Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Automation.cs
Jaroslaw Palczynski ad6b17577e UE-7755: UBT reporting VS2012 as an unsupported compiler even when UAT was passed -NoCompile
There were two problems with this. One, I had to suppress registering build platforms in UBT if the project has no code. To achieve this I added new flag -nocodeproject and I'm passing it down from the editor to UAT.

The second one emerged after fixing previous one. The Editor was adding -build flag to the UAT if it found any of the VS 2012 or 2013. -build flag is making UAT to try to build, which fails as it is not supported on VS 2012-only system. During the discussion with platform team we came up with the solution to not check for VS 2012 in editor, as we only support it for XDK development, which requires both VSes on the system (2012 and 2013). Hence flag -build should be appended to the UAT command line if and only if there is VS2013 on the system.

[CL 2431415 by Jaroslaw Palczynski in Main branch]
2015-02-04 04:24:32 -05:00

492 lines
15 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Reflection;
using System.Diagnostics;
using UnrealBuildTool;
namespace AutomationTool
{
#region Command info
/// <summary>
/// Command to execute info.
/// </summary>
class CommandInfo
{
public string CommandName;
public List<string> Arguments = new List<string>();
public override string ToString()
{
string Result = CommandName;
Result += "(";
for (int Index = 0; Index < Arguments.Count; ++Index)
{
if (Index > 0)
{
Result += ", ";
}
Result += Arguments[Index];
}
Result += ")";
return Result;
}
}
#endregion
#region Command Line helpers
/// <summary>
/// Helper class for automatically registering command line params.
/// </summary>
public class CommandLineArg
{
public delegate void OnSetDelegate();
public string Name;
public OnSetDelegate SetDelegate;
/// <summary>
/// True of this arg was set in the command line.
/// </summary>
public bool IsSet { get; private set; }
public CommandLineArg(string InName, OnSetDelegate InSet = null)
{
Name = InName;
SetDelegate = InSet;
GlobalCommandLine.RegisteredArgs.Add(Name, this);
}
public void Set()
{
IsSet = true;
if (SetDelegate != null)
{
SetDelegate();
}
}
public override string ToString()
{
return String.Format("{0}, {1}", Name, IsSet);
}
/// <summary>
/// Returns true of this arg was set in the command line.
/// </summary>
public static implicit operator bool(CommandLineArg Arg)
{
return Arg.IsSet;
}
}
/// <summary>
/// Global command line parameters.
/// </summary>
public static class GlobalCommandLine
{
/// <summary>
/// List of all registered command line parameters (global, not command-specific)
/// </summary>
public static CaselessDictionary<CommandLineArg> RegisteredArgs = new CaselessDictionary<CommandLineArg>();
public static CommandLineArg CompileOnly = new CommandLineArg("-CompileOnly");
public static CommandLineArg Verbose = new CommandLineArg("-Verbose");
public static CommandLineArg Submit = new CommandLineArg("-Submit");
public static CommandLineArg NoSubmit = new CommandLineArg("-NoSubmit");
public static CommandLineArg ForceLocal = new CommandLineArg("-ForceLocal");
public static CommandLineArg NoP4 = new CommandLineArg("-NoP4");
public static CommandLineArg P4 = new CommandLineArg("-P4");
public static CommandLineArg Preprocess = new CommandLineArg("-Preprocess");
public static CommandLineArg NoCompile = new CommandLineArg("-NoCompile");
public static CommandLineArg NoCompileEditor = new CommandLineArg("-NoCompileEditor");
public static CommandLineArg NoCodeProject = new CommandLineArg("-NoCodeProject");
public static CommandLineArg Help = new CommandLineArg("-Help");
public static CommandLineArg List = new CommandLineArg("-List");
public static CommandLineArg Rocket = new CommandLineArg("-Rocket");
public static CommandLineArg NoKill = new CommandLineArg("-NoKill");
public static CommandLineArg Installed = new CommandLineArg("-Installed");
public static CommandLineArg UTF8Output = new CommandLineArg("-UTF8Output");
public static CommandLineArg NoAutoSDK = new CommandLineArg("-NoAutoSDK");
/// <summary>
/// Force initialize static members by calling this.
/// </summary>
public static void Init()
{
Log.TraceVerbose("Registered {0} command line parameters.", RegisteredArgs.Count);
}
}
#endregion
[Help(
@"Executes scripted commands
AutomationTool.exe [-verbose] [-compileonly] [-p4] Command0 [-Arg0 -Arg1 -Arg2 …] Command1 [-Arg0 -Arg1 …] Command2 [-Arg0 …] Commandn … [EnvVar0=MyValue0 … EnvVarn=MyValuen]"
)]
[Help("verbose", "Enables verbose logging")]
[Help("nop4", "Disables Perforce functionality (default if not run on a build machine)")]
[Help("p4", "Enables Perforce functionality (default if run on a build machine)")]
[Help("compileonly", "Does not run any commands, only compiles them")]
[Help("forcelocal", "Forces local execution")]
[Help("help", "Displays help")]
[Help("list", "Lists all available commands")]
[Help("submit", "Allows UAT command to submit changes")]
[Help("nosubmit", "Prevents any submit attempts")]
[Help("nokill", "Does not kill any spawned processes on exit")]
static class Automation
{
#region Command line parsing
/// <summary>
/// Parses command line parameter.
/// </summary>
/// <param name="ParamIndex">Parameter index</param>
/// <param name="CommandLine">Command line</param>
/// <param name="CurrentCommand">Recently parsed command</param>
/// <param name="OutAdditionalScriptsFolders">Additional script locations</param>
/// <returns>True if the parameter has been successfully parsed.</returns>
private static void ParseParam(string CurrentParam, CommandInfo CurrentCommand, List<string> OutAdditionalScriptsFolders)
{
bool bGlobalParam = false;
foreach (var RegisteredParam in GlobalCommandLine.RegisteredArgs)
{
if (String.Compare(CurrentParam, RegisteredParam.Key, true) == 0)
{
// Register and exit, we're done here.
RegisteredParam.Value.Set();
bGlobalParam = true;
break;
}
}
// The parameter was not found in the list of global parameters, continue looking...
if (CurrentParam.StartsWith("-ScriptDir=", StringComparison.InvariantCultureIgnoreCase))
{
var ScriptDir = CurrentParam.Substring(CurrentParam.IndexOf('=') + 1);
if (Directory.Exists(ScriptDir))
{
OutAdditionalScriptsFolders.Add(ScriptDir);
Log.TraceVerbose("Found additional script dir: {0}", ScriptDir);
}
else
{
throw new AutomationException("Specified ScriptDir doesn't exist: {0}", ScriptDir);
}
}
else if (CurrentParam.StartsWith("-"))
{
if (CurrentCommand != null)
{
CurrentCommand.Arguments.Add(CurrentParam.Substring(1));
}
else if (!bGlobalParam)
{
throw new AutomationException("Unknown parameter {0} in the command line that does not belong to any command.", CurrentParam);
}
}
else if (CurrentParam.Contains("="))
{
// Environment variable
int ValueStartIndex = CurrentParam.IndexOf('=') + 1;
string EnvVarName = CurrentParam.Substring(0, ValueStartIndex - 1);
if (String.IsNullOrEmpty(EnvVarName))
{
throw new AutomationException("Unable to parse environment variable that has no name. Error when parsing command line param {0}", CurrentParam);
}
string EnvVarValue = CurrentParam.Substring(ValueStartIndex);
CommandUtils.SetEnvVar(EnvVarName, EnvVarValue);
}
}
/// <summary>
/// Parse the command line and create a list of commands to execute.
/// </summary>
/// <param name="CommandLine">Command line</param>
/// <param name="OutCommandsToExecute">List containing the names of commands to execute</param>
/// <param name="OutAdditionalScriptsFolders">Optional list of additional paths to look for scripts in</param>
private static void ParseCommandLine(string[] CommandLine, List<CommandInfo> OutCommandsToExecute, List<string> OutAdditionalScriptsFolders)
{
// Initialize global command line parameters
GlobalCommandLine.Init();
Log.TraceInformation("Parsing command line: {0}", String.Join(" ", CommandLine));
CommandInfo CurrentCommand = null;
for (int Index = 0; Index < CommandLine.Length; ++Index)
{
var Param = CommandLine[Index];
if (Param.StartsWith("-") || Param.Contains("="))
{
ParseParam(CommandLine[Index], CurrentCommand, OutAdditionalScriptsFolders);
}
else
{
CurrentCommand = new CommandInfo();
CurrentCommand.CommandName = CommandLine[Index];
OutCommandsToExecute.Add(CurrentCommand);
}
}
// Validate
var Result = OutCommandsToExecute.Count > 0 || GlobalCommandLine.Help || GlobalCommandLine.CompileOnly || GlobalCommandLine.List;
if (OutCommandsToExecute.Count > 0)
{
Log.TraceVerbose("Found {0} scripts to execute:", OutCommandsToExecute.Count);
foreach (var Command in OutCommandsToExecute)
{
Log.TraceVerbose(" " + Command.ToString());
}
}
else if (!Result)
{
throw new AutomationException("Failed to find scripts to execute in the command line params.");
}
if (GlobalCommandLine.NoP4 && GlobalCommandLine.P4)
{
throw new AutomationException("{0} and {1} can't be set simultaneously.", GlobalCommandLine.NoP4.Name, GlobalCommandLine.P4.Name);
}
if (GlobalCommandLine.NoSubmit && GlobalCommandLine.Submit)
{
throw new AutomationException("{0} and {1} can't be set simultaneously.", GlobalCommandLine.NoSubmit.Name, GlobalCommandLine.Submit.Name);
}
if (GlobalCommandLine.Rocket)
{
UnrealBuildTool.UnrealBuildTool.bRunningRocket = true;
}
}
#endregion
#region Main Program
/// <summary>
/// Main method.
/// </summary>
/// <param name="CommandLine">Command line</param>
public static void Process(string[] CommandLine)
{
// Initial check for local or build machine runs BEFORE we parse the command line (We need this value set
// in case something throws the exception while parsing the command line)
IsBuildMachine = !String.IsNullOrEmpty(Environment.GetEnvironmentVariable("uebp_LOCAL_ROOT"));
// Scan the command line for commands to execute.
var CommandsToExecute = new List<CommandInfo>();
var AdditionalScriptsFolders = new List<string>();
ParseCommandLine(CommandLine, CommandsToExecute, AdditionalScriptsFolders);
// Check for build machine override (force local)
IsBuildMachine = GlobalCommandLine.ForceLocal ? false : IsBuildMachine;
Log.TraceInformation("IsBuildMachine={0}", IsBuildMachine);
Environment.SetEnvironmentVariable("IsBuildMachine", IsBuildMachine ? "1" : "0");
// should we kill processes on exit
ShouldKillProcesses = !GlobalCommandLine.NoKill;
Log.TraceInformation("ShouldKillProcesses={0}", ShouldKillProcesses);
if (CommandsToExecute.Count == 0 && GlobalCommandLine.Help)
{
DisplayHelp();
return;
}
// Disable AutoSDKs if specified on the command line
if (GlobalCommandLine.NoAutoSDK)
{
UEBuildPlatform.bAllowAutoSDKSwitching = false;
}
// Setup environment
Log.TraceInformation("Setting up command environment.");
CommandUtils.InitCommandEnvironment();
// Change CWD to UE4 root.
Environment.CurrentDirectory = CommandUtils.CmdEnv.LocalRoot;
// Fill in the project info
UnrealBuildTool.UProjectInfo.FillProjectInfo();
// Clean rules folders up
ProjectUtils.CleanupFolders();
// Compile scripts.
Log.TraceInformation("Compiling scripts.");
ScriptCompiler Compiler = new ScriptCompiler();
Compiler.FindAndCompileAllScripts(AdditionalScriptsFolders: AdditionalScriptsFolders);
if (GlobalCommandLine.CompileOnly)
{
Log.TraceInformation("Compilation successful, exiting (CompileOnly)");
return;
}
if (GlobalCommandLine.List)
{
ListAvailableCommands(Compiler.Commands);
return;
}
if (GlobalCommandLine.Help)
{
DisplayHelp(CommandsToExecute, Compiler.Commands);
return;
}
// Enable or disable P4 support
CommandUtils.InitP4Support(CommandsToExecute, Compiler.Commands);
if (CommandUtils.P4Enabled)
{
Log.TraceInformation("Setting up Perforce environment.");
CommandUtils.InitP4Environment();
CommandUtils.InitDefaultP4Connection();
}
// Find and execute commands.
Execute(CommandsToExecute, Compiler.Commands);
return;
}
/// <summary>
/// Execute commands specified in the command line.
/// </summary>
/// <param name="CommandsToExecute"></param>
/// <param name="Commands"></param>
private static void Execute(List<CommandInfo> CommandsToExecute, CaselessDictionary<Type> Commands)
{
for (int CommandIndex = 0; CommandIndex < CommandsToExecute.Count; ++CommandIndex)
{
var CommandInfo = CommandsToExecute[CommandIndex];
Log.TraceVerbose("Attempting to execute {0}", CommandInfo.ToString());
Type CommandType;
if (!Commands.TryGetValue(CommandInfo.CommandName, out CommandType))
{
throw new AutomationException("Failed to find command {0}", CommandInfo.CommandName);
}
else
{
BuildCommand Command = (BuildCommand)Activator.CreateInstance(CommandType);
Command.Params = CommandInfo.Arguments.ToArray();
Command.Execute();
// dispose of the class if necessary
{
var CommandDisposable = Command as IDisposable;
if (CommandDisposable != null)
{
CommandDisposable.Dispose();
}
}
// Make sure there's no directories on the stack.
CommandUtils.ClearDirStack();
}
}
Log.TraceInformation("Script execution successful, exiting.");
}
#endregion
#region Help
/// <summary>
/// Display help for the specified commands (to execute)
/// </summary>
/// <param name="CommandsToExecute">List of commands specified in the command line.</param>
/// <param name="Commands">All discovered command objects.</param>
private static void DisplayHelp(List<CommandInfo> CommandsToExecute, CaselessDictionary<Type> Commands)
{
for (int CommandIndex = 0; CommandIndex < CommandsToExecute.Count; ++CommandIndex)
{
var CommandInfo = CommandsToExecute[CommandIndex];
Type CommandType;
if (Commands.TryGetValue(CommandInfo.CommandName, out CommandType) == false)
{
Log.TraceError("Help: Failed to find command {0}", CommandInfo.CommandName);
}
else
{
CommandUtils.Help(CommandType);
}
}
}
/// <summary>
/// Display AutomationTool.exe help.
/// </summary>
private static void DisplayHelp()
{
CommandUtils.LogHelp(typeof(Automation));
}
/// <summary>
/// List all available commands.
/// </summary>
/// <param name="Commands">All vailable commands.</param>
private static void ListAvailableCommands(CaselessDictionary<Type> Commands)
{
string Message = Environment.NewLine;
Message += "Available commands:" + Environment.NewLine;
foreach (var AvailableCommand in Commands)
{
Message += String.Format(" {0}{1}", AvailableCommand.Key, Environment.NewLine);
}
CommandUtils.Log(Message);
}
#endregion
#region Properties
/// <summary>
/// True if this process is running on a build machine, false if locally.
/// </summary>
/// <remarks>
/// The reason one this property exists in Automation class and not BuildEnvironment is that
/// it's required long before BuildEnvironment is initialized.
/// </remarks>
public static bool IsBuildMachine
{
get
{
if (!bIsBuildMachine.HasValue)
{
throw new AutomationException("Trying to access IsBuildMachine property before it was initialized.");
}
return (bool)bIsBuildMachine;
}
private set
{
bIsBuildMachine = value;
}
}
private static bool? bIsBuildMachine;
public static bool ShouldKillProcesses
{
get
{
if (!bShouldKillProcesses.HasValue)
{
throw new AutomationException("Trying to access ShouldKillProcesses property before it was initialized.");
}
return (bool)bShouldKillProcesses;
}
private set
{
bShouldKillProcesses = value;
}
}
private static bool? bShouldKillProcesses;
#endregion
}
}