コード例 #1
0
    public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
    {
        Params.ValidateAndLog();

        if (!Params.Build)
        {
            return;
        }

        Log("********** BUILD COMMAND STARTED **********");

        var UE4Build             = new UE4Build(Command);
        var Agenda               = new UE4Build.BuildAgenda();
        var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>();

        // Setup editor targets
        if (Params.HasEditorTargets && !Params.Rocket && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
        {
            // @todo Mac: proper platform detection
            UnrealTargetPlatform            EditorPlatform      = HostPlatform.Current.HostEditorPlatform;
            const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

            CrashReportPlatforms.Add(EditorPlatform);
            Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
            if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
            {
                Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
            }
        }

        string ScriptPluginArgs = "";

        // if we're utilizing an auto-generated code plugin/module (a product of
        // the cook process), make sure to compile it along with the targets here
        if (Params.UseNativizedScriptPlugin())
        {
            ScriptPluginArgs = "-PLUGIN \"" + Params.NativizedScriptPlugin + "\"";
        }

        // Setup cooked targets
        if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
        {
            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatform in Params.ClientTargetPlatforms)
                {
                    CrashReportPlatforms.Add(ClientPlatform);
                    Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
                }
            }
        }
        if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
        {
            foreach (var BuildConfig in Params.ServerConfigsToBuild)
            {
                foreach (var ServerPlatform in Params.ServerTargetPlatforms)
                {
                    CrashReportPlatforms.Add(ServerPlatform);
                    Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
                }
            }
        }
        if (!Params.NoBootstrapExe && !Params.Rocket && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
        {
            UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
            foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatform in BootstrapPackagedGamePlatforms)
            {
                if (Params.ClientTargetPlatforms.Contains(BootstrapPackagedGamePlatform))
                {
                    Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatform, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.CrashReporter && !Params.Rocket && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
        {
            foreach (var CrashReportPlatform in CrashReportPlatforms)
            {
                if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
                {
                    Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.HasProgramTargets && !Params.Rocket && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
        {
            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatform in Params.ClientTargetPlatforms)
                {
                    Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
                }
            }
        }
        UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);

        if (WorkingCL > 0)         // only move UAT files if we intend to check in some build products
        {
            UE4Build.AddUATFilesToBuildProducts();
        }
        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

        if (WorkingCL > 0)
        {
            // Sign everything we built
            CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);

            // Open files for add or edit
            UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
        }

        Log("********** BUILD COMMAND COMPLETED **********");
    }