Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildProjectCommand.Automation.cs
Peter Sauerbrei dc1d815f84 refactored the logging system for UAT/UBT to be more like UE4
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only

[CL 2631062 by Peter Sauerbrei in Main branch]
2015-07-23 14:51:46 -04:00

134 lines
4.1 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using System.Linq;
using AutomationTool;
using UnrealBuildTool;
/// <summary>
/// Helper command used for compiling.
/// </summary>
/// <remarks>
/// Command line params used by this command:
/// -cooked
/// -cookonthefly
/// -clean
/// -[platform]
/// </remarks>
public partial class Project : CommandUtils
{
#region Build Command
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1)
{
Params.ValidateAndLog();
if (!Params.Build)
{
return;
}
LogConsole("********** BUILD COMMAND STARTED **********");
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
// Setup editor targets
if (Params.HasEditorTargets && !Params.Rocket)
{
// @todo Mac: proper platform detection
UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
CrashReportPlatforms.Add(EditorPlatform);
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
// Setup cooked targets
if (Params.HasClientCookedTargets)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
CrashReportPlatforms.Add(ClientPlatform);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
if (Params.HasServerCookedTargets)
{
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
foreach (var ServerPlatform in Params.ServerTargetPlatforms)
{
CrashReportPlatforms.Add(ServerPlatform);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
if (Params.CrashReporter && !Params.Rocket)
{
var CrashReportClientTarget = new[] { "CrashReportClient" };
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
{
Agenda.AddTargets(CrashReportClientTarget, CrashReportPlatform, UnrealTargetConfiguration.Development);
}
}
}
if (Params.HasProgramTargets && !Params.Rocket)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
}
LogConsole("********** BUILD COMMAND COMPLETED **********");
}
#endregion
}