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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
GC and WeakObjectPtr performance optimizations.
- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
- Moved WeakObjectPtr serial numbersto FUObjectArray
- Added pre-allocated UObject array
Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.
Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920
UHT will now use makefiles to speed up iterative runs.
Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963
Hot-reload performance optimizations:
1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
2. Parallelized search for old CDOs referencers.
Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster
Dependency preloading improvements
- Asset registry dependencies now resolve asset redirectors
- Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package
Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1
Allow UnfocusedVolumeMultiplier to be set programmatically
Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1
When cooking, don't add imports that are outers of objects excluded from the current cook target.
Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core
Inline storage for TFunction.
Fix for delegate inline storage on Win64.
Some build fixes.
Visualizer fixes for new TFunction format.
Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
CrashReporter Web - Search by Platform
Added initial support for streams (GetBranchesAsListItems, CopyToJira)
Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core
Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.
Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core
Some TSet function optimisations:
Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
Taking local copies of HashSize during iterations.
Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core
BulkData zero byte allocations are now handled by an RAII object which owns the memory.
Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core
FName::operator== and != optimised to be a single comparison.
Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro)
Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360)
Also fixed starting condition.
Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1
PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus)
Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core
PR #1540 - Specifying a different Saved folder at launch through a command line parameter
Integrated and optimized.
#lockdown Nick.Penwarden
[CL 2772222 by Robert Manuszewski in Main branch]
2375 lines
92 KiB
C#
2375 lines
92 KiB
C#
// Copyright 1998-2015 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.Text;
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using System.IO;
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using System.Reflection;
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using Microsoft.Win32;
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using System.Linq;
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using System.Diagnostics;
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using Tools.DotNETCommon;
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using System.Xml.Linq;
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using System.Xml;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Represents a folder within the master project (e.g. Visual Studio solution)
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/// </summary>
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public abstract class MasterProjectFolder
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{
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
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/// <param name="InitFolderName">Name for this folder</param>
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public MasterProjectFolder( ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName )
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{
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OwnerProjectFileGenerator = InitOwnerProjectFileGenerator;
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FolderName = InitFolderName;
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}
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/// Name of this folder
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public string FolderName
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{
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get;
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private set;
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}
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/// <summary>
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/// Adds a new sub-folder to this folder
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/// </summary>
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/// <param name="SubFolderName">Name of the new folder</param>
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/// <returns>The newly-added folder</returns>
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public MasterProjectFolder AddSubFolder( string SubFolderName )
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{
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MasterProjectFolder ResultFolder = null;
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foreach (var FolderName in SubFolderName.Split(new char[1] {'\\'}, StringSplitOptions.RemoveEmptyEntries))
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{
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bool AlreadyExists = false;
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foreach (var ExistingFolder in SubFolders)
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{
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if (ExistingFolder.FolderName.Equals(FolderName, StringComparison.InvariantCultureIgnoreCase))
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{
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// Already exists!
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ResultFolder = ExistingFolder;
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AlreadyExists = true;
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break;
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}
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}
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if (!AlreadyExists)
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{
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ResultFolder = OwnerProjectFileGenerator.AllocateMasterProjectFolder(OwnerProjectFileGenerator, SubFolderName);
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SubFolders.Add(ResultFolder);
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}
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}
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return ResultFolder;
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}
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/// <summary>
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/// Recursively searches for the specified project and returns the folder that it lives in, or null if not found
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/// </summary>
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/// <param name="Project">The project file to look for</param>
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/// <returns>The found folder that the project is in, or null</returns>
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public MasterProjectFolder FindFolderForProject( ProjectFile Project )
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{
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foreach( var CurFolder in SubFolders )
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{
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MasterProjectFolder FoundFolder = CurFolder.FindFolderForProject( Project );
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if( FoundFolder != null )
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{
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return FoundFolder;
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}
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}
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foreach( var ChildProject in ChildProjects )
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{
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if( ChildProject == Project )
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{
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return this;
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}
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}
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return null;
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}
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/// Owner project generator
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readonly ProjectFileGenerator OwnerProjectFileGenerator;
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/// Sub-folders
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public readonly List<MasterProjectFolder> SubFolders = new List<MasterProjectFolder>();
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/// Child projects
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public readonly List<ProjectFile> ChildProjects = new List<ProjectFile>();
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/// Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder
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/// and can be browsed/opened by the user easily in the user interface
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public readonly List<string> Files = new List<string>();
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}
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/// <summary>
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/// Base class for all project file generators
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/// </summary>
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public abstract class ProjectFileGenerator
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{
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/// Global static that enables generation of project files. Doesn't actually compile anything.
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/// This is enabled only via UnrealBuildTool command-line.
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public static bool bGenerateProjectFiles = false;
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/// True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc.
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public bool bGeneratingGameProjectFiles = false;
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/// True if we're generating project files to be used with Rocket
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public static bool bGeneratingRocketProjectFiles = false;
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/// Optional list of platforms to generate projects for
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readonly List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
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/// When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for
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protected string GameProjectName = null;
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/// Global static that only adds platforms that are supported when generating a given target.
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/// This was the old behavior, and it resulted in scenarios where having an unsupported platform selected
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/// in the platform drop-down would silently 'switch' to building Win32.
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/// The new behavior is to add all platforms when generating a target, and then check if it is supported
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/// at build time. If it is not, then a BuildException is thrown informing the user of an unsupported platform.
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/// NOTE: This only matters when using "-AllProjects". It can increase the project file load times though, because of all
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/// of the extra project configuration combinations we need to store
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public static bool bCreateDummyConfigsForUnsupportedPlatforms = true;
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/// Whether we should include configurations for "Test" and "Shipping" in generated projects (pass "-NoShippingConfigs" to disable this)
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/// NOTE: This is currently ignored when generating Rocket projects
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public static bool bIncludeTestAndShippingConfigs = true;
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/// True if intellisense data should be generated (takes a while longer)
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bool bGenerateIntelliSenseData = true;
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/// True if we should include documentation in the generated projects
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bool IncludeDocumentation = true;
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/// True if all documentation languages should be included in generated projects, otherwise only "INT" will be included
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bool bAllDocumentationLanguages = false;
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/// True if build targets should pass the -useprecompiled argument
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public static bool bUsePrecompiled = false;
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/// True if we should include engine source in the generated solution
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protected bool IncludeEngineSource = true;
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/// True if shader source files should be included in the generated projects
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bool IncludeShaderSource = true;
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/// True if build system files should be included
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bool IncludeBuildSystemFiles = true;
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/// True if we should include config files (.ini files) in the generated project
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bool IncludeConfigFiles = true;
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/// True if we should include localization files (.int/.kor/etc files) in the generated project
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bool IncludeLocalizationFiles = false;
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/// True if we should include template files (.template files) in the generated project
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bool IncludeTemplateFiles = true;
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/// True if we should include program projects in the generated solution
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protected bool IncludeEnginePrograms = true;
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/// True if we should reflect "Source" sub-directories on disk in the master project as master project directories.
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/// This arguably adds some visual clutter to the master project, but is truer to the on-disk file organization.
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bool KeepSourceSubDirectories = true;
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/// Relative path to the root of the engine/games (e.g. the directory above "Engine" and any sibling game directories)
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public static readonly string RootRelativePath = ".." + Path.DirectorySeparatorChar + ".."; // Assume CWD is "<root>/Engine/Source"
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/// Relative path from the CWD to the engine directory
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public static readonly string EngineRelativePath = Path.Combine( RootRelativePath, "Engine" );
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/// Relative path to the directory where the master project file will be saved to
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public static DirectoryReference MasterProjectPath = UnrealBuildTool.RootDirectory; // We'll save the master project to our "root" folder
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/// Name of the UE4 engine project name that contains all of the engine code, config files and other files
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static readonly string EngineProjectFileNameBase = "UE4";
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/// When ProjectsAreIntermediate is true, this is the directory to store generated project files
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// @todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder!
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public static DirectoryReference IntermediateProjectFilesPath = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Intermediate", "ProjectFiles" );
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/// Path to timestamp file, recording when was the last time projects were created.
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public static string ProjectTimestampFile = Path.Combine(IntermediateProjectFilesPath.FullName, "Timestamp");
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/// Global static new line string used by ProjectFileGenerator to generate project files.
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public static readonly string NewLine = Environment.NewLine;
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/// If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the
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/// generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files
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/// directly from the IDE.
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bool bGatherThirdPartySource = false;
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/// Name of the master project file (e.g. base file name for the solution file for Visual Studio, or the Xcode project file on Mac)
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protected string MasterProjectName = "UE4";
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/// Maps all module names that were included in generated project files, to actual project file objects.
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/// @todo projectfiles: Nasty global static list. This is only really used for IntelliSense, and to avoid extra folder searches for projects we've already cached source files for.
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public static readonly Dictionary<string, ProjectFile> ModuleToProjectFileMap = new Dictionary<string, ProjectFile>( StringComparer.InvariantCultureIgnoreCase );
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/// If generating project files for a single project, the path to its .uproject file.
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public readonly FileReference OnlyGameProject;
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/// When generating IntelliSense data, we may want to only generate data for a specific project file, even if other targets make use of modules
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/// in this project file. This is useful to prevent unusual or hacky global definitions from Programs affecting the Editor/Engine modules. We
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/// always want the most common and useful definitions to be set when working with solutions with many modules.
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public static ProjectFile OnlyGenerateIntelliSenseDataForProject
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{
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get;
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private set;
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}
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/// File extension for project files we'll be generating (e.g. ".vcxproj")
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abstract public string ProjectFileExtension
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{
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get;
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}
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/// True if we should include IntelliSense data in the generated project files when possible
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virtual public bool ShouldGenerateIntelliSenseData()
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{
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return bGenerateIntelliSenseData;
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}
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/// <summary>
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/// Default constructor.
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/// </summary>
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/// <param name="InOnlyGameProject">The project file passed in on the command line</param>
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public ProjectFileGenerator(FileReference InOnlyGameProject)
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{
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OnlyGameProject = InOnlyGameProject;
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}
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/// <summary>
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/// Adds all .automation.csproj files to the solution.
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/// </summary>
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void AddAutomationModules(MasterProjectFolder ProgramsFolder)
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{
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var Folder = ProgramsFolder.AddSubFolder("Automation");
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var AllGameFolders = UEBuildTarget.DiscoverAllGameFolders();
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var BuildFolders = new List<DirectoryReference>(AllGameFolders.Count);
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foreach (var GameFolder in AllGameFolders)
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{
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var GameBuildFolder = DirectoryReference.Combine(GameFolder, "Build");
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if (GameBuildFolder.Exists())
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{
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BuildFolders.Add(GameBuildFolder);
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}
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}
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// Find all the automation modules .csproj files to add
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var ModuleFiles = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.AutomationModule, null, ForeignPlugins:null, AdditionalSearchPaths: BuildFolders );
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foreach (var ProjectFile in ModuleFiles)
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{
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if (ProjectFile.Exists())
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{
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var Project = new VCSharpProjectFile(ProjectFile);
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Project.ShouldBuildForAllSolutionTargets = true;
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AddExistingProjectFile(Project, bForceDevelopmentConfiguration: true);
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AutomationProjectFiles.Add( Project );
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Folder.ChildProjects.Add( Project );
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}
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}
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}
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/// <summary>
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/// Finds the game projects that we're generating project files for
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/// </summary>
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/// <returns>List of project files</returns>
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public List<UProjectInfo> FindGameProjects()
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{
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return UProjectInfo.FilterGameProjects(true, bGeneratingGameProjectFiles ? GameProjectName : null);
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}
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/// <summary>
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/// Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets.
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/// Does not actually build anything.
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/// </summary>
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/// <param name="Arguments">Command-line arguments</param>
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/// <param name="bSuccess">True if everything went OK</param>
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public virtual void GenerateProjectFiles( String[] Arguments, out bool bSuccess )
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{
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bSuccess = true;
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// Parse project generator options
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bool IncludeAllPlatforms = true;
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ConfigureProjectFileGeneration( Arguments, ref IncludeAllPlatforms);
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if( bGeneratingGameProjectFiles )
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{
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Log.TraceInformation("Discovering modules, targets and source code for game...");
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MasterProjectPath = OnlyGameProject.Directory;
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// Set the project file name
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MasterProjectName = Path.GetFileNameWithoutExtension(OnlyGameProject.FullName);
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if (!DirectoryReference.Combine(MasterProjectPath, "Source").Exists())
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{
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if (!DirectoryReference.Combine(MasterProjectPath, "Intermediate", "Source").Exists())
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{
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
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{
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MasterProjectPath = UnrealBuildTool.EngineDirectory;
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GameProjectName = "UE4Game";
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}
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if (!DirectoryReference.Combine(MasterProjectPath, "Source").Exists())
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{
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throw new BuildException("Directory '{0}' is missing 'Source' folder.", MasterProjectPath);
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}
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}
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}
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IntermediateProjectFilesPath = DirectoryReference.Combine(MasterProjectPath, "Intermediate", "ProjectFiles");
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}
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else if( bGeneratingRocketProjectFiles )
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{
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Log.TraceInformation("Discovering modules, targets and source code for project...");
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MasterProjectPath = OnlyGameProject.Directory;
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IntermediateProjectFilesPath = DirectoryReference.Combine( MasterProjectPath, "Intermediate", "ProjectFiles" );
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// Set the project file name
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MasterProjectName = OnlyGameProject.GetFileNameWithoutExtension();
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if (!DirectoryReference.Combine(MasterProjectPath, "Source").Exists())
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{
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if (!DirectoryReference.Combine(MasterProjectPath, "Intermediate", "Source").Exists())
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{
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throw new BuildException("Directory '{0}' is missing 'Source' folder.", MasterProjectPath);
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}
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}
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}
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// Modify the name if specific platforms were given
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if (ProjectPlatforms.Count > 0)
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{
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// Sort the platforms names so we get consistent names
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List<string> SortedPlatformNames = new List<string>();
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foreach (UnrealTargetPlatform SpecificPlatform in ProjectPlatforms)
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{
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SortedPlatformNames.Add(SpecificPlatform.ToString());
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}
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SortedPlatformNames.Sort();
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MasterProjectName += "_";
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foreach (string SortedPlatform in SortedPlatformNames)
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{
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MasterProjectName += SortedPlatform;
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IntermediateProjectFilesPath = new DirectoryReference(IntermediateProjectFilesPath.FullName + SortedPlatform);
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}
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}
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bool bCleanProjectFiles = UnrealBuildTool.CommandLineContains( "-CleanProjects" );
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if (bCleanProjectFiles)
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{
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CleanProjectFiles(MasterProjectPath, MasterProjectName, IntermediateProjectFilesPath);
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}
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// Figure out which platforms we should generate project files for.
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string SupportedPlatformNames;
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SetupSupportedPlatformsAndConfigurations( IncludeAllPlatforms:IncludeAllPlatforms, SupportedPlatformNames:out SupportedPlatformNames );
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Log.TraceVerbose( "Detected supported platforms: " + SupportedPlatformNames );
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RootFolder = AllocateMasterProjectFolder( this, "<Root>" );
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// Build the list of games to generate projects for
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List<UProjectInfo> AllGameProjects = FindGameProjects();
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var AssemblyName = "ProjectFileGenerator";
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if (bGeneratingRocketProjectFiles)
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{
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AssemblyName = "RocketProjectFileGenerator";
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}
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else if (bGeneratingGameProjectFiles)
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{
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AssemblyName = GameProjectName + "ProjectFileGenerator";
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}
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// Find all of the module files. This will filter out any modules or targets that don't belong to platforms
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// we're generating project files for.
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var AllModuleFiles = DiscoverModules(AllGameProjects);
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ProjectFile EngineProject = null;
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Dictionary<DirectoryReference, ProjectFile> GameProjects = null;
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Dictionary<string, ProjectFile> ProgramProjects = null;
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HashSet<ProjectFile> TemplateGameProjects = null;
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{
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// Setup buildable projects for all targets
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AddProjectsForAllTargets( AllGameProjects, out EngineProject, out GameProjects, out ProgramProjects, out TemplateGameProjects );
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// Add all game projects and game config files
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AddAllGameProjects(GameProjects, SupportedPlatformNames, RootFolder);
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// Set the game to be the default project
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if(bGeneratingGameProjectFiles && GameProjects.Count > 0)
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{
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DefaultProject = GameProjects.Values.First();
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}
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// Place projects into root level solution folders
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if( IncludeEngineSource )
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{
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// If we're still missing an engine project because we don't have any targets for it, make one up.
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if( EngineProject == null )
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{
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FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, "UE4" + ProjectFileExtension);
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bool bAlreadyExisted;
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EngineProject = FindOrAddProject(ProjectFilePath, true, out bAlreadyExisted);
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EngineProject.IsForeignProject = false;
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EngineProject.IsGeneratedProject = true;
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EngineProject.IsStubProject = true;
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}
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if( EngineProject != null )
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{
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RootFolder.AddSubFolder( "Engine" ).ChildProjects.Add( EngineProject );
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// Engine config files
|
|
if( IncludeConfigFiles )
|
|
{
|
|
AddEngineConfigFiles( EngineProject );
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
AddUnrealHeaderToolConfigFiles(EngineProject);
|
|
AddUBTConfigFilesToEngineProject(EngineProject);
|
|
}
|
|
}
|
|
|
|
// Engine localization files
|
|
if( IncludeLocalizationFiles )
|
|
{
|
|
AddEngineLocalizationFiles( EngineProject );
|
|
}
|
|
|
|
// Engine template files
|
|
if (IncludeTemplateFiles)
|
|
{
|
|
AddEngineTemplateFiles( EngineProject );
|
|
}
|
|
|
|
if( IncludeShaderSource )
|
|
{
|
|
Log.TraceVerbose( "Adding shader source code..." );
|
|
|
|
// Find shader source files and generate stub project
|
|
AddEngineShaderSource( EngineProject );
|
|
}
|
|
|
|
if( IncludeBuildSystemFiles )
|
|
{
|
|
Log.TraceVerbose( "Adding build system files..." );
|
|
|
|
AddEngineBuildFiles( EngineProject );
|
|
}
|
|
|
|
if( IncludeDocumentation )
|
|
{
|
|
AddEngineDocumentation( EngineProject );
|
|
}
|
|
}
|
|
|
|
foreach( var CurGameProject in GameProjects.Values )
|
|
{
|
|
// Templates go under a different solution folder than games
|
|
if( TemplateGameProjects.Contains( CurGameProject ) )
|
|
{
|
|
RootFolder.AddSubFolder( "Templates" ).ChildProjects.Add( CurGameProject );
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Games" ).ChildProjects.Add( CurGameProject );
|
|
}
|
|
}
|
|
|
|
foreach( var CurProgramProject in ProgramProjects.Values )
|
|
{
|
|
ProjectTarget Target = CurProgramProject.ProjectTargets.FirstOrDefault(t => !String.IsNullOrEmpty(t.TargetRules.SolutionDirectory));
|
|
|
|
if (Target != null)
|
|
{
|
|
RootFolder.AddSubFolder(Target.TargetRules.SolutionDirectory).ChildProjects.Add(CurProgramProject);
|
|
}
|
|
else
|
|
{
|
|
RootFolder.AddSubFolder( "Programs" ).ChildProjects.Add( CurProgramProject );
|
|
}
|
|
}
|
|
|
|
// Add all of the config files for generated program targets
|
|
AddEngineProgramConfigFiles( ProgramProjects );
|
|
}
|
|
}
|
|
|
|
// Setup "stub" projects for all modules
|
|
AddProjectsForAllModules(AllGameProjects, ProgramProjects, AllModuleFiles, bGatherThirdPartySource);
|
|
|
|
{
|
|
if( IncludeEnginePrograms )
|
|
{
|
|
MasterProjectFolder ProgramsFolder = RootFolder.AddSubFolder( "Programs" );
|
|
|
|
// Add EnvVarsToXML to the master project
|
|
var EnvVarsToXMLProjectFile = AddSimpleCSharpProject("EnvVarsToXML/EnvVarsToXML", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true);
|
|
ProgramsFolder.ChildProjects.Add(EnvVarsToXMLProjectFile);
|
|
|
|
// Add UnrealBuildTool to the master project
|
|
AddUnrealBuildToolProject( ProgramsFolder, new ProjectFile[] { EnvVarsToXMLProjectFile } );
|
|
|
|
// Add AutomationTool to the master project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationTool", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true));
|
|
|
|
// Add UnrealAutomationTool (launcher) to the master project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("AutomationToolLauncher", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true));
|
|
|
|
// Add automation.csproj files to the master project
|
|
AddAutomationModules(ProgramsFolder);
|
|
|
|
// Add DotNETUtilities to the master project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("DotNETCommon/DotNETUtilities", bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true));
|
|
|
|
// Add the Git dependencies project
|
|
ProgramsFolder.ChildProjects.Add(AddSimpleCSharpProject("GitDependencies", bForceDevelopmentConfiguration: true, bShouldBuildByDefaultForSolutionTargets: false));
|
|
|
|
// Add all of the IOS C# projects
|
|
AddIOSProjects( ProgramsFolder );
|
|
|
|
// Add all of the Android C# projects
|
|
AddAndroidProjects( ProgramsFolder );
|
|
|
|
// Add all of the PS4 C# projects
|
|
AddPS4Projects( ProgramsFolder );
|
|
|
|
AddHTML5Projects( ProgramsFolder );
|
|
}
|
|
|
|
|
|
// Eliminate all redundant master project folders. E.g., folders which contain only one project and that project
|
|
// has the same name as the folder itself. To the user, projects "feel like" folders already in the IDE, so we
|
|
// want to collapse them down where possible.
|
|
EliminateRedundantMasterProjectSubFolders( RootFolder, "" );
|
|
|
|
|
|
bool bWriteFileManifest = UnrealBuildTool.CommandLineContains("-filemanifest");
|
|
|
|
if (bWriteFileManifest == false)
|
|
{
|
|
// Figure out which targets we need about IntelliSense for. We only need to worry about targets for projects
|
|
// that we're actually generating in this session.
|
|
var IntelliSenseTargetFiles = new List<Tuple<ProjectFile, FileReference>>();
|
|
{
|
|
// Engine targets
|
|
if( EngineProject != null)
|
|
{
|
|
foreach( var ProjectTarget in EngineProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if( ProjectTarget.TargetRules.Type == TargetRules.TargetType.Editor )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create(EngineProject, ProjectTarget.TargetFilePath) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Program targets
|
|
foreach( var ProgramProject in ProgramProjects.Values )
|
|
{
|
|
foreach( var ProjectTarget in ProgramProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( ProgramProject, ProjectTarget.TargetFilePath ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Game/template targets
|
|
foreach( var GameProject in GameProjects.Values )
|
|
{
|
|
foreach( var ProjectTarget in GameProject.ProjectTargets )
|
|
{
|
|
if( ProjectTarget.TargetFilePath != null )
|
|
{
|
|
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
|
|
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
|
|
if( ProjectTarget.TargetRules.Type == TargetRules.TargetType.Editor )
|
|
{
|
|
IntelliSenseTargetFiles.Add( Tuple.Create( GameProject, ProjectTarget.TargetFilePath ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Generate IntelliSense data if we need to. This involves having UBT simulate the action compilation of
|
|
// the targets so that we can extra the compiler defines, include paths, etc.
|
|
bSuccess = GenerateIntelliSenseData(Arguments, IntelliSenseTargetFiles );
|
|
}
|
|
|
|
|
|
// If everything went OK, we'll now save out all of the new project files
|
|
if( bSuccess )
|
|
{
|
|
if (bWriteFileManifest == false)
|
|
{
|
|
// Save new project files
|
|
WriteProjectFiles();
|
|
|
|
Log.TraceVerbose( "Project generation complete ({0} generated, {1} imported)", GeneratedProjectFiles.Count, OtherProjectFiles.Count );
|
|
}
|
|
else
|
|
{
|
|
WriteProjectFileManifest();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds detected UBT configuration files (BuildConfiguration.xml) to engine project.
|
|
/// </summary>
|
|
/// <param name="EngineProject">Engine project to add files to.</param>
|
|
private void AddUBTConfigFilesToEngineProject(ProjectFile EngineProject)
|
|
{
|
|
EngineProject.AddAliasedFileToProject(new AliasedFile(
|
|
XmlConfigLoader.GetXSDPath(),
|
|
Path.Combine("Programs", "UnrealBuildTool")
|
|
));
|
|
|
|
foreach(var BuildConfigurationPath in XmlConfigLoader.ConfigLocationHierarchy)
|
|
{
|
|
if(!BuildConfigurationPath.bExists)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
EngineProject.AddAliasedFileToProject(
|
|
new AliasedFile(
|
|
BuildConfigurationPath.FSLocation,
|
|
Path.Combine("Config", "UnrealBuildTool", BuildConfigurationPath.IDEFolderName)
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clean project files
|
|
/// </summary>
|
|
/// <param name="InMasterProjectRelativePath">The MasterProjectRelativePath</param>
|
|
/// <param name="InMasterProjectName">The name of the master project</param>
|
|
/// <param name="InIntermediateProjectFilesPath">The intermediate path of project files</param>
|
|
public abstract void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory);
|
|
|
|
/// <summary>
|
|
/// Configures project generator based on command-line options
|
|
/// </summary>
|
|
/// <param name="Arguments">Arguments passed into the program</param>
|
|
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
|
|
protected virtual void ConfigureProjectFileGeneration( String[] Arguments, ref bool IncludeAllPlatforms )
|
|
{
|
|
bool bAlwaysIncludeEngineModules = false;
|
|
foreach( var CurArgument in Arguments )
|
|
{
|
|
if( CurArgument.StartsWith( "-" ) )
|
|
{
|
|
if (CurArgument.StartsWith( "-Platforms=", StringComparison.InvariantCultureIgnoreCase ))
|
|
{
|
|
// Parse the list... will be in Foo+Bar+New format
|
|
string PlatformList = CurArgument.Substring(11);
|
|
while (PlatformList.Length > 0)
|
|
{
|
|
string PlatformString = PlatformList;
|
|
Int32 PlusIdx = PlatformList.IndexOf("+");
|
|
if (PlusIdx != -1)
|
|
{
|
|
PlatformString = PlatformList.Substring(0, PlusIdx);
|
|
PlatformList = PlatformList.Substring(PlusIdx + 1);
|
|
}
|
|
else
|
|
{
|
|
// We are on the last platform... clear the list to exit the loop
|
|
PlatformList = "";
|
|
}
|
|
|
|
// Is the string a valid platform? If so, add it to the list
|
|
UnrealTargetPlatform SpecifiedPlatform = UnrealTargetPlatform.Unknown;
|
|
foreach (UnrealTargetPlatform PlatformParam in Enum.GetValues(typeof(UnrealTargetPlatform)))
|
|
{
|
|
if (PlatformString.Equals(PlatformParam.ToString(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
SpecifiedPlatform = PlatformParam;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (SpecifiedPlatform != UnrealTargetPlatform.Unknown)
|
|
{
|
|
if (ProjectPlatforms.Contains(SpecifiedPlatform) == false)
|
|
{
|
|
ProjectPlatforms.Add(SpecifiedPlatform);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceWarning("ProjectFiles invalid platform specified: {0}", PlatformString);
|
|
}
|
|
}
|
|
}
|
|
else switch( CurArgument.ToUpperInvariant() )
|
|
{
|
|
case "-ALLPLATFORMS":
|
|
IncludeAllPlatforms = true;
|
|
break;
|
|
|
|
case "-CURRENTPLATFORM":
|
|
IncludeAllPlatforms = false;
|
|
break;
|
|
|
|
case "-THIRDPARTY":
|
|
bGatherThirdPartySource = true;
|
|
break;
|
|
|
|
case "-GAME":
|
|
// Generates project files for a single game
|
|
bGeneratingGameProjectFiles = true;
|
|
break;
|
|
|
|
case "-ENGINE":
|
|
// Forces engine modules and targets to be included in game-specific project files
|
|
bAlwaysIncludeEngineModules = true;
|
|
break;
|
|
|
|
case "-NOINTELLISENSE":
|
|
bGenerateIntelliSenseData = false;
|
|
break;
|
|
|
|
case "-INTELLISENSE":
|
|
bGenerateIntelliSenseData = true;
|
|
break;
|
|
|
|
case "-SHIPPINGCONFIGS":
|
|
bIncludeTestAndShippingConfigs = true;
|
|
break;
|
|
|
|
case "-NOSHIPPINGCONFIGS":
|
|
bIncludeTestAndShippingConfigs = false;
|
|
break;
|
|
|
|
case "-DUMMYCONFIGS":
|
|
bCreateDummyConfigsForUnsupportedPlatforms = true;
|
|
break;
|
|
|
|
case "-NODUMMYCONFIGS":
|
|
bCreateDummyConfigsForUnsupportedPlatforms = false;
|
|
break;
|
|
|
|
case "-ALLLANGUAGES":
|
|
bAllDocumentationLanguages = true;
|
|
break;
|
|
|
|
case "-USEPRECOMPILED":
|
|
bUsePrecompiled = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bGeneratingRocketProjectFiles = UnrealBuildTool.RunningRocket();
|
|
|
|
|
|
if( bGeneratingRocketProjectFiles )
|
|
{
|
|
// Make sure we can get a valid game name out of this project
|
|
var GameName = OnlyGameProject.GetFileNameWithoutExtension();
|
|
if( String.IsNullOrEmpty( GameName ) )
|
|
{
|
|
throw new BuildException("A valid Rocket game project was not found in the specified location (" + OnlyGameProject.Directory.FullName + ")");
|
|
}
|
|
|
|
IncludeEngineSource = true;
|
|
IncludeDocumentation = false;
|
|
IncludeBuildSystemFiles = false;
|
|
IncludeShaderSource = false;
|
|
IncludeTemplateFiles = false;
|
|
IncludeConfigFiles = true;
|
|
IncludeEnginePrograms = false;
|
|
}
|
|
else if( bGeneratingGameProjectFiles )
|
|
{
|
|
GameProjectName = OnlyGameProject.GetFileNameWithoutExtension();
|
|
if (String.IsNullOrEmpty(GameProjectName))
|
|
{
|
|
throw new BuildException("A valid game project was not found in the specified location (" + OnlyGameProject.Directory.FullName + ")");
|
|
}
|
|
|
|
IncludeEngineSource = bAlwaysIncludeEngineModules;
|
|
IncludeDocumentation = false;
|
|
IncludeBuildSystemFiles = false;
|
|
IncludeShaderSource = true;
|
|
IncludeTemplateFiles = false;
|
|
IncludeConfigFiles = true;
|
|
IncludeEnginePrograms = bAlwaysIncludeEngineModules;
|
|
}
|
|
else
|
|
{
|
|
// At least one extra argument was specified, but we weren't expected it. Ignored.
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds all game project files, including target projects and config files
|
|
/// </summary>
|
|
private void AddAllGameProjects(Dictionary<DirectoryReference, ProjectFile> GameProjects, string SupportedPlatformNames, MasterProjectFolder ProjectsFolder)
|
|
{
|
|
foreach( var GameFolderAndProjectFile in GameProjects )
|
|
{
|
|
var GameProjectDirectory = GameFolderAndProjectFile.Key;
|
|
|
|
// @todo projectfiles: We have engine localization files, but should we also add GAME localization files?
|
|
|
|
// Game config files
|
|
if( IncludeConfigFiles )
|
|
{
|
|
var GameConfigDirectory = DirectoryReference.Combine(GameProjectDirectory, "Config");
|
|
if( GameConfigDirectory.Exists( ) )
|
|
{
|
|
var GameProjectFile = GameFolderAndProjectFile.Value;
|
|
GameProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( GameConfigDirectory ), GameProjectDirectory );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine localization text files to the specified project
|
|
private void AddEngineLocalizationFiles( ProjectFile EngineProject )
|
|
{
|
|
var EngineLocalizationDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Content", "Localization" );
|
|
if( EngineLocalizationDirectory.Exists( ) )
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineLocalizationDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine template text files to the specified project
|
|
private void AddEngineTemplateFiles( ProjectFile EngineProject )
|
|
{
|
|
var EngineTemplateDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Content", "Editor", "Templates");
|
|
if (EngineTemplateDirectory.Exists())
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineTemplateDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds all engine config files to the specified project
|
|
private void AddEngineConfigFiles( ProjectFile EngineProject )
|
|
{
|
|
var EngineConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Config" );
|
|
if( EngineConfigDirectory.Exists( ) )
|
|
{
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( EngineConfigDirectory ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
}
|
|
|
|
/// Adds UnrealHeaderTool config files to the specified project
|
|
private void AddUnrealHeaderToolConfigFiles(ProjectFile EngineProject)
|
|
{
|
|
var UHTConfigDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Programs", "UnrealHeaderTool", "Config");
|
|
if (UHTConfigDirectory.Exists())
|
|
{
|
|
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(UHTConfigDirectory), UnrealBuildTool.EngineDirectory);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all module files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of module files</returns>
|
|
protected List<FileReference> DiscoverModules(List<UProjectInfo> AllGameProjects)
|
|
{
|
|
List<FileReference> AllModuleFiles = new List<FileReference>();
|
|
|
|
// Locate all modules (*.Build.cs files)
|
|
List<FileReference> FoundModuleFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Module, GameFolders: AllGameProjects.Select(x => x.Folder).ToList(), ForeignPlugins:null, AdditionalSearchPaths:null );
|
|
foreach( var BuildFileName in FoundModuleFiles )
|
|
{
|
|
AllModuleFiles.Add( BuildFileName );
|
|
}
|
|
return AllModuleFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// List of non-redistributable folders
|
|
/// </summary>
|
|
private static string[] NoRedistFolders = new string[]
|
|
{
|
|
Path.DirectorySeparatorChar + "NoRedist" + Path.DirectorySeparatorChar,
|
|
Path.DirectorySeparatorChar + "NotForLicensees" + Path.DirectorySeparatorChar
|
|
};
|
|
|
|
/// <summary>
|
|
/// Checks if a module is in a non-redistributable folder
|
|
/// </summary>
|
|
/// <param name="CleanBuildFileName"></param>
|
|
/// <param name="IncludeThisModule"></param>
|
|
/// <returns></returns>
|
|
private static bool IsNoRedistModule(FileReference ModulePath)
|
|
{
|
|
foreach (var NoRedistFolderName in NoRedistFolders)
|
|
{
|
|
if (ModulePath.FullName.IndexOf(NoRedistFolderName, StringComparison.InvariantCultureIgnoreCase) >= 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all target files (filtering by platform)
|
|
/// </summary>
|
|
/// <returns>Filtered list of target files</returns>
|
|
protected List<FileReference> DiscoverTargets(List<UProjectInfo> AllGameProjects)
|
|
{
|
|
List<FileReference> AllTargetFiles = new List<FileReference>();
|
|
|
|
// Make a list of all platform name strings that we're *not* including in the project files
|
|
var UnsupportedPlatformNameStrings = Utils.MakeListOfUnsupportedPlatforms( SupportedPlatforms );
|
|
|
|
// Locate all targets (*.Target.cs files)
|
|
List<FileReference> FoundTargetFiles = RulesCompiler.FindAllRulesSourceFiles( RulesCompiler.RulesFileType.Target, AllGameProjects.Select(x => x.Folder).ToList(), ForeignPlugins:null, AdditionalSearchPaths:null );
|
|
foreach( FileReference CurTargetFile in FoundTargetFiles )
|
|
{
|
|
var CleanTargetFileName = Utils.CleanDirectorySeparators( CurTargetFile.FullName );
|
|
|
|
// remove the local root
|
|
var LocalRoot = Path.GetFullPath(RootRelativePath);
|
|
var Search = CleanTargetFileName;
|
|
if (Search.StartsWith(LocalRoot, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
if (LocalRoot.EndsWith("\\") || LocalRoot.EndsWith("/"))
|
|
{
|
|
Search = Search.Substring(LocalRoot.Length - 1);
|
|
}
|
|
else
|
|
{
|
|
Search = Search.Substring(LocalRoot.Length);
|
|
}
|
|
}
|
|
|
|
if (OnlyGameProject != null)
|
|
{
|
|
string ProjectRoot = OnlyGameProject.Directory.FullName;
|
|
if (Search.StartsWith(ProjectRoot, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
if (ProjectRoot.EndsWith("\\") || ProjectRoot.EndsWith("/"))
|
|
{
|
|
Search = Search.Substring(ProjectRoot.Length - 1);
|
|
}
|
|
else
|
|
{
|
|
Search = Search.Substring(ProjectRoot.Length);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Skip targets in unsupported platform directories
|
|
bool IncludeThisTarget = true;
|
|
foreach( var CurPlatformName in UnsupportedPlatformNameStrings )
|
|
{
|
|
if (Search.IndexOf(Path.DirectorySeparatorChar + CurPlatformName + Path.DirectorySeparatorChar, StringComparison.InvariantCultureIgnoreCase) != -1)
|
|
{
|
|
IncludeThisTarget = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( IncludeThisTarget )
|
|
{
|
|
AllTargetFiles.Add( CurTargetFile );
|
|
}
|
|
}
|
|
|
|
return AllTargetFiles;
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding
|
|
/// files and projects to the master project.
|
|
/// </summary>
|
|
/// <param name="Folder">The folder whose sub-folders we should potentially collapse into</param>
|
|
void EliminateRedundantMasterProjectSubFolders( MasterProjectFolder Folder, string ParentMasterProjectFolderPath )
|
|
{
|
|
// NOTE: This is for diagnostics output only
|
|
var MasterProjectFolderPath = String.IsNullOrEmpty( ParentMasterProjectFolderPath ) ? Folder.FolderName : ( ParentMasterProjectFolderPath + "/" + Folder.FolderName );
|
|
|
|
// We can eliminate folders that meet all of these requirements:
|
|
// 1) Have only a single project file in them
|
|
// 2) Have no files in the folder except project files, and no sub-folders
|
|
// 3) The project file matches the folder name
|
|
//
|
|
// Additionally, if KeepSourceSubDirectories==false, we can eliminate directories called "Source".
|
|
//
|
|
// Also, we can kill folders that are completely empty.
|
|
|
|
|
|
foreach( var SubFolder in Folder.SubFolders )
|
|
{
|
|
// Recurse
|
|
EliminateRedundantMasterProjectSubFolders( SubFolder, MasterProjectFolderPath );
|
|
}
|
|
|
|
var SubFoldersToAdd = new List<MasterProjectFolder>();
|
|
var SubFoldersToRemove = new List<MasterProjectFolder>();
|
|
foreach( var SubFolder in Folder.SubFolders )
|
|
{
|
|
bool CanCollapseFolder = false;
|
|
|
|
// 1)
|
|
if( SubFolder.ChildProjects.Count == 1 )
|
|
{
|
|
// 2)
|
|
if( SubFolder.Files.Count == 0 &&
|
|
SubFolder.SubFolders.Count == 0 )
|
|
{
|
|
// 3)
|
|
if (SubFolder.FolderName.Equals(SubFolder.ChildProjects[0].ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
CanCollapseFolder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !KeepSourceSubDirectories )
|
|
{
|
|
if( SubFolder.FolderName.Equals( "Source", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
// Avoid collapsing the Engine's Source directory, since there are so many other solution folders in
|
|
// the parent directory.
|
|
if( !Folder.FolderName.Equals( "Engine", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
CanCollapseFolder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( SubFolder.ChildProjects.Count == 0 && SubFolder.Files.Count == 0 & SubFolder.SubFolders.Count == 0 )
|
|
{
|
|
// Folder is totally empty
|
|
CanCollapseFolder = true;
|
|
}
|
|
|
|
if( CanCollapseFolder )
|
|
{
|
|
// OK, this folder is redundant and can be collapsed away.
|
|
|
|
SubFoldersToAdd.AddRange( SubFolder.SubFolders );
|
|
SubFolder.SubFolders.Clear();
|
|
|
|
Folder.ChildProjects.AddRange( SubFolder.ChildProjects );
|
|
SubFolder.ChildProjects.Clear();
|
|
|
|
Folder.Files.AddRange( SubFolder.Files );
|
|
SubFolder.Files.Clear();
|
|
|
|
SubFoldersToRemove.Add( SubFolder );
|
|
}
|
|
}
|
|
|
|
foreach( var SubFolderToRemove in SubFoldersToRemove )
|
|
{
|
|
Folder.SubFolders.Remove( SubFolderToRemove );
|
|
}
|
|
Folder.SubFolders.AddRange( SubFoldersToAdd );
|
|
|
|
// After everything has been collapsed, do a bit of data validation
|
|
Validate(Folder, ParentMasterProjectFolderPath);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Validate the specified Folder. Default implementation requires
|
|
/// for project file names to be unique!
|
|
/// </summary>
|
|
/// <param name="Folder">Folder.</param>
|
|
/// <param name="MasterProjectFolderPath">Parent master project folder path.</param>
|
|
protected virtual void Validate(MasterProjectFolder Folder, string MasterProjectFolderPath)
|
|
{
|
|
foreach (var CurChildProject in Folder.ChildProjects)
|
|
{
|
|
foreach (var OtherChildProject in Folder.ChildProjects)
|
|
{
|
|
if (CurChildProject != OtherChildProject)
|
|
{
|
|
if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(OtherChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions(), StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between two project files with the same path in the same master project folder, " + OtherChildProject.ProjectFilePath.FullName + " and " + CurChildProject.ProjectFilePath.FullName + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var SubFolder in Folder.SubFolders)
|
|
{
|
|
// If the parent folder already has a child project or file item with the same name as this sub-folder, then
|
|
// that's considered an error (it should never have been allowed to have a folder name that collided
|
|
// with project file names or file items, as that's not supported in Visual Studio.)
|
|
foreach (var CurChildProject in Folder.ChildProjects)
|
|
{
|
|
if (CurChildProject.ProjectFilePath.GetFileNameWithoutAnyExtensions().Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a project within the outer folder " + CurChildProject.ProjectFilePath + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
foreach (var CurFile in Folder.Files)
|
|
{
|
|
if (Path.GetFileName(CurFile).Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a file within the outer folder " + CurFile + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
foreach (var CurFolder in Folder.SubFolders)
|
|
{
|
|
if (CurFolder != SubFolder)
|
|
{
|
|
if (CurFolder.FolderName.Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Detected collision between a master project sub-folder " + SubFolder.FolderName + " and a sibling folder " + CurFolder.FolderName + " (master project folder: " + MasterProjectFolderPath + ")");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds UnrealBuildTool to the master project
|
|
/// </summary>
|
|
private void AddUnrealBuildToolProject( MasterProjectFolder ProgramsFolder, IEnumerable<ProjectFile> Dependencies )
|
|
{
|
|
var ProjectFileName = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "UnrealBuildTool", "UnrealBuildTool.csproj" );
|
|
var UnrealBuildToolProject = new VCSharpProjectFile( ProjectFileName );
|
|
UnrealBuildToolProject.ShouldBuildForAllSolutionTargets = true;
|
|
|
|
foreach (var Dependent in Dependencies)
|
|
{
|
|
UnrealBuildToolProject.AddDependsOnProject( Dependent );
|
|
}
|
|
|
|
// Store it off as we need it when generating target projects.
|
|
UBTProject = UnrealBuildToolProject;
|
|
|
|
// Add the project
|
|
AddExistingProjectFile(UnrealBuildToolProject, bNeedsAllPlatformAndConfigurations:true, bForceDevelopmentConfiguration:true);
|
|
|
|
// Put this in a solution folder
|
|
ProgramsFolder.ChildProjects.Add( UnrealBuildToolProject );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a C# project to the master project
|
|
/// </summary>
|
|
/// <param name="ProjectName">Name of project file to add</param>
|
|
/// <returns>ProjectFile if the operation was successful, otherwise null.</returns>
|
|
private VCSharpProjectFile AddSimpleCSharpProject(string ProjectName, bool bShouldBuildForAllSolutionTargets = false, bool bForceDevelopmentConfiguration = false, bool bShouldBuildByDefaultForSolutionTargets = true)
|
|
{
|
|
VCSharpProjectFile Project = null;
|
|
|
|
var ProjectFileName = FileReference.Combine( UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName( ProjectName ) + ".csproj" );
|
|
FileInfo Info = new FileInfo( ProjectFileName.FullName );
|
|
if( Info.Exists )
|
|
{
|
|
Project = new VCSharpProjectFile(ProjectFileName);
|
|
Project.ShouldBuildForAllSolutionTargets = bShouldBuildForAllSolutionTargets;
|
|
Project.ShouldBuildByDefaultForSolutionTargets = bShouldBuildByDefaultForSolutionTargets;
|
|
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: bForceDevelopmentConfiguration);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException( ProjectFileName.FullName + " doesn't exist!" );
|
|
}
|
|
|
|
return Project;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a Sandcastle Help File Builder project to the master project
|
|
/// </summary>
|
|
/// <param name="ProjectName">Name of project file to add</param>
|
|
private ProjectFile AddSimpleSHFBProject( string ProjectName )
|
|
{
|
|
// We only need this for non-native projects
|
|
ProjectFile Project = null;
|
|
|
|
FileReference ProjectFileName = FileReference.Combine( UnrealBuildTool.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName( ProjectName ) + ".shfbproj" );
|
|
if( ProjectFileName.Exists() )
|
|
{
|
|
Project = new VSHFBProjectFile( ProjectFileName );
|
|
AddExistingProjectFile(Project);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException( ProjectFileName.FullName + " doesn't exist!" );
|
|
}
|
|
|
|
return Project;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check the registry for MVC3 project support
|
|
/// </summary>
|
|
/// <param name="RootKey"></param>
|
|
/// <param name="VisualStudioVersion"></param>
|
|
/// <returns></returns>
|
|
private bool CheckRegistryKey( RegistryKey RootKey, string VisualStudioVersion )
|
|
{
|
|
bool bInstalled = false;
|
|
RegistryKey VSSubKey = RootKey.OpenSubKey( "SOFTWARE\\Microsoft\\VisualStudio\\" + VisualStudioVersion + "\\Projects\\{E53F8FEA-EAE0-44A6-8774-FFD645390401}" );
|
|
if( VSSubKey != null )
|
|
{
|
|
bInstalled = true;
|
|
VSSubKey.Close();
|
|
}
|
|
|
|
return bInstalled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check to see if a Visual Studio Extension is installed
|
|
/// </summary>
|
|
/// <param name="VisualStudioFolder"></param>
|
|
/// <param name="VisualStudioVersion"></param>
|
|
/// <param name="Extension"></param>
|
|
/// <returns></returns>
|
|
private bool CheckVisualStudioExtensionPackage( string VisualStudioFolder, string VisualStudioVersion, string Extension )
|
|
{
|
|
DirectoryInfo DirInfo = new DirectoryInfo( Path.Combine( VisualStudioFolder, VisualStudioVersion, "Extensions" ) );
|
|
if( DirInfo.Exists )
|
|
{
|
|
List<FileInfo> PackageDefs = DirInfo.GetFiles( "*.pkgdef", SearchOption.AllDirectories ).ToList();
|
|
List<string> PackageDefNames = PackageDefs.Select( x => x.Name ).ToList();
|
|
if( PackageDefNames.Contains( Extension ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all of the IOS C# projects to the master project
|
|
/// </summary>
|
|
private void AddIOSProjects(MasterProjectFolder Folder)
|
|
{
|
|
string ProjectFolderName = Path.Combine( EngineRelativePath, "Source", "Programs", "IOS" );
|
|
DirectoryInfo ProjectFolderInfo = new DirectoryInfo( ProjectFolderName );
|
|
if( ProjectFolderInfo.Exists )
|
|
{
|
|
Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/iPhonePackager" ) );
|
|
Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/DeploymentInterface", true ) ); // Build by default; needed for UAT.
|
|
Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/DeploymentServer" ) );
|
|
Folder.ChildProjects.Add( AddSimpleCSharpProject( "IOS/MobileDeviceInterface" ) );
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all of the PS4 C# projects to the master project
|
|
/// </summary>
|
|
private void AddPS4Projects(MasterProjectFolder Folder)
|
|
{
|
|
if (UEBuildPlatform.IsPlatformAvailable(UnrealTargetPlatform.PS4))
|
|
{
|
|
string ProjectFolderName = Path.Combine(EngineRelativePath, "Source", "Programs", "PS4");
|
|
DirectoryInfo ProjectFolderInfo = new DirectoryInfo(ProjectFolderName);
|
|
if (ProjectFolderInfo.Exists)
|
|
{
|
|
Folder.ChildProjects.Add(AddSimpleCSharpProject("PS4/PS4DevKitUtil"));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all of the Android C# projects to the master project
|
|
/// </summary>
|
|
private void AddAndroidProjects(MasterProjectFolder Folder)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds all of the HTML5 C# projects to the master project
|
|
/// </summary>
|
|
private void AddHTML5Projects(MasterProjectFolder Folder)
|
|
{
|
|
string ProjectFolderName = Path.Combine(EngineRelativePath, "Source", "Programs", "HTML5");
|
|
DirectoryInfo ProjectFolderInfo = new DirectoryInfo(ProjectFolderName);
|
|
if (ProjectFolderInfo.Exists)
|
|
{
|
|
Folder.ChildProjects.Add(AddSimpleCSharpProject("HTML5/HTML5LaunchHelper", true)); // Build by default; needed for UAT.
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds all of the config files for program targets to their project files
|
|
/// </summary>
|
|
private void AddEngineProgramConfigFiles( Dictionary<string, ProjectFile> ProgramProjects )
|
|
{
|
|
if( IncludeConfigFiles )
|
|
{
|
|
foreach( var ProjectFolderAndFile in ProgramProjects )
|
|
{
|
|
var ProgramFolder = ProjectFolderAndFile.Key;
|
|
var ProgramProjectFile = ProjectFolderAndFile.Value;
|
|
|
|
var ProgramName = ProgramFolder;
|
|
|
|
// @todo projectfiles: The config folder for programs is kind of weird -- you end up going UP a few directories to get to it. This stuff is not great.
|
|
// @todo projectfiles: Fragile assumption here about Programs always being under /Engine/Programs
|
|
var ProgramDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Programs", ProgramName );
|
|
var ProgramConfigDirectory = DirectoryReference.Combine( ProgramDirectory, "Config" );
|
|
if( ProgramConfigDirectory.Exists( ) )
|
|
{
|
|
ProgramProjectFile.AddFilesToProject( SourceFileSearch.FindFiles( ProgramConfigDirectory ), ProgramDirectory );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Generates data for IntelliSense (compile definitions, include paths)
|
|
/// </summary>
|
|
/// <param name="Arguments">Incoming command-line arguments to UBT</param>
|
|
/// <param name="TargetFiles">Target files</param>
|
|
/// <return>Whether the process was successful or not</return>
|
|
private bool GenerateIntelliSenseData( String[] Arguments, List<Tuple<ProjectFile, FileReference>> TargetFiles )
|
|
{
|
|
var bSuccess = true;
|
|
if( ShouldGenerateIntelliSenseData() && TargetFiles.Count > 0 )
|
|
{
|
|
string ProgressInfoText = Utils.IsRunningOnMono ? "Generating data for project indexing..." : "Binding IntelliSense data...";
|
|
using(ProgressWriter Progress = new ProgressWriter(ProgressInfoText, true))
|
|
{
|
|
for(int TargetIndex = 0; TargetIndex < TargetFiles.Count; ++TargetIndex)
|
|
{
|
|
var TargetProjectFile = TargetFiles[ TargetIndex ].Item1;
|
|
var CurTarget = TargetFiles[ TargetIndex ].Item2;
|
|
|
|
var TargetName = CurTarget.GetFileNameWithoutAnyExtensions();
|
|
|
|
Log.TraceVerbose( "Found target: " + TargetName );
|
|
|
|
var ArgumentsCopy = new string[ Arguments.Length + 1 ];
|
|
ArgumentsCopy[ 0 ] = TargetName;
|
|
Array.Copy(Arguments, 0, ArgumentsCopy, 1, Arguments.Length);
|
|
|
|
// We only want to update definitions and include paths for modules that are part of this target's project file.
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = TargetProjectFile;
|
|
|
|
FileReference ProjectFile;
|
|
if(!UProjectInfo.TryGetProjectForTarget(TargetName, out ProjectFile))
|
|
{
|
|
ProjectFile = null;
|
|
}
|
|
|
|
// Run UnrealBuildTool, pretending to build this target but instead only gathering data for IntelliSense (include paths and definitions).
|
|
// No actual compiling or linking will happen because we early out using the ProjectFileGenerator.bGenerateProjectFiles global
|
|
bSuccess = UnrealBuildTool.RunUBT( ArgumentsCopy, ProjectFile ) == ECompilationResult.Succeeded;
|
|
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject = null;
|
|
|
|
if( !bSuccess )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Display progress
|
|
Progress.Write(TargetIndex + 1, TargetFiles.Count);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Selects which platforms and build configurations we want in the project file
|
|
/// </summary>
|
|
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
|
|
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
|
|
protected virtual void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
|
|
{
|
|
var SupportedPlatformsString = new StringBuilder();
|
|
|
|
System.Array PlatformEnums = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform Platform in PlatformEnums)
|
|
{
|
|
// project is in the explicit platform list or we include them all, we add the valid desktop platforms as they are required
|
|
bool bInProjectPlatformsList = (ProjectPlatforms.Count > 0) ? (UnrealBuildTool.IsValidDesktopPlatform(Platform) || ProjectPlatforms.Contains(Platform)) : true;
|
|
|
|
// project is a desktop platform or we have specified some platforms explicitly
|
|
bool IsRequiredPlatform = (UnrealBuildTool.IsValidDesktopPlatform(Platform) || ProjectPlatforms.Count > 0);
|
|
|
|
// Only include desktop platforms unless we were explicitly asked to include all platforms or restricted to a single platform.
|
|
if (bInProjectPlatformsList && (IncludeAllPlatforms || IsRequiredPlatform))
|
|
{
|
|
// If there is a build platform present, add it to the SupportedPlatforms list
|
|
var BuildPlatform = UEBuildPlatform.GetBuildPlatform( Platform, true );
|
|
if( BuildPlatform != null )
|
|
{
|
|
if (UnrealBuildTool.IsValidPlatform(Platform))
|
|
{
|
|
// @todo UWP: Why would we exclude UWP from project files based on SDK install status? We don't do this with anything else, right?
|
|
if (BuildPlatform is UWPPlatform && ((UWPPlatform)BuildPlatform).HasRequiredSDKsInstalled() != SDKStatus.Valid)
|
|
continue;
|
|
|
|
SupportedPlatforms.Add(Platform);
|
|
|
|
if (SupportedPlatformsString.Length > 0)
|
|
{
|
|
SupportedPlatformsString.Append(", ");
|
|
}
|
|
SupportedPlatformsString.Append(Platform.ToString());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add all configurations
|
|
foreach( UnrealTargetConfiguration CurConfiguration in Enum.GetValues( typeof(UnrealTargetConfiguration) ) )
|
|
{
|
|
if( CurConfiguration != UnrealTargetConfiguration.Unknown )
|
|
{
|
|
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
|
|
{
|
|
SupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
}
|
|
|
|
SupportedPlatformNames = SupportedPlatformsString.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the game which contains a given input file.
|
|
/// </summary>
|
|
/// <param name="AllGameFolders">All game folders</param>
|
|
/// <param name="File">Full path of the file to search for</param>
|
|
protected UProjectInfo FindGameContainingFile(List<UProjectInfo> AllGames, FileReference File)
|
|
{
|
|
foreach (var Game in AllGames)
|
|
{
|
|
if (File.IsUnderDirectory(Game.Folder))
|
|
{
|
|
return Game;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds all modules and code files, given a list of games to process
|
|
/// </summary>
|
|
/// <param name="AllGameFolders">All game folders</param>
|
|
/// <param name="ProgramProjects">All program projects</param>
|
|
/// <param name="AllModuleFiles">List of *.Build.cs files for all engine programs and games</param>
|
|
/// <param name="bGatherThirdPartySource">True to gather source code from third party projects too</param>
|
|
protected void AddProjectsForAllModules( List<UProjectInfo> AllGames, Dictionary<string, ProjectFile> ProgramProjects, List<FileReference> AllModuleFiles, bool bGatherThirdPartySource )
|
|
{
|
|
DirectoryReference EngineSourceThirdPartyDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "ThirdParty");
|
|
|
|
HashSet<ProjectFile> ProjectsWithPlugins = new HashSet<ProjectFile>();
|
|
foreach( var CurModuleFile in AllModuleFiles )
|
|
{
|
|
Log.TraceVerbose("AddProjectsForAllModules " + CurModuleFile);
|
|
|
|
// The module's "base directory" is simply the directory where its xxx.Build.cs file is stored. We'll always
|
|
// harvest source files for this module in this base directory directory and all of its sub-directories.
|
|
var ModuleName = CurModuleFile.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Build"
|
|
|
|
bool WantProjectFileForModule = true;
|
|
|
|
// We'll keep track of whether this is an "engine" or "external" module. This is determined below while loading module rules.
|
|
bool IsEngineModule = CurModuleFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
|
|
bool IsThirdPartyModule = CurModuleFile.IsUnderDirectory(EngineSourceThirdPartyDirectory);
|
|
|
|
if( bGeneratingGameProjectFiles || bGeneratingRocketProjectFiles )
|
|
{
|
|
if( IsEngineModule )
|
|
{
|
|
if( !IncludeEngineSource )
|
|
{
|
|
// We were asked to exclude engine modules from the generated projects
|
|
WantProjectFileForModule = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( WantProjectFileForModule )
|
|
{
|
|
string ProjectFileNameBase = null;
|
|
DirectoryReference BaseFolder = null;
|
|
|
|
string PossibleProgramTargetName = CurModuleFile.GetFileNameWithoutAnyExtensions();
|
|
|
|
// @todo projectfiles: This works fine for now, but is pretty busted. It assumes only one module per program and that it matches the program target file name. (see TTP 307091)
|
|
if( ProgramProjects != null && ProgramProjects.ContainsKey( PossibleProgramTargetName ) ) // @todo projectfiles: When building (in mem projects), ProgramProjects will be null so we are using the UE4 project instead
|
|
{
|
|
ProjectFileNameBase = PossibleProgramTargetName;
|
|
BaseFolder = CurModuleFile.Directory;
|
|
}
|
|
else if( IsEngineModule )
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
}
|
|
else
|
|
{
|
|
// Figure out which game project this target belongs to
|
|
UProjectInfo ProjectInfo = FindGameContainingFile(AllGames, CurModuleFile);
|
|
if(ProjectInfo == null)
|
|
{
|
|
throw new BuildException( "Found a non-engine module file (" + CurModuleFile + ") that did not exist within any of the known game folders" );
|
|
}
|
|
BaseFolder = ProjectInfo.Folder;
|
|
ProjectFileNameBase = ProjectInfo.GameName;
|
|
}
|
|
|
|
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
|
|
FileReference ProjectFileName = FileReference.Combine( IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension );
|
|
bool bProjectAlreadyExisted;
|
|
var ProjectFile = FindOrAddProject( ProjectFileName, IncludeInGeneratedProjects:true, bAlreadyExisted:out bProjectAlreadyExisted );
|
|
|
|
// Update our module map
|
|
ModuleToProjectFileMap[ ModuleName ] = ProjectFile;
|
|
ProjectFile.IsGeneratedProject = true;
|
|
|
|
// Only search subdirectories for non-external modules. We don't want to add all of the source and header files
|
|
// for every third-party module, unless we were configured to do so.
|
|
var SearchSubdirectories = !IsThirdPartyModule || bGatherThirdPartySource;
|
|
|
|
if( bGatherThirdPartySource )
|
|
{
|
|
Log.TraceInformation( "Searching for third-party source files..." );
|
|
}
|
|
|
|
|
|
// Find all of the source files (and other files) and add them to the project
|
|
var FoundFiles = SourceFileSearch.FindModuleSourceFiles( CurModuleFile, SearchSubdirectories:SearchSubdirectories );
|
|
ProjectFile.AddFilesToProject( FoundFiles, BaseFolder );
|
|
|
|
// Check if there's a plugin directory here
|
|
if(!ProjectsWithPlugins.Contains(ProjectFile))
|
|
{
|
|
DirectoryReference PluginFolder = DirectoryReference.Combine(BaseFolder, "Plugins");
|
|
if(PluginFolder.Exists())
|
|
{
|
|
// Add all the plugin files for this project
|
|
foreach(FileReference PluginFileName in Plugins.EnumeratePlugins(PluginFolder))
|
|
{
|
|
// Add the .uplugin file
|
|
ProjectFile.AddFileToProject(PluginFileName, BaseFolder);
|
|
|
|
// Add plugin "resource" files if we have any
|
|
DirectoryReference PluginResourcesFolder = DirectoryReference.Combine(PluginFileName.Directory, "Resources");
|
|
if(PluginResourcesFolder.Exists())
|
|
{
|
|
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginResourcesFolder), BaseFolder );
|
|
}
|
|
}
|
|
}
|
|
ProjectsWithPlugins.Add(ProjectFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Creates project entries for all known targets (*.Target.cs files)
|
|
/// </summary>
|
|
/// <param name="AllGameFolders">All game folders</param>
|
|
/// <param name="EngineProject">The engine project we created</param>
|
|
/// <param name="GameProjects">Map of game folder name to all of the game projects we created</param>
|
|
/// <param name="ProgramProjects">Map of program names to all of the program projects we created</param>
|
|
/// <param name="TemplateGameProjects">Set of template game projects we found. These will also be in the GameProjects map</param>
|
|
private void AddProjectsForAllTargets( List<UProjectInfo> AllGames, out ProjectFile EngineProject, out Dictionary<DirectoryReference, ProjectFile> GameProjects, out Dictionary<string, ProjectFile> ProgramProjects, out HashSet<ProjectFile> TemplateGameProjects )
|
|
{
|
|
// As we're creating project files, we'll also keep track of whether we created an "engine" project and return that if we have one
|
|
EngineProject = null;
|
|
GameProjects = new Dictionary<DirectoryReference,ProjectFile>();
|
|
ProgramProjects = new Dictionary<string,ProjectFile>( StringComparer.InvariantCultureIgnoreCase );
|
|
TemplateGameProjects = new HashSet<ProjectFile>();
|
|
|
|
// Get some standard directories
|
|
DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs");
|
|
DirectoryReference TemplatesDirectory = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "..", "Templates");
|
|
|
|
// Find all of the target files. This will filter out any modules or targets that don't
|
|
// belong to platforms we're generating project files for.
|
|
var AllTargetFiles = DiscoverTargets(AllGames);
|
|
foreach( var TargetFilePath in AllTargetFiles )
|
|
{
|
|
var TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Target"
|
|
|
|
// Check to see if this is an Engine target. That is, the target is located under the "Engine" folder
|
|
bool IsEngineTarget = false;
|
|
bool WantProjectFileForTarget = true;
|
|
if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
|
|
{
|
|
// This is an engine target
|
|
IsEngineTarget = true;
|
|
|
|
if(TargetFilePath.IsUnderDirectory(EngineSourceProgramsDirectory))
|
|
{
|
|
WantProjectFileForTarget = IncludeEnginePrograms;
|
|
}
|
|
else if(TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineSourceDirectory))
|
|
{
|
|
WantProjectFileForTarget = IncludeEngineSource;
|
|
}
|
|
}
|
|
|
|
if (WantProjectFileForTarget)
|
|
{
|
|
RulesAssembly RulesAssembly;
|
|
|
|
FileReference CheckProjectFile;
|
|
if(!UProjectInfo.TryGetProjectForTarget(TargetName, out CheckProjectFile))
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateEngineRulesAssembly();
|
|
}
|
|
else
|
|
{
|
|
RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile);
|
|
}
|
|
|
|
// Create target rules for all of the platforms and configuration combinations that we want to enable support for.
|
|
// Just use the current platform as we only need to recover the target type and both should be supported for all targets...
|
|
var TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName, new TargetInfo(BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, ""), false);
|
|
|
|
// Exclude client and server targets under binary Rocket; it's impossible to build without precompiled engine binaries
|
|
if (!UnrealBuildTool.RunningRocket() || (TargetRulesObject.Type != TargetRules.TargetType.Client && TargetRulesObject.Type != TargetRules.TargetType.Server))
|
|
{
|
|
bool IsProgramTarget = false;
|
|
|
|
DirectoryReference GameFolder = null;
|
|
string ProjectFileNameBase = null;
|
|
if (TargetRulesObject.Type == TargetRules.TargetType.Program)
|
|
{
|
|
IsProgramTarget = true;
|
|
ProjectFileNameBase = TargetName;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
ProjectFileNameBase = EngineProjectFileNameBase;
|
|
}
|
|
else
|
|
{
|
|
// Figure out which game project this target belongs to
|
|
UProjectInfo ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath);
|
|
if (ProjectInfo == null)
|
|
{
|
|
throw new BuildException("Found a non-engine target file (" + TargetFilePath + ") that did not exist within any of the known game folders");
|
|
}
|
|
GameFolder = ProjectInfo.Folder;
|
|
ProjectFileNameBase = ProjectInfo.GameName;
|
|
}
|
|
|
|
// @todo projectfiles: We should move all of the Target.cs files out of sub-folders to clean up the project directories a bit (e.g. GameUncooked folder)
|
|
|
|
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, ProjectFileNameBase + ProjectFileExtension);
|
|
|
|
if (TargetRules.IsGameType(TargetRulesObject.Type) &&
|
|
(TargetRules.IsEditorType(TargetRulesObject.Type) == false))
|
|
{
|
|
// Allow platforms to generate stub projects here...
|
|
UEPlatformProjectGenerator.GenerateGameProjectStubs(
|
|
InGenerator: this,
|
|
InTargetName: TargetName,
|
|
InTargetFilepath: TargetFilePath.FullName,
|
|
InTargetRules: TargetRulesObject,
|
|
InPlatforms: SupportedPlatforms,
|
|
InConfigurations: SupportedConfigurations);
|
|
}
|
|
|
|
bool bProjectAlreadyExisted;
|
|
var ProjectFile = FindOrAddProject(ProjectFilePath, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
|
|
ProjectFile.IsForeignProject = bGeneratingGameProjectFiles && OnlyGameProject != null && TargetFilePath.IsUnderDirectory(OnlyGameProject.Directory);
|
|
ProjectFile.IsGeneratedProject = true;
|
|
ProjectFile.IsStubProject = false;
|
|
|
|
// Check to see if this is a template target. That is, the target is located under the "Templates" folder
|
|
bool IsTemplateTarget = TargetFilePath.IsUnderDirectory(TemplatesDirectory);
|
|
|
|
DirectoryReference BaseFolder = null;
|
|
if (IsProgramTarget)
|
|
{
|
|
ProgramProjects[TargetName] = ProjectFile;
|
|
BaseFolder = TargetFilePath.Directory;
|
|
}
|
|
else if (IsEngineTarget)
|
|
{
|
|
EngineProject = ProjectFile;
|
|
BaseFolder = UnrealBuildTool.EngineDirectory;
|
|
if (bGeneratingRocketProjectFiles)
|
|
{
|
|
// Allow engine projects to be created but not built for Rocket
|
|
EngineProject.IsForeignProject = false;
|
|
EngineProject.IsGeneratedProject = true;
|
|
EngineProject.IsStubProject = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameProjects[GameFolder] = ProjectFile;
|
|
if (IsTemplateTarget)
|
|
{
|
|
TemplateGameProjects.Add(ProjectFile);
|
|
}
|
|
BaseFolder = GameFolder;
|
|
|
|
if (!bProjectAlreadyExisted)
|
|
{
|
|
// Add the .uproject file for this game/template
|
|
var UProjectFilePath = FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject");
|
|
if (UProjectFilePath.Exists())
|
|
{
|
|
ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder);
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Not expecting to find a game with no .uproject file. File '{0}' doesn't exist", UProjectFilePath);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
foreach (var ExistingProjectTarget in ProjectFile.ProjectTargets)
|
|
{
|
|
if (ExistingProjectTarget.TargetRules.ConfigurationName.Equals(TargetRulesObject.ConfigurationName, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
throw new BuildException("Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}", ProjectFilePath, TargetRulesObject.ConfigurationName, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
|
|
}
|
|
|
|
// Not expecting to have both a game and a program in the same project. These would alias because we share the project and solution configuration names (just because it makes sense to)
|
|
if (ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Game && ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Program ||
|
|
ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Program && ExistingProjectTarget.TargetRules.Type == TargetRules.TargetType.Game)
|
|
{
|
|
throw new BuildException("Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}", ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
|
|
}
|
|
}
|
|
|
|
var ProjectTarget = new ProjectTarget()
|
|
{
|
|
TargetRules = TargetRulesObject,
|
|
TargetFilePath = TargetFilePath,
|
|
ProjectFilePath = ProjectFilePath
|
|
};
|
|
|
|
if (TargetName == "UnrealCodeAnalyzer")
|
|
{
|
|
ProjectFile.ShouldBuildByDefaultForSolutionTargets = false;
|
|
}
|
|
|
|
if (TargetName == "ShaderCompileWorker") // @todo projectfiles: Ideally, the target rules file should set this
|
|
{
|
|
ProjectTarget.ForceDevelopmentConfiguration = true;
|
|
}
|
|
|
|
ProjectFile.ProjectTargets.Add(ProjectTarget);
|
|
|
|
// Make sure the *.Target.cs file is in the project.
|
|
ProjectFile.AddFileToProject(TargetFilePath, BaseFolder);
|
|
|
|
|
|
// We special case ShaderCompileWorker. It needs to always be compiled in Development mode.
|
|
Log.TraceVerbose("Generating target {0} for {1}", TargetRulesObject.Type.ToString(), ProjectFilePath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// Adds shader source code to the specified project
|
|
protected void AddEngineShaderSource( ProjectFile EngineProject )
|
|
{
|
|
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
|
|
var ShadersDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Shaders" );
|
|
|
|
var SubdirectoryNamesToExclude = new List<string>();
|
|
{
|
|
// Don't include binary shaders in the project file.
|
|
SubdirectoryNamesToExclude.Add( "Binaries" );
|
|
// We never want shader intermediate files in our project file
|
|
SubdirectoryNamesToExclude.Add( "PDBDump" );
|
|
SubdirectoryNamesToExclude.Add( "WorkingDirectory" );
|
|
}
|
|
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( ShadersDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
|
|
|
|
/// Adds engine build infrastructure files to the specified project
|
|
protected void AddEngineBuildFiles( ProjectFile EngineProject )
|
|
{
|
|
var BuildDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Build" );
|
|
|
|
var SubdirectoryNamesToExclude = new List<string>();
|
|
SubdirectoryNamesToExclude.Add("Receipts");
|
|
|
|
EngineProject.AddFilesToProject( SourceFileSearch.FindFiles( BuildDirectory, SubdirectoryNamesToExclude ), UnrealBuildTool.EngineDirectory );
|
|
}
|
|
|
|
|
|
/// Adds engine documentation to the specified project
|
|
protected void AddEngineDocumentation( ProjectFile EngineProject )
|
|
{
|
|
// NOTE: The project folder added here will actually be collapsed away later if not needed
|
|
var DocumentationProjectDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation" );
|
|
var DocumentationSourceDirectory = DirectoryReference.Combine( UnrealBuildTool.EngineDirectory, "Documentation", "Source" );
|
|
DirectoryInfo DirInfo = new DirectoryInfo( DocumentationProjectDirectory.FullName );
|
|
if( DirInfo.Exists && DocumentationSourceDirectory.Exists() )
|
|
{
|
|
Log.TraceVerbose( "Adding documentation files..." );
|
|
|
|
var SubdirectoryNamesToExclude = new List<string>();
|
|
{
|
|
// We never want any of the images or attachment files included in our generated project
|
|
SubdirectoryNamesToExclude.Add( "Images" );
|
|
SubdirectoryNamesToExclude.Add( "Attachments" );
|
|
|
|
// The API directory is huge, so don't include any of it
|
|
SubdirectoryNamesToExclude.Add("API");
|
|
|
|
// Omit Javascript source because it just confuses the Visual Studio IDE
|
|
SubdirectoryNamesToExclude.Add( "Javascript" );
|
|
}
|
|
|
|
var DocumentationFiles = SourceFileSearch.FindFiles( DocumentationSourceDirectory, SubdirectoryNamesToExclude );
|
|
|
|
// Filter out non-English documentation files if we were configured to do so
|
|
if( !bAllDocumentationLanguages )
|
|
{
|
|
var FilteredDocumentationFiles = new List<FileReference>();
|
|
foreach( var DocumentationFile in DocumentationFiles )
|
|
{
|
|
bool bPassesFilter = true;
|
|
if( DocumentationFile.FullName.EndsWith( ".udn", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
var LanguageSuffix = Path.GetExtension( Path.GetFileNameWithoutExtension( DocumentationFile.FullName ) );
|
|
if( !String.IsNullOrEmpty( LanguageSuffix ) &&
|
|
!LanguageSuffix.Equals( ".int", StringComparison.InvariantCultureIgnoreCase ) )
|
|
{
|
|
bPassesFilter = false;
|
|
}
|
|
}
|
|
|
|
if( bPassesFilter )
|
|
{
|
|
FilteredDocumentationFiles.Add( DocumentationFile );
|
|
}
|
|
}
|
|
DocumentationFiles = FilteredDocumentationFiles;
|
|
}
|
|
|
|
EngineProject.AddFilesToProject( DocumentationFiles, UnrealBuildTool.EngineDirectory );
|
|
}
|
|
else
|
|
{
|
|
Log.TraceVerbose("Skipping documentation project... directory not found");
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.)
|
|
/// </summary>
|
|
/// <param name="FilePath">Full path to the project file</param>
|
|
/// <param name="IncludeInGeneratedProjects">True if this project should be included in the set of generated projects. Only matters when actually generating project files.</param>
|
|
/// <param name="bAlreadyExisted">True if we already had this project file</param>
|
|
/// <returns>Object that represents this project file in Unreal Build Tool</returns>
|
|
public ProjectFile FindOrAddProject( FileReference FilePath, bool IncludeInGeneratedProjects, out bool bAlreadyExisted )
|
|
{
|
|
if( FilePath == null )
|
|
{
|
|
throw new BuildException( "Not valid to call FindOrAddProject() with an empty file path!" );
|
|
}
|
|
|
|
// Do we already have this project?
|
|
ProjectFile ExistingProjectFile;
|
|
if( ProjectFileMap.TryGetValue( FilePath, out ExistingProjectFile ) )
|
|
{
|
|
bAlreadyExisted = true;
|
|
return ExistingProjectFile;
|
|
}
|
|
|
|
// Add a new project file for the specified path
|
|
var NewProjectFile = AllocateProjectFile( FilePath );
|
|
ProjectFileMap[ FilePath ] = NewProjectFile;
|
|
|
|
if( IncludeInGeneratedProjects )
|
|
{
|
|
GeneratedProjectFiles.Add( NewProjectFile );
|
|
}
|
|
|
|
bAlreadyExisted = false;
|
|
return NewProjectFile;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Allocates a generator-specific project file object
|
|
/// </summary>
|
|
/// <param name="InitFilePath">Path to the project file</param>
|
|
/// <returns>The newly allocated project file object</returns>
|
|
protected abstract ProjectFile AllocateProjectFile( FileReference InitFilePath );
|
|
|
|
|
|
/// <summary>
|
|
/// Allocates a generator-specific master project folder object
|
|
/// </summary>
|
|
/// <param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
|
|
/// <param name="InitFolderName">Name for this folder</param>
|
|
/// <returns>The newly allocated project folder object</returns>
|
|
public abstract MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator OwnerProjectFileGenerator, string FolderName );
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Returns a list of all the known project files
|
|
/// </summary>
|
|
/// <returns>Project file list</returns>
|
|
public List<ProjectFile> AllProjectFiles
|
|
{
|
|
get
|
|
{
|
|
var CombinedList = new List<ProjectFile>();
|
|
CombinedList.AddRange( GeneratedProjectFiles );
|
|
CombinedList.AddRange( OtherProjectFiles );
|
|
return CombinedList;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Writes the project files to disk
|
|
/// </summary>
|
|
/// <returns>True if successful</returns>
|
|
protected virtual bool WriteProjectFiles()
|
|
{
|
|
using(ProgressWriter Progress = new ProgressWriter("Writing project files...", true))
|
|
{
|
|
var TotalProjectFileCount = GeneratedProjectFiles.Count + 1; // +1 for the master project file, which we'll save next
|
|
|
|
for(int ProjectFileIndex = 0 ; ProjectFileIndex < GeneratedProjectFiles.Count; ++ProjectFileIndex )
|
|
{
|
|
var CurProject = GeneratedProjectFiles[ ProjectFileIndex ];
|
|
if( !CurProject.WriteProjectFile(
|
|
InPlatforms: SupportedPlatforms,
|
|
InConfigurations: SupportedConfigurations ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Progress.Write(ProjectFileIndex + 1, TotalProjectFileCount);
|
|
}
|
|
|
|
WriteMasterProjectFile( UBTProject: UBTProject );
|
|
Progress.Write(TotalProjectFileCount, TotalProjectFileCount);
|
|
}
|
|
|
|
// Write AutomationReferences file
|
|
if (AutomationProjectFiles.Any())
|
|
{
|
|
var NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003");
|
|
|
|
var AutomationToolDir = DirectoryReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Programs", "AutomationTool");
|
|
new XDocument(
|
|
new XElement(NS + "Project",
|
|
new XAttribute("ToolsVersion", VCProjectFileGenerator.ProjectFileToolVersionString),
|
|
new XAttribute("DefaultTargets", "Build"),
|
|
new XElement(NS + "ItemGroup",
|
|
from AutomationProject in AutomationProjectFiles
|
|
select new XElement(NS + "ProjectReference",
|
|
new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)),
|
|
new XElement(NS + "Project", (AutomationProject as VCSharpProjectFile).ProjectGUID.ToString("B")),
|
|
new XElement(NS + "Name", AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()),
|
|
new XElement(NS + "Private", "false")
|
|
)
|
|
)
|
|
)
|
|
).Save(FileReference.Combine( AutomationToolDir, "AutomationTool.csproj.References" ).FullName);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Write the project files manifest
|
|
/// This is used by CIS to verify all files referenced are checked into perforce.
|
|
/// </summary>
|
|
protected virtual bool WriteProjectFileManifest()
|
|
{
|
|
BuildManifest Manifest = new BuildManifest();
|
|
foreach( var CurProject in GeneratedProjectFiles )
|
|
{
|
|
foreach( var SourceFile in CurProject.SourceFiles )
|
|
{
|
|
Manifest.AddBuildProduct( SourceFile.Reference.FullName );
|
|
}
|
|
}
|
|
|
|
string ManifestName = Path.Combine( ProjectFileGenerator.IntermediateProjectFilesPath.FullName, "UE4SourceFiles.xml" );
|
|
Utils.WriteClass<BuildManifest>( Manifest, ManifestName, "" );
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes the master project file (e.g. Visual Studio Solution file)
|
|
/// </summary>
|
|
/// <param name="UBTProject">The UnrealBuildTool project</param>
|
|
/// <returns>True if successful</returns>
|
|
protected abstract bool WriteMasterProjectFile( ProjectFile UBTProject );
|
|
|
|
|
|
/// <summary>
|
|
/// Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed
|
|
/// </summary>
|
|
/// <param name="FileName">File to write</param>
|
|
/// <param name="NewFileContents">File content</param>
|
|
/// <returns>True if the file was saved, or if it didn't need to be overwritten because the content was unchanged</returns>
|
|
public static bool WriteFileIfChanged( string FileName, string NewFileContents )
|
|
{
|
|
// Check to see if the file already exists, and if so, load it up
|
|
string LoadedFileContent = null;
|
|
var FileAlreadyExists = File.Exists( FileName );
|
|
if( FileAlreadyExists )
|
|
{
|
|
try
|
|
{
|
|
LoadedFileContent = File.ReadAllText( FileName );
|
|
}
|
|
catch( Exception )
|
|
{
|
|
Log.TraceInformation( "Error while trying to load existing file {0}. Ignored.", FileName );
|
|
}
|
|
}
|
|
|
|
|
|
// Don't bother saving anything out if the new file content is the same as the old file's content
|
|
bool FileNeedsSave = true;
|
|
if( LoadedFileContent != null )
|
|
{
|
|
var bIgnoreProjectFileWhitespaces = true;
|
|
if (ProjectFileComparer.CompareOrdinalIgnoreCase(LoadedFileContent, NewFileContents, bIgnoreProjectFileWhitespaces) == 0)
|
|
{
|
|
// Exact match!
|
|
FileNeedsSave = false;
|
|
}
|
|
|
|
if( !FileNeedsSave )
|
|
{
|
|
Log.TraceVerbose( "Skipped saving {0} because contents haven't changed.", Path.GetFileName( FileName ) );
|
|
}
|
|
}
|
|
|
|
if( FileNeedsSave )
|
|
{
|
|
// Save the file
|
|
try
|
|
{
|
|
Directory.CreateDirectory( Path.GetDirectoryName( FileName ) );
|
|
// When WriteAllText is passed Encoding.UTF8 it likes to write a BOM marker
|
|
// at the start of the file (adding two bytes to the file length). For most
|
|
// files this is only mildly annoying but for Makefiles it can actually make
|
|
// them un-useable.
|
|
// TODO(sbc): See if we can just drop the Encoding.UTF8 argument on all
|
|
// platforms. In this case UTF8 encoding will still be used but without the
|
|
// BOM, which is, AFAICT, desirable in almost all cases.
|
|
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
|
|
File.WriteAllText(FileName, NewFileContents);
|
|
else
|
|
File.WriteAllText(FileName, NewFileContents, Encoding.UTF8);
|
|
Log.TraceVerbose("Saved {0}", Path.GetFileName(FileName));
|
|
}
|
|
catch( Exception ex )
|
|
{
|
|
// Unable to write to the project file.
|
|
string Message = string.Format("Error while trying to write file {0}. The file is probably read-only.", FileName);
|
|
Console.WriteLine();
|
|
Log.TraceError(Message);
|
|
throw new BuildException(ex, Message);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the given project to the OtherProjects list
|
|
/// </summary>
|
|
/// <param name="InProject">The project to add</param>
|
|
/// <returns>True if successful</returns>
|
|
public void AddExistingProjectFile(ProjectFile InProject, bool bNeedsAllPlatformAndConfigurations = false, bool bForceDevelopmentConfiguration = false, bool bProjectDeploys = false, List<UnrealTargetPlatform> InSupportedPlatforms = null, List<UnrealTargetConfiguration> InSupportedConfigurations = null)
|
|
{
|
|
if( InProject.ProjectTargets.Count != 0 )
|
|
{
|
|
throw new BuildException( "Expecting existing project to not have any ProjectTargets defined yet." );
|
|
}
|
|
|
|
var ProjectTarget = new ProjectTarget();
|
|
if( bForceDevelopmentConfiguration )
|
|
{
|
|
ProjectTarget.ForceDevelopmentConfiguration = true;
|
|
}
|
|
ProjectTarget.ProjectDeploys = bProjectDeploys;
|
|
|
|
if (bNeedsAllPlatformAndConfigurations)
|
|
{
|
|
// Add all platforms
|
|
var AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
|
|
// Add all configurations
|
|
var AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add( CurConfiguration );
|
|
}
|
|
}
|
|
else if (InSupportedPlatforms != null || InSupportedConfigurations != null)
|
|
{
|
|
if (InSupportedPlatforms != null)
|
|
{
|
|
// Add all explicitly specified platforms
|
|
foreach (UnrealTargetPlatform CurPlatfrom in InSupportedPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, add all platforms
|
|
var AllPlatforms = Enum.GetValues(typeof(UnrealTargetPlatform));
|
|
foreach (UnrealTargetPlatform CurPlatfrom in AllPlatforms)
|
|
{
|
|
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
|
|
}
|
|
}
|
|
|
|
if (InSupportedConfigurations != null)
|
|
{
|
|
// Add all explicitly specified configurations
|
|
foreach (UnrealTargetConfiguration CurConfiguration in InSupportedConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, add all configurations
|
|
var AllConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration));
|
|
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
|
|
{
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// For existing project files, just support the default desktop platforms and configurations
|
|
UnrealBuildTool.GetAllDesktopPlatforms(ref ProjectTarget.ExtraSupportedPlatforms, false);
|
|
// Debug and Development only
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Debug);
|
|
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Development);
|
|
}
|
|
|
|
InProject.ProjectTargets.Add( ProjectTarget );
|
|
|
|
// Existing projects must always have a GUID. This will throw an exception if one isn't found.
|
|
InProject.LoadGUIDFromExistingProject();
|
|
|
|
OtherProjectFiles.Add( InProject );
|
|
}
|
|
|
|
/// The default project to be built for the solution.
|
|
protected ProjectFile DefaultProject;
|
|
|
|
/// The project for UnrealBuildTool. Note that when generating Rocket project files, we won't have
|
|
/// an UnrealBuildTool project at all.
|
|
protected ProjectFile UBTProject;
|
|
|
|
/// List of platforms that we'll support in the project files
|
|
protected List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
|
|
|
|
/// List of build configurations that we'll support in the project files
|
|
protected List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
|
|
|
|
/// Map of project file names to their project files. This includes every single project file in memory or otherwise that
|
|
/// we know about so far. Note that when generating project files, this map may even include project files that we won't
|
|
/// be including in the generated projects.
|
|
protected readonly Dictionary<FileReference, ProjectFile> ProjectFileMap = new Dictionary<FileReference, ProjectFile>();
|
|
|
|
/// List of project files that we'll be generating
|
|
protected readonly List<ProjectFile> GeneratedProjectFiles = new List<ProjectFile>();
|
|
|
|
/// List of other project files that we want to include in a generated solution file, even though we
|
|
/// aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#)
|
|
protected readonly List<ProjectFile> OtherProjectFiles = new List<ProjectFile>();
|
|
|
|
protected readonly List<ProjectFile> AutomationProjectFiles = new List<ProjectFile>();
|
|
|
|
/// List of top-level folders in the master project file
|
|
protected MasterProjectFolder RootFolder;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper class used for comparing the existing and generated project files.
|
|
/// </summary>
|
|
class ProjectFileComparer
|
|
{
|
|
//static readonly string GUIDRegexPattern = "(\\{){0,1}[0-9a-fA-F]{8}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{12}(\\}){0,1}";
|
|
//static readonly string GUIDReplaceString = "GUID";
|
|
|
|
/// <summary>
|
|
/// Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored.
|
|
/// </summary>
|
|
/// <param name="Whitespace">Whitespace character.</param>
|
|
/// <returns>true if the character can be ignored, false otherwise.</returns>
|
|
static bool CanIgnoreWhitespace(char Whitespace)
|
|
{
|
|
// Only ignore spaces and tabs.
|
|
return Whitespace == ' ' || Whitespace == '\t';
|
|
}
|
|
|
|
/*
|
|
/// <summary>
|
|
/// Replaces all GUIDs in the project file with "GUID" text.
|
|
/// </summary>
|
|
/// <param name="ProjectFileContents">Contents of the project file to remove GUIDs from.</param>
|
|
/// <returns>String with all GUIDs replaced with "GUID" text.</returns>
|
|
static string StripGUIDs(string ProjectFileContents)
|
|
{
|
|
// Replace all GUIDs with "GUID" text.
|
|
return System.Text.RegularExpressions.Regex.Replace(ProjectFileContents, GUIDRegexPattern, GUIDReplaceString);
|
|
}
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring whitespaces, case and GUIDs.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string.
|
|
/// Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and
|
|
/// differences in whitespace sequences between matching non-whitespace sub-strings.
|
|
/// </remarks>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreWhitespaceAndCase(string StrA, string StrB)
|
|
{
|
|
// Remove GUIDs before processing the strings.
|
|
//StrA = StripGUIDs(StrA);
|
|
//StrB = StripGUIDs(StrB);
|
|
|
|
int IndexA = 0;
|
|
int IndexB = 0;
|
|
while (IndexA < StrA.Length && IndexB < StrB.Length)
|
|
{
|
|
char A = Char.ToLowerInvariant(StrA[IndexA]);
|
|
char B = Char.ToLowerInvariant(StrB[IndexB]);
|
|
if (Char.IsWhiteSpace(A) && Char.IsWhiteSpace(B) && CanIgnoreWhitespace(A) && CanIgnoreWhitespace(B))
|
|
{
|
|
// Skip whitespaces in both strings
|
|
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ;
|
|
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ;
|
|
}
|
|
else if (Char.IsWhiteSpace(A) && IndexA > 0 && StrA[IndexA - 1] == '\n')
|
|
{
|
|
// Skip whitespaces in StrA at the beginning of each line
|
|
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++) ;
|
|
}
|
|
else if (Char.IsWhiteSpace(B) && IndexB > 0 && StrB[IndexB - 1] == '\n')
|
|
{
|
|
// Skip whitespaces in StrA at the beginning of each line
|
|
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++) ;
|
|
}
|
|
else if (A != B)
|
|
{
|
|
return A - B;
|
|
}
|
|
else
|
|
{
|
|
IndexA++;
|
|
IndexB++;
|
|
}
|
|
}
|
|
// Check if we reached the end in both strings
|
|
return (StrA.Length - IndexA) - (StrB.Length - IndexB);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring case and GUIDs.
|
|
/// </summary>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreCase(string StrA, string StrB)
|
|
{
|
|
// Remove GUIDs before processing the strings.
|
|
//StrA = StripGUIDs(StrA);
|
|
//StrB = StripGUIDs(StrB);
|
|
|
|
// Use simple ordinal comparison.
|
|
return String.Compare(StrA, StrB, StringComparison.InvariantCultureIgnoreCase);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two project files ignoring case and GUIDs.
|
|
/// </summary>
|
|
/// <see cref="CompareOrdinalIgnoreWhitespaceAndCase"/>
|
|
/// <param name="StrA">The first string to compare.</param>
|
|
/// <param name="StrB">The second string to compare. </param>
|
|
/// <param name="bIgnoreWhitespace">True if whitsapces should be ignored.</param>
|
|
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
public static int CompareOrdinalIgnoreCase(string StrA, string StrB, bool bIgnoreWhitespace)
|
|
{
|
|
if (bIgnoreWhitespace)
|
|
{
|
|
return CompareOrdinalIgnoreWhitespaceAndCase(StrA, StrB);
|
|
}
|
|
else
|
|
{
|
|
return CompareOrdinalIgnoreCase(StrA, StrB);
|
|
}
|
|
}
|
|
}
|
|
}
|