static void PackagePlugin(FileReference SourcePluginFile, IEnumerable <FileReference> BuildProducts, DirectoryReference TargetDir, bool bUnversioned) { DirectoryReference SourcePluginDir = SourcePluginFile.Directory; // Copy all the files to the output directory FileReference[] SourceFiles = FilterPluginFiles(SourcePluginFile, BuildProducts).ToArray(); foreach (FileReference SourceFile in SourceFiles) { FileReference TargetFile = FileReference.Combine(TargetDir, SourceFile.MakeRelativeTo(SourcePluginDir)); CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName); CommandUtils.SetFileAttributes(TargetFile.FullName, ReadOnly: false); } // Get the output plugin filename FileReference TargetPluginFile = FileReference.Combine(TargetDir, SourcePluginFile.GetFileName()); PluginDescriptor NewDescriptor = PluginDescriptor.FromFile(TargetPluginFile); NewDescriptor.bEnabledByDefault = null; NewDescriptor.bInstalled = true; if (!bUnversioned) { BuildVersion Version; if (BuildVersion.TryRead(BuildVersion.GetDefaultFileName(), out Version)) { NewDescriptor.EngineVersion = String.Format("{0}.{1}.0", Version.MajorVersion, Version.MinorVersion); } } NewDescriptor.Save(TargetPluginFile.FullName); }
public override void ExecuteBuild() { // Get the output directory string TargetDirParam = ParseParamValue("TargetDir"); if (TargetDirParam == null) { throw new AutomationException("Missing -TargetDir=... argument to CopyUAT"); } // Construct a dummy UE4Build object to get a list of the UAT and UBT build products UE4Build Build = new UE4Build(this); Build.AddUATFilesToBuildProducts(); if (ParseParam("WithLauncher")) { Build.AddUATLauncherFilesToBuildProducts(); } Build.AddUBTFilesToBuildProducts(); // Get a list of all the input files List <FileReference> SourceFiles = new List <FileReference>(); foreach (string BuildProductFile in Build.BuildProductFiles) { FileReference SourceFile = new FileReference(BuildProductFile); SourceFiles.Add(SourceFile); FileReference SourceSymbolFile = SourceFile.ChangeExtension(".pdb"); if (FileReference.Exists(SourceSymbolFile)) { SourceFiles.Add(SourceSymbolFile); } FileReference DocumentationFile = SourceFile.ChangeExtension(".xml"); if (FileReference.Exists(DocumentationFile)) { SourceFiles.Add(DocumentationFile); } } // Copy all the files over DirectoryReference TargetDir = new DirectoryReference(TargetDirParam); foreach (FileReference SourceFile in SourceFiles) { FileReference TargetFile = FileReference.Combine(TargetDir, SourceFile.MakeRelativeTo(CommandUtils.RootDirectory)); DirectoryReference.CreateDirectory(TargetFile.Directory); CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName); } Log("Copied {0} files to {1}", SourceFiles.Count, TargetDir); }
void StageBootstrapExecutable(DeploymentContext SC, string ExeName, string TargetFile, string StagedRelativeTargetPath, string StagedArguments) { string InputFile = CombinePaths(SC.LocalRoot, "Engine", "Binaries", SC.PlatformDir, String.Format("BootstrapPackagedGame-{0}-Shipping.exe", SC.PlatformDir)); if (InternalUtils.SafeFileExists(InputFile)) { // Create the new bootstrap program string IntermediateDir = CombinePaths(SC.ProjectRoot, "Intermediate", "Staging"); InternalUtils.SafeCreateDirectory(IntermediateDir); string IntermediateFile = CombinePaths(IntermediateDir, ExeName); CommandUtils.CopyFile(InputFile, IntermediateFile); CommandUtils.SetFileAttributes(IntermediateFile, ReadOnly: false); // currently the icon updating doesn't run under mono if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 || UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win32) { // Get the icon from the build directory if possible GroupIconResource GroupIcon = null; if (InternalUtils.SafeFileExists(CombinePaths(SC.ProjectRoot, "Build/Windows/Application.ico"))) { GroupIcon = GroupIconResource.FromIco(CombinePaths(SC.ProjectRoot, "Build/Windows/Application.ico")); } if (GroupIcon == null) { GroupIcon = GroupIconResource.FromExe(TargetFile); } // Update the resources in the new file using (ModuleResourceUpdate Update = new ModuleResourceUpdate(IntermediateFile, true)) { const int IconResourceId = 101; if (GroupIcon != null) { Update.SetIcons(IconResourceId, GroupIcon); } const int ExecFileResourceId = 201; Update.SetData(ExecFileResourceId, ResourceType.RawData, Encoding.Unicode.GetBytes(StagedRelativeTargetPath + "\0")); const int ExecArgsResourceId = 202; Update.SetData(ExecArgsResourceId, ResourceType.RawData, Encoding.Unicode.GetBytes(StagedArguments + "\0")); } } // Copy it to the staging directory SC.StageFiles(StagedFileType.NonUFS, IntermediateDir, ExeName, false, null, ""); } }
static void PackagePlugin(FileReference SourcePluginFile, IEnumerable <FileReference> BuildProducts, DirectoryReference TargetDir) { DirectoryReference SourcePluginDir = SourcePluginFile.Directory; // Copy all the files to the output directory FileReference[] SourceFiles = FilterPluginFiles(SourcePluginFile, BuildProducts).ToArray(); foreach (FileReference SourceFile in SourceFiles) { FileReference TargetFile = FileReference.Combine(TargetDir, SourceFile.MakeRelativeTo(SourcePluginDir)); CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName); CommandUtils.SetFileAttributes(TargetFile.FullName, ReadOnly: false); } // Get the output plugin filename FileReference TargetPluginFile = FileReference.Combine(TargetDir, SourcePluginFile.GetFileName()); PluginDescriptor NewDescriptor = PluginDescriptor.FromFile(TargetPluginFile, false); NewDescriptor.bEnabledByDefault = true; NewDescriptor.bInstalled = true; NewDescriptor.Save(TargetPluginFile.FullName, false); }
static void PackagePlugin(string PluginFileName, List <BuildProduct> BuildProducts, string PackageDirectory) { // Clear the output directory CommandUtils.DeleteDirectoryContents(PackageDirectory); // Copy all the files to the output directory List <string> MatchingFileNames = FilterPluginFiles(PluginFileName, BuildProducts); foreach (string MatchingFileName in MatchingFileNames) { string SourceFileName = Path.Combine(Path.GetDirectoryName(PluginFileName), MatchingFileName); string TargetFileName = Path.Combine(PackageDirectory, MatchingFileName); CommandUtils.CopyFile(SourceFileName, TargetFileName); CommandUtils.SetFileAttributes(TargetFileName, ReadOnly: false); } // Get the output plugin filename string TargetPluginFileName = CommandUtils.MakeRerootedFilePath(Path.GetFullPath(PluginFileName), Path.GetDirectoryName(Path.GetFullPath(PluginFileName)), PackageDirectory); PluginDescriptor NewDescriptor = PluginDescriptor.FromFile(TargetPluginFileName); NewDescriptor.bEnabledByDefault = true; NewDescriptor.bInstalled = true; NewDescriptor.Save(TargetPluginFileName); }
/// <summary> /// Execute the task. /// </summary> /// <param name="Job">Information about the current job</param> /// <param name="BuildProducts">Set of build products produced by this node.</param> /// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param> /// <returns>True if the task succeeded</returns> public override bool Execute(JobContext Job, HashSet <FileReference> BuildProducts, Dictionary <string, HashSet <FileReference> > TagNameToFileSet) { // Get the project path, and check it exists FileReference ProjectFile = null; if (Parameters.Project != null) { ProjectFile = ResolveFile(Parameters.Project); if (!ProjectFile.Exists()) { CommandUtils.LogError("Couldn't find project '{0}'", ProjectFile.FullName); return(false); } } // Get the directories used for staging this project DirectoryReference SourceEngineDir = UnrealBuildTool.UnrealBuildTool.EngineDirectory; DirectoryReference SourceProjectDir = (ProjectFile == null)? SourceEngineDir : ProjectFile.Directory; // Get the output directories. We flatten the directory structure on output. DirectoryReference TargetDir = ResolveDirectory(Parameters.ToDir); DirectoryReference TargetEngineDir = DirectoryReference.Combine(TargetDir, "Engine"); DirectoryReference TargetProjectDir = DirectoryReference.Combine(TargetDir, ProjectFile.GetFileNameWithoutExtension()); // Get the path to the receipt string ReceiptFileName = TargetReceipt.GetDefaultPath(SourceProjectDir.FullName, Parameters.Target, Parameters.Platform, Parameters.Configuration, Parameters.Architecture); // Try to load it TargetReceipt Receipt; if (!TargetReceipt.TryRead(ReceiptFileName, out Receipt)) { CommandUtils.LogError("Couldn't read receipt '{0}'", ReceiptFileName); return(false); } // Expand all the paths from the receipt Receipt.ExpandPathVariables(SourceEngineDir, SourceProjectDir); // Stage all the build products needed at runtime HashSet <FileReference> SourceFiles = new HashSet <FileReference>(); foreach (BuildProduct BuildProduct in Receipt.BuildProducts.Where(x => x.Type != BuildProductType.StaticLibrary && x.Type != BuildProductType.ImportLibrary)) { SourceFiles.Add(new FileReference(BuildProduct.Path)); } foreach (RuntimeDependency RuntimeDependency in Receipt.RuntimeDependencies.Where(x => x.Type != StagedFileType.UFS)) { SourceFiles.UnionWith(CommandUtils.ResolveFilespec(CommandUtils.RootDirectory, RuntimeDependency.Path, new string[] { ".../*.umap", ".../*.uasset" })); } // Get all the target files List <FileReference> TargetFiles = new List <FileReference>(); foreach (FileReference SourceFile in SourceFiles) { // Get the destination file to copy to, mapping to the new engine and project directories as appropriate FileReference TargetFile; if (SourceFile.IsUnderDirectory(SourceEngineDir)) { TargetFile = FileReference.Combine(TargetEngineDir, SourceFile.MakeRelativeTo(SourceEngineDir)); } else { TargetFile = FileReference.Combine(TargetProjectDir, SourceFile.MakeRelativeTo(SourceProjectDir)); } // Fixup the case of the output file. Would expect Platform.DeployLowerCaseFilenames() to return true here, but seems not to be the case. if (Parameters.Platform == UnrealTargetPlatform.PS4) { TargetFile = FileReference.Combine(TargetDir, TargetFile.MakeRelativeTo(TargetDir).ToLowerInvariant()); } // Only copy the output file if it doesn't already exist. We can stage multiple targets to the same output directory. if (Parameters.Overwrite || !TargetFile.Exists()) { TargetFile.Directory.CreateDirectory(); CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName); } // Add it to the list of target files TargetFiles.Add(TargetFile); } // Apply the optional tag to the build products foreach (string TagName in FindTagNamesFromList(Parameters.Tag)) { FindOrAddTagSet(TagNameToFileSet, TagName).UnionWith(TargetFiles); } // Add the target file to the list of build products BuildProducts.UnionWith(TargetFiles); return(true); }
public override void GetTargetFile(string RemoteFilePath, string LocalFile, ProjectParams Params) { var SourceFile = FileReference.Combine(new DirectoryReference(Params.BaseStageDirectory), GetCookPlatform(Params.HasServerCookedTargets, Params.HasClientTargetDetected), RemoteFilePath); CommandUtils.CopyFile(SourceFile.FullName, LocalFile); }
public override void ExecuteBuild() { // Get the list of platform names string[] FeaturePacks = ParseParamValue("FeaturePacks").Split(';'); string TempDir = ParseParamValue("TempDir"); UnrealTargetPlatform HostPlatform = BuildHostPlatform.Current.Platform; string TargetPlatforms = ParseParamValue("TargetPlatforms"); string SavedDir = ParseParamValue("SavedDir"); string BackendName = ParseParamValue("BackendName", "CreateInstalledEnginePak"); string RelativePakPath = ParseParamValue("RelativePakPath", "Engine/DerivedDataCache/Compressed.ddp"); bool bSkipEngine = ParseParam("SkipEngine"); // Get paths to everything within the temporary directory string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform); string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath); string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv"); List <string> ProjectPakFiles = new List <string>(); List <string> FeaturePackPaths = new List <string>(); // loop through all the projects first and bail out if one of them doesn't exist. foreach (string FeaturePack in FeaturePacks) { if (!String.IsNullOrWhiteSpace(FeaturePack)) { string FeaturePackPath = CommandUtils.CombinePaths(CommandUtils.RootDirectory.FullName, FeaturePack); if (!CommandUtils.FileExists(FeaturePackPath)) { throw new AutomationException("Could not find project: " + FeaturePack); } FeaturePackPaths.Add(FeaturePackPath); } } // loop through all the paths and generate ddc data for them foreach (string FeaturePackPath in FeaturePackPaths) { string ProjectSpecificPlatforms = TargetPlatforms; FileReference FileRef = new FileReference(FeaturePackPath); string GameName = FileRef.GetFileNameWithoutAnyExtensions(); ProjectDescriptor Project = ProjectDescriptor.FromFile(FileRef); if (Project.TargetPlatforms != null && Project.TargetPlatforms.Length > 0) { // Restrict target platforms used to those specified in project file List <string> FilteredPlatforms = new List <string>(); // Always include the editor platform for cooking string EditorCookPlatform = Platform.GetPlatform(HostPlatform).GetEditorCookPlatform(); if (TargetPlatforms.Contains(EditorCookPlatform)) { FilteredPlatforms.Add(EditorCookPlatform); } foreach (string TargetPlatform in Project.TargetPlatforms) { if (TargetPlatforms.Contains(TargetPlatform)) { FilteredPlatforms.Add(TargetPlatform); } } if (FilteredPlatforms.Count == 0) { LogInformation("Did not find any project specific platforms for FeaturePack {0} out of supplied TargetPlatforms {1}, skipping it!", GameName, ProjectSpecificPlatforms); continue; } ProjectSpecificPlatforms = CommandUtils.CombineCommandletParams(FilteredPlatforms.Distinct().ToArray()); } CommandUtils.LogInformation("Generating DDC data for {0} on {1}", GameName, ProjectSpecificPlatforms); CommandUtils.DDCCommandlet(FileRef, EditorExe, null, ProjectSpecificPlatforms, String.Format("-fill -DDC={0} -ProjectOnly", BackendName)); string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), String.Format("Compressed-{0}.ddp", GameName)); CommandUtils.DeleteFile(ProjectPakFile); CommandUtils.RenameFile(OutputPakFile, ProjectPakFile); string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv"); CommandUtils.DeleteFile(ProjectCsvFile); CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile); ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile)); } // Generate DDC for the editor, and merge all the other PAK files in CommandUtils.LogInformation("Generating DDC data for engine content on {0}", TargetPlatforms); CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, String.Format("-fill -DDC={0} -MergePaks={1}{2}", BackendName, CommandUtils.MakePathSafeToUseWithCommandLine(String.Join("+", ProjectPakFiles)), bSkipEngine? " -projectonly" : "")); string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath); CommandUtils.CopyFile(OutputPakFile, SavedPakFile); }
public override void ExecuteBuild() { // Command parameters - not all required if using existing manifest string ProjectPath = ParseParamValue("ProjectPath"); string ManifestFile = ParseParamValue("ManifestFile"); string UE4Exe = ParseParamValue("UE4Exe", "UE4Editor-Cmd.exe"); string ReplacedPaths = ParseParamValue("ReplacedPaths", ""); string ReplacedClasses = ParseParamValue("ReplacedClasses", ""); string ExcludedPaths = ParseParamValue("ExcludedPaths", ""); string ExcludedClasses = ParseParamValue("ExcludedClasses", ""); DirectoryReference BaseDir = new DirectoryReference(ParseParamValue("BaseDir")); DirectoryReference AssetSourcePath = new DirectoryReference(ParseParamValue("AssetSourcePath")); bool UseExistingManifest = ParseParam("UseExistingManifest"); if (!UseExistingManifest || !FileExists_NoExceptions(ManifestFile)) { // Run commandlet to generate list of assets to replace FileReference Project = new FileReference(ProjectPath); var Dir = Path.GetDirectoryName(ManifestFile); var Filename = Path.GetFileName(ManifestFile); if (String.IsNullOrEmpty(Dir) || String.IsNullOrEmpty(Filename)) { throw new AutomationException("GenerateDistillFileSets should have a full path and file for {0}.", ManifestFile); } CreateDirectory_NoExceptions(Dir); if (FileExists_NoExceptions(ManifestFile)) { DeleteFile(ManifestFile); } RunCommandlet(Project, UE4Exe, "GenerateAssetManifest", String.Format("-ManifestFile={0} -IncludedPaths={1} -IncludedClasses={2} -ExcludedPaths={3} -ExcludedClasses={4}", CommandUtils.MakePathSafeToUseWithCommandLine(ManifestFile), ReplacedPaths, ReplacedClasses, ExcludedPaths, ExcludedClasses)); if (!FileExists_NoExceptions(ManifestFile)) { throw new AutomationException("GenerateAssetManifest did not produce a manifest for {0}.", Project); } } // Read Source Files from Manifest List <string> Lines = new List <string>(ReadAllLines(ManifestFile)); if (Lines.Count < 1) { throw new AutomationException("Manifest file {0} does not list any files.", ManifestFile); } List <string> SourceFiles = new List <string>(); foreach (var ThisFile in Lines) { var TestFile = CombinePaths(ThisFile); if (!FileExists_NoExceptions(TestFile)) { throw new AutomationException("GenerateAssetManifest produced {0}, but {1} doesn't exist.", ThisFile, TestFile); } // we correct the case here var TestFileInfo = new FileInfo(TestFile); var FinalFile = CombinePaths(TestFileInfo.FullName); if (!FileExists_NoExceptions(FinalFile)) { throw new AutomationException("GenerateDistillFileSets produced {0}, but {1} doesn't exist.", ThisFile, FinalFile); } SourceFiles.Add(FinalFile); } // Delete all original files - might not always be an asset to replace them with foreach (string SourceFile in SourceFiles) { CommandUtils.DeleteFile(SourceFile); } // Convert Source file paths to Asset Source Paths foreach (string ReplacedFile in SourceFiles) { FileReference ReplacementFile = FileReference.Combine(AssetSourcePath, new FileReference(ReplacedFile).MakeRelativeTo(BaseDir)); if (FileReference.Exists(ReplacementFile)) { CommandUtils.CopyFile(ReplacementFile.FullName, ReplacedFile); } } }
public override bool PublishSymbols(DirectoryReference SymbolStoreDirectory, List <FileReference> Files, string Product, string BuildVersion = null) { // Get the SYMSTORE.EXE path, using the latest SDK version we can find. FileReference SymStoreExe = GetSymStoreExe(); List <FileReference> FilesToAdd = Files.Where(x => x.HasExtension(".pdb") || x.HasExtension(".exe") || x.HasExtension(".dll")).ToList(); if (FilesToAdd.Count > 0) { DateTime Start = DateTime.Now; DirectoryReference TempSymStoreDir = DirectoryReference.Combine(RootDirectory, "Saved", "SymStore"); DirectoryReference.CreateDirectory(TempSymStoreDir); DeleteDirectoryContents(TempSymStoreDir); string TempFileName = Path.GetTempFileName(); try { File.WriteAllLines(TempFileName, FilesToAdd.Select(x => x.FullName), Encoding.ASCII); // Copy everything to the temp symstore ProcessStartInfo StartInfo = new ProcessStartInfo(); StartInfo.FileName = SymStoreExe.FullName; StartInfo.Arguments = string.Format("add /f \"@{0}\" /s \"{1}\" /t \"{2}\" /compress", TempFileName, TempSymStoreDir, Product); StartInfo.UseShellExecute = false; StartInfo.CreateNoWindow = true; if (Utils.RunLocalProcessAndLogOutput(StartInfo) != 0) { return(false); } } finally { File.Delete(TempFileName); } DateTime CompressDone = DateTime.Now; LogInformation("Took {0}s to compress the symbol files", (CompressDone - Start).TotalSeconds); // Take each new compressed file made and try and copy it to the real symstore. Exclude any symstore admin files foreach (FileReference File in DirectoryReference.EnumerateFiles(TempSymStoreDir, "*.*", SearchOption.AllDirectories).Where(File => File.HasExtension(".dl_") || File.HasExtension(".ex_") || File.HasExtension(".pd_"))) { string RelativePath = File.MakeRelativeTo(DirectoryReference.Combine(TempSymStoreDir)); FileReference ActualDestinationFile = FileReference.Combine(SymbolStoreDirectory, RelativePath); // Try and add a version file. Do this before checking to see if the symbol is there already in the case of exact matches (multiple builds could use the same pdb, for example) if (!string.IsNullOrWhiteSpace(BuildVersion)) { FileReference BuildVersionFile = FileReference.Combine(ActualDestinationFile.Directory, string.Format("{0}.version", BuildVersion)); // Attempt to create the file. Just continue if it fails. try { DirectoryReference.CreateDirectory(BuildVersionFile.Directory); FileReference.WriteAllText(BuildVersionFile, string.Empty); } catch (Exception Ex) { LogWarning("Failed to write the version file, reason {0}", Ex.ToString()); } } // Don't bother copying the temp file if the destination file is there already. if (FileReference.Exists(ActualDestinationFile)) { LogInformation("Destination file {0} already exists, skipping", ActualDestinationFile.FullName); continue; } FileReference TempDestinationFile = new FileReference(ActualDestinationFile.FullName + Guid.NewGuid().ToString()); try { CommandUtils.CopyFile(File.FullName, TempDestinationFile.FullName); } catch (Exception Ex) { throw new AutomationException("Couldn't copy the symbol file to the temp store! Reason: {0}", Ex.ToString()); } // Move the file in the temp store over. try { FileReference.Move(TempDestinationFile, ActualDestinationFile); } catch (Exception Ex) { // If the file is there already, it was likely either copied elsewhere (and this is an ioexception) or it had a file handle open already. // Either way, it's fine to just continue on. if (FileReference.Exists(ActualDestinationFile)) { LogInformation("Destination file {0} already exists or was in use, skipping.", ActualDestinationFile.FullName); continue; } // If it doesn't exist, we actually failed to copy it entirely. else { LogWarning("Couldn't move temp file {0} to the symbol store at location {1}! Reason: {2}", TempDestinationFile.FullName, ActualDestinationFile.FullName, Ex.ToString()); } } // Delete the temp one no matter what, don't want them hanging around in the symstore finally { FileReference.Delete(TempDestinationFile); } } LogInformation("Took {0}s to copy the symbol files to the store", (DateTime.Now - CompressDone).TotalSeconds); } return(true); }
/// <summary> /// Execute the task. /// </summary> /// <param name="Job">Information about the current job</param> /// <param name="BuildProducts">Set of build products produced by this node.</param> /// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param> public override void Execute(JobContext Job, HashSet <FileReference> BuildProducts, Dictionary <string, HashSet <FileReference> > TagNameToFileSet) { // Get the project path, and check it exists FileReference ProjectFile = Parameters.Project; if (Parameters.Project != null && !FileReference.Exists(ProjectFile)) { throw new AutomationException("Couldn't find project '{0}'", ProjectFile.FullName); } // Get the directories used for staging this project DirectoryReference SourceEngineDir = CommandUtils.EngineDirectory; DirectoryReference SourceProjectDir = (ProjectFile == null)? SourceEngineDir : ProjectFile.Directory; // Get the output directories. We flatten the directory structure on output. DirectoryReference TargetDir = Parameters.ToDir; DirectoryReference TargetEngineDir = DirectoryReference.Combine(TargetDir, "Engine"); DirectoryReference TargetProjectDir = DirectoryReference.Combine(TargetDir, ProjectFile.GetFileNameWithoutExtension()); // Get the path to the receipt FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(SourceProjectDir, Parameters.Target, Parameters.Platform, Parameters.Configuration, Parameters.Architecture); // Try to load it TargetReceipt Receipt; if (!TargetReceipt.TryRead(ReceiptFileName, out Receipt)) { throw new AutomationException("Couldn't read receipt '{0}'", ReceiptFileName); } // Stage all the build products needed at runtime HashSet <FileReference> SourceFiles = new HashSet <FileReference>(); foreach (BuildProduct BuildProduct in Receipt.BuildProducts) { SourceFiles.Add(BuildProduct.Path); } foreach (RuntimeDependency RuntimeDependency in Receipt.RuntimeDependencies.Where(x => x.Type != StagedFileType.UFS)) { SourceFiles.Add(RuntimeDependency.Path); } // Get all the target files List <FileReference> TargetFiles = new List <FileReference>(); foreach (FileReference SourceFile in SourceFiles) { // Get the destination file to copy to, mapping to the new engine and project directories as appropriate FileReference TargetFile; if (SourceFile.IsUnderDirectory(SourceEngineDir)) { TargetFile = FileReference.Combine(TargetEngineDir, SourceFile.MakeRelativeTo(SourceEngineDir)); } else { TargetFile = FileReference.Combine(TargetProjectDir, SourceFile.MakeRelativeTo(SourceProjectDir)); } // Fixup the case of the output file. Would expect Platform.DeployLowerCaseFilenames() to return true here, but seems not to be the case. if (Parameters.Platform == UnrealTargetPlatform.PS4) { TargetFile = FileReference.Combine(TargetDir, TargetFile.MakeRelativeTo(TargetDir).ToLowerInvariant()); } // Only copy the output file if it doesn't already exist. We can stage multiple targets to the same output directory. if (Parameters.Overwrite || !FileReference.Exists(TargetFile)) { DirectoryReference.CreateDirectory(TargetFile.Directory); CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName); // Force all destination files to not readonly. CommandUtils.SetFileAttributes(TargetFile.FullName, ReadOnly: false); } // Add it to the list of target files TargetFiles.Add(TargetFile); } // Apply the optional tag to the build products foreach (string TagName in FindTagNamesFromList(Parameters.Tag)) { FindOrAddTagSet(TagNameToFileSet, TagName).UnionWith(TargetFiles); } // Add the target file to the list of build products BuildProducts.UnionWith(TargetFiles); }
public override void ExecuteBuild() { // Get the plugin filename string PluginParam = ParseParamValue("Plugin"); if (PluginParam == null) { throw new AutomationException("Plugin file name was not specified via the -plugin argument"); } // Read the plugin FileReference PluginFile = new FileReference(PluginParam); DirectoryReference PluginDirectory = PluginFile.Directory; PluginDescriptor Plugin = PluginDescriptor.FromFile(PluginFile); // Clean the intermediate build directory DirectoryReference IntermediateBuildDirectory = DirectoryReference.Combine(PluginDirectory, "Intermediate", "Build"); if (CommandUtils.DirectoryExists(IntermediateBuildDirectory.FullName)) { CommandUtils.DeleteDirectory(IntermediateBuildDirectory.FullName); } // Create a host project for the plugin. For script generator plugins, we need to have UHT be able to load it - and that can only happen if it's enabled in a project. DirectoryReference HostProjectDirectory = DirectoryReference.Combine(new DirectoryReference(CommandUtils.CmdEnv.LocalRoot), "HostProject"); if (CommandUtils.DirectoryExists(HostProjectDirectory.FullName)) { CommandUtils.DeleteDirectory(HostProjectDirectory.FullName); } DirectoryReference HostProjectPluginDirectory = DirectoryReference.Combine(HostProjectDirectory, "Plugins", PluginFile.GetFileNameWithoutExtension()); string[] CopyPluginFiles = Directory.EnumerateFiles(PluginDirectory.FullName, "*", SearchOption.AllDirectories).ToArray(); foreach (string CopyPluginFile in CopyPluginFiles) { CommandUtils.CopyFile(CopyPluginFile, CommandUtils.MakeRerootedFilePath(CopyPluginFile, PluginDirectory.FullName, HostProjectPluginDirectory.FullName)); } FileReference HostProjectPluginFile = FileReference.Combine(HostProjectPluginDirectory, PluginFile.GetFileName()); FileReference HostProjectFile = FileReference.Combine(HostProjectDirectory, "HostProject.uproject"); File.WriteAllText(HostProjectFile.FullName, "{ \"FileVersion\": 3, \"Plugins\": [ { \"Name\": \"" + PluginFile.GetFileNameWithoutExtension() + "\", \"Enabled\": true } ] }"); // Get any additional arguments from the commandline string AdditionalArgs = ""; // Build the host platforms List <string> ReceiptFileNames = new List <string>(); UnrealTargetPlatform HostPlatform = BuildHostPlatform.Current.Platform; if (!ParseParam("NoHostPlatform")) { if (Plugin.bCanBeUsedWithUnrealHeaderTool) { BuildPluginWithUBT(PluginFile, Plugin, null, "UnrealHeaderTool", TargetRules.TargetType.Program, HostPlatform, UnrealTargetConfiguration.Development, ReceiptFileNames, String.Format("{0} -plugin {1}", AdditionalArgs, CommandUtils.MakePathSafeToUseWithCommandLine(HostProjectPluginFile.FullName))); } BuildPluginWithUBT(PluginFile, Plugin, HostProjectFile, "UE4Editor", TargetRules.TargetType.Editor, HostPlatform, UnrealTargetConfiguration.Development, ReceiptFileNames, AdditionalArgs); } // Add the game targets List <UnrealTargetPlatform> TargetPlatforms = Rocket.RocketBuild.GetTargetPlatforms(this, HostPlatform); foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms) { if (Rocket.RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform)) { BuildPluginWithUBT(PluginFile, Plugin, HostProjectFile, "UE4Game", TargetRules.TargetType.Game, TargetPlatform, UnrealTargetConfiguration.Development, ReceiptFileNames, AdditionalArgs); BuildPluginWithUBT(PluginFile, Plugin, HostProjectFile, "UE4Game", TargetRules.TargetType.Game, TargetPlatform, UnrealTargetConfiguration.Shipping, ReceiptFileNames, AdditionalArgs); } } // Package the plugin to the output folder string PackageDirectory = ParseParamValue("Package"); if (PackageDirectory != null) { List <BuildProduct> BuildProducts = GetBuildProductsFromReceipts(UnrealBuildTool.UnrealBuildTool.EngineDirectory, HostProjectDirectory, ReceiptFileNames); PackagePlugin(HostProjectPluginFile, BuildProducts, PackageDirectory); } }