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Re-add -NoCompile to prevent compilation of AutomationTool or script modules #jira none #ROBOMERGE-SOURCE: CL 17403069 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139) [CL 17403078 by jonathan adamczewski in ue5-release-engine-test branch]
927 lines
34 KiB
C#
927 lines
34 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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using Microsoft.Build.Execution;
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using Microsoft.Build.Evaluation;
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using Microsoft.Build.Framework;
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using Microsoft.Build.Graph;
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using Microsoft.Build.Locator;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Net.Mail;
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using System.Text;
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using System.Text.Json;
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using Microsoft.Build.Globbing;
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using Microsoft.Build.Shared;
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using UnrealBuildBase;
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namespace AutomationToolDriver
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{
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public partial class Program
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{
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// Cache records of last-modified times for files
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class WriteTimeCache
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{
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private Dictionary<string, DateTime> WriteTimes = new Dictionary<string, DateTime>();
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public DateTime GetLastWriteTime(string BasePath, string RelativeFilePath)
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{
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string NormalizedPath = Path.GetFullPath(RelativeFilePath, BasePath);
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if (!WriteTimes.TryGetValue(NormalizedPath, out DateTime WriteTime))
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{
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WriteTimes.Add(NormalizedPath, WriteTime = File.GetLastWriteTime(NormalizedPath));
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}
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return WriteTime;
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}
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}
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/// <summary>
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/// Locates script modules, builds them if necessary, returns set of .dll files
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/// </summary>
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/// <param name="ScriptsForProjectFileName"></param>
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/// <param name="AdditionalScriptsFolders"></param>
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/// <param name="bForceCompile"></param>
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/// <param name="bUseBuildRecords"></param>
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/// <param name="bBuildSuccess"></param>
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/// <returns></returns>
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public static HashSet<FileReference> InitializeScriptModules(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders, bool bForceCompile, bool bNoCompile, bool bUseBuildRecords, out bool bBuildSuccess)
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{
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WriteTimeCache WriteTimeCache = new WriteTimeCache();
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HashSet<FileReference> FoundAutomationProjects = FindAutomationProjects(ScriptsForProjectFileName, AdditionalScriptsFolders);
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if (!bForceCompile && bUseBuildRecords)
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{
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// fastest path: if we have an up-to-date record of a previous build, we should be able to start faster
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HashSet<FileReference> ScriptModules = TryGetAllUpToDateScriptModules(FoundAutomationProjects, ref WriteTimeCache);
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if (ScriptModules != null)
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{
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bBuildSuccess = true;
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return ScriptModules;
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}
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}
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// If the engine is installed, let's assume that there are valid .uatbuildrecord files (they live alongside .csproj files)
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// Which means if we didn't find them, there's a bigger problem that needs to be addressed)
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if (Unreal.IsEngineInstalled())
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{
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bBuildSuccess = false;
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return null;
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}
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// Fall back to the slower approach: use msbuild to load csproj files & build as necessary
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RegisterMsBuildPath();
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return BuildAllScriptPlugins(FoundAutomationProjects, bForceCompile, bNoCompile, out bBuildSuccess, ref WriteTimeCache);
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}
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// Acceleration structure:
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// used to encapsulate a full set of dependencies for an msbuild project - explicit and (not yet) glob
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// .uatbuildrecord files are written to disk beside .csproj files (for ease of discovery)
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class UATBuildRecord
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{
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// Version number making it possible to quickly invalidate written records.
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public static readonly int CurrentVersion = 3;
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public int Version { get; set; } // what value does this get if deserialized from a file with no value for this field?
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// The time that the target assembly was built (read from the file after the build)
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public DateTime TargetBuildTime { get; set; }
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// all paths are relative to the project directory
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// assembly (dll) location
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public string TargetPath { get; set; }
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// Paths of referenced projects
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public HashSet<string> ProjectReferences { get; set; } = new HashSet<string>();
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// file dependencies from non-glob sources
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public HashSet<string> Dependencies { get; set; } = new HashSet<string>();
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// file dependencies from globs
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public HashSet<string> GlobbedDependencies { get; set; } = new HashSet<string>();
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public class Glob
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{
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public string ItemType { get; set; }
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public List<string> Include { get; set; }
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public List<string> Exclude { get; set; }
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public List<string> Remove { get; set; }
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}
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public List<Glob> Globs { get; set; } = new List<Glob>();
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}
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private static bool ValidateGlobbedFiles(string ProjectDirectory,
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List<UATBuildRecord.Glob> Globs, HashSet<string> GlobbedDependencies, out string ValidationFailureMessage)
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{
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// First, evaluate globs
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// Files are grouped by ItemType (e.g. Compile, EmbeddedResource) to ensure that Exclude and
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// Remove act as expected.
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Dictionary<string, HashSet<string>> Files = new Dictionary<string, HashSet<string>>();
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foreach (UATBuildRecord.Glob Glob in Globs)
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{
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HashSet<string> TypedFiles;
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if (!Files.TryGetValue(Glob.ItemType, out TypedFiles))
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{
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TypedFiles = new HashSet<string>();
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Files.Add(Glob.ItemType, TypedFiles);
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}
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foreach (string IncludePath in Glob.Include)
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{
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TypedFiles.UnionWith(FileMatcher.Default.GetFiles(ProjectDirectory, IncludePath, Glob.Exclude));
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}
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foreach (string Remove in Glob.Remove)
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{
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// FileMatcher.IsMatch() doesn't handle inconsistent path separators correctly - which is why globs
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// are normalized when they are added to UATBuildRecord
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TypedFiles.RemoveWhere(F => FileMatcher.IsMatch(F, Remove));
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}
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}
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// Then, validation that our evaluation matches what we're comparing against
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bool bValid = true;
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StringBuilder ValidationFailureText = new StringBuilder();
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// Look for extra files that were found
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foreach (HashSet<string> TypedFiles in Files.Values)
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{
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foreach (string File in TypedFiles)
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{
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if (!GlobbedDependencies.Contains(File))
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{
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ValidationFailureText.AppendLine($"Found additional file {File}");
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bValid = false;
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}
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}
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}
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// Look for files that are missing
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foreach (string File in GlobbedDependencies)
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{
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bool bFound = false;
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foreach (HashSet<string> TypedFiles in Files.Values)
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{
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if (TypedFiles.Contains(File))
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{
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bFound = true;
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break;
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}
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}
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if (!bFound)
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{
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ValidationFailureText.AppendLine($"Did not find {File}");
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bValid = false;
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}
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}
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ValidationFailureMessage = ValidationFailureText.ToString();
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return bValid;
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}
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private static bool ValidateBuildRecord(UATBuildRecord BuildRecord, string ProjectDirectory, out string ValidationFailureMessage,
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ref WriteTimeCache Cache)
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{
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string TargetRelativePath =
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Path.GetRelativePath(Unreal.EngineDirectory.FullName, BuildRecord.TargetPath);
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if (BuildRecord.Version != UATBuildRecord.CurrentVersion)
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{
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ValidationFailureMessage =
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$"version does not match: build record has version {BuildRecord.Version}; current version is {UATBuildRecord.CurrentVersion}";
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return false;
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}
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DateTime TargetWriteTime = Cache.GetLastWriteTime(ProjectDirectory, BuildRecord.TargetPath);
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if (BuildRecord.TargetBuildTime != TargetWriteTime)
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{
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ValidationFailureMessage =
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$"recorded target build time ({BuildRecord.TargetBuildTime}) does not match {TargetRelativePath} ({TargetWriteTime})";
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return false;
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}
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foreach (string Dependency in BuildRecord.Dependencies)
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{
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if (Cache.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
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{
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ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
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return false;
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}
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}
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if (!ValidateGlobbedFiles(ProjectDirectory, BuildRecord.Globs, BuildRecord.GlobbedDependencies,
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out ValidationFailureMessage))
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{
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return false;
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}
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foreach (string Dependency in BuildRecord.GlobbedDependencies)
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{
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if (Cache.GetLastWriteTime(ProjectDirectory, Dependency) > TargetWriteTime)
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{
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ValidationFailureMessage = $"{Dependency} is newer than {TargetRelativePath}";
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return false;
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}
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}
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return true;
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}
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private static UATBuildRecord LoadUpToDateBuildRecord(FileReference ProjectPath, ref WriteTimeCache Cache)
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{
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// .uatbuildrecord files are created adjacent to .csproj files
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FileReference BuildRecordPath = ProjectPath.ChangeExtension(".uatbuildrecord");
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string AutomationProjectRelativePath =
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Path.GetRelativePath(Unreal.EngineDirectory.FullName, ProjectPath.FullName);
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// If there is a missing build record, we stop checking here and fall back to the slower path
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if (!FileReference.Exists(BuildRecordPath))
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{
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Log.TraceLog($"[{AutomationProjectRelativePath}] has no build record");
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return null;
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}
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// filesystem errors or json parsing might result in an exception. If that happens, we fall back to the
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// slower path - .uatbuildrecord files will be re-generated, other filesystem errors may persist
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try
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{
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UATBuildRecord BuildRecord =
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JsonSerializer.Deserialize<UATBuildRecord>(FileReference.ReadAllText(BuildRecordPath));
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if (!Unreal.IsEngineInstalled())
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{
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if (!ValidateBuildRecord(BuildRecord, ProjectPath.Directory.FullName,
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out string ValidationFailureMessage, ref Cache))
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{
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Log.TraceLog($"[{AutomationProjectRelativePath}] {ValidationFailureMessage}");
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return null;
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}
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}
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return BuildRecord;
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}
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catch(Exception Ex)
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{
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// Any problems accessing files or parsing json, stop checking & fall back to build path
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Log.TraceLog($"[{AutomationProjectRelativePath}] Script modules are not up to date: {Ex.Message}"); // {Ex.StackTrace}");
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return null;
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}
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}
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// Loads build records for each project, if they exist, and then checks all recorded build dependencies to ensure
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// that nothing has changed since the last build.
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// This function is (currently?) all-or-nothing: either all projects are up-to-date, or none are.
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private static HashSet<FileReference> TryGetAllUpToDateScriptModules(HashSet<FileReference> FoundAutomationProjects, ref WriteTimeCache Cache)
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{
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Dictionary<FileReference, UATBuildRecord> BuildRecords = new Dictionary<FileReference, UATBuildRecord>();
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bool LoadProjects(FileReference ProjectPath, ref WriteTimeCache Cache)
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{
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if (BuildRecords.ContainsKey(ProjectPath))
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{
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return true;
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}
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UATBuildRecord BuildRecord = LoadUpToDateBuildRecord(ProjectPath, ref Cache);
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if (BuildRecord == null)
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{
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return false;
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}
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BuildRecords.Add(ProjectPath, BuildRecord);
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foreach (string ReferencedProjectPath in BuildRecord.ProjectReferences)
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{
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FileReference FullProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, ProjectPath.Directory.FullName));
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if (!LoadProjects(FullProjectPath, ref Cache))
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{
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return false;
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}
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}
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return true;
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}
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HashSet<FileReference> FoundAssemblies = new HashSet<FileReference>();
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foreach (FileReference AutomationProject in FoundAutomationProjects)
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{
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if (!LoadProjects(AutomationProject, ref Cache))
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{
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return null;
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}
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FoundAssemblies.Add(FileReference.Combine(AutomationProject.Directory, BuildRecords[AutomationProject].TargetPath));
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}
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// it is possible that a referenced project has been rebuilt separately, that it is up to date, but that
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// its build time is newer than a project that references it. Check for that.
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foreach (KeyValuePair<FileReference, UATBuildRecord> Entry in BuildRecords)
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{
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foreach(string ReferencedProjectPath in Entry.Value.ProjectReferences)
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{
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FileReference FullReferencedProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, Entry.Key.Directory.FullName));
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if (BuildRecords[FullReferencedProjectPath].TargetBuildTime > Entry.Value.TargetBuildTime)
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{
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Log.TraceLog($"[{Entry.Key.MakeRelativeTo(Unreal.EngineDirectory)}] referenced project target {BuildRecords[FullReferencedProjectPath].TargetPath} build time ({BuildRecords[FullReferencedProjectPath].TargetBuildTime}) is more recent than this project's build time ({Entry.Value.TargetBuildTime})");
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return null;
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}
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}
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}
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return FoundAssemblies;
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}
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/// <summary>
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/// Register our bundled dotnet installation to be used by Microsoft.Build
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/// This needs to happen in a function called before the first use of any Microsoft.Build types
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/// </summary>
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private static void RegisterMsBuildPath()
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{
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// Find our bundled dotnet SDK
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List<string> ListOfSdks = new List<string>();
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ProcessStartInfo StartInfo = new ProcessStartInfo
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{
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FileName = Unreal.DotnetPath.FullName,
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RedirectStandardOutput = true,
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UseShellExecute = false,
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ArgumentList = { "--list-sdks" }
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};
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StartInfo.EnvironmentVariables["DOTNET_MULTILEVEL_LOOKUP"] = "0"; // use only the bundled dotnet installation - ignore any other/system dotnet install
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Process DotnetProcess = Process.Start(StartInfo);
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{
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string Line;
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while ((Line = DotnetProcess.StandardOutput.ReadLine()) != null)
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{
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ListOfSdks.Add(Line);
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}
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}
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DotnetProcess.WaitForExit();
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if (ListOfSdks.Count != 1)
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{
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throw new Exception("Expected only one sdk installed for bundled dotnet");
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}
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// Expected output has this form:
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// 3.1.403 [D:\UE5_Main\engine\binaries\ThirdParty\DotNet\Windows\sdk]
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string SdkVersion = ListOfSdks[0].Split(' ')[0];
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DirectoryReference DotnetSdkDirectory = DirectoryReference.Combine(Unreal.DotnetDirectory, "sdk", SdkVersion);
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if (!DirectoryReference.Exists(DotnetSdkDirectory))
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{
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throw new Exception("Failed to find .NET SDK directory: " + DotnetSdkDirectory.FullName);
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}
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MSBuildLocator.RegisterMSBuildPath(DotnetSdkDirectory.FullName);
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}
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/// <summary>
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/// Determines if a particular script module is supported on the current platform;
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/// </summary>
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private static bool IsScriptModuleSupported(string ModuleName)
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{
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if (RuntimePlatform.IsMac)
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{
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List<string> UnsupportedModules = new List<string>()
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{
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"GauntletExtras", "GDK", "WinGDK", "XboxCommonGDK", "XboxOneGDK", "XSX",
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"FortniteGame", "PS4", "PS5", "Switch",
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};
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foreach (string UnsupportedModule in UnsupportedModules)
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{
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if (ModuleName.StartsWith(UnsupportedModule, StringComparison.OrdinalIgnoreCase))
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{
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return false;
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}
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}
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}
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else if (RuntimePlatform.IsLinux)
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{
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if (ModuleName.StartsWith("Gauntlet", StringComparison.OrdinalIgnoreCase))
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{
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return false;
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}
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if (ModuleName.StartsWith("PS4", StringComparison.OrdinalIgnoreCase))
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{
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return false;
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}
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}
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return true;
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}
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static HashSet<FileReference> FindAutomationProjects(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
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{
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HashSet<FileReference> FoundAutomationProjects = new HashSet<FileReference>();
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// Configure the rules compiler
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// Get all game folders and convert them to build subfolders.
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List<DirectoryReference> AllGameFolders = new List<DirectoryReference>();
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if (ScriptsForProjectFileName == null)
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{
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AllGameFolders = NativeProjectsBase.EnumerateProjectFiles().Select(x => x.Directory).ToList();
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}
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else
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{
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// Project automation scripts currently require source engine builds
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if (!Unreal.IsEngineInstalled())
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{
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DirectoryReference ScriptsDir = new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName));
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ScriptsDir = DirectoryReference.FindCorrectCase(ScriptsDir);
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AllGameFolders = new List<DirectoryReference> { ScriptsDir };
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}
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}
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AdditionalScriptsFolders = AdditionalScriptsFolders ?? new List<string>();
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List<DirectoryReference> AllAdditionalScriptFolders = AdditionalScriptsFolders.Select(
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x => DirectoryReference.FindCorrectCase(new DirectoryReference(x))).ToList();
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foreach (DirectoryReference Folder in AllGameFolders)
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{
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DirectoryReference GameBuildFolder = DirectoryReference.Combine(Folder, "Build");
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if (DirectoryReference.Exists(GameBuildFolder))
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{
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AllAdditionalScriptFolders.Add(GameBuildFolder);
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}
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}
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Log.TraceVerbose("Discovering game folders.");
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List<FileReference> DiscoveredModules = Rules.FindAllRulesSourceFiles(Rules.RulesFileType.AutomationModule,
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GameFolders: AllGameFolders, ForeignPlugins: null, AdditionalSearchPaths: AllAdditionalScriptFolders);
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foreach (FileReference ModuleFilename in DiscoveredModules)
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{
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if (IsScriptModuleSupported(ModuleFilename.GetFileNameWithoutAnyExtensions()))
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{
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FoundAutomationProjects.Add(ModuleFilename);
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}
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else
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{
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Log.TraceVerbose("Script module {0} filtered by the Host Platform and will not be compiled.", ModuleFilename);
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}
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}
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return FoundAutomationProjects;
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}
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class MLogger : ILogger
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{
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LoggerVerbosity ILogger.Verbosity { get => LoggerVerbosity.Normal; set => throw new NotImplementedException(); }
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string ILogger.Parameters { get => throw new NotImplementedException(); set { } }
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public bool bVeryVerboseLog = false;
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bool bFirstError = true;
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void ILogger.Initialize(IEventSource EventSource)
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{
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EventSource.ProjectStarted += new ProjectStartedEventHandler(eventSource_ProjectStarted);
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EventSource.TaskStarted += new TaskStartedEventHandler(eventSource_TaskStarted);
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EventSource.MessageRaised += new BuildMessageEventHandler(eventSource_MessageRaised);
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EventSource.WarningRaised += new BuildWarningEventHandler(eventSource_WarningRaised);
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EventSource.ErrorRaised += new BuildErrorEventHandler(eventSource_ErrorRaised);
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EventSource.ProjectFinished += new ProjectFinishedEventHandler(eventSource_ProjectFinished);
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}
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void eventSource_ErrorRaised(object Sender, BuildErrorEventArgs e)
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{
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if (bFirstError)
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{
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Trace.WriteLine("");
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Log.WriteLine(LogEventType.Console, "");
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bFirstError = false;
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}
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string Message = $"{e.File}({e.LineNumber},{e.ColumnNumber}): error {e.Code}: {e.Message} ({e.ProjectFile})";
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Trace.WriteLine(Message); // double-clickable message in VS output
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Log.WriteLine(LogEventType.Console, Message);
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|
}
|
|
|
|
void eventSource_WarningRaised(object Sender, BuildWarningEventArgs e)
|
|
{
|
|
if (bFirstError)
|
|
{
|
|
Trace.WriteLine("");
|
|
Log.WriteLine(LogEventType.Console, "");
|
|
bFirstError = false;
|
|
}
|
|
string Message = $"{e.File}({e.LineNumber},{e.ColumnNumber}): warning {e.Code}: {e.Message} ({e.ProjectFile})";
|
|
Trace.WriteLine(Message); // double-clickable message in VS output
|
|
Log.WriteLine(LogEventType.Console, Message);
|
|
}
|
|
|
|
void eventSource_MessageRaised(object Sender, BuildMessageEventArgs e)
|
|
{
|
|
if (bVeryVerboseLog)
|
|
{
|
|
//if (!String.Equals(e.SenderName, "ResolveAssemblyReference"))
|
|
//if (e.Message.Contains("atic"))
|
|
{
|
|
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
void eventSource_ProjectStarted(object Sender, ProjectStartedEventArgs e)
|
|
{
|
|
if (bVeryVerboseLog)
|
|
{
|
|
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
|
|
}
|
|
}
|
|
|
|
void eventSource_ProjectFinished(object Sender, ProjectFinishedEventArgs e)
|
|
{
|
|
if (bVeryVerboseLog)
|
|
{
|
|
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
|
|
}
|
|
}
|
|
|
|
void eventSource_TaskStarted(object Sender, TaskStartedEventArgs e)
|
|
{
|
|
if (bVeryVerboseLog)
|
|
{
|
|
Log.WriteLine(LogEventType.Console, $"{e.SenderName}: {e.Message}");
|
|
}
|
|
}
|
|
|
|
void ILogger.Shutdown()
|
|
{
|
|
}
|
|
}
|
|
|
|
static readonly Dictionary<string, string> GlobalProperties = new Dictionary<string, string>
|
|
{
|
|
{ "EngineDir", Unreal.EngineDirectory.FullName },
|
|
#if DEBUG
|
|
{ "Configuration", "Debug" },
|
|
#else
|
|
{ "Configuration", "Development" },
|
|
#endif
|
|
};
|
|
|
|
private static HashSet<FileReference> BuildAllScriptPlugins(HashSet<FileReference> FoundAutomationProjects, bool bForceCompile, bool bNoCompile, out bool bBuildSuccess, ref WriteTimeCache Cache)
|
|
{
|
|
// The -IgnoreBuildRecords prevents the loading & parsing of .uatbuildrecord files - but UATBuildRecord objects will be used in this function regardless
|
|
Dictionary<FileReference, UATBuildRecord> BuildRecords = new Dictionary<FileReference, UATBuildRecord>();
|
|
|
|
{
|
|
Dictionary<string, Project> Projects = new Dictionary<string, Project>();
|
|
|
|
// Microsoft.Build.Evaluation.Project provides access to information stored in the .csproj xml that is
|
|
// not available when using Microsoft.Build.Execution.ProjectInstance (used later in this function and
|
|
// in BuildProjects) - particularly, to access glob information defined in the source file.
|
|
|
|
// Load all found automation projects, and any other referenced projects.
|
|
foreach (FileReference ProjectPath in FoundAutomationProjects)
|
|
{
|
|
void LoadProjectAndReferences(string ProjectPath, string ReferencedBy)
|
|
{
|
|
ProjectPath = Path.GetFullPath(ProjectPath);
|
|
if (!Projects.ContainsKey(ProjectPath))
|
|
{
|
|
Project Project;
|
|
|
|
// Microsoft.Build.Evaluation.Project doesn't give a lot of useful information if this fails,
|
|
// so make sure to print our own diagnostic info if something goes wrong
|
|
try
|
|
{
|
|
Project = new Project(ProjectPath, GlobalProperties, toolsVersion: null);
|
|
}
|
|
catch (Microsoft.Build.Exceptions.InvalidProjectFileException IPFEx)
|
|
{
|
|
Log.TraceError($"Could not load project file {ProjectPath}");
|
|
Log.TraceError(IPFEx.BaseMessage);
|
|
|
|
if (!String.IsNullOrEmpty(ReferencedBy))
|
|
{
|
|
Log.TraceError($"Referenced by: {ReferencedBy}");
|
|
}
|
|
if (Projects.Count > 0)
|
|
{
|
|
Log.TraceError("See the log file for the list of previously loaded projects.");
|
|
Log.TraceLog("Loaded projects (most recently loaded first):");
|
|
foreach (string Path in Projects.Keys.Reverse())
|
|
{
|
|
Log.TraceLog($" {Path}");
|
|
}
|
|
}
|
|
throw IPFEx;
|
|
}
|
|
|
|
Projects.Add(ProjectPath, Project);
|
|
ReferencedBy = String.IsNullOrEmpty(ReferencedBy) ? ProjectPath : $"{ProjectPath}{Environment.NewLine}{ReferencedBy}";
|
|
foreach (string ReferencedProject in Project.GetItems("ProjectReference").
|
|
Select(I => I.EvaluatedInclude))
|
|
{
|
|
LoadProjectAndReferences(Path.Combine(Project.DirectoryPath, ReferencedProject), ReferencedBy);
|
|
}
|
|
}
|
|
}
|
|
LoadProjectAndReferences(ProjectPath.FullName, null);
|
|
}
|
|
|
|
// generate a BuildRecord for each loaded project - the gathered information will be used to determine if the project is
|
|
// out of date, and if building this project can be skipped. It is also used to populate the .uatbuildrecord after the
|
|
// build completes
|
|
foreach (Project Project in Projects.Values)
|
|
{
|
|
string TargetPath = Path.GetRelativePath(Project.DirectoryPath, Project.GetPropertyValue("TargetPath"));
|
|
|
|
UATBuildRecord BuildRecord = new UATBuildRecord()
|
|
{
|
|
Version = UATBuildRecord.CurrentVersion,
|
|
TargetPath = TargetPath,
|
|
TargetBuildTime = Cache.GetLastWriteTime(Project.DirectoryPath, TargetPath),
|
|
};
|
|
|
|
// the .csproj
|
|
BuildRecord.Dependencies.Add(Path.GetRelativePath(Project.DirectoryPath, Project.FullPath));
|
|
|
|
// Imports: files included in the xml (typically props, targets, etc)
|
|
foreach (ResolvedImport Import in Project.Imports)
|
|
{
|
|
string ImportPath = Path.GetRelativePath(Project.DirectoryPath, Import.ImportedProject.FullPath);
|
|
|
|
// nuget.g.props and nuget.g.targets are generated by Restore, and are frequently re-written;
|
|
// it should be safe to ignore these files - changes to references from a .csproj file will
|
|
// show up as that file being out of date.
|
|
if (ImportPath.IndexOf("nuget.g.") != -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
BuildRecord.Dependencies.Add(ImportPath);
|
|
}
|
|
|
|
// References: e.g. Ionic.Zip.Reduced.dll, fastJSON.dll
|
|
foreach (var Item in Project.GetItems("Reference"))
|
|
{
|
|
BuildRecord.Dependencies.Add(Item.GetMetadataValue("HintPath"));
|
|
}
|
|
|
|
foreach (ProjectItem ReferencedProjectItem in Project.GetItems("ProjectReference"))
|
|
{
|
|
BuildRecord.ProjectReferences.Add(ReferencedProjectItem.EvaluatedInclude);
|
|
}
|
|
|
|
foreach (ProjectItem CompileItem in Project.GetItems("Compile"))
|
|
{
|
|
if (FileMatcher.HasWildcards(CompileItem.UnevaluatedInclude))
|
|
{
|
|
BuildRecord.GlobbedDependencies.Add(CompileItem.EvaluatedInclude);
|
|
}
|
|
else
|
|
{
|
|
BuildRecord.Dependencies.Add(CompileItem.EvaluatedInclude);
|
|
}
|
|
}
|
|
|
|
foreach (ProjectItem ContentItem in Project.GetItems("Content"))
|
|
{
|
|
if (FileMatcher.HasWildcards(ContentItem.UnevaluatedInclude))
|
|
{
|
|
BuildRecord.GlobbedDependencies.Add(ContentItem.EvaluatedInclude);
|
|
}
|
|
else
|
|
{
|
|
BuildRecord.Dependencies.Add(ContentItem.EvaluatedInclude);
|
|
}
|
|
}
|
|
|
|
foreach (ProjectItem EmbeddedResourceItem in Project.GetItems("EmbeddedResource"))
|
|
{
|
|
if (FileMatcher.HasWildcards(EmbeddedResourceItem.UnevaluatedInclude))
|
|
{
|
|
BuildRecord.GlobbedDependencies.Add(EmbeddedResourceItem.EvaluatedInclude);
|
|
}
|
|
else
|
|
{
|
|
BuildRecord.Dependencies.Add(EmbeddedResourceItem.EvaluatedInclude);
|
|
}
|
|
}
|
|
|
|
// this line right here is slow: ~30-40ms per project (which can be more than a second total)
|
|
// making it one of the slowest steps in gathering or checking dependency information from
|
|
// .csproj files (after loading as Microsoft.Build.Evalation.Project)
|
|
//
|
|
// This also returns a lot more information than we care for - MSBuildGlob objects,
|
|
// which have a range of precomputed values. It may be possible to take source for
|
|
// GetAllGlobs() and construct a version that does less.
|
|
var Globs = Project.GetAllGlobs();
|
|
|
|
// FileMatcher.IsMatch() requires directory separators in glob strings to match the
|
|
// local flavor. There's probably a better way.
|
|
string CleanGlobString(string GlobString)
|
|
{
|
|
char Sep = Path.DirectorySeparatorChar;
|
|
char NotSep = Sep == '/' ? '\\' : '/'; // AltDirectorySeparatorChar isn't always what we need (it's '/' on Mac)
|
|
|
|
var Chars = GlobString.ToCharArray();
|
|
int P = 0;
|
|
for (int I = 0; I < GlobString.Length; ++I, ++P)
|
|
{
|
|
// Flip a non-native separator
|
|
if (Chars[I] == NotSep)
|
|
{
|
|
Chars[P] = Sep;
|
|
}
|
|
else
|
|
{
|
|
Chars[P] = Chars[I];
|
|
}
|
|
|
|
// Collapse adjacent separators
|
|
if (I > 0 && Chars[P] == Sep && Chars[P - 1] == Sep )
|
|
{
|
|
P -= 1;
|
|
}
|
|
}
|
|
|
|
return new string(Chars, 0, P);
|
|
}
|
|
|
|
foreach (var Glob in Globs)
|
|
{
|
|
if (String.Equals("None", Glob.ItemElement.ItemType))
|
|
{
|
|
// don't record the default "None" glob - it's not (?) a trigger for any Automation rebuild
|
|
continue;
|
|
}
|
|
|
|
List<string> Include = new List<string>(Glob.IncludeGlobs.Select(F => CleanGlobString(F)));
|
|
List<string> Exclude = new List<string>(Glob.Excludes.Select(F => CleanGlobString(F)));
|
|
List<string> Remove = new List<string>(Glob.Removes.Select(F => CleanGlobString(F)));
|
|
|
|
BuildRecord.Globs.Add(new UATBuildRecord.Glob() { ItemType = Glob.ItemElement.ItemType,
|
|
Include = Include, Exclude = Exclude, Remove = Remove });
|
|
}
|
|
|
|
BuildRecords.Add(FileReference.FromString(Project.FullPath), BuildRecord);
|
|
}
|
|
}
|
|
|
|
// Potential optimization: Contructing the ProjectGraph here gives the full graph of dependencies - which is nice,
|
|
// but not strictly necessary, and slower than doing it some other way.
|
|
ProjectGraph InputProjectGraph;
|
|
InputProjectGraph = new ProjectGraph(FoundAutomationProjects.Select(P => P.FullName), GlobalProperties);
|
|
|
|
// A ProjectGraph that will represent the set of projects that we actually want to build
|
|
ProjectGraph BuildProjectGraph = null;
|
|
|
|
if (bForceCompile)
|
|
{
|
|
Log.TraceLog("Script modules will build: '-Compile' on command line");
|
|
BuildProjectGraph = InputProjectGraph;
|
|
}
|
|
else
|
|
{
|
|
HashSet<ProjectGraphNode> OutOfDateProjects = new HashSet<ProjectGraphNode>(FoundAutomationProjects.Count);
|
|
|
|
foreach (ProjectGraphNode Project in InputProjectGraph.ProjectNodesTopologicallySorted)
|
|
{
|
|
UATBuildRecord BuildRecord = BuildRecords[FileReference.FromString(Project.ProjectInstance.FullPath)];
|
|
|
|
string ValidationFailureMessage;
|
|
if (!ValidateBuildRecord(BuildRecord, Project.ProjectInstance.Directory,
|
|
out ValidationFailureMessage, ref Cache))
|
|
{
|
|
Log.TraceLog($"[{Path.GetFileName(Project.ProjectInstance.FullPath)}] is out of date:\n{ValidationFailureMessage}");
|
|
OutOfDateProjects.Add(Project);
|
|
}
|
|
}
|
|
|
|
// it is possible that a referenced project has been rebuilt separately, that it is up to date, but that
|
|
// its build time is newer than a project that references it. Check for that.
|
|
foreach (ProjectGraphNode Project in InputProjectGraph.ProjectNodesTopologicallySorted)
|
|
{
|
|
UATBuildRecord BuildRecord = BuildRecords[FileReference.FromString(Project.ProjectInstance.FullPath)];
|
|
|
|
foreach(string ReferencedProjectPath in BuildRecord.ProjectReferences)
|
|
{
|
|
FileReference FullReferencedProjectPath = FileReference.FromString(Path.GetFullPath(ReferencedProjectPath, Project.ProjectInstance.Directory));
|
|
if (BuildRecords[FullReferencedProjectPath].TargetBuildTime > BuildRecord.TargetBuildTime)
|
|
{
|
|
Log.TraceLog($"[{Path.GetFileName(Project.ProjectInstance.FullPath)}] referenced project target {BuildRecords[FullReferencedProjectPath].TargetPath} build time ({BuildRecords[FullReferencedProjectPath].TargetBuildTime}) is more recent than this project's build time ({BuildRecord.TargetBuildTime})");
|
|
OutOfDateProjects.Add(Project);
|
|
}
|
|
}
|
|
}
|
|
|
|
// for any out of date project, mark everything that references it as out of date
|
|
Queue<ProjectGraphNode> OutOfDateQueue = new Queue<ProjectGraphNode>(OutOfDateProjects);
|
|
while (OutOfDateQueue.TryDequeue(out ProjectGraphNode OutOfDateProject))
|
|
{
|
|
foreach (ProjectGraphNode Referee in OutOfDateProject.ReferencingProjects)
|
|
{
|
|
if (OutOfDateProjects.Add(Referee))
|
|
{
|
|
OutOfDateQueue.Enqueue(Referee);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bNoCompile)
|
|
{
|
|
bBuildSuccess = true;
|
|
// return a list of all script modules that are up to date (without touching any uatbuildrecords)
|
|
return new HashSet<FileReference>(InputProjectGraph.EntryPointNodes.Where(P => !OutOfDateProjects.Contains(P)).Select(P => FileReference.FromString(P.ProjectInstance.GetPropertyValue("TargetPath"))));
|
|
}
|
|
|
|
if (OutOfDateProjects.Count > 0)
|
|
{
|
|
BuildProjectGraph = new ProjectGraph(OutOfDateProjects.Select(P => P.ProjectInstance.FullPath), GlobalProperties);
|
|
}
|
|
}
|
|
|
|
if (BuildProjectGraph != null)
|
|
{
|
|
bBuildSuccess = BuildProjects(BuildProjectGraph);
|
|
}
|
|
else
|
|
{
|
|
bBuildSuccess = true;
|
|
}
|
|
|
|
// write all build records
|
|
foreach (ProjectGraphNode ProjectNode in InputProjectGraph.ProjectNodes)
|
|
{
|
|
FileReference ProjectPath = FileReference.FromString(ProjectNode.ProjectInstance.FullPath);
|
|
UATBuildRecord BuildRecord = BuildRecords[ProjectPath];
|
|
|
|
// update target build times into build records to ensure everything is up-to-date
|
|
FileReference FullPath = FileReference.Combine(ProjectPath.Directory, BuildRecord.TargetPath);
|
|
BuildRecord.TargetBuildTime = FileReference.GetLastWriteTime(FullPath);
|
|
|
|
File.WriteAllText( ProjectPath.ChangeExtension(".uatbuildrecord").FullName,
|
|
JsonSerializer.Serialize(BuildRecords[ProjectPath], new JsonSerializerOptions {WriteIndented = true}));
|
|
}
|
|
|
|
// todo: re-verify build records after a build to verify that everything is actually up to date
|
|
|
|
|
|
// even if only a subset was built, this function returns the full list of target assembly paths
|
|
return new HashSet<FileReference>(InputProjectGraph.EntryPointNodes.Select(
|
|
Project => FileReference.FromString(Project.ProjectInstance.GetPropertyValue("TargetPath"))));
|
|
}
|
|
|
|
private static bool BuildProjects(ProjectGraph AutomationProjectGraph)
|
|
{
|
|
var Logger = new MLogger();
|
|
|
|
string[] TargetsToBuild = { "Restore", "Build" };
|
|
|
|
bool Result = true;
|
|
|
|
Log.TraceInformation($"Building {AutomationProjectGraph.EntryPointNodes.Count} projects (see Log 'Engine/Programs/AutomationTool/Saved/Logs/Log.txt' for more details)");
|
|
foreach (string TargetToBuild in TargetsToBuild)
|
|
{
|
|
var GraphRequest = new GraphBuildRequestData(AutomationProjectGraph, new string[] { TargetToBuild });
|
|
|
|
var BuildMan = BuildManager.DefaultBuildManager;
|
|
|
|
var BuildParameters = new BuildParameters();
|
|
BuildParameters.AllowFailureWithoutError = false;
|
|
BuildParameters.DetailedSummary = true;
|
|
|
|
BuildParameters.Loggers = new List<ILogger> { Logger };
|
|
BuildParameters.MaxNodeCount = 1; // msbuild bug - more than 1 here and the build stalls. Likely related to https://github.com/dotnet/msbuild/issues/1941
|
|
|
|
BuildParameters.OnlyLogCriticalEvents = false;
|
|
BuildParameters.ShutdownInProcNodeOnBuildFinish = false;
|
|
|
|
BuildParameters.GlobalProperties = GlobalProperties;
|
|
|
|
Log.TraceInformation($" {TargetToBuild}...");
|
|
|
|
GraphBuildResult BuildResult = BuildMan.Build(BuildParameters, GraphRequest);
|
|
|
|
if (BuildResult.OverallResult == BuildResultCode.Failure)
|
|
{
|
|
Log.TraceInformation("");
|
|
foreach (var NodeResult in BuildResult.ResultsByNode)
|
|
{
|
|
if (NodeResult.Value.OverallResult == BuildResultCode.Failure)
|
|
{
|
|
Log.TraceError($" Failed to build: {NodeResult.Key.ProjectInstance.FullPath}");
|
|
}
|
|
}
|
|
Result = false;
|
|
}
|
|
}
|
|
Log.TraceInformation(" build complete.");
|
|
return Result;
|
|
}
|
|
}
|
|
}
|
|
|