Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildPlatform.cs
Peter Sauerbrei dc1d815f84 refactored the logging system for UAT/UBT to be more like UE4
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only

[CL 2631062 by Peter Sauerbrei in Main branch]
2015-07-23 14:51:46 -04:00

1814 lines
58 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
namespace UnrealBuildTool
{
public enum SDKStatus
{
Valid, // Desired SDK is installed and set up.
Invalid, // Could not find the desired SDK, SDK setup failed, etc.
};
public interface IUEBuildPlatform
{
/**
* Whether the required external SDKs are installed for this platform
*/
SDKStatus HasRequiredSDKsInstalled();
/**
* If this platform can be compiled with XGE
*/
bool CanUseXGE();
/**
* If this platform can be compiled with DMUCS/Distcc
*/
bool CanUseDistcc();
/**
* If this platform can be compiled with SN-DBS
*/
bool CanUseSNDBS();
/**
* Register the platform with the UEBuildPlatform class
*/
void RegisterBuildPlatform();
/**
* Attempt to set up AutoSDK for this platform
*/
void ManageAndValidateSDK();
/**
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
*
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
*
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
*/
CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform);
/**
* Get the extension to use for the given binary type
*
* @param InBinaryType The binary type being built
*
* @return string The binary extension (i.e. 'exe' or 'dll')
*/
string GetBinaryExtension(UEBuildBinaryType InBinaryType);
/**
* Get the extension to use for debug info for the given binary type
*
* @param InBinaryType The binary type being built
*
* @return string The debug info extension (i.e. 'pdb')
*/
string GetDebugInfoExtension(UEBuildBinaryType InBinaryType);
/**
* Whether incremental linking should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
*
* @return bool true if incremental linking should be used, false if not
*/
bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration);
/**
* Whether PDB files should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
* @param bInCreateDebugInfo true if debug info is getting create, false if not
*
* @return bool true if PDB files should be used, false if not
*/
bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo);
/**
* Whether PCH files should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
*
* @return bool true if PCH files should be used, false if not
*/
bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration);
/**
* Whether the editor should be built for this platform or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
* @return bool true if the editor should be built, false if not
*/
bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration);
/**
* Whether this build should support ONLY cooked data or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
* @return bool true if the editor should be built, false if not
*/
bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration);
/**
* Whether the platform requires the extra UnityCPPWriter
* This is used to add an extra file for UBT to get the #include dependencies from
*
* @return bool true if it is required, false if not
*/
bool RequiresExtraUnityCPPWriter();
/**
* Whether this platform should build a monolithic binary
*/
bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform);
/**
* Get a list of extra modules the platform requires.
* This is to allow undisclosed platforms to add modules they need without exposing information about the platform.
*
* @param Target The target being build
* @param BuildTarget The UEBuildTarget getting build
* @param PlatformExtraModules OUTPUT the list of extra modules the platform needs to add to the target
*/
void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules);
/**
* Modify the newly created module passed in for this platform.
* This is not required - but allows for hiding details of a
* particular platform.
*
* @param InModule The newly loaded module
* @param Target The target being build
*/
void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target);
/**
* Setup the target environment for building
*
* @param InBuildTarget The target being built
*/
void SetUpEnvironment(UEBuildTarget InBuildTarget);
/**
* Allow the platform to set an optional architecture
*/
string GetActiveArchitecture();
/**
* Allow the platform to apply architecture-specific name according to its rules
*
* @param BinaryName name of the binary, not specific to any architecture
*
* @return Possibly architecture-specific name
*/
string ApplyArchitectureName(string BinaryName);
/**
* For platforms that need to output multiple files per binary (ie Android "fat" binaries)
* this will emit multiple paths. By default, it simply makes an array from the input
*/
List<string> FinalizeBinaryPaths(string BinaryName);
/**
* Setup the configuration environment for building
*
* @param InBuildTarget The target being built
*/
void SetUpConfigurationEnvironment(UEBuildTarget InBuildTarget);
/**
* Setup the project environment for building
*
* @param InBuildTarget The target being built
*/
void SetUpProjectEnvironment(UnrealTargetPlatform InPlatform);
/**
* Whether this platform should create debug information or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if debug info should be generated, false if not
*/
bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration);
/**
* Gives the platform a chance to 'override' the configuration settings
* that are overridden on calls to RunUBT.
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if debug info should be generated, false if not
*/
void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration);
/**
* Validate the UEBuildConfiguration for this platform
* This is called BEFORE calling UEBuildConfiguration to allow setting
* various fields used in that function such as CompileLeanAndMean...
*/
void ValidateUEBuildConfiguration();
/**
* Validate configuration for this platform
* NOTE: This function can/will modify BuildConfiguration!
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
* @param bInCreateDebugInfo true if debug info is getting create, false if not
*/
void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo);
/**
* Return whether this platform has uniquely named binaries across multiple games
*/
bool HasUniqueBinaries();
/**
* Return whether we wish to have this platform's binaries in our builds
*/
bool IsBuildRequired();
/**
* Return whether we wish to have this platform's binaries in our CIS tests
*/
bool IsCISRequired();
/// <summary>
/// Whether the build platform requires deployment prep
/// </summary>
/// <returns></returns>
bool RequiresDeployPrepAfterCompile();
/**
* Return all valid configurations for this platform
*
* Typically, this is always Debug, Development, and Shipping - but Test is a likely future addition for some platforms
*/
List<UnrealTargetConfiguration> GetConfigurations(UnrealTargetPlatform InUnrealTargetPlatform, bool bIncludeDebug);
/**
* Setup the binaries for this specific platform.
*
* @param InBuildTarget The target being built
*/
void SetupBinaries(UEBuildTarget InBuildTarget);
/**
* Check for the default configuration
*
* return true if the project uses the default build config
*/
bool HasDefaultBuildConfig(UnrealTargetPlatform InPlatform, string InProjectPath);
}
public abstract partial class UEBuildPlatform : IUEBuildPlatform
{
public static Dictionary<UnrealTargetPlatform, IUEBuildPlatform> BuildPlatformDictionary = new Dictionary<UnrealTargetPlatform, IUEBuildPlatform>();
// a mapping of a group to the platforms in the group (ie, Microsoft contains Win32 and Win64)
static Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>> PlatformGroupDictionary = new Dictionary<UnrealPlatformGroup, List<UnrealTargetPlatform>>();
private bool bInitializedProject = false;
/**
* Attempt to convert a string to an UnrealTargetPlatform enum entry
*
* @return UnrealTargetPlatform.Unknown on failure (the platform didn't match the enum)
*/
public static UnrealTargetPlatform ConvertStringToPlatform(string InPlatformName)
{
// special case x64, to not break anything
// @todo: Is it possible to remove this hack?
if (InPlatformName.Equals("X64", StringComparison.InvariantCultureIgnoreCase))
{
return UnrealTargetPlatform.Win64;
}
// we can't parse the string into an enum because Enum.Parse is case sensitive, so we loop over the enum
// looking for matches
foreach (string PlatformName in Enum.GetNames(typeof(UnrealTargetPlatform)))
{
if (InPlatformName.Equals(PlatformName, StringComparison.InvariantCultureIgnoreCase))
{
// convert the known good enum string back to the enum value
return (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), PlatformName);
}
}
return UnrealTargetPlatform.Unknown;
}
/**
* Register the given platforms UEBuildPlatform instance
*
* @param InPlatform The UnrealTargetPlatform to register with
* @param InBuildPlatform The UEBuildPlatform instance to use for the InPlatform
*/
public static void RegisterBuildPlatform(UnrealTargetPlatform InPlatform, UEBuildPlatform InBuildPlatform)
{
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
{
Log.TraceWarning("RegisterBuildPlatform Warning: Registering build platform {0} for {1} when it is already set to {2}",
InBuildPlatform.ToString(), InPlatform.ToString(), BuildPlatformDictionary[InPlatform].ToString());
BuildPlatformDictionary[InPlatform] = InBuildPlatform;
}
else
{
BuildPlatformDictionary.Add(InPlatform, InBuildPlatform);
}
}
/**
* Unregister the given platform
*/
public static void UnregisterBuildPlatform(UnrealTargetPlatform InPlatform)
{
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
{
BuildPlatformDictionary.Remove(InPlatform);
}
}
/**
* Assign a platform as a member of the given group
*/
public static void RegisterPlatformWithGroup(UnrealTargetPlatform InPlatform, UnrealPlatformGroup InGroup)
{
// find or add the list of groups for this platform
PlatformGroupDictionary.GetOrAddNew(InGroup).Add(InPlatform);
}
/**
* Retrieve the list of platforms in this group (if any)
*/
public static List<UnrealTargetPlatform> GetPlatformsInGroup(UnrealPlatformGroup InGroup)
{
List<UnrealTargetPlatform> PlatformList;
PlatformGroupDictionary.TryGetValue(InGroup, out PlatformList);
return PlatformList;
}
/**
* Retrieve the IUEBuildPlatform instance for the given TargetPlatform
*
* @param InPlatform The UnrealTargetPlatform being built
* @param bInAllowFailure If true, do not throw an exception and return null
*
* @return UEBuildPlatform The instance of the build platform
*/
public static IUEBuildPlatform GetBuildPlatform(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
{
if (BuildPlatformDictionary.ContainsKey(InPlatform) == true)
{
return BuildPlatformDictionary[InPlatform];
}
if (bInAllowFailure == true)
{
return null;
}
throw new BuildException("GetBuildPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
}
/**
* Retrieve the IUEBuildPlatform instance for the given CPPTargetPlatform
*
* @param InPlatform The CPPTargetPlatform being built
* @param bInAllowFailure If true, do not throw an exception and return null
*
* @return UEBuildPlatform The instance of the build platform
*/
public static IUEBuildPlatform GetBuildPlatformForCPPTargetPlatform(CPPTargetPlatform InPlatform, bool bInAllowFailure = false)
{
UnrealTargetPlatform UTPlatform = UEBuildTarget.CPPTargetPlatformToUnrealTargetPlatform(InPlatform);
if (BuildPlatformDictionary.ContainsKey(UTPlatform) == true)
{
return BuildPlatformDictionary[UTPlatform];
}
if (bInAllowFailure == true)
{
return null;
}
throw new BuildException("UEBuildPlatform::GetBuildPlatformForCPPTargetPlatform: No BuildPlatform found for {0}", InPlatform.ToString());
}
/**
* Allow all registered build platforms to modify the newly created module
* passed in for the given platform.
* This is not required - but allows for hiding details of a particular platform.
*
* @param InModule The newly loaded module
* @param Target The target being build
* @param Only If this is not unknown, then only run that platform
*/
public static void PlatformModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target, UnrealTargetPlatform Only = UnrealTargetPlatform.Unknown)
{
foreach (var PlatformEntry in BuildPlatformDictionary)
{
if (Only == UnrealTargetPlatform.Unknown || PlatformEntry.Key == Only || PlatformEntry.Key == Target.Platform)
{
PlatformEntry.Value.ModifyNewlyLoadedModule(InModule, Target);
}
}
}
/**
* Returns the delimiter used to separate paths in the PATH environment variable for the platform we are executing on.
*/
public String GetPathVarDelimiter()
{
switch (BuildHostPlatform.Current.Platform)
{
case UnrealTargetPlatform.Linux:
case UnrealTargetPlatform.Mac:
return ":";
case UnrealTargetPlatform.Win32:
case UnrealTargetPlatform.Win64:
case UnrealTargetPlatform.UWP:
return ";";
default:
Log.TraceWarning("PATH var delimiter unknown for platform " + BuildHostPlatform.Current.Platform.ToString() + " using ';'");
return ";";
}
}
/**
* If this platform can be compiled with XGE
*/
public virtual bool CanUseXGE()
{
return true;
}
/**
* If this platform can be compiled with DMUCS/Distcc
*/
public virtual bool CanUseDistcc()
{
return false;
}
/**
* If this platform can be compiled with SN-DBS
*/
public virtual bool CanUseSNDBS()
{
return false;
}
/**
* Register the platform with the UEBuildPlatform class
*/
public void RegisterBuildPlatform()
{
ManageAndValidateSDK();
RegisterBuildPlatformInternal();
}
protected abstract void RegisterBuildPlatformInternal();
/**
* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
*
* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
*
* @return CPPTargetPlatform The CPPTargetPlatform to compile for
*/
public abstract CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform);
/// <summary>
/// Return whether the given platform requires a monolithic build
/// </summary>
/// <param name="InPlatform">The platform of interest</param>
/// <param name="InConfiguration">The configuration of interest</param>
/// <returns></returns>
public static bool PlatformRequiresMonolithicBuilds(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
// Some platforms require monolithic builds...
var BuildPlatform = GetBuildPlatform(InPlatform, true);
if (BuildPlatform != null)
{
return BuildPlatform.ShouldCompileMonolithicBinary(InPlatform);
}
// We assume it does not
return false;
}
/**
* Get the extension to use for the given binary type
*
* @param InBinaryType The binary type being built
*
* @return string The binary extension (i.e. 'exe' or 'dll')
*/
public virtual string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
throw new BuildException("GetBinaryExtensiton for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
}
/**
* Get the extension to use for debug info for the given binary type
*
* @param InBinaryType The binary type being built
*
* @return string The debug info extension (i.e. 'pdb')
*/
public virtual string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
{
throw new BuildException("GetDebugInfoExtension for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
}
/**
* Whether incremental linking should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
*
* @return bool true if incremental linking should be used, false if not
*/
public virtual bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
{
return false;
}
/**
* Whether PDB files should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
* @param bInCreateDebugInfo true if debug info is getting create, false if not
*
* @return bool true if PDB files should be used, false if not
*/
public virtual bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
{
return false;
}
/**
* Whether PCH files should be used
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
*
* @return bool true if PCH files should be used, false if not
*/
public virtual bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
{
return BuildConfiguration.bUsePCHFiles;
}
/**
* Whether the editor should be built for this platform or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
* @return bool true if the editor should be built, false if not
*/
public virtual bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return false;
}
/**
* Whether this build should support ONLY cooked data or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
* @return bool true if the editor should be built, false if not
*/
public virtual bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return false;
}
/**
* Whether the platform requires the extra UnityCPPWriter
* This is used to add an extra file for UBT to get the #include dependencies from
*
* @return bool true if it is required, false if not
*/
public virtual bool RequiresExtraUnityCPPWriter()
{
return false;
}
/**
* Whether this platform should build a monolithic binary
*/
public virtual bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
{
return false;
}
/**
* Get a list of extra modules the platform requires.
* This is to allow undisclosed platforms to add modules they need without exposing information about the platform.
*
* @param Target The target being build
* @param BuildTarget The UEBuildTarget getting build
* @param PlatformExtraModules OUTPUT the list of extra modules the platform needs to add to the target
*/
public virtual void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules)
{
}
/**
* Modify the newly created module passed in for this platform.
* This is not required - but allows for hiding details of a
* particular platform.
*
* @param InModule The newly loaded module
* @param Target The target being build
*/
public virtual void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
{
}
/**
* Setup the target environment for building
*
* @param InBuildTarget The target being built
*/
public abstract void SetUpEnvironment(UEBuildTarget InBuildTarget);
/**
* Allow the platform to set an optional architecture
*/
public virtual string GetActiveArchitecture()
{
// by default, use an empty architecture (which is really just a modifer to the platform for some paths/names)
return "";
}
/**
* Allow the platform to override the NMake output name
*/
public virtual string ModifyNMakeOutput(string ExeName)
{
// by default, use original
return ExeName;
}
/**
* Allow the platform to apply architecture-specific name according to its rules
*
* @param BinaryName name of the binary, not specific to any architecture
*
* @return Possibly architecture-specific name
*/
public virtual string ApplyArchitectureName(string BinaryName)
{
// by default, use logic that assumes architectures to start with "-"
return BinaryName + GetActiveArchitecture();
}
/**
* For platforms that need to output multiple files per binary (ie Android "fat" binaries)
* this will emit multiple paths. By default, it simply makes an array from the input
*/
public virtual List<string> FinalizeBinaryPaths(string BinaryName)
{
List<string> TempList = new List<string>() { BinaryName };
return TempList;
}
/**
* Setup the configuration environment for building
*
* @param InBuildTarget The target being built
*/
public virtual void SetUpConfigurationEnvironment(UEBuildTarget InBuildTarget)
{
// Determine the C++ compile/link configuration based on the Unreal configuration.
CPPTargetConfiguration CompileConfiguration;
UnrealTargetConfiguration CheckConfig = InBuildTarget.Configuration;
switch (CheckConfig)
{
default:
case UnrealTargetConfiguration.Debug:
CompileConfiguration = CPPTargetConfiguration.Debug;
if (BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_DEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
}
else
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
}
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_DEBUG=1");
break;
case UnrealTargetConfiguration.DebugGame:
// Individual game modules can be switched to be compiled in debug as necessary. By default, everything is compiled in development.
case UnrealTargetConfiguration.Development:
CompileConfiguration = CPPTargetConfiguration.Development;
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_DEVELOPMENT=1");
break;
case UnrealTargetConfiguration.Shipping:
CompileConfiguration = CPPTargetConfiguration.Shipping;
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_SHIPPING=1");
break;
case UnrealTargetConfiguration.Test:
CompileConfiguration = CPPTargetConfiguration.Shipping;
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("NDEBUG=1"); // the engine doesn't use this, but lots of 3rd party stuff does
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UE_BUILD_TEST=1");
break;
}
// Set up the global C++ compilation and link environment.
InBuildTarget.GlobalCompileEnvironment.Config.Target.Configuration = CompileConfiguration;
InBuildTarget.GlobalLinkEnvironment.Config.Target.Configuration = CompileConfiguration;
// Create debug info based on the heuristics specified by the user.
InBuildTarget.GlobalCompileEnvironment.Config.bCreateDebugInfo =
!BuildConfiguration.bDisableDebugInfo && ShouldCreateDebugInfo(InBuildTarget.Platform, CheckConfig);
InBuildTarget.GlobalLinkEnvironment.Config.bCreateDebugInfo = InBuildTarget.GlobalCompileEnvironment.Config.bCreateDebugInfo;
}
/**
* Setup the project environment for building
*
* @param InBuildTarget The target being built
*/
public virtual void SetUpProjectEnvironment(UnrealTargetPlatform InPlatform)
{
if (!bInitializedProject)
{
ConfigCacheIni Ini = new ConfigCacheIni(InPlatform, "Engine", UnrealBuildTool.GetUProjectPath());
bool bValue = UEBuildConfiguration.bCompileAPEX;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileApex", out bValue))
{
UEBuildConfiguration.bCompileAPEX = bValue;
}
bValue = UEBuildConfiguration.bCompileBox2D;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileBox2D", out bValue))
{
UEBuildConfiguration.bCompileBox2D = bValue;
}
bValue = UEBuildConfiguration.bCompileICU;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileICU", out bValue))
{
UEBuildConfiguration.bCompileICU = bValue;
}
bValue = UEBuildConfiguration.bCompileSimplygon;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileSimplygon", out bValue))
{
UEBuildConfiguration.bCompileSimplygon = bValue;
}
bValue = UEBuildConfiguration.bCompileLeanAndMeanUE;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileLeanAndMeanUE", out bValue))
{
UEBuildConfiguration.bCompileLeanAndMeanUE = bValue;
}
bValue = UEBuildConfiguration.bIncludeADO;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bIncludeADO", out bValue))
{
UEBuildConfiguration.bIncludeADO = bValue;
}
bValue = UEBuildConfiguration.bCompileRecast;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileRecast", out bValue))
{
UEBuildConfiguration.bCompileRecast = bValue;
}
bValue = UEBuildConfiguration.bCompileSpeedTree;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileSpeedTree", out bValue))
{
UEBuildConfiguration.bCompileSpeedTree = bValue;
}
bValue = UEBuildConfiguration.bCompileWithPluginSupport;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileWithPluginSupport", out bValue))
{
UEBuildConfiguration.bCompileWithPluginSupport = bValue;
}
bValue = UEBuildConfiguration.bCompilePhysXVehicle;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompilePhysXVehicle", out bValue))
{
UEBuildConfiguration.bCompilePhysXVehicle = bValue;
}
bValue = UEBuildConfiguration.bCompileFreeType;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileFreeType", out bValue))
{
UEBuildConfiguration.bCompileFreeType = bValue;
}
bValue = UEBuildConfiguration.bCompileForSize;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileForSize", out bValue))
{
UEBuildConfiguration.bCompileForSize = bValue;
}
bValue = UEBuildConfiguration.bCompileCEF3;
if (Ini.GetBool("/Script/BuildSettings.BuildSettings", "bCompileCEF3", out bValue))
{
UEBuildConfiguration.bCompileCEF3 = bValue;
}
bInitializedProject = true;
}
}
/**
* Whether this platform should create debug information or not
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if debug info should be generated, false if not
*/
public abstract bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration);
/**
* Gives the platform a chance to 'override' the configuration settings
* that are overridden on calls to RunUBT.
*
* @param InPlatform The UnrealTargetPlatform being built
* @param InConfiguration The UnrealTargetConfiguration being built
*
* @return bool true if debug info should be generated, false if not
*/
public virtual void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
}
/**
* Validate the UEBuildConfiguration for this platform
* This is called BEFORE calling UEBuildConfiguration to allow setting
* various fields used in that function such as CompileLeanAndMean...
*/
public virtual void ValidateUEBuildConfiguration()
{
}
/**
* Validate configuration for this platform
* NOTE: This function can/will modify BuildConfiguration!
*
* @param InPlatform The CPPTargetPlatform being built
* @param InConfiguration The CPPTargetConfiguration being built
* @param bInCreateDebugInfo true if debug info is getting create, false if not
*/
public virtual void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
{
}
/**
* Return whether this platform has uniquely named binaries across multiple games
*/
public virtual bool HasUniqueBinaries()
{
return true;
}
/**
* Return whether we wish to have this platform's binaries in our builds
*/
public virtual bool IsBuildRequired()
{
return true;
}
/**
* Return whether we wish to have this platform's binaries in our CIS tests
*/
public virtual bool IsCISRequired()
{
return true;
}
/// <summary>
/// Whether the build platform requires deployment prep
/// </summary>
/// <returns></returns>
public virtual bool RequiresDeployPrepAfterCompile()
{
return false;
}
/**
* Return all valid configurations for this platform
*
* Typically, this is always Debug, Development, and Shipping - but Test is a likely future addition for some platforms
*/
public virtual List<UnrealTargetConfiguration> GetConfigurations(UnrealTargetPlatform InUnrealTargetPlatform, bool bIncludeDebug)
{
List<UnrealTargetConfiguration> Configurations = new List<UnrealTargetConfiguration>()
{
UnrealTargetConfiguration.Development,
};
if (bIncludeDebug)
{
Configurations.Insert(0, UnrealTargetConfiguration.Debug);
}
return Configurations;
}
/**
* Setup the binaries for this specific platform.
*
* @param InBuildTarget The target being built
*/
public virtual void SetupBinaries(UEBuildTarget InBuildTarget)
{
}
protected static bool DoProjectSettingsMatchDefault(UnrealTargetPlatform Platform, string ProjectPath, string Section, string[] BoolKeys, string[] IntKeys, string[] StringKeys)
{
ConfigCacheIni ProjIni = new ConfigCacheIni(Platform, "Engine", ProjectPath);
ConfigCacheIni DefaultIni = new ConfigCacheIni(Platform, "Engine", null);
// look at all bool values
if (BoolKeys != null) foreach (string Key in BoolKeys)
{
bool Default = false, Project = false;
DefaultIni.GetBool(Section, Key, out Default);
ProjIni.GetBool(Section, Key, out Project);
if (Default != Project)
{
Console.WriteLine(Key + " is not set to default. (" + Default + " vs. " + Project + ")");
return false;
}
}
// look at all int values
if (IntKeys != null) foreach (string Key in IntKeys)
{
int Default = 0, Project = 0;
DefaultIni.GetInt32(Section, Key, out Default);
ProjIni.GetInt32(Section, Key, out Project);
if (Default != Project)
{
Console.WriteLine(Key + " is not set to default. (" + Default + " vs. " + Project + ")");
return false;
}
}
// look for all string values
if (StringKeys != null) foreach (string Key in StringKeys)
{
string Default = "", Project = "";
DefaultIni.GetString(Section, Key, out Default);
ProjIni.GetString(Section, Key, out Project);
if (Default != Project)
{
Console.WriteLine(Key + " is not set to default. (" + Default + " vs. " + Project + ")");
return false;
}
}
// if we get here, we match all important settings
return true;
}
/**
* Check for the default configuration
*
* return true if the project uses the default build config
*/
public virtual bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, string ProjectPath)
{
string[] BoolKeys = new string[] {
"bCompileApex", "bCompileBox2D", "bCompileICU", "bCompileSimplygon",
"bCompileLeanAndMeanUE", "bIncludeADO", "bCompileRecast", "bCompileSpeedTree",
"bCompileWithPluginSupport", "bCompilePhysXVehicle", "bCompileFreeType",
"bCompileForSize", "bCompileCEF3"
};
return DoProjectSettingsMatchDefault(Platform, ProjectPath, "/Script/BuildSettings.BuildSettings",
BoolKeys, null, null);
}
}
// AutoSDKs handling portion
public abstract partial class UEBuildPlatform : IUEBuildPlatform
{
#region protected AutoSDKs Utility
/** Name of the file that holds currently install SDK version string */
protected static string CurrentlyInstalledSDKStringManifest = "CurrentlyInstalled.txt";
/** name of the file that holds the last succesfully run SDK setup script version */
protected static string LastRunScriptVersionManifest = "CurrentlyInstalled.Version.txt";
/** Name of the file that holds environment variables of current SDK */
protected static string SDKEnvironmentVarsFile = "OutputEnvVars.txt";
protected static readonly string SDKRootEnvVar = "UE_SDKS_ROOT";
protected static string AutoSetupEnvVar = "AutoSDKSetup";
public static bool bShouldLogInfo = false;
/**
* Whether platform supports switching SDKs during runtime
*
* @return true if supports
*/
protected virtual bool PlatformSupportsAutoSDKs()
{
return false;
}
static private bool bCheckedAutoSDKRootEnvVar = false;
static private bool bAutoSDKSystemEnabled = false;
static private bool HasAutoSDKSystemEnabled()
{
if (!bCheckedAutoSDKRootEnvVar)
{
string SDKRoot = Environment.GetEnvironmentVariable(SDKRootEnvVar);
if (SDKRoot != null)
{
bAutoSDKSystemEnabled = true;
}
bCheckedAutoSDKRootEnvVar = true;
}
return bAutoSDKSystemEnabled;
}
// Whether AutoSDK setup is safe. AutoSDKs will damage manual installs on some platforms.
protected bool IsAutoSDKSafe()
{
return !IsAutoSDKDestructive() || !HasAnyManualInstall();
}
/**
* Returns SDK string as required by the platform
*
* @return Valid SDK string
*/
protected virtual string GetRequiredSDKString()
{
return "";
}
/**
* Gets the version number of the SDK setup script itself. The version in the base should ALWAYS be the master revision from the last refactor.
* If you need to force a rebuild for a given platform, override this for the given platform.
* @return Setup script version
*/
protected virtual String GetRequiredScriptVersionString()
{
return "3.0";
}
/**
* Returns path to platform SDKs
*
* @return Valid SDK string
*/
protected string GetPathToPlatformAutoSDKs()
{
string SDKPath = "";
string SDKRoot = Environment.GetEnvironmentVariable(SDKRootEnvVar);
if (SDKRoot != null)
{
if (SDKRoot != "")
{
SDKPath = Path.Combine(SDKRoot, "Host" + BuildHostPlatform.Current.Platform, GetSDKTargetPlatformName());
}
}
return SDKPath;
}
/**
* Because most ManualSDK determination depends on reading env vars, if this process is spawned by a process that ALREADY set up
* AutoSDKs then all the SDK env vars will exist, and we will spuriously detect a Manual SDK. (children inherit the environment of the parent process).
* Therefore we write out an env var to set in the command file (OutputEnvVars.txt) such that child processes can determine if their manual SDK detection
* is bogus. Make it platform specific so that platforms can be in different states.
*/
protected string GetPlatformAutoSDKSetupEnvVar()
{
return GetSDKTargetPlatformName() + AutoSetupEnvVar;
}
/**
* Gets currently installed version
*
* @param PlatformSDKRoot absolute path to platform SDK root
* @param OutInstalledSDKVersionString version string as currently installed
*
* @return true if was able to read it
*/
protected bool GetCurrentlyInstalledSDKString(string PlatformSDKRoot, out string OutInstalledSDKVersionString)
{
if (Directory.Exists(PlatformSDKRoot))
{
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
if (File.Exists(VersionFilename))
{
using (StreamReader Reader = new StreamReader(VersionFilename))
{
string Version = Reader.ReadLine();
string Type = Reader.ReadLine();
// don't allow ManualSDK installs to count as an AutoSDK install version.
if (Type != null && Type == "AutoSDK")
{
if (Version != null)
{
OutInstalledSDKVersionString = Version;
return true;
}
}
}
}
}
OutInstalledSDKVersionString = "";
return false;
}
/**
* Gets the version of the last successfully run setup script.
*
* @param PlatformSDKRoot absolute path to platform SDK root
* @param OutLastRunScriptVersion version string
*
* @return true if was able to read it
*/
protected bool GetLastRunScriptVersionString(string PlatformSDKRoot, out string OutLastRunScriptVersion)
{
if (Directory.Exists(PlatformSDKRoot))
{
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
if (File.Exists(VersionFilename))
{
using (StreamReader Reader = new StreamReader(VersionFilename))
{
string Version = Reader.ReadLine();
if (Version != null)
{
OutLastRunScriptVersion = Version;
return true;
}
}
}
}
OutLastRunScriptVersion = "";
return false;
}
/**
* Sets currently installed version
*
* @param PlatformSDKRoot absolute path to platform SDK root
* @param InstalledSDKVersionString SDK version string to set
*
* @return true if was able to set it
*/
protected bool SetCurrentlyInstalledAutoSDKString(String InstalledSDKVersionString)
{
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
if (Directory.Exists(PlatformSDKRoot))
{
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
if (File.Exists(VersionFilename))
{
File.Delete(VersionFilename);
}
using (StreamWriter Writer = File.CreateText(VersionFilename))
{
Writer.WriteLine(InstalledSDKVersionString);
Writer.WriteLine("AutoSDK");
return true;
}
}
return false;
}
protected void SetupManualSDK()
{
if (PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
{
String InstalledSDKVersionString = GetRequiredSDKString();
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
if (Directory.Exists(PlatformSDKRoot))
{
string VersionFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
if (File.Exists(VersionFilename))
{
File.Delete(VersionFilename);
}
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
if (File.Exists(EnvVarFile))
{
File.Delete(EnvVarFile);
}
using (StreamWriter Writer = File.CreateText(VersionFilename))
{
Writer.WriteLine(InstalledSDKVersionString);
Writer.WriteLine("ManualSDK");
}
}
}
}
protected bool SetLastRunAutoSDKScriptVersion(string LastRunScriptVersion)
{
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
if (Directory.Exists(PlatformSDKRoot))
{
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
if (File.Exists(VersionFilename))
{
File.Delete(VersionFilename);
}
using (StreamWriter Writer = File.CreateText(VersionFilename))
{
Writer.WriteLine(LastRunScriptVersion);
return true;
}
}
return false;
}
/**
* Returns Hook names as needed by the platform
* (e.g. can be overriden with custom executables or scripts)
*
* @param Hook Hook type
*/
protected virtual string GetHookExecutableName(SDKHookType Hook)
{
if (Hook == SDKHookType.Uninstall)
{
return "unsetup.bat";
}
return "setup.bat";
}
/**
* Runs install/uninstall hooks for SDK
*
* @param PlatformSDKRoot absolute path to platform SDK root
* @param SDKVersionString version string to run for (can be empty!)
* @param Hook which one of hooks to run
* @param bHookCanBeNonExistent whether a non-existing hook means failure
*
* @return true if succeeded
*/
protected virtual bool RunAutoSDKHooks(string PlatformSDKRoot, string SDKVersionString, SDKHookType Hook, bool bHookCanBeNonExistent = true)
{
if (!IsAutoSDKSafe())
{
Console.ForegroundColor = ConsoleColor.Red;
LogAutoSDK( GetSDKTargetPlatformName() + " attempted to run SDK hook which could have damaged manual SDK install!");
Console.ResetColor();
return false;
}
if (SDKVersionString != "")
{
string SDKDirectory = Path.Combine(PlatformSDKRoot, SDKVersionString);
string HookExe = Path.Combine(SDKDirectory, GetHookExecutableName(Hook));
if (File.Exists(HookExe))
{
LogAutoSDK("Running {0} hook {1}", Hook, HookExe);
// run it
Process HookProcess = new Process();
HookProcess.StartInfo.WorkingDirectory = SDKDirectory;
HookProcess.StartInfo.FileName = HookExe;
HookProcess.StartInfo.Arguments = "";
HookProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
// seems to break the build machines?
//HookProcess.StartInfo.UseShellExecute = false;
//HookProcess.StartInfo.RedirectStandardOutput = true;
//HookProcess.StartInfo.RedirectStandardError = true;
using (var HookTimer = new ScopedTimer("Time to run hook: ", bShouldLogInfo ? LogEventType.Log : LogEventType.Verbose))
{
//installers may require administrator access to succeed. so run as an admmin.
HookProcess.StartInfo.Verb = "runas";
HookProcess.Start();
HookProcess.WaitForExit();
}
//LogAutoSDK(HookProcess.StandardOutput.ReadToEnd());
//LogAutoSDK(HookProcess.StandardError.ReadToEnd());
if (HookProcess.ExitCode != 0)
{
LogAutoSDK("Hook exited uncleanly (returned {0}), considering it failed.", HookProcess.ExitCode);
return false;
}
return true;
}
else
{
LogAutoSDK("File {0} does not exist", HookExe);
}
}
else
{
LogAutoSDK("Version string is blank for {0}. Can't determine {1} hook.", PlatformSDKRoot, Hook.ToString());
}
return bHookCanBeNonExistent;
}
/**
* Loads environment variables from SDK
* If any commands are added or removed the handling needs to be duplicated in
* TargetPlatformManagerModule.cpp
*
* @param PlatformSDKRoot absolute path to platform SDK
*
* @return true if succeeded
*/
protected bool SetupEnvironmentFromAutoSDK(string PlatformSDKRoot)
{
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
if (File.Exists(EnvVarFile))
{
using (StreamReader Reader = new StreamReader(EnvVarFile))
{
List<string> PathAdds = new List<string>();
List<string> PathRemoves = new List<string>();
List<string> EnvVarNames = new List<string>();
List<string> EnvVarValues = new List<string>();
bool bNeedsToWriteAutoSetupEnvVar = true;
String PlatformSetupEnvVar = GetPlatformAutoSDKSetupEnvVar();
for (; ; )
{
string VariableString = Reader.ReadLine();
if (VariableString == null)
{
break;
}
string[] Parts = VariableString.Split('=');
if (Parts.Length != 2)
{
LogAutoSDK("Incorrect environment variable declaration:");
LogAutoSDK(VariableString);
return false;
}
if (String.Compare(Parts[0], "strippath", true) == 0)
{
PathRemoves.Add(Parts[1]);
}
else if (String.Compare(Parts[0], "addpath", true) == 0)
{
PathAdds.Add(Parts[1]);
}
else
{
if (String.Compare(Parts[0], PlatformSetupEnvVar) == 0)
{
bNeedsToWriteAutoSetupEnvVar = false;
}
// convenience for setup.bat writers. Trim any accidental whitespace from var names/values.
EnvVarNames.Add(Parts[0].Trim());
EnvVarValues.Add(Parts[1].Trim());
}
}
// don't actually set anything until we successfully validate and read all values in.
// we don't want to set a few vars, return a failure, and then have a platform try to
// build against a manually installed SDK with half-set env vars.
for (int i = 0; i < EnvVarNames.Count; ++i)
{
string EnvVarName = EnvVarNames[i];
string EnvVarValue = EnvVarValues[i];
if (BuildConfiguration.bPrintDebugInfo)
{
LogAutoSDK("Setting variable '{0}' to '{1}'", EnvVarName, EnvVarValue);
}
Environment.SetEnvironmentVariable(EnvVarName, EnvVarValue);
}
// actually perform the PATH stripping / adding.
String OrigPathVar = Environment.GetEnvironmentVariable("PATH");
String PathDelimiter = GetPathVarDelimiter();
String[] PathVars = OrigPathVar.Split(PathDelimiter.ToCharArray());
List<String> ModifiedPathVars = new List<string>();
ModifiedPathVars.AddRange(PathVars);
// perform removes first, in case they overlap with any adds.
foreach (String PathRemove in PathRemoves)
{
foreach (String PathVar in PathVars)
{
if (PathVar.IndexOf(PathRemove, StringComparison.OrdinalIgnoreCase) >= 0)
{
LogAutoSDK("Removing Path: '{0}'", PathVar);
ModifiedPathVars.Remove(PathVar);
}
}
}
// remove all the of ADDs so that if this function is executed multiple times, the paths will be guarateed to be in the same order after each run.
// If we did not do this, a 'remove' that matched some, but not all, of our 'adds' would cause the order to change.
foreach (String PathAdd in PathAdds)
{
foreach (String PathVar in PathVars)
{
if (String.Compare(PathAdd, PathVar, true) == 0)
{
LogAutoSDK("Removing Path: '{0}'", PathVar);
ModifiedPathVars.Remove(PathVar);
}
}
}
// perform adds, but don't add duplicates
foreach (String PathAdd in PathAdds)
{
if (!ModifiedPathVars.Contains(PathAdd))
{
LogAutoSDK("Adding Path: '{0}'", PathAdd);
ModifiedPathVars.Add(PathAdd);
}
}
String ModifiedPath = String.Join(PathDelimiter, ModifiedPathVars);
Environment.SetEnvironmentVariable("PATH", ModifiedPath);
Reader.Close();
// write out env var command so any process using this commandfile will mark itself as having had autosdks set up.
// avoids child processes spuriously detecting manualsdks.
if (bNeedsToWriteAutoSetupEnvVar)
{
using (StreamWriter Writer = File.AppendText(EnvVarFile))
{
Writer.WriteLine("{0}=1", PlatformSetupEnvVar);
}
// set the var in the local environment in case this process spawns any others.
Environment.SetEnvironmentVariable(PlatformSetupEnvVar, "1");
}
// make sure we know that we've modified the local environment, invalidating manual installs for this run.
bLocalProcessSetupAutoSDK = true;
return true;
}
}
else
{
LogAutoSDK("Cannot set up environment for {1} because command file {1} does not exist.", PlatformSDKRoot, EnvVarFile);
}
return false;
}
protected void InvalidateCurrentlyInstalledAutoSDK()
{
String PlatformSDKRoot = GetPathToPlatformAutoSDKs();
if (Directory.Exists(PlatformSDKRoot))
{
string SDKFilename = Path.Combine(PlatformSDKRoot, CurrentlyInstalledSDKStringManifest);
if (File.Exists(SDKFilename))
{
File.Delete(SDKFilename);
}
string VersionFilename = Path.Combine(PlatformSDKRoot, LastRunScriptVersionManifest);
if (File.Exists(VersionFilename))
{
File.Delete(VersionFilename);
}
string EnvVarFile = Path.Combine(PlatformSDKRoot, SDKEnvironmentVarsFile);
if (File.Exists(EnvVarFile))
{
File.Delete(EnvVarFile);
}
}
}
/**
* Currently installed AutoSDK is written out to a text file in a known location.
* This function just compares the file's contents with the current requirements.
*/
protected SDKStatus HasRequiredAutoSDKInstalled()
{
if (PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
{
string AutoSDKRoot = GetPathToPlatformAutoSDKs();
if (AutoSDKRoot != "")
{
// check script version so script fixes can be propagated without touching every build machine's CurrentlyInstalled file manually.
bool bScriptVersionMatches = false;
string CurrentScriptVersionString;
if (GetLastRunScriptVersionString(AutoSDKRoot, out CurrentScriptVersionString) && CurrentScriptVersionString == GetRequiredScriptVersionString())
{
bScriptVersionMatches = true;
}
// check to make sure OutputEnvVars doesn't need regenerating
string EnvVarFile = Path.Combine(AutoSDKRoot, SDKEnvironmentVarsFile);
bool bEnvVarFileExists = File.Exists(EnvVarFile);
string CurrentSDKString;
if (bEnvVarFileExists && GetCurrentlyInstalledSDKString(AutoSDKRoot, out CurrentSDKString) && CurrentSDKString == GetRequiredSDKString() && bScriptVersionMatches)
{
return SDKStatus.Valid;
}
return SDKStatus.Invalid;
}
}
return SDKStatus.Invalid;
}
// This tracks if we have already checked the sdk installation.
private Int32 SDKCheckStatus = -1;
// true if we've ever overridden the process's environment with AutoSDK data. After that, manual installs cannot be considered valid ever again.
private bool bLocalProcessSetupAutoSDK = false;
protected bool HasSetupAutoSDK()
{
return bLocalProcessSetupAutoSDK || HasParentProcessSetupAutoSDK();
}
protected bool HasParentProcessSetupAutoSDK()
{
bool bParentProcessSetupAutoSDK = false;
String AutoSDKSetupVarName = GetPlatformAutoSDKSetupEnvVar();
String AutoSDKSetupVar = Environment.GetEnvironmentVariable(AutoSDKSetupVarName);
if (!String.IsNullOrEmpty(AutoSDKSetupVar))
{
bParentProcessSetupAutoSDK = true;
}
return bParentProcessSetupAutoSDK;
}
protected SDKStatus HasRequiredManualSDK()
{
if (HasSetupAutoSDK())
{
return SDKStatus.Invalid;
}
// manual installs are always invalid if we have modified the process's environment for AutoSDKs
return HasRequiredManualSDKInternal();
}
// for platforms with destructive AutoSDK. Report if any manual sdk is installed that may be damaged by an autosdk.
protected virtual bool HasAnyManualInstall()
{
return false;
}
// tells us if the user has a valid manual install.
protected abstract SDKStatus HasRequiredManualSDKInternal();
// some platforms will fail if there is a manual install that is the WRONG manual install.
protected virtual bool AllowInvalidManualInstall()
{
return true;
}
// platforms can choose if they prefer a correct the the AutoSDK install over the manual install.
protected virtual bool PreferAutoSDK()
{
return true;
}
// some platforms don't support parallel SDK installs. AutoSDK on these platforms will
// actively damage an existing manual install by overwriting files in it. AutoSDK must NOT
// run any setup if a manual install exists in this case.
protected virtual bool IsAutoSDKDestructive()
{
return false;
}
/**
* Runs batch files if necessary to set up required AutoSDK.
* AutoSDKs are SDKs that have not been setup through a formal installer, but rather come from
* a source control directory, or other local copy.
*/
private void SetupAutoSDK()
{
if (IsAutoSDKSafe() && PlatformSupportsAutoSDKs() && HasAutoSDKSystemEnabled())
{
// run installation for autosdk if necessary.
if (HasRequiredAutoSDKInstalled() == SDKStatus.Invalid)
{
//reset check status so any checking sdk status after the attempted setup will do a real check again.
SDKCheckStatus = -1;
string AutoSDKRoot = GetPathToPlatformAutoSDKs();
string CurrentSDKString;
GetCurrentlyInstalledSDKString(AutoSDKRoot, out CurrentSDKString);
// switch over (note that version string can be empty)
if (!RunAutoSDKHooks(AutoSDKRoot, CurrentSDKString, SDKHookType.Uninstall))
{
LogAutoSDK("Failed to uninstall currently installed SDK {0}", CurrentSDKString);
InvalidateCurrentlyInstalledAutoSDK();
return;
}
// delete Manifest file to avoid multiple uninstalls
InvalidateCurrentlyInstalledAutoSDK();
if (!RunAutoSDKHooks(AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Install, false))
{
LogAutoSDK("Failed to install required SDK {0}. Attemping to uninstall", GetRequiredSDKString());
RunAutoSDKHooks(AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Uninstall, false);
return;
}
string EnvVarFile = Path.Combine(AutoSDKRoot, SDKEnvironmentVarsFile);
if (!File.Exists(EnvVarFile))
{
LogAutoSDK("Installation of required SDK {0}. Did not generate Environment file {1}", GetRequiredSDKString(), EnvVarFile);
RunAutoSDKHooks(AutoSDKRoot, GetRequiredSDKString(), SDKHookType.Uninstall, false);
return;
}
SetCurrentlyInstalledAutoSDKString(GetRequiredSDKString());
SetLastRunAutoSDKScriptVersion(GetRequiredScriptVersionString());
}
// fixup process environment to match autosdk
SetupEnvironmentFromAutoSDK();
}
}
#endregion
#region public AutoSDKs Utility
/** Enum describing types of hooks a platform SDK can have */
public enum SDKHookType
{
Install,
Uninstall
};
/**
* Returns platform-specific name used in SDK repository
*
* @return path to SDK Repository
*/
public virtual string GetSDKTargetPlatformName()
{
return "";
}
/* Whether or not we should try to automatically switch SDKs when asked to validate the platform's SDK state. */
public static bool bAllowAutoSDKSwitching = true;
public SDKStatus SetupEnvironmentFromAutoSDK()
{
string PlatformSDKRoot = GetPathToPlatformAutoSDKs();
// load environment variables from current SDK
if (!SetupEnvironmentFromAutoSDK(PlatformSDKRoot))
{
LogAutoSDK("Failed to load environment from required SDK {0}", GetRequiredSDKString());
InvalidateCurrentlyInstalledAutoSDK();
return SDKStatus.Invalid;
}
return SDKStatus.Valid;
}
/**
* Whether the required external SDKs are installed for this platform.
* Could be either a manual install or an AutoSDK.
*/
public SDKStatus HasRequiredSDKsInstalled()
{
// avoid redundant potentially expensive SDK checks.
if (SDKCheckStatus == -1)
{
bool bHasManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
bool bHasAutoSDK = HasRequiredAutoSDKInstalled() == SDKStatus.Valid;
// Per-Platform implementations can choose how to handle non-Auto SDK detection / handling.
SDKCheckStatus = (bHasManualSDK || bHasAutoSDK) ? 1 : 0;
}
return SDKCheckStatus == 1 ? SDKStatus.Valid : SDKStatus.Invalid;
}
// Arbitrates between manual SDKs and setting up AutoSDK based on program options and platform preferences.
public void ManageAndValidateSDK()
{
bShouldLogInfo = BuildConfiguration.bPrintDebugInfo || Environment.GetEnvironmentVariable("IsBuildMachine") == "1";
// do not modify installed manifests if parent process has already set everything up.
// this avoids problems with determining IsAutoSDKSafe and doing an incorrect invalidate.
if (bAllowAutoSDKSwitching && !HasParentProcessSetupAutoSDK())
{
bool bSetSomeSDK = false;
bool bHasRequiredManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
if (IsAutoSDKSafe() && (PreferAutoSDK() || !bHasRequiredManualSDK))
{
SetupAutoSDK();
bSetSomeSDK = true;
}
//Setup manual SDK if autoSDK setup was skipped or failed for whatever reason.
if (bHasRequiredManualSDK && (HasRequiredAutoSDKInstalled() != SDKStatus.Valid))
{
SetupManualSDK();
bSetSomeSDK = true;
}
if (!bSetSomeSDK)
{
InvalidateCurrentlyInstalledAutoSDK();
}
}
if (bShouldLogInfo)
{
PrintSDKInfo();
}
}
public void PrintSDKInfo()
{
if (HasRequiredSDKsInstalled() == SDKStatus.Valid)
{
bool bHasRequiredManualSDK = HasRequiredManualSDK() == SDKStatus.Valid;
if (HasSetupAutoSDK())
{
string PlatformSDKRoot = GetPathToPlatformAutoSDKs();
LogAutoSDK(GetSDKTargetPlatformName() + " using SDK from: " + Path.Combine(PlatformSDKRoot, GetRequiredSDKString()));
}
else if (bHasRequiredManualSDK)
{
LogAutoSDK(this.ToString() + " using manually installed SDK " + GetRequiredSDKString());
}
else
{
LogAutoSDK(this.ToString() + " setup error. Inform platform team.");
}
}
else
{
LogAutoSDK(this.ToString() + " has no valid SDK");
}
}
protected static void LogAutoSDK(string Format, params object[] Args)
{
if (bShouldLogInfo)
{
Log.WriteLine(LogEventType.Log, Format, Args);
}
}
protected static void LogAutoSDK(String Message)
{
if (bShouldLogInfo)
{
Log.WriteLine(LogEventType.Log, Message);
}
}
#endregion
}
}