Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/DynamicCompilation.cs
2014-03-14 14:13:41 -04:00

323 lines
12 KiB
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.CodeDom.Compiler;
using Microsoft.CSharp;
using System.Reflection;
using System.Diagnostics;
namespace UnrealBuildTool
{
public class DynamicCompilation
{
/// File information for UnrealBuildTool.exe, cached at program start
private static FileInfo UBTExecutableFileInfo = new FileInfo( Utils.GetExecutingAssemblyLocation() );
/*
* Checks to see if the assembly needs compilation
*/
private static bool RequiresCompilation( List<string> SourceFileNames, string AssemblySourceListFilePath, string OutputAssemblyPath )
{
if ( UnrealBuildTool.RunningRocket() && ProjectFileGenerator.bGenerateProjectFiles )
{
// @todo rocket Do we need a better way to determine if project generation rules modules need to be compiled?
return true;
}
// Check to see if we already have a compiled assembly file on disk
FileInfo OutputAssemblyInfo = new FileInfo( OutputAssemblyPath );
if( OutputAssemblyInfo.Exists )
{
// Check the time stamp of the UnrealBuildTool.exe file. If Unreal Build Tool was compiled more
// recently than the dynamically-compiled assembly, then we'll always recompile it. This is
// because Unreal Build Tool's code may have changed in such a way that invalidate these
// previously-compiled assembly files.
if( UBTExecutableFileInfo.LastWriteTimeUtc > OutputAssemblyInfo.LastWriteTimeUtc )
{
// UnrealBuildTool.exe has been recompiled more recently than our cached assemblies
Log.TraceVerbose( "UnrealBuildTool.exe has been recompiled more recently than " + OutputAssemblyInfo.Name );
return true;
}
else
{
// Make sure we have a manifest of source files used to compile the output assembly. If it doesn't exist
// for some reason (not an expected case) then we'll need to recompile.
var AssemblySourceListFile = new FileInfo( AssemblySourceListFilePath );
if( !AssemblySourceListFile.Exists )
{
return true;
}
else
{
// Make sure the source files we're compiling are the same as the source files that were compiled
// for the assembly that we want to load
var ExistingAssemblySourceFileNames = new List<string>();
{
using( var Reader = AssemblySourceListFile.OpenRead() )
{
using( var TextReader = new StreamReader( Reader ) )
{
for( var ExistingSourceFileName = TextReader.ReadLine(); ExistingSourceFileName != null; ExistingSourceFileName = TextReader.ReadLine() )
{
ExistingAssemblySourceFileNames.Add( ExistingSourceFileName );
// Was the existing assembly compiled with a source file that we aren't interested in? If so, then it needs to be recompiled.
if( !SourceFileNames.Contains( ExistingSourceFileName ) )
{
return true;
}
}
}
}
}
// Test against source file time stamps
foreach( var SourceFileName in SourceFileNames )
{
// Was the existing assembly compiled without this source file? If so, then we definitely need to recompile it!
if( !ExistingAssemblySourceFileNames.Contains( SourceFileName ) )
{
return true;
}
var SourceFileInfo = new FileInfo( Path.GetFullPath( SourceFileName ) );
// Check to see if the source file exists
if( !SourceFileInfo.Exists )
{
throw new BuildException( "Could not locate source file for dynamic compilation: {0}", SourceFileName );
}
// Ignore temp files
if( !SourceFileInfo.Extension.Equals( ".tmp", StringComparison.CurrentCultureIgnoreCase ) )
{
// Check to see if the source file is newer than the compiled assembly file. We don't want to
// bother recompiling it if it hasn't changed.
if( SourceFileInfo.LastWriteTimeUtc > OutputAssemblyInfo.LastWriteTimeUtc )
{
// Source file has changed since we last compiled the assembly, so we'll need to recompile it now!
Log.TraceVerbose( SourceFileInfo.Name + " has been modified more recently than " + OutputAssemblyInfo.Name );
return true;
}
}
}
}
}
}
else
{
// File doesn't exist, so we'll definitely have to compile it!
Log.TraceVerbose( OutputAssemblyInfo.Name + " doesn't exist yet" );
return true;
}
return false;
}
/*
* Compiles an assembly from source files
*/
private static Assembly CompileAssembly(string OutputAssemblyPath, List<string> SourceFileNames, List<string> ReferencedAssembies, List<string> PreprocessorDefines = null, bool TreatWarningsAsErrors = false)
{
var TemporaryFiles = new TempFileCollection();
// Setup compile parameters
var CompileParams = new CompilerParameters();
{
// Always compile the assembly to a file on disk, so that we can load a cached version later if we have one
CompileParams.GenerateInMemory = false;
// This is the full path to the assembly file we're generating
CompileParams.OutputAssembly = OutputAssemblyPath;
// We always want to generate a class library, not an executable
CompileParams.GenerateExecutable = false;
// Always fail compiles for warnings
CompileParams.TreatWarningsAsErrors = true;
// Always generate debug information as it takes minimal time
CompileParams.IncludeDebugInformation = true;
#if !DEBUG
// Optimise the managed code in Development
CompileParams.CompilerOptions += " /optimize";
#endif
Log.TraceVerbose("Compiling " + OutputAssemblyPath);
// Keep track of temporary files emitted by the compiler so we can clean them up later
CompileParams.TempFiles = TemporaryFiles;
// Warnings as errors if desired
CompileParams.TreatWarningsAsErrors = TreatWarningsAsErrors;
// Add assembly references
{
if (ReferencedAssembies == null)
{
// Always depend on the CLR System assembly
CompileParams.ReferencedAssemblies.Add("System.dll");
}
else
{
// Add in the set of passed in referenced assemblies
CompileParams.ReferencedAssemblies.AddRange(ReferencedAssembies.ToArray());
}
// The assembly will depend on this application
var UnrealBuildToolAssembly = Assembly.GetExecutingAssembly();
CompileParams.ReferencedAssemblies.Add(UnrealBuildToolAssembly.Location);
}
// Add preprocessor definitions
if (PreprocessorDefines != null && PreprocessorDefines.Count > 0)
{
CompileParams.CompilerOptions += " /define:";
for (int DefinitionIndex = 0; DefinitionIndex < PreprocessorDefines.Count; ++DefinitionIndex)
{
if (DefinitionIndex > 0)
{
CompileParams.CompilerOptions += ";";
}
CompileParams.CompilerOptions += PreprocessorDefines[DefinitionIndex];
}
}
// @todo: Consider embedding resources in generated assembly file (version/copyright/signing)
}
// Create the output directory if it doesn't exist already
DirectoryInfo DirInfo = new DirectoryInfo( Path.GetDirectoryName( OutputAssemblyPath ) );
if( !DirInfo.Exists )
{
try
{
DirInfo.Create();
}
catch( Exception Ex )
{
throw new BuildException( Ex, "Unable to create directory '{0}' for intermediate assemblies (Exception: {1})", OutputAssemblyPath, Ex.Message );
}
}
// Compile the code
CompilerResults CompileResults;
try
{
// Enable .NET 4.0 as we want modern language features like 'var'
var ProviderOptions = new Dictionary<string, string>() { { "CompilerVersion", "v4.0" } };
var Compiler = new CSharpCodeProvider( ProviderOptions );
CompileResults = Compiler.CompileAssemblyFromFile( CompileParams, SourceFileNames.ToArray() );
}
catch( Exception Ex )
{
throw new BuildException( Ex, "Failed to launch compiler to compile assembly from source files '{0}' (Exception: {1})", SourceFileNames.ToString(), Ex.Message );
}
// Display compilation errors
if( CompileResults.Errors.Count > 0 )
{
Log.TraceInformation("Errors detected while compiling {0}:", OutputAssemblyPath);
foreach( var CurError in CompileResults.Errors )
{
Log.TraceInformation( CurError.ToString() );
}
throw new BuildException( "UnrealBuildTool encountered an error while compiling source files" );
}
// Grab the generated assembly
Assembly CompiledAssembly = CompileResults.CompiledAssembly;
if( CompiledAssembly == null )
{
throw new BuildException( "UnrealBuildTool was unable to compile an assembly for '{0}'", SourceFileNames.ToString() );
}
// Clean up temporary files that the compiler saved
TemporaryFiles.Delete();
return CompiledAssembly;
}
/// <summary>
/// Dynamically compiles an assembly for the specified source file and loads that assembly into the application's
/// current domain. If an assembly has already been compiled and is not out of date, then it will be loaded and
/// no compilation is necessary.
/// </summary>
/// <param name="SourceFileNames">List of source file name</param>
/// <param name="OutputAssemblyPath">Full path to the assembly to be created</param>
/// <returns>The assembly that was loaded</returns>
public static Assembly CompileAndLoadAssembly(string OutputAssemblyPath, List<string> SourceFileNames, List<string> ReferencedAssembies = null, List<string> PreprocessorDefines = null, bool DoNotCompile = false, bool TreatWarningsAsErrors = false)
{
// Load assembly requires absolute paths
OutputAssemblyPath = Path.GetFullPath( OutputAssemblyPath );
// Check to see if the resulting assembly is compiled and up to date
var AssemblySourcesListFilePath = Path.Combine( Path.GetDirectoryName( OutputAssemblyPath ), Path.GetFileNameWithoutExtension( OutputAssemblyPath ) + "SourceFiles.txt" );
bool bNeedsCompilation = false;
if (!DoNotCompile)
{
bNeedsCompilation = RequiresCompilation(SourceFileNames, AssemblySourcesListFilePath, OutputAssemblyPath);
}
// Load the assembly to ensure it is correct
Assembly CompiledAssembly = null;
if( !bNeedsCompilation )
{
try
{
// Load the previously-compiled assembly from disk
CompiledAssembly = Assembly.LoadFile( OutputAssemblyPath );
}
catch( FileLoadException Ex )
{
Log.TraceInformation( String.Format( "Unable to load the previously-compiled assembly file '{0}'. Unreal Build Tool will try to recompile this assembly now. (Exception: {1})", OutputAssemblyPath, Ex.Message ) );
bNeedsCompilation = true;
}
catch( BadImageFormatException Ex )
{
Log.TraceInformation( String.Format( "Compiled assembly file '{0}' appears to be for a newer CLR version or is otherwise invalid. Unreal Build Tool will try to recompile this assembly now. (Exception: {1})", OutputAssemblyPath, Ex.Message ) );
bNeedsCompilation = true;
}
catch( Exception Ex )
{
throw new BuildException( Ex, "Error while loading previously-compiled assembly file '{0}'. (Exception: {1})", OutputAssemblyPath, Ex.Message );
}
}
// Compile the assembly if me
if( bNeedsCompilation )
{
CompiledAssembly = CompileAssembly(OutputAssemblyPath, SourceFileNames, ReferencedAssembies, PreprocessorDefines, TreatWarningsAsErrors);
// Save out a list of all the source files we compiled. This is so that we can tell if whole files were added or removed
// since the previous time we compiled the assembly. In that case, we'll always want to recompile it!
{
FileInfo AssemblySourcesListFile = new FileInfo( AssemblySourcesListFilePath );
using( var Writer = AssemblySourcesListFile.OpenWrite() )
{
using( var TextWriter = new StreamWriter( Writer ) )
{
SourceFileNames.ForEach( x => TextWriter.WriteLine( x ) );
}
}
}
}
// Load the assembly into our app domain
try
{
AppDomain.CurrentDomain.Load( CompiledAssembly.GetName() );
}
catch( Exception Ex )
{
throw new BuildException( Ex, "Unable to load the compiled build assembly '{0}' into our application's domain. (Exception: {1})", OutputAssemblyPath, Ex.Message );
}
return CompiledAssembly;
}
}
}