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806 lines
28 KiB
C#
806 lines
28 KiB
C#
// Copyright 1998-2014 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.Text;
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using System.Diagnostics;
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using System.IO;
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namespace UnrealBuildTool
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{
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public abstract class UEBuildPlatform
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{
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public static Dictionary<UnrealTargetPlatform, UEBuildPlatform> BuildPlatformDictionary = new Dictionary<UnrealTargetPlatform, UEBuildPlatform>();
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// a mapping of a group to the platforms in the group (ie, Microsoft contains Win32 and Win64)
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static Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>> PlatformGroupDictionary = new Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>>();
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/** Name of the file that holds currently install SDK version string */
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static string CurrentlyInstalledSDKStringManifest = "CurrentlyInstalled.txt";
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/** Name of the file that holds environment variables of current SDK */
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static string SDKEnvironmentVarsFile = "OutputEnvVars.txt";
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/** Enum describing types of hooks a platform SDK can have */
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public enum SDKHookType
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{
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Install,
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Uninstall
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};
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/**
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* Attempt to convert a string to an UnrealTargetPlatform enum entry
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*
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* @return UnrealTargetPlatform.Unknown on failure (the platform didn't match the enum)
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*/
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public static UnrealTargetPlatform ConvertStringToPlatform(string InPlatformName)
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{
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// special case x64, to not break anything
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// @todo: Is it possible to remove this hack?
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if (InPlatformName.Equals("X64", StringComparison.InvariantCultureIgnoreCase))
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{
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return UnrealTargetPlatform.Win64;
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}
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// we can't parse the string into an enum because Enum.Parse is case sensitive, so we loop over the enum
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// looking for matches
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foreach (string PlatformName in Enum.GetNames(typeof(UnrealTargetPlatform)))
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{
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if (InPlatformName.Equals(PlatformName, StringComparison.InvariantCultureIgnoreCase))
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{
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// convert the known good enum string back to the enum value
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return (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), PlatformName);
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}
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}
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return UnrealTargetPlatform.Unknown;
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}
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/**
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* Register the given platforms UEBuildPlatform instance
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*
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* @param InPlatform The UnrealTargetPlatform to register with
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* @param InBuildPlatform The UEBuildPlatform instance to use for the InPlatform
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*/
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public static void RegisterBuildPlatform(UnrealTargetPlatform InPlatform, UEBuildPlatform InBuildPlatform)
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{
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if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
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{
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Log.TraceWarning("RegisterBuildPlatform Warning: Registering build platform {0} for {1} when it is already set to {2}",
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InBuildPlatform.ToString(), InPlatform.ToString(), BuildPlatformDictionary[InPlatform].ToString());
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BuildPlatformDictionary[InPlatform] = InBuildPlatform;
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}
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else
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{
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BuildPlatformDictionary.Add(InPlatform, InBuildPlatform);
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}
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}
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/**
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* Unregister the given platform
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*/
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public static void UnregisterBuildPlatform(UnrealTargetPlatform InPlatform)
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{
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if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
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{
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BuildPlatformDictionary.Remove(InPlatform);
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}
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}
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/**
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* Assign a platform as a member of the given group
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*/
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public static void RegisterPlatformWithGroup(UnrealTargetPlatform InPlatform, UnrealPlatformGroup InGroup)
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{
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// find or add the list of groups for this platform
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List<UnrealTargetPlatform> PlatformList;
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if (PlatformGroupDictionary.TryGetValue(InGroup, out PlatformList) == false)
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{
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PlatformList = new List<UnrealTargetPlatform>();
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PlatformGroupDictionary[InGroup] = PlatformList;
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}
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// add the platform to the list of platforms the group has
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PlatformList.Add(InPlatform);
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}
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/**
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* Retrieve the list of platforms in this group (if any)
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*/
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public static List<UnrealTargetPlatform> GetPlatformsInGroup(UnrealPlatformGroup InGroup)
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{
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List<UnrealTargetPlatform> PlatformList;
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PlatformGroupDictionary.TryGetValue(InGroup, out PlatformList);
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return PlatformList;
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}
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/**
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* Retrieve the UEBuildPlatform instance for the given TargetPlatform
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param bInAllowFailure If true, do not throw an exception and return null
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*
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* @return UEBuildPlatform The instance of the build platform
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*/
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public static UEBuildPlatform GetBuildPlatform(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
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{
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if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
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{
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return BuildPlatformDictionary[InPlatform];
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}
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if (bInAllowFailure == true)
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{
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return null;
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}
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throw new BuildException("GetBuildPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
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}
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/**
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* Retrieve the UEBuildPlatform instance for the given CPPTargetPlatform
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param bInAllowFailure If true, do not throw an exception and return null
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*
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* @return UEBuildPlatform The instance of the build platform
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*/
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public static UEBuildPlatform GetBuildPlatformForCPPTargetPlatform(CPPTargetPlatform InPlatform, bool bInAllowFailure = false)
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{
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UnrealTargetPlatform UTPlatform = UEBuildTarget.CPPTargetPlatformToUnrealTargetPlatform(InPlatform);
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if (BuildPlatformDictionary.ContainsKey(UTPlatform) == true)
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{
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return BuildPlatformDictionary[UTPlatform];
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}
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if (bInAllowFailure == true)
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{
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return null;
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}
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throw new BuildException("UEBuildPlatform::GetBuildPlatformForCPPTargetPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
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}
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/**
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* Allow all registered build platforms to modify the newly created module
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* passed in for the given platform.
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* This is not required - but allows for hiding details of a particular platform.
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*
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* @param InModule The newly loaded module
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* @param Target The target being build
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* @param Only If this is not unknown, then only run that platform
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*/
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public static void PlatformModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target, UnrealTargetPlatform Only = UnrealTargetPlatform.Unknown)
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{
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foreach (KeyValuePair<UnrealTargetPlatform, UEBuildPlatform> PlatformEntry in BuildPlatformDictionary)
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{
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if (Only == UnrealTargetPlatform.Unknown || PlatformEntry.Key == Only || PlatformEntry.Key == Target.Platform)
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{
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PlatformEntry.Value.ModifyNewlyLoadedModule(InModule, Target);
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}
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}
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}
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/**
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* Whether platform supports switching SDKs during runtime
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*
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* @return true if supports
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*/
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public virtual bool PlatformSupportsSDKSwitching()
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{
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return false;
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}
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/**
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* Returns platform-specific name used in SDK repository
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*
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* @return path to SDK Repository
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*/
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public virtual string GetSDKTargetPlatformName()
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{
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return "";
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}
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/**
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* Returns SDK string as required by the platform
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*
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* @return Valid SDK string
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*/
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public virtual string GetRequiredSDKString()
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{
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return "";
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}
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/**
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* Returns path to platform SDKs
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*
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* @return Valid SDK string
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*/
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public virtual string GetPathToPlatformSDKs()
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{
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string SDKRoot = Environment.GetEnvironmentVariable("UE_SDKS_ROOT");
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if (SDKRoot != null && SDKRoot != "")
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{
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return Path.Combine(SDKRoot, "Host" + ExternalExecution.GetRuntimePlatform(), GetSDKTargetPlatformName());
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}
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return "";
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}
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/**
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* Gets currently installed version
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*
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* @param PlatformSDKRoot absolute path to platform SDK root
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* @param OutInstalledSDKVersionString version string as currently installed
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*
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* @return true if was able to read it
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*/
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public virtual bool GetCurrentlyInstalledSDKString(string PlatformSDKRoot, out string OutInstalledSDKVersionString)
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{
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if (Directory.Exists(PlatformSDKRoot))
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{
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string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
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if (File.Exists(VersionFilename))
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{
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using (StreamReader Reader = new StreamReader(VersionFilename))
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{
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string Version = Reader.ReadLine();
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if (Version != null)
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{
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OutInstalledSDKVersionString = Version;
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return true;
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}
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}
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}
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}
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OutInstalledSDKVersionString = "";
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return false;
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}
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/**
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* Sets currently installed version
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*
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* @param PlatformSDKRoot absolute path to platform SDK root
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* @param InstalledSDKVersionString SDK version string to set
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*
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* @return true if was able to set it
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*/
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public virtual bool SetCurrentlyInstalledSDKString(string PlatformSDKRoot, string InstalledSDKVersionString)
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{
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if (Directory.Exists(PlatformSDKRoot))
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{
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string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
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if (File.Exists(VersionFilename))
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{
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File.Delete(VersionFilename);
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}
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using (StreamWriter Writer = File.CreateText(VersionFilename))
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{
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Writer.WriteLine(InstalledSDKVersionString);
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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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/**
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* Returns Hook names as needed by the platform
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* (e.g. can be overriden with custom executables or scripts)
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*
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* @param Hook Hook type
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*/
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public virtual string GetHookExecutableName(SDKHookType Hook)
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{
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if (Hook == SDKHookType.Uninstall)
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{
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return "unsetup.bat";
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}
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return "setup.bat";
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}
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/**
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* Runs install/uninstall hooks for SDK
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*
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* @param PlatformSDKRoot absolute path to platform SDK root
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* @param SDKVersionString version string to run for (can be empty!)
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* @param Hook which one of hooks to run
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* @param bHookCanBeNonExistent whether a non-existing hook means failure
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*
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* @return true if succeeded
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*/
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public virtual bool RunSDKHooks(string PlatformSDKRoot, string SDKVersionString, SDKHookType Hook, bool bHookCanBeNonExistent = true)
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{
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if (SDKVersionString != "")
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{
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string SDKDirectory = Path.Combine(PlatformSDKRoot, SDKVersionString);
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string HookExe = Path.Combine(SDKDirectory, GetHookExecutableName(Hook));
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if (File.Exists(HookExe))
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{
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Console.WriteLine("Running {0} hook {1}", Hook, HookExe);
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// run it
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Process HookProcess = new Process();
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HookProcess.StartInfo.WorkingDirectory = SDKDirectory;
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HookProcess.StartInfo.FileName = HookExe;
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HookProcess.StartInfo.Arguments = "";
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HookProcess.Start();
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HookProcess.WaitForExit();
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if (HookProcess.ExitCode != 0)
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{
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Console.WriteLine("Hook exited uncleanly (returned {0}), considering it failed.", HookProcess.ExitCode);
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return false;
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}
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return true;
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}
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}
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return bHookCanBeNonExistent;
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}
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/**
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* Loads environment variables from SDK
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*
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* @param PlatformSDKRoot absolute path to platform SDK
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* @param SDKVersionString SDK version string (cannot be empty!)
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*
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* @return true if succeeded
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*/
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public virtual bool SetupEnvironmentFromSDK(string PlatformSDKRoot, string SDKVersionString)
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{
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string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKVersionString, SDKEnvironmentVarsFile);
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if (File.Exists(EnvVarFile))
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{
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using (StreamReader Reader = new StreamReader(EnvVarFile))
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{
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for (; ; )
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{
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string VariableString = Reader.ReadLine();
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if (VariableString == null)
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{
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return true;
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}
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string[] Parts = VariableString.Split('=');
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if (Parts.Length != 2)
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{
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Console.WriteLine("Incorrect environment variable declaration:");
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Console.WriteLine(VariableString);
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return false;
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}
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if (BuildConfiguration.bPrintDebugInfo)
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{
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Console.WriteLine("Setting variable '{0}' to '{1}'", Parts[0], Parts[1]);
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}
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Environment.SetEnvironmentVariable(Parts[0], Parts[1]);
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}
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}
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}
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return false;
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}
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/**
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* Whether the required external SDKs are installed for this platform
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*/
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public virtual bool HasRequiredSDKsInstalled()
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{
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if (PlatformSupportsSDKSwitching())
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{
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// if we don't have a path to platform SDK's, take no action
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string PlatformSDKRoot = GetPathToPlatformSDKs();
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if (PlatformSDKRoot != "")
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{
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string CurrentSDKString;
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if (!GetCurrentlyInstalledSDKString(PlatformSDKRoot, out CurrentSDKString) || CurrentSDKString != GetRequiredSDKString())
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{
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// switch over (note that version string can be empty)
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if (!RunSDKHooks(PlatformSDKRoot, CurrentSDKString, SDKHookType.Uninstall))
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{
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Console.WriteLine("Failed to uninstall currently installed SDK {0}", CurrentSDKString);
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return false;
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}
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// delete Manifest file to avoid multiple uninstalls
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SetCurrentlyInstalledSDKString(PlatformSDKRoot, "");
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if (!RunSDKHooks(PlatformSDKRoot, GetRequiredSDKString(), SDKHookType.Install, false))
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{
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Console.WriteLine("Failed to install required SDK {0}", GetRequiredSDKString());
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return false;
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}
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SetCurrentlyInstalledSDKString(PlatformSDKRoot, GetRequiredSDKString());
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}
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// load environment variables from current SDK
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if (!SetupEnvironmentFromSDK(PlatformSDKRoot, GetRequiredSDKString()))
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{
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Console.WriteLine("Failed to load environment from required SDK {0}", GetRequiredSDKString());
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return false;
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}
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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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* If this platform can be compiled with XGE
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*/
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public virtual bool CanUseXGE()
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{
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return true;
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}
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/**
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* Register the platform with the UEBuildPlatform class
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*/
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public abstract void RegisterBuildPlatform();
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/**
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* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
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*
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* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
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*
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* @return CPPTargetPlatform The CPPTargetPlatform to compile for
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*/
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public abstract CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform);
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/// <summary>
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/// Return whether the given platform requires a monolithic build
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/// </summary>
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/// <param name="InPlatform">The platform of interest</param>
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/// <param name="InConfiguration">The configuration of interest</param>
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/// <returns></returns>
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public static bool PlatformRequiresMonolithicBuilds(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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// Some platforms require monolithic builds...
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UEBuildPlatform BuildPlatform = GetBuildPlatform(InPlatform, true);
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if (BuildPlatform != null)
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{
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return BuildPlatform.ShouldCompileMonolithicBinary(InPlatform);
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}
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// We assume it does not
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return false;
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}
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/**
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* Get the extension to use for the given binary type
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*
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* @param InBinaryType The binary type being built
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*
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* @return string The binary extension (i.e. 'exe' or 'dll')
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*/
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public virtual string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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throw new BuildException("GetBinaryExtensiton for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
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}
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/**
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* Get the extension to use for debug info for the given binary type
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*
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* @param InBinaryType The binary type being built
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*
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* @return string The debug info extension (i.e. 'pdb')
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*/
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public virtual string GetDebugInfoExtension( UEBuildBinaryType InBinaryType )
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{
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throw new BuildException( "GetDebugInfoExtension for {0} not handled in {1}", InBinaryType.ToString(), this.ToString() );
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}
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/**
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* Whether incremental linking should be used
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param InConfiguration The CPPTargetConfiguration being built
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*
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* @return bool true if incremental linking should be used, false if not
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*/
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public virtual bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
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{
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return false;
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}
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/**
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* Whether PDB files should be used
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param InConfiguration The CPPTargetConfiguration being built
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* @param bInCreateDebugInfo true if debug info is getting create, false if not
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*
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* @return bool true if PDB files should be used, false if not
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*/
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public virtual bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return false;
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}
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/**
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* Whether PCH files should be used
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param InConfiguration The CPPTargetConfiguration being built
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*
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* @return bool true if PCH files should be used, false if not
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*/
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public virtual bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
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{
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return BuildConfiguration.bUsePCHFiles;
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}
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/**
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* Whether the editor should be built for this platform or not
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param InConfiguration The UnrealTargetConfiguration being built
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* @return bool true if the editor should be built, false if not
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*/
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public virtual bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return false;
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}
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/**
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* Whether this build should support ONLY cooked data or not
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param InConfiguration The UnrealTargetConfiguration being built
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* @return bool true if the editor should be built, false if not
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*/
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public virtual bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return false;
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}
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/**
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* Whether the platform requires the extra UnityCPPWriter
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* This is used to add an extra file for UBT to get the #include dependencies from
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*
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* @return bool true if it is required, false if not
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*/
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public virtual bool RequiresExtraUnityCPPWriter()
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{
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return false;
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|
}
|
|
|
|
/**
|
|
* Whether this platform should build a monolithic binary
|
|
*/
|
|
public virtual bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get a list of extra modules the platform requires.
|
|
* This is to allow undisclosed platforms to add modules they need without exposing information about the platform.
|
|
*
|
|
* @param Target The target being build
|
|
* @param BuildTarget The UEBuildTarget getting build
|
|
* @param PlatformExtraModules OUTPUT the list of extra modules the platform needs to add to the target
|
|
*/
|
|
public virtual void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Modify the newly created module passed in for this platform.
|
|
* This is not required - but allows for hiding details of a
|
|
* particular platform.
|
|
*
|
|
* @param InModule The newly loaded module
|
|
* @param Target The target being build
|
|
*/
|
|
public virtual void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Setup the target environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public abstract void SetUpEnvironment(UEBuildTarget InBuildTarget);
|
|
|
|
/**
|
|
* Allow the platform to set an optional architecture
|
|
*/
|
|
public virtual string GetActiveArchitecture()
|
|
{
|
|
// by default, use an empty architecture (which is really just a modifer to the platform for some paths/names)
|
|
return "";
|
|
}
|
|
|
|
/**
|
|
* Allow the platform to override the NMake output name
|
|
*/
|
|
public virtual string ModifyNMakeOutput(string ExeName)
|
|
{
|
|
// by default, use original
|
|
return ExeName;
|
|
}
|
|
|
|
/**
|
|
* Setup the configuration environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public virtual void SetUpConfigurationEnvironment(UEBuildTarget InBuildTarget)
|
|
{
|
|
// Determine the C++ compile/link configuration based on the Unreal configuration.
|
|
CPPTargetConfiguration CompileConfiguration;
|
|
UnrealTargetConfiguration CheckConfig = InBuildTarget.Configuration;
|
|
//@todo SAS: Add a true Debug mode!
|
|
if (UnrealBuildTool.RunningRocket())
|
|
{
|
|
if (Utils.IsFileUnderDirectory( InBuildTarget.OutputPath, UnrealBuildTool.GetUProjectPath() ))
|
|
{
|
|
if (CheckConfig == UnrealTargetConfiguration.Debug)
|
|
{
|
|
CheckConfig = UnrealTargetConfiguration.DebugGame;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Only Development and Shipping are supported for engine modules
|
|
if( CheckConfig != UnrealTargetConfiguration.Development && CheckConfig != UnrealTargetConfiguration.Shipping )
|
|
{
|
|
CheckConfig = UnrealTargetConfiguration.Development;
|
|
}
|
|
}
|
|
}
|
|
switch (CheckConfig)
|
|
{
|
|
default:
|
|
case UnrealTargetConfiguration.Debug:
|
|
CompileConfiguration = CPPTargetConfiguration.Debug;
|
|
if( BuildConfiguration.bDebugBuildsActuallyUseDebugCRT )
|
|
{
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_DEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
}
|
|
else
|
|
{
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
}
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_DEBUG=1");
|
|
break;
|
|
case UnrealTargetConfiguration.DebugGame:
|
|
// Individual game modules can be switched to be compiled in debug as necessary. By default, everything is compiled in development.
|
|
case UnrealTargetConfiguration.Development:
|
|
CompileConfiguration = CPPTargetConfiguration.Development;
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_DEVELOPMENT=1");
|
|
break;
|
|
case UnrealTargetConfiguration.Shipping:
|
|
CompileConfiguration = CPPTargetConfiguration.Shipping;
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_SHIPPING=1");
|
|
break;
|
|
case UnrealTargetConfiguration.Test:
|
|
CompileConfiguration = CPPTargetConfiguration.Shipping;
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
|
|
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_TEST=1");
|
|
break;
|
|
}
|
|
|
|
// Set up the global C++ compilation and link environment.
|
|
InBuildTarget.GlobalCompileEnvironment.Config.TargetConfiguration = CompileConfiguration;
|
|
InBuildTarget.GlobalLinkEnvironment.Config.TargetConfiguration = CompileConfiguration;
|
|
|
|
// Create debug info based on the heuristics specified by the user.
|
|
InBuildTarget.GlobalCompileEnvironment.Config.bCreateDebugInfo =
|
|
!BuildConfiguration.bDisableDebugInfo && ShouldCreateDebugInfo(InBuildTarget.Platform, CheckConfig);
|
|
InBuildTarget.GlobalLinkEnvironment.Config.bCreateDebugInfo = InBuildTarget.GlobalCompileEnvironment.Config.bCreateDebugInfo;
|
|
}
|
|
|
|
/**
|
|
* Whether this platform should create debug information or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
*
|
|
* @return bool true if debug info should be generated, false if not
|
|
*/
|
|
public abstract bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration);
|
|
|
|
/**
|
|
* Gives the platform a chance to 'override' the configuration settings
|
|
* that are overridden on calls to RunUBT.
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
*
|
|
* @return bool true if debug info should be generated, false if not
|
|
*/
|
|
public virtual void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Validate the UEBuildConfiguration for this platform
|
|
* This is called BEFORE calling UEBuildConfiguration to allow setting
|
|
* various fields used in that function such as CompileLeanAndMean...
|
|
*/
|
|
public virtual void ValidateUEBuildConfiguration()
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Validate configuration for this platform
|
|
* NOTE: This function can/will modify BuildConfiguration!
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
* @param bInCreateDebugInfo true if debug info is getting create, false if not
|
|
*/
|
|
public virtual void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Return whether this platform has uniquely named binaries across multiple games
|
|
*/
|
|
public virtual bool HasUniqueBinaries()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Return whether we wish to have this platform's binaries in our builds
|
|
*/
|
|
public virtual bool IsBuildRequired()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Return whether we wish to have this platform's binaries in our CIS tests
|
|
*/
|
|
public virtual bool IsCISRequired()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the build platform requires deployment prep
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public virtual bool RequiresDeployPrepAfterCompile()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Return all valid configurations for this platform
|
|
*
|
|
* Typically, this is always Debug, Development, and Shipping - but Test is a likely future addition for some platforms
|
|
*/
|
|
public virtual List<UnrealTargetConfiguration> GetConfigurations( UnrealTargetPlatform InUnrealTargetPlatform, bool bIncludeDebug )
|
|
{
|
|
List<UnrealTargetConfiguration> Configurations = new List<UnrealTargetConfiguration>()
|
|
{
|
|
UnrealTargetConfiguration.Development,
|
|
};
|
|
|
|
if( bIncludeDebug )
|
|
{
|
|
Configurations.Insert( 0, UnrealTargetConfiguration.Debug );
|
|
}
|
|
|
|
return Configurations;
|
|
}
|
|
|
|
/**
|
|
* Setup the binaries for this specific platform.
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public virtual void SetupBinaries(UEBuildTarget InBuildTarget)
|
|
{
|
|
}
|
|
}
|
|
}
|