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#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
828 lines
32 KiB
C#
828 lines
32 KiB
C#
// Copyright 1998-2018 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.Text;
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using System.IO;
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using UnrealBuildTool;
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using System.Diagnostics;
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using Tools.DotNETCommon;
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using System.Reflection;
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namespace AutomationTool
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{
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public struct SingleTargetProperties
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{
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public string TargetName;
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public TargetRules Rules;
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}
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/// <summary>
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/// Autodetected project properties.
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/// </summary>
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public class ProjectProperties
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{
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/// <summary>
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/// Full Project path. Must be a .uproject file
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/// </summary>
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public FileReference RawProjectPath;
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/// <summary>
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/// True if the uproject contains source code.
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/// </summary>
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public bool bIsCodeBasedProject;
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/// <summary>
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/// List of all targets detected for this project.
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/// </summary>
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public Dictionary<TargetType, SingleTargetProperties> Targets = new Dictionary<TargetType, SingleTargetProperties>();
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/// <summary>
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/// List of all Engine ini files for this project
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/// </summary>
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public Dictionary<UnrealTargetPlatform, ConfigHierarchy> EngineConfigs = new Dictionary<UnrealTargetPlatform,ConfigHierarchy>();
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/// <summary>
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/// List of all Game ini files for this project
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/// </summary>
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public Dictionary<UnrealTargetPlatform, ConfigHierarchy> GameConfigs = new Dictionary<UnrealTargetPlatform, ConfigHierarchy>();
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/// <summary>
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/// List of all programs detected for this project.
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/// </summary>
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public List<SingleTargetProperties> Programs = new List<SingleTargetProperties>();
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/// <summary>
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/// Specifies if the target files were generated
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/// </summary>
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public bool bWasGenerated = false;
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internal ProjectProperties()
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{
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}
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}
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/// <summary>
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/// Project related utility functions.
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/// </summary>
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public class ProjectUtils
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{
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private static Dictionary<string, ProjectProperties> PropertiesCache = new Dictionary<string, ProjectProperties>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Gets a short project name (QAGame, Elemental, etc)
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/// </summary>
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/// <param name="RawProjectPath">Full project path.</param>
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/// <param name="bIsUProjectFile">True if a uproject.</param>
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/// <returns>Short project name</returns>
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public static string GetShortProjectName(FileReference RawProjectPath)
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{
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return CommandUtils.GetFilenameWithoutAnyExtensions(RawProjectPath.FullName);
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}
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/// <summary>
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/// Gets project properties.
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/// </summary>
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/// <param name="RawProjectPath">Full project path.</param>
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/// <returns>Properties of the project.</returns>
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public static ProjectProperties GetProjectProperties(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms = null, List<UnrealTargetConfiguration> ClientTargetConfigurations = null, bool AssetNativizationRequested = false)
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{
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string ProjectKey = "UE4";
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if (RawProjectPath != null)
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{
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ProjectKey = CommandUtils.ConvertSeparators(PathSeparator.Slash, RawProjectPath.FullName);
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}
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ProjectProperties Properties;
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if (PropertiesCache.TryGetValue(ProjectKey, out Properties) == false)
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{
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Properties = DetectProjectProperties(RawProjectPath, ClientTargetPlatforms, ClientTargetConfigurations, AssetNativizationRequested);
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PropertiesCache.Add(ProjectKey, Properties);
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}
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return Properties;
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}
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/// <summary>
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/// Checks if the project is a UProject file with source code.
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/// </summary>
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/// <param name="RawProjectPath">Full project path.</param>
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/// <returns>True if the project is a UProject file with source code.</returns>
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public static bool IsCodeBasedUProjectFile(FileReference RawProjectPath, List<UnrealTargetConfiguration> ClientTargetConfigurations = null)
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{
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return GetProjectProperties(RawProjectPath, null, ClientTargetConfigurations).bIsCodeBasedProject;
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}
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/// <summary>
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/// Returns a path to the client binaries folder.
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/// </summary>
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/// <param name="RawProjectPath">Full project path.</param>
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/// <param name="Platform">Platform type.</param>
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/// <returns>Path to the binaries folder.</returns>
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public static DirectoryReference GetProjectClientBinariesFolder(DirectoryReference ProjectClientBinariesPath, UnrealTargetPlatform Platform = UnrealTargetPlatform.Unknown)
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{
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if (Platform != UnrealTargetPlatform.Unknown)
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{
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ProjectClientBinariesPath = DirectoryReference.Combine(ProjectClientBinariesPath, Platform.ToString());
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}
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return ProjectClientBinariesPath;
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}
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private static bool RequiresTempTarget(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms, List<UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested)
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{
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// check to see if we already have a Target.cs file
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if (File.Exists (Path.Combine (Path.GetDirectoryName (RawProjectPath.FullName), "Source", RawProjectPath.GetFileNameWithoutExtension() + ".Target.cs")))
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{
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return false;
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}
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else if (Directory.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source")))
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{
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// wasn't one in the main Source directory, let's check all sub-directories
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//@todo: may want to read each target.cs to see if it has a target corresponding to the project name as a final check
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FileInfo[] Files = (new DirectoryInfo( Path.Combine (Path.GetDirectoryName (RawProjectPath.FullName), "Source")).GetFiles ("*.Target.cs", SearchOption.AllDirectories));
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if (Files.Length > 0)
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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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// once we reach this point, we can surmise that this is an asset-
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// only (code free) project
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if (AssetNativizationRequested)
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{
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// we're going to be converting some of the project's assets
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// into native code, so we require a distinct target (executable)
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// be generated for this project
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return true;
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}
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if (ClientTargetPlatforms != null)
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{
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foreach (UnrealTargetPlatform ClientPlatform in ClientTargetPlatforms)
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{
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EncryptionAndSigning.CryptoSettings Settings = EncryptionAndSigning.ParseCryptoSettings(RawProjectPath.Directory, ClientPlatform);
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if (Settings.IsAnyEncryptionEnabled() || Settings.bEnablePakSigning)
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{
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return true;
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}
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}
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}
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// no Target file, now check to see if build settings have changed
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List<UnrealTargetPlatform> TargetPlatforms = ClientTargetPlatforms;
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if (ClientTargetPlatforms == null || ClientTargetPlatforms.Count < 1)
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{
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// No client target platforms, add all in
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TargetPlatforms = new List<UnrealTargetPlatform>();
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foreach (UnrealTargetPlatform TargetPlatformType in Enum.GetValues(typeof(UnrealTargetPlatform)))
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{
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if (TargetPlatformType != UnrealTargetPlatform.Unknown)
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{
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TargetPlatforms.Add(TargetPlatformType);
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}
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}
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}
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List<UnrealTargetConfiguration> TargetConfigurations = ClientTargetConfigurations;
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if (TargetConfigurations == null || TargetConfigurations.Count < 1)
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{
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// No client target configurations, add all in
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TargetConfigurations = new List<UnrealTargetConfiguration>();
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foreach (UnrealTargetConfiguration TargetConfigurationType in Enum.GetValues(typeof(UnrealTargetConfiguration)))
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{
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if (TargetConfigurationType != UnrealTargetConfiguration.Unknown)
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{
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TargetConfigurations.Add(TargetConfigurationType);
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}
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}
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}
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// Change the working directory to be the Engine/Source folder. We are running from Engine/Binaries/DotNET
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DirectoryReference oldCWD = DirectoryReference.GetCurrentDirectory();
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try
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{
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DirectoryReference EngineSourceDirectory = DirectoryReference.Combine(CommandUtils.EngineDirectory, "Source");
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if (!DirectoryReference.Exists(EngineSourceDirectory)) // only set the directory if it exists, this should only happen if we are launching the editor from an artist sync
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{
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EngineSourceDirectory = DirectoryReference.Combine(CommandUtils.EngineDirectory, "Binaries");
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}
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Directory.SetCurrentDirectory(EngineSourceDirectory.FullName);
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// Read the project descriptor, and find all the plugins available to this project
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ProjectDescriptor Project = ProjectDescriptor.FromFile(RawProjectPath);
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List<PluginInfo> AvailablePlugins = Plugins.ReadAvailablePlugins(CommandUtils.EngineDirectory, RawProjectPath, Project.AdditionalPluginDirectories);
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// check the target platforms for any differences in build settings or additional plugins
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bool RetVal = false;
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foreach (UnrealTargetPlatform TargetPlatformType in TargetPlatforms)
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{
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if(!Automation.IsEngineInstalled() && !PlatformExports.HasDefaultBuildConfig(RawProjectPath, TargetPlatformType))
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{
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RetVal = true;
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break;
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}
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// find if there are any plugins enabled or disabled which differ from the default
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foreach(PluginInfo Plugin in AvailablePlugins)
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{
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bool bPluginEnabledForProject = false;
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foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations)
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{
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bPluginEnabledForProject |= Plugins.IsPluginEnabledForProject(Plugin, Project, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game);
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}
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if ((bPluginEnabledForProject != Plugin.EnabledByDefault) || (bPluginEnabledForProject && Plugin.Descriptor.bInstalled))
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{
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// NOTE: this code was only marking plugins that compiled for the platform to upgrade to code project, however
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// this doesn't work in practice, because the runtime code will look for the plugin, without a .uplugin file,
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// and will fail. This is the safest way to make sure all platforms are acting the same. However, if you
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// whitelist the plugin in the .uproject file, the above UProjectInfo.IsPluginEnabledForProject check won't pass
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// so you won't get in here. Leaving this commented out code in there, because someone is bound to come looking
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// for why a non-whitelisted platform module is causing a project to convert to code-based.
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// As an aside, if you run the project with UE4Game (not your Project's binary) from the debugger, it will work
|
|
// _in this case_ because the .uplugin file will have been staged, and there is no needed library
|
|
// if(Plugin.Descriptor.Modules.Any(Module => Module.IsCompiledInConfiguration(TargetPlatformType, TargetType.Game, bBuildDeveloperTools: false, bBuildEditor: false)))
|
|
{
|
|
RetVal = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return RetVal;
|
|
}
|
|
finally
|
|
{
|
|
// Change back to the original directory
|
|
Directory.SetCurrentDirectory(oldCWD.FullName);
|
|
}
|
|
}
|
|
|
|
private static void GenerateTempTarget(FileReference RawProjectPath)
|
|
{
|
|
DirectoryReference TempDir = DirectoryReference.Combine(RawProjectPath.Directory, "Intermediate", "Source");
|
|
DirectoryReference.CreateDirectory(TempDir);
|
|
|
|
// Get the project name for use in temporary files
|
|
string ProjectName = RawProjectPath.GetFileNameWithoutExtension();
|
|
|
|
// Create a target.cs file
|
|
FileReference TargetLocation = FileReference.Combine(TempDir, ProjectName + ".Target.cs");
|
|
using (StreamWriter Writer = new StreamWriter(TargetLocation.FullName))
|
|
{
|
|
Writer.WriteLine("using UnrealBuildTool;");
|
|
Writer.WriteLine();
|
|
Writer.WriteLine("public class {0}Target : TargetRules", ProjectName);
|
|
Writer.WriteLine("{");
|
|
Writer.WriteLine("\tpublic {0}Target(TargetInfo Target) : base(Target)", ProjectName);
|
|
Writer.WriteLine("\t{");
|
|
Writer.WriteLine("\t\tType = TargetType.Game;");
|
|
Writer.WriteLine("\t\tExtraModuleNames.Add(\"{0}\");", ProjectName);
|
|
Writer.WriteLine("\t}");
|
|
Writer.WriteLine("}");
|
|
}
|
|
|
|
// Create a build.cs file
|
|
FileReference ModuleLocation = FileReference.Combine(TempDir, ProjectName + ".Build.cs");
|
|
using (StreamWriter Writer = new StreamWriter(ModuleLocation.FullName))
|
|
{
|
|
Writer.WriteLine("using UnrealBuildTool;");
|
|
Writer.WriteLine();
|
|
Writer.WriteLine("public class {0} : ModuleRules", ProjectName);
|
|
Writer.WriteLine("{");
|
|
Writer.WriteLine("\tpublic {0}(ReadOnlyTargetRules Target) : base(Target)", ProjectName);
|
|
Writer.WriteLine("\t{");
|
|
Writer.WriteLine("\t\tPrivateDependencyModuleNames.Add(\"Core\");");
|
|
Writer.WriteLine("\t\tPrivateDependencyModuleNames.Add(\"Core\");");
|
|
Writer.WriteLine("\t}");
|
|
Writer.WriteLine("}");
|
|
}
|
|
|
|
// Create a main module cpp file
|
|
FileReference SourceFileLocation = FileReference.Combine(TempDir, ProjectName + ".cpp");
|
|
using (StreamWriter Writer = new StreamWriter(SourceFileLocation.FullName))
|
|
{
|
|
Writer.WriteLine("#include \"CoreTypes.h\"");
|
|
Writer.WriteLine("#include \"Modules/ModuleManager.h\"");
|
|
Writer.WriteLine();
|
|
Writer.WriteLine("IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultModuleImpl, {0}, \"{0}\");", ProjectName);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to autodetect project properties.
|
|
/// </summary>
|
|
/// <param name="RawProjectPath">Full project path.</param>
|
|
/// <returns>Project properties.</returns>
|
|
private static ProjectProperties DetectProjectProperties(FileReference RawProjectPath, List<UnrealTargetPlatform> ClientTargetPlatforms, List<UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested)
|
|
{
|
|
var Properties = new ProjectProperties();
|
|
Properties.RawProjectPath = RawProjectPath;
|
|
|
|
// detect if the project is content only, but has non-default build settings
|
|
List<string> ExtraSearchPaths = null;
|
|
if (RawProjectPath != null)
|
|
{
|
|
string TempTargetDir = CommandUtils.CombinePaths(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source");
|
|
if (RequiresTempTarget(RawProjectPath, ClientTargetPlatforms, ClientTargetConfigurations, AssetNativizationRequested))
|
|
{
|
|
GenerateTempTarget(RawProjectPath);
|
|
Properties.bWasGenerated = true;
|
|
ExtraSearchPaths = new List<string>();
|
|
ExtraSearchPaths.Add(TempTargetDir);
|
|
}
|
|
else if (File.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source", Path.GetFileNameWithoutExtension(RawProjectPath.FullName) + ".Target.cs")))
|
|
{
|
|
File.Delete(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Intermediate", "Source", Path.GetFileNameWithoutExtension(RawProjectPath.FullName) + ".Target.cs"));
|
|
}
|
|
|
|
// in case the RulesCompiler (what we use to find all the
|
|
// Target.cs files) has already cached the contents of this
|
|
// directory, then we need to invalidate that cache (so
|
|
// it'll find/use the new Target.cs file)
|
|
RulesCompiler.InvalidateRulesFileCache(TempTargetDir);
|
|
}
|
|
|
|
if (CommandUtils.CmdEnv.HasCapabilityToCompile)
|
|
{
|
|
DetectTargetsForProject(Properties, ExtraSearchPaths);
|
|
Properties.bIsCodeBasedProject = !CommandUtils.IsNullOrEmpty(Properties.Targets) || !CommandUtils.IsNullOrEmpty(Properties.Programs);
|
|
}
|
|
else
|
|
{
|
|
// should never ask for engine targets if we can't compile
|
|
if (RawProjectPath == null)
|
|
{
|
|
throw new AutomationException("Cannot determine engine targets if we can't compile.");
|
|
}
|
|
|
|
Properties.bIsCodeBasedProject = Properties.bWasGenerated;
|
|
// if there's a Source directory with source code in it, then mark us as having source code
|
|
string SourceDir = CommandUtils.CombinePaths(Path.GetDirectoryName(RawProjectPath.FullName), "Source");
|
|
if (Directory.Exists(SourceDir))
|
|
{
|
|
string[] CppFiles = Directory.GetFiles(SourceDir, "*.cpp", SearchOption.AllDirectories);
|
|
string[] HFiles = Directory.GetFiles(SourceDir, "*.h", SearchOption.AllDirectories);
|
|
Properties.bIsCodeBasedProject |= (CppFiles.Length > 0 || HFiles.Length > 0);
|
|
}
|
|
}
|
|
|
|
// check to see if the uproject loads modules, only if we haven't already determined it is a code based project
|
|
if (!Properties.bIsCodeBasedProject && RawProjectPath != null)
|
|
{
|
|
string uprojectStr = File.ReadAllText(RawProjectPath.FullName);
|
|
Properties.bIsCodeBasedProject = uprojectStr.Contains("\"Modules\"");
|
|
}
|
|
|
|
// Get all ini files
|
|
if (RawProjectPath != null)
|
|
{
|
|
CommandUtils.LogVerbose("Loading ini files for {0}", RawProjectPath);
|
|
|
|
foreach (UnrealTargetPlatform TargetPlatformType in Enum.GetValues(typeof(UnrealTargetPlatform)))
|
|
{
|
|
if (TargetPlatformType != UnrealTargetPlatform.Unknown)
|
|
{
|
|
var Config = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, RawProjectPath.Directory, TargetPlatformType);
|
|
Properties.EngineConfigs.Add(TargetPlatformType, Config);
|
|
}
|
|
}
|
|
|
|
foreach (UnrealTargetPlatform TargetPlatformType in Enum.GetValues(typeof(UnrealTargetPlatform)))
|
|
{
|
|
if (TargetPlatformType != UnrealTargetPlatform.Unknown)
|
|
{
|
|
var Config = ConfigCache.ReadHierarchy(ConfigHierarchyType.Game, RawProjectPath.Directory, TargetPlatformType);
|
|
Properties.GameConfigs.Add(TargetPlatformType, Config);
|
|
}
|
|
}
|
|
}
|
|
|
|
return Properties;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Gets the project's root binaries folder.
|
|
/// </summary>
|
|
/// <param name="RawProjectPath">Full project path.</param>
|
|
/// <param name="TargetType">Target type.</param>
|
|
/// <param name="bIsUProjectFile">True if uproject file.</param>
|
|
/// <returns>Binaries path.</returns>
|
|
public static DirectoryReference GetClientProjectBinariesRootPath(FileReference RawProjectPath, TargetType TargetType, bool bIsCodeBasedProject)
|
|
{
|
|
DirectoryReference BinPath = null;
|
|
switch (TargetType)
|
|
{
|
|
case TargetType.Program:
|
|
BinPath = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Binaries");
|
|
break;
|
|
case TargetType.Client:
|
|
case TargetType.Game:
|
|
if (!bIsCodeBasedProject)
|
|
{
|
|
BinPath = DirectoryReference.Combine(CommandUtils.RootDirectory, "Engine", "Binaries");
|
|
}
|
|
else
|
|
{
|
|
BinPath = DirectoryReference.Combine(RawProjectPath.Directory, "Binaries");
|
|
}
|
|
break;
|
|
}
|
|
return BinPath;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the location where all rules assemblies should go
|
|
/// </summary>
|
|
private static string GetRulesAssemblyFolder()
|
|
{
|
|
string RulesFolder;
|
|
if (GlobalCommandLine.Installed.IsSet)
|
|
{
|
|
RulesFolder = CommandUtils.CombinePaths(Path.GetTempPath(), "UAT", CommandUtils.EscapePath(CommandUtils.CmdEnv.LocalRoot), "Rules");
|
|
}
|
|
else
|
|
{
|
|
RulesFolder = CommandUtils.CombinePaths(CommandUtils.CmdEnv.EngineSavedFolder, "Rules");
|
|
}
|
|
return RulesFolder;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all targets for the project.
|
|
/// </summary>
|
|
/// <param name="Properties">Project properties.</param>
|
|
/// <param name="ExtraSearchPaths">Additional search paths.</param>
|
|
private static void DetectTargetsForProject(ProjectProperties Properties, List<string> ExtraSearchPaths = null)
|
|
{
|
|
Properties.Targets = new Dictionary<TargetType, SingleTargetProperties>();
|
|
FileReference TargetsDllFilename;
|
|
string FullProjectPath = null;
|
|
|
|
var GameFolders = new List<DirectoryReference>();
|
|
var RulesFolder = new DirectoryReference(GetRulesAssemblyFolder());
|
|
if (Properties.RawProjectPath != null)
|
|
{
|
|
CommandUtils.LogVerbose("Looking for targets for project {0}", Properties.RawProjectPath);
|
|
|
|
TargetsDllFilename = FileReference.Combine(RulesFolder, String.Format("UATRules{0}.dll", Properties.RawProjectPath.GetHashCode()));
|
|
|
|
FullProjectPath = CommandUtils.GetDirectoryName(Properties.RawProjectPath.FullName);
|
|
GameFolders.Add(new DirectoryReference(FullProjectPath));
|
|
CommandUtils.LogVerbose("Searching for target rule files in {0}", FullProjectPath);
|
|
}
|
|
else
|
|
{
|
|
TargetsDllFilename = FileReference.Combine(RulesFolder, String.Format("UATRules{0}.dll", "_BaseEngine_"));
|
|
}
|
|
|
|
// the UBT code assumes a certain CWD, but artists don't have this CWD.
|
|
var SourceDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source");
|
|
bool DirPushed = false;
|
|
if (CommandUtils.DirectoryExists_NoExceptions(SourceDir))
|
|
{
|
|
CommandUtils.PushDir(SourceDir);
|
|
DirPushed = true;
|
|
}
|
|
var ExtraSearchDirectories = (ExtraSearchPaths == null)? null : ExtraSearchPaths.Select(x => new DirectoryReference(x)).ToList();
|
|
var TargetScripts = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.Target, GameFolders: GameFolders, ForeignPlugins: null, AdditionalSearchPaths: ExtraSearchDirectories, bIncludeEnterprise: false);
|
|
if (DirPushed)
|
|
{
|
|
CommandUtils.PopDir();
|
|
}
|
|
|
|
if (!CommandUtils.IsNullOrEmpty(TargetScripts))
|
|
{
|
|
// We only care about project target script so filter out any scripts not in the project folder, or take them all if we are just doing engine stuff
|
|
var ProjectTargetScripts = new List<FileReference>();
|
|
foreach (var TargetScript in TargetScripts)
|
|
{
|
|
if (FullProjectPath == null || TargetScript.IsUnderDirectory(new DirectoryReference(FullProjectPath)))
|
|
{
|
|
ProjectTargetScripts.Add(TargetScript);
|
|
}
|
|
}
|
|
TargetScripts = ProjectTargetScripts;
|
|
}
|
|
|
|
if (!CommandUtils.IsNullOrEmpty(TargetScripts))
|
|
{
|
|
CommandUtils.LogVerbose("Found {0} target rule files:", TargetScripts.Count);
|
|
foreach (var Filename in TargetScripts)
|
|
{
|
|
CommandUtils.LogVerbose(" {0}", Filename);
|
|
}
|
|
|
|
// Check if the scripts require compilation
|
|
bool DoNotCompile = false;
|
|
if (!CommandUtils.IsBuildMachine && !CheckIfScriptAssemblyIsOutOfDate(TargetsDllFilename, TargetScripts))
|
|
{
|
|
Log.TraceVerbose("Targets DLL {0} is up to date.", TargetsDllFilename);
|
|
DoNotCompile = true;
|
|
}
|
|
if (!DoNotCompile && CommandUtils.FileExists_NoExceptions(TargetsDllFilename.FullName))
|
|
{
|
|
if (!CommandUtils.DeleteFile_NoExceptions(TargetsDllFilename.FullName, true))
|
|
{
|
|
DoNotCompile = true;
|
|
CommandUtils.LogVerbose("Could not delete {0} assuming it is up to date and reusable for a recursive UAT call.", TargetsDllFilename);
|
|
}
|
|
}
|
|
|
|
CompileAndLoadTargetsAssembly(Properties, TargetsDllFilename, DoNotCompile, TargetScripts);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Optionally compiles and loads target rules assembly.
|
|
/// </summary>
|
|
/// <param name="Properties"></param>
|
|
/// <param name="TargetsDllFilename"></param>
|
|
/// <param name="DoNotCompile"></param>
|
|
/// <param name="TargetScripts"></param>
|
|
private static void CompileAndLoadTargetsAssembly(ProjectProperties Properties, FileReference TargetsDllFilename, bool DoNotCompile, List<FileReference> TargetScripts)
|
|
{
|
|
CommandUtils.LogVerbose("Compiling targets DLL: {0}", TargetsDllFilename);
|
|
|
|
var ReferencedAssemblies = new List<string>()
|
|
{
|
|
"System.dll",
|
|
"System.Core.dll",
|
|
"System.Xml.dll",
|
|
typeof(UnrealBuildTool.PlatformExports).Assembly.Location
|
|
};
|
|
List<string> PreprocessorDefinitions = RulesAssembly.GetPreprocessorDefinitions();
|
|
var TargetsDLL = DynamicCompilation.CompileAndLoadAssembly(TargetsDllFilename, TargetScripts, ReferencedAssemblies, PreprocessorDefinitions, DoNotCompile);
|
|
var AllCompiledTypes = TargetsDLL.GetTypes();
|
|
foreach (Type TargetType in AllCompiledTypes)
|
|
{
|
|
// Find TargetRules but skip all "UE4Editor", "UE4Game" targets.
|
|
if (typeof(TargetRules).IsAssignableFrom(TargetType) && !TargetType.IsAbstract)
|
|
{
|
|
string TargetName = GetTargetName(TargetType);
|
|
|
|
ReadOnlyBuildVersion Version = new ReadOnlyBuildVersion(BuildVersion.ReadDefault());
|
|
TargetInfo DummyTargetInfo = new TargetInfo(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", Properties.RawProjectPath, Version);
|
|
|
|
// Create an instance of this type
|
|
CommandUtils.LogVerbose("Creating target rules object: {0}", TargetType.Name);
|
|
TargetRules Rules = Activator.CreateInstance(TargetType, DummyTargetInfo) as TargetRules;
|
|
CommandUtils.LogVerbose("Adding target: {0} ({1})", TargetType.Name, Rules.Type);
|
|
|
|
SingleTargetProperties TargetData;
|
|
TargetData.TargetName = GetTargetName(TargetType);
|
|
TargetData.Rules = Rules;
|
|
if (Rules.Type == global::UnrealBuildTool.TargetType.Program)
|
|
{
|
|
Properties.Programs.Add(TargetData);
|
|
}
|
|
else
|
|
{
|
|
Properties.Targets.Add(Rules.Type, TargetData);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any of the script files in newer than the generated assembly.
|
|
/// </summary>
|
|
/// <param name="TargetsDllFilename"></param>
|
|
/// <param name="TargetScripts"></param>
|
|
/// <returns>True if the generated assembly is out of date.</returns>
|
|
private static bool CheckIfScriptAssemblyIsOutOfDate(FileReference TargetsDllFilename, List<FileReference> TargetScripts)
|
|
{
|
|
var bOutOfDate = false;
|
|
var AssemblyInfo = new FileInfo(TargetsDllFilename.FullName);
|
|
if (AssemblyInfo.Exists)
|
|
{
|
|
foreach (var ScriptFilename in TargetScripts)
|
|
{
|
|
var ScriptInfo = new FileInfo(ScriptFilename.FullName);
|
|
if (ScriptInfo.Exists && ScriptInfo.LastWriteTimeUtc > AssemblyInfo.LastWriteTimeUtc)
|
|
{
|
|
bOutOfDate = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bOutOfDate = true;
|
|
}
|
|
return bOutOfDate;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts class type name (usually ends with Target) to a target name (without the postfix).
|
|
/// </summary>
|
|
/// <param name="TargetRulesType">Tagert class.</param>
|
|
/// <returns>Target name</returns>
|
|
private static string GetTargetName(Type TargetRulesType)
|
|
{
|
|
const string TargetPostfix = "Target";
|
|
var Name = TargetRulesType.Name;
|
|
if (Name.EndsWith(TargetPostfix, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
Name = Name.Substring(0, Name.Length - TargetPostfix.Length);
|
|
}
|
|
return Name;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs initial cleanup of target rules folder
|
|
/// </summary>
|
|
public static void CleanupFolders()
|
|
{
|
|
CommandUtils.LogVerbose("Cleaning up project rules folder");
|
|
var RulesFolder = GetRulesAssemblyFolder();
|
|
if (CommandUtils.DirectoryExists(RulesFolder))
|
|
{
|
|
CommandUtils.DeleteDirectoryContents(RulesFolder);
|
|
}
|
|
}
|
|
}
|
|
|
|
public class BranchInfo
|
|
{
|
|
|
|
public static List<TargetType> MonolithicKinds = new List<TargetType>
|
|
{
|
|
TargetType.Game,
|
|
TargetType.Client,
|
|
TargetType.Server,
|
|
};
|
|
|
|
[DebuggerDisplay("{GameName}")]
|
|
public class BranchUProject
|
|
{
|
|
public string GameName;
|
|
public FileReference FilePath;
|
|
public ProjectProperties Properties;
|
|
|
|
public BranchUProject(FileReference ProjectFile)
|
|
{
|
|
GameName = ProjectFile.GetFileNameWithoutExtension();
|
|
|
|
//not sure what the heck this path is relative to
|
|
FilePath = ProjectFile;
|
|
|
|
if (!CommandUtils.FileExists_NoExceptions(FilePath.FullName))
|
|
{
|
|
throw new AutomationException("Could not resolve relative path corrctly {0} -> {1} which doesn't exist.", ProjectFile, FilePath);
|
|
}
|
|
|
|
Properties = ProjectUtils.GetProjectProperties(FilePath);
|
|
|
|
|
|
|
|
}
|
|
public BranchUProject()
|
|
{
|
|
GameName = "UE4";
|
|
Properties = ProjectUtils.GetProjectProperties(null);
|
|
if (!Properties.Targets.ContainsKey(TargetType.Editor))
|
|
{
|
|
throw new AutomationException("Base UE4 project did not contain an editor target.");
|
|
}
|
|
}
|
|
public void Dump(List<UnrealTargetPlatform> InHostPlatforms)
|
|
{
|
|
CommandUtils.LogVerbose(" ShortName: " + GameName);
|
|
CommandUtils.LogVerbose(" FilePath : " + FilePath);
|
|
CommandUtils.LogVerbose(" bIsCodeBasedProject : " + (Properties.bIsCodeBasedProject ? "YES" : "NO"));
|
|
foreach (var HostPlatform in InHostPlatforms)
|
|
{
|
|
CommandUtils.LogVerbose(" For Host : " + HostPlatform.ToString());
|
|
CommandUtils.LogVerbose(" Targets {0}:", Properties.Targets.Count);
|
|
foreach (var ThisTarget in Properties.Targets)
|
|
{
|
|
CommandUtils.LogVerbose(" TargetName : " + ThisTarget.Value.TargetName);
|
|
CommandUtils.LogVerbose(" Type : " + ThisTarget.Key.ToString());
|
|
CommandUtils.LogVerbose(" bUsesSteam : " + (ThisTarget.Value.Rules.bUsesSteam ? "YES" : "NO"));
|
|
CommandUtils.LogVerbose(" bUsesCEF3 : " + (ThisTarget.Value.Rules.bUsesCEF3 ? "YES" : "NO"));
|
|
CommandUtils.LogVerbose(" bUsesSlate : " + (ThisTarget.Value.Rules.bUsesSlate ? "YES" : "NO"));
|
|
}
|
|
CommandUtils.LogVerbose(" Programs {0}:", Properties.Programs.Count);
|
|
foreach (var ThisTarget in Properties.Programs)
|
|
{
|
|
CommandUtils.LogVerbose(" TargetName : " + ThisTarget.TargetName);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
public BranchUProject BaseEngineProject = null;
|
|
public List<BranchUProject> CodeProjects = new List<BranchUProject>();
|
|
public List<BranchUProject> NonCodeProjects = new List<BranchUProject>();
|
|
|
|
public IEnumerable<BranchUProject> AllProjects
|
|
{
|
|
get { return CodeProjects.Union(NonCodeProjects); }
|
|
}
|
|
|
|
public BranchInfo(List<UnrealTargetPlatform> InHostPlatforms)
|
|
{
|
|
BaseEngineProject = new BranchUProject();
|
|
|
|
var AllProjects = UnrealBuildTool.UProjectInfo.AllProjectFiles;
|
|
using(TelemetryStopwatch SortProjectsStopwatch = new TelemetryStopwatch("SortProjects"))
|
|
{
|
|
foreach (var InfoEntry in AllProjects)
|
|
{
|
|
var UProject = new BranchUProject(InfoEntry);
|
|
if (UProject.Properties.bIsCodeBasedProject)
|
|
{
|
|
CodeProjects.Add(UProject);
|
|
}
|
|
else
|
|
{
|
|
NonCodeProjects.Add(UProject);
|
|
// the base project uses BlankProject if it really needs a .uproject file
|
|
if (BaseEngineProject.FilePath == null && UProject.GameName == "BlankProject")
|
|
{
|
|
BaseEngineProject.FilePath = UProject.FilePath;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* if (String.IsNullOrEmpty(BaseEngineProject.FilePath))
|
|
{
|
|
throw new AutomationException("All branches must have the blank project /Samples/Sandbox/BlankProject");
|
|
}*/
|
|
|
|
using(TelemetryStopwatch ProjectDumpStopwatch = new TelemetryStopwatch("Project Dump"))
|
|
{
|
|
CommandUtils.LogVerbose(" Base Engine:");
|
|
BaseEngineProject.Dump(InHostPlatforms);
|
|
|
|
CommandUtils.LogVerbose(" {0} Code projects:", CodeProjects.Count);
|
|
foreach (var Proj in CodeProjects)
|
|
{
|
|
Proj.Dump(InHostPlatforms);
|
|
}
|
|
CommandUtils.LogVerbose(" {0} Non-Code projects:", CodeProjects.Count);
|
|
foreach (var Proj in NonCodeProjects)
|
|
{
|
|
Proj.Dump(InHostPlatforms);
|
|
}
|
|
}
|
|
}
|
|
|
|
public BranchUProject FindGame(string GameName)
|
|
{
|
|
foreach (var Proj in CodeProjects)
|
|
{
|
|
if (Proj.GameName.Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return Proj;
|
|
}
|
|
}
|
|
foreach (var Proj in NonCodeProjects)
|
|
{
|
|
if (Proj.GameName.Equals(GameName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return Proj;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
public BranchUProject FindGameChecked(string GameName)
|
|
{
|
|
BranchUProject Project = FindGame(GameName);
|
|
if(Project == null)
|
|
{
|
|
throw new AutomationException("Cannot find project '{0}' in branch", GameName);
|
|
}
|
|
return Project;
|
|
}
|
|
public SingleTargetProperties FindProgram(string ProgramName)
|
|
{
|
|
foreach (var Proj in BaseEngineProject.Properties.Programs)
|
|
{
|
|
if (Proj.TargetName.Equals(ProgramName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return Proj;
|
|
}
|
|
}
|
|
|
|
foreach (var CodeProj in CodeProjects)
|
|
{
|
|
foreach (var Proj in CodeProj.Properties.Programs)
|
|
{
|
|
if (Proj.TargetName.Equals(ProgramName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
return Proj;
|
|
}
|
|
}
|
|
}
|
|
|
|
SingleTargetProperties Result;
|
|
Result.TargetName = ProgramName;
|
|
Result.Rules = null;
|
|
return Result;
|
|
}
|
|
};
|
|
|
|
}
|