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233 lines
7.4 KiB
C#
233 lines
7.4 KiB
C#
// Copyright 1998-2014 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.Linq;
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using System.Text;
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using System.IO;
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using System.Diagnostics;
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using UnrealBuildTool;
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namespace AutomationTool
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{
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class WindowsHostPlatform : HostPlatform
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{
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/// <returns>The path to Windows SDK directory for the specified version.</returns>
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private static string FindWindowsSDKInstallationFolder( string Version )
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{
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// Based on VCVarsQueryRegistry
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string WinSDKPath = (string)Microsoft.Win32.Registry.GetValue( @"HKEY_CURRENT_USER\SOFTWARE\Microsoft\Microsoft SDKs\Windows\" + Version, "InstallationFolder", null );
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if( WinSDKPath != null )
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{
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return WinSDKPath;
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}
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WinSDKPath = (string)Microsoft.Win32.Registry.GetValue( @"HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + Version, "InstallationFolder", null );
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if( WinSDKPath != null )
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{
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return WinSDKPath;
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}
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WinSDKPath = (string)Microsoft.Win32.Registry.GetValue( @"HKEY_CURRENT_USER\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\Windows\" + Version, "InstallationFolder", null );
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if( WinSDKPath != null )
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{
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return WinSDKPath;
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}
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throw new BuildException( "Can't find Windows SDK {0}.", Version );
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}
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/// <summary>
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/// Figures out the path to Visual Studio's /Common7/Tools directory. Note that if Visual Studio is not
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/// installed, the Windows SDK path will be used, which also happens to be the same directory. (It installs
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/// the toolchain into the folder where Visual Studio would have installed it to.
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/// </summary>
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/// <returns>The path to Visual Studio's /Common7/Tools directory</returns>
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private bool FindBaseVSToolPaths(out string WindowsSDKDir, out string BaseVSToolPath)
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{
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WindowsSDKDir = "";
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BaseVSToolPath = WindowsPlatform.GetVSComnToolsPath();
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if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2013)
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{
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WindowsSDKDir = FindWindowsSDKInstallationFolder( "v8.1" );
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if (string.IsNullOrEmpty(BaseVSToolPath))
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{
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Log.TraceError("Visual Studio 2013 must be installed in order to build this target.");
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return false;
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}
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}
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else if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2012)
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{
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WindowsSDKDir = FindWindowsSDKInstallationFolder( "v8.0" );
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if (string.IsNullOrEmpty(BaseVSToolPath))
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{
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Log.TraceError("Visual Studio 2012 must be installed in order to build this target.");
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return false;
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}
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}
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else
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{
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throw new BuildException("Unexpected WindowsPlatform.Compiler version");
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}
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return true;
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}
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public override void SetFrameworkVars()
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{
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var FrameworkDir = CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkDir);
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var FrameworkVersion = CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkVersion);
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if (String.IsNullOrEmpty(FrameworkDir) || String.IsNullOrEmpty(FrameworkVersion))
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{
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Log.TraceInformation("Setting .Net Framework environment variables.");
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// Determine 32 vs 64 bit. Worth noting that WOW64 will report x86.
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bool Supports64bitExecutables = Environment.GetEnvironmentVariable("PROCESSOR_ARCHITECTURE") == "AMD64";
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Log.TraceInformation("Supports64bitExecutables=" + Supports64bitExecutables.ToString());
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Log.TraceInformation("WindowsPlatform.Compiler" + WindowsPlatform.Compiler.ToString());
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string WindowsSDKDir, BaseVSToolPath;
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if (FindBaseVSToolPaths(out WindowsSDKDir, out BaseVSToolPath) == false)
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{
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throw new AutomationException("Unable to find VS paths.");
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}
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Log.TraceInformation("WindowsSDKDir=" + WindowsSDKDir);
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Log.TraceInformation("BaseVSToolPath=" + BaseVSToolPath);
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string VCVarsBatchFile = "";
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// 64 bit tool chain.
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if (Supports64bitExecutables)
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{
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VCVarsBatchFile = CommandUtils.CombinePaths(BaseVSToolPath, "../../VC/bin/x86_amd64/vcvarsx86_amd64.bat");
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}
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// The 32 bit vars batch file in the binary folder simply points to the one in the common tools folder.
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else
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{
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VCVarsBatchFile = CommandUtils.CombinePaths(BaseVSToolPath, "vsvars32.bat");
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}
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if (File.Exists(VCVarsBatchFile))
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{
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Log.TraceInformation("Setting VS environment variables via {0}.", VCVarsBatchFile);
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var BatchVars = CommandUtils.GetEnvironmentVariablesFromBatchFile(VCVarsBatchFile);
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// Note these env var names are hardcoded here because they're more
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// related to the values stored inside the batch files rather than the mapping equivalents.
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BatchVars.TryGetValue("FrameworkDir", out FrameworkDir);
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BatchVars.TryGetValue("FrameworkVersion", out FrameworkVersion);
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CommandUtils.SetEnvVar(EnvVarNames.NETFrameworkDir, FrameworkDir);
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CommandUtils.SetEnvVar(EnvVarNames.NETFrameworkVersion, FrameworkVersion);
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}
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else
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{
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throw new AutomationException("{0} does not exist.", VCVarsBatchFile);
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}
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Log.TraceInformation("{0}={1}", EnvVarNames.NETFrameworkDir, FrameworkDir);
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Log.TraceInformation("{0}={1}", EnvVarNames.NETFrameworkVersion, FrameworkVersion);
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}
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}
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public override string GetMsBuildExe()
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{
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var DotNETToolsFolder = CommandUtils.CombinePaths(CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkDir), CommandUtils.GetEnvVar(EnvVarNames.NETFrameworkVersion));
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var MsBuildExe = CommandUtils.CombinePaths(DotNETToolsFolder, "MSBuild.exe");
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if (!CommandUtils.FileExists_NoExceptions(MsBuildExe))
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{
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throw new NotSupportedException("MsBuild.exe does not exist.");
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}
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return MsBuildExe;
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}
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public override string GetMsDevExe()
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{
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// Locate MsDevEnv executable
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string PotentialMsDevExe = Path.Combine(WindowsPlatform.GetVSComnToolsPath(), "..", "IDE", "Devenv.com");
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var Info = new System.IO.FileInfo(PotentialMsDevExe);
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if (Info.Exists)
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{
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return PotentialMsDevExe;
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}
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else
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{
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throw new NotSupportedException(String.Format("{0} does not exist.", PotentialMsDevExe));
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}
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}
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public override string RelativeBinariesFolder
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{
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get { return @"Engine/Binaries/Win64/"; }
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}
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public override string GetUE4ExePath(string UE4Exe)
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{
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return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, RelativeBinariesFolder, UE4Exe);
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}
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public override string LocalBuildsLogFolder
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{
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get { return CommandUtils.CombinePaths(PathSeparator.Slash, Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Unreal Engine", "AutomationTool", "Logs"); }
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}
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public override string P4Exe
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{
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get { return "p4.exe"; }
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}
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public override Process CreateProcess(string AppName)
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{
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var NewProcess = new Process();
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return NewProcess;
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}
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public override void SetupOptionsForRun(ref string AppName, ref CommandUtils.ERunOptions Options, ref string CommandLine)
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{
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}
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public override void SetConsoleCtrlHandler(ProcessManager.CtrlHandlerDelegate Handler)
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{
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ProcessManager.SetConsoleCtrlHandler(Handler, true);
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}
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public override string UBTProjectName
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{
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get { return "UnrealBuildTool"; }
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}
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public override UnrealTargetPlatform HostEditorPlatform
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{
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get { return UnrealTargetPlatform.Win64; }
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}
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public override string PdbExtension
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{
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get { return ".pdb"; }
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}
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static string[] SystemServices = new string[]
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{
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"winlogon",
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"system idle process",
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"taskmgr",
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"spoolsv",
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"csrss",
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"smss",
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"svchost",
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"services",
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"lsass",
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"conhost",
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"oobe",
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"mmc"
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};
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public override string[] DontKillProcessList
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{
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get
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{
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return SystemServices;
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}
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}
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}
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}
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