コード例 #1
0
ファイル: UE4Build.cs プロジェクト: kidaa/UnrealEngineVR
        void XGEFinishBuildWithUBT(XGEItem Item)
        {
            // allow the platform to perform any actions after building a target (seems almost like this should be done in UBT)
            Platform.Platforms[Item.Platform].PostBuildTarget(this, Item.ProjectName, Item.UProjectPath, Item.Config);

            foreach (string ManifestItem in Item.Manifest.BuildProducts)
            {
                if (!FileExists_NoExceptions(ManifestItem))
                {
                    throw new AutomationException("BUILD FAILED {0} was in manifest but was not produced.", ManifestItem);
                }
                AddBuildProduct(ManifestItem);
            }
        }
コード例 #2
0
ファイル: UE4Build.cs プロジェクト: kidaa/UnrealEngineVR
        XGEItem XGEPrepareBuildWithUBT(string ProjectName, string TargetName, UnrealBuildTool.UnrealTargetPlatform Platform, string Config, string UprojectPath, bool ForceMonolithic = false, bool ForceNonUnity = false, bool ForceDebugInfo = false, string InAddArgs = "", bool ForceUnity = false, Dictionary<string, string> EnvVars = null)
        {
            string AddArgs = "";
            if (string.IsNullOrEmpty(UprojectPath) == false)
            {
                AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath);
            }
            AddArgs += " " + InAddArgs;
            if (ForceMonolithic)
            {
                AddArgs += " -monolithic";
            }
            if (ForceNonUnity)
            {
                AddArgs += " -disableunity";
            }
            if (ForceUnity)
            {
                AddArgs += " -forceunity";
            }
            if (ForceDebugInfo)
            {
                AddArgs += " -forcedebuginfo";
            }
            if(AddArgs.Contains("PostedRocket"))
            {
                if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealBuildTool.UnrealTargetPlatform.Win64)
                {
                    BaseUBTDirectory = @"Rocket/TempInst/Windows";
                }
                if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealBuildTool.UnrealTargetPlatform.Mac)
                {
                    BaseUBTDirectory = @"Rocket/TempInst/Mac";
                }
            }
            PrepareUBT();

            string UBTManifest = GetUBTManifest(UprojectPath, AddArgs);

            DeleteFile(UBTManifest);
            XGEItem Result = new XGEItem();

            ClearExportedXGEXML();

            RunUBT(CmdEnv, UBTExecutable: UBTExecutable, Project: ProjectName, Target: TargetName, Platform: Platform.ToString(), Config: Config, AdditionalArgs: "-generatemanifest -nobuilduht -xgeexport" + AddArgs, EnvVars: EnvVars);

            PrepareManifest(UBTManifest);

            Result.Platform = Platform;
            Result.Config = Config;
            Result.ProjectName = string.IsNullOrEmpty(ProjectName) ? TargetName : ProjectName; // use the target as the project if no project is set
            Result.UProjectPath = UprojectPath;
            Result.Manifest = ReadManifest(UBTManifest);
            Result.OutputCaption = String.Format("{0}-{1}-{2}", Path.GetFileNameWithoutExtension(Result.ProjectName), Platform.ToString(), Config.ToString());
            DeleteFile(UBTManifest);

            Result.CommandLine = UBTExecutable + " " + UBTCommandline(Project: ProjectName, Target: TargetName, Platform: Platform.ToString(), Config: Config, AdditionalArgs: "-noxge -nobuilduht" + AddArgs);

            Result.XgeXmlFiles = new List<string>();
            foreach (var XGEFile in FindXGEFiles())
            {
                if (!FileExists_NoExceptions(XGEFile))
                {
                    throw new AutomationException("BUILD FAILED: Couldn't find file: {0}", XGEFile);
                }
                int FileNum = 0;
                string OutFile;
                while (true)
                {
                    OutFile = CombinePaths(CmdEnv.LogFolder, String.Format("UBTExport.{0}.xge.xml", FileNum));
                    FileInfo ItemInfo = new FileInfo(OutFile);
                    if (!ItemInfo.Exists)
                    {
                        break;
                    }
                    FileNum++;
                }
                CopyFile(XGEFile, OutFile);
                Result.XgeXmlFiles.Add(OutFile);
            }
            ClearExportedXGEXML();
            return Result;
        }
コード例 #3
0
		XGEItem XGEPrepareBuildWithUBT(string TargetName, UnrealBuildTool.UnrealTargetPlatform Platform, string Config, FileReference UprojectPath, bool ForceMonolithic = false, bool ForceNonUnity = false, bool ForceDebugInfo = false, string InAddArgs = "", bool ForceUnity = false, Dictionary<string, string> EnvVars = null)
		{
			string AddArgs = "";
			if (UprojectPath != null)
			{
				AddArgs += " " + CommandUtils.MakePathSafeToUseWithCommandLine(UprojectPath.FullName);
			}
			AddArgs += " " + InAddArgs;
			if (ForceMonolithic)
			{
				AddArgs += " -monolithic";
			}
			if (ForceNonUnity)
			{
				AddArgs += " -disableunity";
			}
			if (ForceUnity)
			{
				AddArgs += " -forceunity";
			}
			if (ForceDebugInfo)
			{
				AddArgs += " -forcedebuginfo";
			}

			PrepareUBT();

            string UBTManifest = GetUBTManifest(UprojectPath, AddArgs);

			DeleteFile(UBTManifest);
			XGEItem Result = new XGEItem();

			ClearExportedXGEXML();

			using(TelemetryStopwatch GenerateManifestStopwatch = new TelemetryStopwatch("GenerateXGEManifest.{0}.{1}.{2}", TargetName, Platform.ToString(), Config))
			{
				RunUBT(CmdEnv, UBTExecutable: UBTExecutable, Project: UprojectPath, Target: TargetName, Platform: Platform.ToString(), Config: Config, AdditionalArgs: "-generatemanifest -nobuilduht -xgeexport" + AddArgs, EnvVars: EnvVars);
			}

			PrepareManifest(UBTManifest, true);

			Result.Platform = Platform;
			Result.Config = Config;
			Result.TargetName = TargetName;
			Result.UProjectPath = UprojectPath;
			Result.Manifest = ReadManifest(UBTManifest);
			Result.OutputCaption = String.Format("{0}-{1}-{2}", TargetName, Platform.ToString(), Config.ToString());
			DeleteFile(UBTManifest);

			Result.CommandLine = UBTExecutable + " " + UBTCommandline(Project: UprojectPath, Target: TargetName, Platform: Platform.ToString(), Config: Config, AdditionalArgs: "-noxge -nobuilduht" + AddArgs);

			Result.XgeXmlFiles = new List<string>();
			foreach (var XGEFile in FindXGEFiles())
			{
				if (!FileExists_NoExceptions(XGEFile))
				{
					throw new AutomationException("BUILD FAILED: Couldn't find file: {0}", XGEFile);
				}
				int FileNum = 0;
				string OutFile;
				while (true)
				{
					OutFile = CombinePaths(CmdEnv.LogFolder, String.Format("UBTExport.{0}.xge.xml", FileNum));
					FileInfo ItemInfo = new FileInfo(OutFile);
					if (!ItemInfo.Exists)
					{
						break;
					}
					FileNum++;
				}
				CopyFile(XGEFile, OutFile);
				Result.XgeXmlFiles.Add(OutFile);
			}
			ClearExportedXGEXML();
			return Result;
		}