Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildTarget.Automation.cs
andrew grant f7161586b1 Editgrating benchmark build script from UE4/Main
#ROBOMERGE-SOURCE: CL 11576916 via CL 11576921 via CL 11576922 via CL 11576924
#ROBOMERGE-BOT: (v654-11333218)

[CL 11576925 by andrew grant in Main branch]
2020-02-21 13:09:10 -05:00

276 lines
9.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Tools.DotNETCommon;
using UnrealBuildTool;
namespace AutomationTool
{
[Help("Builds the specified targets and configurations for the specified project.")]
[Help("Example BuildTarget -project=QAGame -target=Editor+Game -platform=PS4+XboxOne -configuration=Development.")]
[Help("Note: Editor will only ever build for the current platform in a Development config and required tools will be included")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs. If omitted will build vanilla UE4Editor")]
[Help("platform=PS4+XboxOne", "Platforms to build, join multiple platforms using +")]
[Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")]
[Help("target=Editor+Game", "Targets to build, join multiple targets using +")]
[Help("notools", "Don't build any tools (UnrealPak, Lightmass, ShaderCompiler, CrashReporter")]
[Help("clean", "Do a clean build")]
[Help("NoXGE", "Toggle to disable the distributed build process")]
[Help("DisableUnity", "Toggle to disable the unity build system")]
public class BuildTarget : BuildCommand
{
// exposed as a property so projects can derive and set this directly
public string ProjectName { get; set; }
public string Targets { get; set; }
public string Platforms { get; set; }
public string Configurations { get; set; }
public bool Clean { get; set; }
public bool NoTools { get; set; }
public string UBTArgs { get; set; }
protected Dictionary<string, string> TargetNames { get; set; }
public BuildTarget()
{
Platforms = HostPlatform.Current.HostEditorPlatform.ToString();
Configurations = "Development";
UBTArgs = "";
TargetNames = new Dictionary<string, string>();
}
public override ExitCode Execute()
{
string[] Arguments = this.Params;
string[] DefaultUE4Targets = new string[] { "editor", "game", "client", "server" };
ProjectName = ParseParamValue("project", ProjectName);
Targets = ParseParamValue("target", Targets);
Platforms = ParseParamValue("platform", Platforms);
Configurations = ParseParamValue("configuration", Configurations);
Clean = ParseParam("clean") || Clean;
NoTools = ParseParam("NoTools") || NoTools;
UBTArgs = ParseParamValue("ubtargs", UBTArgs);
if (string.IsNullOrEmpty(Targets))
{
throw new AutomationException("No target specified with -target. Use -help to see all options");
}
IEnumerable<string> TargetList = Targets.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries);
IEnumerable<UnrealTargetConfiguration> ConfigurationList = null;
IEnumerable<UnrealTargetPlatform> PlatformList = null;
try
{
ConfigurationList = Configurations.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries)
.Select(C => (UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), C, true)).ToArray();
}
catch (Exception Ex)
{
LogError("Failed to parse configuration string. {0}", Ex.Message);
return ExitCode.Error_Arguments;
}
try
{
PlatformList = Platforms.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries)
.Select(C =>
{
UnrealTargetPlatform Platform;
if (!UnrealTargetPlatform.TryParse(C, out Platform))
{
throw new AutomationException("No such platform {0}", C);
}
return Platform;
}).ToArray();
}
catch (Exception Ex)
{
LogError("Failed to parse configuration string. {0}", Ex.Message);
return ExitCode.Error_Arguments;
}
FileReference ProjectFile = null;
DirectoryReference TargetSource = DirectoryReference.Combine(BuildCommand.EngineDirectory, "Source");
if (!string.IsNullOrEmpty(ProjectName))
{
ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectName);
if (ProjectFile == null)
{
throw new AutomationException("Unable to find uproject file for {0}", ProjectName);
}
TargetSource = DirectoryReference.Combine(ProjectFile.Directory, "Source");
}
else
{
Log.TraceInformation("No project specified, will build vanilla UE4 binaries");
}
IEnumerable<string> TargetScripts = DirectoryReference.EnumerateFiles(TargetSource, "*.Target.cs").Select(F => F.GetFileName());
foreach (string TargetName in TargetList)
{
string TargetScript = TargetScripts.Where(S => S.IndexOf(TargetName, StringComparison.OrdinalIgnoreCase) >= 0).FirstOrDefault();
if (TargetScript == null && (
TargetName.Equals("Client", StringComparison.OrdinalIgnoreCase) ||
TargetName.Equals("Game", StringComparison.OrdinalIgnoreCase)
)
)
{
// if there's no ProjectGame.Target.cs or ProjectClient.Target.cs then
// fallback to Project.Target.cs
TargetScript = TargetScripts.Where(S => S.IndexOf(ProjectName + ".", StringComparison.OrdinalIgnoreCase) >= 0).FirstOrDefault();
}
// IF we found a script for a target, then that is our build target (e.g. QAGame for Game)
if (TargetScript != null)
{
TargetNames[TargetName] = Regex.Replace(TargetScript, ".Target.cs", "", RegexOptions.IgnoreCase);
}
else
{
// else just build what they asked for
TargetNames[TargetName] = TargetName;
}
}
UE4Build Build = new UE4Build(this);
Build.AlwaysBuildUHT = true;
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
string EditorTarget = TargetList.Where(T => T.EndsWith("Editor", StringComparison.OrdinalIgnoreCase)).FirstOrDefault();
IEnumerable<string> OtherTargets = TargetList.Where(T => T != EditorTarget);
UnrealTargetPlatform CurrentPlatform = HostPlatform.Current.HostEditorPlatform;
//if (!NoTools)
{
//Agenda.AddTarget("UnrealHeaderTool", CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile);
}
if (string.IsNullOrEmpty(EditorTarget) == false)
{
string TargetName = TargetNames[EditorTarget];
Agenda.AddTarget(TargetName, CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile, UBTArgs);
if (!NoTools)
{
Agenda.AddTarget("UnrealPak", CurrentPlatform, UnrealTargetConfiguration.Development, ProjectFile, UBTArgs);
Agenda.AddTarget("ShaderCompileWorker", CurrentPlatform, UnrealTargetConfiguration.Development, null, UBTArgs);
Agenda.AddTarget("UnrealLightmass", CurrentPlatform, UnrealTargetConfiguration.Development, null, UBTArgs);
Agenda.AddTarget("CrashReportClient", CurrentPlatform, UnrealTargetConfiguration.Shipping, null, UBTArgs);
Agenda.AddTarget("CrashReportClientEditor", CurrentPlatform, UnrealTargetConfiguration.Shipping, null, UBTArgs);
}
}
foreach (string Target in OtherTargets)
{
string TargetName = TargetNames[Target];
bool IsServer = Target.EndsWith("Server", StringComparison.OrdinalIgnoreCase);
IEnumerable<UnrealTargetPlatform> PlatformsToBuild = IsServer ? new UnrealTargetPlatform[] { CurrentPlatform } : PlatformList;
foreach (UnrealTargetPlatform Platform in PlatformsToBuild)
{
foreach (UnrealTargetConfiguration Config in ConfigurationList)
{
Agenda.AddTarget(TargetName, Platform, Config, ProjectFile, UBTArgs);
}
}
}
// Set clean and log
foreach (var Target in Agenda.Targets)
{
if (Clean)
{
Target.Clean = Clean;
}
Log.TraceInformation("Will {0}build {1}", Clean ? "clean and " : "", Target);
}
Build.Build(Agenda, InUpdateVersionFiles: false);
return ExitCode.Success;
}
}
[Help("Builds the editor for the specified project.")]
[Help("Example BuildEditor -project=QAGame")]
[Help("Note: Editor will only ever build for the current platform in a Development config and required tools will be included")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs. If omitted will build vanilla UE4Editor")]
[Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")]
class BuildEditor : BuildTarget
{
public BuildEditor()
{
Targets = "Editor";
}
public override ExitCode Execute()
{
bool DoOpen = ParseParam("open");
ExitCode Status = base.Execute();
if (Status == ExitCode.Success && DoOpen)
{
OpenEditor OpenCmd = new OpenEditor();
OpenCmd.ProjectName = this.ProjectName;
Status = OpenCmd.Execute();
}
return Status;
}
}
[Help("Builds the game for the specified project.")]
[Help("Example BuildGame -project=QAGame -platform=PS4+XboxOne -configuration=Development.")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs.")]
[Help("platform=PS4+XboxOne", "Platforms to build, join multiple platforms using +")]
[Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")]
[Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")]
class BuildGame : BuildTarget
{
public BuildGame()
{
Targets = "Game";
}
}
[Help("Builds the server for the specified project.")]
[Help("Example BuildServer -project=QAGame -platform=Win64 -configuration=Development.")]
[Help("project=<QAGame>", "Project to build. Will search current path and paths in ueprojectdirs.")]
[Help("platform=Win64", "Platforms to build, join multiple platforms using +")]
[Help("configuration=Development+Test", "Configurations to build, join multiple configurations using +")]
[Help("notools", "Don't build any tools (UHT, ShaderCompiler, CrashReporter")]
class BuildServer : BuildTarget
{
public BuildServer()
{
Targets = "Server";
}
}
}