Exemplo n.º 1
0
        /// <summary>
        /// Determines all the actions that should be executed for a target (filtering for single module/file, etc..)
        /// </summary>
        /// <param name="TargetDescriptor">The target being built</param>
        /// <param name="Makefile">Makefile for the target</param>
        /// <returns>List of actions that need to be executed</returns>
        static List <Action> GatherPrerequisiteActions(TargetDescriptor TargetDescriptor, TargetMakefile Makefile)
        {
            List <Action> PrerequisiteActions;

            if (TargetDescriptor.SingleFileToCompile != null)
            {
                // If we're just compiling a single file, set the target items to be all the derived items
                FileItem FileToCompile = FileItem.GetItemByFileReference(TargetDescriptor.SingleFileToCompile);
                PrerequisiteActions = Makefile.Actions.Where(x => x.PrerequisiteItems.Contains(FileToCompile)).ToList();
            }
            else if (TargetDescriptor.OnlyModuleNames.Count > 0)
            {
                // Find the output items for this module
                HashSet <FileItem> ModuleOutputItems = new HashSet <FileItem>();
                foreach (string OnlyModuleName in TargetDescriptor.OnlyModuleNames)
                {
                    FileItem[] OutputItemsForModule;
                    if (!Makefile.ModuleNameToOutputItems.TryGetValue(OnlyModuleName, out OutputItemsForModule))
                    {
                        throw new BuildException("Unable to find output items for module '{0}'", OnlyModuleName);
                    }
                    ModuleOutputItems.UnionWith(OutputItemsForModule);
                }
                PrerequisiteActions = ActionGraph.GatherPrerequisiteActions(Makefile.Actions, ModuleOutputItems);
            }
            else
            {
                // Use all the output items from the target
                PrerequisiteActions = ActionGraph.GatherPrerequisiteActions(Makefile.Actions, new HashSet <FileItem>(Makefile.OutputItems));
            }
            return(PrerequisiteActions);
        }
        /// <summary>
        /// Execute this command
        /// </summary>
        /// <param name="Arguments">Command line arguments</param>
        /// <returns>Exit code (always zero)</returns>
        public override int Execute(CommandLineArguments Arguments)
        {
            Arguments.ApplyTo(this);

            List <TargetDescriptor> TargetDescriptors = TargetDescriptor.ParseCommandLine(Arguments, false, false);

            foreach (TargetDescriptor TargetDescriptor in TargetDescriptors)
            {
                // Create the target
                UEBuildTarget Target = UEBuildTarget.Create(TargetDescriptor, false, false);

                // Get the output file
                FileReference OutputFile = TargetDescriptor.AdditionalArguments.GetFileReferenceOrDefault("-OutputFile=", null);
                if (OutputFile == null)
                {
                    OutputFile = Target.ReceiptFileName.ChangeExtension(".json");
                }

                // Execute code generation actions
                if (bExecCodeGenActions)
                {
                    using (ISourceFileWorkingSet WorkingSet = new EmptySourceFileWorkingSet())
                    {
                        // Create the build configuration object, and read the settings
                        BuildConfiguration BuildConfiguration = new BuildConfiguration();
                        XmlConfig.ApplyTo(BuildConfiguration);
                        Arguments.ApplyTo(BuildConfiguration);

                        // Create the makefile
                        const bool     bIsAssemblingBuild = true;
                        TargetMakefile Makefile           = Target.Build(BuildConfiguration, WorkingSet, bIsAssemblingBuild, TargetDescriptor.SingleFileToCompile);
                        ActionGraph.Link(Makefile.Actions);

                        // Filter all the actions to execute
                        HashSet <FileItem> PrerequisiteItems   = new HashSet <FileItem>(Makefile.Actions.SelectMany(x => x.ProducedItems).Where(x => x.HasExtension(".h") || x.HasExtension(".cpp")));
                        List <Action>      PrerequisiteActions = ActionGraph.GatherPrerequisiteActions(Makefile.Actions, PrerequisiteItems);

                        // Execute these actions
                        if (PrerequisiteActions.Count > 0)
                        {
                            Log.TraceInformation("Exeucting actions that produce source files...");
                            ActionGraph.ExecuteActions(BuildConfiguration, PrerequisiteActions);
                        }
                    }
                }

                // Write the output file
                Log.TraceInformation("Writing {0}...", OutputFile);
                Target.ExportJson(OutputFile);
            }
            return(0);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Build a list of targets with a given set of makefiles.
        /// </summary>
        /// <param name="Makefiles">Makefiles created with CreateMakefiles</param>
        /// <param name="TargetDescriptors">Target descriptors</param>
        /// <param name="BuildConfiguration">Current build configuration</param>
        /// <param name="WorkingSet">The source file working set</param>
        /// <param name="Options">Additional options for the build</param>
        /// <param name="WriteOutdatedActionsFile">Files to write the list of outdated actions to (rather than building them)</param>
        /// <returns>Result from the compilation</returns>
        static void Build(TargetMakefile[] Makefiles, List <TargetDescriptor> TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile)
        {
            // Export the actions for each target
            for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
            {
                TargetDescriptor TargetDescriptor = TargetDescriptors[TargetIdx];
                foreach (FileReference WriteActionFile in TargetDescriptor.WriteActionFiles)
                {
                    Log.TraceInformation("Writing actions to {0}", WriteActionFile);
                    ActionGraph.ExportJson(Makefiles[TargetIdx].Actions, WriteActionFile);
                }
            }

            // Execute the build
            if ((Options & BuildOptions.SkipBuild) == 0)
            {
                // Make sure that none of the actions conflict with any other (producing output files differently, etc...)
                ActionGraph.CheckForConflicts(Makefiles.SelectMany(x => x.Actions));

                // Check we don't exceed the nominal max path length
                using (Timeline.ScopeEvent("ActionGraph.CheckPathLengths"))
                {
                    ActionGraph.CheckPathLengths(BuildConfiguration, Makefiles.SelectMany(x => x.Actions));
                }

                // Clean up any previous hot reload runs, and reapply the current state if it's already active
                for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
                {
                    HotReload.Setup(TargetDescriptors[TargetIdx], Makefiles[TargetIdx], BuildConfiguration);
                }

                // Merge the action graphs together
                List <Action> MergedActions;
                if (TargetDescriptors.Count == 1)
                {
                    MergedActions = new List <Action>(Makefiles[0].Actions);
                }
                else
                {
                    MergedActions = MergeActionGraphs(TargetDescriptors, Makefiles);
                }

                // Gather all the prerequisite actions that are part of the targets
                HashSet <FileItem> MergedOutputItems = new HashSet <FileItem>();
                for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
                {
                    GatherOutputItems(TargetDescriptors[TargetIdx], Makefiles[TargetIdx], MergedOutputItems);
                }

                // Link all the actions together
                ActionGraph.Link(MergedActions);

                // Get all the actions that are prerequisites for these targets. This forms the list of actions that we want executed.
                List <Action> PrerequisiteActions = ActionGraph.GatherPrerequisiteActions(MergedActions, MergedOutputItems);

                // Create the action history
                ActionHistory History = new ActionHistory();
                for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
                {
                    using (Timeline.ScopeEvent("Reading action history"))
                    {
                        TargetDescriptor TargetDescriptor = TargetDescriptors[TargetIdx];
                        if (TargetDescriptor.ProjectFile != null)
                        {
                            History.Mount(TargetDescriptor.ProjectFile.Directory);
                        }
                    }
                }

                // Figure out which actions need to be built
                Dictionary <Action, bool> ActionToOutdatedFlag = new Dictionary <Action, bool>();
                for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
                {
                    TargetDescriptor TargetDescriptor = TargetDescriptors[TargetIdx];

                    // Create the dependencies cache
                    CppDependencyCache CppDependencies;
                    using (Timeline.ScopeEvent("Reading dependency cache"))
                    {
                        CppDependencies = CppDependencyCache.CreateHierarchy(TargetDescriptor.ProjectFile, TargetDescriptor.Name, TargetDescriptor.Platform, TargetDescriptor.Configuration, Makefiles[TargetIdx].TargetType, TargetDescriptor.Architecture);
                    }

                    // Plan the actions to execute for the build. For single file compiles, always rebuild the source file regardless of whether it's out of date.
                    if (TargetDescriptor.SpecificFilesToCompile.Count == 0)
                    {
                        ActionGraph.GatherAllOutdatedActions(PrerequisiteActions, History, ActionToOutdatedFlag, CppDependencies, BuildConfiguration.bIgnoreOutdatedImportLibraries);
                    }
                    else
                    {
                        foreach (FileReference SpecificFile in TargetDescriptor.SpecificFilesToCompile)
                        {
                            foreach (Action PrerequisiteAction in PrerequisiteActions.Where(x => x.PrerequisiteItems.Any(y => y.Location == SpecificFile)))
                            {
                                ActionToOutdatedFlag[PrerequisiteAction] = true;
                            }
                        }
                    }
                }

                // Link the action graph again to sort it
                List <Action> MergedActionsToExecute = ActionToOutdatedFlag.Where(x => x.Value).Select(x => x.Key).ToList();
                ActionGraph.Link(MergedActionsToExecute);

                // Allow hot reload to override the actions
                int HotReloadTargetIdx = -1;
                for (int Idx = 0; Idx < TargetDescriptors.Count; Idx++)
                {
                    if (TargetDescriptors[Idx].HotReloadMode != HotReloadMode.Disabled)
                    {
                        if (HotReloadTargetIdx != -1)
                        {
                            throw new BuildException("Unable to perform hot reload with multiple targets.");
                        }
                        else
                        {
                            MergedActionsToExecute = HotReload.PatchActionsForTarget(BuildConfiguration, TargetDescriptors[Idx], Makefiles[Idx], PrerequisiteActions, MergedActionsToExecute);
                        }
                        HotReloadTargetIdx = Idx;
                    }
                }

                // Make sure we're not modifying any engine files
                if ((Options & BuildOptions.NoEngineChanges) != 0)
                {
                    List <FileItem> EngineChanges = MergedActionsToExecute.SelectMany(x => x.ProducedItems).Where(x => x.Location.IsUnderDirectory(UnrealBuildTool.EngineDirectory)).Distinct().OrderBy(x => x.FullName).ToList();
                    if (EngineChanges.Count > 0)
                    {
                        StringBuilder Result = new StringBuilder("Building would modify the following engine files:\n");
                        foreach (FileItem EngineChange in EngineChanges)
                        {
                            Result.AppendFormat("\n{0}", EngineChange.FullName);
                        }
                        Result.Append("\n\nPlease rebuild from an IDE instead.");
                        Log.TraceError("{0}", Result.ToString());
                        throw new CompilationResultException(CompilationResult.FailedDueToEngineChange);
                    }
                }

                // Make sure the appropriate executor is selected
                foreach (TargetDescriptor TargetDescriptor in TargetDescriptors)
                {
                    UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(TargetDescriptor.Platform);
                    BuildConfiguration.bAllowXGE    &= BuildPlatform.CanUseXGE();
                    BuildConfiguration.bAllowDistcc &= BuildPlatform.CanUseDistcc();
                    BuildConfiguration.bAllowSNDBS  &= BuildPlatform.CanUseSNDBS();
                }

                // Delete produced items that are outdated.
                ActionGraph.DeleteOutdatedProducedItems(MergedActionsToExecute);

                // Save all the action histories now that files have been removed. We have to do this after deleting produced items to ensure that any
                // items created during the build don't have the wrong command line.
                History.Save();

                // Create directories for the outdated produced items.
                ActionGraph.CreateDirectoriesForProducedItems(MergedActionsToExecute);

                // Execute the actions
                if ((Options & BuildOptions.XGEExport) != 0)
                {
                    OutputToolchainInfo(TargetDescriptors, Makefiles);

                    // Just export to an XML file
                    using (Timeline.ScopeEvent("XGE.ExportActions()"))
                    {
                        XGE.ExportActions(MergedActionsToExecute);
                    }
                }
                else if (WriteOutdatedActionsFile != null)
                {
                    OutputToolchainInfo(TargetDescriptors, Makefiles);

                    // Write actions to an output file
                    using (Timeline.ScopeEvent("ActionGraph.WriteActions"))
                    {
                        ActionGraph.ExportJson(MergedActionsToExecute, WriteOutdatedActionsFile);
                    }
                }
                else
                {
                    // Execute the actions
                    if (MergedActionsToExecute.Count == 0)
                    {
                        if (TargetDescriptors.Any(x => !x.bQuiet))
                        {
                            Log.TraceInformation((TargetDescriptors.Count == 1)? "Target is up to date" : "Targets are up to date");
                        }
                    }
                    else
                    {
                        if (TargetDescriptors.Any(x => !x.bQuiet))
                        {
                            Log.TraceInformation("Building {0}...", StringUtils.FormatList(TargetDescriptors.Select(x => x.Name).Distinct()));
                        }

                        OutputToolchainInfo(TargetDescriptors, Makefiles);

                        using (Timeline.ScopeEvent("ActionGraph.ExecuteActions()"))
                        {
                            ActionGraph.ExecuteActions(BuildConfiguration, MergedActionsToExecute);
                        }
                    }

                    // Run the deployment steps
                    foreach (TargetMakefile Makefile in Makefiles)
                    {
                        if (Makefile.bDeployAfterCompile)
                        {
                            TargetReceipt Receipt = TargetReceipt.Read(Makefile.ReceiptFile);
                            Log.TraceInformation("Deploying {0} {1} {2}...", Receipt.TargetName, Receipt.Platform, Receipt.Configuration);

                            UEBuildPlatform.GetBuildPlatform(Receipt.Platform).Deploy(Receipt);
                        }
                    }
                }
            }
        }
Exemplo n.º 4
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;
        }