Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/HTML5/UEBuildHTML5.cs
Ankit Khare dc9c1d04d2 #UE4 #HTML5
#TTP 341694 disable http nfs by default for all editor platforms - enable manually when needed for time being. a recent refactor enabled it for some builds.

    -code cleanup/adhere to standards

#codereview michael.trepka

[CL 2225368 by Ankit Khare in Main branch]
2014-07-21 04:38:16 -04:00

454 lines
17 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
namespace UnrealBuildTool
{
class HTML5Platform : UEBuildPlatform
{
// use -win32 for win32 builds. ( build html5 platform as a win32 binary for debugging )
[XmlConfig]
public static string HTML5Architecture = "";
// Enable and link in code for serving HTTP request via NFS.
[XmlConfig]
public static bool EnableHTTPForNFS = false;
static private string TargetPlatformName = "HTML5";
// This is the SDK version we support in //CarefullyRedist.
// May include minor revisions or descriptions that a default install from SDK_Manager won't have.
// e.g. 1.600_Patch001, or 1.610.001. The SDK_Manager always installs minor revision patches straight into
// the default major revision folder.
static private string ExpectedSDKVersion = "1.21.0";
/**
* Whether platform supports switching SDKs during runtime
*
* @return true if supports
*/
protected override bool PlatformSupportsAutoSDKs()
{
return true;
}
public override string GetSDKTargetPlatformName()
{
return TargetPlatformName;
}
/**
* Returns SDK string as required by the platform
*
* @return Valid SDK string
*/
protected override string GetRequiredSDKString()
{
return ExpectedSDKVersion;
}
protected override String GetRequiredScriptVersionString()
{
return "1.0";
}
// The current architecture - affects everything about how UBT operates on HTML5
public override string GetActiveArchitecture()
{
// by default, use an empty architecture (which is really just a modifier to the platform for some paths/names)
return HTML5Architecture;
}
// F5 should always try to run the Win32 version
public override string ModifyNMakeOutput(string ExeName)
{
// nmake Run should always run the win32 version
return Path.ChangeExtension(ExeName+"-win32", ".exe");
}
/**
* Whether the required external SDKs are installed for this platform
*/
protected override SDKStatus HasRequiredManualSDKInternal()
{
// if any autosdk setup has been done then the local process environment is suspect
if (HasSetupAutoSDK())
{
return SDKStatus.Invalid;
}
string BaseSDKPath = Environment.GetEnvironmentVariable("EMSCRIPTEN");
if (!string.IsNullOrEmpty(BaseSDKPath))
{
// Check for the *actual* sdk version
// Note: This depends on keeping the installed folder name the version #!!!
if (BaseSDKPath.Contains(ExpectedSDKVersion))
{
return SDKStatus.Valid;
}
else
{
return SDKStatus.Invalid;
}
}
return SDKStatus.Invalid;
}
public override bool CanUseXGE()
{
return (GetActiveArchitecture() == "-win32" );
}
/**
* Register the platform with the UEBuildPlatform class
*/
protected override void RegisterBuildPlatformInternal()
{
//@todo.Rocket: Add platform support
if (UnrealBuildTool.RunningRocket() || UnrealBuildTool.BuildingRocket())
{
return;
}
// Make sure the SDK is installed
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
bool bRegisterBuildPlatform = true;
// make sure we have the HTML5 files; if not, then this user doesn't really have HTML5 access/files, no need to compile HTML5!
string EngineSourcePath = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Source");
string HTML5TargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "HTML5", "HTML5TargetPlatform", "HTML5TargetPlatform.Build.cs");
if ((File.Exists(HTML5TargetPlatformFile) == false))
{
bRegisterBuildPlatform = false;
Log.TraceWarning("Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.");
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform for HTML5
Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.HTML5.ToString());
UEBuildPlatform.RegisterBuildPlatform(UnrealTargetPlatform.HTML5, this);
if (GetActiveArchitecture() == "-win32")
{
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Simulator);
}
else
{
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.HTML5, UnrealPlatformGroup.Device);
}
}
}
}
/**
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
*
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
*
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
*/
public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
{
switch (InUnrealTargetPlatform)
{
case UnrealTargetPlatform.HTML5:
return CPPTargetPlatform.HTML5;
}
throw new BuildException("HTML5Platform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
}
/**
* Get the extension to use for the given binary type
*
* @param InBinaryType The binary type being built
*
* @return string The binary extension (ie 'exe' or 'dll')
*/
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
if (GetActiveArchitecture() == "-win32")
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".dll";
case UEBuildBinaryType.Executable:
return ".exe";
case UEBuildBinaryType.StaticLibrary:
return ".lib";
case UEBuildBinaryType.Object:
return ".o";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
else
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".js";
case UEBuildBinaryType.Executable:
return ".js";
case UEBuildBinaryType.StaticLibrary:
return ".bc";
case UEBuildBinaryType.Object:
return ".bc";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
}
/**
* Get the extension to use for debug info for the given binary type
*
* @param InBinaryType The binary type being built
*
* @return string The debug info extension (i.e. 'pdb')
*/
public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
{
if (GetActiveArchitecture() == "-win32")
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".pdb";
case UEBuildBinaryType.Executable:
return ".pdb";
}
return "";
}
else
{
return "";
}
}
/**
* Gives the platform a chance to 'override' the configuration settings
* that are overridden on calls to RunUBT.
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if debug info should be generated, false if not
*/
public override void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
ValidateUEBuildConfiguration();
}
/**
* Validate the UEBuildConfiguration for this platform
* This is called BEFORE calling UEBuildConfiguration to allow setting
* various fields used in that function such as CompileLeanAndMean...
*/
public override void ValidateUEBuildConfiguration()
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
UEBuildConfiguration.bCompileAPEX = false;
UEBuildConfiguration.bCompilePhysX = true;
UEBuildConfiguration.bCompileSimplygon = false;
UEBuildConfiguration.bCompileICU = false;
}
/**
* Whether this platform should build a monolithic binary
*/
public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
{
// This platform currently always compiles monolithic
return true;
}
/**
* Whether PDB files should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
* @param bInCreateDebugInfo true if debug info is getting create, false if not
*
* @return bool true if PDB files should be used, false if not
*/
public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
{
return bCreateDebugInfo;
}
/**
* Whether PCH files should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
*
* @return bool true if PCH files should be used, false if not
*/
public override bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
{
return false;
}
/**
* Whether the editor should be built for this platform or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
* @return bool true if the editor should be built, false if not
*/
public override bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
/**
* Modify the newly created module passed in for this platform.
* This is not required - but allows for hiding details of a
* particular platform.
*
* @param InModule The newly loaded module
* @param Target The target being build
*/
public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
{
if (Target.Platform == UnrealTargetPlatform.HTML5)
{
if (InModule.ToString() == "Core")
{
InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
InModule.AddPublicDependencyModule("zlib");
}
else if (InModule.ToString() == "Engine")
{
InModule.AddPrivateDependencyModule("zlib");
InModule.AddPrivateDependencyModule("UElibPNG");
InModule.AddPublicDependencyModule("UEOgg");
InModule.AddPublicDependencyModule("Vorbis");
}
if (InModule.ToString() == "NetworkFile")
{
if (EnableHTTPForNFS)
{
InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
if (Target.Architecture == "-win32")
{
InModule.AddPrivateDependencyModule("HTML5Win32");
}
else
{
InModule.AddPrivateDependencyModule("HTML5JS");
}
}
}
}
else if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac )
{
if ( (!UEBuildConfiguration.bBuildRequiresCookedData
&& InModule.ToString() == "Engine"
&& UEBuildConfiguration.bBuildDeveloperTools)
|| UEBuildConfiguration.bForceBuildTargetPlatforms)
{
InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
}
if (EnableHTTPForNFS)
{
if (InModule.ToString() == "NetworkFile") // client
{
InModule.AddPrivateDependencyModule("HTTP");
InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
}
else if (InModule.ToString() == "NetworkFileSystem") // server
{
InModule.AddPublicDependencyModule("WebSockets");
InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
}
}
}
}
/**
* Setup the target environment for building
*
* @param InBuildTarget The target being built
*/
public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
{
if (GetActiveArchitecture() == "-win32")
InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMT");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_HTML5=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("HTML5=1");
if (InBuildTarget.GlobalCompileEnvironment.Config.Target.Architecture == "-win32")
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_HTML5_WIN32=1");
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("delayimp.lib");
}
else
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_HTML5_BROWSER=1");
}
// @todo needed?
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UNICODE");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_UNICODE");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_AUTOMATION_WORKER=0");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_OGGVORBIS=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("USE_SCENE_LOCK=0");
BuildConfiguration.bDeployAfterCompile = true;
}
/**
* Whether this platform should create debug information or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if debug info should be generated, false if not
*/
public override bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
{
switch (Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
return !BuildConfiguration.bOmitPCDebugInfoInDevelopment;
case UnrealTargetConfiguration.Debug:
default:
// We don't need debug info for Emscripten, and it causes a bunch of issues with linking
return true;
};
}
/**
* Setup the binaries for this specific platform.
*
* @param InBuildTarget The target being built
*/
public override void SetupBinaries(UEBuildTarget InBuildTarget)
{
// InBuildTarget.ExtraModuleNames.Add("ES2RHI");
}
}
}