Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Linux/LinuxPlatform.Automation.cs
Ben Zeigler 67566bb0f2 Merging changes to UAT from UE4-Fortnite branch, up to CL #2256868:
Add BuildOnlyPlatforms_MonolithicOnly to the RulesCompiler, to specify platforms that we want to compile but not cook
Add concept of "Dependent platform" to UAT, where the cooked data comes from a source platform, and is duplicated at stage time
Updated brutal submit to handle the same changes already being submitted during a build.
Brutal submit now considers it as success when it attempts to reconcile with latest in P4 and finds no files are different in its workspace.
Fix formatting on automation.cs files to avoid future integration issues, unify as tabs-as-tabs instead of spaces

#codereview kellan.carr

[CL 2261070 by Ben Zeigler in Main branch]
2014-08-18 13:29:39 -04:00

317 lines
12 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.IO;
using System.Diagnostics;
using AutomationTool;
using UnrealBuildTool;
public abstract class BaseLinuxPlatform : Platform
{
static Regex deviceRegex = new Regex(@"linux@([A-Za-z0-9\.\-]+)[\+]?");
static Regex usernameRegex = new Regex(@"\\([a-z_][a-z0-9_]{0,30})@");
static String keyPath = CombinePaths(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), "/UE4SSHKeys");
static String pscpPath = CombinePaths(Environment.GetEnvironmentVariable("LINUX_ROOT"), "bin/PSCP.exe");
static String plinkPath = CombinePaths(Environment.GetEnvironmentVariable("LINUX_ROOT"), "bin/PLINK.exe");
public BaseLinuxPlatform(UnrealTargetPlatform P)
: base(P)
{
}
public override void GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
{
if (SC.bStageCrashReporter)
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir), "CrashReportClient", false);
}
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/ICU/icu4c-53_1/", SC.PlatformDir, "x86_64-unknown-linux-gnu"), Params.bDebugBuildsActuallyUseDebugCRT ? "*d.so" : "*.so", false, new[] { Params.bDebugBuildsActuallyUseDebugCRT ? "*.so" : "*d.so" }, CombinePaths("Engine/Binaries", SC.PlatformDir));
}
// assume that we always have to deploy Steam (FIXME: should be automatic)
{
string SteamVersion = "Steamv129a";
// Check if the Steam directory exists. We need it for Steam controller support, so we include it whenever we can.
if (Directory.Exists(CommandUtils.CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/Steamworks/" + SteamVersion)))
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/Steamworks/" + SteamVersion, SC.PlatformDir), "libsteam_api.so", false, null, CombinePaths("Engine/Binaries", SC.PlatformDir));
}
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Config"), "controller.vdf", false, null, CommandUtils.CombinePaths(SC.RelativeProjectRootForStage, "Saved/Config"));
}
// assume that we always have to deploy OpenAL (FIXME: should be automatic)
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/OpenAL/", SC.PlatformDir), "libopenal.so.1", false, null, CombinePaths("Engine/Binaries", SC.PlatformDir));
}
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Content/Splash"), "Splash.bmp", false, null, null, true);
SC.StageFiles(StagedFileType.UFS, CombinePaths(SC.LocalRoot, "Engine/Content/Localization/ICU"), "*", true, null, null, false, !Params.Pak);
List<string> Exes = GetExecutableNames(SC);
foreach (var Exe in Exes)
{
if (Exe.StartsWith(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir)))
{
// remap the project root. For Rocket executables, rename the executable to the game name.
if (Params.Rocket && Exe == Exes[0])
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), Path.GetFileNameWithoutExtension(Exe), true, null, CommandUtils.CombinePaths(SC.RelativeProjectRootForStage, "Binaries", SC.PlatformDir), false, true, SC.ShortProjectName);
}
else
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir), Path.GetFileNameWithoutExtension(Exe), true, null, CommandUtils.CombinePaths(SC.RelativeProjectRootForStage, "Binaries", SC.PlatformDir), false);
}
}
else if (Exe.StartsWith(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir)))
{
// Move the executable for non-code rocket projects into the game directory, using the game name, so it can figure out the UProject to look for and is consitent with code projects.
if (Params.Rocket && Exe == Exes[0])
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir), Path.GetFileNameWithoutExtension(Exe), true, null, CommandUtils.CombinePaths(SC.RelativeProjectRootForStage, "Binaries", SC.PlatformDir), false, true, SC.ShortProjectName);
}
else
{
SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries", SC.PlatformDir), Path.GetFileNameWithoutExtension(Exe), true, null, null, false);
}
}
else
{
throw new AutomationException("Can't stage the exe {0} because it doesn't start with {1} or {2}", Exe, CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir), CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir));
}
}
}
public override string GetCookPlatform(bool bDedicatedServer, bool bIsClientOnly, string CookFlavor)
{
const string NoEditorCookPlatform = "LinuxNoEditor";
const string ServerCookPlatform = "LinuxServer";
const string ClientCookPlatform = "LinuxClient";
if (bDedicatedServer)
{
return ServerCookPlatform;
}
else if (bIsClientOnly)
{
return ClientCookPlatform;
}
else
{
return NoEditorCookPlatform;
}
}
/// <summary>
/// return true if we need to change the case of filenames outside of pak files
/// </summary>
/// <returns></returns>
public override bool DeployLowerCaseFilenames(bool bUFSFile)
{
return false;
}
/// <summary>
/// Deploy the application on the current platform
/// </summary>
/// <param name="Params"></param>
/// <param name="SC"></param>
public override void Deploy(ProjectParams Params, DeploymentContext SC)
{
if (!String.IsNullOrEmpty(Params.ServerDeviceAddress))
{
string sourcePath = CombinePaths(Params.BaseStageDirectory, GetCookPlatform(Params.DedicatedServer, false, ""));
string destPath = Params.DeviceUsername + "@" + Params.ServerDeviceAddress + ":.";
RunAndLog(CmdEnv, pscpPath, String.Format("-batch -i {0} -r {1} {2}", Params.DevicePassword, sourcePath, destPath));
List<string> Exes = GetExecutableNames(SC);
string binPath = CombinePaths(GetCookPlatform(Params.DedicatedServer, false, ""), SC.RelativeProjectRootForStage, "Binaries", SC.PlatformDir, Path.GetFileName(Exes[0])).Replace("\\", "/");
string iconPath = CombinePaths(GetCookPlatform(Params.DedicatedServer, false, ""), SC.RelativeProjectRootForStage, SC.ShortProjectName + ".png").Replace("\\", "/");
string DesiredGLVersion = "4.3";
// Begin Bash Shell Script
string script = String.Format(@"#!/bin/bash
# Check for OpenGL4 support
glarg=''
if command -v glxinfo >/dev/null 2>&1 ; then
export DISPLAY="":0""
glversion=$(glxinfo | grep ""OpenGL version string:"" | sed 's/[^0-9.]*\([0-9.]*\).*/\1/')
glmatch=$(echo -e ""$glversion\n{0}"" | sort -Vr | head -1)
[[ ""$glmatch"" = ""$glversion"" ]] && glarg=' -opengl4'
fi
# Create .desktop file
cat > $HOME/Desktop/{1}.desktop << EOF
[Desktop Entry]
Type=Application
Name={2}
Comment=UE4 Game
Exec=$HOME/{3}{4}$glarg
Icon=$HOME/{5}
Terminal=false
Categories=Game;
EOF
# Set permissions
chmod 755 $HOME/{3}
chmod 700 $HOME/Desktop/{1}.desktop", DesiredGLVersion, SC.ShortProjectName, SC.ShortProjectName, binPath, (Params.Pak ? " -pak" : ""), iconPath);
// End Bash Shell Script
string scriptFile = Path.GetTempFileName();
File.WriteAllText(scriptFile, script);
RunAndLog(CmdEnv, plinkPath, String.Format("-ssh -t -batch -l {0} -i {1} {2} -m {3}", Params.DeviceUsername, Params.DevicePassword, Params.ServerDeviceAddress, scriptFile));
File.Delete(scriptFile);
}
}
public override void Package(ProjectParams Params, DeploymentContext SC, int WorkingCL)
{
}
/// <summary>
/// Allow the platform to alter the ProjectParams
/// </summary>
/// <param name="ProjParams"></param>
public override void PlatformSetupParams(ref ProjectParams ProjParams)
{
Match match = deviceRegex.Match(ProjParams.ServerDevice);
if (match.Success)
{
ProjParams.ServerDeviceAddress = match.Groups[1].Value;
string linuxKey = null;
string keyID = ProjParams.ServerDeviceAddress;
// If username specified use key for that user
if (!String.IsNullOrEmpty(ProjParams.DeviceUsername))
{
keyID = ProjParams.DeviceUsername + "@" + keyID;
}
if (!DirectoryExists(keyPath))
{
Directory.CreateDirectory(keyPath);
}
linuxKey = Directory.EnumerateFiles(keyPath).Where(f => f.Contains(keyID)).FirstOrDefault();
// Generate key if it doesn't exist
if (String.IsNullOrEmpty(linuxKey)
&& ((!String.IsNullOrEmpty(ProjParams.DeviceUsername) && !String.IsNullOrEmpty(ProjParams.DevicePassword))
|| !ProjParams.Unattended)) // Skip key generation in unattended mode if information is missing
{
Log("Configuring linux host");
// Prompt for username if not already set
while (String.IsNullOrEmpty(ProjParams.DeviceUsername))
{
Console.Write("Username: ");
ProjParams.DeviceUsername = Console.ReadLine();
}
// Prompty for password if not already set
while (String.IsNullOrEmpty(ProjParams.DevicePassword))
{
ProjParams.DevicePassword = String.Empty;
Console.Write("Password: ");
ConsoleKeyInfo key;
do
{
key = Console.ReadKey(true);
if (key.Key != ConsoleKey.Backspace && key.Key != ConsoleKey.Enter)
{
ProjParams.DevicePassword += key.KeyChar;
Console.Write("*");
}
else
{
if (key.Key == ConsoleKey.Backspace && ProjParams.DevicePassword.Length > 0)
{
ProjParams.DevicePassword = ProjParams.DevicePassword.Substring(0, (ProjParams.DevicePassword.Length - 1));
Console.Write("\b \b");
}
}
} while (key.Key != ConsoleKey.Enter);
Console.WriteLine();
}
String Command = @"C:\Windows\system32\cmd.exe";
// Convienence names
String keyName = String.Format("UE4:{0}@{1}", Environment.UserName, Environment.MachineName);
String idRSA = String.Format(".ssh/id_rsa/{0}", keyName);
String ppk = String.Format("{0}@{1}.ppk", ProjParams.DeviceUsername, ProjParams.ServerDeviceAddress);
// Generate keys including the .ppk on Linux device
String Script = String.Format("mkdir -p .ssh/id_rsa && if [ ! -f {0} ] ; then ssh-keygen -t rsa -C {1} -N '' -f {0} && cat {0}.pub >> .ssh/authorized_keys ; fi && chmod -R go-w ~/.ssh && puttygen {0} -o {2}", idRSA, keyName, ppk);
String Args = String.Format("/c ECHO y | {0} -ssh -t -pw {1} {2}@{3} \"{4}\"", plinkPath, ProjParams.DevicePassword, ProjParams.DeviceUsername, ProjParams.ServerDeviceAddress, Script);
RunAndLog(CmdEnv, Command, Args);
// Retrive the .ppk
Command = pscpPath;
Args = String.Format("-batch -pw {0} -l {1} {2}:{3} {4}", ProjParams.DevicePassword, ProjParams.DeviceUsername, ProjParams.ServerDeviceAddress, ppk, keyPath);
RunAndLog(CmdEnv, Command, Args);
linuxKey = CombinePaths(keyPath, ppk);
// Remove the .ppk from the Linux device
Command = plinkPath;
Script = String.Format("rm {0}", ppk);
Args = String.Format("-batch -i {0} {1}@{2} \"{3}\"", linuxKey, ProjParams.DeviceUsername, ProjParams.ServerDeviceAddress, Script);
RunAndLog(CmdEnv, Command, Args);
}
// Fail if a key couldn't be found or generated
if (String.IsNullOrEmpty(linuxKey))
{
throw new AutomationException("can't deploy/run using a linux device without a valid SSH key");
}
// Set username from key
if (String.IsNullOrEmpty(ProjParams.DeviceUsername))
{
match = usernameRegex.Match(linuxKey);
if (!match.Success)
{
throw new AutomationException("can't determine username from SSH key");
}
ProjParams.DeviceUsername = match.Groups[1].Value;
}
// Use key as password
ProjParams.DevicePassword = linuxKey;
}
else if (ProjParams.Deploy || ProjParams.Run)
{
throw new AutomationException("must specify device for Linux target (-serverdevice=<ip>)");
}
}
public override List<string> GetDebugFileExtentions()
{
return new List<string> { };
}
}
public class CentOSx64Platform : BaseLinuxPlatform
{
public CentOSx64Platform()
: base(UnrealTargetPlatform.Linux)
{
}
public override bool IsSupported { get { return true; } }
}