Exemple #1
0
 /// <summary>
 /// Generates a full path to action history file for the specified target.
 /// </summary>
 public static string GeneratePathForTarget(STBuildTarget Target)
 {
     string Folder = null;
     if (Target.ShouldCompileMonolithic() || Target.TargetType == TargetRules.TargetType.Program)
     {
         // Monolithic configs and programs have their Action History stored in their respective project folders
         // or under engine intermediate folder + program name folder
         string RootDirectory = STBuildTool.GetUProjectPath();
         if (String.IsNullOrEmpty(RootDirectory))
         {
             RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
         }
         Folder = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
     }
     else
     {
         // Shared action history (unless this is a rocket target)
         Folder = STBuildTool.RunningRocket() ?
             Path.Combine(STBuildTool.GetUProjectPath(), BuildConfiguration.BaseIntermediateFolder) :
             BuildConfiguration.BaseIntermediatePath;
     }
     return Path.Combine(Folder, "ActionHistory.bin").Replace("\\", "/");
 }
        public string TargetName; // Name of the target currently being compiled

        #endregion Fields

        #region Constructors

        public SHTManifest(STBuildTarget Target, string InRootLocalPath, string InRootBuildPath, IEnumerable<SHTModuleInfo> ModuleInfo)
        {
            IsGameTarget = TargetRules.IsGameType(Target.TargetType);
            RootLocalPath = InRootLocalPath;
            RootBuildPath = InRootBuildPath;
            TargetName = Target.GetTargetName();

            Modules = ModuleInfo.Select(Info => new Module
            {
                Name = Info.ModuleName,
                ModuleType = Info.ModuleType,
                BaseDirectory = Info.ModuleDirectory,
                IncludeBase = Info.ModuleDirectory,
                OutputDirectory = Path.GetDirectoryName(Info.GeneratedCPPFilenameBase),
                ClassesHeaders = Info.PublicUObjectClassesHeaders.Select((Header) => Header.AbsolutePath).ToList(),
                PublicHeaders = Info.PublicUObjectHeaders.Select((Header) => Header.AbsolutePath).ToList(),
                PrivateHeaders = Info.PrivateUObjectHeaders.Select((Header) => Header.AbsolutePath).ToList(),
                PCH = Info.PCH,
                GeneratedCPPFilenameBase = Info.GeneratedCPPFilenameBase,
                //@todo.Rocket: This assumes Engine/Source is a 'safe' folder name to check for
                SaveExportedHeaders = !STBuildTool.RunningRocket() || !Info.ModuleDirectory.Contains("Engine\\Source\\")

            }).ToList();
        }
Exemple #3
0
        /// <summary>
        /// Determines where generated code files will be stored for this module
        /// </summary>
        /// <param name="ModuleDirectory">Module's base directory</param>
        /// <param name="ModuleName">Name of module</param>
        /// <returns></returns>
        public static string GetGeneratedCodeDirectoryForModule(STBuildTarget Target, string ModuleDirectory, string ModuleName)
        {
            string BaseDirectory = null;
            if ((Target.ShouldCompileMonolithic() || Target.TargetType == TargetRules.TargetType.Program) &&
                (!STBuildTool.BuildingRocket()) &&
                (!STBuildTool.RunningRocket() || Utils.IsFileUnderDirectory(ModuleDirectory, STBuildTool.GetUProjectPath())))
            {
                // Monolithic configurations and programs have their intermediate headers stored under their
                // respective project folders with the exception of rocket which always stores engine modules in the engine folder.
                string RootDirectory = STBuildTool.GetUProjectPath();
                if (String.IsNullOrEmpty(RootDirectory))
                {
                    // Intermediates under Engine intermediate folder (program name will be appended later)
                    RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
                }
                BaseDirectory = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName(), "Inc");
            }
            else if (Plugins.IsPluginModule(ModuleName))
            {
                // Plugin module
                string PluginIntermediateIncPath;
                {
                    PluginInfo Plugin = Plugins.GetPluginInfoForModule(ModuleName);
                    if (Plugin.LoadedFrom == PluginInfo.LoadedFromType.Engine)
                    {
                        // Plugin folder is in the engine directory
                        PluginIntermediateIncPath = Path.GetFullPath(Path.Combine(BuildConfiguration.RelativeEnginePath, BuildConfiguration.PlatformIntermediateFolder));
                    }
                    else
                    {
                        // Plugin folder is in the project directory
                        PluginIntermediateIncPath = Path.GetFullPath(Path.Combine(Target.ProjectDirectory, BuildConfiguration.PlatformIntermediateFolder));
                    }
                    PluginIntermediateIncPath = Path.Combine(PluginIntermediateIncPath, "Inc", "Plugins");
                }
                BaseDirectory = PluginIntermediateIncPath;
            }
            else
            {
                var AllProjectFolders = STBuildTarget.DiscoverAllGameFolders();		// @todo fastubt: This will be called again and again for every UObject module (80+)
                BaseDirectory = AllProjectFolders.Find(ProjectFolder => Utils.IsFileUnderDirectory(ModuleDirectory, ProjectFolder));
                if (BaseDirectory == null)
                {
                    // Must be an engine module or program module
                    BaseDirectory = ProjectFileGenerator.EngineRelativePath;
                }

                BaseDirectory = Path.GetFullPath(Path.Combine(BaseDirectory, BuildConfiguration.PlatformIntermediateFolder, "Inc"));
            }

            // Construct the intermediate path.
            var GeneratedCodeDirectory = Path.Combine(BaseDirectory, ModuleName);
            return GeneratedCodeDirectory + Path.DirectorySeparatorChar;
        }
Exemple #4
0
        /**
         * Builds a dictionary containing the actions from AllActions that are outdated by calling
         * IsActionOutdated.
         */
        static void GatherAllOutdatedActions(STBuildTarget Target, ActionHistory ActionHistory, ref Dictionary<Action, bool> OutdatedActions, Dictionary<STBuildTarget, List<FileItem>> TargetToOutdatedPrerequisitesMap)
        {
            var CheckOutdatednessStartTime = DateTime.UtcNow;

            foreach (var Action in AllActions)
            {
                IsActionOutdated(Target, Action, ref OutdatedActions, ActionHistory, TargetToOutdatedPrerequisitesMap);
            }

            if (BuildConfiguration.bPrintPerformanceInfo)
            {
                var CheckOutdatednessTime = (DateTime.UtcNow - CheckOutdatednessStartTime).TotalSeconds;
                Log.TraceInformation("Checking actions for " + Target.GetTargetName() + " took " + CheckOutdatednessTime + "s");
            }
        }
        /**
         * Builds and runs the header tool and touches the header directories.
         * Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration
         */
        public static bool ExecuteHeaderToolIfNecessary(STBuildTarget Target, CPPEnvironment GlobalCompileEnvironment, List<SHTModuleInfo> UObjectModules, string ModuleInfoFileName, ref ECompilationResult UHTResult)
        {
            using (ProgressWriter Progress = new ProgressWriter("Generating code...", false))
            {
                // We never want to try to execute the header tool when we're already trying to build it!
                var bIsBuildingUHT = Target.GetTargetName().Equals("UnrealHeaderTool", StringComparison.InvariantCultureIgnoreCase);

                var BuildPlatform = STBuildPlatform.GetBuildPlatform(Target.Platform);
                var CppPlatform = BuildPlatform.GetCPPTargetPlatform(Target.Platform);
                var ToolChain = STToolChain.GetPlatformToolChain(CppPlatform);
                var RootLocalPath = Path.GetFullPath(ProjectFileGenerator.RootRelativePath);

                // ensure the headers are up to date
                bool bUHTNeedsToRun = (STBuildConfiguration.bForceHeaderGeneration == true || AreGeneratedCodeFilesOutOfDate(UObjectModules));
                if (bUHTNeedsToRun || STBuildTool.IsGatheringBuild)
                {
                    // Since code files are definitely out of date, we'll now finish computing information about the UObject modules for UHT.  We
                    // want to save this work until we know that UHT actually needs to be run to speed up best-case iteration times.
                    if (STBuildTool.IsGatheringBuild)		// In assembler-only mode, PCH info is loaded from our UBTMakefile!
                    {
                        foreach (var UHTModuleInfo in UObjectModules)
                        {
                            // Only cache the PCH name if we don't already have one.  When running in 'gather only' mode, this will have already been cached
                            if (string.IsNullOrEmpty(UHTModuleInfo.PCH))
                            {
                                UHTModuleInfo.PCH = "";

                                // We need to figure out which PCH header this module is including, so that UHT can inject an include statement for it into any .cpp files it is synthesizing
                                var DependencyModuleCPP = (STBuildModuleCPP)Target.GetModuleByName(UHTModuleInfo.ModuleName);
                                var ModuleCompileEnvironment = DependencyModuleCPP.CreateModuleCompileEnvironment(GlobalCompileEnvironment);
                                DependencyModuleCPP.CachePCHUsageForModuleSourceFiles(ModuleCompileEnvironment);
                                if (DependencyModuleCPP.ProcessedDependencies.UniquePCHHeaderFile != null)
                                {
                                    UHTModuleInfo.PCH = DependencyModuleCPP.ProcessedDependencies.UniquePCHHeaderFile.AbsolutePath;
                                }
                            }
                        }
                    }
                }

                // @todo fastubt: @todo ubtmake: Optimization: Ideally we could avoid having to generate this data in the case where UHT doesn't even need to run!  Can't we use the existing copy?  (see below use of Manifest)
                SHTManifest Manifest = new SHTManifest(Target, RootLocalPath, ToolChain.ConvertPath(RootLocalPath + '\\'), UObjectModules);

                if (!bIsBuildingUHT && bUHTNeedsToRun)
                {
                    // Always build UnrealHeaderTool if header regeneration is required, unless we're running within a Rocket ecosystem or hot-reloading
                    if (STBuildTool.RunningRocket() == false &&
                        STBuildConfiguration.bDoNotBuildUHT == false &&
                        STBuildConfiguration.bHotReloadFromIDE == false &&
                        !(!STBuildTool.IsGatheringBuild && STBuildTool.IsAssemblingBuild))	// If running in "assembler only" mode, we assume UHT is already up to date for much faster iteration!
                    {
                        // If it is out of date or not there it will be built.
                        // If it is there and up to date, it will add 0.8 seconds to the build time.
                        Log.TraceInformation("Building UnrealHeaderTool...");

                        var UBTArguments = new StringBuilder();

                        UBTArguments.Append("UnrealHeaderTool");

                        // Which desktop platform do we need to compile UHT for?
                        UBTArguments.Append(" " + BuildHostPlatform.Current.Platform.ToString());
                        // NOTE: We force Development configuration for UHT so that it runs quickly, even when compiling debug
                        UBTArguments.Append(" " + STTargetConfiguration.Development.ToString());

                        // NOTE: We disable mutex when launching UBT from within UBT to compile UHT
                        UBTArguments.Append(" -NoMutex");

                        if (STBuildTool.CommandLineContains("-noxge"))
                        {
                            UBTArguments.Append(" -noxge");
                        }

                        if (RunExternalExecutable(STBuildTool.GetUBTPath(), UBTArguments.ToString()) != 0)
                        {
                            return false;
                        }
                    }

                    Progress.Write(1, 3);

                    var ActualTargetName = String.IsNullOrEmpty(Target.GetTargetName()) ? "UE4" : Target.GetTargetName();
                    Log.TraceInformation("Parsing headers for {0}", ActualTargetName);

                    string HeaderToolPath = GetHeaderToolPath();
                    if (!File.Exists(HeaderToolPath))
                    {
                        throw new BuildException("Unable to generate headers because UnrealHeaderTool binary was not found ({0}).", Path.GetFullPath(HeaderToolPath));
                    }

                    // Disable extensions when serializing to remove the $type fields
                    Directory.CreateDirectory(Path.GetDirectoryName(ModuleInfoFileName));
                    System.IO.File.WriteAllText(ModuleInfoFileName, fastJSON.JSON.Instance.ToJSON(Manifest, new fastJSON.JSONParameters { UseExtensions = false }));

                    string CmdLine = (STBuildTool.HasUProjectFile()) ? "\"" + STBuildTool.GetUProjectFile() + "\"" : Target.GetTargetName();
                    CmdLine += " \"" + ModuleInfoFileName + "\" -LogCmds=\"loginit warning, logexit warning, logdatabase error\"";
                    if (STBuildTool.RunningRocket())
                    {
                        CmdLine += " -rocket -installed";
                    }

                    if (STBuildConfiguration.bFailIfGeneratedCodeChanges)
                    {
                        CmdLine += " -FailIfGeneratedCodeChanges";
                    }

                    Stopwatch s = new Stopwatch();
                    s.Start();
                    UHTResult = (ECompilationResult)RunExternalExecutable(ExternalExecution.GetHeaderToolPath(), CmdLine);
                    s.Stop();

                    if (UHTResult != ECompilationResult.Succeeded)
                    {
                        Log.TraceInformation("Error: Failed to generate code for {0} - error code: {2} ({1})", ActualTargetName, (int)UHTResult, UHTResult.ToString());
                        return false;
                    }

                    Log.TraceInformation("Reflection code generated for {0}", ActualTargetName);
                    if (BuildConfiguration.bPrintPerformanceInfo)
                    {
                        Log.TraceInformation("UnrealHeaderTool took {1}", ActualTargetName, (double)s.ElapsedMilliseconds / 1000.0);
                    }

                    // Now that UHT has successfully finished generating code, we need to update all cached FileItems in case their last write time has changed.
                    // Otherwise UBT might not detect changes UHT made.
                    DateTime StartTime = DateTime.UtcNow;
                    FileItem.ResetInfos();
                    double ResetDuration = (DateTime.UtcNow - StartTime).TotalSeconds;
                    Log.TraceVerbose("FileItem.ResetInfos() duration: {0}s", ResetDuration);
                }
                else
                {
                    Log.TraceVerbose("Generated code is up to date.");
                }

                Progress.Write(2, 3);

                // There will never be generated code if we're building UHT, so this should never be called.
                if (!bIsBuildingUHT)
                {
                    // Allow generated code to be sync'd to remote machines if needed. This needs to be done even if UHT did not run because
                    // generated headers include other generated headers using absolute paths which in case of building remotely are already
                    // the remote machine absolute paths. Because of that parsing headers will not result in finding all includes properly.
                    // @todo ubtmake: Need to figure out what this does in the assembler case, and whether we need to run it
                    ToolChain.PostCodeGeneration(Manifest);
                }

                // touch the directories
                UpdateDirectoryTimestamps(UObjectModules);

                Progress.Write(3, 3);
            }
            return true;
        }
 /// <summary>
 /// Gets the dependency cache path and filename for the specified target.
 /// </summary>
 /// <param name="Target">Current build target</param>
 /// <returns>Cache Path</returns>
 public static string GetDependencyCachePathForTarget(STBuildTarget Target)
 {
     string PlatformIntermediatePath = BuildConfiguration.PlatformIntermediatePath;
     if (STBuildTool.HasUProjectFile())
     {
         PlatformIntermediatePath = Path.Combine(STBuildTool.GetUProjectPath(), BuildConfiguration.PlatformIntermediateFolder);
     }
     string CachePath = Path.Combine(PlatformIntermediatePath, Target.GetTargetName(), "FlatCPPIncludes.bin");
     return CachePath;
 }