You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Changes argument for building vanilla UE targets from "UE4" to "Unreal" - Improved code that detects the project target to build to deal with projects that have multiple "Editor" targets - Fixed issue where -noxge would cause -cook tasks not to be queued if there was no warm/hot/cold DDC argument - Made -noxge the default if no -xge arg is specified #rb pat.swanson #ROBOMERGE-OWNER: andrew.grant #ROBOMERGE-AUTHOR: andrew.grant #ROBOMERGE-SOURCE: CL 18531909 via CL 18531922 via CL 18531923 via CL 18531933 via CL 18531940 via CL 18532363 via CL 18532390 via CL 18532802 via CL 18533930 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18534124 by andrew grant in ue5-release-engine-test branch]
124 lines
3.2 KiB
C#
124 lines
3.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using AutomationTool;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using EpicGames.Core;
|
|
using UnrealBuildTool;
|
|
using UnrealBuildBase;
|
|
|
|
namespace AutomationTool.Benchmark
|
|
{
|
|
[Flags]
|
|
public enum BuildOptions
|
|
{
|
|
None = 0,
|
|
Clean = 1 << 0,
|
|
NoAcceleration = 1 << 1,
|
|
}
|
|
|
|
/// <summary>
|
|
/// Task that builds a target
|
|
/// </summary>
|
|
class BenchmarkBuildTask : BenchmarkTaskBase
|
|
{
|
|
private BuildTarget Command;
|
|
|
|
public static bool SupportsAcceleration
|
|
{
|
|
get
|
|
{
|
|
return BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 ||
|
|
(BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac);
|
|
}
|
|
}
|
|
|
|
public static string AccelerationName
|
|
{
|
|
get
|
|
{
|
|
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
|
|
{
|
|
return "XGE";
|
|
}
|
|
else if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
return "FASTBuild";
|
|
}
|
|
else
|
|
{
|
|
return "none";
|
|
}
|
|
}
|
|
}
|
|
|
|
public BenchmarkBuildTask(FileReference InProjectFile, string InTarget, UnrealTargetPlatform InPlatform, BuildOptions InOptions, string InUBTArgs="", int CoreCount=0)
|
|
{
|
|
bool IsVanillaUE = InProjectFile == null;
|
|
|
|
string ModuleName = IsVanillaUE ? "Unreal" : InProjectFile.GetFileNameWithoutAnyExtensions();
|
|
|
|
/*if (InTarget.Equals("Client", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
// If they asked for client check this project defines that, if not use Game. This is useful when building
|
|
// a lot of samples that may not all be set up for clients
|
|
ProjectProperties Props = ProjectUtils.GetProjectProperties(InProjectFile, new List<UnrealTargetPlatform> { InPlatform }, new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development });
|
|
|
|
if (Props != null && !Props.Targets.Any(T => T.Rules.Type.ToString().Equals("Client", StringComparison.OrdinalIgnoreCase)))
|
|
{
|
|
InTarget = "Game";
|
|
Log.TraceInformation("{0} has no Client target. Will build Game", ModuleName);
|
|
}
|
|
}*/
|
|
|
|
TaskName = string.Format("{0} {1} {2}", ModuleName, InTarget, InPlatform);
|
|
|
|
Command = new BuildTarget();
|
|
Command.ProjectName = IsVanillaUE ? null : ModuleName;
|
|
Command.Platforms = InPlatform.ToString();
|
|
Command.Targets = InTarget;
|
|
Command.NoTools = true;
|
|
Command.Clean = InOptions.HasFlag(BuildOptions.Clean);
|
|
|
|
Command.UBTArgs = InUBTArgs;
|
|
|
|
bool WithAccel = !InOptions.HasFlag(BuildOptions.NoAcceleration);
|
|
|
|
if (!WithAccel || !SupportsAcceleration)
|
|
{
|
|
string Arg = string.Format("No{0}", AccelerationName);
|
|
|
|
Command.UBTArgs += " -" + Arg;
|
|
TaskModifiers.Add(Arg);
|
|
Command.Params = new[] { Arg }; // need to also pass it to this
|
|
|
|
if (CoreCount > 0)
|
|
{
|
|
TaskModifiers.Add(string.Format("{0}c", CoreCount));
|
|
|
|
Command.UBTArgs += string.Format(" -MaxParallelActions={0}", CoreCount);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TaskModifiers.Add(AccelerationName);
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(InUBTArgs))
|
|
{
|
|
TaskModifiers.Add(InUBTArgs);
|
|
}
|
|
}
|
|
|
|
protected override bool PerformTask()
|
|
{
|
|
ExitCode Result = Command.Execute();
|
|
|
|
return Result == ExitCode.Success;
|
|
}
|
|
}
|
|
}
|