Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/VCProjectFileGenerator.cs
Ben Marsh 214e7828be [INTEGRATE] Change 2733699 by Ben.Marsh@Ben.Marsh_T3245_Stream on 2015/10/19 12:07:44
Add a build configuration setting to disable the editor dependency on ShaderCompileWorker when generating project files.

[CL 2749677 by Ben Marsh in Main branch]
2015-11-01 16:11:39 -05:00

967 lines
39 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Linq;
namespace UnrealBuildTool
{
/// <summary>
/// Represents a folder within the master project (e.g. Visual Studio solution)
/// </summary>
public class VisualStudioSolutionFolder : MasterProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
public VisualStudioSolutionFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
: base(InitOwnerProjectFileGenerator, InitFolderName)
{
// Generate a unique GUID for this folder
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
FolderGUID = Guid.NewGuid();
}
/// GUID for this folder
public Guid FolderGUID
{
get;
private set;
}
}
/// <summary>
/// Visual C++ project file generator implementation
/// </summary>
public class VCProjectFileGenerator : ProjectFileGenerator
{
/// Default constructor
public VCProjectFileGenerator(FileReference InOnlyGameProject)
: base(InOnlyGameProject)
{
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".vcxproj";
}
}
/// <summary>
/// </summary>
public override void CleanProjectFiles(DirectoryReference InMasterProjectDirectory, string InMasterProjectName, DirectoryReference InIntermediateProjectFilesDirectory)
{
FileReference MasterProjectFile = FileReference.Combine(InMasterProjectDirectory, InMasterProjectName);
FileReference MasterProjDeleteFilename = MasterProjectFile + ".sln";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".sdf";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".suo";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".v11.suo";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
MasterProjDeleteFilename = MasterProjectFile + ".v12.suo";
if (MasterProjDeleteFilename.Exists())
{
MasterProjDeleteFilename.Delete();
}
// Delete the project files folder
if (InIntermediateProjectFilesDirectory.Exists())
{
try
{
Directory.Delete(InIntermediateProjectFilesDirectory.FullName, true);
}
catch (Exception Ex)
{
Log.TraceInformation("Error while trying to clean project files path {0}. Ignored.", InIntermediateProjectFilesDirectory);
Log.TraceInformation("\t" + Ex.Message);
}
}
}
/// <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 override ProjectFile AllocateProjectFile(FileReference InitFilePath)
{
return new VCProjectFile(InitFilePath, OnlyGameProject);
}
/// ProjectFileGenerator interface
public override MasterProjectFolder AllocateMasterProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
{
return new VisualStudioSolutionFolder(InitOwnerProjectFileGenerator, InitFolderName);
}
public enum VCProjectFileFormat
{
VisualStudio2012,
VisualStudio2013,
VisualStudio2015,
}
/// "4.0", "12.0", or "14.0", etc...
static public string ProjectFileToolVersionString
{
get
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2012:
return "4.0";
case VCProjectFileFormat.VisualStudio2013:
return "12.0";
case VCProjectFileFormat.VisualStudio2015:
return "14.0";
}
return string.Empty;
}
}
/// for instance: <PlatformToolset>v110</PlatformToolset>
static public string ProjectFilePlatformToolsetVersionString
{
get
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2012:
return "v110";
case VCProjectFileFormat.VisualStudio2013:
return "v120";
case VCProjectFileFormat.VisualStudio2015:
return "v140";
}
return string.Empty;
}
}
/// Which version of Visual Studio we should generate project files for
static public VCProjectFileFormat ProjectFileFormat;
/// Just set up the defaults, later this will be overridden by command line or other options
static VCProjectFileGenerator()
{
switch (WindowsPlatform.Compiler)
{
case WindowsCompiler.VisualStudio2012:
ProjectFileFormat = VCProjectFileFormat.VisualStudio2012;
break;
case WindowsCompiler.VisualStudio2013:
ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
break;
case WindowsCompiler.VisualStudio2015:
ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
break;
}
}
/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
/// a platform for any project configurations where our actual platform is not supported by the
/// installed version of Visual Studio (e.g, "iOS")
static public readonly string DefaultPlatformName = "Win32";
/// The platform name that must be used for .NET projects
static public readonly string DotNetPlatformName = "Any CPU";
/// <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 override void ConfigureProjectFileGeneration(String[] Arguments, ref bool IncludeAllPlatforms)
{
// Call parent implementation first
base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms);
// Default the project file format to whatever UBT is using
{
switch (WindowsPlatform.Compiler)
{
case WindowsCompiler.VisualStudio2012:
ProjectFileFormat = VCProjectFileFormat.VisualStudio2012;
break;
case WindowsCompiler.VisualStudio2013:
ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
break;
case WindowsCompiler.VisualStudio2015:
ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
break;
}
}
foreach (var CurArgument in Arguments)
{
switch (CurArgument.ToUpperInvariant())
{
case "-2012":
ProjectFileFormat = VCProjectFileFormat.VisualStudio2012;
break;
case "-2013":
ProjectFileFormat = VCProjectFileFormat.VisualStudio2013;
break;
case "-2015":
ProjectFileFormat = VCProjectFileFormat.VisualStudio2015;
break;
}
}
}
/// <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 override void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, out string SupportedPlatformNames)
{
// Call parent implementation to figure out the actual platforms
base.SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms, out SupportedPlatformNames);
// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
// version of Visual Studio. This is their chance to override that.
foreach (var SupportedPlatform in SupportedPlatforms)
{
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(SupportedPlatform, true);
if (BuildPlatform != null)
{
// Don't worry about platforms that we're missing SDKs for
if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid)
{
// ...but only if the user didn't override this via the command-line.
if (!UnrealBuildTool.CommandLineContains("-2015") && !UnrealBuildTool.CommandLineContains("-2013") && !UnrealBuildTool.CommandLineContains("-2012"))
{
VCProjectFileFormat ProposedFormat = ProjectFileFormat;
// Visual Studio 2015 is not supported by PS4 VSI
if( SupportedPlatform == UnrealTargetPlatform.PS4 )
{
Log.TraceInformation("Forcing Visual Studio max version to 2013 projects for PS4 compatibility (use '-2015' to override.)");
ProposedFormat = VCProjectFileFormat.VisualStudio2013;
}
// Visual Studio 2015 is not supported by the Android debugger we currently furnish
if (SupportedPlatform == UnrealTargetPlatform.Android)
{
Log.TraceInformation("Forcing Visual Studio max version to 2013 projects for Android compatibility (use '-2015' to override.)");
ProposedFormat = VCProjectFileFormat.VisualStudio2013;
}
// Visual Studio 2015 is not supported by Xbox One debugger add-in yet
if (SupportedPlatform == UnrealTargetPlatform.XboxOne)
{
Log.TraceInformation("Forcing Visual Studio max version to 2012 projects for Xbox One compatibility (use '-2015' to override.)");
ProposedFormat = VCProjectFileFormat.VisualStudio2012;
}
// Reduce the Visual Studio version to the max supported by each platform we plan to include.
if (ProposedFormat < ProjectFileFormat)
{
ProjectFileFormat = ProposedFormat;
}
}
}
}
}
}
/// <summary>
/// Used to sort VC solution config names along with the config and platform values
/// </summary>
class VCSolutionConfigCombination
{
/// Visual Studio solution configuration name for this config+platform
public string VCSolutionConfigAndPlatformName;
/// Configuration name
public UnrealTargetConfiguration Configuration;
/// Platform name
public UnrealTargetPlatform Platform;
/// The target configuration name
public string TargetConfigurationName;
public override string ToString()
{
return String.Format("{0}={1} {2} {3}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName);
}
}
/// <summary>
/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
/// </summary>
/// <param name="Configuration">The build configuration</param>
/// <param name="TargetConfigurationName">The target rules configuration name</param>
/// <returns>The generated solution configuration name</returns>
string MakeSolutionConfigurationName(UnrealTargetConfiguration Configuration, string TargetConfigurationName)
{
var SolutionConfigName = Configuration.ToString();
// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
if (!TargetConfigurationName.Equals(TargetRules.TargetType.Game.ToString(), StringComparison.InvariantCultureIgnoreCase) &&
!TargetConfigurationName.Equals(TargetRules.TargetType.Program.ToString(), StringComparison.InvariantCultureIgnoreCase))
{
SolutionConfigName += " " + TargetConfigurationName;
}
return SolutionConfigName;
}
protected override bool WriteMasterProjectFile(ProjectFile UBTProject)
{
bool bSuccess = true;
var SolutionFileName = MasterProjectName + ".sln";
// Setup solution file content
var VCSolutionFileContent = new StringBuilder();
const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0";
// Solution file header
if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 14" + ProjectFileGenerator.NewLine +
"VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator.NewLine +
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator.NewLine);
}
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 2013" + ProjectFileGenerator.NewLine +
VersionTag + ProjectFileGenerator.NewLine);
}
else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
{
VCSolutionFileContent.Append(
ProjectFileGenerator.NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator.NewLine +
"# Visual Studio 2012" + ProjectFileGenerator.NewLine +
VersionTag + ProjectFileGenerator.NewLine);
}
else
{
throw new BuildException("Unexpected ProjectFileFormat");
}
// Find the project for ShaderCompileWorker
ProjectFile ShaderCompileWorkerProject = null;
foreach (ProjectFile Project in AllProjectFiles)
{
if (Project.ProjectTargets.Count == 1)
{
FileReference TargetFilePath = Project.ProjectTargets[0].TargetFilePath;
if (TargetFilePath != null && TargetFilePath.GetFileNameWithoutAnyExtensions().Equals("ShaderCompileWorker", StringComparison.InvariantCultureIgnoreCase))
{
ShaderCompileWorkerProject = Project;
break;
}
}
}
// Solution folders, files and project entries
{
// This the GUID that Visual Studio uses to identify a solution folder
var SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";
// Solution folders
{
var AllSolutionFolders = new List<MasterProjectFolder>();
System.Action<List<MasterProjectFolder> /* Folders */ > GatherFoldersFunction = null;
GatherFoldersFunction = FolderList =>
{
AllSolutionFolders.AddRange(FolderList);
foreach (var CurSubFolder in FolderList)
{
GatherFoldersFunction(CurSubFolder.SubFolders);
}
};
GatherFoldersFunction(RootFolder.SubFolders);
foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
{
var FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append(
"Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator.NewLine);
// Add any files that are inlined right inside the solution folder
if (CurFolder.Files.Count > 0)
{
VCSolutionFileContent.Append(
" ProjectSection(SolutionItems) = preProject" + ProjectFileGenerator.NewLine);
foreach (var CurFile in CurFolder.Files)
{
// Syntax is: <relative file path> = <relative file path>
VCSolutionFileContent.Append(
" " + CurFile + " = " + CurFile + ProjectFileGenerator.NewLine);
}
VCSolutionFileContent.Append(
" EndProjectSection" + ProjectFileGenerator.NewLine);
}
VCSolutionFileContent.Append(
"EndProject" + ProjectFileGenerator.NewLine
);
}
}
// Project files
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
// Visual Studio uses different GUID types depending on the project type
string ProjectTypeGUID = CurProject.ProjectTypeGUID;
// NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However,
// we prefer it when it does match so we use the actual file name here.
var ProjectNameInSolution = CurProject.ProjectFilePath.GetFileNameWithoutExtension();
// Use the existing project's GUID that's already known to us
var ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append(
"Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.MasterProjectPath) + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator.NewLine);
// Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is
// freshly compiled before kicking off any build operations on this target project
if (!CurProject.IsStubProject)
{
var Dependencies = new List<ProjectFile>();
if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
{
Dependencies.Add(UBTProject);
Dependencies.AddRange(UBTProject.DependsOnProjects);
}
if (UEBuildConfiguration.bEditorDependsOnShaderCompileWorker && CurProject.IsGeneratedProject && ShaderCompileWorkerProject != null && CurProject.ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type == TargetRules.TargetType.Editor))
{
Dependencies.Add(ShaderCompileWorkerProject);
}
Dependencies.AddRange(CurProject.DependsOnProjects);
if (Dependencies.Count > 0)
{
VCSolutionFileContent.Append("\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator.NewLine);
// Setup any addition dependencies this project has...
foreach (var DependsOnProject in Dependencies)
{
var DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator.NewLine);
}
VCSolutionFileContent.Append("\tEndProjectSection" + ProjectFileGenerator.NewLine);
}
}
VCSolutionFileContent.Append(
"EndProject" + ProjectFileGenerator.NewLine
);
}
}
// Solution configuration platforms. This is just a list of all of the platforms and configurations that
// appear in Visual Studio's build configuration selector.
var SolutionConfigCombinations = new List<VCSolutionConfigCombination>();
// The "Global" section has source control, solution configurations, project configurations,
// preferences, and project hierarchy data
{
VCSolutionFileContent.Append(
"Global" + ProjectFileGenerator.NewLine);
{
{
VCSolutionFileContent.Append(
" GlobalSection(SolutionConfigurationPlatforms) = preSolution" + ProjectFileGenerator.NewLine);
var SolutionConfigurationsValidForProjects = new Dictionary<string, Tuple<UnrealTargetConfiguration, string>>();
var PlatformsValidForProjects = new HashSet<UnrealTargetPlatform>();
foreach (var CurConfiguration in SupportedConfigurations)
{
if (UnrealBuildTool.IsValidConfiguration(CurConfiguration))
{
foreach (var CurPlatform in SupportedPlatforms)
{
if (UnrealBuildTool.IsValidPlatform(CurPlatform))
{
foreach (var CurProject in AllProjectFiles)
{
if (!CurProject.IsStubProject)
{
if (CurProject.ProjectTargets.Count == 0)
{
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
}
// Figure out the set of valid target configuration names
foreach (var ProjectTarget in CurProject.ProjectTargets)
{
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration))
{
PlatformsValidForProjects.Add(CurPlatform);
// Default to a target configuration name of "Game", since that will collapse down to an empty string
var TargetConfigurationName = TargetRules.TargetType.Game.ToString();
if (ProjectTarget.TargetRules != null)
{
TargetConfigurationName = ProjectTarget.TargetRules.ConfigurationName;
}
var SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetConfigurationName);
SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple<UnrealTargetConfiguration, string>(CurConfiguration, TargetConfigurationName);
}
}
}
}
}
}
}
}
foreach (var CurPlatform in PlatformsValidForProjects)
{
foreach (var SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
{
// e.g. "Development|Win64 = Development|Win64"
var SolutionConfigName = SolutionConfigKeyValue.Key;
var Configuration = SolutionConfigKeyValue.Value.Item1;
var TargetConfigurationName = SolutionConfigKeyValue.Value.Item2;
var SolutionPlatformName = CurPlatform.ToString();
var SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
SolutionConfigCombinations.Add(
new VCSolutionConfigCombination
{
VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
Configuration = Configuration,
Platform = CurPlatform,
TargetConfigurationName = TargetConfigurationName
}
);
}
}
// Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
SolutionConfigCombinations.Sort(
new Comparison<VCSolutionConfigCombination>(
(x, y) => { return String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase); }
)
);
var AppendedSolutionConfigAndPlatformNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
foreach (var SolutionConfigCombination in SolutionConfigCombinations)
{
// We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
{
VCSolutionFileContent.Append(
" " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ProjectFileGenerator.NewLine);
AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
}
}
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
// Assign each project's "project configuration" to our "solution platform + configuration" pairs. This
// also sets up which projects are actually built when building the solution.
{
VCSolutionFileContent.Append(
" GlobalSection(ProjectConfigurationPlatforms) = postSolution" + ProjectFileGenerator.NewLine);
var CombinationsThatWereMatchedToProjects = new List<VCSolutionConfigCombination>();
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
// NOTE: We don't emit solution configuration entries for "stub" projects. Those projects are only
// built using UnrealBuildTool and don't require a presence in the solution project list
// NOTE: We also process projects that were "imported" here, hoping to match those to our solution
// configurations. In some cases this may not be successful though. Imported projects
// should always be carefully setup to match our project generator's solution configs.
if (!CurProject.IsStubProject)
{
if (CurProject.ProjectTargets.Count == 0)
{
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
}
var IsProgramProject = CurProject.ProjectTargets[0].TargetRules != null && CurProject.ProjectTargets[0].TargetRules.Type == TargetRules.TargetType.Program;
var GameOrProgramConfigsAlreadyMapped = new HashSet<string>();
foreach (var SolutionConfigCombination in SolutionConfigCombinations)
{
// Handle aliasing of Program and Game target configuration names
if ((IsProgramProject && GameOrProgramConfigsAlreadyMapped.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName)) ||
IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Game.ToString() ||
!IsProgramProject && SolutionConfigCombination.TargetConfigurationName != TargetRules.TargetType.Program.ToString())
{
var TargetConfigurationName = SolutionConfigCombination.TargetConfigurationName;
if (IsProgramProject && TargetConfigurationName == TargetRules.TargetType.Game.ToString())
{
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
}
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
ProjectTarget MatchingProjectTarget = null;
foreach (var ProjectTarget in CurProject.ProjectTargets)
{
bool IsMatchingCombination = VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionConfigCombination.Platform, SolutionConfigCombination.Configuration);
if (ProjectTarget.TargetRules != null)
{
if (TargetConfigurationName != ProjectTarget.TargetRules.ConfigurationName)
{
// Solution configuration name for this combination doesn't match this target's configuration name. It's not buildable.
IsMatchingCombination = false;
}
}
else
{
// UBT gets a pass because it is a dependency of every single configuration combination
if (CurProject != UBTProject &&
!CurProject.ShouldBuildForAllSolutionTargets &&
TargetConfigurationName != TargetRules.TargetType.Game.ToString())
{
// Can't build non-generated project in configurations except for the default (Game)
IsMatchingCombination = false;
}
}
if (IsMatchingCombination)
{
if (MatchingProjectTarget != null)
{
// Not expecting more than one target to match a single solution configuration per project!
throw new BuildException("Not expecting more than one target for project " + CurProject.ProjectFilePath + " to match solution configuration " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
}
MatchingProjectTarget = ProjectTarget;
// NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
// for multiple targets within a project that may map to a single solution configuration.
}
}
var SolutionConfiguration = SolutionConfigCombination.Configuration;
var SolutionPlatform = SolutionConfigCombination.Platform;
if (MatchingProjectTarget == null)
{
// The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
// We'll map it to a default config.
SolutionConfiguration = UnrealTargetConfiguration.Development;
// Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed. This is for
// projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
SolutionPlatform = UnrealTargetPlatform.Win64;
if (CurProject.ProjectTargets[0].TargetRules != null)
{
var ProjectSupportedPlatforms = new List<UnrealTargetPlatform>();
CurProject.ProjectTargets[0].TargetRules.GetSupportedPlatforms(ref ProjectSupportedPlatforms);
if (!ProjectSupportedPlatforms.Contains(SolutionPlatform))
{
SolutionPlatform = ProjectSupportedPlatforms[0];
}
}
if (IsProgramProject)
{
TargetConfigurationName = TargetRules.TargetType.Program.ToString();
}
else
{
TargetConfigurationName = TargetRules.TargetType.Game.ToString();
}
}
// If the project wants to always build in "Development", regardless of what the solution
// configuration is set to, then we'll do that here. This is used for projects like
// UnrealBuildTool and ShaderCompileWorker
if (MatchingProjectTarget != null)
{
if (MatchingProjectTarget.ForceDevelopmentConfiguration)
{
SolutionConfiguration = UnrealTargetConfiguration.Development;
}
}
// Always allow SCW to build in editor configurations
if (MatchingProjectTarget == null && CurProject == ShaderCompileWorkerProject)
{
if (SolutionConfigCombination.TargetConfigurationName == TargetRules.TargetType.Editor.ToString() && SolutionConfigCombination.Platform == UnrealTargetPlatform.Win64)
{
MatchingProjectTarget = ShaderCompileWorkerProject.ProjectTargets[0];
}
}
string ProjectConfigName;
string ProjectPlatformName;
CurProject.MakeProjectPlatformAndConfigurationNames(SolutionPlatform, SolutionConfiguration, TargetConfigurationName, out ProjectPlatformName, out ProjectConfigName);
var ProjectConfigAndPlatformPair = ProjectConfigName.ToString() + "|" + ProjectPlatformName.ToString();
// e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
var CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.Append(
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
// Set whether this project configuration should be built when the user initiates "build solution"
if (MatchingProjectTarget != null && CurProject.ShouldBuildByDefaultForSolutionTargets)
{
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
List<UnrealTargetPlatform> SupportedPlatforms = null;
if (MatchingProjectTarget.TargetRules != null)
{
SupportedPlatforms = new List<UnrealTargetPlatform>();
MatchingProjectTarget.TargetRules.GetSupportedPlatforms(ref SupportedPlatforms);
}
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionConfigCombination.Platform))
{
VCSolutionFileContent.Append(
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
var ProjGen = UEPlatformProjectGenerator.GetPlatformProjectGenerator(SolutionConfigCombination.Platform, true);
if (MatchingProjectTarget.ProjectDeploys ||
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(SolutionPlatform, SolutionConfiguration) == true)))
{
VCSolutionFileContent.Append(
" " + CurProjectGUID + "." + SolutionConfigCombination.VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator.NewLine);
}
}
}
CombinationsThatWereMatchedToProjects.Add(SolutionConfigCombination);
}
}
}
}
// Check for problems
foreach (var SolutionConfigCombination in SolutionConfigCombinations)
{
if (!CombinationsThatWereMatchedToProjects.Contains(SolutionConfigCombination))
{
throw new BuildException("Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination.Configuration.ToString() + ", " + SolutionConfigCombination.Platform.ToString() + ", " + SolutionConfigCombination.TargetConfigurationName);
}
}
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
// Setup other solution properties
{
VCSolutionFileContent.Append(
" GlobalSection(SolutionProperties) = preSolution" + ProjectFileGenerator.NewLine);
// HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
// We don't want that, as we need users to be able to right click on the solution tree item.
VCSolutionFileContent.Append(
" HideSolutionNode = FALSE" + ProjectFileGenerator.NewLine);
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
// Solution directory hierarchy
{
VCSolutionFileContent.Append(
" GlobalSection(NestedProjects) = preSolution" + ProjectFileGenerator.NewLine);
// Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution
// filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
// filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects.
System.Action<StringBuilder /* VCSolutionFileContent */, List<MasterProjectFolder> /* Folders */ > FolderProcessorFunction = null;
FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
{
foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
{
var CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.Append(
" " + ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
}
foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.Append(
" " + SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString + ProjectFileGenerator.NewLine);
}
// Recurse into subfolders
FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
}
};
FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);
VCSolutionFileContent.Append(
" EndGlobalSection" + ProjectFileGenerator.NewLine);
}
}
VCSolutionFileContent.Append(
"EndGlobal" + ProjectFileGenerator.NewLine);
}
// Save the solution file
if (bSuccess)
{
var SolutionFilePath = FileReference.Combine(MasterProjectPath, SolutionFileName).FullName;
bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
}
// Save a solution config file which selects the development editor configuration by default.
if (bSuccess)
{
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
string SolutionOptionsExtension = "vUnknown.suo";
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2012:
SolutionOptionsExtension = "v11.suo";
break;
case VCProjectFileFormat.VisualStudio2013:
SolutionOptionsExtension = "v12.suo";
break;
case VCProjectFileFormat.VisualStudio2015:
SolutionOptionsExtension = "v14.suo";
break;
}
// Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
string SolutionOptionsFileName = Path.Combine(MasterProjectPath.FullName, Path.ChangeExtension(SolutionFileName, SolutionOptionsExtension));
if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
{
SolutionOptionsFileName = Path.Combine(MasterProjectPath.FullName, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v14", ".suo");
Directory.CreateDirectory(Path.Combine(MasterProjectPath.FullName, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v14"));
}
if (!File.Exists(SolutionOptionsFileName))
{
VCSolutionOptions Options = new VCSolutionOptions();
// Set the default configuration and startup project
VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == "Editor");
if (DefaultConfig != null)
{
List<VCBinarySetting> Settings = new List<VCBinarySetting>();
Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
if (DefaultProject != null)
{
Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
}
Options.SetConfiguration(Settings);
}
// Mark all the projects as closed by default, apart from the startup project
VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
foreach (ProjectFile ProjectFile in AllProjectFiles)
{
string ProjectName = ProjectFile.ProjectFilePath.GetFileNameWithoutExtension();
if (ProjectFile == DefaultProject)
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { ProjectName }));
}
else
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>(ProjectName, new string[] { }));
}
}
if (IncludeEnginePrograms)
{
ExplorerState.OpenProjects.Add(new Tuple<string, string[]>("Automation", new string[0]));
}
Options.SetExplorerState(ExplorerState);
// Write the file
if (Options.Sections.Count > 0)
{
Options.Write(SolutionOptionsFileName);
}
}
}
return bSuccess;
}
/// <summary>
/// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
/// </summary>
/// <param name="Str">String to clean up</param>
/// <returns>The cleaned up string</returns>
public string CleanupStringForSCC(string Str)
{
var Cleaned = Str;
// SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it.
Cleaned = Cleaned.Replace(Path.DirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
Cleaned = Cleaned.Replace(Path.AltDirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
// SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020"
Cleaned = Cleaned.Replace(" ", "\\u0020");
return Cleaned;
}
}
}