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https://github.com/izzy2lost/UnrealEngineUWP.git
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99 lines
3.3 KiB
C#
99 lines
3.3 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.IO;
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using System.Text;
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namespace UnrealBuildTool
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{
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public class UEBuildServer : UEBuildTarget
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{
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public UEBuildServer(
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string InGameName,
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UnrealTargetPlatform InPlatform,
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UnrealTargetConfiguration InConfiguration,
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TargetRules InRulesObject,
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List<string> InAdditionalDefinitions,
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string InRemoteRoot,
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List<OnlyModule> InOnlyModules)
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// NOTE: If we're building a monolithic binary, then the game and engine code are linked together into one
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// program executable, so we want the application name to be the game name. In the case of a modular
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// binary, we use 'UnrealEngine' for our application name
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: base(
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InAppName:UEBuildTarget.GetBinaryBaseName(InGameName, InRulesObject, InPlatform, InConfiguration, "Server"),
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InGameName:InGameName,
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InPlatform:InPlatform,
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InConfiguration:InConfiguration,
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InRulesObject: InRulesObject,
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InAdditionalDefinitions:InAdditionalDefinitions,
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InRemoteRoot:InRemoteRoot,
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InOnlyModules:InOnlyModules)
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{
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}
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//
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// UEBuildTarget interface.
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//
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/// <summary>
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/// Setup the binaries for this target
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/// </summary>
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protected override void SetupBinaries()
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{
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base.SetupBinaries();
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{
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// Make the game executable.
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UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
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InOutputFilePath: OutputPath,
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InIntermediateDirectory: EngineIntermediateDirectory,
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bInCreateImportLibrarySeparately: (ShouldCompileMonolithic() ? false : true),
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bInAllowExports:!ShouldCompileMonolithic(),
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InModuleNames: new List<string>() { "Launch" } );
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AppBinaries.Add( new UEBuildBinaryCPP( this, Config ) );
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}
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// Add the other modules that we want to compile along with the executable. These aren't necessarily
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// dependencies to any of the other modules we're building, so we need to opt in to compile them.
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{
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// Modules should properly identify the 'extra modules' they need now.
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// There should be nothing here!
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}
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// Allow the platform to setup binaries
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UEBuildPlatform.GetBuildPlatform(Platform).SetupBinaries(this);
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}
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public override void SetupDefaultGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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// Dedicated server
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UEBuildConfiguration.bBuildDedicatedServer = true;
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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// Do not include the editor
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UEBuildConfiguration.bBuildEditor = false;
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UEBuildConfiguration.bBuildWithEditorOnlyData = false;
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// Require cooked data
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UEBuildConfiguration.bBuildRequiresCookedData = true;
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// Compile the engine
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UEBuildConfiguration.bCompileAgainstEngine = true;
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// Tag it as a 'Server' build
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OutCPPEnvironmentConfiguration.Definitions.Add("UE_SERVER=1");
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OutCPPEnvironmentConfiguration.Definitions.Add("USE_NULL_RHI=1");
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// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
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OutLinkEnvironmentConfiguration.bHasExports = false;
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}
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}
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}
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