You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Enable shadow variable warnings by default Disable shadow variable warnings for Fortnite, Orion, and Ocean [CL 2521304 by Marc Audy in Main branch]
1812 lines
58 KiB
C#
1812 lines
58 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
using System.Diagnostics;
|
|
using System.IO;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
public enum SDKStatus
|
|
{
|
|
Valid, // Desired SDK is installed and set up.
|
|
Invalid, // Could not find the desired SDK, SDK setup failed, etc.
|
|
};
|
|
|
|
public interface IUEBuildPlatform
|
|
{
|
|
/**
|
|
* Whether the required external SDKs are installed for this platform
|
|
*/
|
|
SDKStatus HasRequiredSDKsInstalled();
|
|
|
|
/**
|
|
* If this platform can be compiled with XGE
|
|
*/
|
|
bool CanUseXGE();
|
|
|
|
/**
|
|
* If this platform can be compiled with DMUCS/Distcc
|
|
*/
|
|
bool CanUseDistcc();
|
|
|
|
/**
|
|
* If this platform can be compiled with SN-DBS
|
|
*/
|
|
bool CanUseSNDBS();
|
|
|
|
/**
|
|
* Register the platform with the UEBuildPlatform class
|
|
*/
|
|
void RegisterBuildPlatform();
|
|
|
|
/**
|
|
* Attempt to set up AutoSDK for this platform
|
|
*/
|
|
void ManageAndValidateSDK();
|
|
|
|
/**
|
|
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
|
|
*
|
|
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
|
|
*
|
|
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
|
|
*/
|
|
CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform);
|
|
|
|
/**
|
|
* Get the extension to use for the given binary type
|
|
*
|
|
* @param InBinaryType The binary type being built
|
|
*
|
|
* @return string The binary extension (i.e. 'exe' or 'dll')
|
|
*/
|
|
string GetBinaryExtension(UEBuildBinaryType InBinaryType);
|
|
|
|
/**
|
|
* Get the extension to use for debug info for the given binary type
|
|
*
|
|
* @param InBinaryType The binary type being built
|
|
*
|
|
* @return string The debug info extension (i.e. 'pdb')
|
|
*/
|
|
string GetDebugInfoExtension(UEBuildBinaryType InBinaryType);
|
|
|
|
/**
|
|
* Whether incremental linking should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
*
|
|
* @return bool true if incremental linking should be used, false if not
|
|
*/
|
|
bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration);
|
|
|
|
/**
|
|
* Whether PDB files should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
* @param bInCreateDebugInfo true if debug info is getting create, false if not
|
|
*
|
|
* @return bool true if PDB files should be used, false if not
|
|
*/
|
|
bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo);
|
|
|
|
/**
|
|
* Whether PCH files should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
*
|
|
* @return bool true if PCH files should be used, false if not
|
|
*/
|
|
bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration);
|
|
|
|
/**
|
|
* Whether the editor should be built for this platform or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
* @return bool true if the editor should be built, false if not
|
|
*/
|
|
bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration);
|
|
|
|
/**
|
|
* Whether this build should support ONLY cooked data or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
* @return bool true if the editor should be built, false if not
|
|
*/
|
|
bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration);
|
|
|
|
/**
|
|
* Whether the platform requires the extra UnityCPPWriter
|
|
* This is used to add an extra file for UBT to get the #include dependencies from
|
|
*
|
|
* @return bool true if it is required, false if not
|
|
*/
|
|
bool RequiresExtraUnityCPPWriter();
|
|
|
|
/**
|
|
* Whether this platform should build a monolithic binary
|
|
*/
|
|
bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform);
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
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
|
|
*/
|
|
void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target);
|
|
|
|
/**
|
|
* Setup the target environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
void SetUpEnvironment(UEBuildTarget InBuildTarget);
|
|
|
|
/**
|
|
* Allow the platform to set an optional architecture
|
|
*/
|
|
string GetActiveArchitecture();
|
|
|
|
/**
|
|
* Allow the platform to apply architecture-specific name according to its rules
|
|
*
|
|
* @param BinaryName name of the binary, not specific to any architecture
|
|
*
|
|
* @return Possibly architecture-specific name
|
|
*/
|
|
string ApplyArchitectureName(string BinaryName);
|
|
|
|
/**
|
|
* For platforms that need to output multiple files per binary (ie Android "fat" binaries)
|
|
* this will emit multiple paths. By default, it simply makes an array from the input
|
|
*/
|
|
string[] FinalizeBinaryPaths(string BinaryName);
|
|
|
|
/**
|
|
* Setup the configuration environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
void SetUpConfigurationEnvironment(UEBuildTarget InBuildTarget);
|
|
|
|
/**
|
|
* Setup the project environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
void SetUpProjectEnvironment(UnrealTargetPlatform InPlatform);
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
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
|
|
*/
|
|
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...
|
|
*/
|
|
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
|
|
*/
|
|
void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo);
|
|
|
|
/**
|
|
* Return whether this platform has uniquely named binaries across multiple games
|
|
*/
|
|
bool HasUniqueBinaries();
|
|
|
|
/**
|
|
* Return whether we wish to have this platform's binaries in our builds
|
|
*/
|
|
bool IsBuildRequired();
|
|
|
|
/**
|
|
* Return whether we wish to have this platform's binaries in our CIS tests
|
|
*/
|
|
bool IsCISRequired();
|
|
|
|
/// <summary>
|
|
/// Whether the build platform requires deployment prep
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
bool RequiresDeployPrepAfterCompile();
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
List<UnrealTargetConfiguration> GetConfigurations(UnrealTargetPlatform InUnrealTargetPlatform, bool bIncludeDebug);
|
|
|
|
/**
|
|
* Setup the binaries for this specific platform.
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
void SetupBinaries(UEBuildTarget InBuildTarget);
|
|
|
|
/**
|
|
* Check for the default configuration
|
|
*
|
|
* return true if the project uses the default build config
|
|
*/
|
|
bool HasDefaultBuildConfig(UnrealTargetPlatform InPlatform, string InProjectPath);
|
|
}
|
|
|
|
public abstract partial class UEBuildPlatform : IUEBuildPlatform
|
|
{
|
|
public static Dictionary<UnrealTargetPlatform, IUEBuildPlatform> BuildPlatformDictionary = new Dictionary<UnrealTargetPlatform, IUEBuildPlatform>();
|
|
|
|
// a mapping of a group to the platforms in the group (ie, Microsoft contains Win32 and Win64)
|
|
static Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>> PlatformGroupDictionary = new Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>>();
|
|
|
|
/**
|
|
* Attempt to convert a string to an UnrealTargetPlatform enum entry
|
|
*
|
|
* @return UnrealTargetPlatform.Unknown on failure (the platform didn't match the enum)
|
|
*/
|
|
public static UnrealTargetPlatform ConvertStringToPlatform(string InPlatformName)
|
|
{
|
|
// special case x64, to not break anything
|
|
// @todo: Is it possible to remove this hack?
|
|
if (InPlatformName.Equals("X64", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return UnrealTargetPlatform.Win64;
|
|
}
|
|
|
|
// we can't parse the string into an enum because Enum.Parse is case sensitive, so we loop over the enum
|
|
// looking for matches
|
|
foreach (string PlatformName in Enum.GetNames(typeof(UnrealTargetPlatform)))
|
|
{
|
|
if (InPlatformName.Equals(PlatformName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
// convert the known good enum string back to the enum value
|
|
return (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), PlatformName);
|
|
}
|
|
}
|
|
return UnrealTargetPlatform.Unknown;
|
|
}
|
|
|
|
/**
|
|
* Register the given platforms UEBuildPlatform instance
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform to register with
|
|
* @param InBuildPlatform The UEBuildPlatform instance to use for the InPlatform
|
|
*/
|
|
public static void RegisterBuildPlatform(UnrealTargetPlatform InPlatform, UEBuildPlatform InBuildPlatform)
|
|
{
|
|
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
|
|
{
|
|
Log.TraceWarning("RegisterBuildPlatform Warning: Registering build platform {0} for {1} when it is already set to {2}",
|
|
InBuildPlatform.ToString(), InPlatform.ToString(), BuildPlatformDictionary[InPlatform].ToString());
|
|
BuildPlatformDictionary[InPlatform] = InBuildPlatform;
|
|
}
|
|
else
|
|
{
|
|
BuildPlatformDictionary.Add(InPlatform, InBuildPlatform);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Unregister the given platform
|
|
*/
|
|
public static void UnregisterBuildPlatform(UnrealTargetPlatform InPlatform)
|
|
{
|
|
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
|
|
{
|
|
BuildPlatformDictionary.Remove(InPlatform);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Assign a platform as a member of the given group
|
|
*/
|
|
public static void RegisterPlatformWithGroup(UnrealTargetPlatform InPlatform, UnrealPlatformGroup InGroup)
|
|
{
|
|
// find or add the list of groups for this platform
|
|
PlatformGroupDictionary.GetOrAddNew(InGroup).Add(InPlatform);
|
|
}
|
|
|
|
/**
|
|
* Retrieve the list of platforms in this group (if any)
|
|
*/
|
|
public static List<UnrealTargetPlatform> GetPlatformsInGroup(UnrealPlatformGroup InGroup)
|
|
{
|
|
List<UnrealTargetPlatform> PlatformList;
|
|
PlatformGroupDictionary.TryGetValue(InGroup, out PlatformList);
|
|
return PlatformList;
|
|
}
|
|
|
|
/**
|
|
* Retrieve the IUEBuildPlatform instance for the given TargetPlatform
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param bInAllowFailure If true, do not throw an exception and return null
|
|
*
|
|
* @return UEBuildPlatform The instance of the build platform
|
|
*/
|
|
public static IUEBuildPlatform GetBuildPlatform(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
|
|
{
|
|
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
|
|
{
|
|
return BuildPlatformDictionary[InPlatform];
|
|
}
|
|
if (bInAllowFailure == true)
|
|
{
|
|
return null;
|
|
}
|
|
throw new BuildException("GetBuildPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
|
|
}
|
|
|
|
/**
|
|
* Retrieve the IUEBuildPlatform instance for the given CPPTargetPlatform
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param bInAllowFailure If true, do not throw an exception and return null
|
|
*
|
|
* @return UEBuildPlatform The instance of the build platform
|
|
*/
|
|
public static IUEBuildPlatform GetBuildPlatformForCPPTargetPlatform(CPPTargetPlatform InPlatform, bool bInAllowFailure = false)
|
|
{
|
|
UnrealTargetPlatform UTPlatform = UEBuildTarget.CPPTargetPlatformToUnrealTargetPlatform(InPlatform);
|
|
if (BuildPlatformDictionary.ContainsKey(UTPlatform) == true)
|
|
{
|
|
return BuildPlatformDictionary[UTPlatform];
|
|
}
|
|
if (bInAllowFailure == true)
|
|
{
|
|
return null;
|
|
}
|
|
throw new BuildException("UEBuildPlatform::GetBuildPlatformForCPPTargetPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
|
|
}
|
|
|
|
/**
|
|
* Allow all registered build platforms to modify the newly created module
|
|
* passed in for the given 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
|
|
* @param Only If this is not unknown, then only run that platform
|
|
*/
|
|
public static void PlatformModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target, UnrealTargetPlatform Only = UnrealTargetPlatform.Unknown)
|
|
{
|
|
foreach (var PlatformEntry in BuildPlatformDictionary)
|
|
{
|
|
if (Only == UnrealTargetPlatform.Unknown || PlatformEntry.Key == Only || PlatformEntry.Key == Target.Platform)
|
|
{
|
|
PlatformEntry.Value.ModifyNewlyLoadedModule(InModule, Target);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the delimiter used to separate paths in the PATH environment variable for the platform we are executing on.
|
|
*/
|
|
public String GetPathVarDelimiter()
|
|
{
|
|
switch (BuildHostPlatform.Current.Platform)
|
|
{
|
|
case UnrealTargetPlatform.Linux:
|
|
case UnrealTargetPlatform.Mac:
|
|
return ":";
|
|
case UnrealTargetPlatform.Win32:
|
|
case UnrealTargetPlatform.Win64:
|
|
return ";";
|
|
default:
|
|
Log.TraceWarning("PATH var delimiter unknown for platform " + BuildHostPlatform.Current.Platform.ToString() + " using ';'");
|
|
return ";";
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* If this platform can be compiled with XGE
|
|
*/
|
|
public virtual bool CanUseXGE()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* If this platform can be compiled with DMUCS/Distcc
|
|
*/
|
|
public virtual bool CanUseDistcc()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* If this platform can be compiled with SN-DBS
|
|
*/
|
|
public virtual bool CanUseSNDBS()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Register the platform with the UEBuildPlatform class
|
|
*/
|
|
public void RegisterBuildPlatform()
|
|
{
|
|
ManageAndValidateSDK();
|
|
RegisterBuildPlatformInternal();
|
|
}
|
|
|
|
protected abstract void RegisterBuildPlatformInternal();
|
|
|
|
/**
|
|
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
|
|
*
|
|
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
|
|
*
|
|
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
|
|
*/
|
|
public abstract CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform);
|
|
|
|
/// <summary>
|
|
/// Return whether the given platform requires a monolithic build
|
|
/// </summary>
|
|
/// <param name="InPlatform">The platform of interest</param>
|
|
/// <param name="InConfiguration">The configuration of interest</param>
|
|
/// <returns></returns>
|
|
public static bool PlatformRequiresMonolithicBuilds(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
// Some platforms require monolithic builds...
|
|
var BuildPlatform = GetBuildPlatform(InPlatform, true);
|
|
if (BuildPlatform != null)
|
|
{
|
|
return BuildPlatform.ShouldCompileMonolithicBinary(InPlatform);
|
|
}
|
|
|
|
// We assume it does not
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get the extension to use for the given binary type
|
|
*
|
|
* @param InBinaryType The binary type being built
|
|
*
|
|
* @return string The binary extension (i.e. 'exe' or 'dll')
|
|
*/
|
|
public virtual string GetBinaryExtension(UEBuildBinaryType InBinaryType)
|
|
{
|
|
throw new BuildException("GetBinaryExtensiton for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
|
|
}
|
|
|
|
/**
|
|
* Get the extension to use for debug info for the given binary type
|
|
*
|
|
* @param InBinaryType The binary type being built
|
|
*
|
|
* @return string The debug info extension (i.e. 'pdb')
|
|
*/
|
|
public virtual string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
|
|
{
|
|
throw new BuildException("GetDebugInfoExtension for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
|
|
}
|
|
|
|
/**
|
|
* Whether incremental linking should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
*
|
|
* @return bool true if incremental linking should be used, false if not
|
|
*/
|
|
public virtual bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether PDB files should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
* @param bInCreateDebugInfo true if debug info is getting create, false if not
|
|
*
|
|
* @return bool true if PDB files should be used, false if not
|
|
*/
|
|
public virtual bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether PCH files should be used
|
|
*
|
|
* @param InPlatform The CPPTargetPlatform being built
|
|
* @param InConfiguration The CPPTargetConfiguration being built
|
|
*
|
|
* @return bool true if PCH files should be used, false if not
|
|
*/
|
|
public virtual bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
|
|
{
|
|
return BuildConfiguration.bUsePCHFiles;
|
|
}
|
|
|
|
/**
|
|
* Whether the editor should be built for this platform or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
* @return bool true if the editor should be built, false if not
|
|
*/
|
|
public virtual bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether this build should support ONLY cooked data or not
|
|
*
|
|
* @param InPlatform The UnrealTargetPlatform being built
|
|
* @param InConfiguration The UnrealTargetConfiguration being built
|
|
* @return bool true if the editor should be built, false if not
|
|
*/
|
|
public virtual bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Whether the platform requires the extra UnityCPPWriter
|
|
* This is used to add an extra file for UBT to get the #include dependencies from
|
|
*
|
|
* @return bool true if it is required, false if not
|
|
*/
|
|
public virtual bool RequiresExtraUnityCPPWriter()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* Allow the platform to apply architecture-specific name according to its rules
|
|
*
|
|
* @param BinaryName name of the binary, not specific to any architecture
|
|
*
|
|
* @return Possibly architecture-specific name
|
|
*/
|
|
public virtual string ApplyArchitectureName(string BinaryName)
|
|
{
|
|
// by default, use logic that assumes architectures to start with "-"
|
|
return BinaryName + GetActiveArchitecture();
|
|
}
|
|
|
|
/**
|
|
* For platforms that need to output multiple files per binary (ie Android "fat" binaries)
|
|
* this will emit multiple paths. By default, it simply makes an array from the input
|
|
*/
|
|
public virtual string[] FinalizeBinaryPaths(string BinaryName)
|
|
{
|
|
List<string> TempList = new List<string>() { BinaryName };
|
|
return TempList.ToArray();
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
|
|
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.Target.Configuration = CompileConfiguration;
|
|
InBuildTarget.GlobalLinkEnvironment.Config.Target.Configuration = 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;
|
|
}
|
|
|
|
/**
|
|
* Setup the project environment for building
|
|
*
|
|
* @param InBuildTarget The target being built
|
|
*/
|
|
public virtual void SetUpProjectEnvironment(UnrealTargetPlatform InPlatform)
|
|
{
|
|
ConfigCacheIni Ini = new ConfigCacheIni(InPlatform, "Engine", UnrealBuildTool.GetUProjectPath());
|
|
bool bValue = UEBuildConfiguration.bCompileAPEX;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileApex", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileAPEX = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileBox2D;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileBox2D", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileBox2D = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileICU;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileICU", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileICU = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileSimplygon;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileSimplygon", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileSimplygon = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileLeanAndMeanUE;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileLeanAndMeanUE", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileLeanAndMeanUE = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bIncludeADO;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bIncludeADO", out bValue))
|
|
{
|
|
UEBuildConfiguration.bIncludeADO = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileRecast;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileRecast", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileRecast = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileSpeedTree;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileSpeedTree", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileSpeedTree = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileWithPluginSupport;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileWithPluginSupport", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileWithPluginSupport = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompilePhysXVehicle;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompilePhysXVehicle", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompilePhysXVehicle = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileFreeType;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileFreeType", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileFreeType = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileForSize;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileForSize", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileForSize = bValue;
|
|
}
|
|
|
|
bValue = UEBuildConfiguration.bCompileCEF3;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileCEF3", out bValue))
|
|
{
|
|
UEBuildConfiguration.bCompileCEF3 = bValue;
|
|
}
|
|
|
|
bValue = BuildConfiguration.bEnableShadowVariableWarning;
|
|
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bEnableShadowVariableWarning", out bValue))
|
|
{
|
|
BuildConfiguration.bEnableShadowVariableWarning = bValue;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
}
|
|
|
|
protected static bool DoProjectSettingsMatchDefault(UnrealTargetPlatform Platform, string ProjectPath, string Section, string[] BoolKeys, string[] IntKeys, string[] StringKeys)
|
|
{
|
|
ConfigCacheIni ProjIni = new ConfigCacheIni(Platform, "Engine", ProjectPath);
|
|
ConfigCacheIni DefaultIni = new ConfigCacheIni(Platform, "Engine", null);
|
|
|
|
// look at all bool values
|
|
if (BoolKeys != null) foreach (string Key in BoolKeys)
|
|
{
|
|
bool Default = false, Project = false;
|
|
DefaultIni.GetBool(Section, Key, out Default);
|
|
ProjIni.GetBool(Section, Key, out Project);
|
|
if (Default != Project)
|
|
{
|
|
Console.WriteLine(Key + " is not set to default. (" + Default + " vs. " + Project + ")");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// look at all int values
|
|
if (IntKeys != null) foreach (string Key in IntKeys)
|
|
{
|
|
int Default = 0, Project = 0;
|
|
DefaultIni.GetInt32(Section, Key, out Default);
|
|
ProjIni.GetInt32(Section, Key, out Project);
|
|
if (Default != Project)
|
|
{
|
|
Console.WriteLine(Key + " is not set to default. (" + Default + " vs. " + Project + ")");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// look for all string values
|
|
if (StringKeys != null) foreach (string Key in StringKeys)
|
|
{
|
|
string Default = "", Project = "";
|
|
DefaultIni.GetString(Section, Key, out Default);
|
|
ProjIni.GetString(Section, Key, out Project);
|
|
if (Default != Project)
|
|
{
|
|
Console.WriteLine(Key + " is not set to default. (" + Default + " vs. " + Project + ")");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// if we get here, we match all important settings
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Check for the default configuration
|
|
*
|
|
* return true if the project uses the default build config
|
|
*/
|
|
public virtual bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, string ProjectPath)
|
|
{
|
|
string[] BoolKeys = new string[] {
|
|
"bCompileApex", "bCompileBox2D", "bCompileICU", "bCompileSimplygon",
|
|
"bCompileLeanAndMeanUE", "bIncludeADO", "bCompileRecast", "bCompileSpeedTree",
|
|
"bCompileWithPluginSupport", "bCompilePhysXVehicle", "bCompileFreeType",
|
|
"bCompileForSize", "bCompileCEF3"
|
|
};
|
|
|
|
return DoProjectSettingsMatchDefault(Platform, ProjectPath, "/Script/BuildSettings.BuildSettings",
|
|
BoolKeys, null, null);
|
|
}
|
|
}
|
|
|
|
// AutoSDKs handling portion
|
|
public abstract partial class UEBuildPlatform : IUEBuildPlatform
|
|
{
|
|
|
|
#region protected AutoSDKs Utility
|
|
|
|
/** Name of the file that holds currently install SDK version string */
|
|
protected static string CurrentlyInstalledSDKStringManifest = "CurrentlyInstalled.txt";
|
|
|
|
/** name of the file that holds the last succesfully run SDK setup script version */
|
|
protected static string LastRunScriptVersionManifest = "CurrentlyInstalled.Version.txt";
|
|
|
|
/** Name of the file that holds environment variables of current SDK */
|
|
protected static string SDKEnvironmentVarsFile = "OutputEnvVars.txt";
|
|
|
|
protected static readonly string SDKRootEnvVar = "UE_SDKS_ROOT";
|
|
|
|
protected static string AutoSetupEnvVar = "AutoSDKSetup";
|
|
|
|
public static bool bShouldLogInfo = false;
|
|
|
|
/**
|
|
* Whether platform supports switching SDKs during runtime
|
|
*
|
|
* @return true if supports
|
|
*/
|
|
protected virtual bool PlatformSupportsAutoSDKs()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
static private bool bCheckedAutoSDKRootEnvVar = false;
|
|
static private bool bAutoSDKSystemEnabled = false;
|
|
static private bool HasAutoSDKSystemEnabled()
|
|
{
|
|
if (!bCheckedAutoSDKRootEnvVar)
|
|
{
|
|
string SDKRoot = Environment.GetEnvironmentVariable(SDKRootEnvVar);
|
|
if (SDKRoot != null)
|
|
{
|
|
bAutoSDKSystemEnabled = true;
|
|
}
|
|
bCheckedAutoSDKRootEnvVar = true;
|
|
}
|
|
return bAutoSDKSystemEnabled;
|
|
}
|
|
|
|
// Whether AutoSDK setup is safe. AutoSDKs will damage manual installs on some platforms.
|
|
protected bool IsAutoSDKSafe()
|
|
{
|
|
return !IsAutoSDKDestructive() || !HasAnyManualInstall();
|
|
}
|
|
|
|
/**
|
|
* Returns SDK string as required by the platform
|
|
*
|
|
* @return Valid SDK string
|
|
*/
|
|
protected virtual string GetRequiredSDKString()
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/**
|
|
* Gets the version number of the SDK setup script itself. The version in the base should ALWAYS be the master revision from the last refactor.
|
|
* If you need to force a rebuild for a given platform, override this for the given platform.
|
|
* @return Setup script version
|
|
*/
|
|
protected virtual String GetRequiredScriptVersionString()
|
|
{
|
|
return "3.0";
|
|
}
|
|
|
|
/**
|
|
* Returns path to platform SDKs
|
|
*
|
|
* @return Valid SDK string
|
|
*/
|
|
protected string GetPathToPlatformAutoSDKs()
|
|
{
|
|
string SDKPath = "";
|
|
string SDKRoot = Environment.GetEnvironmentVariable(SDKRootEnvVar);
|
|
if (SDKRoot != null)
|
|
{
|
|
if (SDKRoot != "")
|
|
{
|
|
SDKPath = Path.Combine(SDKRoot, "Host" + BuildHostPlatform.Current.Platform, GetSDKTargetPlatformName());
|
|
}
|
|
}
|
|
return SDKPath;
|
|
}
|
|
|
|
/**
|
|
* Because most ManualSDK determination depends on reading env vars, if this process is spawned by a process that ALREADY set up
|
|
* AutoSDKs then all the SDK env vars will exist, and we will spuriously detect a Manual SDK. (children inherit the environment of the parent process).
|
|
* Therefore we write out an env var to set in the command file (OutputEnvVars.txt) such that child processes can determine if their manual SDK detection
|
|
* is bogus. Make it platform specific so that platforms can be in different states.
|
|
*/
|
|
protected string GetPlatformAutoSDKSetupEnvVar()
|
|
{
|
|
return GetSDKTargetPlatformName() + AutoSetupEnvVar;
|
|
}
|
|
|
|
/**
|
|
* Gets currently installed version
|
|
*
|
|
* @param PlatformSDKRoot absolute path to platform SDK root
|
|
* @param OutInstalledSDKVersionString version string as currently installed
|
|
*
|
|
* @return true if was able to read it
|
|
*/
|
|
protected bool GetCurrentlyInstalledSDKString(string PlatformSDKRoot, out string OutInstalledSDKVersionString)
|
|
{
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
using (StreamReader Reader = new StreamReader(VersionFilename))
|
|
{
|
|
string Version = Reader.ReadLine();
|
|
string Type = Reader.ReadLine();
|
|
|
|
// don't allow ManualSDK installs to count as an AutoSDK install version.
|
|
if (Type != null && Type == "AutoSDK")
|
|
{
|
|
if (Version != null)
|
|
{
|
|
OutInstalledSDKVersionString = Version;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
OutInstalledSDKVersionString = "";
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Gets the version of the last successfully run setup script.
|
|
*
|
|
* @param PlatformSDKRoot absolute path to platform SDK root
|
|
* @param OutLastRunScriptVersion version string
|
|
*
|
|
* @return true if was able to read it
|
|
*/
|
|
protected bool GetLastRunScriptVersionString(string PlatformSDKRoot, out string OutLastRunScriptVersion)
|
|
{
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
using (StreamReader Reader = new StreamReader(VersionFilename))
|
|
{
|
|
string Version = Reader.ReadLine();
|
|
if (Version != null)
|
|
{
|
|
OutLastRunScriptVersion = Version;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
OutLastRunScriptVersion = "";
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Sets currently installed version
|
|
*
|
|
* @param PlatformSDKRoot absolute path to platform SDK root
|
|
* @param InstalledSDKVersionString SDK version string to set
|
|
*
|
|
* @return true if was able to set it
|
|
*/
|
|
protected bool SetCurrentlyInstalledAutoSDKString(String InstalledSDKVersionString)
|
|
{
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
using (StreamWriter Writer = File.CreateText(VersionFilename))
|
|
{
|
|
Writer.WriteLine(InstalledSDKVersionString);
|
|
Writer.WriteLine("AutoSDK");
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected void SetupManualSDK()
|
|
{
|
|
if (PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
|
|
{
|
|
String InstalledSDKVersionString = GetRequiredSDKString();
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
|
|
if (File.Exists(EnvVarFile))
|
|
{
|
|
File.Delete(EnvVarFile);
|
|
}
|
|
|
|
using (StreamWriter Writer = File.CreateText(VersionFilename))
|
|
{
|
|
Writer.WriteLine(InstalledSDKVersionString);
|
|
Writer.WriteLine("ManualSDK");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected bool SetLastRunAutoSDKScriptVersion(string LastRunScriptVersion)
|
|
{
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
using (StreamWriter Writer = File.CreateText(VersionFilename))
|
|
{
|
|
Writer.WriteLine(LastRunScriptVersion);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Returns Hook names as needed by the platform
|
|
* (e.g. can be overriden with custom executables or scripts)
|
|
*
|
|
* @param Hook Hook type
|
|
*/
|
|
protected virtual string GetHookExecutableName(SDKHookType Hook)
|
|
{
|
|
if (Hook == SDKHookType.Uninstall)
|
|
{
|
|
return "unsetup.bat";
|
|
}
|
|
|
|
return "setup.bat";
|
|
}
|
|
|
|
/**
|
|
* Runs install/uninstall hooks for SDK
|
|
*
|
|
* @param PlatformSDKRoot absolute path to platform SDK root
|
|
* @param SDKVersionString version string to run for (can be empty!)
|
|
* @param Hook which one of hooks to run
|
|
* @param bHookCanBeNonExistent whether a non-existing hook means failure
|
|
*
|
|
* @return true if succeeded
|
|
*/
|
|
protected virtual bool RunAutoSDKHooks(string PlatformSDKRoot, string SDKVersionString, SDKHookType Hook, bool bHookCanBeNonExistent = true)
|
|
{
|
|
if (!IsAutoSDKSafe())
|
|
{
|
|
Console.ForegroundColor = ConsoleColor.Red;
|
|
LogAutoSDK( GetSDKTargetPlatformName() + " attempted to run SDK hook which could have damaged manual SDK install!");
|
|
Console.ResetColor();
|
|
|
|
return false;
|
|
}
|
|
if (SDKVersionString != "")
|
|
{
|
|
string SDKDirectory = Path.Combine(PlatformSDKRoot, SDKVersionString);
|
|
string HookExe = Path.Combine(SDKDirectory, GetHookExecutableName(Hook));
|
|
|
|
if (File.Exists(HookExe))
|
|
{
|
|
LogAutoSDK("Running {0} hook {1}", Hook, HookExe);
|
|
|
|
// run it
|
|
Process HookProcess = new Process();
|
|
HookProcess.StartInfo.WorkingDirectory = SDKDirectory;
|
|
HookProcess.StartInfo.FileName = HookExe;
|
|
HookProcess.StartInfo.Arguments = "";
|
|
HookProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
|
|
|
|
// seems to break the build machines?
|
|
//HookProcess.StartInfo.UseShellExecute = false;
|
|
//HookProcess.StartInfo.RedirectStandardOutput = true;
|
|
//HookProcess.StartInfo.RedirectStandardError = true;
|
|
|
|
using (var HookTimer = new ScopedTimer("Time to run hook: ", bShouldLogInfo ? TraceEventType.Information : TraceEventType.Verbose))
|
|
{
|
|
//installers may require administrator access to succeed. so run as an admmin.
|
|
HookProcess.StartInfo.Verb = "runas";
|
|
HookProcess.Start();
|
|
HookProcess.WaitForExit();
|
|
}
|
|
|
|
//LogAutoSDK(HookProcess.StandardOutput.ReadToEnd());
|
|
//LogAutoSDK(HookProcess.StandardError.ReadToEnd());
|
|
if (HookProcess.ExitCode != 0)
|
|
{
|
|
LogAutoSDK("Hook exited uncleanly (returned {0}), considering it failed.", HookProcess.ExitCode);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK("File {0} does not exist", HookExe);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK("Version string is blank for {0}. Can't determine {1} hook.", PlatformSDKRoot, Hook.ToString());
|
|
}
|
|
|
|
return bHookCanBeNonExistent;
|
|
}
|
|
|
|
/**
|
|
* Loads environment variables from SDK
|
|
* If any commands are added or removed the handling needs to be duplicated in
|
|
* TargetPlatformManagerModule.cpp
|
|
*
|
|
* @param PlatformSDKRoot absolute path to platform SDK
|
|
*
|
|
* @return true if succeeded
|
|
*/
|
|
protected bool SetupEnvironmentFromAutoSDK(string PlatformSDKRoot)
|
|
{
|
|
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
|
|
if (File.Exists(EnvVarFile))
|
|
{
|
|
using (StreamReader Reader = new StreamReader(EnvVarFile))
|
|
{
|
|
List<string> PathAdds = new List<string>();
|
|
List<string> PathRemoves = new List<string>();
|
|
|
|
List<string> EnvVarNames = new List<string>();
|
|
List<string> EnvVarValues = new List<string>();
|
|
|
|
bool bNeedsToWriteAutoSetupEnvVar = true;
|
|
String PlatformSetupEnvVar = GetPlatformAutoSDKSetupEnvVar();
|
|
for (; ; )
|
|
{
|
|
string VariableString = Reader.ReadLine();
|
|
if (VariableString == null)
|
|
{
|
|
break;
|
|
}
|
|
|
|
string[] Parts = VariableString.Split('=');
|
|
if (Parts.Length != 2)
|
|
{
|
|
LogAutoSDK("Incorrect environment variable declaration:");
|
|
LogAutoSDK(VariableString);
|
|
return false;
|
|
}
|
|
|
|
if (String.Compare(Parts[0], "strippath", true) == 0)
|
|
{
|
|
PathRemoves.Add(Parts[1]);
|
|
}
|
|
else if (String.Compare(Parts[0], "addpath", true) == 0)
|
|
{
|
|
PathAdds.Add(Parts[1]);
|
|
}
|
|
else
|
|
{
|
|
if (String.Compare(Parts[0], PlatformSetupEnvVar) == 0)
|
|
{
|
|
bNeedsToWriteAutoSetupEnvVar = false;
|
|
}
|
|
// convenience for setup.bat writers. Trim any accidental whitespace from var names/values.
|
|
EnvVarNames.Add(Parts[0].Trim());
|
|
EnvVarValues.Add(Parts[1].Trim());
|
|
}
|
|
}
|
|
|
|
// don't actually set anything until we successfully validate and read all values in.
|
|
// we don't want to set a few vars, return a failure, and then have a platform try to
|
|
// build against a manually installed SDK with half-set env vars.
|
|
for (int i = 0; i < EnvVarNames.Count; ++i)
|
|
{
|
|
string EnvVarName = EnvVarNames[i];
|
|
string EnvVarValue = EnvVarValues[i];
|
|
if (BuildConfiguration.bPrintDebugInfo)
|
|
{
|
|
LogAutoSDK("Setting variable '{0}' to '{1}'", EnvVarName, EnvVarValue);
|
|
}
|
|
Environment.SetEnvironmentVariable(EnvVarName, EnvVarValue);
|
|
}
|
|
|
|
|
|
// actually perform the PATH stripping / adding.
|
|
String OrigPathVar = Environment.GetEnvironmentVariable("PATH");
|
|
String PathDelimiter = GetPathVarDelimiter();
|
|
String[] PathVars = OrigPathVar.Split(PathDelimiter.ToCharArray());
|
|
|
|
List<String> ModifiedPathVars = new List<string>();
|
|
ModifiedPathVars.AddRange(PathVars);
|
|
|
|
// perform removes first, in case they overlap with any adds.
|
|
foreach (String PathRemove in PathRemoves)
|
|
{
|
|
foreach (String PathVar in PathVars)
|
|
{
|
|
if (PathVar.IndexOf(PathRemove, StringComparison.OrdinalIgnoreCase) >= 0)
|
|
{
|
|
LogAutoSDK("Removing Path: '{0}'", PathVar);
|
|
ModifiedPathVars.Remove(PathVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove all the of ADDs so that if this function is executed multiple times, the paths will be guarateed to be in the same order after each run.
|
|
// If we did not do this, a 'remove' that matched some, but not all, of our 'adds' would cause the order to change.
|
|
foreach (String PathAdd in PathAdds)
|
|
{
|
|
foreach (String PathVar in PathVars)
|
|
{
|
|
if (String.Compare(PathAdd, PathVar, true) == 0)
|
|
{
|
|
LogAutoSDK("Removing Path: '{0}'", PathVar);
|
|
ModifiedPathVars.Remove(PathVar);
|
|
}
|
|
}
|
|
}
|
|
|
|
// perform adds, but don't add duplicates
|
|
foreach (String PathAdd in PathAdds)
|
|
{
|
|
if (!ModifiedPathVars.Contains(PathAdd))
|
|
{
|
|
LogAutoSDK("Adding Path: '{0}'", PathAdd);
|
|
ModifiedPathVars.Add(PathAdd);
|
|
}
|
|
}
|
|
|
|
String ModifiedPath = String.Join(PathDelimiter, ModifiedPathVars);
|
|
Environment.SetEnvironmentVariable("PATH", ModifiedPath);
|
|
|
|
Reader.Close();
|
|
|
|
// write out env var command so any process using this commandfile will mark itself as having had autosdks set up.
|
|
// avoids child processes spuriously detecting manualsdks.
|
|
if (bNeedsToWriteAutoSetupEnvVar)
|
|
{
|
|
using (StreamWriter Writer = File.AppendText(EnvVarFile))
|
|
{
|
|
Writer.WriteLine("{0}=1", PlatformSetupEnvVar);
|
|
}
|
|
// set the var in the local environment in case this process spawns any others.
|
|
Environment.SetEnvironmentVariable(PlatformSetupEnvVar, "1");
|
|
}
|
|
|
|
// make sure we know that we've modified the local environment, invalidating manual installs for this run.
|
|
bLocalProcessSetupAutoSDK = true;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK("Cannot set up environment for {1} because command file {1} does not exist.", PlatformSDKRoot, EnvVarFile);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected void InvalidateCurrentlyInstalledAutoSDK()
|
|
{
|
|
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (Directory.Exists(PlatformSDKRoot))
|
|
{
|
|
string SDKFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
|
|
if (File.Exists(SDKFilename))
|
|
{
|
|
File.Delete(SDKFilename);
|
|
}
|
|
|
|
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
|
|
if (File.Exists(VersionFilename))
|
|
{
|
|
File.Delete(VersionFilename);
|
|
}
|
|
|
|
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
|
|
if (File.Exists(EnvVarFile))
|
|
{
|
|
File.Delete(EnvVarFile);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Currently installed AutoSDK is written out to a text file in a known location.
|
|
* This function just compares the file's contents with the current requirements.
|
|
*/
|
|
protected SDKStatus HasRequiredAutoSDKInstalled()
|
|
{
|
|
if (PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
|
|
{
|
|
string AutoSDKRoot = GetPathToPlatformAutoSDKs();
|
|
if (AutoSDKRoot != "")
|
|
{
|
|
// check script version so script fixes can be propagated without touching every build machine's CurrentlyInstalled file manually.
|
|
bool bScriptVersionMatches = false;
|
|
string CurrentScriptVersionString;
|
|
if (GetLastRunScriptVersionString(AutoSDKRoot, out CurrentScriptVersionString) && CurrentScriptVersionString == GetRequiredScriptVersionString())
|
|
{
|
|
bScriptVersionMatches = true;
|
|
}
|
|
|
|
// check to make sure OutputEnvVars doesn't need regenerating
|
|
string EnvVarFile = Path.Combine(AutoSDKRoot, SDKEnvironmentVarsFile);
|
|
bool bEnvVarFileExists = File.Exists(EnvVarFile);
|
|
|
|
string CurrentSDKString;
|
|
if (bEnvVarFileExists && GetCurrentlyInstalledSDKString(AutoSDKRoot, out CurrentSDKString) && CurrentSDKString == GetRequiredSDKString() && bScriptVersionMatches)
|
|
{
|
|
return SDKStatus.Valid;
|
|
}
|
|
return SDKStatus.Invalid;
|
|
}
|
|
}
|
|
return SDKStatus.Invalid;
|
|
}
|
|
|
|
// This tracks if we have already checked the sdk installation.
|
|
private Int32 SDKCheckStatus = -1;
|
|
|
|
// true if we've ever overridden the process's environment with AutoSDK data. After that, manual installs cannot be considered valid ever again.
|
|
private bool bLocalProcessSetupAutoSDK = false;
|
|
|
|
protected bool HasSetupAutoSDK()
|
|
{
|
|
return bLocalProcessSetupAutoSDK || HasParentProcessSetupAutoSDK();
|
|
}
|
|
|
|
protected bool HasParentProcessSetupAutoSDK()
|
|
{
|
|
bool bParentProcessSetupAutoSDK = false;
|
|
String AutoSDKSetupVarName = GetPlatformAutoSDKSetupEnvVar();
|
|
String AutoSDKSetupVar = Environment.GetEnvironmentVariable(AutoSDKSetupVarName);
|
|
if (!String.IsNullOrEmpty(AutoSDKSetupVar))
|
|
{
|
|
bParentProcessSetupAutoSDK = true;
|
|
}
|
|
return bParentProcessSetupAutoSDK;
|
|
}
|
|
|
|
protected SDKStatus HasRequiredManualSDK()
|
|
{
|
|
if (HasSetupAutoSDK())
|
|
{
|
|
return SDKStatus.Invalid;
|
|
}
|
|
|
|
// manual installs are always invalid if we have modified the process's environment for AutoSDKs
|
|
return HasRequiredManualSDKInternal();
|
|
}
|
|
|
|
// for platforms with destructive AutoSDK. Report if any manual sdk is installed that may be damaged by an autosdk.
|
|
protected virtual bool HasAnyManualInstall()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// tells us if the user has a valid manual install.
|
|
protected abstract SDKStatus HasRequiredManualSDKInternal();
|
|
|
|
// some platforms will fail if there is a manual install that is the WRONG manual install.
|
|
protected virtual bool AllowInvalidManualInstall()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// platforms can choose if they prefer a correct the the AutoSDK install over the manual install.
|
|
protected virtual bool PreferAutoSDK()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// some platforms don't support parallel SDK installs. AutoSDK on these platforms will
|
|
// actively damage an existing manual install by overwriting files in it. AutoSDK must NOT
|
|
// run any setup if a manual install exists in this case.
|
|
protected virtual bool IsAutoSDKDestructive()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Runs batch files if necessary to set up required AutoSDK.
|
|
* AutoSDKs are SDKs that have not been setup through a formal installer, but rather come from
|
|
* a source control directory, or other local copy.
|
|
*/
|
|
private void SetupAutoSDK()
|
|
{
|
|
if (IsAutoSDKSafe() && PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
|
|
{
|
|
// run installation for autosdk if necessary.
|
|
if (HasRequiredAutoSDKInstalled() == SDKStatus.Invalid)
|
|
{
|
|
//reset check status so any checking sdk status after the attempted setup will do a real check again.
|
|
SDKCheckStatus = -1;
|
|
|
|
string AutoSDKRoot = GetPathToPlatformAutoSDKs();
|
|
string CurrentSDKString;
|
|
GetCurrentlyInstalledSDKString(AutoSDKRoot, out CurrentSDKString);
|
|
|
|
// switch over (note that version string can be empty)
|
|
if (!RunAutoSDKHooks(AutoSDKRoot, CurrentSDKString, SDKHookType.Uninstall))
|
|
{
|
|
LogAutoSDK("Failed to uninstall currently installed SDK {0}", CurrentSDKString);
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
return;
|
|
}
|
|
// delete Manifest file to avoid multiple uninstalls
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
|
|
if (!RunAutoSDKHooks(AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Install, false))
|
|
{
|
|
LogAutoSDK("Failed to install required SDK {0}. Attemping to uninstall", GetRequiredSDKString());
|
|
RunAutoSDKHooks(AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Uninstall, false);
|
|
return;
|
|
}
|
|
|
|
string EnvVarFile = Path.Combine(AutoSDKRoot, SDKEnvironmentVarsFile);
|
|
if (!File.Exists(EnvVarFile))
|
|
{
|
|
LogAutoSDK("Installation of required SDK {0}. Did not generate Environment file {1}", GetRequiredSDKString(), EnvVarFile);
|
|
RunAutoSDKHooks(AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Uninstall, false);
|
|
return;
|
|
}
|
|
|
|
SetCurrentlyInstalledAutoSDKString(GetRequiredSDKString());
|
|
SetLastRunAutoSDKScriptVersion(GetRequiredScriptVersionString());
|
|
}
|
|
|
|
// fixup process environment to match autosdk
|
|
SetupEnvironmentFromAutoSDK();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public AutoSDKs Utility
|
|
|
|
/** Enum describing types of hooks a platform SDK can have */
|
|
public enum SDKHookType
|
|
{
|
|
Install,
|
|
Uninstall
|
|
};
|
|
|
|
/**
|
|
* Returns platform-specific name used in SDK repository
|
|
*
|
|
* @return path to SDK Repository
|
|
*/
|
|
public virtual string GetSDKTargetPlatformName()
|
|
{
|
|
return "";
|
|
}
|
|
|
|
/* Whether or not we should try to automatically switch SDKs when asked to validate the platform's SDK state. */
|
|
public static bool bAllowAutoSDKSwitching = true;
|
|
|
|
public SDKStatus SetupEnvironmentFromAutoSDK()
|
|
{
|
|
string PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
|
|
// load environment variables from current SDK
|
|
if (!SetupEnvironmentFromAutoSDK(PlatformSDKRoot))
|
|
{
|
|
LogAutoSDK("Failed to load environment from required SDK {0}", GetRequiredSDKString());
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
return SDKStatus.Invalid;
|
|
}
|
|
return SDKStatus.Valid;
|
|
}
|
|
|
|
/**
|
|
* Whether the required external SDKs are installed for this platform.
|
|
* Could be either a manual install or an AutoSDK.
|
|
*/
|
|
public SDKStatus HasRequiredSDKsInstalled()
|
|
{
|
|
// avoid redundant potentially expensive SDK checks.
|
|
if (SDKCheckStatus == -1)
|
|
{
|
|
bool bHasManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
|
|
bool bHasAutoSDK = HasRequiredAutoSDKInstalled() == SDKStatus.Valid;
|
|
|
|
// Per-Platform implementations can choose how to handle non-Auto SDK detection / handling.
|
|
SDKCheckStatus = (bHasManualSDK || bHasAutoSDK) ? 1 : 0;
|
|
}
|
|
return SDKCheckStatus == 1 ? SDKStatus.Valid : SDKStatus.Invalid;
|
|
}
|
|
|
|
// Arbitrates between manual SDKs and setting up AutoSDK based on program options and platform preferences.
|
|
public void ManageAndValidateSDK()
|
|
{
|
|
bShouldLogInfo = BuildConfiguration.bPrintDebugInfo || Environment.GetEnvironmentVariable("IsBuildMachine") == "1";
|
|
|
|
// do not modify installed manifests if parent process has already set everything up.
|
|
// this avoids problems with determining IsAutoSDKSafe and doing an incorrect invalidate.
|
|
if (bAllowAutoSDKSwitching && !HasParentProcessSetupAutoSDK())
|
|
{
|
|
bool bSetSomeSDK = false;
|
|
bool bHasRequiredManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
|
|
if (IsAutoSDKSafe() && (PreferAutoSDK() || !bHasRequiredManualSDK))
|
|
{
|
|
SetupAutoSDK();
|
|
bSetSomeSDK = true;
|
|
}
|
|
|
|
//Setup manual SDK if autoSDK setup was skipped or failed for whatever reason.
|
|
if (bHasRequiredManualSDK && (HasRequiredAutoSDKInstalled() != SDKStatus.Valid))
|
|
{
|
|
SetupManualSDK();
|
|
bSetSomeSDK = true;
|
|
}
|
|
|
|
if (!bSetSomeSDK)
|
|
{
|
|
InvalidateCurrentlyInstalledAutoSDK();
|
|
}
|
|
}
|
|
|
|
|
|
if (bShouldLogInfo)
|
|
{
|
|
PrintSDKInfo();
|
|
}
|
|
}
|
|
|
|
public void PrintSDKInfo()
|
|
{
|
|
if (HasRequiredSDKsInstalled() == SDKStatus.Valid)
|
|
{
|
|
bool bHasRequiredManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
|
|
if (HasSetupAutoSDK())
|
|
{
|
|
string PlatformSDKRoot = GetPathToPlatformAutoSDKs();
|
|
LogAutoSDK(GetSDKTargetPlatformName() + " using SDK from: " + Path.Combine(PlatformSDKRoot, GetRequiredSDKString()));
|
|
}
|
|
else if (bHasRequiredManualSDK)
|
|
{
|
|
LogAutoSDK(this.ToString() + " using manually installed SDK " + GetRequiredSDKString());
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(this.ToString() + " setup error. Inform platform team.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LogAutoSDK(this.ToString() + " has no valid SDK");
|
|
}
|
|
}
|
|
|
|
protected static void LogAutoSDK(string Format, params object[] Args)
|
|
{
|
|
if (bShouldLogInfo)
|
|
{
|
|
Log.WriteLine(TraceEventType.Information, Format, Args);
|
|
}
|
|
}
|
|
|
|
protected static void LogAutoSDK(String Message)
|
|
{
|
|
if (bShouldLogInfo)
|
|
{
|
|
Log.WriteLine(TraceEventType.Information, Message);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|