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- Add Unreal.DotnetPath - in Unreal.FindRootDirectory(), fix assembly path case sooner (allows UBT to run even if I type 'Engine' as 'engine') EpicGames.Core: - Add RuntimePlatform.ExeExtension #trivial #jira none #ROBOMERGE-SOURCE: CL 16704658 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16704661 by jonathan adamczewski in ue5-release-engine-test branch]
149 lines
5.4 KiB
C#
149 lines
5.4 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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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.Reflection;
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using System.Text;
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namespace UnrealBuildBase
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{
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public static class Unreal
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{
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private static DirectoryReference FindRootDirectory()
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{
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if (LocationOverride.RootDirectory != null)
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{
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return LocationOverride.RootDirectory;
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}
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// This base library may be used - and so be launched - from more than one location (at time of writing, UnrealBuildTool and AutomationTool)
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// Programs that use this assembly must be located under "Engine/Binaries/DotNET" and so we look for that sequence of directories in that path of the executing assembly
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// Use the EntryAssembly (the application path), rather than the ExecutingAssembly (the library path)
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string AssemblyLocation = Assembly.GetEntryAssembly().GetOriginalLocation();
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DirectoryReference? FoundRootDirectory = DirectoryReference.FindCorrectCase(DirectoryReference.FromString(AssemblyLocation)!);
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// Search up through the directory tree for the deepest instance of the sub-path "Engine/Binaries/DotNET"
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while(FoundRootDirectory != null)
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{
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if (String.Equals("DotNET", FoundRootDirectory.GetDirectoryName()))
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{
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FoundRootDirectory = FoundRootDirectory.ParentDirectory;
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if (FoundRootDirectory != null && String.Equals("Binaries", FoundRootDirectory.GetDirectoryName()))
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{
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FoundRootDirectory = FoundRootDirectory.ParentDirectory;
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if (FoundRootDirectory != null && String.Equals("Engine", FoundRootDirectory.GetDirectoryName()))
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{
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FoundRootDirectory = FoundRootDirectory.ParentDirectory;
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break;
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}
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continue;
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}
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continue;
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}
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FoundRootDirectory = FoundRootDirectory.ParentDirectory;
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}
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if (FoundRootDirectory == null)
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{
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throw new Exception($"The BuildUtilities assembly requires that applications are launched from a path containing \"Engine/Binaries/DotNET\". This application was launched from {Path.GetDirectoryName(AssemblyLocation)}");
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}
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// Confirm that we've found a valid root directory, by testing for the existence of a well-known file
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FileReference ExpectedExistingFile = FileReference.Combine(FoundRootDirectory, "Engine", "Build", "Build.version");
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if (!FileReference.Exists(ExpectedExistingFile))
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{
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throw new Exception($"Expected file \"Engine/Build/Build.version\" was not found at {ExpectedExistingFile.FullName}");
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}
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return FoundRootDirectory;
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}
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private static FileReference FindUnrealBuildTool()
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{
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// todo: use UnrealBuildTool.dll (same on all platforms). Will require changes wherever UnrealBuildTool is invoked.
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string UBTName = "UnrealBuildTool" + RuntimePlatform.ExeExtension;
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// the UnrealBuildTool executable is assumed to be located under {RootDirectory}/Engine/Binaries/DotNET/UnrealBuildTool/
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FileReference UnrealBuildToolPath = FileReference.Combine(EngineDirectory, "Binaries", "DotNET", "UnrealBuildTool", UBTName);
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UnrealBuildToolPath = FileReference.FindCorrectCase(UnrealBuildToolPath);
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if (!FileReference.Exists(UnrealBuildToolPath))
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{
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throw new Exception($"Unable to find {UBTName} in the expected location at {UnrealBuildToolPath.FullName}");
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}
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return UnrealBuildToolPath;
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}
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static private DirectoryReference FindDotnetDirectory()
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{
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string HostDotNetDirectoryName;
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switch (RuntimePlatform.Current)
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{
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case RuntimePlatform.Type.Windows: HostDotNetDirectoryName = "Windows"; break;
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case RuntimePlatform.Type.Mac: HostDotNetDirectoryName = "Mac"; break;
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case RuntimePlatform.Type.Linux: HostDotNetDirectoryName = "Linux"; break;
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default: throw new Exception("Unknown host platform");
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}
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return DirectoryReference.Combine(EngineDirectory, "Binaries", "ThirdParty", "DotNet", HostDotNetDirectoryName);
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}
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/// <summary>
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/// The full name of the root UE directory
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/// </summary>
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public static readonly DirectoryReference RootDirectory = FindRootDirectory();
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/// <summary>
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/// The full name of the Engine directory
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/// </summary>
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public static readonly DirectoryReference EngineDirectory = DirectoryReference.Combine(RootDirectory, "Engine");
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/// <summary>
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/// The path to UBT
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/// </summary>
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public static readonly FileReference UnrealBuildToolPath = FindUnrealBuildTool();
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/// <summary>
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/// The directory containing the bundled .NET installation
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/// </summary>
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static public readonly DirectoryReference DotnetDirectory = FindDotnetDirectory();
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/// <summary>
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/// The path of the bundled dotnet executable
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/// </summary>
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static public readonly FileReference DotnetPath = FileReference.Combine(DotnetDirectory, "dotnet" + RuntimePlatform.ExeExtension);
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/// <summary>
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/// Whether we're running with engine installed
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/// </summary>
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static private bool? bIsEngineInstalled;
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/// <summary>
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/// Returns true if UnrealBuildTool is running using installed Engine components
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/// </summary>
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/// <returns>True if running using installed Engine components</returns>
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static public bool IsEngineInstalled()
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{
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if (!bIsEngineInstalled.HasValue)
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{
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bIsEngineInstalled = FileReference.Exists(FileReference.Combine(EngineDirectory, "Build", "InstalledBuild.txt"));
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}
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return bIsEngineInstalled.Value;
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}
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public static class LocationOverride
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{
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/// <summary>
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/// If set, this value will be used to populate Unreal.RootDirectory
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/// </summary>
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public static DirectoryReference? RootDirectory = null;
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}
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}
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}
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