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* Add support for running UAT with an absolute path to the editor executable, and pass a full path when cooking or packaging. * Fix path to the editor executable when launching a standalone editor instance for preview. #jira UE-70785 #rb none #ROBOMERGE-SOURCE: CL 5238647 in //UE4/Release-4.22/... #ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main) [CL 5238651 by ben marsh in Main branch]
145 lines
3.8 KiB
C#
145 lines
3.8 KiB
C#
// Copyright 1998-2019 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.Diagnostics;
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using System.IO;
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using UnrealBuildTool;
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namespace AutomationTool
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{
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class LinuxHostPlatform : HostPlatform
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{
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public override string GetMsBuildExe()
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{
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return "xbuild";
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}
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public override string RelativeBinariesFolder
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{
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get { return @"Engine/Binaries/Linux/"; }
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}
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public override string GetUE4ExePath(string UE4Exe)
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{
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if(Path.IsPathRooted(UE4Exe))
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{
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return CommandUtils.CombinePaths(UE4Exe);
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}
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int CmdExeIndex = UE4Exe.IndexOf("-Cmd.exe");
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if (CmdExeIndex != -1)
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{
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UE4Exe = UE4Exe.Substring (0, CmdExeIndex);
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}
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else
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{
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CmdExeIndex = UE4Exe.IndexOf (".exe");
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if (CmdExeIndex != -1)
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{
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UE4Exe = UE4Exe.Substring (0, CmdExeIndex);
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}
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}
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return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, RelativeBinariesFolder, UE4Exe);
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}
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public override string LocalBuildsLogFolder
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{
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// @FIXME: should use xdg-user-dir DOCUMENTS
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get { return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Documents/Unreal Engine/LocalBuildLogs"); }
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}
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public override string P4Exe
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{
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get { return "/usr/bin/p4"; }
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}
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public override Process CreateProcess(string AppName)
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{
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var NewProcess = new Process();
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if (AppName == "mono")
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{
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// Enable case-insensitive mode for Mono
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if (!NewProcess.StartInfo.EnvironmentVariables.ContainsKey("MONO_IOMAP"))
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{
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NewProcess.StartInfo.EnvironmentVariables.Add("MONO_IOMAP", "case");
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}
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}
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return NewProcess;
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}
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public override void SetupOptionsForRun(ref string AppName, ref CommandUtils.ERunOptions Options, ref string CommandLine)
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{
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if (AppName == "sh" || AppName == "xbuild" || AppName == "codesign")
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{
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Options &= ~CommandUtils.ERunOptions.AppMustExist;
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}
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if (AppName == "xbuild")
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{
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AppName = "xbuild";
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CommandLine = (String.IsNullOrEmpty(CommandLine) ? "" : CommandLine) + " /verbosity:quiet /nologo";
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// Pass #define MONO to all the automation scripts (see XboxOne)
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CommandLine += " /p:DefineConstants=MONO";
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// Some projects have TargetFrameworkProfile=Client which causes warnings on Linux
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// so force it to empty.
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CommandLine += " /p:TargetFrameworkProfile=";
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}
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if (AppName.EndsWith(".exe") || ((AppName.Contains("/Binaries/Win64/") || AppName.Contains("/Binaries/Linux/")) && string.IsNullOrEmpty(Path.GetExtension(AppName))))
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{
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if (AppName.Contains("/Binaries/Win64/") || AppName.Contains("/Binaries/Linux/"))
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{
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AppName = AppName.Replace("/Binaries/Win64/", "/Binaries/Linux/");
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AppName = AppName.Replace("-cmd.exe", "");
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AppName = AppName.Replace("-Cmd.exe", "");
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AppName = AppName.Replace(".exe", "");
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}
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else
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{
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// It's a C# app, so run it with Mono
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CommandLine = "\"" + AppName + "\" " + (String.IsNullOrEmpty(CommandLine) ? "" : CommandLine);
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AppName = "mono";
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Options &= ~CommandUtils.ERunOptions.AppMustExist;
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}
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}
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}
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public override void SetConsoleCtrlHandler(ProcessManager.CtrlHandlerDelegate Handler)
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{
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// @todo: add mono support
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}
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public override bool IsScriptModuleSupported(string ModuleName)
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{
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// @todo: add more unsupported modules here
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if (ModuleName.StartsWith("Gauntlet", StringComparison.OrdinalIgnoreCase))
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{
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return false;
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}
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return true;
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}
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public override UnrealTargetPlatform HostEditorPlatform
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{
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get { return UnrealTargetPlatform.Linux; }
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}
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public override string PdbExtension
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{
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get { return ".exe.mdb"; }
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}
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static string[] SystemServices = new string[]
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{
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// TODO: Add any system process names here
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};
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public override string[] DontKillProcessList
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{
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get
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{
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return SystemServices;
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}
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}
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}
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}
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