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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2839897 on 2016/01/22 by Ori.Cohen
Allow static mesh editor to specify a default collision profile.
#rb Lina.Halper
#UE-2836
Change 2840489 on 2016/01/22 by Ori.Cohen
Fix collision customization so that it respects const editing property
#rb Marc.Audy
Change 2840528 on 2016/01/22 by Ori.Cohen
Fix compile error and actually get value from attribute
Change 2840672 on 2016/01/22 by Zak.Middleton
#ue4 - Include data from USkinnedMeshComponent in USkeletalMeshComponent::GetResourceSize().
#rb Michael.Noland
Change 2841314 on 2016/01/24 by Marc.Audy
Fix depressingly frequent misspellings of 'suppress'
Change 2841323 on 2016/01/24 by Marc.Audy
Reserve worst case memory for TSet Intersect, Union, and Difference to avoid memory allocations during iteration
Ensure that TSet Intersect considers the least number of elements possible
Early out from TSet Contains if Other is larger than this
Clarify comment on TSet Difference
#rb Steve.Robb
Change 2841380 on 2016/01/24 by Aaron.McLeran
UE-25586 Audio assets not correctly reporting resource memory usage
Tested on PC/PS4 and with Editor builds. Memory reporting is working for all cases now.
Change 2841385 on 2016/01/24 by Aaron.McLeran
UE-21210 Adding subtitle priority to USoundWave
Change 2841386 on 2016/01/24 by Marc.Audy
Return null for GameNetDriver if World is null instead of crashing
Change 2841409 on 2016/01/24 by Aaron.McLeran
UE-25514 Removing load for default objects for every sound wave
Change 2841858 on 2016/01/25 by Ori.Cohen
Make sure that PIE face index results are consistent with runtime
#rb Benn.Gallagher
Change 2841977 on 2016/01/25 by Ori.Cohen
Fix object type customization so that it's only enabled when custom is selected. (Accidently broke this in recent change)
Change 2841982 on 2016/01/25 by Marc.Audy
Minor optimization by avoiding recreating FNames repeatedly in constructor
Change 2842169 on 2016/01/25 by Benn.Gallagher
Fixes to animBP compiler and instance to store and double buffer internal machine state weights on the instance. So they can be queried cross-machine without issue.
#rb Lina.Halper
Change 2842390 on 2016/01/25 by Ori.Cohen
Fix in world editing of BodyInstance not working.
No longer serializing Scale3D as this is allways initialized in InitBody.
No longer overwriting MassInKg and renamed to to MassInKgOverride which better reflects what this variable does.
#JIRA UE-25518
#rb Lina.Halper
Change 2843579 on 2016/01/26 by Marc.Audy
Only update replication when it actually changes
Don't check calling SetIsReplicated if the class cannot replicate, instead output an error message
Fix spelling in comment
#rb Ori.Cohen
Change 2843627 on 2016/01/26 by Marc.Audy
Add \\ as a default console key for Italian keyboard layouts
#jira UE-25198
#rb James.Golding
Change 2843628 on 2016/01/26 by Marc.Audy
Don't reconstruct FName on each call to GetHitResultAtScreenPosition
#rb James.Golding
Change 2843671 on 2016/01/26 by Martin.Wilson
Fix incorrect bone transforms being pushed to the renderer during SetSkeletalMesh. This presented as motion blur artifacts in editor
#rb Thomas.Sarkanen
Change 2843768 on 2016/01/26 by Marc.Audy
Inline Get Component functions in TriggerBase
Change 2844003 on 2016/01/26 by Zak.Middleton
#ue4 - Fix FMath::Fmod(X, Y) sometimes returning small negative values for positive X and Y due to float imprecision. Added tests to math tests at startup to check this, and also to better handle results close to Y. Wrap the ensure on Y=0 within a conditional so a breakpoint can be used during debugging (to distinguish between zero and very small input).
#codereview Laurent.Delayen
Change 2844005 on 2016/01/26 by Zak.Middleton
#ue4 - Convert uses of fmod() and fmodf() to use FMath::Fmod() instead.
Also see CL 2844003
[CL 2855709 by Marc Audy in Main branch]
339 lines
12 KiB
C#
339 lines
12 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.IO;
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using System.CodeDom.Compiler;
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using Microsoft.CSharp;
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using Microsoft.Win32;
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using System.Reflection;
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using System.Diagnostics;
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using UnrealBuildTool;
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using Tools.DotNETCommon.CaselessDictionary;
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namespace AutomationTool
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{
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/// <summary>
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/// Exception thrown by PreprocessScriptFile.
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/// </summary>
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class CompilationException : AutomationException
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{
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public CompilationException(string Filename, int StartLine, int StartColumn, int EndLine, int EndColumn, string Message, params string[] Args)
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: base(String.Format("Compilation Failed.\n>{0}({1},{2},{3},{4}): error: {5}", Path.GetFullPath(Filename), StartLine + 1, StartColumn + 1, EndLine + 1, EndColumn + 1,
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String.Format(Message, Args)))
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{
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}
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}
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/// <summary>
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/// Compiles and loads script assemblies.
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/// </summary>
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class ScriptCompiler
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{
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#region Fields
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private CaselessDictionary<Type> ScriptCommands;
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#if DEBUG
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const string BuildConfig = "Debug";
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#else
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const string BuildConfig = "Development";
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#endif
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const string DefaultScriptsDLLName = "AutomationScripts.Automation.dll";
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#endregion
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#region Compilation
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public ScriptCompiler()
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{
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}
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/// <summary>
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/// Finds and/or compiles all script files and assemblies.
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/// </summary>
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/// <param name="ScriptsForProjectFileName">Path to the current project. May be null, in which case we compile scripts for all projects.</param>
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/// <param name="AdditionalScriptsFolders">Additional script fodlers to look for source files in.</param>
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public void FindAndCompileAllScripts(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
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{
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bool DoCompile = false;
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if (GlobalCommandLine.Compile)
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{
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DoCompile = true;
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}
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// Change to Engine\Source (if exists) to properly discover all UBT classes
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var OldCWD = Environment.CurrentDirectory;
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var UnrealBuildToolCWD = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source");
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if (Directory.Exists(UnrealBuildToolCWD))
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{
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Environment.CurrentDirectory = UnrealBuildToolCWD;
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}
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// Register all the classes inside UBT
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Log.TraceVerbose("Registering UBT Classes.");
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UnrealBuildTool.UnrealBuildTool.RegisterAllUBTClasses();
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Environment.CurrentDirectory = OldCWD;
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// Compile only if not disallowed.
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if (DoCompile && !String.IsNullOrEmpty(CommandUtils.CmdEnv.MsBuildExe))
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{
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CleanupScriptsAssemblies();
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FindAndCompileScriptModules(ScriptsForProjectFileName, AdditionalScriptsFolders);
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}
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var ScriptAssemblies = new List<Assembly>();
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LoadPreCompiledScriptAssemblies(ScriptAssemblies);
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// Setup platforms
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Platform.InitializePlatforms(ScriptAssemblies.ToArray());
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// Instantiate all the automation classes for interrogation
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Log.TraceVerbose("Creating commands.");
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ScriptCommands = new CaselessDictionary<Type>();
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foreach (var CompiledScripts in ScriptAssemblies)
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{
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foreach (var ClassType in CompiledScripts.GetTypes())
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{
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if (ClassType.IsSubclassOf(typeof(BuildCommand)) && ClassType.IsAbstract == false)
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{
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if (ScriptCommands.ContainsKey(ClassType.Name) == false)
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{
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ScriptCommands.Add(ClassType.Name, ClassType);
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}
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else
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{
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Log.TraceWarning("Unable to add command {0} twice. Previous: {1}, Current: {2}", ClassType.Name,
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ClassType.AssemblyQualifiedName, ScriptCommands[ClassType.Name].AssemblyQualifiedName);
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}
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}
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}
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}
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}
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private static void FindAndCompileScriptModules(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
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{
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Log.TraceInformation("Compiling scripts.");
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var OldCWD = Environment.CurrentDirectory;
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var UnrealBuildToolCWD = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source");
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Environment.CurrentDirectory = UnrealBuildToolCWD;
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// Configure the rules compiler
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// Get all game folders and convert them to build subfolders.
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List<DirectoryReference> AllGameFolders;
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if(ScriptsForProjectFileName == null)
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{
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AllGameFolders = UnrealBuildTool.UEBuildTarget.DiscoverAllGameFolders();
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}
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else
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{
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AllGameFolders = new List<DirectoryReference>{ new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName)) };
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}
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var AllAdditionalScriptFolders = new List<DirectoryReference>(AdditionalScriptsFolders.Select(x => new DirectoryReference(x)));
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foreach (var Folder in AllGameFolders)
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{
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var GameBuildFolder = DirectoryReference.Combine(Folder, "Build");
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if (GameBuildFolder.Exists())
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{
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AllAdditionalScriptFolders.Add(GameBuildFolder);
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}
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}
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Log.TraceVerbose("Discovering game folders.");
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var DiscoveredModules = UnrealBuildTool.RulesCompiler.FindAllRulesSourceFiles(UnrealBuildTool.RulesCompiler.RulesFileType.AutomationModule, GameFolders: AllGameFolders, ForeignPlugins: null, AdditionalSearchPaths: AllAdditionalScriptFolders);
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var ModulesToCompile = new List<string>(DiscoveredModules.Count);
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foreach (var ModuleFilename in DiscoveredModules)
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{
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if (HostPlatform.Current.IsScriptModuleSupported(ModuleFilename.GetFileNameWithoutAnyExtensions()))
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{
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ModulesToCompile.Add(ModuleFilename.FullName);
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}
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else
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{
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CommandUtils.LogVerbose("Script module {0} filtered by the Host Platform and will not be compiled.", ModuleFilename);
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}
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}
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if ((UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealBuildTool.UnrealTargetPlatform.Win64) ||
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(UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealBuildTool.UnrealTargetPlatform.Win32))
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{
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string Modules = string.Join(";", ModulesToCompile.ToArray());
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var UATProj = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"Engine\Source\Programs\AutomationTool\Scripts\UAT.proj");
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var CmdLine = String.Format("\"{0}\" /p:Modules=\"{1}\" /p:Configuration={2} /verbosity:minimal /nologo", UATProj, Modules, BuildConfig);
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// suppress the run command because it can be long and intimidating, making the logs around this code harder to read.
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var Result = CommandUtils.Run(CommandUtils.CmdEnv.MsBuildExe, CmdLine, Options: CommandUtils.ERunOptions.Default | CommandUtils.ERunOptions.NoLoggingOfRunCommand | CommandUtils.ERunOptions.LoggingOfRunDuration);
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if (Result.ExitCode != 0)
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{
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throw new AutomationException(String.Format("Failed to build \"{0}\":{1}{2}", UATProj, Environment.NewLine, Result.Output));
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}
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}
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else
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{
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CompileModules(ModulesToCompile);
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}
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Environment.CurrentDirectory = OldCWD;
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}
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/// <summary>
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/// Compiles all script modules.
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/// </summary>
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/// <param name="Modules">Module project filenames.</param>
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/// <param name="CompiledModuleFilenames">The resulting compiled module assembly filenames.</param>
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private static void CompileModules(List<string> Modules)
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{
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Log.TraceInformation("Building script modules");
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// Make sure DefaultScriptsDLLName is compiled first
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var DefaultScriptsProjName = Path.ChangeExtension(DefaultScriptsDLLName, "csproj");
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foreach (var ModuleName in Modules)
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{
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if (ModuleName.IndexOf(DefaultScriptsProjName, StringComparison.InvariantCultureIgnoreCase) >= 0)
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{
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Log.TraceInformation("Building script module: {0}", ModuleName);
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try
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{
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CompileScriptModule(ModuleName);
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}
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catch (Exception Ex)
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{
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CommandUtils.LogError(LogUtils.FormatException(Ex));
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throw new AutomationException("Failed to compile module {0}", ModuleName);
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}
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break;
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}
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}
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// Second pass, compile everything else
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foreach (var ModuleName in Modules)
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{
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if (ModuleName.IndexOf(DefaultScriptsProjName, StringComparison.InvariantCultureIgnoreCase) < 0)
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{
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Log.TraceInformation("Building script module: {0}", ModuleName);
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try
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{
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CompileScriptModule(ModuleName);
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}
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catch (Exception Ex)
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{
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CommandUtils.LogError(LogUtils.FormatException(Ex));
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throw new AutomationException("Failed to compile module {0}", ModuleName);
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}
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}
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}
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}
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/// <summary>
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/// Builds a script module (csproj file)
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/// </summary>
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/// <param name="ProjectFile"></param>
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/// <returns></returns>
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private static bool CompileScriptModule(string ProjectFile)
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{
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if (!ProjectFile.EndsWith(".csproj", StringComparison.InvariantCultureIgnoreCase))
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{
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throw new AutomationException(String.Format("Unable to build Project {0}. Not a valid .csproj file.", ProjectFile));
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}
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if (!CommandUtils.FileExists(ProjectFile))
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{
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throw new AutomationException(String.Format("Unable to build Project {0}. Project file not found.", ProjectFile));
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}
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var CmdLine = String.Format("\"{0}\" /verbosity:quiet /nologo /target:Build /property:Configuration={1} /property:Platform=AnyCPU /p:TreatWarningsAsErrors=false /p:NoWarn=\"612,618,672\" /p:BuildProjectReferences=true",
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ProjectFile, BuildConfig);
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// Compile the project
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var Result = CommandUtils.Run(CommandUtils.CmdEnv.MsBuildExe, CmdLine);
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if (Result.ExitCode != 0)
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{
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throw new AutomationException(String.Format("Failed to build \"{0}\":{1}{2}", ProjectFile, Environment.NewLine, Result.Output));
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}
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else
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{
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// Remove .Automation.csproj and copy to target dir
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Log.TraceVerbose("Successfully compiled {0}", ProjectFile);
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}
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return Result.ExitCode == 0;
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}
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/// <summary>
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/// Loads all precompiled assemblies (DLLs that end with *Scripts.dll).
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/// </summary>
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/// <param name="OutScriptAssemblies">List to store all loaded assemblies.</param>
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private static void LoadPreCompiledScriptAssemblies(List<Assembly> OutScriptAssemblies)
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{
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CommandUtils.LogVerbose("Loading precompiled script DLLs");
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bool DefaultScriptsDLLFound = false;
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var ScriptsLocation = GetScriptAssemblyFolder();
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if (CommandUtils.DirectoryExists(ScriptsLocation))
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{
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var ScriptDLLFiles = Directory.GetFiles(ScriptsLocation, "*.Automation.dll", SearchOption.AllDirectories);
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CommandUtils.LogVerbose("Found {0} script DLL(s).", ScriptDLLFiles.Length);
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foreach (var ScriptsDLLFilename in ScriptDLLFiles)
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{
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if (!HostPlatform.Current.IsScriptModuleSupported(CommandUtils.GetFilenameWithoutAnyExtensions(ScriptsDLLFilename)))
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{
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CommandUtils.LogVerbose("Script module {0} filtered by the Host Platform and will not be loaded.", ScriptsDLLFilename);
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continue;
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}
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// Load the assembly into our app domain
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CommandUtils.LogVerbose("Loading script DLL: {0}", ScriptsDLLFilename);
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try
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{
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var Dll = AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(ScriptsDLLFilename));
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OutScriptAssemblies.Add(Dll);
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// Check if this is the default scripts DLL.
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if (!DefaultScriptsDLLFound && String.Compare(Path.GetFileName(ScriptsDLLFilename), DefaultScriptsDLLName, true) == 0)
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{
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DefaultScriptsDLLFound = true;
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}
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}
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catch (Exception Ex)
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{
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throw new AutomationException("Failed to load script DLL: {0}: {1}", ScriptsDLLFilename, Ex.Message);
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}
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}
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}
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else
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{
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CommandUtils.LogError("Scripts folder {0} does not exist!", ScriptsLocation);
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}
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// The default scripts DLL is required!
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if (!DefaultScriptsDLLFound)
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{
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throw new AutomationException("{0} was not found or could not be loaded, can't run scripts.", DefaultScriptsDLLName);
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}
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}
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private void CleanupScriptsAssemblies()
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{
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CommandUtils.LogVerbose("Cleaning up script DLL folder");
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CommandUtils.DeleteDirectory(GetScriptAssemblyFolder());
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}
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private static string GetScriptAssemblyFolder()
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{
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return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Binaries", "DotNET", "AutomationScripts");
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}
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#endregion
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#region Properties
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public CaselessDictionary<Type> Commands
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{
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get { return ScriptCommands; }
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}
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#endregion
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}
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}
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