/// <summary> /// Resolve a list of files, tag names or file specifications as above, but preserves any directory references for further processing. /// </summary> /// <param name="DefaultDirectory">The default directory to resolve relative paths to</param> /// <param name="FilePatterns">List of files, tag names, or file specifications to include separated by semicolons.</param> /// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param> /// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param> /// <returns>Set of matching files.</returns> public static HashSet <FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, List <string> FilePatterns, List <string> ExcludePatterns, Dictionary <string, HashSet <FileReference> > TagNameToFileSet) { // Parse each of the patterns, and add the results into the given sets HashSet <FileReference> Files = new HashSet <FileReference>(); foreach (string Pattern in FilePatterns) { // Check if it's a tag name if (Pattern.StartsWith("#")) { Files.UnionWith(FindOrAddTagSet(TagNameToFileSet, Pattern)); continue; } // If it doesn't contain any wildcards, just add the pattern directly int WildcardIdx = FileFilter.FindWildcardIndex(Pattern); if (WildcardIdx == -1) { Files.Add(FileReference.Combine(DefaultDirectory, Pattern)); continue; } // Find the base directory for the search. We construct this in a very deliberate way including the directory separator itself, so matches // against the OS root directory will resolve correctly both on Mac (where / is the filesystem root) and Windows (where / refers to the current drive). int LastDirectoryIdx = Pattern.LastIndexOfAny(new char[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, WildcardIdx); DirectoryReference BaseDir = DirectoryReference.Combine(DefaultDirectory, Pattern.Substring(0, LastDirectoryIdx + 1)); // Construct the absolute include pattern to match against, re-inserting the resolved base directory to construct a canonical path. string IncludePattern = BaseDir.FullName.TrimEnd(new char[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }) + "/" + Pattern.Substring(LastDirectoryIdx + 1); // Construct a filter and apply it to the directory if (DirectoryReference.Exists(BaseDir)) { FileFilter Filter = new FileFilter(); Filter.AddRule(IncludePattern, FileFilterType.Include); if (ExcludePatterns != null && ExcludePatterns.Count > 0) { Filter.AddRules(ExcludePatterns, FileFilterType.Exclude); } Files.UnionWith(Filter.ApplyToDirectory(BaseDir, BaseDir.FullName, true)); } } // If we have exclude rules, create and run a filter against all the output files to catch things that weren't added from an include if (ExcludePatterns != null && ExcludePatterns.Count > 0) { FileFilter Filter = new FileFilter(FileFilterType.Include); Filter.AddRules(ExcludePatterns, FileFilterType.Exclude); Files.RemoveWhere(x => !Filter.Matches(x.FullName)); } return(Files); }
public override void DoBuild(GUBP bp) { BuildProducts = new List<string>(); FileFilter Filter = new FileFilter(); // Include all the editor products AddRuleForBuildProducts(Filter, bp, GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform), FileFilterType.Include); AddRuleForBuildProducts(Filter, bp, GUBP.RootEditorNode.StaticGetFullName(HostPlatform), FileFilterType.Include); AddRuleForBuildProducts(Filter, bp, GUBP.ToolsNode.StaticGetFullName(HostPlatform), FileFilterType.Include); // Include win64 tools on Mac, to get the win64 build of UBT, UAT and IPP if (HostPlatform == UnrealTargetPlatform.Mac && bp.HostPlatforms.Contains(UnrealTargetPlatform.Win64)) { AddRuleForBuildProducts(Filter, bp, GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include); AddRuleForBuildProducts(Filter, bp, GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include); } // Include the editor headers UnzipAndAddRuleForHeaders(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), Filter, FileFilterType.Include); // Include the build dependencies for every code platform foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms) { if(RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform)) { UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(bp, HostPlatform, TargetPlatform); string FileListPath = GUBP.GamePlatformMonolithicsNode.StaticGetBuildDependenciesPath(SourceHostPlatform, bp.Branch.BaseEngineProject, TargetPlatform); Filter.AddRuleForFiles(UnrealBuildTool.Utils.ReadClass<UnrealBuildTool.ExternalFileList>(FileListPath).FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include); UnzipAndAddRuleForHeaders(GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, bp.Branch.BaseEngineProject, TargetPlatform), Filter, FileFilterType.Include); } } // Add the monolithic binaries foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms) { UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(bp, HostPlatform, TargetPlatform); bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform); AddRuleForBuildProducts(Filter, bp, GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, bp.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform), FileFilterType.Include); } // Include the feature packs foreach(string CurrentFeaturePack in CurrentFeaturePacks) { BranchInfo.BranchUProject Project = bp.Branch.FindGameChecked(CurrentFeaturePack); Filter.AddRuleForFile(GUBP.MakeFeaturePacksNode.GetOutputFile(Project), CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include); } // Include all the templates foreach (string Template in CurrentTemplates) { BranchInfo.BranchUProject Project = bp.Branch.FindGameChecked(Template); Filter.Include("/" + Utils.StripBaseDirectory(Path.GetDirectoryName(Project.FilePath), CommandUtils.CmdEnv.LocalRoot).Replace('\\', '/') + "/..."); } // Include all the standard rules string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini"); Filter.ReadRulesFromFile(RulesFileName, "CopyEditor", HostPlatform.ToString()); Filter.ReadRulesFromFile(RulesFileName, "CopyTargetPlatforms", HostPlatform.ToString()); // Custom rules for each target platform foreach(UnrealTargetPlatform TargetPlaform in TargetPlatforms) { string SectionName = String.Format("CopyTargetPlatform.{0}", TargetPlaform.ToString()); Filter.ReadRulesFromFile(RulesFileName, SectionName, HostPlatform.ToString()); } // Add the final exclusions for legal reasons. Filter.ExcludeConfidentialPlatforms(); Filter.ExcludeConfidentialFolders(); // Run the filter on the stripped symbols, and remove those files from the copy filter List<string> AllStrippedFiles = new List<string>(); foreach(KeyValuePair<string, string> StrippedNodeManifestPath in StrippedNodeManifestPaths) { List<string> StrippedFiles = new List<string>(); StripRocketNode StripNode = (StripRocketNode)bp.FindNode(StrippedNodeManifestPath.Key); foreach(string BuildProduct in StripNode.BuildProducts) { if(Utils.IsFileUnderDirectory(BuildProduct, StripNode.StrippedDir)) { string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), StripNode.StrippedDir); if(Filter.Matches(RelativePath)) { StrippedFiles.Add(RelativePath); AllStrippedFiles.Add(RelativePath); Filter.Exclude("/" + RelativePath); } } } WriteManifest(StrippedNodeManifestPath.Value, StrippedFiles); BuildProducts.Add(StrippedNodeManifestPath.Value); } // Write the filtered list of depot files to disk, removing any symlinks List<string> DepotFiles = Filter.ApplyToDirectory(CommandUtils.CmdEnv.LocalRoot, true).ToList(); WriteManifest(DepotManifestPath, DepotFiles); BuildProducts.Add(DepotManifestPath); // Sort the list of output files SortedDictionary<string, bool> SortedFiles = new SortedDictionary<string,bool>(StringComparer.InvariantCultureIgnoreCase); foreach(string DepotFile in DepotFiles) { SortedFiles.Add(DepotFile, false); } foreach(string StrippedFile in AllStrippedFiles) { SortedFiles.Add(StrippedFile, true); } // Write the list to the log CommandUtils.Log("Files to be included in Rocket build:"); foreach(KeyValuePair<string, bool> SortedFile in SortedFiles) { CommandUtils.Log(" {0}{1}", SortedFile.Key, SortedFile.Value? " (stripped)" : ""); } }
public override void DoBuild(GUBP bp) { BuildProducts = new List<string>(); string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot); string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini"); // Read the filter for files on this platform FileFilter StripFilter = new FileFilter(); StripFilter.ReadRulesFromFile(RulesFileName, "StripSymbols." + TargetPlatform.ToString(), HostPlatform.ToString()); // Apply the filter to the build products List<string> SourcePaths = new List<string>(); List<string> TargetPaths = new List<string>(); foreach(string NodeToStrip in NodesToStrip) { GUBP.GUBPNode Node = bp.FindNode(NodeToStrip); foreach(string DependencyBuildProduct in Node.BuildProducts) { string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir); if(StripFilter.Matches(RelativePath)) { SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath)); TargetPaths.Add(CommandUtils.CombinePaths(StrippedDir, RelativePath)); } } } // Strip the files and add them to the build products StripSymbols(TargetPlatform, SourcePaths.ToArray(), TargetPaths.ToArray()); BuildProducts.AddRange(TargetPaths); SaveRecordOfSuccessAndAddToBuildProducts(); }
/// <summary> /// Runs the task, filtering the list of build products /// </summary> /// <param name="BuildProducts"></param> /// <returns>True if the task succeeds</returns> public override bool Execute(List<string> BuildProducts) { if(AddFiles != null) { BuildProducts.AddRange(AddFiles.ApplyToDirectory(BaseDirectory, true).Select(x => CommandUtils.CombinePaths(BaseDirectory, x))); } if(FilterFiles != null) { BuildProducts.RemoveAll(x => UnrealBuildTool.Utils.IsFileUnderDirectory(x, BaseDirectory) && !FilterFiles.Matches(UnrealBuildTool.Utils.StripBaseDirectory(x, BaseDirectory))); } return true; }
/// <summary> /// Resolve a list of files, tag names or file specifications as above, but preserves any directory references for further processing. /// </summary> /// <param name="DefaultDirectory">The default directory to resolve relative paths to</param> /// <param name="FilePatterns">List of files, tag names, or file specifications to include separated by semicolons.</param> /// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param> /// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param> /// <returns>Set of matching files.</returns> public static HashSet<FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, List<string> FilePatterns, List<string> ExcludePatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet) { // Parse each of the patterns, and add the results into the given sets HashSet<FileReference> Files = new HashSet<FileReference>(); foreach(string Pattern in FilePatterns) { // Check if it's a tag name if(Pattern.StartsWith("#")) { Files.UnionWith(FindOrAddTagSet(TagNameToFileSet, Pattern)); continue; } // If it doesn't contain any wildcards, just add the pattern directly int WildcardIdx = FileFilter.FindWildcardIndex(Pattern); if(WildcardIdx == -1) { Files.Add(FileReference.Combine(DefaultDirectory, Pattern)); continue; } // Find the base directory for the search. We construct this in a very deliberate way including the directory separator itself, so matches // against the OS root directory will resolve correctly both on Mac (where / is the filesystem root) and Windows (where / refers to the current drive). int LastDirectoryIdx = Pattern.LastIndexOfAny(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, WildcardIdx); DirectoryReference BaseDir = DirectoryReference.Combine(DefaultDirectory, Pattern.Substring(0, LastDirectoryIdx + 1)); // Construct the absolute include pattern to match against, re-inserting the resolved base directory to construct a canonical path. string IncludePattern = BaseDir.FullName.TrimEnd(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }) + "/" + Pattern.Substring(LastDirectoryIdx + 1); // Construct a filter and apply it to the directory if(BaseDir.Exists()) { FileFilter Filter = new FileFilter(); Filter.AddRule(IncludePattern, FileFilterType.Include); Filter.AddRules(ExcludePatterns, FileFilterType.Exclude); Files.UnionWith(Filter.ApplyToDirectory(BaseDir, BaseDir.FullName, true)); } } // If we have exclude rules, create and run a filter against all the output files to catch things that weren't added from an include if(ExcludePatterns.Count > 0) { FileFilter Filter = new FileFilter(FileFilterType.Include); Filter.AddRules(ExcludePatterns, FileFilterType.Exclude); Files.RemoveWhere(x => !Filter.Matches(x.FullName)); } return Files; }
public override void DoBuild(GUBP bp) { BuildProducts = new List<string>(); string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot); // Read the filter for files on this platform FileFilter SignFilter = new FileFilter(); if (HostPlatform == UnrealTargetPlatform.Mac) { SignFilter.AddRule("*.dylib"); SignFilter.AddRule("*.app"); } else { SignFilter.AddRule("*.exe"); SignFilter.AddRule("*.dll"); } // Apply the filter to the build products List<string> SourcePaths = new List<string>(); List<string> TargetPaths = new List<string>(); foreach (string NodeToSign in NodesToSign) { GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToSign); foreach (string DependencyBuildProduct in Node.BuildProducts) { string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir); if (SignFilter.Matches(RelativePath)) { SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath)); TargetPaths.Add(CommandUtils.CombinePaths(SignedDir, RelativePath)); } } } // Strip the files and add them to the build products SignFiles(bp, SourcePaths.ToArray(), TargetPaths.ToArray()); BuildProducts.AddRange(TargetPaths); SaveRecordOfSuccessAndAddToBuildProducts(); }