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390 lines
13 KiB
C#
390 lines
13 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.BuildGraph;
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using System;
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using System.Collections.Generic;
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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 UnrealBuildTool;
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using AutomationTool;
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using System.Xml;
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using EpicGames.Core;
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using OpenTracing;
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namespace AutomationTool.Tasks
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{
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/// <summary>
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/// Parameters for a compile task
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/// </summary>
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public class CompileTaskParameters
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{
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/// <summary>
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/// The target to compile.
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/// </summary>
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[TaskParameter(Optional=true)]
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public string Target;
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/// <summary>
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/// The configuration to compile.
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/// </summary>
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[TaskParameter]
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public UnrealTargetConfiguration Configuration;
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/// <summary>
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/// The platform to compile for.
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/// </summary>
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[TaskParameter]
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public UnrealTargetPlatform Platform;
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/// <summary>
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/// The project to compile with.
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/// </summary>
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[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.FileSpec)]
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public string Project;
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/// <summary>
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/// Additional arguments for UnrealBuildTool.
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Arguments;
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/// <summary>
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/// Whether to allow using XGE for compilation.
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/// </summary>
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[TaskParameter(Optional = true)]
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public bool AllowXGE = true;
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/// <summary>
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/// No longer necessary as UnrealBuildTool is run to compile targets.
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/// </summary>
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[TaskParameter(Optional = true)]
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[Obsolete]
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public bool AllowParallelExecutor = true;
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/// <summary>
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/// Whether to allow UBT to use all available cores, when AllowXGE is disabled.
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/// </summary>
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[TaskParameter(Optional = true)]
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public bool AllowAllCores = false;
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/// <summary>
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/// Whether to allow cleaning this target. If unspecified, targets are cleaned if the -Clean argument is passed on the command line.
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/// </summary>
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[TaskParameter(Optional = true)]
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public bool? Clean = null;
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/// <summary>
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/// Tag to be applied to build products of this task.
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/// </summary>
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[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.TagList)]
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public string Tag;
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}
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/// <summary>
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/// Executor for compile tasks, which can compile multiple tasks simultaneously
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/// </summary>
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public class CompileTaskExecutor : ITaskExecutor
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{
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/// <summary>
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/// List of targets to compile. As well as the target specifically added for this task, additional compile tasks may be merged with it.
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/// </summary>
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List<UnrealBuild.BuildTarget> Targets = new List<UnrealBuild.BuildTarget>();
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/// <summary>
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/// Mapping of receipt filename to its corresponding tag name
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/// </summary>
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Dictionary<UnrealBuild.BuildTarget, string> TargetToTagName = new Dictionary<UnrealBuild.BuildTarget,string>();
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/// <summary>
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/// Whether to allow using XGE for this job
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/// </summary>
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bool bAllowXGE = true;
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/// <summary>
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/// Whether to allow using all available cores for this job, when bAllowXGE is false
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/// </summary>
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bool bAllowAllCores = false;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="Task">Initial task to execute</param>
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public CompileTaskExecutor(CompileTask Task)
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{
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Add(Task);
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}
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/// <summary>
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/// Adds another task to this executor
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/// </summary>
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/// <param name="Task">Task to add</param>
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/// <returns>True if the task could be added, false otherwise</returns>
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public bool Add(BgTaskImpl Task)
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{
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CompileTask CompileTask = Task as CompileTask;
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if(CompileTask == null)
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{
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return false;
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}
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if(Targets.Count > 0)
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{
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if (bAllowXGE != CompileTask.Parameters.AllowXGE)
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{
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return false;
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}
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}
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CompileTaskParameters Parameters = CompileTask.Parameters;
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bAllowXGE &= Parameters.AllowXGE;
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bAllowAllCores &= Parameters.AllowAllCores;
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UnrealBuild.BuildTarget Target = new UnrealBuild.BuildTarget { TargetName = Parameters.Target, Platform = Parameters.Platform, Config = Parameters.Configuration, UprojectPath = CompileTask.FindProjectFile(), UBTArgs = (Parameters.Arguments ?? ""), Clean = Parameters.Clean };
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if(!String.IsNullOrEmpty(Parameters.Tag))
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{
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TargetToTagName.Add(Target, Parameters.Tag);
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}
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Targets.Add(Target);
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return true;
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}
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/// <summary>
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/// Execute all the tasks added to this executor.
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/// </summary>
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/// <param name="Job">Information about the current job</param>
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/// <param name="BuildProducts">Set of build products produced by this node.</param>
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/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
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/// <returns>Whether the task succeeded or not. Exiting with an exception will be caught and treated as a failure.</returns>
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public Task ExecuteAsync(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Create the agenda
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UnrealBuild.BuildAgenda Agenda = new UnrealBuild.BuildAgenda();
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Agenda.Targets.AddRange(Targets);
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// Build everything
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Dictionary<UnrealBuild.BuildTarget, BuildManifest> TargetToManifest = new Dictionary<UnrealBuild.BuildTarget,BuildManifest>();
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UnrealBuild Builder = new UnrealBuild(Job.OwnerCommand);
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bool bAllCores = (CommandUtils.IsBuildMachine || bAllowAllCores); // Enable using all cores if this is a build agent or the flag was passed in to the task and XGE is disabled.
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Builder.Build(Agenda, InDeleteBuildProducts: null, InUpdateVersionFiles: false, InForceNoXGE: !bAllowXGE, InAllCores: bAllCores, InTargetToManifest: TargetToManifest);
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UnrealBuild.CheckBuildProducts(Builder.BuildProductFiles);
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// Tag all the outputs
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foreach(KeyValuePair<UnrealBuild.BuildTarget, string> TargetTagName in TargetToTagName)
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{
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BuildManifest Manifest;
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if(!TargetToManifest.TryGetValue(TargetTagName.Key, out Manifest))
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{
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throw new AutomationException("Missing manifest for target {0} {1} {2}", TargetTagName.Key.TargetName, TargetTagName.Key.Platform, TargetTagName.Key.Config);
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}
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HashSet<FileReference> ManifestBuildProducts = Manifest.BuildProducts.Select(x => new FileReference(x)).ToHashSet();
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// when we make a Mac/IOS build, Xcode will finalize the .app directory, adding files that UBT has no idea about, so now we recursively add any files in the .app
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// as BuildProducts. look for any .apps that we have any files as BuildProducts, and expand to include all files in the .app
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
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{
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HashSet<string> AppBundleLocations = new();
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foreach (FileReference File in ManifestBuildProducts)
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{
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// look for a ".app/" portion and chop off anything after it
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int AppLocation = File.FullName.IndexOf(".app/", StringComparison.InvariantCultureIgnoreCase);
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if (AppLocation > 0)
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{
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AppBundleLocations.Add(File.FullName.Substring(0, AppLocation + 4));
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}
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}
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// now with a unique set of app bundles, add all files in them
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foreach (string AppBundleLocation in AppBundleLocations)
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{
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ManifestBuildProducts.UnionWith(DirectoryReference.EnumerateFiles(new DirectoryReference(AppBundleLocation), "*", System.IO.SearchOption.AllDirectories));
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}
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}
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foreach (string TagName in CustomTask.SplitDelimitedList(TargetTagName.Value))
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{
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HashSet<FileReference> FileSet = CustomTask.FindOrAddTagSet(TagNameToFileSet, TagName);
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FileSet.UnionWith(ManifestBuildProducts);
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}
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}
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// Add everything to the list of build products
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BuildProducts.UnionWith(Builder.BuildProductFiles.Select(x => new FileReference(x)));
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return Task.CompletedTask;
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}
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}
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/// <summary>
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/// Compiles a target with UnrealBuildTool.
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/// </summary>
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[TaskElement("Compile", typeof(CompileTaskParameters))]
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public class CompileTask : BgTaskImpl
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{
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/// <summary>
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/// Parameters for this task
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/// </summary>
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public CompileTaskParameters Parameters;
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/// <summary>
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/// Resolved path to Project file
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/// </summary>
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public FileReference ProjectFile = null;
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/// <summary>
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/// Construct a compile task
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/// </summary>
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/// <param name="Parameters">Parameters for this task</param>
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public CompileTask(CompileTaskParameters Parameters)
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{
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this.Parameters = Parameters;
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}
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/// <summary>
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/// Resolve the path to the project file
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/// </summary>
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public FileReference FindProjectFile()
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{
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FileReference ProjectFile = null;
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// Resolve the full path to the project file
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if(!String.IsNullOrEmpty(Parameters.Project))
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{
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if(Parameters.Project.EndsWith(".uproject", StringComparison.OrdinalIgnoreCase))
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{
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ProjectFile = CustomTask.ResolveFile(Parameters.Project);
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}
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else
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{
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ProjectFile = NativeProjects.EnumerateProjectFiles(Log.Logger).FirstOrDefault(x => x.GetFileNameWithoutExtension().Equals(Parameters.Project, StringComparison.OrdinalIgnoreCase));
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}
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if(ProjectFile == null || !FileReference.Exists(ProjectFile))
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{
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throw new BuildException("Unable to resolve project '{0}'", Parameters.Project);
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}
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}
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return ProjectFile;
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}
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/// <summary>
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/// Execute the task.
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/// </summary>
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/// <param name="Job">Information about the current job</param>
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/// <param name="BuildProducts">Set of build products produced by this node.</param>
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/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
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public override Task ExecuteAsync(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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//
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// Don't do any logic here. You have to do it in the ctor or a getter
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// otherwise you break the ITaskExecutor pathway, which doesn't call this function!
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//
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return GetExecutor().ExecuteAsync(Job, BuildProducts, TagNameToFileSet);
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public override ITaskExecutor GetExecutor()
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{
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return new CompileTaskExecutor(this);
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}
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/// <summary>
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/// Get properties to include in tracing info
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/// </summary>
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/// <param name="Span">The span to add metadata to</param>
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/// <param name="Prefix">Prefix for all metadata keys</param>
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public override void GetTraceMetadata(ITraceSpan Span, string Prefix)
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{
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base.GetTraceMetadata(Span, Prefix);
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Span.AddMetadata(Prefix + "target.name", Parameters.Target);
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Span.AddMetadata(Prefix + "target.config", Parameters.Configuration.ToString());
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Span.AddMetadata(Prefix + "target.platform", Parameters.Platform.ToString());
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if (Parameters.Project != null)
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{
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Span.AddMetadata(Prefix + "target.project", Parameters.Project);
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}
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}
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/// <summary>
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/// Get properties to include in tracing info
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/// </summary>
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/// <param name="Span">The span to add metadata to</param>
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/// <param name="Prefix">Prefix for all metadata keys</param>
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public override void GetTraceMetadata(ISpan Span, string Prefix)
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{
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base.GetTraceMetadata(Span, Prefix);
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Span.SetTag(Prefix + "target.name", Parameters.Target);
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Span.SetTag(Prefix + "target.config", Parameters.Configuration.ToString());
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Span.SetTag(Prefix + "target.platform", Parameters.Platform.ToString());
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if (Parameters.Project != null)
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{
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Span.SetTag(Prefix + "target.project", Parameters.Project);
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}
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}
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/// <summary>
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/// Output this task out to an XML writer.
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/// </summary>
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public override void Write(XmlWriter Writer)
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{
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Write(Writer, Parameters);
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}
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/// <summary>
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/// Find all the tags which are used as inputs to this task
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/// </summary>
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/// <returns>The tag names which are read by this task</returns>
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public override IEnumerable<string> FindConsumedTagNames()
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{
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yield break;
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}
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/// <summary>
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/// Find all the tags which are modified by this task
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/// </summary>
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/// <returns>The tag names which are modified by this task</returns>
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public override IEnumerable<string> FindProducedTagNames()
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{
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return FindTagNamesFromList(Parameters.Tag);
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}
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}
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public static partial class StandardTasks
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{
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/// <summary>
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/// Compiles a target
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/// </summary>
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/// <param name="Target">The target to compile</param>
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/// <param name="Configuration">The configuration to compile</param>
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/// <param name="Platform">The platform to compile for</param>
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/// <param name="Project">The project to compile with</param>
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/// <param name="Arguments">Additional arguments for UnrealBuildTool</param>
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/// <param name="AllowXGE">Whether to allow using XGE for compilation</param>
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/// <param name="Clean">Whether to allow cleaning this target. If unspecified, targets are cleaned if the -Clean argument is passed on the command line</param>
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/// <returns>Build products from the compile</returns>
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public static async Task<FileSet> CompileAsync(string Target, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, FileReference Project = null, string Arguments = null, bool AllowXGE = true, bool? Clean = null)
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{
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CompileTaskParameters Parameters = new CompileTaskParameters();
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Parameters.Target = Target;
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Parameters.Platform = Platform;
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Parameters.Configuration = Configuration;
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Parameters.Project = Project?.FullName;
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Parameters.Arguments = Arguments;
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Parameters.AllowXGE = AllowXGE;
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Parameters.Clean = Clean;
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return await ExecuteAsync(new CompileTask(Parameters));
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}
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}
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}
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