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Removed no longer used script compilation code #rb trivial #jira none [CL 16006581 by jonathan adamczewski in ue5-main branch]
240 lines
8.7 KiB
C#
240 lines
8.7 KiB
C#
// Copyright 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.Linq;
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using System.IO;
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using System.Reflection;
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using System.Diagnostics;
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using UnrealBuildTool;
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using EpicGames.Core;
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using System.Threading.Tasks;
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namespace AutomationTool
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{
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/// <summary>
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/// Exception thrown by PreprocessScriptFile.
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/// </summary>
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public class CompilationException : AutomationException
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{
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public CompilationException(string Filename, int StartLine, int StartColumn, int EndLine, int EndColumn, string Message, params string[] Args)
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: base(String.Format("Compilation Failed.\n>{0}({1},{2},{3},{4}): error: {5}", Path.GetFullPath(Filename), StartLine + 1, StartColumn + 1, EndLine + 1, EndColumn + 1,
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String.Format(Message, Args)))
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{
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}
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}
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/// <summary>
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/// Compiles and loads script assemblies.
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/// </summary>
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public static class ScriptCompiler
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{
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private static Dictionary<string, Type> ScriptCommands;
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#if DEBUG
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const string BuildConfig = "Debug";
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#else
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const string BuildConfig = "Development";
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#endif
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const string DefaultScriptsDLLName = "AutomationScripts.Automation.dll";
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/// <summary>
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/// Finds and/or compiles all script files and assemblies.
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/// </summary>
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/// <param name="ScriptsForProjectFileName">Path to the current project. May be null, in which case we compile scripts for all projects.</param>
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/// <param name="AdditionalScriptsFolders">Additional script fodlers to look for source files in.</param>
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public static void FindAndCompileAllScripts(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
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{
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// Find all the project files
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Stopwatch SearchTimer = Stopwatch.StartNew();
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List<FileReference> ProjectFiles = FindAutomationProjects(ScriptsForProjectFileName, AdditionalScriptsFolders);
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Log.TraceLog("Found {0} project files in {1:0.000}s", ProjectFiles.Count, SearchTimer.Elapsed.TotalSeconds);
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foreach(FileReference ProjectFile in ProjectFiles)
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{
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Log.TraceLog(" {0}", ProjectFile);
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}
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// Get the default properties for compiling the projects
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Dictionary<string, string> MsBuildProperties = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
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MsBuildProperties.Add("Platform", "AnyCPU");
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MsBuildProperties.Add("Configuration", BuildConfig);
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MsBuildProperties.Add("EngineDir", CommandUtils.EngineDirectory.FullName);
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// Read all the projects
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Stopwatch ParsingTimer = Stopwatch.StartNew();
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CsProjectInfo[] Projects = new CsProjectInfo[ProjectFiles.Count];
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Parallel.For(0, ProjectFiles.Count, Idx => Projects[Idx] = CsProjectInfo.Read(ProjectFiles[Idx], MsBuildProperties));
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Log.TraceLog("Parsed project files in {0:0.000}s", ParsingTimer.Elapsed.TotalSeconds);
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// Get all the build artifacts
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BuildProducts = new HashSet<FileReference>();
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HashSet<DirectoryReference> OutputDirs = new HashSet<DirectoryReference>();
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OutputDirs.Add(DirectoryReference.Combine(CommandUtils.EngineDirectory, "Binaries", "DotNET")); // Don't want any artifacts from this directory (just AutomationTool.exe and AutomationScripts.dll)
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foreach (CsProjectInfo Project in Projects)
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{
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DirectoryReference OutputDir;
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if (!Project.TryGetOutputDir(out OutputDir))
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{
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throw new AutomationException("Unable to get output directory for {0}", Project.ProjectPath);
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}
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if (OutputDirs.Add(OutputDir))
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{
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if (DirectoryReference.Exists(OutputDir))
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{
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BuildProducts.UnionWith(DirectoryReference.EnumerateFiles(OutputDir));
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}
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else
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{
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Log.TraceLog("Output directory {0} does not exist; ignoring", OutputDir);
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}
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}
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}
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// Load everything
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Stopwatch LoadTimer = Stopwatch.StartNew();
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List<Assembly> Assemblies = LoadAutomationAssemblies(Projects);
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Log.TraceLog("Loaded assemblies in {0:0.000}s", LoadTimer.Elapsed.TotalSeconds);
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// Setup platforms
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Platform.InitializePlatforms(Assemblies.ToArray());
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// Instantiate all the automation classes for interrogation
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Log.TraceVerbose("Creating commands.");
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ScriptCommands = new Dictionary<string, Type>(StringComparer.InvariantCultureIgnoreCase);
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foreach (Assembly CompiledScripts in Assemblies)
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{
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try
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{
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foreach (Type ClassType in CompiledScripts.GetTypes())
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{
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if (ClassType.IsSubclassOf(typeof(BuildCommand)) && ClassType.IsAbstract == false)
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{
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if (ScriptCommands.ContainsKey(ClassType.Name) == false)
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{
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ScriptCommands.Add(ClassType.Name, ClassType);
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}
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else
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{
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bool IsSame = string.Equals(ClassType.AssemblyQualifiedName, ScriptCommands[ClassType.Name].AssemblyQualifiedName);
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if (IsSame == false)
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{
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Log.TraceWarning("Unable to add command {0} twice. Previous: {1}, Current: {2}", ClassType.Name,
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ClassType.AssemblyQualifiedName, ScriptCommands[ClassType.Name].AssemblyQualifiedName);
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}
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}
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}
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}
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}
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catch (ReflectionTypeLoadException LoadEx)
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{
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foreach (Exception SubEx in LoadEx.LoaderExceptions)
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{
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Log.TraceWarning("Got type loader exception: {0}", SubEx.ToString());
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}
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throw new AutomationException("Failed to add commands from {0}. {1}", CompiledScripts, LoadEx);
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}
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catch (Exception Ex)
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{
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throw new AutomationException("Failed to add commands from {0}. {1}", CompiledScripts, Ex);
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}
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}
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}
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private static List<FileReference> FindAutomationProjects(string ScriptsForProjectFileName, List<string> AdditionalScriptsFolders)
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{
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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 = NativeProjects.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 (!CommandUtils.IsEngineInstalled())
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{
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AllGameFolders = new List<DirectoryReference> { new DirectoryReference(Path.GetDirectoryName(ScriptsForProjectFileName)) };
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}
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}
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List<DirectoryReference> AllAdditionalScriptFolders = AdditionalScriptsFolders.Select(x => 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 = UnrealBuildTool.RulesCompiler.FindAllRulesSourceFiles(UnrealBuildTool.RulesCompiler.RulesFileType.AutomationModule, GameFolders: AllGameFolders, ForeignPlugins: null, AdditionalSearchPaths: AllAdditionalScriptFolders);
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List<FileReference> ModulesToCompile = new List<FileReference>(DiscoveredModules.Count);
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foreach (FileReference ModuleFilename in DiscoveredModules)
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{
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if (HostPlatform.Current.IsScriptModuleSupported(ModuleFilename.GetFileNameWithoutAnyExtensions()))
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{
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ModulesToCompile.Add(ModuleFilename);
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}
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else
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{
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CommandUtils.LogVerbose("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 ModulesToCompile;
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}
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/// <summary>
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/// Loads all precompiled assemblies (DLLs that end with *Scripts.dll).
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/// </summary>
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/// <param name="Projects">Projects to load</param>
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/// <returns>List of compiled assemblies</returns>
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private static List<Assembly> LoadAutomationAssemblies(IEnumerable<CsProjectInfo> Projects)
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{
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List<Assembly> Assemblies = new List<Assembly>();
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foreach (CsProjectInfo Project in Projects)
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{
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// Get the output assembly name
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FileReference AssemblyLocation;
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if (!Project.TryGetOutputFile(out AssemblyLocation))
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{
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throw new AutomationException("Unable to get output file for {0}", Project.ProjectPath);
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}
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// Load the assembly into our app domain
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CommandUtils.LogLog("Loading script DLL: {0}", AssemblyLocation);
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try
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{
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AssemblyUtils.AddFileToAssemblyCache(AssemblyLocation.FullName);
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// Add a resolver for the Assembly directory, so that its dependencies may be found alongside it
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AssemblyUtils.InstallRecursiveAssemblyResolver(AssemblyLocation.Directory.FullName);
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Assembly Assembly = AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(AssemblyLocation.FullName));
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Assemblies.Add(Assembly);
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}
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catch (Exception Ex)
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{
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throw new AutomationException("Failed to load script DLL: {0}: {1}", AssemblyLocation, Ex.Message);
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}
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}
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return Assemblies;
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}
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public static Dictionary<string, Type> Commands
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{
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get { return ScriptCommands; }
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}
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public static HashSet<FileReference> BuildProducts
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{
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get;
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private set;
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}
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}
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}
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