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https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
152 lines
4.0 KiB
C#
152 lines
4.0 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.IO;
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using AutomationTool;
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using UnrealBuildTool;
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class PromotableBuildMacOnly : BuildCommand
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{
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bool LeanAndMean;
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void ExecuteInner(int WorkingCL)
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{
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var UE4Build = new UE4Build(this);
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var Agenda = new UE4Build.BuildAgenda();
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Agenda.DotNetSolutions.AddRange(
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new string[]
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{
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//@"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln",
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//@"Engine\Source\Programs\NetworkProfiler\NetworkProfiler.sln",
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}
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);
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Agenda.DotNetProjects.AddRange(
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new string[]
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{
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//@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
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//@"Engine\Source\Programs\CrashReporter\CrashReportCommon\CrashReportCommon.csproj",
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//@"Engine\Source\Programs\CrashReporter\CrashReportInput\CrashReportInput.csproj",
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//@"Engine\Source\Programs\CrashReporter\CrashReportUploader\CrashReportUploader.csproj",
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//@"Engine\Source\Programs\CrashReporter\CrashReportReceiver\CrashReportReceiver.csproj",
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//@"Engine\Source\Programs\CrashReporter\CrashReportProcess\CrashReportProcess.csproj",
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//@"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj",
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//@"Engine\Source\Programs\Distill\Distill.csproj",
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//@"Engine\Source\Programs\UnSetup\UnSetup.csproj",
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}
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);
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Agenda.ExtraDotNetFiles.AddRange(
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new string[]
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{
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//"Interop.IWshRuntimeLibrary",
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//"UnrealMarkdown",
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//"CommonUnrealMarkdown",
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}
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);
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{
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if (LeanAndMean)
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{
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var ProgramTargets = new string[]
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{
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"CrashReportClient",
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"ShaderCompileWorker",
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"UnrealHeaderTool",
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"UnrealLightmass",
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};
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Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
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var MacDevTargets = new string[]
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{
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"QAGameEditor",
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};
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Agenda.AddTargets(MacDevTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
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}
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else
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{
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var ProgramTargets = new string[]
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{
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"BuildPatchTool",
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"CrashReportClient",
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"UnrealFileServer",
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"ShaderCompileWorker",
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//"MinidumpDiagnostics",
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//"SymbolDebugger",
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"UnrealFrontend",
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"UnrealHeaderTool",
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"UnrealLightmass",
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"UnrealPak",
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//"UnrealRemoteAgent",
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};
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Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
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var MacDevTargets = new string[]
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{
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// "FortniteEditor",
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// "OrionEditor",
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"PlatformerGameEditor",
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"QAGameEditor",
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"ShooterGameEditor",
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"StrategyGameEditor",
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// "VehicleGameEditor",
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// "FortniteGame",
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// "FortniteServer",
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// "OrionGame",
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"PlatformerGame",
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"QAGame",
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"ShooterGame",
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"StrategyGame",
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// "VehicleGame",
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};
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Agenda.AddTargets(MacDevTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
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}
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}
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UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
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UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
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if (P4Enabled)
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{
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// Sign everything we built
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CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
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// Open files for add or edit
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UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
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// Check everything in!
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int SubmittedCL;
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Submit(WorkingCL, out SubmittedCL, true, true);
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// Label it
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MakeDownstreamLabel("PromotableMacOnly");
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}
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}
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public override void ExecuteBuild()
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{
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Log("************************* PromotableBuildMacOnly");
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LeanAndMean = ParseParam("LeanAndMean");
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Log("************************* Lean and Mean Build: {0}", LeanAndMean);
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Log("************************* P4Enabled: {0}", P4Enabled);
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int WorkingCL = -1;
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if (P4Enabled)
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{
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WorkingCL = CreateChange(P4Env.Client, String.Format("PromotableMacOnly build built from changelist {0}", P4Env.Changelist));
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Log("Build from {0} Working in {1}", P4Env.Changelist, WorkingCL);
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}
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ExecuteInner(WorkingCL);
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PrintRunTime();
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}
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}
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