Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/CompileScriptModules.cs
jonathan adamczewski 2bafd89add AutomationTool: Validate the existence of Automation.{csproj,json} targets only
The default build behavior for script assemblies is that their dependencies are copied to the same output dir - assume dependencies are present (if not, it's a packaging problem, and will error later when the assembly load fails)

#jira UE-138692
#preflight 61f086f6ff453b751b4a48ad

#ROBOMERGE-AUTHOR: jonathan.adamczewski
#ROBOMERGE-SOURCE: CL 18730173 in //UE5/Release-5.0/... via CL 18730183 via CL 18730249
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18730253 by jonathan adamczewski in ue5-main branch]
2022-01-25 18:45:01 -05:00

893 lines
34 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using Microsoft.Build.Execution;
using Microsoft.Build.Evaluation;
using Microsoft.Build.Framework;
using Microsoft.Build.Graph;
using Microsoft.Build.Locator;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Net.Mail;
using System.Text;
using System.Text.Json;
using Microsoft.Build.Globbing;
using Microsoft.Build.Shared;
using UnrealBuildBase;
namespace AutomationToolDriver
{
public partial class Program
{
// Cache records of last-modified times for files
class WriteTimeCache
{
private Dictionary<string, DateTime> WriteTimes = new Dictionary<string, DateTime>();
public DateTime GetLastWriteTime(DirectoryReference BasePath, string RelativeFilePath)
{
string NormalizedPath = Path.GetFullPath(RelativeFilePath, BasePath.FullName);
if (!WriteTimes.TryGetValue(NormalizedPath, out DateTime WriteTime))
{
WriteTimes.Add(NormalizedPath, WriteTime = File.GetLastWriteTime(NormalizedPath));
}
return WriteTime;
}
}
static FileReference ConstructBuildRecordPath(FileReference ProjectPath, List<DirectoryReference> BaseDirectories)
{
DirectoryReference BasePath = null;
foreach (DirectoryReference ScriptFolder in BaseDirectories)
{
if (ProjectPath.IsUnderDirectory(ScriptFolder))
{
BasePath = ScriptFolder;
break;
}
}
if (BasePath == null)
{
throw new Exception($"Unable to map csproj {ProjectPath} to Engine, game, or an additional script folder. Candidates were:{Environment.NewLine} {String.Join(Environment.NewLine, BaseDirectories)}");
}
DirectoryReference BuildRecordDirectory = DirectoryReference.Combine(BasePath!, "Intermediate", "ScriptModules");
DirectoryReference.CreateDirectory(BuildRecordDirectory);
return FileReference.Combine(BuildRecordDirectory, ProjectPath.GetFileName()).ChangeExtension(".json");
}
/// <summary>
/// Locates script modules, builds them if necessary, returns set of .dll files
/// </summary>
/// <param name="ScriptsForProjectFileName"></param>
/// <param name="AdditionalScriptsFolders"></param>
/// <param name="bForceCompile"></param>
/// <param name="bUseBuildRecords"></param>
/// <param name="bBuildSuccess"></param>
/// <returns></returns>
public static HashSet<FileReference> InitializeScriptModules(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders, bool bForceCompile, bool bNoCompile, bool bUseBuildRecords, out bool bBuildSuccess)
{
WriteTimeCache WriteTimeCache = new WriteTimeCache();
List<DirectoryReference> GameDirectories = GetGameDirectories(ScriptsForProjectFileName);
List<DirectoryReference> AdditionalDirectories = GetAdditionalDirectories(AdditionalScriptsFolders);
List<DirectoryReference> GameBuildDirectories = GetAdditionalBuildDirectories(GameDirectories);
// List of directories used to locate Intermediate/ScriptModules dirs for writing build records
List<DirectoryReference> BaseDirectories = new List<DirectoryReference>(1 + GameDirectories.Count + AdditionalDirectories.Count);
BaseDirectories.Add(Unreal.EngineDirectory);
BaseDirectories.AddRange(GameDirectories);
BaseDirectories.AddRange(AdditionalDirectories);
HashSet<FileReference> FoundAutomationProjects = new HashSet<FileReference>(
Rules.FindAllRulesSourceFiles(Rules.RulesFileType.AutomationModule,
// Project automation scripts require source engine builds
GameFolders: Unreal.IsEngineInstalled() ? GameDirectories : new List<DirectoryReference>(),
ForeignPlugins: null, AdditionalSearchPaths: AdditionalDirectories.Concat(GameBuildDirectories).ToList()));
bool bUseBuildRecordsOnlyForProjectDiscovery = bNoCompile || Unreal.IsEngineInstalled();
// Load existing build records, validating them only if (re)compiling script projects is an option
Dictionary<FileReference, (CsProjBuildRecord, FileReference)> ExistingBuildRecords = LoadExistingBuildRecords(BaseDirectories);
Dictionary<FileReference, CsProjBuildRecord> ValidBuildRecords = new Dictionary<FileReference, CsProjBuildRecord>(ExistingBuildRecords.Count);
Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath)> InvalidBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(ExistingBuildRecords.Count);
if (bUseBuildRecords)
{
foreach (FileReference AutomationProject in FoundAutomationProjects)
{
ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, ExistingBuildRecords, AutomationProject, ref WriteTimeCache);
}
}
if (bUseBuildRecordsOnlyForProjectDiscovery)
{
// when the engine is installed, or UAT is invoked with -NoCompile, we expect to find at least one script module (AutomationUtils is a necessity)
if (ExistingBuildRecords.Count == 0)
{
throw new Exception("Found no script module records.");
}
HashSet<FileReference> BuiltTargets = new HashSet<FileReference>(ExistingBuildRecords.Count);
foreach ((CsProjBuildRecord BuildRecord, FileReference BuildRecordPath) in ExistingBuildRecords.Values.Where(x => x.Item2.HasExtension(".Automation.json")))
{
FileReference ProjectPath = FileReference.Combine(BuildRecordPath.Directory, BuildRecord.ProjectPath);
FileReference TargetPath = FileReference.Combine(ProjectPath.Directory, BuildRecord.TargetPath);
if (FileReference.Exists(TargetPath))
{
BuiltTargets.Add(TargetPath);
}
else
{
if (bNoCompile)
{
// when -NoCompile is on the command line, try to run with whatever is available
Log.TraceWarning($"Script module \"{TargetPath}\" not found for record \"{BuildRecordPath}\"");
}
else
{
// when the engine is installed, expect to find a built target assembly for every record that was found
throw new Exception($"Script module \"{TargetPath}\" not found for record \"{BuildRecordPath}\"");
}
}
}
bBuildSuccess = true;
return BuiltTargets;
}
else
{
// when the engine is not installed, delete any build record .json file that is not valid
foreach ((CsProjBuildRecord _, FileReference BuildRecordPath) in InvalidBuildRecords.Values)
{
Log.TraceLog($"Deleting invalid build record \"{BuildRecordPath}\"");
FileReference.Delete(BuildRecordPath);
}
}
if (!bForceCompile && bUseBuildRecords)
{
// If all found records are valid, we can return their targets directly
if (ValidBuildRecords.Count == FoundAutomationProjects.Count)
{
bBuildSuccess = true;
return new HashSet<FileReference>(ValidBuildRecords.Select(x => FileReference.Combine(x.Key.Directory, x.Value.TargetPath)));
}
}
// Fall back to the slower approach: use msbuild to load csproj files & build as necessary
RegisterMsBuildPath();
return BuildAllScriptPlugins(FoundAutomationProjects, bForceCompile || !bUseBuildRecords, out bBuildSuccess, ref WriteTimeCache, BaseDirectories);
}
/// <summary>
/// Find and load existing build record .json files from any Intermediate/ScriptModules found in the provided lists
/// </summary>
/// <param name="BaseDirectories"></param>
/// <returns></returns>
static Dictionary<FileReference, (CsProjBuildRecord, FileReference)> LoadExistingBuildRecords(List<DirectoryReference> BaseDirectories)
{
Dictionary<FileReference, (CsProjBuildRecord, FileReference)> LoadedBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>();
foreach (DirectoryReference Directory in BaseDirectories)
{
DirectoryReference IntermediateDirectory = DirectoryReference.Combine(Directory, "Intermediate", "ScriptModules");
if (!DirectoryReference.Exists(IntermediateDirectory))
{
continue;
}
foreach (FileReference JsonFile in DirectoryReference.EnumerateFiles(IntermediateDirectory, "*.json"))
{
CsProjBuildRecord BuildRecord = default;
// filesystem errors or json parsing might result in an exception. If that happens, we fall back to the
// slower path - if compiling, buildrecord files will be re-generated; other filesystem errors may persist
try
{
BuildRecord = JsonSerializer.Deserialize<CsProjBuildRecord>(FileReference.ReadAllText(JsonFile));
Log.TraceLog($"Loaded script module build record {JsonFile}");
}
catch(Exception Ex)
{
Log.TraceWarning($"[{JsonFile}] Failed to load build record: {Ex.Message}");
}
if (BuildRecord.ProjectPath != null)
{
LoadedBuildRecords.Add(FileReference.FromString(Path.GetFullPath(BuildRecord.ProjectPath, JsonFile.Directory.FullName)), (BuildRecord, JsonFile));
}
else
{
// Delete the invalid build record
Log.TraceWarning($"Deleting invalid build record {JsonFile}");
}
}
}
return LoadedBuildRecords;
}
private static bool ValidateGlobbedFiles(DirectoryReference ProjectDirectory,
List<CsProjBuildRecord.Glob> Globs, HashSet<string> GlobbedDependencies, out string ValidationFailureMessage)
{
// First, evaluate globs
// Files are grouped by ItemType (e.g. Compile, EmbeddedResource) to ensure that Exclude and
// Remove act as expected.
Dictionary<string, HashSet<string>> Files = new Dictionary<string, HashSet<string>>();
foreach (CsProjBuildRecord.Glob Glob in Globs)
{
HashSet<string> TypedFiles;
if (!Files.TryGetValue(Glob.ItemType, out TypedFiles))
{
TypedFiles = new HashSet<string>();
Files.Add(Glob.ItemType, TypedFiles);
}
foreach (string IncludePath in Glob.Include)
{
TypedFiles.UnionWith(FileMatcher.Default.GetFiles(ProjectDirectory.FullName, IncludePath, Glob.Exclude));
}
foreach (string Remove in Glob.Remove)
{
// FileMatcher.IsMatch() doesn't handle inconsistent path separators correctly - which is why globs
// are normalized when they are added to CsProjBuildRecord
TypedFiles.RemoveWhere(F => FileMatcher.IsMatch(F, Remove));
}
}
// Then, validation that our evaluation matches what we're comparing against
bool bValid = true;
StringBuilder ValidationFailureText = new StringBuilder();
// Look for extra files that were found
foreach (HashSet<string> TypedFiles in Files.Values)
{
foreach (string File in TypedFiles)
{
if (!GlobbedDependencies.Contains(File))
{
ValidationFailureText.AppendLine($"Found additional file {File}");
bValid = false;
}
}
}
// Look for files that are missing
foreach (string File in GlobbedDependencies)
{
bool bFound = false;
foreach (HashSet<string> TypedFiles in Files.Values)
{
if (TypedFiles.Contains(File))
{
bFound = true;
break;
}
}
if (!bFound)
{
ValidationFailureText.AppendLine($"Did not find {File}");
bValid = false;
}
}
ValidationFailureMessage = ValidationFailureText.ToString();
return bValid;
}
private static bool ValidateBuildRecord(CsProjBuildRecord BuildRecord, DirectoryReference ProjectDirectory, out string ValidationFailureMessage,
ref WriteTimeCache Cache)
{
string TargetRelativePath =
Path.GetRelativePath(Unreal.EngineDirectory.FullName, BuildRecord.TargetPath);
if (BuildRecord.Version != CsProjBuildRecord.CurrentVersion)
{
ValidationFailureMessage =
$"version does not match: build record has version {BuildRecord.Version}; current version is {CsProjBuildRecord.CurrentVersion}";
return false;
}
DateTime TargetWriteTime = Cache.GetLastWriteTime(ProjectDirectory, BuildRecord.TargetPath);
if (BuildRecord.TargetBuildTime != TargetWriteTime)
{
ValidationFailureMessage =
$"recorded target build time ({BuildRecord.TargetBuildTime}) does not match {TargetRelativePath} ({TargetWriteTime})";
return false;
}
foreach (string Dependency in BuildRecord.Dependencies)
{
if (Cache.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
{
ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
return false;
}
}
if (!ValidateGlobbedFiles(ProjectDirectory, BuildRecord.Globs, BuildRecord.GlobbedDependencies,
out ValidationFailureMessage))
{
return false;
}
foreach (string Dependency in BuildRecord.GlobbedDependencies)
{
if (Cache.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
{
ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
return false;
}
}
return true;
}
static void ValidateBuildRecordRecursively(
Dictionary<FileReference, CsProjBuildRecord> ValidBuildRecords,
Dictionary<FileReference, (CsProjBuildRecord, FileReference)> InvalidBuildRecords,
Dictionary<FileReference, (CsProjBuildRecord, FileReference)> BuildRecords,
FileReference ProjectPath, ref WriteTimeCache Cache)
{
if (ValidBuildRecords.ContainsKey(ProjectPath) || InvalidBuildRecords.ContainsKey(ProjectPath))
{
// Project validity has already been determined
return;
}
// Was a build record loaded for this project path? (relevant when considering referenced projects)
if (!BuildRecords.TryGetValue(ProjectPath, out (CsProjBuildRecord BuildRecord, FileReference BuildRecordPath) Entry))
{
Log.TraceLog($"Found project {ProjectPath} with no existing build record");
return;
}
// Is this particular build record valid?
if (!ValidateBuildRecord(Entry.BuildRecord, ProjectPath.Directory, out string ValidationFailureMessage, ref Cache))
{
string AutomationProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
Log.TraceLog($"[{AutomationProjectRelativePath}] {ValidationFailureMessage}");
InvalidBuildRecords.Add(ProjectPath, Entry);
return;
}
// Are all referenced build records valid?
foreach (string ReferencedProjectPath in Entry.BuildRecord.ProjectReferences)
{
FileReference FullProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, ProjectPath.Directory.FullName));
ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, BuildRecords, FullProjectPath, ref Cache);
if (!ValidBuildRecords.ContainsKey(FullProjectPath))
{
string AutomationProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
Log.TraceLog($"[{AutomationProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} is not valid");
InvalidBuildRecords.Add(ProjectPath, Entry);
return;
}
// Ensure that the dependency was not built more recently than the project
if (Entry.BuildRecord.TargetBuildTime < ValidBuildRecords[FullProjectPath].TargetBuildTime)
{
string AutomationProjectRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
string DependencyRelativePath = Path.GetRelativePath(Unreal.EngineDirectory.FullName, FullProjectPath.FullName);
Log.TraceLog($"[{AutomationProjectRelativePath}] Existing output is not valid because dependency {DependencyRelativePath} is newer");
InvalidBuildRecords.Add(ProjectPath, Entry);
return;
}
}
ValidBuildRecords.Add(ProjectPath, Entry.BuildRecord);
}
/// <summary>
/// Register our bundled dotnet installation to be used by Microsoft.Build
/// This needs to happen in a function called before the first use of any Microsoft.Build types
/// </summary>
private static void RegisterMsBuildPath()
{
// Find our bundled dotnet SDK
List<string> ListOfSdks = new List<string>();
ProcessStartInfo StartInfo = new ProcessStartInfo
{
FileName = Unreal.DotnetPath.FullName,
RedirectStandardOutput = true,
UseShellExecute = false,
ArgumentList = { "--list-sdks" }
};
StartInfo.EnvironmentVariables["DOTNET_MULTILEVEL_LOOKUP"] = "0"; // use only the bundled dotnet installation - ignore any other/system dotnet install
Process DotnetProcess = Process.Start(StartInfo);
{
string Line;
while ((Line = DotnetProcess.StandardOutput.ReadLine()) != null)
{
ListOfSdks.Add(Line);
}
}
DotnetProcess.WaitForExit();
if (ListOfSdks.Count != 1)
{
throw new Exception("Expected only one sdk installed for bundled dotnet");
}
// Expected output has this form:
// 3.1.403 [D:\UE5_Main\engine\binaries\ThirdParty\DotNet\Windows\sdk]
string SdkVersion = ListOfSdks[0].Split(' ')[0];
DirectoryReference DotnetSdkDirectory = DirectoryReference.Combine(Unreal.DotnetDirectory, "sdk", SdkVersion);
if (!DirectoryReference.Exists(DotnetSdkDirectory))
{
throw new Exception("Failed to find .NET SDK directory: " + DotnetSdkDirectory.FullName);
}
MSBuildLocator.RegisterMSBuildPath(DotnetSdkDirectory.FullName);
}
static HashSet<FileReference> FindAutomationProjects(List<DirectoryReference> GameFolders, List<DirectoryReference> AdditionalScriptFolders)
{
return new HashSet<FileReference>(
Rules.FindAllRulesSourceFiles(Rules.RulesFileType.AutomationModule,
GameFolders: GameFolders, ForeignPlugins: null, AdditionalSearchPaths: AdditionalScriptFolders));
}
static List<DirectoryReference> GetGameDirectories(string ScriptsForProjectFileName)
{
List<DirectoryReference> GameDirectories = new List<DirectoryReference>();
if (ScriptsForProjectFileName == null)
{
GameDirectories = NativeProjectsBase.EnumerateProjectFiles().Select(x => x.Directory).ToList();
}
else
{
DirectoryReference ScriptsDir = new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName));
ScriptsDir = DirectoryReference.FindCorrectCase(ScriptsDir);
GameDirectories.Add(ScriptsDir);
}
return GameDirectories;
}
static List<DirectoryReference> GetAdditionalDirectories(List<string> AdditionalScriptsFolders) =>
AdditionalScriptsFolders == null ? new List<DirectoryReference>() :
AdditionalScriptsFolders.Select(x => DirectoryReference.FindCorrectCase(new DirectoryReference(x))).ToList();
static List<DirectoryReference> GetAdditionalBuildDirectories(List<DirectoryReference> GameDirectories) =>
GameDirectories.Select(x => DirectoryReference.Combine(x, "Build")).Where(x => DirectoryReference.Exists(x)).ToList();
class MLogger : ILogger
{
LoggerVerbosity ILogger.Verbosity { get => LoggerVerbosity.Normal; set => throw new NotImplementedException(); }
string ILogger.Parameters { get => throw new NotImplementedException(); set { } }
public bool bVeryVerboseLog = false;
bool bFirstError = true;
void ILogger.Initialize(IEventSource EventSource)
{
EventSource.ProjectStarted += new ProjectStartedEventHandler(eventSource_ProjectStarted);
EventSource.TaskStarted += new TaskStartedEventHandler(eventSource_TaskStarted);
EventSource.MessageRaised += new BuildMessageEventHandler(eventSource_MessageRaised);
EventSource.WarningRaised += new BuildWarningEventHandler(eventSource_WarningRaised);
EventSource.ErrorRaised += new BuildErrorEventHandler(eventSource_ErrorRaised);
EventSource.ProjectFinished += new ProjectFinishedEventHandler(eventSource_ProjectFinished);
}
void eventSource_ErrorRaised(object Sender, BuildErrorEventArgs e)
{
if (bFirstError)
{
Trace.WriteLine("");
Log.WriteLine(LogEventType.Console, "");
bFirstError = false;
}
string Message = $"{e.File}({e.LineNumber},{e.ColumnNumber}): error {e.Code}: {e.Message} ({e.ProjectFile})";
Trace.WriteLine(Message); // double-clickable message in VS output
Log.WriteLine(LogEventType.Console, Message);
}
void eventSource_WarningRaised(object Sender, BuildWarningEventArgs e)
{
if (bFirstError)
{
Trace.WriteLine("");
Log.WriteLine(LogEventType.Console, "");
bFirstError = false;
}
string Message = $"{e.File}({e.LineNumber},{e.ColumnNumber}): warning {e.Code}: {e.Message} ({e.ProjectFile})";
Trace.WriteLine(Message); // double-clickable message in VS output
Log.WriteLine(LogEventType.Console, Message);
}
void eventSource_MessageRaised(object Sender, BuildMessageEventArgs e)
{
if (bVeryVerboseLog)
{
//if (!String.Equals(e.SenderName, "ResolveAssemblyReference"))
//if (e.Message.Contains("atic"))
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
}
void eventSource_ProjectStarted(object Sender, ProjectStartedEventArgs e)
{
if (bVeryVerboseLog)
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
void eventSource_ProjectFinished(object Sender, ProjectFinishedEventArgs e)
{
if (bVeryVerboseLog)
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
void eventSource_TaskStarted(object Sender, TaskStartedEventArgs e)
{
if (bVeryVerboseLog)
{
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
}
}
void ILogger.Shutdown()
{
}
}
static readonly Dictionary<string, string> GlobalProperties = new Dictionary<string, string>
{
{ "EngineDir", Unreal.EngineDirectory.FullName },
#if DEBUG
{ "Configuration", "Debug" },
#else
{ "Configuration", "Development" },
#endif
};
private static HashSet<FileReference> BuildAllScriptPlugins(HashSet<FileReference> FoundAutomationProjects,
bool bForceCompile, out bool bBuildSuccess, ref WriteTimeCache Cache, List<DirectoryReference> BaseDirectories)
{
Dictionary<FileReference, (CsProjBuildRecord BuildRecord, FileReference _)> BuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>();
Dictionary<string, Project> Projects = new Dictionary<string, Project>();
// Microsoft.Build.Evaluation.Project provides access to information stored in the .csproj xml that is
// not available when using Microsoft.Build.Execution.ProjectInstance (used later in this function and
// in BuildProjects) - particularly, to access glob information defined in the source file.
// Load all found automation projects, and any other referenced projects.
foreach (FileReference ProjectPath in FoundAutomationProjects)
{
void LoadProjectAndReferences(string ProjectPath, string ReferencedBy)
{
ProjectPath = Path.GetFullPath(ProjectPath);
if (!Projects.ContainsKey(ProjectPath))
{
Project Project;
// Microsoft.Build.Evaluation.Project doesn't give a lot of useful information if this fails,
// so make sure to print our own diagnostic info if something goes wrong
try
{
Project = new Project(ProjectPath, GlobalProperties, toolsVersion: null);
}
catch (Microsoft.Build.Exceptions.InvalidProjectFileException IPFEx)
{
Log.TraceError($"Could not load project file {ProjectPath}");
Log.TraceError(IPFEx.BaseMessage);
if (!String.IsNullOrEmpty(ReferencedBy))
{
Log.TraceError($"Referenced by: {ReferencedBy}");
}
if (Projects.Count > 0)
{
Log.TraceError("See the log file for the list of previously loaded projects.");
Log.TraceLog("Loaded projects (most recently loaded first):");
foreach (string Path in Projects.Keys.Reverse())
{
Log.TraceLog($" {Path}");
}
}
throw IPFEx;
}
Projects.Add(ProjectPath, Project);
ReferencedBy = String.IsNullOrEmpty(ReferencedBy) ? ProjectPath : $"{ProjectPath}{Environment.NewLine}{ReferencedBy}";
foreach (string ReferencedProject in Project.GetItems("ProjectReference").
Select(I => I.EvaluatedInclude))
{
LoadProjectAndReferences(Path.Combine(Project.DirectoryPath, ReferencedProject), ReferencedBy);
}
}
}
LoadProjectAndReferences(ProjectPath.FullName, null);
}
// generate a BuildRecord for each loaded project - the gathered information will be used to determine if the project is
// out of date, and if building this project can be skipped. It is also used to populate Intermediate/ScriptModules after the
// build completes
foreach (Project Project in Projects.Values)
{
string TargetPath = Path.GetRelativePath(Project.DirectoryPath, Project.GetPropertyValue("TargetPath"));
CsProjBuildRecord BuildRecord = new CsProjBuildRecord()
{
Version = CsProjBuildRecord.CurrentVersion,
TargetPath = TargetPath,
TargetBuildTime = Cache.GetLastWriteTime(DirectoryReference.FromString(Project.DirectoryPath), TargetPath),
ProjectPath = Path.GetRelativePath(
ConstructBuildRecordPath(FileReference.FromString(Project.FullPath), BaseDirectories).Directory.FullName,
Project.FullPath)
};
// the .csproj
BuildRecord.Dependencies.Add(Path.GetRelativePath(Project.DirectoryPath, Project.FullPath));
// Imports: files included in the xml (typically props, targets, etc)
foreach (ResolvedImport Import in Project.Imports)
{
string ImportPath = Path.GetRelativePath(Project.DirectoryPath, Import.ImportedProject.FullPath);
// nuget.g.props and nuget.g.targets are generated by Restore, and are frequently re-written;
// it should be safe to ignore these files - changes to references from a .csproj file will
// show up as that file being out of date.
if (ImportPath.IndexOf("nuget.g.") != -1)
{
continue;
}
BuildRecord.Dependencies.Add(ImportPath);
}
// References: e.g. Ionic.Zip.Reduced.dll, fastJSON.dll
foreach (var Item in Project.GetItems("Reference"))
{
BuildRecord.Dependencies.Add(Item.GetMetadataValue("HintPath"));
}
foreach (ProjectItem ReferencedProjectItem in Project.GetItems("ProjectReference"))
{
BuildRecord.ProjectReferences.Add(ReferencedProjectItem.EvaluatedInclude);
}
foreach (ProjectItem CompileItem in Project.GetItems("Compile"))
{
if (FileMatcher.HasWildcards(CompileItem.UnevaluatedInclude))
{
BuildRecord.GlobbedDependencies.Add(CompileItem.EvaluatedInclude);
}
else
{
BuildRecord.Dependencies.Add(CompileItem.EvaluatedInclude);
}
}
foreach (ProjectItem ContentItem in Project.GetItems("Content"))
{
if (FileMatcher.HasWildcards(ContentItem.UnevaluatedInclude))
{
BuildRecord.GlobbedDependencies.Add(ContentItem.EvaluatedInclude);
}
else
{
BuildRecord.Dependencies.Add(ContentItem.EvaluatedInclude);
}
}
foreach (ProjectItem EmbeddedResourceItem in Project.GetItems("EmbeddedResource"))
{
if (FileMatcher.HasWildcards(EmbeddedResourceItem.UnevaluatedInclude))
{
BuildRecord.GlobbedDependencies.Add(EmbeddedResourceItem.EvaluatedInclude);
}
else
{
BuildRecord.Dependencies.Add(EmbeddedResourceItem.EvaluatedInclude);
}
}
// this line right here is slow: ~30-40ms per project (which can be more than a second total)
// making it one of the slowest steps in gathering or checking dependency information from
// .csproj files (after loading as Microsoft.Build.Evalation.Project)
//
// This also returns a lot more information than we care for - MSBuildGlob objects,
// which have a range of precomputed values. It may be possible to take source for
// GetAllGlobs() and construct a version that does less.
var Globs = Project.GetAllGlobs();
// FileMatcher.IsMatch() requires directory separators in glob strings to match the
// local flavor. There's probably a better way.
string CleanGlobString(string GlobString)
{
char Sep = Path.DirectorySeparatorChar;
char NotSep = Sep == '/' ? '\\' : '/'; // AltDirectorySeparatorChar isn't always what we need (it's '/' on Mac)
var Chars = GlobString.ToCharArray();
int P = 0;
for (int I = 0; I < GlobString.Length; ++I, ++P)
{
// Flip a non-native separator
if (Chars[I] == NotSep)
{
Chars[P] = Sep;
}
else
{
Chars[P] = Chars[I];
}
// Collapse adjacent separators
if (I > 0 && Chars[P] == Sep && Chars[P - 1] == Sep )
{
P -= 1;
}
}
return new string(Chars, 0, P);
}
foreach (var Glob in Globs)
{
if (String.Equals("None", Glob.ItemElement.ItemType))
{
// don't record the default "None" glob - it's not (?) a trigger for any Automation rebuild
continue;
}
List<string> Include = new List<string>(Glob.IncludeGlobs.Select(F => CleanGlobString(F))).OrderBy(x => x).ToList();
List<string> Exclude = new List<string>(Glob.Excludes.Select(F => CleanGlobString(F))).OrderBy(x => x).ToList();
List<string> Remove = new List<string>(Glob.Removes.Select(F => CleanGlobString(F))).OrderBy(x => x).ToList();
BuildRecord.Globs.Add(new CsProjBuildRecord.Glob() { ItemType = Glob.ItemElement.ItemType,
Include = Include, Exclude = Exclude, Remove = Remove });
}
BuildRecords.Add(FileReference.FromString(Project.FullPath), (BuildRecord, default));
}
// Potential optimization: Contructing the ProjectGraph here gives the full graph of dependencies - which is nice,
// but not strictly necessary, and slower than doing it some other way.
ProjectGraph InputProjectGraph;
InputProjectGraph = new ProjectGraph(FoundAutomationProjects.Select(P => P.FullName), GlobalProperties);
// A ProjectGraph that will represent the set of projects that we actually want to build
ProjectGraph BuildProjectGraph = null;
if (bForceCompile)
{
Log.TraceLog("Script modules will build: '-Compile' on command line");
BuildProjectGraph = InputProjectGraph;
}
else
{
Dictionary<FileReference, CsProjBuildRecord> ValidBuildRecords = new Dictionary<FileReference, CsProjBuildRecord>(BuildRecords.Count);
Dictionary<FileReference, (CsProjBuildRecord, FileReference _)> InvalidBuildRecords = new Dictionary<FileReference, (CsProjBuildRecord, FileReference)>(BuildRecords.Count);
foreach (ProjectGraphNode Project in InputProjectGraph.ProjectNodesTopologicallySorted)
{
ValidateBuildRecordRecursively(ValidBuildRecords, InvalidBuildRecords, BuildRecords, FileReference.FromString(Project.ProjectInstance.FullPath), ref Cache);
}
// Select the projects that have been found to be out of date
HashSet<ProjectGraphNode> OutOfDateProjects = new HashSet<ProjectGraphNode>(InputProjectGraph.ProjectNodes.Where(x => InvalidBuildRecords.Keys.Contains(FileReference.FromString(x.ProjectInstance.FullPath))));
if (OutOfDateProjects.Count > 0)
{
BuildProjectGraph = new ProjectGraph(OutOfDateProjects.Select(P => P.ProjectInstance.FullPath), GlobalProperties);
}
}
if (BuildProjectGraph != null)
{
bBuildSuccess = BuildProjects(BuildProjectGraph);
}
else
{
bBuildSuccess = true;
}
// write all build records
foreach (ProjectGraphNode ProjectNode in InputProjectGraph.ProjectNodes)
{
FileReference ProjectPath = FileReference.FromString(ProjectNode.ProjectInstance.FullPath);
FileReference BuildRecordPath = ConstructBuildRecordPath(ProjectPath, BaseDirectories);
CsProjBuildRecord BuildRecord = BuildRecords[ProjectPath].BuildRecord;
// update target build times into build records to ensure everything is up-to-date
FileReference FullPath = FileReference.Combine(ProjectPath.Directory, BuildRecord.TargetPath);
BuildRecord.TargetBuildTime = FileReference.GetLastWriteTime(FullPath);
if (FileReference.WriteAllTextIfDifferent(BuildRecordPath,
JsonSerializer.Serialize<CsProjBuildRecord>(BuildRecord, new JsonSerializerOptions { WriteIndented = true })))
{
Log.TraceLog($"Wrote script module build record to {BuildRecordPath}");
}
}
// todo: re-verify build records after a build to verify that everything is actually up to date
// even if only a subset was built, this function returns the full list of target assembly paths
return new HashSet<FileReference>(InputProjectGraph.EntryPointNodes.Select(
Project => FileReference.FromString(Project.ProjectInstance.GetPropertyValue("TargetPath"))));
}
private static bool BuildProjects(ProjectGraph AutomationProjectGraph)
{
var Logger = new MLogger();
string[] TargetsToBuild = { "Restore", "Build" };
bool Result = true;
Log.TraceInformation($"Building {AutomationProjectGraph.EntryPointNodes.Count} projects (see Log 'Engine/Programs/AutomationTool/Saved/Logs/Log.txt' for more details)");
foreach (string TargetToBuild in TargetsToBuild)
{
var GraphRequest = new GraphBuildRequestData(AutomationProjectGraph, new string[] { TargetToBuild });
var BuildMan = BuildManager.DefaultBuildManager;
var BuildParameters = new BuildParameters();
BuildParameters.AllowFailureWithoutError = false;
BuildParameters.DetailedSummary = true;
BuildParameters.Loggers = new List<ILogger> { Logger };
BuildParameters.MaxNodeCount = 1; // msbuild bug - more than 1 here and the build stalls. Likely related to https://github.com/dotnet/msbuild/issues/1941
BuildParameters.OnlyLogCriticalEvents = false;
BuildParameters.ShutdownInProcNodeOnBuildFinish = false;
BuildParameters.GlobalProperties = GlobalProperties;
Log.TraceInformation($" {TargetToBuild}...");
GraphBuildResult BuildResult = BuildMan.Build(BuildParameters, GraphRequest);
if (BuildResult.OverallResult == BuildResultCode.Failure)
{
Log.TraceInformation("");
foreach (var NodeResult in BuildResult.ResultsByNode)
{
if (NodeResult.Value.OverallResult == BuildResultCode.Failure)
{
Log.TraceError($" Failed to build: {NodeResult.Key.ProjectInstance.FullPath}");
}
}
Result = false;
}
}
Log.TraceInformation(" build complete.");
return Result;
}
}
}