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#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 4287066 by Ben.Marsh
BuildGraph: Prevent errors being shown when running with -listonly.
Change 4288274 by Ben.Marsh
If unable to get dbghelp module info, fallback to use available module info (fixes PC calculations for portable stack walk)
(Originally CL 4206596 by Josh.Engerbretson)
Change 4303760 by Ben.Marsh
Automatically apply XML config to all platform rules objects.
Change 4304461 by Mike.Erwin
UAT: fix breakage when cooking Blueprint projects
Yesterday I broke this in CL 4301305. Reworked logic around the -server option was causing
"ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly"
This CL fixes projects that don't have a Server.Target.cs but want to -cook.
#jira UE-60512
Change 4304652 by Ben.Marsh
Improve error message when unable to parse the current CL from a stream.
Change 4304795 by Ben.Marsh
Fix occasional incremental build error in AutomationScripts project. Explicit dependency on Localization output file was invalidating project dependency.
Change 4307117 by Ben.Marsh
UAT: Fix problems making installed builds with Lumin enabled, when passing the -Clean argument to UAT.
* UE4Build was deleting all files in the manifest before running, even if they were output by UBT.
* Lumin was specifying AllowParallelExecutor="false" in InstalledEngineBuild.xml, which was causing each compile to be executed in isolation. Since modules are now compiled into object files separately to being linked into binaries, this was causing object files and .precompiled files to be deleted during the clean operation.
* Individual compile tasks can now override the global "clean' option.
Change 4307187 by Ben.Marsh
UAT: Remove code for deleting build products and retrying XGE compiles.
Change 4307411 by Chad.Garyet
Merging 4279381 to DevBuild
Fix for UE4Build.cs for Swarm
#jira none
Change 4307794 by Ben.Marsh
UBT: Add a $(TargetOutputDir) variable that can be used in UBT paths and expands to the directory containing the executable. Can be used to ensure DLLs are copied to the appropriate output folder during a build.
Also rename the current $(OutputDir) variable (indicating the binary output directory) to $(BinaryOutputDir) to distinguish between them.
Change 4307912 by Ben.Marsh
Remove the Embree and FBX DLLs that are checked in to Engine/Binaries/Win64, and copy them from the ThirdParty directory as part of the build process instead. This fixes issues where the editor executable is under the project directory rather than the engine directory because it's been built with custom settings (eg. as RoboRecall's editor was).
Change 4307950 by Ben.Marsh
UBT: Add a field to the target receipt which specifies the executable to launch. Allows procedurally determining the location of the editor for a particular target.
Change 4308057 by Ben.Marsh
UGS: Try to read the editor executable path from the target receipt, rather than guessing the executable path directly.
Change 4308651 by Ben.Marsh
UBT: Fix project files not containing include search paths for dependent modules.
#jira UE-62042
Change 4310103 by Ben.Marsh
UGS: Fix exception entering custom server settings when UGS registry key does not exist.
Change 4310109 by Ben.Marsh
UGS: Update launcher version to 1.15.
Change 4310232 by Ben.Marsh
UBT: Catch the case where manifests are recycled if the -NoManifestChanges argument is specified.
Change 4310901 by Ben.Marsh
UBT: Prevent continuing past manifest errors.
Change 4311049 by Ben.Marsh
UBT: Suppress message about change to action history if the previous build product did not exist.
Change 4315494 by Mike.Erwin
Fix backup log timestamps.
When engine starts up, it makes a backup of previous run's log with timestamp appended. Previous code used the current engine startup time; basically recording the time it was backed up, not the time it was generated. This change honors the file's original timestamp. This way files sort properly and we get accurate information about when each log was generated.
#jira none
Change 4318354 by Ben.Marsh
UGS: Add proper support for DPI scaling.
Change 4318356 by Ben.Marsh
UGS: Increase version to 1.153.
Change 4318597 by Ben.Marsh
UGS: Make UGS launcher DPI-aware.
Change 4319205 by Ben.Marsh
UAT: Always use the manifest for determining output files. UBT will initialize it to an empty list of files if the arguments deem it necessary.
Change 4319565 by Ben.Marsh
UAT: Generate the manifest for each compiled target at the same time as exporting its build steps. Prevents module manifests being clobbered due to being overwritten twice.
Change 4320058 by Ben.Marsh
UGS: Prevent "path too long" errors when enumerating files to delete. If the path is invalid, we probably never synced it in the first place, and P4 failed silently.
Change 4320559 by Ben.Marsh
UAT: Fix ParallelExecutor not being used when XGE is not installed, and UBT being run twice for each target.
Change 4322499 by Chad.Garyet
Adding regex to rip the first two p4 path fragments out of a project name to look for wildcard matches in the db
Also actually now allows ability to get ids for specific projects, versus before where all ids were returned for projects that would have matched via wildcard
Pushed to Live 8/28/18
#jira none
Change 4323023 by Ben.Marsh
UBT: Fix cook problems caused by copied runtime dependencies not being added to the receipt or manifest.
#jira UE-63416
Change 4323094 by Ben.Marsh
Add missing dependency on UnrealPak being compiled before building feature packs.
#jira UE-63430
Change 4323330 by Ben.Marsh
Prevent runtime dependencies being copied into installed locations.
#jira UE-63434
Change 4325603 by Ben.Marsh
UBT: Output a message when there is nothing to build for a target (eg. because it's an installed build)
Change 4325607 by Ben.Marsh
UnrealPak: Prevent non-deterministic padding data when compression is disabled.
Change 4328149 by Ben.Marsh
UBT: Fixed issue where MaxProcessorCount and ProcessorCountMultiplier settings would only affect the first class found. These values can now be configured for each executor separately, via the LocalExecutor, ParallelExecutor and SNDBS sections in BuildConfiguration.xml.
Change 4330605 by Ben.Marsh
UGS: When browsing for a project file, always default to the directory containing the current selection.
#jira UE-63474
Change 4333349 by Ben.Marsh
PR #5052: Remove OutputLines = new List<string>(); (Contributed by LizardThief)
Change 4334312 by Ben.Marsh
Update UGS version to 1.154, launcher version to 1.16.
Change 4335790 by Ben.Marsh
UAT: Add a script that checks that the following macro pairs are correctly balanced within every source file in the engine:
* PRAGMA_DISABLE_OPTIMIZATION and PRAGMA_ENABLE_OPTIMIZATION
* PRAGMA_DISABLE_DEPRECATION_WARNINGS and PRAGMA_ENABLE_DEPRECATION_WARNINGS
* THIRD_PARTY_INCLUDES_START and THIRD_PARTY_INCLUDES_END
* PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS
* PRAGMA_DISABLE_UNDEFINED_IDENTIFIER_WARNINGS and PRAGMA_ENABLE_UNDEFINED_IDENTIFIER_WARNINGS
* PRAGMA_DISABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS and PRAGMA_ENABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS"
* BEGIN_FUNCTION_BUILD_OPTIMIZATION and END_FUNCTION_BUILD_OPTIMIZATION
* BEGIN_FUNCTION_BUILD_OPTIMIZATION and END_FUNCTION_BUILD_OPTIMIZATION
* BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION and END_SLATE_FUNCTION_BUILD_OPTIMIZATION
Additional projects to scan may be specified with the -Project=<FileName> argument.
Change 4336441 by Ben.Marsh
UGS: Halve P4 update rate (now once every 2m)
Change 4336597 by Ben.Marsh
UAT: Add a command for stashing and unstashing a target. Useful for A/B testing. Example syntax:
Stashing:
RunUAT StashTarget -Name=UE4Editor -To=D:\TempEditor
RunUAT StashTarget -Name=UE4Editor -Platform=Win64 -Configuration=Debug -To=D:\TempEditor
RunUAT StashTarget -Name=ShooterGameEditor -Platform=Win64 -Configuration=Debug -Project=D:\P4\Samples\ShooterGame\ShooterGame.uproject -To=D:\TempEditor
Unstashing:
RunUAT UnstashTarget -From=D:\TempEditor
Change 4301305 by Mike.Erwin
UAT: support multiple Client and Server targets per project.
AutomationTool now accepts values for its -client and -server parameters.
So if you have ClientA.Target.cs and ClientB.Target.cs, run UAT with -client=ClientB to make a build of that variant.
If there is only one target of a particular type (true for all projects up to this point) UAT will detect and use it. If more than target is found, you must specify which one to use. Existing build commands should continue working as before.
Project.Properties.Targets is now a List instead of a Dictionary. RocketSamples.cs is updated here, scripts in other branches might need similar changes. Tested ok in Dev-Core, 4.20, and Fortnite-Main.
#jira UE-60512
Change 4304662 by Ben.Marsh
Always pass an explicit file list into BuildPatchTool when chunking a build. Less prone to errors than filtering files out from a build.
Change 4304874 by Ben.Marsh
UBT: Add an option to produce an error whenever a module manifest is changing, to make it easier to track down issues with files being modified.
Change 4319181 by Ben.Marsh
UAT: Use enum for platform and configuration settings in UE4Build.cs.
#rb none
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4336671 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4336684 by ben marsh in Dev-VR branch]
340 lines
9.9 KiB
C#
340 lines
9.9 KiB
C#
// Copyright 1998-2018 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.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Tools.DotNETCommon;
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using UnrealBuildTool;
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namespace AutomationTool
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{
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[Help("Checks that all source files have balanced macros for enabling/disabling optimization, warnings, etc...")]
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[Help("Project=<Path>", "Path to an additional project file to consider")]
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[Help("File=<Path>", "Path to a file to parse in isolation, for testing")]
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[Help("Ignore=<Name>", "File name (without path) to exclude from testing")]
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class CheckBalancedMacros : BuildCommand
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{
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/// <summary>
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/// List of macros that should be paired up
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/// </summary>
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static readonly string[,] MacroPairs = new string[,]
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{
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{
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"PRAGMA_DISABLE_OPTIMIZATION",
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"PRAGMA_ENABLE_OPTIMIZATION"
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},
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{
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"PRAGMA_DISABLE_DEPRECATION_WARNINGS",
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"PRAGMA_ENABLE_DEPRECATION_WARNINGS"
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},
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{
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"THIRD_PARTY_INCLUDES_START",
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"THIRD_PARTY_INCLUDES_END"
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},
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{
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"PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS",
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"PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS"
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},
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{
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"PRAGMA_DISABLE_UNDEFINED_IDENTIFIER_WARNINGS",
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"PRAGMA_ENABLE_UNDEFINED_IDENTIFIER_WARNINGS"
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},
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{
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"PRAGMA_DISABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS",
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"PRAGMA_ENABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS"
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},
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{
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"BEGIN_FUNCTION_BUILD_OPTIMIZATION",
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"END_FUNCTION_BUILD_OPTIMIZATION"
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},
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{
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"BEGIN_FUNCTION_BUILD_OPTIMIZATION",
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"END_FUNCTION_BUILD_OPTIMIZATION"
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},
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{
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"BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION",
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"END_SLATE_FUNCTION_BUILD_OPTIMIZATION"
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},
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};
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/// <summary>
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/// List of files to ignore for balanced macros. Additional filenames may be specified on the command line via -Ignore=...
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/// </summary>
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HashSet<string> IgnoreFileNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
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{
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"PreWindowsApi.h",
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"PostWindowsApi.h",
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};
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/// <summary>
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/// Main entry point for the command
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/// </summary>
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public override void ExecuteBuild()
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{
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// Build a lookup of flags to set and clear for each identifier
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Dictionary<string, int> IdentifierToIndex = new Dictionary<string, int>();
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for(int Idx = 0; Idx < MacroPairs.GetLength(0); Idx++)
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{
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IdentifierToIndex[MacroPairs[Idx, 0]] = Idx;
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IdentifierToIndex[MacroPairs[Idx, 1]] = ~Idx;
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}
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// Check if we want to just parse a single file
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string FileParam = ParseParamValue("File");
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if(FileParam != null)
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{
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// Check the file exists
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FileReference File = new FileReference(FileParam);
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if(!FileReference.Exists(File))
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{
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throw new AutomationException("File '{0}' does not exist", File);
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}
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CheckSourceFile(File, IdentifierToIndex, new object());
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}
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else
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{
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// Add the additional files to be ignored
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foreach(string IgnoreFileName in ParseParamValues("Ignore"))
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{
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IgnoreFileNames.Add(IgnoreFileName);
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}
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// Create a list of all the root directories
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HashSet<DirectoryReference> RootDirs = new HashSet<DirectoryReference>();
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RootDirs.Add(EngineDirectory);
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// Add the enterprise directory
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DirectoryReference EnterpriseDirectory = DirectoryReference.Combine(RootDirectory, "Enterprise");
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if(DirectoryReference.Exists(EnterpriseDirectory))
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{
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RootDirs.Add(EnterpriseDirectory);
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}
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// Add the project directories
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string[] ProjectParams = ParseParamValues("Project");
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foreach(string ProjectParam in ProjectParams)
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{
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FileReference ProjectFile = new FileReference(ProjectParam);
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if(!FileReference.Exists(ProjectFile))
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{
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throw new AutomationException("Unable to find project '{0}'", ProjectFile);
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}
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RootDirs.Add(ProjectFile.Directory);
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}
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// Recurse through the tree
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LogInformation("Finding source files...");
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List<FileReference> SourceFiles = new List<FileReference>();
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using(ThreadPoolWorkQueue Queue = new ThreadPoolWorkQueue())
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{
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foreach(DirectoryReference RootDir in RootDirs)
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{
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DirectoryInfo PluginsDir = new DirectoryInfo(Path.Combine(RootDir.FullName, "Plugins"));
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if(PluginsDir.Exists)
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{
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Queue.Enqueue(() => FindSourceFiles(PluginsDir, SourceFiles, Queue));
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}
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DirectoryInfo SourceDir = new DirectoryInfo(Path.Combine(RootDir.FullName, "Source"));
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if(SourceDir.Exists)
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{
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Queue.Enqueue(() => FindSourceFiles(SourceDir, SourceFiles, Queue));
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}
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}
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Queue.Wait();
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}
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// Loop through all the source files
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using(ThreadPoolWorkQueue Queue = new ThreadPoolWorkQueue())
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{
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object LogLock = new object();
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foreach(FileReference SourceFile in SourceFiles)
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{
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Queue.Enqueue(() => CheckSourceFile(SourceFile, IdentifierToIndex, LogLock));
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}
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using(LogStatusScope Scope = new LogStatusScope("Checking source files..."))
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{
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while(!Queue.Wait(10 * 1000))
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{
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Scope.SetProgress("{0}/{1}", SourceFiles.Count - Queue.NumRemaining, SourceFiles.Count);
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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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/// Finds all the source files under a given directory
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/// </summary>
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/// <param name="BaseDir">Directory to search</param>
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/// <param name="SourceFiles">List to receive the files found. A lock will be taken on this object to ensure multiple threads do not add to it simultaneously.</param>
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/// <param name="Queue">Queue for additional tasks to be added to</param>
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void FindSourceFiles(DirectoryInfo BaseDir, List<FileReference> SourceFiles, ThreadPoolWorkQueue Queue)
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{
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foreach(DirectoryInfo SubDir in BaseDir.EnumerateDirectories())
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{
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if(!SubDir.Name.Equals("Intermediate", StringComparison.OrdinalIgnoreCase))
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{
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Queue.Enqueue(() => FindSourceFiles(SubDir, SourceFiles, Queue));
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}
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}
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foreach(FileInfo File in BaseDir.EnumerateFiles())
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{
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if(File.Name.EndsWith(".h", StringComparison.OrdinalIgnoreCase) || File.Name.EndsWith(".cpp", StringComparison.OrdinalIgnoreCase))
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{
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if(!IgnoreFileNames.Contains(File.Name))
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{
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lock(SourceFiles)
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{
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SourceFiles.Add(new FileReference(File));
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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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/// Checks whether macros in the given source file are matched
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/// </summary>
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/// <param name="SourceFile"></param>
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/// <param name="IdentifierToIndex">Map of macro identifier to bit index. The complement of an index is used to indicate the end of the pair.</param>
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/// <param name="LogLock">Object used to marshal access to the global log instance</param>
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void CheckSourceFile(FileReference SourceFile, Dictionary<string, int> IdentifierToIndex, object LogLock)
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{
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// Read the text
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string Text = FileReference.ReadAllText(SourceFile);
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// Scan through the file token by token. Each bit in the Flags array indicates an index into the MacroPairs array that is currently active.
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int Flags = 0;
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for(int Idx = 0; Idx < Text.Length; )
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{
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int StartIdx = Idx++;
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if((Text[StartIdx] >= 'a' && Text[StartIdx] <= 'z') || (Text[StartIdx] >= 'A' && Text[StartIdx] <= 'Z') || Text[StartIdx] == '_')
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{
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// Identifier
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while(Idx < Text.Length && ((Text[Idx] >= 'a' && Text[Idx] <= 'z') || (Text[Idx] >= 'A' && Text[Idx] <= 'Z') || (Text[Idx] >= '0' && Text[Idx] <= '9') || Text[Idx] == '_'))
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{
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Idx++;
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}
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// Extract the identifier
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string Identifier = Text.Substring(StartIdx, Idx - StartIdx);
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// Find the matching flag
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int Index;
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if(IdentifierToIndex.TryGetValue(Identifier, out Index))
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{
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if(Index >= 0)
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{
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// Set the flag (should not already be set)
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int Flag = 1 << Index;
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if((Flags & Flag) != 0)
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{
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Tools.DotNETCommon.Log.TraceWarning(SourceFile, GetLineNumber(Text, StartIdx), "{0} macro appears a second time without matching {1} macro", Identifier, MacroPairs[Index, 1]);
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}
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Flags |= Flag;
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}
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else
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{
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// Clear the flag (should already be set)
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int Flag = 1 << ~Index;
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if((Flags & Flag) == 0)
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{
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Tools.DotNETCommon.Log.TraceWarning(SourceFile, GetLineNumber(Text, StartIdx), "{0} macro appears without matching {1} macro", Identifier, MacroPairs[~Index, 0]);
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}
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Flags &= ~Flag;
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}
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}
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}
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else if(Text[StartIdx] == '/' && Idx < Text.Length)
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{
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if(Text[Idx] == '/')
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{
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// Single-line comment
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while(Idx < Text.Length && Text[Idx] != '\n')
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{
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Idx++;
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}
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}
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else if(Text[Idx] == '*')
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{
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// Multi-line comment
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Idx++;
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for(; Idx < Text.Length; Idx++)
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{
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if(Idx + 2 < Text.Length && Text[Idx] == '*' && Text[Idx + 1] == '/')
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{
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Idx += 2;
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break;
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}
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}
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}
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}
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else if(Text[StartIdx] == '"' || Text[StartIdx] == '\'')
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{
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// String
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for(; Idx < Text.Length; Idx++)
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{
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if(Text[Idx] == Text[StartIdx])
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{
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Idx++;
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break;
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}
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if(Text[Idx] == '\\')
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{
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Idx++;
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}
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}
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}
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else if(Text[StartIdx] == '#')
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{
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// Preprocessor directive (eg. #define)
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for(; Idx < Text.Length && Text[Idx] != '\n'; Idx++)
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{
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if(Text[Idx] == '\\')
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{
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Idx++;
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}
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}
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}
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}
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// Check if there's anything left over
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if(Flags != 0)
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{
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for(int Idx = 0; Idx < MacroPairs.GetLength(0); Idx++)
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{
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if((Flags & (1 << Idx)) != 0)
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{
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Tools.DotNETCommon.Log.TraceWarning(SourceFile, "{0} macro does not have matching {1} macro", MacroPairs[Idx, 0], MacroPairs[Idx, 1]);
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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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/// Converts an offset within a text buffer into a line number
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/// </summary>
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/// <param name="Text">Text to search</param>
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/// <param name="Offset">Offset within the text</param>
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/// <returns>Line number corresponding to the given offset. Starts from one.</returns>
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int GetLineNumber(string Text, int Offset)
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{
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int LineNumber = 1;
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for(int Idx = 0; Idx < Offset; Idx++)
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{
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if(Text[Idx] == '\n')
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{
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LineNumber++;
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}
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}
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return LineNumber;
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}
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}
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}
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