Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Make/MakefileGenerator.cs
arciel rekman 0727cf6201 Linux: harden the UBT makefile generator against .target.cs
#rb none
#jira none
[FYI] Brandon.Schaefer

#ROBOMERGE-SOURCE: CL 4950441 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4950443 by arciel rekman in Main branch]
2019-02-08 14:36:17 -05:00

229 lines
7.8 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
class MakefileFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public MakefileFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
}
}
class MakefileProjectFile : ProjectFile
{
public MakefileProjectFile(FileReference InitFilePath)
: base(InitFilePath)
{
}
}
/// <summary>
/// Makefile project file generator implementation
/// </summary>
class MakefileGenerator : ProjectFileGenerator
{
/// True if intellisense data should be generated (takes a while longer)
/// Now this is needed for project target generation.
bool bGenerateIntelliSenseData = true;
/// Default constructor
public MakefileGenerator(FileReference InOnlyGameProject)
: base(InOnlyGameProject)
{
}
/// True if we should include IntelliSense data in the generated project files when possible
override public bool ShouldGenerateIntelliSenseData()
{
return bGenerateIntelliSenseData;
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".mk";
}
}
protected override bool WriteMasterProjectFile(ProjectFile UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
bool bSuccess = true;
return bSuccess;
}
private bool WriteMakefile()
{
string GameProjectFile = "";
string BuildCommand = "";
string ProjectBuildCommand = "";
string MakeGameProjectFile = "";
string UnrealRootPath = UnrealBuildTool.RootDirectory.FullName;
if (!String.IsNullOrEmpty(GameProjectName))
{
GameProjectFile = OnlyGameProject.FullName;
MakeGameProjectFile = "GAMEPROJECTFILE =" + GameProjectFile + "\n";
ProjectBuildCommand = "PROJECTBUILD = bash \"$(UNREALROOTPATH)/Engine/Build/BatchFiles/Linux/RunMono.sh\" \"$(UNREALROOTPATH)/Engine/Binaries/DotNET/UnrealBuildTool.exe\"\n";
}
BuildCommand = "BUILD = bash \"$(UNREALROOTPATH)/Engine/Build/BatchFiles/Linux/Build.sh\"\n";
string FileName = "Makefile"; // MasterProjectName + ".mk";
StringBuilder MakefileContent = new StringBuilder();
MakefileContent.Append(
"# Makefile generated by MakefileGenerator.cs\n" +
"# *DO NOT EDIT*\n\n" +
"UNREALROOTPATH = " + UnrealRootPath + "\n" +
MakeGameProjectFile + "\n" +
"TARGETS ="
);
String MakeProjectCmdArg = "";
String MakeBuildCommand = "";
foreach (ProjectFile Project in GeneratedProjectFiles)
{
foreach (ProjectTarget TargetFile in Project.ProjectTargets)
{
if (TargetFile.TargetFilePath == null)
{
continue;
}
string TargetFileName = TargetFile.TargetFilePath.GetFileNameWithoutExtension();
string Basename = TargetFileName.Substring(0, TargetFileName.LastIndexOf(".Target", StringComparison.InvariantCultureIgnoreCase));
foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
{
if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
{
string Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
MakefileContent.Append(String.Format(" \\\n\t{0}-Linux-{1} ", Basename, Confname));
}
}
}
MakefileContent.Append(" \\\n\t" + Basename);
}
}
MakefileContent.Append("\\\n\tconfigure");
MakefileContent.Append("\n\n" + BuildCommand + ProjectBuildCommand + "\n" +
"all: StandardSet\n\n" +
"RequiredTools: CrashReportClient-Linux-Shipping ShaderCompileWorker UnrealLightmass\n\n" +
"StandardSet: RequiredTools UnrealFrontend UE4Editor\n\n" +
"DebugSet: RequiredTools UnrealFrontend-Linux-Debug UE4Editor-Linux-Debug\n\n"
);
foreach (ProjectFile Project in GeneratedProjectFiles)
{
foreach (ProjectTarget TargetFile in Project.ProjectTargets)
{
if (TargetFile.TargetFilePath == null)
{
continue;
}
string TargetFileName = TargetFile.TargetFilePath.GetFileNameWithoutExtension();
string Basename = TargetFileName.Substring(0, TargetFileName.LastIndexOf(".Target", StringComparison.InvariantCultureIgnoreCase));
if (Basename == GameProjectName || Basename == (GameProjectName + "Editor"))
{
MakeProjectCmdArg = " -project=\"$(GAMEPROJECTFILE)\"";
MakeBuildCommand = "$(PROJECTBUILD)";
}
else
{
MakeBuildCommand = "$(BUILD)";
}
foreach (UnrealTargetConfiguration CurConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
if (Basename == GameProjectName || Basename == (GameProjectName + "Editor"))
{
MakeProjectCmdArg = " -project=\"$(GAMEPROJECTFILE)\"";
MakeBuildCommand = "$(PROJECTBUILD)";
}
else
{
MakeBuildCommand = "$(BUILD)";
}
if (CurConfiguration != UnrealTargetConfiguration.Unknown && CurConfiguration != UnrealTargetConfiguration.Development)
{
if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
{
string Confname = Enum.GetName(typeof(UnrealTargetConfiguration), CurConfiguration);
MakefileContent.Append(String.Format("\n{1}-Linux-{2}:\n\t {0} {1} Linux {2} {3} $(ARGS)\n", MakeBuildCommand, Basename, Confname, MakeProjectCmdArg));
}
}
}
MakefileContent.Append(String.Format("\n{1}:\n\t {0} {1} Linux Development {2} $(ARGS)\n", MakeBuildCommand, Basename, MakeProjectCmdArg));
}
}
MakefileContent.Append("\nconfigure:\n");
if (!String.IsNullOrEmpty(GameProjectName))
{
// Make sure UBT is updated.
MakefileContent.Append("\txbuild /property:Configuration=Development /verbosity:quiet /nologo ");
MakefileContent.Append("\"$(UNREALROOTPATH)/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj\"\n");
MakefileContent.Append("\t$(PROJECTBUILD) -projectfiles -project=\"\\\"$(GAMEPROJECTFILE)\\\"\" -game -engine \n");
}
else
{
MakefileContent.Append("\tbash \"$(UNREALROOTPATH)/GenerateProjectFiles.sh\" \n");
}
MakefileContent.Append("\n.PHONY: $(TARGETS)\n");
FileReference FullFileName = FileReference.Combine(MasterProjectPath, FileName);
return WriteFileIfChanged(FullFileName.FullName, MakefileContent.ToString());
}
/// ProjectFileGenerator interface
//protected override bool WriteMasterProjectFile( ProjectFile UBTProject )
protected override bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators)
{
return WriteMakefile();
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
{
return new MakefileFolder(InitOwnerProjectFileGenerator, InitFolderName);
}
/// ProjectFileGenerator interface
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <returns>The newly allocated project file object</returns>
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
{
return new MakefileProjectFile(InitFilePath);
}
/// ProjectFileGenerator interface
public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
{
}
}
}