/// <summary> /// Execute the command /// </summary> /// <param name="Arguments">Command line arguments</param> /// <returns>Exit code</returns> public override int Execute(CommandLineArguments Arguments) { Arguments.ApplyTo(this); // Create the build configuration object, and read the settings BuildConfiguration BuildConfiguration = new BuildConfiguration(); XmlConfig.ApplyTo(BuildConfiguration); Arguments.ApplyTo(BuildConfiguration); // Parse the filter argument FileFilter FileFilter = null; if (FilterRules.Count > 0) { FileFilter = new FileFilter(FileFilterType.Exclude); foreach (string FilterRule in FilterRules) { FileFilter.AddRules(FilterRule.Split(';')); } } // Parse all the target descriptors List <TargetDescriptor> TargetDescriptors = TargetDescriptor.ParseCommandLine(Arguments, BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile); // Generate the compile DB for each target using (ISourceFileWorkingSet WorkingSet = new EmptySourceFileWorkingSet()) { // Find the compile commands for each file in the target Dictionary <FileReference, string> FileToCommand = new Dictionary <FileReference, string>(); foreach (TargetDescriptor TargetDescriptor in TargetDescriptors) { // Disable PCHs and unity builds for the target TargetDescriptor.AdditionalArguments = TargetDescriptor.AdditionalArguments.Append(new string[] { "-NoPCH", "-DisableUnity" }); // Create a makefile for the target UEBuildTarget Target = UEBuildTarget.Create(TargetDescriptor, BuildConfiguration.bSkipRulesCompile, BuildConfiguration.bUsePrecompiled); // Find the location of the compiler VCEnvironment Environment = VCEnvironment.Create(WindowsCompiler.Clang, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null); FileReference ClangPath = FileReference.Combine(Environment.CompilerDir, "bin", "clang++.exe"); // Convince each module to output its generated code include path foreach (UEBuildBinary Binary in Target.Binaries) { foreach (UEBuildModuleCPP Module in Binary.Modules.OfType <UEBuildModuleCPP>()) { Module.bAddGeneratedCodeIncludePath = true; } } // Create all the binaries and modules CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles(); foreach (UEBuildBinary Binary in Target.Binaries) { CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment); foreach (UEBuildModuleCPP Module in Binary.Modules.OfType <UEBuildModuleCPP>()) { if (!Module.Rules.bUsePrecompiled) { UEBuildModuleCPP.InputFileCollection InputFileCollection = Module.FindInputFiles(Target.Platform, new Dictionary <DirectoryItem, FileItem[]>()); List <FileItem> InputFiles = new List <FileItem>(); InputFiles.AddRange(InputFileCollection.CPPFiles); InputFiles.AddRange(InputFileCollection.CCFiles); CppCompileEnvironment ModuleCompileEnvironment = Module.CreateModuleCompileEnvironment(Target.Rules, BinaryCompileEnvironment); StringBuilder CommandBuilder = new StringBuilder(); CommandBuilder.AppendFormat("\"{0}\"", ClangPath.FullName); foreach (FileItem ForceIncludeFile in ModuleCompileEnvironment.ForceIncludeFiles) { CommandBuilder.AppendFormat(" -include \"{0}\"", ForceIncludeFile.FullName); } foreach (string Definition in ModuleCompileEnvironment.Definitions) { CommandBuilder.AppendFormat(" -D\"{0}\"", Definition); } foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.UserIncludePaths) { CommandBuilder.AppendFormat(" -I\"{0}\"", IncludePath); } foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.SystemIncludePaths) { CommandBuilder.AppendFormat(" -I\"{0}\"", IncludePath); } foreach (FileItem InputFile in InputFiles) { if (FileFilter == null || FileFilter.Matches(InputFile.Location.MakeRelativeTo(UnrealBuildTool.RootDirectory))) { FileToCommand[InputFile.Location] = String.Format("{0} \"{1}\"", CommandBuilder, InputFile.FullName); } } } } } } // Write the compile database FileReference DatabaseFile = FileReference.Combine(UnrealBuildTool.RootDirectory, "compile_commands.json"); using (JsonWriter Writer = new JsonWriter(DatabaseFile)) { Writer.WriteArrayStart(); foreach (KeyValuePair <FileReference, string> FileCommandPair in FileToCommand.OrderBy(x => x.Key.FullName)) { Writer.WriteObjectStart(); Writer.WriteValue("file", FileCommandPair.Key.FullName); Writer.WriteValue("command", FileCommandPair.Value); Writer.WriteValue("directory", UnrealBuildTool.EngineSourceDirectory.ToString()); Writer.WriteObjectEnd(); } Writer.WriteArrayEnd(); } } return(0); }
/// <summary> /// Main entry point /// </summary> /// <param name="Arguments">Command-line arguments</param> /// <returns>One of the values of ECompilationResult</returns> public override int Execute(CommandLineArguments Arguments) { Arguments.ApplyTo(this); // Create the build configuration object, and read the settings BuildConfiguration BuildConfiguration = new BuildConfiguration(); XmlConfig.ApplyTo(BuildConfiguration); Arguments.ApplyTo(BuildConfiguration); // Parse all the targets being built List <TargetDescriptor> TargetDescriptors = TargetDescriptor.ParseCommandLine(Arguments, BuildConfiguration.bUsePrecompiled, bSkipRulesCompile); if (TargetDescriptors.Count == 0) { throw new BuildException("No targets specified to clean"); } // Also add implicit descriptors for cleaning UnrealBuildTool if (!BuildConfiguration.bDoNotBuildUHT) { const string UnrealHeaderToolTarget = "UnrealHeaderTool"; // Get a list of project files to clean UHT for List <FileReference> ProjectFiles = new List <FileReference>(); foreach (TargetDescriptor TargetDesc in TargetDescriptors) { if (TargetDesc.Name != UnrealHeaderToolTarget && !RemoteMac.HandlesTargetPlatform(TargetDesc.Platform)) { if (ProjectFiles.Count == 0) { ProjectFiles.Add(null); } if (TargetDesc.ProjectFile != null && !ProjectFiles.Contains(TargetDesc.ProjectFile)) { ProjectFiles.Add(TargetDesc.ProjectFile); } } } // Add descriptors for cleaning UHT with all these projects if (ProjectFiles.Count > 0) { UnrealTargetConfiguration Configuration = BuildConfiguration.bForceDebugUnrealHeaderTool ? UnrealTargetConfiguration.Debug : UnrealTargetConfiguration.Development; string Architecture = UEBuildPlatform.GetBuildPlatform(BuildHostPlatform.Current.Platform).GetDefaultArchitecture(null); foreach (FileReference ProjectFile in ProjectFiles) { TargetDescriptors.Add(new TargetDescriptor(ProjectFile, UnrealHeaderToolTarget, BuildHostPlatform.Current.Platform, Configuration, Architecture, null)); } } } // Output the list of targets that we're cleaning Log.TraceInformation("Cleaning {0} binaries...", StringUtils.FormatList(TargetDescriptors.Select(x => x.Name).Distinct())); // Loop through all the targets, and clean them all HashSet <FileReference> FilesToDelete = new HashSet <FileReference>(); HashSet <DirectoryReference> DirectoriesToDelete = new HashSet <DirectoryReference>(); foreach (TargetDescriptor TargetDescriptor in TargetDescriptors) { // Create the rules assembly RulesAssembly RulesAssembly = RulesCompiler.CreateTargetRulesAssembly(TargetDescriptor.ProjectFile, TargetDescriptor.Name, bSkipRulesCompile, BuildConfiguration.bUsePrecompiled, TargetDescriptor.ForeignPlugin); // Create the rules object ReadOnlyTargetRules Target = new ReadOnlyTargetRules(RulesAssembly.CreateTargetRules(TargetDescriptor.Name, TargetDescriptor.Platform, TargetDescriptor.Configuration, TargetDescriptor.Architecture, TargetDescriptor.ProjectFile, TargetDescriptor.AdditionalArguments)); // Find the base folders that can contain binaries List <DirectoryReference> BaseDirs = new List <DirectoryReference>(); BaseDirs.Add(UnrealBuildTool.EngineDirectory); BaseDirs.Add(UnrealBuildTool.EnterpriseDirectory); foreach (FileReference Plugin in Plugins.EnumeratePlugins(Target.ProjectFile)) { BaseDirs.Add(Plugin.Directory); } if (Target.ProjectFile != null) { BaseDirs.Add(Target.ProjectFile.Directory); } // If we're running a precompiled build, remove anything under the engine folder BaseDirs.RemoveAll(x => RulesAssembly.IsReadOnly(x)); // Get all the names which can prefix build products List <string> NamePrefixes = new List <string>(); if (Target.Type != TargetType.Program) { NamePrefixes.Add(UEBuildTarget.GetAppNameForTargetType(Target.Type)); } NamePrefixes.Add(Target.Name); // Get the suffixes for this configuration List <string> NameSuffixes = new List <string>(); if (Target.Configuration == Target.UndecoratedConfiguration) { NameSuffixes.Add(""); } NameSuffixes.Add(String.Format("-{0}-{1}", Target.Platform.ToString(), Target.Configuration.ToString())); if (!String.IsNullOrEmpty(Target.Architecture)) { NameSuffixes.AddRange(NameSuffixes.ToArray().Select(x => x + Target.Architecture)); } // Add all the makefiles and caches to be deleted FilesToDelete.Add(TargetMakefile.GetLocation(Target.ProjectFile, Target.Name, Target.Platform, Target.Configuration)); FilesToDelete.UnionWith(SourceFileMetadataCache.GetFilesToClean(Target.ProjectFile)); FilesToDelete.UnionWith(ActionHistory.GetFilesToClean(Target.ProjectFile, Target.Name, Target.Platform, Target.Type, Target.Architecture)); // Add all the intermediate folders to be deleted foreach (DirectoryReference BaseDir in BaseDirs) { foreach (string NamePrefix in NamePrefixes) { DirectoryReference GeneratedCodeDir = DirectoryReference.Combine(BaseDir, "Intermediate", "Build", Target.Platform.ToString(), NamePrefix, "Inc"); if (DirectoryReference.Exists(GeneratedCodeDir)) { DirectoriesToDelete.Add(GeneratedCodeDir); } DirectoryReference IntermediateDir = DirectoryReference.Combine(BaseDir, "Intermediate", "Build", Target.Platform.ToString(), NamePrefix, Target.Configuration.ToString()); if (DirectoryReference.Exists(IntermediateDir)) { DirectoriesToDelete.Add(IntermediateDir); } } } // List of additional files and directories to clean, specified by the target platform List <FileReference> AdditionalFilesToDelete = new List <FileReference>(); List <DirectoryReference> AdditionalDirectoriesToDelete = new List <DirectoryReference>(); // Add all the build products from this target string[] NamePrefixesArray = NamePrefixes.Distinct().ToArray(); string[] NameSuffixesArray = NameSuffixes.Distinct().ToArray(); foreach (DirectoryReference BaseDir in BaseDirs) { DirectoryReference BinariesDir = DirectoryReference.Combine(BaseDir, "Binaries", Target.Platform.ToString()); if (DirectoryReference.Exists(BinariesDir)) { UEBuildPlatform.GetBuildPlatform(Target.Platform).FindBuildProductsToClean(BinariesDir, NamePrefixesArray, NameSuffixesArray, AdditionalFilesToDelete, AdditionalDirectoriesToDelete); } } // Get all the additional intermediate folders created by this platform UEBuildPlatform.GetBuildPlatform(Target.Platform).FindAdditionalBuildProductsToClean(Target, AdditionalFilesToDelete, AdditionalDirectoriesToDelete); // Add the platform's files and directories to the main list FilesToDelete.UnionWith(AdditionalFilesToDelete); DirectoriesToDelete.UnionWith(AdditionalDirectoriesToDelete); } // Delete all the directories, then all the files. By sorting the list of directories before we delete them, we avoid spamming the log if a parent directory is deleted first. foreach (DirectoryReference DirectoryToDelete in DirectoriesToDelete.OrderBy(x => x.FullName)) { if (DirectoryReference.Exists(DirectoryToDelete)) { Log.TraceVerbose(" Deleting {0}{1}...", DirectoryToDelete, Path.DirectorySeparatorChar); try { FileUtils.ForceDeleteDirectory(DirectoryToDelete); } catch (Exception Ex) { throw new BuildException(Ex, "Unable to delete {0} ({1})", DirectoryToDelete, Ex.Message.TrimEnd()); } } } foreach (FileReference FileToDelete in FilesToDelete.OrderBy(x => x.FullName)) { if (FileReference.Exists(FileToDelete)) { Log.TraceVerbose(" Deleting " + FileToDelete); try { FileUtils.ForceDeleteFile(FileToDelete); } catch (Exception Ex) { throw new BuildException(Ex, "Unable to delete {0} ({1})", FileToDelete, Ex.Message.TrimEnd()); } } } // Also clean all the remote targets for (int Idx = 0; Idx < TargetDescriptors.Count; Idx++) { TargetDescriptor TargetDescriptor = TargetDescriptors[Idx]; if (RemoteMac.HandlesTargetPlatform(TargetDescriptor.Platform)) { RemoteMac RemoteMac = new RemoteMac(TargetDescriptor.ProjectFile); RemoteMac.Clean(TargetDescriptor); } } return(0); }
/// <summary> /// Main entry point /// </summary> /// <param name="Arguments">Command-line arguments</param> /// <returns>One of the values of ECompilationResult</returns> public override int Execute(CommandLineArguments Arguments) { Arguments.ApplyTo(this); // Initialize the log system, buffering the output until we can create the log file StartupTraceListener StartupListener = new StartupTraceListener(); Trace.Listeners.Add(StartupListener); // Write the command line Log.TraceLog("Command line: {0}", Environment.CommandLine); // Grab the environment. UnrealBuildTool.InitialEnvironment = Environment.GetEnvironmentVariables(); if (UnrealBuildTool.InitialEnvironment.Count < 1) { throw new BuildException("Environment could not be read"); } // Read the XML configuration files XmlConfig.ApplyTo(this); // Fixup the log path if it wasn't overridden by a config file if (BaseLogFileName == null) { BaseLogFileName = FileReference.Combine(UnrealBuildTool.EngineProgramSavedDirectory, "UnrealBuildTool", "Log.txt").FullName; } // Create the log file, and flush the startup listener to it if (!Arguments.HasOption("-NoLog") && !Log.HasFileWriter()) { FileReference LogFile = new FileReference(BaseLogFileName); foreach (string LogSuffix in Arguments.GetValues("-LogSuffix=")) { LogFile = LogFile.ChangeExtension(null) + "_" + LogSuffix + LogFile.GetExtension(); } TextWriterTraceListener LogTraceListener = Log.AddFileWriter("DefaultLogTraceListener", LogFile); StartupListener.CopyTo(LogTraceListener); } Trace.Listeners.Remove(StartupListener); // Create the build configuration object, and read the settings BuildConfiguration BuildConfiguration = new BuildConfiguration(); XmlConfig.ApplyTo(BuildConfiguration); Arguments.ApplyTo(BuildConfiguration); // Check the root path length isn't too long if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 && UnrealBuildTool.RootDirectory.FullName.Length > BuildConfiguration.MaxRootPathLength) { Log.TraceWarning("Running from a path with a long directory name (\"{0}\" = {1} characters). Root paths shorter than {2} characters are recommended to avoid exceeding maximum path lengths on Windows.", UnrealBuildTool.RootDirectory, UnrealBuildTool.RootDirectory.FullName.Length, BuildConfiguration.MaxRootPathLength); } // now that we know the available platforms, we can delete other platforms' junk. if we're only building specific modules from the editor, don't touch anything else (it may be in use). if (!bIgnoreJunk && !UnrealBuildTool.IsEngineInstalled()) { using (Timeline.ScopeEvent("DeleteJunk()")) { JunkDeleter.DeleteJunk(); } } // Parse and build the targets try { // Parse all the target descriptors List <TargetDescriptor> TargetDescriptors; using (Timeline.ScopeEvent("TargetDescriptor.ParseCommandLine()")) { TargetDescriptors = TargetDescriptor.ParseCommandLine(Arguments, BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile); } // Hack for single file compile; don't build the ShaderCompileWorker target that's added to the command line for generated project files if (TargetDescriptors.Count >= 2) { TargetDescriptors.RemoveAll(x => (x.Name == "ShaderCompileWorker" || x.Name == "LiveCodingConsole") && x.SingleFileToCompile != null); } // Handle remote builds for (int Idx = 0; Idx < TargetDescriptors.Count; Idx++) { TargetDescriptor TargetDesc = TargetDescriptors[Idx]; if (RemoteMac.HandlesTargetPlatform(TargetDesc.Platform)) { FileReference BaseLogFile = Log.OutputFile ?? new FileReference(BaseLogFileName); FileReference RemoteLogFile = FileReference.Combine(BaseLogFile.Directory, BaseLogFile.GetFileNameWithoutExtension() + "_Remote.txt"); RemoteMac RemoteMac = new RemoteMac(TargetDesc.ProjectFile); if (!RemoteMac.Build(TargetDesc, RemoteLogFile)) { return((int)CompilationResult.Unknown); } TargetDescriptors.RemoveAt(Idx--); } } // Handle local builds if (TargetDescriptors.Count > 0) { // Get a set of all the project directories HashSet <DirectoryReference> ProjectDirs = new HashSet <DirectoryReference>(); foreach (TargetDescriptor TargetDesc in TargetDescriptors) { if (TargetDesc.ProjectFile != null) { DirectoryReference ProjectDirectory = TargetDesc.ProjectFile.Directory; FileMetadataPrefetch.QueueProjectDirectory(ProjectDirectory); ProjectDirs.Add(ProjectDirectory); } } // Get all the build options BuildOptions Options = BuildOptions.None; if (bSkipBuild) { Options |= BuildOptions.SkipBuild; } if (bXGEExport) { Options |= BuildOptions.XGEExport; } if (bNoEngineChanges) { Options |= BuildOptions.NoEngineChanges; } // Create the working set provider using (ISourceFileWorkingSet WorkingSet = SourceFileWorkingSet.Create(UnrealBuildTool.RootDirectory, ProjectDirs)) { Build(TargetDescriptors, BuildConfiguration, WorkingSet, Options, WriteOutdatedActionsFile); } } } finally { // Save all the caches SourceFileMetadataCache.SaveAll(); CppDependencyCache.SaveAll(); } return(0); }
/// <summary> /// /// </summary> /// <param name="ProjectFile"></param> /// <param name="Executable"></param> /// <param name="StageDirectory"></param> /// <param name="PlatformType"></param> public static void GenerateAssetCatalog(FileReference ProjectFile, string Executable, string StageDirectory, UnrealTargetPlatform PlatformType) { // Initialize the toolchain. IOSProjectSettings ProjectSettings = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(PlatformType)).ReadProjectSettings(null); IOSToolChain ToolChain = new IOSToolChain(ProjectFile, ProjectSettings); // Determine whether the user has modified icons that require a remote Mac to build. CppPlatform Platform = PlatformType == UnrealTargetPlatform.IOS ? CppPlatform.IOS : CppPlatform.TVOS; bool bUserImagesExist = false; ToolChain.GenerateAssetCatalog(Platform, ref bUserImagesExist); // Don't attempt to do anything remotely if the user is using the default UE4 images. if (!bUserImagesExist) { return; } // Also don't attempt to use a remote Mac if packaging for TVOS on PC. if (Platform == CppPlatform.TVOS && BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac) { return; } // Save off the current bUseRPCUtil setting to restore at the end of this function. // At this time, iPhonePackager needs to be called with bUseRPCUtil == true. bool bSaveUseRPCUtil = RemoteToolChain.bUseRPCUtil; // Initialize the remote calling environment, taking into account the user's SSH setting. ToolChain.SetUpGlobalEnvironment(false); // Build the asset catalog ActionGraph. ActionGraph ActionGraph = new ActionGraph(); List <FileItem> OutputFiles = new List <FileItem>(); ToolChain.CompileAssetCatalog(FileItem.GetItemByPath(Executable), Platform, ActionGraph, OutputFiles); ActionGraph.FinalizeActionGraph(); // I'm not sure how to derive the UE4Game and Development arguments programmatically. string[] Arguments = new string[] { "UE4Game", (PlatformType == UnrealTargetPlatform.IOS ? "IOS" : "TVOS"), "Development", "-UniqueBuildEnvironment" }; // Perform all of the setup necessary to actually execute the ActionGraph instance. ReadOnlyBuildVersion Version = new ReadOnlyBuildVersion(BuildVersion.ReadDefault()); List <string[]> TargetSettings = new List <string[]>(); TargetSettings.Add(Arguments); var Targets = new List <UEBuildTarget>(); Dictionary <UEBuildTarget, CPPHeaders> TargetToHeaders = new Dictionary <UEBuildTarget, CPPHeaders>(); List <TargetDescriptor> TargetDescs = new List <TargetDescriptor>(); foreach (string[] TargetSetting in TargetSettings) { TargetDescs.AddRange(TargetDescriptor.ParseCommandLine(TargetSetting, ref ProjectFile)); } foreach (TargetDescriptor TargetDesc in TargetDescs) { UEBuildTarget Target = UEBuildTarget.CreateTarget(TargetDesc, Arguments, false, Version); if (Target == null) { continue; } Targets.Add(Target); TargetToHeaders.Add(Target, null); } bool bIsRemoteCompile = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac; // Create the build configuration object, and read the settings BuildConfiguration BuildConfiguration = new BuildConfiguration(); XmlConfig.ApplyTo(BuildConfiguration); CommandLine.ParseArguments(Arguments, BuildConfiguration); BuildConfiguration.bUseUBTMakefiles = false; Action[] PrerequisiteActions; { HashSet <Action> PrerequisiteActionsSet = new HashSet <Action>(); foreach (FileItem OutputFile in OutputFiles) { ActionGraph.GatherPrerequisiteActions(OutputFile, ref PrerequisiteActionsSet); } PrerequisiteActions = PrerequisiteActionsSet.ToArray(); } // Copy any asset catalog files to the remote Mac, if necessary. foreach (UEBuildTarget Target in Targets) { UEBuildPlatform.GetBuildPlatform(Target.Platform).PreBuildSync(); } // Begin execution of the ActionGraph. Dictionary <UEBuildTarget, List <FileItem> > TargetToOutdatedPrerequisitesMap; List <Action> ActionsToExecute = ActionGraph.GetActionsToExecute(BuildConfiguration, PrerequisiteActions, Targets, TargetToHeaders, true, true, out TargetToOutdatedPrerequisitesMap); string ExecutorName = "Unknown"; bool bSuccess = ActionGraph.ExecuteActions(BuildConfiguration, ActionsToExecute, bIsRemoteCompile, out ExecutorName, "", EHotReload.Disabled); if (bSuccess) { if (bIsRemoteCompile) { // Copy the remotely built AssetCatalog directory locally. foreach (FileItem OutputFile in OutputFiles) { string RemoteDirectory = System.IO.Path.GetDirectoryName(OutputFile.AbsolutePath).Replace("\\", "/"); FileItem LocalExecutable = ToolChain.RemoteToLocalFileItem(FileItem.GetItemByPath(Executable)); string LocalDirectory = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(LocalExecutable.AbsolutePath), "AssetCatalog"); LocalDirectory = StageDirectory; RPCUtilHelper.CopyDirectory(RemoteDirectory, LocalDirectory, RPCUtilHelper.ECopyOptions.DoNotReplace); } } else { // Copy the built AssetCatalog directory to the StageDirectory. foreach (FileItem OutputFile in OutputFiles) { string SourceDirectory = System.IO.Path.GetDirectoryName(OutputFile.AbsolutePath).Replace("\\", "/"); System.IO.DirectoryInfo SourceDirectoryInfo = new System.IO.DirectoryInfo(SourceDirectory); if (!System.IO.Directory.Exists(StageDirectory)) { System.IO.Directory.CreateDirectory(StageDirectory); } System.IO.FileInfo[] SourceFiles = SourceDirectoryInfo.GetFiles(); foreach (System.IO.FileInfo SourceFile in SourceFiles) { string DestinationPath = System.IO.Path.Combine(StageDirectory, SourceFile.Name); SourceFile.CopyTo(DestinationPath, true); } } } } // Restore the former bUseRPCUtil setting. RemoteToolChain.bUseRPCUtil = bSaveUseRPCUtil; }