Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/AutomationUtils/HostPlatform.cs
jonathan adamczewski f270855eef AutomationTool: Compile script modules within the application
Add a layer of caching to avoid running msbuild as much as possible.

#jira UE-109181
#rb ben.marsh

#ROBOMERGE-SOURCE: CL 17102399 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17102408 by jonathan adamczewski in ue5-release-engine-test branch]
2021-08-09 10:39:35 -04:00

114 lines
3.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Diagnostics;
using EpicGames.Core;
namespace AutomationTool
{
/// <summary>
/// Host platform abstraction
/// </summary>
public abstract class HostPlatform
{
/// <summary>
/// Current running host platform.
/// </summary>
public static readonly HostPlatform Current = Initialize();
/// <summary>
/// Initializes the current platform.
/// </summary>
private static HostPlatform Initialize()
{
switch (RuntimePlatform.Current)
{
case RuntimePlatform.Type.Windows: return new WindowsHostPlatform();
case RuntimePlatform.Type.Mac: return new MacHostPlatform();
case RuntimePlatform.Type.Linux: return new LinuxHostPlatform();
}
throw new Exception ("Unhandled runtime platform " + Environment.OSVersion.Platform);
}
/// <summary>
/// Gets the build executable filename for NET Framework projects e.g. msbuild, or xbuild
/// </summary>
/// <returns></returns>
abstract public string GetFrameworkMsbuildExe();
/// <summary>
/// Gets the path to dotnet
/// </summary>
/// <returns></returns>
abstract public FileReference GetDotnetExe();
/// <summary>
/// Gets the build executable filename for NET Core projects. Typically, the path to the bundled dotnet executable.
/// </summary>
/// <returns></returns>
abstract public string GetDotnetMsbuildExe();
/// <summary>
/// Folder under UE4/ to the platform's binaries.
/// </summary>
abstract public string RelativeBinariesFolder { get; }
/// <summary>
/// Full path to the UE4 Editor executable for the current platform.
/// </summary>
/// <param name="UE4Exe"></param>
/// <returns></returns>
abstract public string GetUE4ExePath(string UE4Exe);
/// <summary>
/// Log folder for local builds.
/// </summary>
abstract public string LocalBuildsLogFolder { get; }
/// <summary>
/// Name of the p4 executable.
/// </summary>
abstract public string P4Exe { get; }
/// <summary>
/// Creates a process and sets it up for the current platform.
/// </summary>
/// <param name="LogName"></param>
/// <returns></returns>
abstract public Process CreateProcess(string AppName);
/// <summary>
/// Sets any additional options for running an executable.
/// </summary>
/// <param name="AppName"></param>
/// <param name="Options"></param>
/// <param name="CommandLine"></param>
abstract public void SetupOptionsForRun(ref string AppName, ref CommandUtils.ERunOptions Options, ref string CommandLine);
/// <summary>
/// Sets the console control handler for the current platform.
/// </summary>
/// <param name="Handler"></param>
abstract public void SetConsoleCtrlHandler(ProcessManager.CtrlHandlerDelegate Handler);
/// <summary>
/// Returns the type of the host editor platform.
/// </summary>
abstract public UnrealBuildTool.UnrealTargetPlatform HostEditorPlatform { get; }
/// <summary>
/// Returns the pdb file extenstion for the host platform.
/// </summary>
abstract public string PdbExtension { get; }
/// <summary>
/// List of processes that can't not be killed
/// </summary>
abstract public string[] DontKillProcessList { get; }
}
}