Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Modes/GenerateProjectFilesMode.cs
joe kirchoff 33089071ef UnralBuildTool: Fixing more analysis warnings
#rnx

[CL 35042727 by joe kirchoff in ue5-main branch]
2024-07-23 19:39:24 -04:00

344 lines
14 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Generates project files for one or more projects
/// </summary>
[ToolMode("GenerateProjectFiles", ToolModeOptions.XmlConfig | ToolModeOptions.BuildPlatforms | ToolModeOptions.SingleInstance | ToolModeOptions.UseStartupTraceListener | ToolModeOptions.StartPrefetchingEngine | ToolModeOptions.ShowExecutionTime)]
class GenerateProjectFilesMode : ToolMode
{
/// <summary>
/// Types of project files to generate
/// </summary>
[CommandLine("-ProjectFileFormat")]
[CommandLine("-2022", Value = nameof(ProjectFileFormat.VisualStudio2022))] // + override compiler
[CommandLine("-Makefile", Value = nameof(ProjectFileFormat.Make))]
[CommandLine("-CMakefile", Value = nameof(ProjectFileFormat.CMake))]
[CommandLine("-QMakefile", Value = nameof(ProjectFileFormat.QMake))]
[CommandLine("-KDevelopfile", Value = nameof(ProjectFileFormat.KDevelop))]
[CommandLine("-CodeLiteFiles", Value = nameof(ProjectFileFormat.CodeLite))]
[CommandLine("-XCodeProjectFiles", Value = nameof(ProjectFileFormat.XCode))]
[CommandLine("-EddieProjectFiles", Value = nameof(ProjectFileFormat.Eddie))]
[CommandLine("-VSCode", Value = nameof(ProjectFileFormat.VisualStudioCode))]
[CommandLine("-VSMac", Value = nameof(ProjectFileFormat.VisualStudioMac))]
[CommandLine("-VSWorkspace", Value = nameof(ProjectFileFormat.VisualStudioWorkspace))]
[CommandLine("-CLion", Value = nameof(ProjectFileFormat.CLion))]
[CommandLine("-Rider", Value = nameof(ProjectFileFormat.Rider))]
#if __VPROJECT_AVAILABLE__
[CommandLine("-VProject", Value = nameof(ProjectFileFormat.VProject))]
#endif
HashSet<ProjectFileFormat> ProjectFileFormats = new HashSet<ProjectFileFormat>();
/// <summary>
/// Disable native project file generators for platforms. Platforms with native project file generators typically require IDE extensions to be installed.
/// </summary>
[XmlConfigFile(Category = "ProjectFileGenerator")]
string[]? DisablePlatformProjectGenerators = null;
/// <summary>
/// Whether this command is being run in an automated mode
/// </summary>
[CommandLine("-Automated")]
bool bAutomated = false;
/// <summary>
/// Execute the tool mode
/// </summary>
/// <param name="Arguments">Command line arguments</param>
/// <returns>Exit code</returns>
/// <param name="Logger"></param>
public override Task<int> ExecuteAsync(CommandLineArguments Arguments, ILogger Logger)
{
// Apply any command line arguments to this class
Arguments.ApplyTo(this);
// Apply the XML config to this class
XmlConfig.ApplyTo(this);
// Apply to architecture configs that need to read commandline arguments and didn't have the Arguments passed in during construction
foreach (UnrealArchitectureConfig Config in UnrealArchitectureConfig.AllConfigs())
{
Arguments.ApplyTo(Config);
}
// set up logging (taken from BuildMode)
FileReference LogFile = FileReference.Combine(Unreal.EngineProgramSavedDirectory, "UnrealBuildTool", "Log_GPF.txt");
Log.AddFileWriter("DefaultLogTraceListener", LogFile);
// Parse rocket-specific arguments.
FileReference? ProjectFile;
TryParseProjectFileArgument(Arguments, Logger, out ProjectFile);
// Apply the XML config again with a project specific BuildConfiguration.xml
XmlConfig.ReadConfigFiles(null, ProjectFile?.Directory, Logger);
XmlConfig.ApplyTo(this);
// Warn if there are explicit project file formats specified
if (ProjectFileFormats.Count > 0 && !bAutomated)
{
StringBuilder Configuration = new StringBuilder();
Configuration.Append("Project file formats specified via the command line will be ignored when generating\n");
Configuration.Append("project files from the editor and other engine tools.\n");
Configuration.Append('\n');
Configuration.Append("Consider setting your desired IDE from the editor preferences window, or modify your\n");
Configuration.Append("BuildConfiguration.xml file with:\n");
Configuration.Append('\n');
Configuration.Append("<?xml version=\"1.0\" encoding=\"utf-8\" ?>\n");
Configuration.Append("<Configuration xmlns=\"https://www.unrealengine.com/BuildConfiguration\">\n");
Configuration.Append(" <ProjectFileGenerator>\n");
foreach (ProjectFileFormat ProjectFileFormat in ProjectFileFormats)
{
Configuration.AppendFormat(" <Format>{0}</Format>\n", ProjectFileFormat);
}
Configuration.Append(" </ProjectFileGenerator>\n");
Configuration.Append("</Configuration>\n");
Logger.LogWarning("{Configuration}", Configuration.ToString());
}
// If there aren't any formats set, read the default project file format from the config file
if (ProjectFileFormats.Count == 0)
{
// Read from the XML config
if (!String.IsNullOrEmpty(ProjectFileGeneratorSettings.Format))
{
ProjectFileFormats.UnionWith(ProjectFileGeneratorSettings.ParseFormatList(ProjectFileGeneratorSettings.Format, Logger));
}
// Read from the editor config
ProjectFileFormat PreferredSourceCodeAccessor;
if (ProjectFileGenerator.GetPreferredSourceCodeAccessor(ProjectFile, out PreferredSourceCodeAccessor))
{
ProjectFileFormats.Add(PreferredSourceCodeAccessor);
}
// If there's still nothing set, get the default project file format for this platform
if (ProjectFileFormats.Count == 0)
{
ProjectFileFormats.UnionWith(BuildHostPlatform.Current.GetDefaultProjectFileFormats());
}
}
// Register all the platform project generators
PlatformProjectGeneratorCollection PlatformProjectGenerators = new PlatformProjectGeneratorCollection();
foreach (Type CheckType in Assembly.GetExecutingAssembly().GetTypes())
{
if (CheckType.IsClass && !CheckType.IsAbstract && CheckType.IsSubclassOf(typeof(PlatformProjectGenerator)))
{
PlatformProjectGenerator Generator = (PlatformProjectGenerator)Activator.CreateInstance(CheckType, Arguments, Logger)!;
foreach (UnrealTargetPlatform Platform in Generator.GetPlatforms())
{
if (DisablePlatformProjectGenerators == null || !DisablePlatformProjectGenerators.Any(x => x.Equals(Platform.ToString(), StringComparison.OrdinalIgnoreCase)))
{
Logger.LogDebug("Registering project generator {CheckType} for {Platform}", CheckType, Platform);
PlatformProjectGenerators.RegisterPlatformProjectGenerator(Platform, Generator, Logger);
}
}
}
}
// print out any errors to the log
List<string> BadPlatformNames = new List<string>();
Logger.LogDebug("\n--- SDK INFO START ---");
foreach (string PlatformName in UnrealTargetPlatform.GetValidPlatformNames())
{
UEBuildPlatformSDK? SDK = UEBuildPlatformSDK.GetSDKForPlatform(PlatformName);
if (SDK != null && SDK.bIsSdkAllowedOnHost)
{
// print out the info to the log, and if it's invalid, remember it
SDKStatus Validity = SDK.PrintSDKInfoAndReturnValidity(LogEventType.Verbose, LogFormatOptions.NoConsoleOutput, LogEventType.Warning, LogFormatOptions.NoConsoleOutput);
if (Validity == SDKStatus.Invalid)
{
BadPlatformNames.Add(PlatformName);
}
}
}
if (BadPlatformNames.Count > 0)
{
Log.TraceInformationOnce("\nSome Platforms were skipped due to invalid SDK setup: {0}.\nSee the log file for detailed information\n\n", String.Join(", ", BadPlatformNames));
Logger.LogInformation("");
}
Logger.LogDebug("--- SDK INFO END ---");
Logger.LogDebug("");
// look for a single target name param
string? SingleTargetName = null;
if (Arguments.HasValue("-SingleTarget="))
{
SingleTargetName = Arguments.GetString("-SingleTarget=");
}
// Create each project generator and run it
Dictionary<ProjectFileFormat, ProjectFileGenerator> Generators = new();
foreach (ProjectFileFormat ProjectFileFormat in ProjectFileFormats.Distinct())
{
ProjectFileGenerator Generator;
switch (ProjectFileFormat)
{
case ProjectFileFormat.Make:
Generator = new MakefileGenerator(ProjectFile);
break;
case ProjectFileFormat.CMake:
Generator = new CMakefileGenerator(ProjectFile);
break;
case ProjectFileFormat.QMake:
Generator = new QMakefileGenerator(ProjectFile);
break;
case ProjectFileFormat.KDevelop:
Generator = new KDevelopGenerator(ProjectFile);
break;
case ProjectFileFormat.CodeLite:
Generator = new CodeLiteGenerator(ProjectFile, Arguments);
break;
case ProjectFileFormat.VisualStudio:
Generator = new VCProjectFileGenerator(ProjectFile, VCProjectFileFormat.Default, Arguments);
break;
case ProjectFileFormat.VisualStudio2022:
Generator = new VCProjectFileGenerator(ProjectFile, VCProjectFileFormat.VisualStudio2022, Arguments);
break;
case ProjectFileFormat.XCode:
Generator = new XcodeProjectFileGenerator(ProjectFile, Arguments);
break;
case ProjectFileFormat.Eddie:
Generator = new EddieProjectFileGenerator(ProjectFile);
break;
case ProjectFileFormat.VisualStudioCode:
Generator = new VSCodeProjectFileGenerator(ProjectFile);
break;
case ProjectFileFormat.VisualStudioWorkspace:
Generator = new VSWorkspaceProjectFileGenerator(ProjectFile, Arguments);
break;
case ProjectFileFormat.CLion:
Generator = new CLionGenerator(ProjectFile);
break;
case ProjectFileFormat.VisualStudioMac:
Generator = new VCMacProjectFileGenerator(ProjectFile, Arguments);
break;
case ProjectFileFormat.Rider:
Generator = new RiderProjectFileGenerator(ProjectFile, Arguments);
break;
#if __VPROJECT_AVAILABLE__
case ProjectFileFormat.VProject:
Generator = new VProjectFileGenerator(ProjectFile);
break;
#endif
default:
throw new BuildException("Unhandled project file type '{0}", ProjectFileFormat);
}
// remember if we only wanted a single target (similar to -game -project, except usable with progarms without uprojects)
Generator.SingleTargetName = SingleTargetName;
Generators[ProjectFileFormat] = Generator;
}
// Check there are no superfluous command line arguments
// TODO (still pass raw arguments below)
// Arguments.CheckAllArgumentsUsed();
// Now generate project files
ProjectFileGenerator.bGenerateProjectFiles = true;
// perform anything that only needs to happen one time, in the first project genereator
bool bPerformOneTimeOperations = true;
foreach (KeyValuePair<ProjectFileFormat, ProjectFileGenerator> Pair in Generators)
{
Logger.LogInformation("");
Logger.LogInformation($"Generating {Pair.Key} project files:");
ProjectFileGenerator.Current = Pair.Value;
Arguments.ApplyTo(Pair.Value);
bool bGenerateSuccess = Pair.Value.GenerateProjectFiles(PlatformProjectGenerators, Arguments.GetRawArray(), bCacheDataForEditor: bPerformOneTimeOperations, Logger);
ProjectFileGenerator.Current = null;
if (!bGenerateSuccess)
{
return Task.FromResult((int)CompilationResult.OtherCompilationError);
}
// any further generators can skip one-time operations
bPerformOneTimeOperations = false;
}
return Task.FromResult((int)CompilationResult.Succeeded);
}
/// <summary>
/// Try to parse the project file from the command line
/// </summary>
/// <param name="Arguments">The command line arguments</param>
/// <param name="Logger">Logger for output</param>
/// <param name="ProjectFile">The project file that was parsed</param>
/// <returns>True if the project file was parsed, false otherwise</returns>
public static bool TryParseProjectFileArgument(CommandLineArguments Arguments, ILogger Logger, [NotNullWhen(true)] out FileReference? ProjectFile)
{
string? CandidateProjectPath = null;
// look for -project=<path>, if it does not exist check arguments for anything that has .uproject in it
if (!Arguments.TryGetValue("-Project=", out CandidateProjectPath))
{
// Go through the argument list and try to match poorly (or well..) formed arguments like
// EngineTest, EngineTest.uproject
// Collaboration/FooProject
// by checking for those in the native project list
for (int Idx = 0; Idx < Arguments.Count; Idx++)
{
if (Arguments[Idx][0] != '-' && Arguments[Idx].EndsWith(".uproject", StringComparison.OrdinalIgnoreCase))
{
CandidateProjectPath = Arguments[Idx];
Arguments.MarkAsUsed(Idx);
break;
}
}
}
// We have a project file either via -project= or because there was something called .uproject in the arg list
// so now validate it
if (!String.IsNullOrEmpty(CandidateProjectPath))
{
FileReference? CandidateProjectFile = FileReference.FindCorrectCase(new FileReference(CandidateProjectPath));
// if the path doesn't exist then check native paths (ueprojectdirs)
if (!FileReference.Exists(CandidateProjectFile))
{
// clean everything the user provided to just the name and make sure it has the expected extension
string ProjectName = CandidateProjectFile.ChangeExtension("uproject").GetFileName();
// check native project paths (uprojectdirs)
IEnumerable<FileReference> NativeProjectFiles = NativeProjects.EnumerateProjectFiles(Logger);
CandidateProjectFile = NativeProjectFiles.Where(F => F.GetFileName().Equals(ProjectName, StringComparison.InvariantCultureIgnoreCase)).FirstOrDefault();
}
if (CandidateProjectFile == null || !FileReference.Exists(CandidateProjectFile))
{
// if we didn't find anything then throw an error as the user explicitly provided a uproject
throw new Exception(String.Format("Unable to find project file based on argument {0}", CandidateProjectPath));
}
Logger.LogDebug("Resolved project argument {CandidateProjectPath} to {CandidateProjectFile}", CandidateProjectPath, CandidateProjectFile);
ProjectFile = CandidateProjectFile;
return true;
}
FileReference? InstalledProjectFile = Unreal.GetInstalledProjectFile();
if (InstalledProjectFile != null)
{
ProjectFile = InstalledProjectFile;
return true;
}
ProjectFile = null;
return false;
}
}
}