Exemplo n.º 1
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));

                // 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
                    {
                        DirectoryReference.Delete(DirectoryToDelete, true);
                    }
                    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
                    {
                        FileReference.Delete(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);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Creates the makefile for a target. If an existing, valid makefile already exists on disk, loads that instead.
        /// </summary>
        /// <param name="BuildConfiguration">The build configuration</param>
        /// <param name="TargetDescriptor">Target being built</param>
        /// <param name="WorkingSet">Set of source files which are part of the working set</param>
        /// <returns>Makefile for the given target</returns>
        static TargetMakefile CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet)
        {
            // Get the path to the makefile for this target
            FileReference MakefileLocation = null;

            if (BuildConfiguration.bUseUBTMakefiles && TargetDescriptor.SpecificFilesToCompile.Count == 0)
            {
                MakefileLocation = TargetMakefile.GetLocation(TargetDescriptor.ProjectFile, TargetDescriptor.Name, TargetDescriptor.Platform, TargetDescriptor.Architecture, TargetDescriptor.Configuration);
            }

            // Try to load an existing makefile
            TargetMakefile Makefile = null;

            if (MakefileLocation != null)
            {
                using (Timeline.ScopeEvent("TargetMakefile.Load()"))
                {
                    string ReasonNotLoaded;
                    Makefile = TargetMakefile.Load(MakefileLocation, TargetDescriptor.ProjectFile, TargetDescriptor.Platform, TargetDescriptor.AdditionalArguments.GetRawArray(), out ReasonNotLoaded);
                    if (Makefile == null)
                    {
                        Log.TraceInformation("Creating makefile for {0} ({1})", TargetDescriptor.Name, ReasonNotLoaded);
                    }
                }
            }

            // If we have a makefile, execute the pre-build steps and check it's still valid
            bool bHasRunPreBuildScripts = false;

            if (Makefile != null)
            {
                // Execute the scripts. We have to invalidate all cached file info after doing so, because we don't know what may have changed.
                if (Makefile.PreBuildScripts.Length > 0)
                {
                    Utils.ExecuteCustomBuildSteps(Makefile.PreBuildScripts);
                    DirectoryItem.ResetAllCachedInfo_SLOW();
                }

                // Don't run the pre-build steps again, even if we invalidate the makefile.
                bHasRunPreBuildScripts = true;

                // Check that the makefile is still valid
                string Reason;
                if (!TargetMakefile.IsValidForSourceFiles(Makefile, TargetDescriptor.ProjectFile, TargetDescriptor.Platform, WorkingSet, out Reason))
                {
                    Log.TraceInformation("Invalidating makefile for {0} ({1})", TargetDescriptor.Name, Reason);
                    Makefile = null;
                }
            }

            // If we couldn't load a makefile, create a new one
            if (Makefile == null)
            {
                // Create the target
                UEBuildTarget Target;
                using (Timeline.ScopeEvent("UEBuildTarget.Create()"))
                {
                    Target = UEBuildTarget.Create(TargetDescriptor, BuildConfiguration.bSkipRulesCompile, BuildConfiguration.bUsePrecompiled);
                }

                // Create the pre-build scripts
                FileReference[] PreBuildScripts = Target.CreatePreBuildScripts();

                // Execute the pre-build scripts
                if (!bHasRunPreBuildScripts)
                {
                    Utils.ExecuteCustomBuildSteps(PreBuildScripts);
                    bHasRunPreBuildScripts = true;
                }

                // Build the target
                using (Timeline.ScopeEvent("UEBuildTarget.Build()"))
                {
                    const bool bIsAssemblingBuild = true;
                    Makefile = Target.Build(BuildConfiguration, WorkingSet, bIsAssemblingBuild, TargetDescriptor.SpecificFilesToCompile);
                }

                // Save the pre-build scripts onto the makefile
                Makefile.PreBuildScripts = PreBuildScripts;

                // Save the additional command line arguments
                Makefile.AdditionalArguments = TargetDescriptor.AdditionalArguments.GetRawArray();

                // Save the environment variables
                foreach (System.Collections.DictionaryEntry EnvironmentVariable in Environment.GetEnvironmentVariables())
                {
                    Makefile.EnvironmentVariables.Add(Tuple.Create((string)EnvironmentVariable.Key, (string)EnvironmentVariable.Value));
                }

                // Save the makefile for next time
                if (MakefileLocation != null)
                {
                    using (Timeline.ScopeEvent("TargetMakefile.Save()"))
                    {
                        Makefile.Save(MakefileLocation);
                    }
                }
            }
            else
            {
                // Restore the environment variables
                foreach (Tuple <string, string> EnvironmentVariable in Makefile.EnvironmentVariables)
                {
                    Environment.SetEnvironmentVariable(EnvironmentVariable.Item1, EnvironmentVariable.Item2);
                }

                // If the target needs UHT to be run, we'll go ahead and do that now
                if (Makefile.UObjectModules.Count > 0)
                {
                    const bool bIsGatheringBuild  = false;
                    const bool bIsAssemblingBuild = true;

                    FileReference ModuleInfoFileName = FileReference.Combine(Makefile.ProjectIntermediateDirectory, TargetDescriptor.Name + ".uhtmanifest");
                    ExternalExecution.ExecuteHeaderToolIfNecessary(BuildConfiguration, TargetDescriptor.ProjectFile, TargetDescriptor.Name, Makefile.TargetType, Makefile.bHasProjectScriptPlugin, UObjectModules: Makefile.UObjectModules, ModuleInfoFileName: ModuleInfoFileName, bIsGatheringBuild: bIsGatheringBuild, bIsAssemblingBuild: bIsAssemblingBuild, WorkingSet: WorkingSet);
                }
            }
            return(Makefile);
        }