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