/// <summary> /// NOTE: This function must mirror the functionality of TargetPlatformBase::RequiresTempTarget /// </summary> private static bool RequiresTempTarget(FileReference RawProjectPath, bool bProjectHasCode, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetType, bool bRequiresAssetNativization, bool bRequiresCookedData, out string OutReason) { // check to see if we already have a Target.cs file if (bProjectHasCode) { OutReason = null; return(false); } // check if asset nativization is enabled if (bRequiresAssetNativization) { OutReason = "asset nativization is enabled"; return(true); } // Check if encryption or signing is enabled EncryptionAndSigning.CryptoSettings Settings = EncryptionAndSigning.ParseCryptoSettings(RawProjectPath.Directory, Platform); if (Settings.IsAnyEncryptionEnabled() || Settings.IsPakSigningEnabled()) { OutReason = "encryption/signing is enabled"; return(true); } // check the target platforms for any differences in build settings or additional plugins if (!CommandUtils.IsEngineInstalled() && !PlatformExports.HasDefaultBuildConfig(RawProjectPath, Platform)) { OutReason = "project has non-default build configuration"; return(true); } if (PlatformExports.RequiresBuild(RawProjectPath, Platform)) { OutReason = "overriden by target platform"; return(true); } // Read the project descriptor, and find all the plugins available to this project ProjectDescriptor Project = ProjectDescriptor.FromFile(RawProjectPath); // Enumerate all the available plugins Dictionary <string, PluginInfo> AllPlugins = Plugins.ReadAvailablePlugins(CommandUtils.EngineDirectory, DirectoryReference.FromFile(RawProjectPath), new List <DirectoryReference>()).ToDictionary(x => x.Name, x => x, StringComparer.OrdinalIgnoreCase); // find if there are any plugins enabled or disabled which differ from the default string Reason; if (RequiresTempTargetForCodePlugin(Project, Platform, Configuration, TargetType, AllPlugins, out Reason)) { OutReason = Reason; return(true); } OutReason = null; return(false); }
private static bool RequiresTempTarget(FileReference RawProjectPath, List <UnrealTargetPlatform> ClientTargetPlatforms, List <UnrealTargetConfiguration> ClientTargetConfigurations, bool AssetNativizationRequested, out string Reason) { // check to see if we already have a Target.cs file if (File.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source", RawProjectPath.GetFileNameWithoutExtension() + ".Target.cs"))) { Reason = null; return(false); } else if (Directory.Exists(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source"))) { // wasn't one in the main Source directory, let's check all sub-directories //@todo: may want to read each target.cs to see if it has a target corresponding to the project name as a final check FileInfo[] Files = (new DirectoryInfo(Path.Combine(Path.GetDirectoryName(RawProjectPath.FullName), "Source")).GetFiles("*.Target.cs", SearchOption.AllDirectories)); if (Files.Length > 0) { Reason = null; return(false); } } // // once we reach this point, we can surmise that this is an asset- // only (code free) project if (AssetNativizationRequested) { // we're going to be converting some of the project's assets // into native code, so we require a distinct target (executable) // be generated for this project Reason = "asset nativization is enabled"; return(true); } if (ClientTargetPlatforms != null) { foreach (UnrealTargetPlatform ClientPlatform in ClientTargetPlatforms) { EncryptionAndSigning.CryptoSettings Settings = EncryptionAndSigning.ParseCryptoSettings(RawProjectPath.Directory, ClientPlatform); if (Settings.IsAnyEncryptionEnabled() || Settings.IsPakSigningEnabled()) { Reason = "encryption/signing is enabled"; return(true); } } } // no Target file, now check to see if build settings have changed List <UnrealTargetPlatform> TargetPlatforms = ClientTargetPlatforms; if (ClientTargetPlatforms == null || ClientTargetPlatforms.Count < 1) { // No client target platforms, add all in TargetPlatforms = new List <UnrealTargetPlatform>(); foreach (UnrealTargetPlatform TargetPlatformType in Enum.GetValues(typeof(UnrealTargetPlatform))) { if (TargetPlatformType != UnrealTargetPlatform.Unknown) { TargetPlatforms.Add(TargetPlatformType); } } } List <UnrealTargetConfiguration> TargetConfigurations = ClientTargetConfigurations; if (TargetConfigurations == null || TargetConfigurations.Count < 1) { // No client target configurations, add all in TargetConfigurations = new List <UnrealTargetConfiguration>(); foreach (UnrealTargetConfiguration TargetConfigurationType in Enum.GetValues(typeof(UnrealTargetConfiguration))) { if (TargetConfigurationType != UnrealTargetConfiguration.Unknown) { TargetConfigurations.Add(TargetConfigurationType); } } } // Read the project descriptor, and find all the plugins available to this project ProjectDescriptor Project = ProjectDescriptor.FromFile(RawProjectPath); List <PluginInfo> AvailablePlugins = Plugins.ReadAvailablePlugins(CommandUtils.EngineDirectory, RawProjectPath, Project.AdditionalPluginDirectories); // check the target platforms for any differences in build settings or additional plugins foreach (UnrealTargetPlatform TargetPlatformType in TargetPlatforms) { if (!CommandUtils.IsEngineInstalled() && !PlatformExports.HasDefaultBuildConfig(RawProjectPath, TargetPlatformType)) { Reason = "project has non-default build configuration"; return(true); } if (PlatformExports.RequiresBuild(RawProjectPath, TargetPlatformType)) { Reason = "overriden by target platform"; return(true); } // find if there are any plugins enabled or disabled which differ from the default foreach (PluginInfo Plugin in AvailablePlugins) { bool bPluginEnabledForTarget = false; foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations) { bPluginEnabledForTarget |= Plugins.IsPluginEnabledForProject(Plugin, Project, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game); } bool bPluginEnabledForBaseTarget = false; if (!Plugin.Descriptor.bInstalled) { foreach (UnrealTargetConfiguration TargetConfigType in TargetConfigurations) { bPluginEnabledForBaseTarget |= Plugins.IsPluginEnabledForProject(Plugin, null, TargetPlatformType, TargetConfigType, TargetRules.TargetType.Game); } } if (bPluginEnabledForTarget != bPluginEnabledForBaseTarget) { if (bPluginEnabledForTarget) { Reason = String.Format("{0} plugin is enabled", Plugin.Name); return(true); } else { Reason = String.Format("{0} plugin is disabled", Plugin.Name); return(true); } } } } Reason = null; return(false); }