|
IFileManager::Get().FindFiles(ProjectFiles, *(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / TEXT("*.uproject")), true, false);
|
|
|
|
for(int32 FileIdx = 0; FileIdx < ProjectFiles.Num(); FileIdx++)
|
|
{
|
|
OutProjectFileNames.AddUnique(SearchDirectories[Idx] / ProjectFolders[FolderIdx] / ProjectFiles[FileIdx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find all the native projects, and either add or remove them from the list depending on whether we want native projects
|
|
const FUProjectDictionary &Dictionary = GetCachedProjectDictionary(RootDir);
|
|
if(bIncludeNativeProjects)
|
|
{
|
|
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
|
|
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
|
|
{
|
|
if(!NativeProjectPaths[Idx].Contains(TEXT("/Templates/")))
|
|
{
|
|
OutProjectFileNames.AddUnique(NativeProjectPaths[Idx]);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TArray<FString> NativeProjectPaths = Dictionary.GetProjectPaths();
|
|
for(int Idx = 0; Idx < NativeProjectPaths.Num(); Idx++)
|
|
{
|
|
OutProjectFileNames.Remove(NativeProjectPaths[Idx]);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FDesktopPlatformBase::BuildUnrealBuildTool(const FString& RootDir, FOutputDevice& Ar)
|
|
{
|
|
Ar.Logf(TEXT("Building UnrealBuildTool in %s..."), *RootDir);
|
|
|
|
// Check the project file exists
|
|
FString CsProjLocation = GetUnrealBuildToolProjectFileName(RootDir);
|
|
if(!FPaths::FileExists(CsProjLocation))
|
|
{
|
|
Ar.Logf(TEXT("Project file not found at %s"), *CsProjLocation);
|
|
return false;
|
|
}
|
|
|
|
FString CompilerExecutableFilename;
|
|
FString CmdLineParams;
|
|
|
|
if (PLATFORM_WINDOWS)
|
|
{
|
|
// To build UBT for windows, we must assemble a batch file that first registers the environment variable necessary to run msbuild then run it
|
|
// This can not be done in a single invocation of CMD.exe because the environment variables do not transfer between subsequent commands when using the "&" syntax
|
|
// devenv.exe can be used to build as well but it takes several seconds to start up so it is not desirable
|
|
|
|
// First determine the appropriate vcvars batch file to launch
|
|
FString VCVarsBat;
|
|
|
|
#if PLATFORM_WINDOWS
|
|
#if _MSC_VER >= 1800
|
|
FPlatformMisc::GetVSComnTools(12, VCVarsBat);
|
|
#else
|
|
FPlatformMisc::GetVSComnTools(11, VCVarsBat);
|
|
#endif
|
|
#endif // PLATFORM_WINDOWS
|
|
|
|
VCVarsBat = FPaths::Combine(*VCVarsBat, L"../../VC/bin/x86_amd64/vcvarsx86_amd64.bat");
|
|
|
|
// Check to make sure we found one.
|
|
if (VCVarsBat.IsEmpty() || !FPaths::FileExists(VCVarsBat))
|
|
{
|
|
Ar.Logf(TEXT("Couldn't find %s; skipping."), *VCVarsBat);
|
|
return false;
|
|
}
|
|
|
|
// Now make a batch file in the intermediate directory to invoke the vcvars batch then msbuild
|
|
FString BuildBatchFile = RootDir / TEXT("Engine/Intermediate/Build/UnrealBuildTool/BuildUBT.bat");
|
|
BuildBatchFile.ReplaceInline(TEXT("/"), TEXT("\\"));
|
|
|
|
FString BatchFileContents;
|
|
BatchFileContents = FString::Printf(TEXT("call \"%s\"") LINE_TERMINATOR, *VCVarsBat);
|
|
BatchFileContents += FString::Printf(TEXT("msbuild /nologo /verbosity:quiet \"%s\" /property:Configuration=Development /property:Platform=AnyCPU"), *CsProjLocation);
|
|
FFileHelper::SaveStringToFile(BatchFileContents, *BuildBatchFile);
|
|
|
|
TCHAR CmdExePath[MAX_PATH];
|
|
FPlatformMisc::GetEnvironmentVariable(TEXT("ComSpec"), CmdExePath, ARRAY_COUNT(CmdExePath));
|
|
CompilerExecutableFilename = CmdExePath;
|
|
|
|
CmdLineParams = FString::Printf(TEXT("/c \"%s\""), *BuildBatchFile);
|
|
}
|
|
else if (PLATFORM_MAC)
|
|
{
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Mac/RunXBuild.sh"));
|
|
CompilerExecutableFilename = TEXT("/bin/sh");
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development %s"), *ScriptPath, *CsProjLocation);
|
|
}
|
|
else if (PLATFORM_LINUX)
|
|
{
|
|
FString ScriptPath = FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Build/BatchFiles/Linux/RunXBuild.sh"));
|
|
CompilerExecutableFilename = TEXT("/bin/bash");
|
|
CmdLineParams = FString::Printf(TEXT("\"%s\" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 %s"), *ScriptPath, *CsProjLocation);
|
|
}
|
|
else
|
|
{
|
|
Ar.Log(TEXT("Unknown platform, unable to build UnrealBuildTool."));
|
|
return false;
|
|
}
|
|
|
|
// Spawn the compiler
|
|
Ar.Logf(TEXT("Running: %s %s"), *CompilerExecutableFilename, *CmdLineParams);
|
|
const bool bLaunchDetached = false;
|
|
const bool bLaunchHidden = true;
|
|
const bool bLaunchReallyHidden = bLaunchHidden;
|
|
FProcHandle ProcHandle = FPlatformProcess::CreateProc(*CompilerExecutableFilename, *CmdLineParams, bLaunchDetached, bLaunchHidden, bLaunchReallyHidden, NULL, 0, NULL, NULL);
|
|
if (!ProcHandle.IsValid())
|
|
{
|
|
Ar.Log(TEXT("Failed to start process."));
|
|
return false;
|
|
}
|
|
FPlatformProcess::WaitForProc(ProcHandle);
|
|
FPlatformProcess::CloseProc(ProcHandle);
|
|
|
|
// If the executable appeared where we expect it, then we were successful
|
|
FString UnrealBuildToolExePath = GetUnrealBuildToolExecutableFilename(RootDir);
|
|
if(!FPaths::FileExists(UnrealBuildToolExePath))
|
|
{
|
|
Ar.Logf(TEXT("Missing %s after build"), *UnrealBuildToolExePath);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetUnrealBuildToolProjectFileName(const FString& RootDir) const
|
|
{
|
|
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj"));
|
|
}
|
|
|
|
FString FDesktopPlatformBase::GetUnrealBuildToolExecutableFilename(const FString& RootDir) const
|
|
{
|
|
return FPaths::ConvertRelativePathToFull(RootDir / TEXT("Engine/Binaries/DotNET/UnrealBuildTool.exe"));
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|