コード例 #1
0
    public ModuleDepPaths GatherDeps()
    {
        string RootPath = Path.GetFullPath(Path.Combine(ModuleDirectory, "../../"));

        INCLUDE_ROOT = Path.Combine(RootPath, GRPC_STRIPPED_FOLDER);
        LIB_ROOT     = Path.Combine(RootPath, GRPC_LIBS_FOLDER);


        List <string> headers = new List <string>();
        List <string> libs    = new List <string>();

        string PlatformLibRoot = "";


        if (Platform == UnrealTargetPlatform.Win64)
        {
            PlatformLibRoot = Path.Combine(LIB_ROOT, Platform.ToString());
            libs.AddRange(FindFilesInDirectory(PlatformLibRoot, "lib"));
        }
        else
        {
            PlatformLibRoot = Path.Combine(LIB_ROOT, Platform.ToString());
            libs.AddRange(FindFilesInDirectory(PlatformLibRoot, "a"));
        }

        clog("PlatformLibRoot: " + PlatformLibRoot);

        headers.Add(Path.Combine(INCLUDE_ROOT, "include"));
        headers.Add(Path.Combine(INCLUDE_ROOT, "third_party", "protobuf", "src"));

        return(new ModuleDepPaths(headers.ToArray(), libs.ToArray()));
    }
コード例 #2
0
        /// <summary>
        /// Given a platform and a client/server flag, returns the name Unreal refers to it as. E.g. "WindowsClient", "LinuxServer".
        /// </summary>
        /// <param name="InTargetPlatform"></param>
        /// <param name="InTargetType"></param>
        /// <returns></returns>
        public static string GetPlatformName(UnrealTargetPlatform TargetPlatform, UnrealTargetRole ProcessType, bool UsesSharedBuildType)
        {
            string Platform = "";

            bool IsDesktop = UnrealBuildTool.Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop).Contains(TargetPlatform);

            // These platforms can be built as either game, server or client
            if (IsDesktop)
            {
                Platform = (TargetPlatform == UnrealTargetPlatform.Win32 || TargetPlatform == UnrealTargetPlatform.Win64) ? "Windows" : TargetPlatform.ToString();

                if (ProcessType == UnrealTargetRole.Client)
                {
                    if (UsesSharedBuildType)
                    {
                        Platform += "NoEditor";
                    }
                    else
                    {
                        Platform += "Client";
                    }
                }
                else if (ProcessType == UnrealTargetRole.Server)
                {
                    if (UsesSharedBuildType)
                    {
                        Platform += "NoEditor";
                    }
                    else
                    {
                        Platform += "Server";
                    }
                }
            }
            else if (TargetPlatform == UnrealTargetPlatform.Android)
            {
                // TODO: hardcoded ETC2 for now, need to determine cook flavor used.
                // actual flavour required may depend on the target HW...
                if (UsesSharedBuildType)
                {
                    Platform = TargetPlatform.ToString() + "_ETC2";
                }
                else
                {
                    Platform = TargetPlatform.ToString() + "_ETC2Client";
                }
            }
            else
            {
                Platform = TargetPlatform.ToString();
            }

            return(Platform);
        }
コード例 #3
0
		/**
		 *	Return the VisualStudio platform name for this build platform
		 *	
		 *	@param	InPlatform			The UnrealTargetPlatform being built
		 *	@param	InConfiguration		The UnrealTargetConfiguration being built
		 *	
		 *	@return	string				The name of the platform that VisualStudio recognizes
		 */
		public override string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
		{
			if (InPlatform == UnrealTargetPlatform.WinRT)
			{
				return "WinRT";
			}
			return InPlatform.ToString();
		}
コード例 #4
0
		/// <summary>
		/// Gets the standard path for an manifest
		/// </summary>
		/// <param name="DirectoryName">The directory containing this manifest</param>
		/// <param name="AppName">The modular app name being built</param>
		/// <param name="Configuration">The target configuration</param>
		/// <param name="Platform">The target platform</param>
		/// <param name="BuildArchitecture">The architecture of the target platform</param>
		/// <returns>Filename for the app receipt</returns>
		public static string GetStandardFileName(string AppName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string BuildArchitecture, bool bIsGameDirectory)
		{
			string BaseName = AppName;
			if(Configuration != UnrealTargetConfiguration.Development && !(Configuration == UnrealTargetConfiguration.DebugGame && !bIsGameDirectory))
			{
				BaseName += String.Format("-{0}-{1}", Platform.ToString(), Configuration.ToString());
			}
			return String.Format("{0}{1}.modules", BaseName, BuildArchitecture);
		}
コード例 #5
0
ファイル: UEBuildMac.cs プロジェクト: ErwinT6/T6Engine
		/**
		 *	Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
		 *
		 *	@param	InUnrealTargetPlatform		The UnrealTargetPlatform being build
		 *	
		 *	@return	CPPTargetPlatform			The CPPTargetPlatform to compile for
		 */
		public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
		{
			switch (InUnrealTargetPlatform)
			{
				case UnrealTargetPlatform.Mac:
					return CPPTargetPlatform.Mac;
			}
			throw new BuildException("MacPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
		}
コード例 #6
0
 /**
  *	Retrieve the UEBuildPlatform 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 UEBuildPlatform 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());
 }
コード例 #7
0
		/// <summary>
		/// Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform
		/// </summary>
		/// <param name="InPlatform">    The UnrealTargetPlatform being built</param>
		/// <param name="bInAllowFailure">   If true, do not throw an exception and return null</param>
		/// <returns>UEPlatformProjectGenerator The instance of the project generator</returns>
		public static UEPlatformProjectGenerator GetPlatformProjectGenerator(UnrealTargetPlatform InPlatform, bool bInAllowFailure = false)
		{
			if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
			{
				return ProjectGeneratorDictionary[InPlatform];
			}
			if (bInAllowFailure == true)
			{
				return null;
			}
			throw new BuildException("GetPlatformProjectGenerator: No PlatformProjectGenerator found for {0}", InPlatform.ToString());
		}
コード例 #8
0
		/// <summary>
		/// Register the given platforms UEPlatformProjectGenerator instance
		/// </summary>
		/// <param name="InPlatform">  The UnrealTargetPlatform to register with</param>
		/// <param name="InProjectGenerator">The UEPlatformProjectGenerator instance to use for the InPlatform</param>
		public static void RegisterPlatformProjectGenerator(UnrealTargetPlatform InPlatform, UEPlatformProjectGenerator InProjectGenerator)
		{
			// Make sure the build platform is legal
			var BuildPlatform = UEBuildPlatform.GetBuildPlatform(InPlatform, true);
			if (BuildPlatform != null)
			{
				if (ProjectGeneratorDictionary.ContainsKey(InPlatform) == true)
				{
					Log.TraceInformation("RegisterPlatformProjectGenerator Warning: Registering project generator {0} for {1} when it is already set to {2}",
						InProjectGenerator.ToString(), InPlatform.ToString(), ProjectGeneratorDictionary[InPlatform].ToString());
					ProjectGeneratorDictionary[InPlatform] = InProjectGenerator;
				}
				else
				{
					ProjectGeneratorDictionary.Add(InPlatform, InProjectGenerator);
				}
			}
			else
			{
				Log.TraceVerbose("Skipping project file generator registration for {0} due to no valid BuildPlatform.", InPlatform.ToString());
			}
		}
コード例 #9
0
 /**
  *	Register the given platforms UEBuildDeploy instance
  *
  *	@param	InPlatform			The UnrealTargetPlatform to register with
  *	@param	InBuildDeploy		The UEBuildDeploy instance to use for the InPlatform
  */
 public static void RegisterBuildDeploy(UnrealTargetPlatform InPlatform, UEBuildDeploy InBuildDeploy)
 {
     if (BuildDeployDictionary.ContainsKey(InPlatform) == true)
     {
         Log.TraceWarning("RegisterBuildDeply Warning: Registering build deploy {0} for {1} when it is already set to {2}",
             InBuildDeploy.ToString(), InPlatform.ToString(), BuildDeployDictionary[InPlatform].ToString());
         BuildDeployDictionary[InPlatform] = InBuildDeploy;
     }
     else
     {
         BuildDeployDictionary.Add(InPlatform, InBuildDeploy);
     }
 }
コード例 #10
0
        public BenchmarkBuildTask(FileReference InProjectFile, string InTarget, UnrealTargetPlatform InPlatform, BuildOptions InOptions, string InUBTArgs = "", int CoreCount = 0)
        {
            bool IsVanillaUE4 = InProjectFile == null;

            string ModuleName = IsVanillaUE4 ? "UE4" : InProjectFile.GetFileNameWithoutAnyExtensions();

            TaskName = string.Format("{0} {1} {2}", ModuleName, InTarget, InPlatform);

            Command             = new BuildTarget();
            Command.ProjectName = IsVanillaUE4 ? null : ModuleName;
            Command.Platforms   = InPlatform.ToString();
            Command.Targets     = InTarget;
            Command.NoTools     = true;
            Command.Clean       = InOptions.HasFlag(BuildOptions.Clean);

            Command.UBTArgs = InUBTArgs;

            bool WithAccel = !InOptions.HasFlag(BuildOptions.NoAcceleration);

            if (!WithAccel || !SupportsAcceleration)
            {
                string Arg = string.Format("No{0}", AccelerationName);

                Command.UBTArgs += " -" + Arg;
                TaskModifiers.Add(Arg);
                Command.Params = new[] { Arg };                 // need to also pass it to this

                if (CoreCount > 0)
                {
                    TaskModifiers.Add(string.Format("{0}c", CoreCount));

                    Command.UBTArgs += string.Format(" -MaxParallelActions={0}", CoreCount);
                }
            }
            else
            {
                TaskModifiers.Add(AccelerationName);
            }

            if (!string.IsNullOrEmpty(InUBTArgs))
            {
                TaskModifiers.Add(InUBTArgs);
            }
        }
コード例 #11
0
        public BenchmarkCookTask(FileReference InProjectFile, UnrealTargetPlatform InPlatform, bool bCookAsClient, DDCTaskOptions InOptions, string InCookArgs)
            : base(InProjectFile, InOptions, InCookArgs)
        {
            CookArgs     = InCookArgs;
            CookAsClient = bCookAsClient;

            var PlatformToCookPlatform = new Dictionary <UnrealTargetPlatform, string> {
                { UnrealTargetPlatform.Win64, "WindowsClient" },
                { UnrealTargetPlatform.Mac, "MacClient" },
                { UnrealTargetPlatform.Linux, "LinuxClient" },
                { UnrealTargetPlatform.Android, "Android_ASTCClient" }
            };

            CookPlatformName = InPlatform.ToString();

            if (PlatformToCookPlatform.ContainsKey(InPlatform))
            {
                CookPlatformName = PlatformToCookPlatform[InPlatform];
            }

            TaskName = string.Format("Cook {0} {1}", ProjectName, CookPlatformName);
        }
コード例 #12
0
		/// <summary>
		/// Return the VisualStudio platform name for this build platform
		/// </summary>
		/// <param name="InPlatform">  The UnrealTargetPlatform being built</param>
		/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
		/// <returns>string    The name of the platform that VisualStudio recognizes</returns>
		public virtual string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
		{
			// By default, return the platform string
			return InPlatform.ToString();
		}
コード例 #13
0
ファイル: UEBuildWindows.cs プロジェクト: ErwinT6/T6Engine
        /**
         *	Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
         *
         *	@param	InUnrealTargetPlatform		The UnrealTargetPlatform being build
         *	
         *	@return	CPPTargetPlatform			The CPPTargetPlatform to compile for
         */
        public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
        {
            switch (InUnrealTargetPlatform)
            {
                case UnrealTargetPlatform.Win32:
                    return CPPTargetPlatform.Win32;

                case UnrealTargetPlatform.Win64:
                    return CPPTargetPlatform.Win64;
            }
            throw new BuildException("WindowsPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
        }
コード例 #14
0
ファイル: RulesCompiler.cs プロジェクト: didixp/Ark-Dev-Kit
 /// <summary>
 /// Return a list of "test name", "UAT command" pairs for testing a monolithic
 /// </summary>
 public virtual Dictionary<string, string> GUBP_GetGameTests_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform AltHostPlatform, UnrealTargetPlatform Platform)
 {
     var Result = new Dictionary<string, string>();
     if ((Platform == HostPlatform || Platform == AltHostPlatform) && Type == TargetType.Game)  // for now, we will only run these for the dev config of the host platform
     {
         Result.Add("CookedGameTest", "BuildCookRun -run -skipcook -stage -pak -deploy -unattended -nullrhi -NoP4 -platform=" + Platform.ToString());
         Result.Add("CookedGameAutomationTest", "BuildCookRun -run -skipcook -stage -pak -deploy -RunAutomationTests -unattended -nullrhi -NoP4 -platform=" + Platform.ToString());
     }
     return Result;
 }
コード例 #15
0
 public static string GetDebugFilesManifestFileName(UnrealTargetPlatform PlatformType)
 {
     return("Manifest_DebugFiles_" + PlatformType.ToString() + ".txt");
 }
コード例 #16
0
	public IOSPlatform(UnrealTargetPlatform TargetPlatform)
		:base(TargetPlatform)
	{
		PlatformName = TargetPlatform.ToString();
		SDKName = (TargetPlatform == UnrealTargetPlatform.TVOS) ? "appletvos" : "iphoneos";
	}
コード例 #17
0
 /// <summary>
 /// Returns a path to the client binaries folder.
 /// </summary>
 /// <param name="RawProjectPath">Full project path.</param>
 /// <param name="Platform">Platform type.</param>
 /// <returns>Path to the binaries folder.</returns>
 public static string GetProjectClientBinariesFolder(string ProjectClientBinariesPath, UnrealTargetPlatform Platform = UnrealTargetPlatform.Unknown)
 {
     if (Platform != UnrealTargetPlatform.Unknown)
     {
         ProjectClientBinariesPath = CommandUtils.CombinePaths(ProjectClientBinariesPath, Platform.ToString());
     }
     return ProjectClientBinariesPath;
 }
コード例 #18
0
ファイル: LegacyNodes.cs プロジェクト: frobro98/UnrealSource
 public static string StaticGetFullName(BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InClientTargetPlatform, UnrealTargetConfiguration InClientConfig)
 {
     string Infix = "_" + InClientTargetPlatform.ToString();
     Infix += "_" + InClientConfig.ToString();
     return InGameProj.GameName + Infix + "_TestBuild" + HostPlatformNode.StaticGetHostPlatformSuffix(InHostPlatform);
 }
コード例 #19
0
        public static IEnumerable <T> CreateFromPath <T>(UnrealTargetPlatform InPlatform, string InProjectName, string InPath, string InExecutableExtension)
            where T : StagedBuild
        {
            string BuildPath = InPath;

            List <T> DiscoveredBuilds = new List <T>();

            // Turn FooGame into just Foo as we need to check for client/server builds too
            string ShortName = Regex.Replace(InProjectName, "Game", "", RegexOptions.IgnoreCase);

            string ContentPath = Path.Combine(InPath, InProjectName, "Content", "Paks");

            if (Directory.Exists(ContentPath))
            {
                string EngineBinaryPath = Path.Combine(InPath, "Engine", "Binaries", InPlatform.ToString());
                string GameBinaryPath   = Path.Combine(InPath, InProjectName, "Binaries", InPlatform.ToString());

                // Executable will either be Project*.exe or for content-only UE4Game.exe
                string[] ExecutableMatches = new string[]
                {
                    ShortName + "*" + InExecutableExtension,
                    "UE4Game*" + InExecutableExtension,
                };

                // check
                // 1) Path/Project/Binaries/Platform
                // 2) Path (content only builds on some platforms write out a stub exe here)
                // 3) path/Engine/Binaries/Platform

                string[] ExecutablePaths = new string[]
                {
                    Path.Combine(InPath, InProjectName, "Binaries", InPlatform.ToString()),
                    Path.Combine(InPath),
                    Path.Combine(InPath, "Engine", "Binaries", InPlatform.ToString()),
                };

                List <FileSystemInfo> Binaries = new List <FileSystemInfo>();

                foreach (var BinaryPath in ExecutablePaths)
                {
                    if (Directory.Exists(BinaryPath))
                    {
                        DirectoryInfo Di = new DirectoryInfo(BinaryPath);

                        foreach (var FileMatch in ExecutableMatches)
                        {
                            // Look at files & directories since apps on Mac are bundles
                            FileSystemInfo[] AppFiles = Di.GetFileSystemInfos(FileMatch);
                            Binaries.AddRange(AppFiles);
                        }
                    }
                }

                foreach (FileSystemInfo App in Binaries)
                {
                    UnrealTargetConfiguration Config = UnrealHelpers.GetConfigurationFromExecutableName(InProjectName, App.Name);
                    UnrealTargetRole          Role   = UnrealHelpers.GetRoleFromExecutableName(InProjectName, App.Name);

                    if (Config != UnrealTargetConfiguration.Unknown && Role != UnrealTargetRole.Unknown)
                    {
                        // store the exe path as relative to the staged dir path
                        T NewBuild = Activator.CreateInstance(typeof(T), new object[] { InPlatform, Config, Role, InPath, Utils.SystemHelpers.MakePathRelative(App.FullName, InPath) }) as T;

                        if (App.Name.StartsWith("UE4Game", StringComparison.OrdinalIgnoreCase))
                        {
                            NewBuild.Flags |= BuildFlags.ContentOnlyProject;
                        }

                        DiscoveredBuilds.Add(NewBuild);
                    }
                }
            }

            return(DiscoveredBuilds);
        }
コード例 #20
0
        /// <summary>
        /// Retrieves and saves all artifacts from the provided session role. Artifacts are saved to the destination path
        /// </summary>
        /// <param name="InContext"></param>
        /// <param name="InRunningRole"></param>
        /// <param name="InDestArtifactPath"></param>
        /// <returns></returns>
        public UnrealRoleArtifacts SaveRoleArtifacts(UnrealTestContext InContext, UnrealSessionInstance.RoleInstance InRunningRole, string InDestArtifactPath)
        {
            bool   IsServer = InRunningRole.Role.RoleType.IsServer();
            string RoleName = (InRunningRole.Role.IsDummy() ? "Dummy" : "") + InRunningRole.Role.RoleType.ToString();
            UnrealTargetPlatform Platform = InRunningRole.Role.Platform;
            string RoleConfig             = InRunningRole.Role.Configuration.ToString();

            Directory.CreateDirectory(InDestArtifactPath);

            // Don't archive editor data, there can be a *lot* of stuff in that saved folder!
            bool IsEditor = InRunningRole.Role.RoleType.UsesEditor();

            bool IsDevBuild = InContext.TestParams.ParseParam("dev");

            string DestSavedDir   = Path.Combine(InDestArtifactPath, "Saved");
            string SourceSavedDir = "";

            // save the contents of the saved directory
            SourceSavedDir = InRunningRole.AppInstance.ArtifactPath;

            // save the output from TTY
            string ArtifactLogPath = Path.Combine(InDestArtifactPath, RoleName + "Output.log");

            // Write a brief Gauntlet header to aid debugging
            StringBuilder LogOut = new StringBuilder();

            LogOut.AppendLine("------ Gauntlet Test ------");
            LogOut.AppendFormat("Role: {0}\r\n", InRunningRole.Role);
            LogOut.AppendFormat("Automation Command: {0}\r\n", Environment.CommandLine);
            LogOut.AppendLine("---------------------------");

            // Write instance stdout stream
            LogOut.Append(InRunningRole.AppInstance.StdOut);

            File.WriteAllText(ArtifactLogPath, LogOut.ToString());
            Log.Info("Wrote Log to {0}", ArtifactLogPath);

            if (IsServer == false)
            {
                // gif-ify and jpeg-ify any screenshots
                try
                {
                    string ScreenshotPath = Path.Combine(SourceSavedDir, "Screenshots", Platform.ToString()).ToLower();

                    if (Directory.Exists(ScreenshotPath) && Directory.GetFiles(ScreenshotPath).Length > 0)
                    {
                        Log.Info("Downsizing and gifying session images at {0}", ScreenshotPath);

                        // downsize first so gif-step is quicker and takes less resoruces.
                        Utils.Image.ConvertImages(ScreenshotPath, ScreenshotPath, "jpg", true);

                        string GifPath = Path.Combine(InDestArtifactPath, RoleName + "Test.gif");
                        if (Utils.Image.SaveImagesAsGif(ScreenshotPath, GifPath))
                        {
                            Log.Info("Saved gif to {0}", GifPath);
                        }
                    }
                }
                catch (Exception Ex)
                {
                    Log.Info("Failed to downsize and gif-ify images! {0}", Ex);
                }
            }

            // don't archive data in dev mode, because peoples saved data could be huuuuuuuge!
            if (IsEditor == false)
            {
                LogLevel OldLevel = Log.Level;
                Log.Level = LogLevel.Normal;

                if (Directory.Exists(SourceSavedDir))
                {
                    Utils.SystemHelpers.CopyDirectory(SourceSavedDir, DestSavedDir);
                    Log.Info("Archived artifacts to to {0}", DestSavedDir);
                }
                else
                {
                    Log.Info("Archive path '{0}' was not found!", SourceSavedDir);
                }

                Log.Level = OldLevel;
            }
            else
            {
                if (IsEditor)
                {
                    Log.Info("Skipping archival of assets for editor {0}", RoleName);
                }
                else if (IsDevBuild)
                {
                    Log.Info("Skipping archival of assets for dev build");
                }
            }


            // TODO REMOVEME- this should go elsewhere, likely a util that can be called or inserted by relevant test nodes.
            if (IsServer == false)
            {
                // Copy over PSOs
                try
                {
                    if (InContext.Options.LogPSO)
                    {
                        foreach (var ThisFile in CommandUtils.FindFiles_NoExceptions(true, "*.rec.upipelinecache", true, DestSavedDir))
                        {
                            bool Copied   = false;
                            var  JustFile = Path.GetFileName(ThisFile);
                            if (JustFile.StartsWith("++"))
                            {
                                var Parts = JustFile.Split(new Char[] { '+', '-' }).Where(A => A != "").ToArray();
                                if (Parts.Count() >= 2)
                                {
                                    string ProjectName = Parts[0].ToString();
                                    string BuildRoot   = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory());

                                    string SrcBuildPath  = CommandUtils.CombinePaths(BuildRoot, ProjectName);
                                    string SrcBuildPath2 = CommandUtils.CombinePaths(BuildRoot, ProjectName.Replace("Game", "").Replace("game", ""));

                                    if (!CommandUtils.DirectoryExists(SrcBuildPath))
                                    {
                                        SrcBuildPath = SrcBuildPath2;
                                    }
                                    if (CommandUtils.DirectoryExists(SrcBuildPath))
                                    {
                                        var JustBuildFolder = JustFile.Replace("-" + Parts.Last(), "");

                                        string PlatformStr   = Platform.ToString();
                                        string SrcCLMetaPath = CommandUtils.CombinePaths(SrcBuildPath, JustBuildFolder, PlatformStr, "MetaData");
                                        if (CommandUtils.DirectoryExists(SrcCLMetaPath))
                                        {
                                            string SrcCLMetaPathCollected = CommandUtils.CombinePaths(SrcCLMetaPath, "CollectedPSOs");
                                            if (!CommandUtils.DirectoryExists(SrcCLMetaPathCollected))
                                            {
                                                Log.Info("Creating Directory {0}", SrcCLMetaPathCollected);
                                                CommandUtils.CreateDirectory(SrcCLMetaPathCollected);
                                            }
                                            if (CommandUtils.DirectoryExists(SrcCLMetaPathCollected))
                                            {
                                                string DestFile = CommandUtils.CombinePaths(SrcCLMetaPathCollected, JustFile);
                                                CommandUtils.CopyFile_NoExceptions(ThisFile, DestFile, true);
                                                if (CommandUtils.FileExists(true, DestFile))
                                                {
                                                    Log.Info("Deleting local file, copied to {0}", DestFile);
                                                    CommandUtils.DeleteFile_NoExceptions(ThisFile, true);
                                                    Copied = true;
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            if (!Copied)
                            {
                                Log.Warning("Could not find anywhere to put this file {0}", JustFile);
                            }
                        }
                    }
                }
                catch (Exception Ex)
                {
                    Log.Info("Failed to copy upipelinecaches to the network {0}", Ex);
                }
            }
            // END REMOVEME


            UnrealLogParser LogParser = new UnrealLogParser(InRunningRole.AppInstance.StdOut);

            int ExitCode = InRunningRole.AppInstance.ExitCode;

            LogParser.GetTestExitCode(out ExitCode);

            UnrealRoleArtifacts Artifacts = new UnrealRoleArtifacts(InRunningRole.Role, InRunningRole.AppInstance, InDestArtifactPath, ArtifactLogPath, LogParser);

            return(Artifacts);
        }
コード例 #21
0
		/**
		 *	Return the VisualStudio platform name for this build platform
		 *	
		 *	@param	InPlatform			The UnrealTargetPlatform being built
		 *	@param	InConfiguration		The UnrealTargetConfiguration being built
		 *	
		 *	@return	string				The name of the platform that VisualStudio recognizes
		 */
		public override string GetVisualStudioPlatformName(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
		{
			if (InPlatform == UnrealTargetPlatform.Android)
			{
				return "Tegra-Android";
			}

			return InPlatform.ToString();
		}
コード例 #22
0
	public static string GetUFSDeployedManifestFileName(UnrealTargetPlatform PlatformType)
	{
		return "Manifest_UFSFiles_" + PlatformType.ToString() + ".txt";
	}
コード例 #23
0
	public static string GetDebugFilesManifestFileName(UnrealTargetPlatform PlatformType)
	{
		return "Manifest_DebugFiles_" + PlatformType.ToString() + ".txt";
	}
コード例 #24
0
ファイル: LegacyNodes.cs プロジェクト: frobro98/UnrealSource
        public FormalBuildTestNode(GUBP.GUBPBranchConfig InBranchConfig,
            BranchInfo.BranchUProject InGameProj,
            UnrealTargetPlatform InHostPlatform,
            UnrealTargetPlatform InClientTargetPlatform,
            UnrealTargetConfiguration InClientConfig
            )
            : base(InHostPlatform)
        {
			BranchConfig = InBranchConfig;
            GameProj = InGameProj;
            ClientTargetPlatform = InClientTargetPlatform;
            ClientConfig = InClientConfig;
            GameOrClient = TargetRules.TargetType.Game;

            // verify we actually built these
            var WorkingGameProject = InGameProj;
            if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                // this is a codeless project, use the base project
                WorkingGameProject = BranchConfig.Branch.BaseEngineProject;
            }
            if (!WorkingGameProject.Properties.Targets.ContainsKey(GameOrClient))
            {
                throw new AutomationException("Can't make a game build for {0} because it doesn't have a {1} target.", WorkingGameProject.GameName, GameOrClient.ToString());
            }

            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(ClientTargetPlatform))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString());
            }
            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, ClientTargetPlatform).Contains(ClientConfig))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1} config {2}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString(), ClientConfig.ToString());
            }
            AddDependency(FormalBuildNode.StaticGetFullName(GameProj, HostPlatform, new List<UnrealTargetPlatform>() { ClientTargetPlatform }, InClientConfigs: new List<UnrealTargetConfiguration>() { ClientConfig }, InClientNotGame: GameOrClient == TargetRules.TargetType.Client));
        }
コード例 #25
0
		public override void AddNodes(GUBP bp, GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ActivePlatforms)
		{
			if (!BranchConfig.BranchOptions.bNoInstalledEngine)
			{
				// Add the aggregate for making a rocket build
				if(!BranchConfig.HasNode(WaitToMakeRocketBuild.StaticGetFullName()))
				{
					BranchConfig.AddNode(new WaitToMakeRocketBuild(BranchConfig));
				}

				// Find all the target platforms for this host platform.
				List<UnrealTargetPlatform> TargetPlatforms = GetTargetPlatforms(bp, HostPlatform);

				// Remove any platforms that aren't available on this machine
				TargetPlatforms.RemoveAll(x => !ActivePlatforms.Contains(x));

				// Get the temp directory for stripped files for this host
				string StrippedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString()));

				// Get the temp directory for signed files for this host
				string SignedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", "Signed", HostPlatform.ToString()));

				// Strip the host platform
				if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
				{
					BranchConfig.AddNode(new StripRocketToolsNode(BranchConfig, HostPlatform, StrippedDir));
					BranchConfig.AddNode(new StripRocketEditorNode(BranchConfig, HostPlatform, StrippedDir));
				}
				BranchConfig.AddNode(new SignRocketToolsNode(BranchConfig, HostPlatform, SignedDir));
				BranchConfig.AddNode(new SignRocketEditorNode(BranchConfig, HostPlatform, SignedDir));

				// Strip all the target platforms that are built on this host
				foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
				{
					if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
					{
						BranchConfig.AddNode(new StripRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, StrippedDir));
					}
					if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && SignRocketNode.IsRequiredForPlatform(TargetPlatform))
					{
						BranchConfig.AddNode(new SignRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, SignedDir));
					}
				}

				// Build the DDC
				BranchConfig.AddNode(new BuildDerivedDataCacheNode(BranchConfig, HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));

				// Generate a list of files that needs to be copied for each target platform
				BranchConfig.AddNode(new FilterRocketNode(BranchConfig, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));

				// Copy the install to the output directory
				string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
				BranchConfig.AddNode(new GatherRocketNode(BranchConfig, HostPlatform, TargetPlatforms, LocalOutputDir));

				// Add a node for GitHub promotions
				if(HostPlatform == UnrealTargetPlatform.Win64)
				{
					string GitConfigRelativePath = "Engine/Build/Git/UnrealBot.ini";
					if(CommandUtils.FileExists(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GitConfigRelativePath)))
					{
						BranchConfig.AddNode(new BuildGitPromotable(HostPlatform, BranchConfig.HostPlatforms, GitConfigRelativePath));
					}
				}

				// Get the output directory for the build zips
				string PublishedEngineDir;
				if (ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
				{
					PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
				}
				else
				{
					PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
				}

				// Publish the install to the network
				BranchConfig.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
				BranchConfig.AddNode(new PublishRocketSymbolsNode(BranchConfig, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));
			}
		}
コード例 #26
0
    private void BuildAndCookPlatform(UnrealTargetPlatform Platform)
    {
        LogInformation("Building {0}...", Platform.ToString());

        RunBCR(string.Format("-project={0} -platform={1} -build -cook -stage -pak -deploy", ProjectToRun, Platform));
    }
コード例 #27
0
 /// <summary>
 /// Returns a path to the client binaries folder.
 /// </summary>
 /// <param name="RawProjectPath">Full project path.</param>
 /// <param name="Platform">Platform type.</param>
 /// <returns>Path to the binaries folder.</returns>
 public static string GetProjectClientBinariesFolder(string ProjectClientBinariesPath, UnrealTargetPlatform Platform = UnrealTargetPlatform.Unknown)
 {
     if (Platform != UnrealTargetPlatform.Unknown)
     {
         ProjectClientBinariesPath = CommandUtils.CombinePaths(ProjectClientBinariesPath, Platform.ToString());
     }
     return(ProjectClientBinariesPath);
 }
コード例 #28
0
 /// <summary>
 /// Returns a path to the client binaries folder.
 /// </summary>
 /// <param name="RawProjectPath">Full project path.</param>
 /// <param name="Platform">Platform type.</param>
 /// <returns>Path to the binaries folder.</returns>
 public static DirectoryReference GetProjectClientBinariesFolder(DirectoryReference ProjectClientBinariesPath, UnrealTargetPlatform Platform = UnrealTargetPlatform.Unknown)
 {
     if (Platform != UnrealTargetPlatform.Unknown)
     {
         ProjectClientBinariesPath = DirectoryReference.Combine(ProjectClientBinariesPath, Platform.ToString());
     }
     return(ProjectClientBinariesPath);
 }
コード例 #29
0
 public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform Plat)
 {
     return Plat.ToString() + "_EditorPlatform" + StaticGetHostPlatformSuffix(InHostPlatform);
 }
コード例 #30
0
 public static string GetUFSDeployedManifestFileName(UnrealTargetPlatform PlatformType)
 {
     return("Manifest_UFSFiles_" + PlatformType.ToString() + ".txt");
 }
コード例 #31
0
ファイル: UEBuildTarget.cs プロジェクト: mymei/UE4
        /// <summary>
        /// Determine the output path for a target's executable
        /// </summary>
        /// <param name="BaseDirectory">The base directory for the executable; typically either the engine directory or project directory.</param>
        /// <param name="BinaryName">Name of the binary</param>
        /// <param name="Platform">Target platform to build for</param>
        /// <param name="Configuration">Target configuration being built</param>
        /// <param name="UndecoratedConfiguration">The configuration which doesn't have a "-{Platform}-{Configuration}" suffix added to the binary</param>
        /// <param name="bIncludesGameModules">Whether this executable contains game modules</param>
        /// <param name="ExeSubFolder">Subfolder for executables. May be null.</param>
        /// <returns>List of executable paths for this target</returns>
        public static string[] MakeExecutablePaths(string BaseDirectory, string BinaryName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, UnrealTargetConfiguration UndecoratedConfiguration, bool bIncludesGameModules, string ExeSubFolder)
        {
            // Get the configuration for the executable. If we're building DebugGame, and this executable only contains engine modules, use the same name as development.
            UnrealTargetConfiguration ExeConfiguration = Configuration;
            if(Configuration == UnrealTargetConfiguration.DebugGame && !bIncludesGameModules)
            {
                ExeConfiguration = UnrealTargetConfiguration.Development;
            }

            // Build the binary path
            string BinaryPath = Path.Combine(BaseDirectory, "Binaries", Platform.ToString());
            if (!String.IsNullOrEmpty(ExeSubFolder))
            {
                BinaryPath = Path.Combine(BinaryPath, ExeSubFolder);
            }
            BinaryPath = Path.Combine(BinaryPath, MakeBinaryFileName(BinaryName, Platform, ExeConfiguration, UndecoratedConfiguration, UEBuildBinaryType.Executable));

            // Allow the platform to customize the output path (and output several executables at once if necessary)
            return UEBuildPlatform.GetBuildPlatform(Platform).FinalizeBinaryPaths(BinaryPath);
        }
コード例 #32
0
 /// <summary>
 /// Returns the standard path to the build receipt for a given target
 /// </summary>
 /// <param name="DirectoryName">Base directory for the target being built; either the project directory or engine directory.</param>
 /// <param name="TargetName">The target being built</param>
 /// <param name="Configuration">The target configuration</param>
 /// <param name="Platform">The target platform</param>
 /// <returns>Path to the receipt for this target</returns>
 public static string GetDefaultPath(string BaseDir, string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string BuildArchitecture)
 {
     return Path.Combine(BaseDir, "Build", "Receipts", String.Format("{0}-{1}-{2}{3}.target.xml", TargetName, Platform.ToString(), Configuration.ToString(), BuildArchitecture));
 }
コード例 #33
0
ファイル: VCProject.cs プロジェクト: Tigrouzen/UnrealEngine-4
        // Anonymous function that writes project configuration data
        private void WriteConfiguration(string ProjectName, UnrealTargetConfiguration Configuration, UnrealTargetPlatform Platform, string TargetFilePath, TargetRules TargetRulesObject, StringBuilder VCProjectFileContent, StringBuilder VCUserFileContent)
        {
            UEPlatformProjectGenerator ProjGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, true);
            if (((ProjGenerator == null) && (Platform != UnrealTargetPlatform.Unknown)))
            {
                return;
            }

            string UProjectPath = "";
            bool bIsProjectTarget = UnrealBuildTool.HasUProjectFile() && Utils.IsFileUnderDirectory(TargetFilePath, UnrealBuildTool.GetUProjectPath());

            // @todo Rocket: HACK: Only use long project names on the UBT command-line for out-of-root projects for now.  We need to revisit all uses of HasUProjectFile and short names in general to fix this.
            if (bIsProjectTarget && !UnrealBuildTool.RunningRocket() && Utils.IsFileUnderDirectory(UnrealBuildTool.GetUProjectFile(), ProjectFileGenerator.RootRelativePath))
            {
                bIsProjectTarget = false;
            }

            if (bIsProjectTarget)
            {
                UProjectPath = "\"$(SolutionDir)$(SolutionName).uproject\"";
            }

            string ProjectConfigName = StubProjectConfigurationName;
            string ProjectPlatformName = StubProjectPlatformName;
            MakeProjectPlatformAndConfigurationNames(Platform, Configuration, TargetRulesObject.ConfigurationName, out ProjectPlatformName, out ProjectConfigName);
            var ConfigAndPlatformName = ProjectConfigName + "|" + ProjectPlatformName;
            string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ConfigAndPlatformName + "'\"";

            {
                VCProjectFileContent.Append(
                    "	<ImportGroup " + ConditionString + " Label=\"PropertySheets\">" + ProjectFileGenerator.NewLine +
                    "		<Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />" + ProjectFileGenerator.NewLine +
                    "	</ImportGroup>" + ProjectFileGenerator.NewLine);

                VCProjectFileContent.Append(
                    "	<PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);

                if (IsStubProject)
                {
                    string ProjectRelativeUnusedDirectory = NormalizeProjectPath(Path.Combine(ProjectFileGenerator.EngineRelativePath, BuildConfiguration.BaseIntermediateFolder, "Unused"));

                    VCProjectFileContent.Append(
                        "		<OutDir></OutDir>" + ProjectFileGenerator.NewLine +
                        "		<IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine +
                        "		<NMakeBuildCommandLine/>" + ProjectFileGenerator.NewLine +
                        "		<NMakeReBuildCommandLine/>" + ProjectFileGenerator.NewLine +
                        "		<NMakeCleanCommandLine/>" + ProjectFileGenerator.NewLine +
                        "		<NMakeOutput/>" + ProjectFileGenerator.NewLine);
                }
                else
                {
                    string TargetName = Utils.GetFilenameWithoutAnyExtensions(TargetFilePath);
                    var UBTPlatformName = IsStubProject ? StubProjectPlatformName : Platform.ToString();
                    var UBTConfigurationName = IsStubProject ? StubProjectConfigurationName : Configuration.ToString();

                    // Setup output path
                    UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);

                    // Figure out if this is a monolithic build
                    bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
                    bShouldCompileMonolithic |= TargetRulesObject.ShouldCompileMonolithic(Platform, Configuration);

                    // Get the output directory
                    string RootDirectory = Path.GetFullPath(ProjectFileGenerator.EngineRelativePath);
                    if ((TargetRules.IsAGame(TargetRulesObject.Type) || TargetRulesObject.Type == TargetRules.TargetType.Server) && bShouldCompileMonolithic && !TargetRulesObject.bOutputToEngineBinaries)
                    {
                        if (UnrealBuildTool.HasUProjectFile() && Utils.IsFileUnderDirectory(TargetFilePath, UnrealBuildTool.GetUProjectPath()))
                        {
                            RootDirectory = Path.GetFullPath(UnrealBuildTool.GetUProjectPath());
                        }
                        else
                        {
                            string UnrealProjectPath = UProjectInfo.GetProjectFilePath(ProjectName);
                            if (!String.IsNullOrEmpty(UnrealProjectPath))
                            {
                                RootDirectory = Path.GetDirectoryName(Path.GetFullPath(UnrealProjectPath));
                            }
                        }
                    }

                    // Get the output directory
                    string OutputDirectory = Path.Combine(RootDirectory, "Binaries", UBTPlatformName);

                    // Get the executable name (minus any platform or config suffixes)
                    string BaseExeName = TargetName;
                    if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetRules.TargetType.Program)
                    {
                        // Figure out what the compiled binary will be called so that we can point the IDE to the correct file
                        string TargetConfigurationName = TargetRulesObject.ConfigurationName;
                        if (TargetConfigurationName != TargetRules.TargetType.Game.ToString() && TargetConfigurationName != TargetRules.TargetType.RocketGame.ToString() && TargetConfigurationName != TargetRules.TargetType.Program.ToString())
                        {
                            BaseExeName = "UE4" + TargetConfigurationName;
                        }
                    }

                    // Make the output file path
                    string NMakePath = Path.Combine(OutputDirectory, BaseExeName);
                    if (Configuration != UnrealTargetConfiguration.Development && (Configuration != UnrealTargetConfiguration.DebugGame || bShouldCompileMonolithic))
                    {
                        NMakePath += "-" + UBTPlatformName + "-" + UBTConfigurationName;
                    }
                    NMakePath += BuildPlatform.GetActiveArchitecture();
                    NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
                    NMakePath = BuildPlatform.ModifyNMakeOutput(NMakePath);

                    string PathStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioPathsEntries(Platform, Configuration, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath) : "";
                    if (string.IsNullOrEmpty(PathStrings) || (PathStrings.Contains("<IntDir>") == false))
                    {
                        string ProjectRelativeUnusedDirectory = "$(ProjectDir)..\\Build\\Unused";
                        VCProjectFileContent.Append(
                            PathStrings +
                            "		<OutDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</OutDir>" + ProjectFileGenerator.NewLine +
                            "		<IntDir>" + ProjectRelativeUnusedDirectory + Path.DirectorySeparatorChar + "</IntDir>" + ProjectFileGenerator.NewLine);
                    }
                    else
                    {
                        VCProjectFileContent.Append(PathStrings);
                    }

                    // Force specification of TargetName on XboxOne so that the manifest can identify the correct executable to the debugger.
                    if (Platform == UnrealTargetPlatform.XboxOne)
                    {
                        VCProjectFileContent.Append("		<TargetName>$(ProjectName)");
                        if (Configuration != UnrealTargetConfiguration.Development)
                        {
                            VCProjectFileContent.Append(UBTConfigurationName);
                        }
                        VCProjectFileContent.Append("</TargetName>" + ProjectFileGenerator.NewLine);
                    }

                    // This is the standard UE4 based project NMake build line:
                    //	..\..\Build\BatchFiles\Build.bat <TARGETNAME> <PLATFORM> <CONFIGURATION>
                    //	ie ..\..\Build\BatchFiles\Build.bat BlankProgram Win64 Debug

                    string ProjectPlatformConfiguration = " " + TargetName + " " + UBTPlatformName + " " + UBTConfigurationName;
                    string BatchFilesDirectoryName = Path.Combine(ProjectFileGenerator.EngineRelativePath, "Build", "BatchFiles");

                    // NMake Build command line
                    VCProjectFileContent.Append("		<NMakeBuildCommandLine>");
                    VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Build.bat"))) + ProjectPlatformConfiguration.ToString());
                    if (bIsProjectTarget)
                    {
                        VCProjectFileContent.Append(" " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : ""));
                    }
                    VCProjectFileContent.Append("</NMakeBuildCommandLine>" + ProjectFileGenerator.NewLine);

                    // NMake ReBuild command line
                    VCProjectFileContent.Append("		<NMakeReBuildCommandLine>");
                    VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Rebuild.bat"))) + ProjectPlatformConfiguration.ToString());
                    if (bIsProjectTarget)
                    {
                        VCProjectFileContent.Append(" " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : ""));
                    }
                    VCProjectFileContent.Append("</NMakeReBuildCommandLine>" + ProjectFileGenerator.NewLine);

                    // NMake Clean command line
                    VCProjectFileContent.Append("		<NMakeCleanCommandLine>");
                    VCProjectFileContent.Append(EscapePath(NormalizeProjectPath(Path.Combine(BatchFilesDirectoryName, "Clean.bat"))) + ProjectPlatformConfiguration.ToString());
                    if (bIsProjectTarget)
                    {
                        VCProjectFileContent.Append(" " + UProjectPath + (UnrealBuildTool.RunningRocket() ? " -rocket" : ""));
                    }
                    VCProjectFileContent.Append("</NMakeCleanCommandLine>" + ProjectFileGenerator.NewLine);
                    VCProjectFileContent.Append("		<NMakeOutput>");
                    VCProjectFileContent.Append(NormalizeProjectPath(NMakePath));
                    VCProjectFileContent.Append("</NMakeOutput>" + ProjectFileGenerator.NewLine);
                }
                VCProjectFileContent.Append("	</PropertyGroup>" + ProjectFileGenerator.NewLine);

                if (VCUserFileContent != null)
                {
                    if (UnrealBuildTool.HasUProjectFile())
                    {
                        if ((Platform == UnrealTargetPlatform.Win32) || (Platform == UnrealTargetPlatform.Win64))
                        {
                            VCUserFileContent.Append(
                                "	<PropertyGroup " + ConditionString + ">" + ProjectFileGenerator.NewLine);
                            if ((TargetRulesObject.Type != TargetRules.TargetType.RocketGame) && (TargetRulesObject.Type != TargetRules.TargetType.Game))
                            {
                                string DebugOptions = UProjectPath;

                                if(DebugOptions.Length == 0 && TargetRulesObject.Type == TargetRules.TargetType.Editor && ProjectName != "UE4")
                                {
                                    DebugOptions += ProjectName;
                                }

                                if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
                                {
                                    DebugOptions += " -debug";
                                }
                                else if (Configuration == UnrealTargetConfiguration.Shipping)
                                {
                                    DebugOptions += " -shipping";
                                }

                                VCUserFileContent.Append(
                                    "		<LocalDebuggerCommandArguments>" + DebugOptions + "</LocalDebuggerCommandArguments>" + ProjectFileGenerator.NewLine
                                    );
                            }
                            VCUserFileContent.Append(
                                "		<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>" + ProjectFileGenerator.NewLine
                                );
                            VCUserFileContent.Append(
                                "	</PropertyGroup>" + ProjectFileGenerator.NewLine
                                );
                        }
                    }

                    string PlatformUserFileStrings = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioUserFileStrings(Platform, Configuration, ConditionString, TargetRulesObject, TargetFilePath, ProjectFilePath) : "";
                    VCUserFileContent.Append(PlatformUserFileStrings);
                }
            }

            string LayoutDirString = (ProjGenerator != null) ? ProjGenerator.GetVisualStudioLayoutDirSection(Platform, Configuration, ConditionString, TargetRulesObject.Type, TargetFilePath, ProjectFilePath) : "";
            VCProjectFileContent.Append(LayoutDirString);
        }
コード例 #34
0
ファイル: RulesCompiler.cs プロジェクト: didixp/Ark-Dev-Kit
        /// <summary>
        /// Return a list of "test name", "UAT command" pairs for testing a monolithic
        /// </summary>
        public virtual Dictionary<string, string> GUBP_GetClientServerTests_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform AltHostPlatform, UnrealTargetPlatform ServerPlatform, UnrealTargetPlatform ClientPlatform)
        {
            var Result = new Dictionary<string, string>();
#if false // needs work
            if ((ServerPlatform == HostPlatform || ServerPlatform == AltHostPlatform) &&
                (ClientPlatform == HostPlatform || ClientPlatform == AltHostPlatform) && 
                Type == TargetType.Game)  // for now, we will only run these for the dev config of the host platform and only the game executable, not sure how to deal with a client only executable
            {
                Result.Add("CookedNetTest", "BuildCookRun -run -skipcook -stage -pak -deploy -unattended -server -nullrhi -NoP4  -addcmdline=\"-nosteam\" -platform=" + ClientPlatform.ToString() + " -serverplatform=" + ServerPlatform.ToString());
            }
#endif
            return Result;
        }
コード例 #35
0
        /** Given a UBT-built binary name (e.g. "Core"), returns a relative path to the binary for the current build configuration (e.g. "../Binaries/Win64/Core-Win64-Debug.lib") */
        public static string[] MakeBinaryPaths(string ModuleName, string BinaryName, UnrealTargetPlatform Platform, 
			UnrealTargetConfiguration Configuration, UEBuildBinaryType BinaryType, TargetRules.TargetType? TargetType, PluginInfo PluginInfo, string AppName, bool bForceNameAsForDevelopment = false, string ExeBinariesSubFolder = null)
        {
            // Determine the binary extension for the platform and binary type.
            var BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
            string BinaryExtension = BuildPlatform.GetBinaryExtension(BinaryType);

            UnrealTargetConfiguration LocalConfig = Configuration;
            if(Configuration == UnrealTargetConfiguration.DebugGame && !String.IsNullOrEmpty(ModuleName) && !RulesCompiler.IsGameModule(ModuleName))
            {
                LocalConfig = UnrealTargetConfiguration.Development;
            }

            string ModuleBinariesSubDir = "";
            if (BinaryType == UEBuildBinaryType.DynamicLinkLibrary && (string.IsNullOrEmpty(ModuleName) == false))
            {
                // Allow for modules to specify sub-folders in the Binaries folder
                var RulesFilename = RulesCompiler.GetModuleFilename(ModuleName);
                // Plugins can be binary-only and can have no rules object
                if (PluginInfo == null || !String.IsNullOrEmpty(RulesFilename))
                {
                    ModuleRules ModuleRulesObj = RulesCompiler.CreateModuleRules(ModuleName, new TargetInfo(Platform, Configuration, TargetType), out RulesFilename);
                    if (ModuleRulesObj != null)
                    {
                        ModuleBinariesSubDir = ModuleRulesObj.BinariesSubFolder;
                    }
                }
            }
            else if ( BinaryType == UEBuildBinaryType.Executable && string.IsNullOrEmpty(ExeBinariesSubFolder) == false )
            {
                ModuleBinariesSubDir = ExeBinariesSubFolder;
            }

            //@todo.Rocket: This just happens to work since exp and lib files go into intermediate...

            // Build base directory string ("../Binaries/<Platform>/")
            string BinariesDirName;
            if(TargetType.HasValue && TargetType.Value == TargetRules.TargetType.Program && UnrealBuildTool.HasUProjectFile() && !ProjectFileGenerator.bGenerateProjectFiles)
            {
                BinariesDirName = Path.Combine( UnrealBuildTool.GetUProjectPath(), "Binaries" );
            }
            else if( PluginInfo != null )
            {
                BinariesDirName = Path.Combine( PluginInfo.Directory, "Binaries" );
            }
            else
            {
                BinariesDirName = Path.Combine( "..", "Binaries" );
            }
            var BaseDirectory = Path.Combine( BinariesDirName, Platform.ToString());
            if (ModuleBinariesSubDir.Length > 0)
            {
                BaseDirectory = Path.Combine(BaseDirectory, ModuleBinariesSubDir);
            }

            string BinarySuffix = "";
            if ((PluginInfo != null) && (BinaryType != UEBuildBinaryType.DynamicLinkLibrary))
            {
                BinarySuffix = "-Static";
            }

            // append the architecture to the end of the binary name
            BinarySuffix = BuildPlatform.ApplyArchitectureName(BinarySuffix);

            string OutBinaryPath = "";
            // Append binary file name
            string Prefix = "";
            if (Platform == UnrealTargetPlatform.Linux && (BinaryType == UEBuildBinaryType.DynamicLinkLibrary || BinaryType == UEBuildBinaryType.StaticLibrary))
            {
                Prefix = "lib";
            }
            if (LocalConfig == UnrealTargetConfiguration.Development || bForceNameAsForDevelopment)
            {
                OutBinaryPath = Path.Combine(BaseDirectory, String.Format("{3}{0}{1}{2}", BinaryName, BinarySuffix, BinaryExtension, Prefix));
            }
            else
            {
                OutBinaryPath = Path.Combine(BaseDirectory, String.Format("{5}{0}-{1}-{2}{3}{4}",
                    BinaryName, Platform.ToString(), LocalConfig.ToString(), BinarySuffix, BinaryExtension, Prefix));
            }

            return BuildPlatform.FinalizeBinaryPaths(OutBinaryPath);
        }
コード例 #36
0
ファイル: UEBuildTarget.cs プロジェクト: mymei/UE4
        /// <summary>
        /// Makes a filename (without path) for a compiled binary (e.g. "Core-Win64-Debug.lib") */
        /// </summary>
        /// <param name="BinaryName">The name of this binary</param>
        /// <param name="Platform">The platform being built for</param>
        /// <param name="Configuration">The configuration being built</param>
        /// <param name="UndecoratedConfiguration">The target configuration which doesn't require a platform and configuration suffix. Development by default.</param>
        /// <param name="BinaryType">Type of binary</param>
        /// <returns>Name of the binary</returns>
        public static string MakeBinaryFileName(string BinaryName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, UnrealTargetConfiguration UndecoratedConfiguration, UEBuildBinaryType BinaryType)
        {
            StringBuilder Result = new StringBuilder();

            if (Platform == UnrealTargetPlatform.Linux && (BinaryType == UEBuildBinaryType.DynamicLinkLibrary || BinaryType == UEBuildBinaryType.StaticLibrary))
            {
                Result.Append("lib");
            }

            Result.Append(BinaryName);

            if(Configuration != UndecoratedConfiguration)
            {
                Result.AppendFormat("-{0}-{1}", Platform.ToString(), Configuration.ToString());
            }

            IUEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
            Result.Append(BuildPlatform.ApplyArchitectureName(""));

            if (BuildConfiguration.bRunUnrealCodeAnalyzer)
            {
                Result.AppendFormat("-{0}.analysis", BuildConfiguration.UCAModuleToAnalyze);
            }
            else
            {
                Result.Append(BuildPlatform.GetBinaryExtension(BinaryType));
            }

            return Result.ToString();
        }
コード例 #37
0
ファイル: Platform.cs プロジェクト: LITTLELEIGE/unreal-code
 public override string ToString()
 {
     return(Type.ToString());
 }
コード例 #38
0
 public override string ToString()
 {
     return(Architecture == "" ? Platform.ToString() : Platform.ToString() + "_" + Architecture);
 }
コード例 #39
0
    private static ProcessResult RunDedicatedServer(ProjectParams Params, string ServerLogFile, string AdditionalCommandLine)
    {
        ProjectParams ServerParams = new ProjectParams(Params);

        ServerParams.Device = Params.ServerDevice;

        if (ServerParams.ServerTargetPlatforms.Count == 0)
        {
            throw new AutomationException("No ServerTargetPlatform set for RunDedicatedServer.");
        }

        var DeployContextList = CreateDeploymentContext(ServerParams, true);

        if (DeployContextList.Count == 0)
        {
            throw new AutomationException("No DeployContextList for RunDedicatedServer.");
        }

        var SC = DeployContextList[0];

        var ServerApp = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/Win64/UE4Editor.exe");

        if (ServerParams.Cook)
        {
            List <string> Exes = SC.StageTargetPlatform.GetExecutableNames(SC);
            ServerApp = Exes[0];
        }
        var Args = ServerParams.Cook ? "" : (SC.ProjectArgForCommandLines + " ");

        Console.WriteLine(Params.ServerDeviceAddress);
        UnrealTargetPlatform ServerPlatform = ServerParams.ServerTargetPlatforms[0];

        if (ServerParams.Cook && ServerPlatform == UnrealTargetPlatform.Linux && !String.IsNullOrEmpty(ServerParams.ServerDeviceAddress))
        {
            ServerApp = @"C:\Windows\system32\cmd.exe";

            string plinkPath = CombinePaths(Environment.GetEnvironmentVariable("LINUX_ROOT"), "bin/PLINK.exe ");
            string exePath   = CombinePaths(SC.ShortProjectName, "Binaries", ServerPlatform.ToString(), SC.ShortProjectName + "Server");
            if (ServerParams.ServerConfigsToBuild[0] != UnrealTargetConfiguration.Development)
            {
                exePath += "-" + ServerPlatform.ToString() + "-" + ServerParams.ServerConfigsToBuild[0].ToString();
            }
            exePath = CombinePaths("LinuxServer", exePath.ToLower()).Replace("\\", "/");
            Args    = String.Format("/k {0} -batch -ssh -t -i {1} {2}@{3} {4} {5} {6} -server -Messaging", plinkPath, ServerParams.DevicePassword, ServerParams.DeviceUsername, ServerParams.ServerDeviceAddress, exePath, Args, ServerParams.MapToRun);
        }
        else
        {
            var Map = ServerParams.MapToRun;
            if (!String.IsNullOrEmpty(ServerParams.AdditionalServerMapParams))
            {
                Map += ServerParams.AdditionalServerMapParams;
            }
            if (Params.FakeClient)
            {
                Map += "?fake";
            }
            Args += String.Format("{0} -server -abslog={1}  -unattended -FORCELOGFLUSH -log -Messaging -nomcp", Map, CommandUtils.MakePathSafeToUseWithCommandLine(ServerLogFile));
        }

        if (ServerParams.UsePak(SC.StageTargetPlatform) || ServerParams.SignedPak)
        {
            if (ServerParams.SignedPak)
            {
                Args += " -signedpak";
            }
            else
            {
                Args += " -pak";
            }
        }
        if (IsBuildMachine || Params.Unattended)
        {
            Args += " -buildmachine";
        }
        Args += " -CrashForUAT";
        Args += " " + AdditionalCommandLine;


        if (ServerParams.Cook && ServerPlatform == UnrealTargetPlatform.Linux && !String.IsNullOrEmpty(ServerParams.ServerDeviceAddress))
        {
            Args += String.Format(" 2>&1 > {0}", ServerLogFile);
        }

        PushDir(Path.GetDirectoryName(ServerApp));
        var Result = Run(ServerApp, Args, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);

        PopDir();

        return(Result);
    }
コード例 #40
0
ファイル: VCProject.cs プロジェクト: Tigrouzen/UnrealEngine-4
        /// <summary>
        /// Given a target platform and configuration, generates a platform and configuration name string to use in Visual Studio projects.
        /// Unlike with solution configurations, Visual Studio project configurations only support certain types of platforms, so we'll
        /// generate a configuration name that has the platform "built in", and use a default platform type
        /// </summary>
        /// <param name="Platform">Actual platform</param>
        /// <param name="Configuration">Actual configuration</param>
        /// <param name="TargetConfigurationName">The configuration name from the target rules, or null if we don't have one</param>
        /// <param name="ProjectPlatformName">Name of platform string to use for Visual Studio project</param>
        /// <param name="ProjectConfigurationName">Name of configuration string to use for Visual Studio project</param>
        public void MakeProjectPlatformAndConfigurationNames(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetConfigurationName, out string ProjectPlatformName, out string ProjectConfigurationName)
        {
            if (IsStubProject)
            {
                if (Platform != UnrealTargetPlatform.Unknown || Configuration != UnrealTargetConfiguration.Unknown)
                {
                    throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
                }
                ProjectPlatformName = StubProjectPlatformName;
                ProjectConfigurationName = StubProjectConfigurationName;
            }
            else
            {
                // If this is a C# project, then the project platform name must always be "Any CPU"
                if (this is VCSharpProjectFile)
                {
                    ProjectConfigurationName = Configuration.ToString();
                    ProjectPlatformName = VCProjectFileGenerator.DotNetPlatformName;
                }
                else
                {
                    var PlatformProjectGenerator = UEPlatformProjectGenerator.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);

                    // Check to see if this platform is supported directly by Visual Studio projects.
                    bool HasActualVSPlatform = (PlatformProjectGenerator != null) ? PlatformProjectGenerator.HasVisualStudioSupport(Platform, Configuration) : false;

                    if (HasActualVSPlatform)
                    {
                        // Great!  Visual Studio supports this platform natively, so we don't need to make up
                        // a fake project configuration name.

                        // Allow the platform to specify the name used in VisualStudio.
                        // Note that the actual name of the platform on the Visual Studio side may be different than what
                        // UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
                        ProjectConfigurationName = Configuration.ToString();
                        ProjectPlatformName = PlatformProjectGenerator.GetVisualStudioPlatformName(Platform, Configuration);
                    }
                    else
                    {
                        // Visual Studio doesn't natively support this platform, so we fake it by mapping it to
                        // a project configuration that has the platform name in that configuration as a suffix,
                        // and then using "Win32" as the actual VS platform name
                        ProjectConfigurationName = ProjectConfigurationNameOverride == "" ? Platform.ToString() + "_" + Configuration.ToString() : ProjectConfigurationNameOverride;
                        ProjectPlatformName = ProjectPlatformNameOverride == "" ? VCProjectFileGenerator.DefaultPlatformName : ProjectPlatformNameOverride;
                    }

                    if( !String.IsNullOrEmpty( TargetConfigurationName ) )
                    {
                        ProjectConfigurationName += "_" + TargetConfigurationName;
                    }
                }
            }
        }
コード例 #41
0
        /// <summary>
        /// Given a platform, a build config, and true/false for client, returns the path to the binary for that config. E.g.
        /// Win64, Shipping, false = Binaries\Win64\FooServer-Win64-Shipping.exe
        /// </summary>
        /// <param name="TargetPlatform"></param>
        /// <param name="BuildConfig"></param>
        /// <param name="IsClient"></param>
        /// <returns></returns>
        virtual public string GetRelativeExecutablePath(UnrealTargetRole TargetType, UnrealTargetPlatform TargetPlatform, UnrealTargetConfiguration TargetConfiguration)
        {
            string ExePath;

            if (TargetType.UsesEditor())
            {
                ExePath = string.Format("Engine/Binaries/{0}/UE4Editor{1}", BuildHostPlatform.Current.Platform, Platform.GetExeExtension(TargetPlatform));
            }
            else
            {
                string BuildType = "";

                if (TargetType == UnrealTargetRole.Client)
                {
                    if (!UsesSharedBuildType)
                    {
                        BuildType = "Client";
                    }
                }
                else if (TargetType == UnrealTargetRole.Server)
                {
                    if (!UsesSharedBuildType)
                    {
                        BuildType = "Server";
                    }
                }

                bool IsRunningDev = Globals.Params.ParseParam("dev");

                // Turn FooGame into Foo
                string ExeBase = ProjectName.Replace("Game", "");

                if (TargetPlatform == UnrealTargetPlatform.Android)
                {
                    // use the archive results for android.
                    //var AndroidSource = new AndroidBuild(ProjectName, GetPlatformPath(TargetType, TargetPlatform), TargetConfiguration);

                    // We always (currently..) need to be able to replace the command line
                    BuildFlags Flags = BuildFlags.CanReplaceCommandLine;
                    if (IsRunningDev)
                    {
                        Flags |= BuildFlags.CanReplaceExecutable;
                    }
                    if (Globals.Params.ParseParam("bulk"))
                    {
                        Flags |= BuildFlags.Bulk;
                    }
                    else if (Globals.Params.ParseParam("notbulk"))
                    {
                        Flags |= BuildFlags.NotBulk;
                    }

                    var Build = GetMatchingBuilds(TargetType, TargetPlatform, TargetConfiguration, Flags).FirstOrDefault();

                    if (Build != null)
                    {
                        AndroidBuild AndroidBuild = Build as AndroidBuild;
                        ExePath = AndroidBuild.SourceApkPath;
                    }
                    else
                    {
                        throw new AutomationException("No suitable build for {0} found at {1}", TargetPlatform, string.Join(",", BuildPaths));
                    }

                    //ExePath = AndroidSource.SourceApkPath;
                }
                else
                {
                    string ExeFileName = string.Format("{0}{1}", ExeBase, BuildType);

                    if (TargetConfiguration != UnrealTargetConfiguration.Development)
                    {
                        ExeFileName += string.Format("-{0}-{1}", TargetPlatform.ToString(), TargetConfiguration.ToString());
                    }

                    ExeFileName += Platform.GetExeExtension(TargetPlatform);

                    string BasePath      = GetPlatformPath(TargetType, TargetPlatform);
                    string ProjectBinary = string.Format("{0}\\Binaries\\{1}\\{2}", ProjectName, TargetPlatform.ToString(), ExeFileName);
                    string StubBinary    = Path.Combine(BasePath, ExeFileName);
                    string DevBinary     = Path.Combine(Environment.CurrentDirectory, ProjectBinary);

                    string NonCodeProjectName   = "UE4Game" + Platform.GetExeExtension(TargetPlatform);
                    string NonCodeProjectBinary = Path.Combine(BasePath, "Engine", "Binaries", TargetPlatform.ToString());
                    NonCodeProjectBinary = Path.Combine(NonCodeProjectBinary, NonCodeProjectName);

                    // check the project binaries folder
                    if (File.Exists(Path.Combine(BasePath, ProjectBinary)))
                    {
                        ExePath = ProjectBinary;
                    }
                    else if (File.Exists(StubBinary))
                    {
                        ExePath = Path.Combine(BasePath, ExeFileName);
                    }
                    else if (IsRunningDev && File.Exists(DevBinary))
                    {
                        ExePath = DevBinary;
                    }
                    else if (File.Exists(NonCodeProjectBinary))
                    {
                        ExePath = NonCodeProjectBinary;
                    }
                    else
                    {
                        List <string> CheckedFiles = new List <String>()
                        {
                            Path.Combine(BasePath, ProjectBinary), StubBinary, NonCodeProjectBinary
                        };
                        if (IsRunningDev)
                        {
                            CheckedFiles.Add(DevBinary);
                        }

                        throw new AutomationException("Executable not found, upstream compile job may have failed.  Could not find executable {0} within {1}, binaries checked: {2}", ExeFileName, BasePath, String.Join(" - ", CheckedFiles));
                    }
                }
            }

            return(Utils.SystemHelpers.CorrectDirectorySeparators(ExePath));
        }
コード例 #42
0
ファイル: RocketBuild.Automation.cs プロジェクト: mymei/UE4
        public override void AddNodes(GUBP bp, UnrealTargetPlatform HostPlatform)
        {
            if(!bp.BranchOptions.bNoInstalledEngine)
            {
                // Find all the target platforms for this host platform.
                List<UnrealTargetPlatform> TargetPlatforms = GetTargetPlatforms(bp, HostPlatform);

                // Remove any platforms that aren't available on this machine
                TargetPlatforms.RemoveAll(x => !bp.ActivePlatforms.Contains(x));

                // Get the temp directory for stripped files for this host
                string StrippedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString()));

                // Strip the host platform
                if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
                {
                    bp.AddNode(new StripRocketToolsNode(HostPlatform, StrippedDir));
                    bp.AddNode(new StripRocketEditorNode(HostPlatform, StrippedDir));
                }

                // Strip all the target platforms that are built on this host
                foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
                {
                    if (GetSourceHostPlatform(bp, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
                    {
                        bp.AddNode(new StripRocketMonolithicsNode(bp, HostPlatform, TargetPlatform, StrippedDir));
                    }
                }

                // Build the DDC
                bp.AddNode(new BuildDerivedDataCacheNode(HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));

                // Generate a list of files that needs to be copied for each target platform
                bp.AddNode(new FilterRocketNode(bp, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));

                // Copy the install to the output directory
                string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
                bp.AddNode(new GatherRocketNode(HostPlatform, TargetPlatforms, LocalOutputDir));

                // Add the aggregate node for the entire install
                GUBP.GUBPNode PromotableNode = bp.FindNode(GUBP.SharedAggregatePromotableNode.StaticGetFullName());
                PromotableNode.AddDependency(FilterRocketNode.StaticGetFullName(HostPlatform));
                PromotableNode.AddDependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));

                // Add a node for GitHub promotions
                if(HostPlatform == UnrealTargetPlatform.Win64)
                {
                    string GitConfigRelativePath = "Engine/Build/Git/UnrealBot.ini";
                    if(CommandUtils.FileExists(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GitConfigRelativePath)))
                    {
                        bp.AddNode(new BuildGitPromotable(bp, HostPlatform, GitConfigRelativePath));
                        PromotableNode.AddDependency(BuildGitPromotable.StaticGetFullName(HostPlatform));
                    }
                }

                // Get the output directory for the build zips
                string PublishedEngineDir;
                if(ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP())
                {
                    PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootSharedTempStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
                }
                else
                {
                    PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
                }

                // Publish the install to the network
                bp.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
                bp.AddNode(new PublishRocketSymbolsNode(bp, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));

                // Add a dependency on this being published as part of the shared promotable being labeled
                GUBP.SharedLabelPromotableSuccessNode LabelPromotableNode = (GUBP.SharedLabelPromotableSuccessNode)bp.FindNode(GUBP.SharedLabelPromotableSuccessNode.StaticGetFullName());
                LabelPromotableNode.AddDependency(PublishRocketNode.StaticGetFullName(HostPlatform));
                LabelPromotableNode.AddDependency(PublishRocketSymbolsNode.StaticGetFullName(HostPlatform));

                // Add dependencies on a promotable to do these steps too
                GUBP.WaitForSharedPromotionUserInput WaitForPromotionNode = (GUBP.WaitForSharedPromotionUserInput)bp.FindNode(GUBP.WaitForSharedPromotionUserInput.StaticGetFullName(true));
                WaitForPromotionNode.AddDependency(PublishRocketNode.StaticGetFullName(HostPlatform));
                WaitForPromotionNode.AddDependency(PublishRocketSymbolsNode.StaticGetFullName(HostPlatform));

                // Push everything behind the promotion triggers if we're doing things on the build machines
                if(ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP() || bp.ParseParam("WithRocketPromotable"))
                {
                    string WaitForTrigger = GUBP.WaitForSharedPromotionUserInput.StaticGetFullName(false);

                    GatherRocketNode GatherRocket = (GatherRocketNode)bp.FindNode(GatherRocketNode.StaticGetFullName(HostPlatform));
                    GatherRocket.AddDependency(WaitForTrigger);

                    PublishRocketSymbolsNode PublishRocketSymbols = (PublishRocketSymbolsNode)bp.FindNode(PublishRocketSymbolsNode.StaticGetFullName(HostPlatform));
                    PublishRocketSymbols.AddDependency(WaitForTrigger);
                }
            }
        }
コード例 #43
0
        public bool IsTestBlacklisted(string InNodeName, UnrealTargetPlatform InPlatform, string InBranchName)
        {
            // find any references to this test irrespective of platform & branch
            IEnumerable <BlacklistEntry> Entries = BlacklistEntries.Where(E => E.TestName == InNodeName);

            string NormalizedBranchName = InBranchName.Replace("/", "+");

            // Filter by branch
            Entries = Entries.Where(E => E.BranchName == "*" || string.Equals(E.BranchName, NormalizedBranchName, StringComparison.OrdinalIgnoreCase));

            // Filter by branch
            Entries = Entries.Where(E => E.Platforms.Length == 0 || E.Platforms.Contains(InPlatform.ToString()));

            return(Entries.Count() > 0);
        }