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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3105904 on 2016/08/30 by Ben.Marsh PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist) Change 3105974 on 2016/08/30 by Ben.Marsh PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans) Change 3106035 on 2016/08/30 by Ben.Marsh PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans) Change 3106172 on 2016/08/30 by Ben.Marsh UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line. #codreview Maciej.Mroz Change 3107642 on 2016/08/31 by Matthew.Griffin More Monolithic editor fixes Fixed IMPLEMENT_MODULE macros with incorrect module name Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD Fixed NiagaraConstants so that they can be used in multiple modules Change 3107808 on 2016/08/31 by Matthew.Griffin Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate Change 3111527 on 2016/09/02 by Matthew.Griffin Duplicating CL#3111524 from Release-4.13 stream Including Documentation/Extras in installed build Change 3117683 on 2016/09/08 by Ben.Marsh PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus) Change 3119707 on 2016/09/09 by Ben.Marsh UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files. Change 3120824 on 2016/09/12 by Ben.Marsh UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80. Change 3120996 on 2016/09/12 by Ben.Marsh Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line. #jira UE-35659 Change 3121353 on 2016/09/12 by Ben.Marsh Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies). Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3123144 on 2016/09/13 by Ben.Marsh BuildGraph: Fix exception due to mismatched argument lists. Change 3123160 on 2016/09/13 by Ben.Marsh Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc. Change 3123211 on 2016/09/13 by Ben.Marsh UBT: Fix exception writing a version manifest if the output directory does not exist. Change 3125300 on 2016/09/14 by Ben.Marsh UnrealVS: Few fixes to single-file compile command. * All documents are now saved before compile starts. * Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler. * Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects) Change 3125437 on 2016/09/14 by Ben.Marsh UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first. [CL 3126342 by Ben Marsh in Main branch]
995 lines
41 KiB
C#
995 lines
41 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Linq;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Represents a folder within the master project (e.g. Visual Studio solution)
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/// </summary>
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public class VisualStudioSolutionFolder : MasterProjectFolder
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{
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/// <summary>
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/// Constructor
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/// </summary>
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public VisualStudioSolutionFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
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: base(InitOwnerProjectFileGenerator, InitFolderName)
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{
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// Generate a unique GUID for this folder
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// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
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// matches identically with the pre-existing file
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FolderGUID = Guid.NewGuid();
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}
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/// GUID for this folder
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public Guid FolderGUID
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{
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get;
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private set;
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}
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}
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/// <summary>
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/// Visual C++ project file generator implementation
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/// </summary>
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public class VCProjectFileGenerator : ProjectFileGenerator
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{
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/// Default constructor
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public VCProjectFileGenerator(FileReference InOnlyGameProject)
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: base(InOnlyGameProject)
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{
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}
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/// File extension for project files we'll be generating (e.g. ".vcxproj")
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override public string ProjectFileExtension
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{
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get
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{
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return ".vcxproj";
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}
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}
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/// <summary>
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/// </summary>
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public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
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{
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FileReference MasterProjectFile = FileReference.Combine(InMasterProjectDirectory, InMasterProjectName);
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FileReference MasterProjDeleteFilename = MasterProjectFile + ".sln";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".sdf";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".suo";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".v11.suo";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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MasterProjDeleteFilename = MasterProjectFile + ".v12.suo";
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if (MasterProjDeleteFilename.Exists())
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{
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MasterProjDeleteFilename.Delete();
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}
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// Delete the project files folder
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if (InIntermediateProjectFilesDirectory.Exists())
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{
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try
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{
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Directory.Delete(InIntermediateProjectFilesDirectory.FullName, true);
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}
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catch (Exception Ex)
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{
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Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesDirectory);
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Log.TraceInformation("\t" + Ex.Message);
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}
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}
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}
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/// <summary>
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/// Allocates a generator-specific project file object
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/// </summary>
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/// <param name="InitFilePath">Path to the project file</param>
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/// <returns>The newly allocated project file object</returns>
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protected override ProjectFile AllocateProjectFile(FileReference InitFilePath)
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{
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return new VCProjectFile(InitFilePath, OnlyGameProject);
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}
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/// ProjectFileGenerator interface
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public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
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{
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return new VisualStudioSolutionFolder(InitOwnerProjectFileGenerator, InitFolderName);
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}
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public enum VCProjectFileFormat
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{
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VisualStudio2012, // Unsupported
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VisualStudio2013,
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VisualStudio2015,
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VisualStudio2017, // "15"
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}
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/// "4.0", "12.0", or "14.0", etc...
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static public string ProjectFileToolVersionString
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{
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get
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{
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switch (ProjectFileFormat)
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{
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case VCProjectFileFormat.VisualStudio2012:
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return "4.0";
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case VCProjectFileFormat.VisualStudio2013:
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return "12.0";
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case VCProjectFileFormat.VisualStudio2015:
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return "14.0";
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case VCProjectFileFormat.VisualStudio2017:
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return "15.0";
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}
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return string.Empty;
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}
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}
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/// for instance: <PlatformToolset>v110</PlatformToolset>
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static public string ProjectFilePlatformToolsetVersionString
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{
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get
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{
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switch (ProjectFileFormat)
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{
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case VCProjectFileFormat.VisualStudio2012:
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return "v110";
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case VCProjectFileFormat.VisualStudio2013:
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return "v120";
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case VCProjectFileFormat.VisualStudio2015:
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case VCProjectFileFormat.VisualStudio2017:
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return "v140";
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}
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return string.Empty;
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}
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}
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/// Which version of Visual Studio we should generate project files for
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static public VCProjectFileFormat ProjectFileFormat;
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/// Just set up the defaults, later this will be overridden by command line or other options
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static VCProjectFileGenerator()
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{
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switch (WindowsPlatform.Compiler)
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{
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case WindowsCompiler.VisualStudio2013:
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
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break;
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case WindowsCompiler.VisualStudio2015:
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
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break;
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case WindowsCompiler.VisualStudio2017:
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2017;
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break;
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}
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}
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/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
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/// a platform for any project configurations where our actual platform is not supported by the
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/// installed version of Visual Studio (e.g, "iOS")
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static public readonly string DefaultPlatformName = "Win32";
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/// The platform name that must be used for .NET projects
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static public readonly string DotNetPlatformName = "AnyCPU";
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/// <summary>
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/// Configures project generator based on command-line options
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/// </summary>
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/// <param name="Arguments">Arguments passed into the program</param>
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/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
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protected override void ConfigureProjectFileGeneration(String[] Arguments, ref bool IncludeAllPlatforms)
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{
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// Call parent implementation first
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base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms);
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// Default the project file format to whatever UBT is using
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{
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switch (WindowsPlatform.Compiler)
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{
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case WindowsCompiler.VisualStudio2013:
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
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break;
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case WindowsCompiler.VisualStudio2015:
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
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break;
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case WindowsCompiler.VisualStudio2017:
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2017;
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break;
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}
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}
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foreach (string CurArgument in Arguments)
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{
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switch (CurArgument.ToUpperInvariant())
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{
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// Visual Studio 2012 project generation has been deprecated and is no longer maintained.
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case "-2012UNSUPPORTED":
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2012;
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break;
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case "-2013":
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
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break;
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case "-2015":
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
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break;
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case "-2017":
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ProjectFileFormat = VCProjectFileFormat.VisualStudio2017;
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break;
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}
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}
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}
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/// <summary>
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/// Adds Extra files that are specific to Visual Studio projects
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/// </summary>
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/// <param name="EngineProject">Project to add files to</param>
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protected override void AddEngineExtrasFiles(ProjectFile EngineProject)
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{
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base.AddEngineExtrasFiles(EngineProject);
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// Add our UE4.natvis file
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var NatvisFilePath = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "VisualStudioDebugging", "UE4.natvis");
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if (NatvisFilePath.Exists())
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{
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EngineProject.AddFileToProject(NatvisFilePath, UnrealBuildTool.EngineDirectory);
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}
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}
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/// <summary>
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/// Selects which platforms and build configurations we want in the project file
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/// </summary>
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/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
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/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
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protected override void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
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{
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// Call parent implementation to figure out the actual platforms
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base.SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms, out SupportedPlatformNames);
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// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
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// version of Visual Studio. This is their chance to override that.
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// ...but only if the user didn't override this via the command-line.
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if (!UnrealBuildTool.CommandLineContains("-2015") && !UnrealBuildTool.CommandLineContains("-2013") && !UnrealBuildTool.CommandLineContains("-2012unsupported"))
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{
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foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
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{
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(SupportedPlatform, true);
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if (BuildPlatform != null)
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{
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// Don't worry about platforms that we're missing SDKs for
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if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid)
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{
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VCProjectFileFormat ProposedFormat = ProjectFileFormat;
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// Reduce the Visual Studio version to the max supported by each platform we plan to include.
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if (ProposedFormat < ProjectFileFormat)
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{
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ProjectFileFormat = ProposedFormat;
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Used to sort VC solution config names along with the config and platform values
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/// </summary>
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class VCSolutionConfigCombination
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{
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/// Visual Studio solution configuration name for this config+platform
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public string VCSolutionConfigAndPlatformName;
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/// Configuration name
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public UnrealTargetConfiguration Configuration;
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/// Platform name
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public UnrealTargetPlatform Platform;
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/// The target configuration name
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public string TargetConfigurationName;
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public override string ToString()
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{
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return String.Format("{0}={1} {2} {3}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName);
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}
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}
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/// <summary>
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/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
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/// </summary>
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/// <param name="Configuration">The build configuration</param>
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/// <param name="TargetConfigurationName">The target rules configuration name</param>
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/// <returns>The generated solution configuration name</returns>
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string MakeSolutionConfigurationName(UnrealTargetConfiguration Configuration, string TargetConfigurationName)
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{
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string SolutionConfigName = Configuration.ToString();
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// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
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// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
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if (!TargetConfigurationName.Equals(TargetRules.TargetType.Game.ToString(), StringComparison.InvariantCultureIgnoreCase) &&
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!TargetConfigurationName.Equals(TargetRules.TargetType.Program.ToString(), StringComparison.InvariantCultureIgnoreCase))
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{
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SolutionConfigName += " " + TargetConfigurationName;
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}
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return SolutionConfigName;
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}
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protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
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{
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bool bSuccess = true;
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string SolutionFileName = MasterProjectName + ".sln";
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// Setup solution file content
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StringBuilder VCSolutionFileContent = new StringBuilder();
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const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0";
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// Solution file header
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if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
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{
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VCSolutionFileContent.Append(
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ProjectFileGenerator.NewLine +
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"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
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"# Visual Studio 15" + ProjectFileGenerator.NewLine +
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"VisualStudioVersion = 15.0.25618.0" + ProjectFileGenerator.NewLine +
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"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
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}
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else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
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{
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VCSolutionFileContent.Append(
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ProjectFileGenerator.NewLine +
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"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
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"# Visual Studio 14" + ProjectFileGenerator.NewLine +
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"VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine +
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"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
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}
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else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
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{
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VCSolutionFileContent.Append(
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ProjectFileGenerator.NewLine +
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"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
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"# Visual Studio 2013" + ProjectFileGenerator.NewLine +
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VersionTag + ProjectFileGenerator.NewLine);
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}
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else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
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{
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VCSolutionFileContent.Append(
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ProjectFileGenerator.NewLine +
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"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
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"# Visual Studio 2012" + ProjectFileGenerator.NewLine +
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VersionTag + ProjectFileGenerator.NewLine);
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}
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else
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{
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throw new BuildException("Unexpected ProjectFileFormat");
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}
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// Find the projects for ShaderCompileWorker and UnrealLightmass
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ProjectFile ShaderCompileWorkerProject = null;
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ProjectFile UnrealLightmassProject = null;
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foreach (ProjectFile Project in AllProjectFiles)
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{
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if (Project.ProjectTargets.Count == 1)
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{
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FileReference TargetFilePath = Project.ProjectTargets[0].TargetFilePath;
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if (TargetFilePath != null)
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{
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string TargetFileName = TargetFilePath.GetFileNameWithoutAnyExtensions();
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if (TargetFileName.Equals("ShaderCompileWorker", StringComparison.InvariantCultureIgnoreCase))
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{
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ShaderCompileWorkerProject = Project;
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}
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else if (TargetFileName.Equals("UnrealLightmass", StringComparison.InvariantCultureIgnoreCase))
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{
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UnrealLightmassProject = Project;
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}
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}
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if (ShaderCompileWorkerProject != null
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&& UnrealLightmassProject != null)
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{
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break;
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}
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}
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}
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// Solution folders, files and project entries
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{
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// This the GUID that Visual Studio uses to identify a solution folder
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string SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";
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// Solution folders
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{
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List<MasterProjectFolder> AllSolutionFolders = new List<MasterProjectFolder>();
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System.Action<List<MasterProjectFolder> /* Folders */ > GatherFoldersFunction = null;
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GatherFoldersFunction = FolderList =>
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{
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AllSolutionFolders.AddRange(FolderList);
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foreach (MasterProjectFolder CurSubFolder in FolderList)
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{
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GatherFoldersFunction(CurSubFolder.SubFolders);
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}
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};
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GatherFoldersFunction(RootFolder.SubFolders);
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foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
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{
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string FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
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VCSolutionFileContent.Append(
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"Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine);
|
|
|
|
// Add any files that are inlined right inside the solution folder
|
|
if (CurFolder.Files.Count > 0)
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" ProjectSection(SolutionItems) = preProject" + ProjectFileGenerator.NewLine);
|
|
foreach (string CurFile in CurFolder.Files)
|
|
{
|
|
// Syntax is: <relative file path> = <relative file path>
|
|
VCSolutionFileContent.Append(
|
|
" " + CurFile + " = " + CurFile + ProjectFileGenerator.NewLine);
|
|
}
|
|
VCSolutionFileContent.Append(
|
|
" EndProjectSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
"EndProject" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
// Project files
|
|
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
|
|
{
|
|
// Visual Studio uses different GUID types depending on the project type
|
|
string ProjectTypeGUID = CurProject.ProjectTypeGUID;
|
|
|
|
// NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However,
|
|
// we prefer it when it does match so we use the actual file name here.
|
|
string ProjectNameInSolution = CurProject.ProjectFilePath.GetFileNameWithoutExtension();
|
|
|
|
// Use the existing project's GUID that's already known to us
|
|
string ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
|
|
|
|
VCSolutionFileContent.Append(
|
|
"Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.MasterProjectPath) + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine);
|
|
|
|
// Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is
|
|
// freshly compiled before kicking off any build operations on this target project
|
|
if (!CurProject.IsStubProject)
|
|
{
|
|
List<ProjectFile> Dependencies = new List<ProjectFile>();
|
|
if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
|
|
{
|
|
Dependencies.Add(UBTProject);
|
|
Dependencies.AddRange(UBTProject.DependsOnProjects);
|
|
}
|
|
if (UEBuildConfiguration.bEditorDependsOnShaderCompileWorker && CurProject.IsGeneratedProject && ShaderCompileWorkerProject != null && CurProject.ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type == TargetRules.TargetType.Editor))
|
|
{
|
|
Dependencies.Add(ShaderCompileWorkerProject);
|
|
}
|
|
Dependencies.AddRange(CurProject.DependsOnProjects);
|
|
|
|
if (Dependencies.Count > 0)
|
|
{
|
|
VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine);
|
|
|
|
// Setup any addition dependencies this project has...
|
|
foreach (ProjectFile DependsOnProject in Dependencies)
|
|
{
|
|
string DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
|
|
VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
"EndProject" + ProjectFileGenerator.NewLine
|
|
);
|
|
}
|
|
}
|
|
|
|
// Solution configuration platforms. This is just a list of all of the platforms and configurations that
|
|
// appear in Visual Studio's build configuration selector.
|
|
List<VCSolutionConfigCombination> SolutionConfigCombinations = new List<VCSolutionConfigCombination>();
|
|
|
|
// The "Global" section has source control, solution configurations, project configurations,
|
|
// preferences, and project hierarchy data
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
"Global" + ProjectFileGenerator.NewLine);
|
|
{
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(SolutionConfigurationPlatforms) = preSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
Dictionary<string, Tuple<UnrealTargetConfiguration, string>> SolutionConfigurationsValidForProjects = new Dictionary<string, Tuple<UnrealTargetConfiguration, string>>();
|
|
HashSet<UnrealTargetPlatform> PlatformsValidForProjects = new HashSet<UnrealTargetPlatform>();
|
|
|
|
foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
|
|
{
|
|
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
|
|
{
|
|
foreach (UnrealTargetPlatform CurPlatform in SupportedPlatforms)
|
|
{
|
|
if (UnrealBuildTool.IsValidPlatform(CurPlatform))
|
|
{
|
|
foreach (ProjectFile CurProject in AllProjectFiles)
|
|
{
|
|
if (!CurProject.IsStubProject)
|
|
{
|
|
if (CurProject.ProjectTargets.Count == 0)
|
|
{
|
|
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
|
|
}
|
|
|
|
// Figure out the set of valid target configuration names
|
|
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
|
|
{
|
|
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration))
|
|
{
|
|
PlatformsValidForProjects.Add(CurPlatform);
|
|
|
|
// Default to a target configuration name of "Game", since that will collapse down to an empty string
|
|
string TargetConfigurationName = TargetRules.TargetType.Game.ToString();
|
|
if (ProjectTarget.TargetRules != null)
|
|
{
|
|
TargetConfigurationName = ProjectTarget.TargetRules.ConfigurationName;
|
|
}
|
|
|
|
string SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetConfigurationName);
|
|
SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple<UnrealTargetConfiguration, string>(CurConfiguration, TargetConfigurationName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (UnrealTargetPlatform CurPlatform in PlatformsValidForProjects)
|
|
{
|
|
foreach (KeyValuePair<string, Tuple<UnrealTargetConfiguration, string>> SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
|
|
{
|
|
// e.g. "Development|Win64 = Development|Win64"
|
|
string SolutionConfigName = SolutionConfigKeyValue.Key;
|
|
UnrealTargetConfiguration Configuration = SolutionConfigKeyValue.Value.Item1;
|
|
string TargetConfigurationName = SolutionConfigKeyValue.Value.Item2;
|
|
|
|
string SolutionPlatformName = CurPlatform.ToString();
|
|
|
|
string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
|
|
SolutionConfigCombinations.Add(
|
|
new VCSolutionConfigCombination
|
|
{
|
|
VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
|
|
Configuration = Configuration,
|
|
Platform = CurPlatform,
|
|
TargetConfigurationName = TargetConfigurationName
|
|
}
|
|
);
|
|
}
|
|
}
|
|
|
|
// Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
|
|
SolutionConfigCombinations.Sort(
|
|
new Comparison<VCSolutionConfigCombination>(
|
|
(x, y) => { return String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase); }
|
|
)
|
|
);
|
|
|
|
HashSet<string> AppendedSolutionConfigAndPlatformNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
|
|
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
|
|
{
|
|
// We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
|
|
if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine);
|
|
AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
|
|
}
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
// Assign each project's "project configuration" to our "solution platform + configuration" pairs. This
|
|
// also sets up which projects are actually built when building the solution.
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(ProjectConfigurationPlatforms) = postSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
List<VCSolutionConfigCombination> CombinationsThatWereMatchedToProjects = new List<VCSolutionConfigCombination>();
|
|
|
|
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
|
|
{
|
|
// NOTE: We don't emit solution configuration entries for "stub" projects. Those projects are only
|
|
// built using UnrealBuildTool and don't require a presence in the solution project list
|
|
|
|
// NOTE: We also process projects that were "imported" here, hoping to match those to our solution
|
|
// configurations. In some cases this may not be successful though. Imported projects
|
|
// should always be carefully setup to match our project generator's solution configs.
|
|
if (!CurProject.IsStubProject)
|
|
{
|
|
if (CurProject.ProjectTargets.Count == 0)
|
|
{
|
|
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
|
|
}
|
|
bool IsProgramProject = CurProject.ProjectTargets[0].TargetRules != null && CurProject.ProjectTargets[0].TargetRules.Type == TargetRules.TargetType.Program;
|
|
|
|
HashSet<string> GameOrProgramConfigsAlreadyMapped = new HashSet<string>();
|
|
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
|
|
{
|
|
// Handle aliasing of Program and Game target configuration names
|
|
if ((IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName)) ||
|
|
IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() ||
|
|
!IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString())
|
|
{
|
|
string TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName;
|
|
if (IsProgramProject)
|
|
{
|
|
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
|
|
}
|
|
|
|
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
|
|
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
|
|
ProjectTarget MatchingProjectTarget = null;
|
|
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
|
|
{
|
|
bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration);
|
|
if (ProjectTarget.TargetRules != null)
|
|
{
|
|
if (TargetConfigurationName != ProjectTarget.TargetRules.ConfigurationName)
|
|
{
|
|
// Solution configuration name for this combination doesn't match this target's configuration name. It's not buildable.
|
|
IsMatchingCombination = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// UBT gets a pass because it is a dependency of every single configuration combination
|
|
if (CurProject != UBTProject &&
|
|
!CurProject.ShouldBuildForAllSolutionTargets &&
|
|
TargetConfigurationName != TargetRules.TargetType.Game.ToString())
|
|
{
|
|
// Can't build non-generated project in configurations except for the default (Game)
|
|
IsMatchingCombination = false;
|
|
}
|
|
}
|
|
|
|
if (IsMatchingCombination)
|
|
{
|
|
if (MatchingProjectTarget != null)
|
|
{
|
|
// Not expecting more than one target to match a single solution configuration per project!
|
|
throw new BuildException("Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
|
|
}
|
|
|
|
MatchingProjectTarget = ProjectTarget;
|
|
|
|
// NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
|
|
// for multiple targets within a project that may map to a single solution configuration.
|
|
}
|
|
}
|
|
|
|
UnrealTargetConfiguration SolutionConfiguration = SolutionConfigCombination.Configuration;
|
|
UnrealTargetPlatform SolutionPlatform = SolutionConfigCombination.Platform;
|
|
|
|
|
|
if (MatchingProjectTarget == null)
|
|
{
|
|
// The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
|
|
// We'll map it to a default config.
|
|
SolutionConfiguration = UnrealTargetConfiguration.Development;
|
|
|
|
// Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed. This is for
|
|
// projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
|
|
SolutionPlatform = UnrealTargetPlatform.Win64;
|
|
if (CurProject.ProjectTargets[0].TargetRules != null)
|
|
{
|
|
List<UnrealTargetPlatform> ProjectSupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
CurProject.ProjectTargets[0].TargetRules.GetSupportedPlatforms(ref ProjectSupportedPlatforms);
|
|
if (!ProjectSupportedPlatforms.Contains(SolutionPlatform))
|
|
{
|
|
SolutionPlatform = ProjectSupportedPlatforms[0];
|
|
}
|
|
}
|
|
|
|
|
|
if (IsProgramProject)
|
|
{
|
|
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
|
|
}
|
|
else
|
|
{
|
|
TargetConfigurationName = TargetRules.TargetType.Game.ToString();
|
|
}
|
|
}
|
|
|
|
|
|
// If the project wants to always build in "Development", regardless of what the solution
|
|
// configuration is set to, then we'll do that here. This is used for projects like
|
|
// UnrealBuildTool and ShaderCompileWorker
|
|
if (MatchingProjectTarget != null)
|
|
{
|
|
if (MatchingProjectTarget.ForceDevelopmentConfiguration)
|
|
{
|
|
SolutionConfiguration = UnrealTargetConfiguration.Development;
|
|
}
|
|
}
|
|
|
|
// Always allow SCW and UnrealLighmass to build in editor configurations
|
|
if (MatchingProjectTarget == null && SolutionConfigCombination.TargetConfigurationName == TargetRules.TargetType.Editor.ToString() && SolutionConfigCombination.Platform == UnrealTargetPlatform.Win64)
|
|
{
|
|
if (CurProject == ShaderCompileWorkerProject)
|
|
{
|
|
MatchingProjectTarget = ShaderCompileWorkerProject.ProjectTargets[0];
|
|
}
|
|
else if (CurProject == UnrealLightmassProject)
|
|
{
|
|
MatchingProjectTarget = UnrealLightmassProject.ProjectTargets[0];
|
|
}
|
|
}
|
|
|
|
string ProjectConfigName;
|
|
string ProjectPlatformName;
|
|
CurProject.MakeProjectPlatformAndConfigurationNames(SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName);
|
|
|
|
string ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString();
|
|
|
|
// e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
|
|
string CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
|
|
VCSolutionFileContent.Append(
|
|
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
|
|
|
|
|
|
// Set whether this project configuration should be built when the user initiates "build solution"
|
|
if (MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets)
|
|
{
|
|
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
|
|
List<UnrealTargetPlatform> SupportedPlatforms = null;
|
|
if (MatchingProjectTarget.TargetRules != null)
|
|
{
|
|
SupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
MatchingProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
|
|
}
|
|
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionConfigCombination.Platform))
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
|
|
|
|
UEPlatformProjectGenerator ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true);
|
|
if (MatchingProjectTarget.ProjectDeploys ||
|
|
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true)))
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
}
|
|
|
|
CombinationsThatWereMatchedToProjects.Add(SolutionConfigCombination);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for problems
|
|
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
|
|
{
|
|
if (!CombinationsThatWereMatchedToProjects.Contains(SolutionConfigCombination))
|
|
{
|
|
throw new BuildException("Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName);
|
|
}
|
|
}
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
// Setup other solution properties
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(SolutionProperties) = preSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
// HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
|
|
// We don't want that, as we need users to be able to right click on the solution tree item.
|
|
VCSolutionFileContent.Append(
|
|
" HideSolutionNode = FALSE" + ProjectFileGenerator.NewLine);
|
|
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
|
|
// Solution directory hierarchy
|
|
{
|
|
VCSolutionFileContent.Append(
|
|
" GlobalSection(NestedProjects) = preSolution" + ProjectFileGenerator.NewLine);
|
|
|
|
// Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution
|
|
// filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
|
|
// filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects.
|
|
|
|
System.Action<StringBuilder /* VCSolutionFileContent */, List<MasterProjectFolder> /* Folders */ > FolderProcessorFunction = null;
|
|
FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
|
|
{
|
|
foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
|
|
{
|
|
string CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
|
|
|
|
foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
|
|
{
|
|
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
|
|
LocalVCSolutionFileContent.Append(
|
|
" " + ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
|
|
{
|
|
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
|
|
LocalVCSolutionFileContent.Append(
|
|
" " + SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
// Recurse into subfolders
|
|
FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
|
|
}
|
|
};
|
|
FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);
|
|
|
|
VCSolutionFileContent.Append(
|
|
" EndGlobalSection" + ProjectFileGenerator.NewLine);
|
|
}
|
|
}
|
|
|
|
VCSolutionFileContent.Append(
|
|
"EndGlobal" + ProjectFileGenerator.NewLine);
|
|
}
|
|
|
|
|
|
// Save the solution file
|
|
if (bSuccess)
|
|
{
|
|
string SolutionFilePath = FileReference.Combine(MasterProjectPath, SolutionFileName).FullName;
|
|
bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
|
|
}
|
|
|
|
|
|
// Save a solution config file which selects the development editor configuration by default.
|
|
if (bSuccess)
|
|
{
|
|
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
|
|
FileReference SolutionOptionsFileName;
|
|
switch (ProjectFileFormat)
|
|
{
|
|
case VCProjectFileFormat.VisualStudio2012:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v11.suo"));
|
|
break;
|
|
case VCProjectFileFormat.VisualStudio2013:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v12.suo"));
|
|
break;
|
|
case VCProjectFileFormat.VisualStudio2015:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v14", ".suo");
|
|
break;
|
|
case VCProjectFileFormat.VisualStudio2017:
|
|
SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v15", ".suo");
|
|
break;
|
|
default:
|
|
throw new BuildException("Unsupported Visual Studio version");
|
|
}
|
|
|
|
// Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
|
|
if (!SolutionOptionsFileName.Exists())
|
|
{
|
|
SolutionOptionsFileName.Directory.CreateDirectory();
|
|
|
|
VCSolutionOptions Options = new VCSolutionOptions();
|
|
|
|
// Set the default configuration and startup project
|
|
VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor");
|
|
if (DefaultConfig != null)
|
|
{
|
|
List<VCBinarySetting> Settings = new List<VCBinarySetting>();
|
|
Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
|
|
if (DefaultProject != null)
|
|
{
|
|
Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
|
|
}
|
|
Options.SetConfiguration(Settings);
|
|
}
|
|
|
|
// Mark all the projects as closed by default, apart from the startup project
|
|
VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
|
|
foreach (ProjectFile ProjectFile in AllProjectFiles)
|
|
{
|
|
string ProjectName = ProjectFile.ProjectFilePath.GetFileNameWithoutExtension();
|
|
if (ProjectFile == DefaultProject)
|
|
{
|
|
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { ProjectName }));
|
|
}
|
|
else
|
|
{
|
|
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { }));
|
|
}
|
|
}
|
|
if (IncludeEnginePrograms)
|
|
{
|
|
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>("Automation", new string[0]));
|
|
}
|
|
Options.SetExplorerState(ExplorerState);
|
|
|
|
// Write the file
|
|
if (Options.Sections.Count > 0)
|
|
{
|
|
Options.Write(SolutionOptionsFileName.FullName);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
|
|
/// </summary>
|
|
/// <param name="Str">String to clean up</param>
|
|
/// <returns>The cleaned up string</returns>
|
|
public string CleanupStringForSCC(string Str)
|
|
{
|
|
string Cleaned = Str;
|
|
|
|
// SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it.
|
|
Cleaned = Cleaned.Replace(Path.DirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
|
|
Cleaned = Cleaned.Replace(Path.AltDirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
|
|
|
|
// SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020"
|
|
Cleaned = Cleaned.Replace(" ", "\\u0020");
|
|
|
|
return Cleaned;
|
|
}
|
|
|
|
}
|
|
|
|
}
|