Пример #1
0
    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);
    }
    public override void ExecuteBuild()
    {
        UE4Build Build = new UE4Build(this);

        Build.AddUATFilesToBuildProducts();

        LogInformation("Build products:");
        foreach (var Product in Build.BuildProductFiles)
        {
            LogInformation("  " + Product);
        }
    }
Пример #3
0
    public override void ExecuteBuild()
    {
        Log("************************* BuildCommonTools");

        // Get the list of platform names
        string[] PlatformNames = ParseParamValue("platforms", BuildHostPlatform.Current.Platform.ToString()).Split('+');

        // Parse the platforms
        List <UnrealBuildTool.UnrealTargetPlatform> Platforms = new List <UnrealTargetPlatform>();

        foreach (string PlatformName in PlatformNames)
        {
            UnrealBuildTool.UnrealTargetPlatform Platform;
            if (!UnrealBuildTool.UnrealTargetPlatform.TryParse(PlatformName, out Platform))
            {
                throw new AutomationException("Unknown platform specified on command line - '{0}' - valid platforms are {1}", PlatformName, String.Join("/", Enum.GetNames(typeof(UnrealBuildTool.UnrealTargetPlatform))));
            }
            Platforms.Add(Platform);
        }

        // Get the agenda
        UE4Build.BuildAgenda Agenda = MakeAgenda(Platforms.ToArray());

        // Build everything. We don't want to touch version files for GitHub builds -- these are "programmer builds" and won't have a canonical build version
        UE4Build Builder = new UE4Build(this);

        Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: false);

        // Add UAT and UBT to the build products
        Builder.AddUATFilesToBuildProducts();
        Builder.AddUBTFilesToBuildProducts();

        // Make sure all the build products exist
        UE4Build.CheckBuildProducts(Builder.BuildProductFiles);

        // Write the manifest if needed
        string ManifestPath = ParseParamValue("manifest");

        if (ManifestPath != null)
        {
            UnrealBuildTool.FileManifest Manifest = new UnrealBuildTool.FileManifest();
            foreach (string BuildProductFile in Builder.BuildProductFiles)
            {
                Manifest.AddFileName(BuildProductFile);
            }
            UnrealBuildTool.Utils.WriteClass(Manifest, ManifestPath, "");
        }
    }
Пример #4
0
    public override void ExecuteBuild()
    {
        // Get the output directory
        string TargetDir = ParseParamValue("TargetDir");

        if (TargetDir == null)
        {
            throw new AutomationException("Missing -Target 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 <string> FileNames = new List <string>(Build.BuildProductFiles);

        foreach (string FileName in Build.BuildProductFiles)
        {
            string SymbolFileName = Path.ChangeExtension(FileName, ".pdb");
            if (File.Exists(SymbolFileName))
            {
                FileNames.Add(SymbolFileName);
            }
        }

        // Copy all the files over
        foreach (string FileName in FileNames)
        {
            string TargetFileName = Utils.MakeRerootedFilePath(FileName, CommandUtils.CmdEnv.LocalRoot, TargetDir);
            Directory.CreateDirectory(Path.GetDirectoryName(TargetFileName));
            File.Copy(FileName, TargetFileName);
        }

        Log("Copied {0} files to {1}", FileNames.Count, TargetDir);
    }
    public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
    {
        Params.ValidateAndLog();

        if (!Params.Build)
        {
            return;
        }

        Log("********** BUILD COMMAND STARTED **********");

        var UE4Build             = new UE4Build(Command);
        var Agenda               = new UE4Build.BuildAgenda();
        var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>();

        // Setup editor targets
        if (Params.HasEditorTargets && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
        {
            // @todo Mac: proper platform detection
            UnrealTargetPlatform            EditorPlatform      = HostPlatform.Current.HostEditorPlatform;
            const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

            CrashReportPlatforms.Add(EditorPlatform);
            Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
            if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
            {
                Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
            }
        }

        // Setup cooked targets
        if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
        {
            List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatformType in UniquePlatformTypes)
                {
                    string AdditionalArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType);
                    AdditionalArgs += " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"";
                    if (Params.IsCodeBasedProject == false)
                    {
                        AdditionalArgs += " -project=\"" + Path.GetFullPath(Params.RawProjectPath.FullName) + "\"";
                    }
                    CrashReportPlatforms.Add(ClientPlatformType);
                    Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: AdditionalArgs);
                }
            }
        }
        if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
        {
            List <UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ServerConfigsToBuild)
            {
                foreach (var ServerPlatformType in UniquePlatformTypes)
                {
                    string AdditionalArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType);
                    AdditionalArgs += " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"";
                    if (Params.IsCodeBasedProject == false)
                    {
                        AdditionalArgs += " -project=\"" + Path.GetFullPath(Params.RawProjectPath.FullName) + "\"";
                    }

                    CrashReportPlatforms.Add(ServerPlatformType);
                    Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: AdditionalArgs);
                }
            }
        }
        if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
        {
            UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
            foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
            {
                if (Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
                {
                    Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
        {
            foreach (var CrashReportPlatform in CrashReportPlatforms)
            {
                if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
                {
                    Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
        {
            List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatformType in UniquePlatformTypes)
                {
                    Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath);
                }
            }
        }
        UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);

        if (WorkingCL > 0)         // only move UAT files if we intend to check in some build products
        {
            UE4Build.AddUATFilesToBuildProducts();
        }
        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

        if (WorkingCL > 0)
        {
            // Sign everything we built
            CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);

            // Open files for add or edit
            UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
        }

        Log("********** BUILD COMMAND COMPLETED **********");
    }
Пример #6
0
    public override void ExecuteBuild()
    {
        Log("************************* BuildCommonTools");

        // Get the list of platform names
        string[] PlatformNames = ParseParamValue("platforms", BuildHostPlatform.Current.Platform.ToString()).Split('+');

        // Parse the platforms
        List <UnrealBuildTool.UnrealTargetPlatform> Platforms = new List <UnrealTargetPlatform>();

        foreach (string PlatformName in PlatformNames)
        {
            UnrealBuildTool.UnrealTargetPlatform Platform;
            if (!UnrealBuildTool.UnrealTargetPlatform.TryParse(PlatformName, true, out Platform))
            {
                throw new AutomationException("Unknown platform specified on command line - '{0}' - valid platforms are {1}", PlatformName, String.Join("/", Enum.GetNames(typeof(UnrealBuildTool.UnrealTargetPlatform))));
            }
            Platforms.Add(Platform);
        }

        // Add all the platforms if specified
        if (ParseParam("allplatforms"))
        {
            foreach (UnrealTargetPlatform Platform in Enum.GetValues(typeof(UnrealTargetPlatform)))
            {
                if (!Platforms.Contains(Platform))
                {
                    Platforms.Add(Platform);
                }
            }
        }

        // Get the agenda
        List <string> ExtraBuildProducts = new List <string>();

        UE4Build.BuildAgenda Agenda = MakeAgenda(Platforms.ToArray(), ExtraBuildProducts);

        // Build everything. We don't want to touch version files for GitHub builds -- these are "programmer builds" and won't have a canonical build version
        UE4Build Builder = new UE4Build(this);

        Builder.Build(Agenda, InUpdateVersionFiles: false);

        // Add UAT and UBT to the build products
        Builder.AddUATFilesToBuildProducts();
        Builder.AddUBTFilesToBuildProducts();

        // Add all the extra build products
        foreach (string ExtraBuildProduct in ExtraBuildProducts)
        {
            Builder.AddBuildProduct(ExtraBuildProduct);
        }

        // Make sure all the build products exist
        UE4Build.CheckBuildProducts(Builder.BuildProductFiles);

        // Write the manifest if needed
        string ManifestPath = ParseParamValue("manifest");

        if (ManifestPath != null)
        {
            SortedSet <string> Files = new SortedSet <string>();
            foreach (string BuildProductFile in Builder.BuildProductFiles)
            {
                Files.Add(BuildProductFile);
            }
            File.WriteAllLines(ManifestPath, Files.ToArray());
        }
    }
Пример #7
0
    public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1)
    {
        Params.ValidateAndLog();

        if (!Params.Build)
        {
            return;
        }

        Log("********** BUILD COMMAND STARTED **********");

        var UE4Build             = new UE4Build(Command);
        var Agenda               = new UE4Build.BuildAgenda();
        var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>();

        // Setup editor targets
        if (Params.HasEditorTargets && !Params.Rocket)
        {
            // @todo Mac: proper platform detection
            UnrealTargetPlatform            EditorPlatform      = HostPlatform.Current.HostEditorPlatform;
            const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

            CrashReportPlatforms.Add(EditorPlatform);
            Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
            if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
            {
                Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
            }
        }

        // Setup cooked targets
        if (Params.HasClientCookedTargets)
        {
            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatform in Params.ClientTargetPlatforms)
                {
                    CrashReportPlatforms.Add(ClientPlatform);
                    Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Path.GetDirectoryName(Params.RawProjectPath) + "\"");
                }
            }
        }
        if (Params.HasServerCookedTargets)
        {
            foreach (var BuildConfig in Params.ServerConfigsToBuild)
            {
                foreach (var ServerPlatform in Params.ServerTargetPlatforms)
                {
                    CrashReportPlatforms.Add(ServerPlatform);
                    Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Path.GetDirectoryName(Params.RawProjectPath) + "\"");
                }
            }
        }
        if (Params.CrashReporter && !Params.Rocket)
        {
            var CrashReportClientTarget = new[] { "CrashReportClient" };
            foreach (var CrashReportPlatform in CrashReportPlatforms)
            {
                if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
                {
                    Agenda.AddTargets(CrashReportClientTarget, CrashReportPlatform, UnrealTargetConfiguration.Development);
                }
            }
        }
        if (Params.HasProgramTargets && !Params.Rocket)
        {
            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatform in Params.ClientTargetPlatforms)
                {
                    Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
                }
            }
        }
        UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);

        if (WorkingCL > 0)         // only move UAT files if we intend to check in some build products
        {
            UE4Build.AddUATFilesToBuildProducts();
        }
        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

        if (WorkingCL > 0)
        {
            // Sign everything we built
            CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);

            // Open files for add or edit
            UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
        }

        Log("********** BUILD COMMAND COMPLETED **********");
    }
Пример #8
0
    public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
    {
        Params.ValidateAndLog();

        if (!Params.Build)
        {
            return;
        }

        Log("********** BUILD COMMAND STARTED **********");

        var UE4Build             = new UE4Build(Command);
        var Agenda               = new UE4Build.BuildAgenda();
        var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>();

        // Setup editor targets
        if (Params.HasEditorTargets && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
        {
            // @todo Mac: proper platform detection
            UnrealTargetPlatform            EditorPlatform      = HostPlatform.Current.HostEditorPlatform;
            const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

            CrashReportPlatforms.Add(EditorPlatform);
            Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
            if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
            {
                Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
            }
            if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
            }
        }

        string ScriptPluginArgs = "";

        // if we're utilizing an auto-generated code plugin/module (a product of
        // the cook process), make sure to compile it along with the targets here
        if (Params.RunAssetNativization)
        {
            // Add every plugin:
            foreach (var CodePlugin in  Params.BlueprintPluginPaths)
            {
                ScriptPluginArgs = "-PLUGIN \"" + CodePlugin + "\"";
            }
        }

        // Setup cooked targets
        if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
        {
            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatform in Params.ClientTargetPlatforms)
                {
                    CrashReportPlatforms.Add(ClientPlatform);
                    Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
                }
            }
        }
        if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
        {
            foreach (var BuildConfig in Params.ServerConfigsToBuild)
            {
                foreach (var ServerPlatform in Params.ServerTargetPlatforms)
                {
                    CrashReportPlatforms.Add(ServerPlatform);
                    Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
                }
            }
        }
        if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
        {
            UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
            foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatform in BootstrapPackagedGamePlatforms)
            {
                if (Params.ClientTargetPlatforms.Contains(BootstrapPackagedGamePlatform))
                {
                    Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatform, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
        {
            foreach (var CrashReportPlatform in CrashReportPlatforms)
            {
                if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
                {
                    Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
        {
            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatform in Params.ClientTargetPlatforms)
                {
                    Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
                }
            }
        }
        UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);

        if (WorkingCL > 0)         // only move UAT files if we intend to check in some build products
        {
            UE4Build.AddUATFilesToBuildProducts();
        }
        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

        if (WorkingCL > 0)
        {
            // Sign everything we built
            CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);

            // Open files for add or edit
            UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
        }

        Log("********** BUILD COMMAND COMPLETED **********");
    }
Пример #9
0
    public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1, ProjectBuildTargets TargetMask = ProjectBuildTargets.All)
    {
        Params.ValidateAndLog();

        if (!Params.Build)
        {
            return;
        }
        if (CommandUtils.IsEngineInstalled() && !Params.IsCodeBasedProject)
        {
            return;
        }

        LogInformation("********** BUILD COMMAND STARTED **********");

        var UE4Build             = new UE4Build(Command);
        var Agenda               = new UE4Build.BuildAgenda();
        var CrashReportPlatforms = new HashSet <UnrealTargetPlatform>();

        // Setup editor targets
        if (Params.HasEditorTargets && (!Params.SkipBuildEditor) && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor)
        {
            // @todo Mac: proper platform detection
            UnrealTargetPlatform            EditorPlatform      = HostPlatform.Current.HostEditorPlatform;
            const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;

            Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);

            if (!CommandUtils.IsEngineInstalled())
            {
                CrashReportPlatforms.Add(EditorPlatform);
                if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
                {
                    Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
                }
                if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
                {
                    Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
                }
                if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
                {
                    Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
                }
            }
        }

        // allow all involved platforms to hook into the agenda
        HashSet <UnrealTargetPlatform> UniquePlatforms = new HashSet <UnrealTargetPlatform>();

        UniquePlatforms.UnionWith(Params.ClientTargetPlatforms.Select(x => x.Type));
        UniquePlatforms.UnionWith(Params.ServerTargetPlatforms.Select(x => x.Type));
        foreach (UnrealTargetPlatform TargetPlatform in UniquePlatforms)
        {
            Platform.GetPlatform(TargetPlatform).PreBuildAgenda(UE4Build, Agenda);
        }

        // Build any tools we need to stage
        if ((TargetMask & ProjectBuildTargets.UnrealPak) == ProjectBuildTargets.UnrealPak && !CommandUtils.IsEngineInstalled())
        {
            if (Params.EditorTargets.Contains("UnrealPak") == false)
            {
                Agenda.AddTargets(new string[] { "UnrealPak" }, HostPlatform.Current.HostEditorPlatform, UnrealTargetConfiguration.Development, Params.CodeBasedUprojectPath);
            }
        }

        // Additional compile arguments
        string AdditionalArgs = "";

        if (string.IsNullOrEmpty(Params.UbtArgs) == false)
        {
            string Arg = Params.UbtArgs;
            Arg             = Arg.TrimStart(new char[] { '\"' });
            Arg             = Arg.TrimEnd(new char[] { '\"' });
            AdditionalArgs += " " + Arg;
        }

        if (Params.MapFile)
        {
            AdditionalArgs += " -mapfile";
        }

        if (Params.Deploy || Params.Package)
        {
            AdditionalArgs += " -skipdeploy";             // skip deploy step in UBT if we going to do it later anyway
        }

        if (Params.Distribution)
        {
            AdditionalArgs += " -distribution";
        }

        // Config overrides (-ini)
        foreach (string ConfigOverrideParam in Params.ConfigOverrideParams)
        {
            AdditionalArgs += " -";
            AdditionalArgs += ConfigOverrideParam;
        }

        // Setup cooked targets
        if (Params.HasClientCookedTargets && (!Params.SkipBuildClient) && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
        {
            List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatformType in UniquePlatformTypes)
                {
                    CrashReportPlatforms.Add(ClientPlatformType);
                    Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
                }
            }
        }
        if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
        {
            List <UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ServerConfigsToBuild)
            {
                foreach (var ServerPlatformType in UniquePlatformTypes)
                {
                    CrashReportPlatforms.Add(ServerPlatformType);
                    Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"" + AdditionalArgs);
                }
            }
        }
        if (!Params.NoBootstrapExe && !CommandUtils.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
        {
            UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
            foreach (UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
            {
                if (Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
                {
                    Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
                }
            }
        }
        if (Params.CrashReporter && !CommandUtils.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
        {
            foreach (var CrashReportPlatform in CrashReportPlatforms)
            {
                if (PlatformSupportsCrashReporter(CrashReportPlatform))
                {
                    Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping, InAddArgs: " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
                }
            }
        }
        if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
        {
            List <UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();

            foreach (var BuildConfig in Params.ClientConfigsToBuild)
            {
                foreach (var ClientPlatformType in UniquePlatformTypes)
                {
                    Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath);
                }
            }
        }
        UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);

        if (WorkingCL > 0)         // only move UAT files if we intend to check in some build products
        {
            UE4Build.AddUATFilesToBuildProducts();
        }
        UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);

        if (WorkingCL > 0)
        {
            // Sign everything we built
            CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);

            // Open files for add or edit
            UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
        }

        LogInformation("********** BUILD COMMAND COMPLETED **********");
    }
        public override void ExecuteBuild()
        {
            // Parse the target list
            string[] Targets = ParseParamValues("Target");
            if (Targets.Length == 0)
            {
                throw new AutomationException("No targets specified (eg. -Target=\"UE4Editor Win64 Development\")");
            }

            // Parse the archive path
            string ArchivePath = ParseParamValue("Archive");

            if (ArchivePath != null && (!ArchivePath.StartsWith("//") || ArchivePath.Sum(x => (x == '/')? 1 : 0) < 4))
            {
                throw new AutomationException("Archive path is not a valid depot filename");
            }

            // Prepare the build agenda
            UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
            foreach (string Target in Targets)
            {
                string[] Tokens = Target.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);

                UnrealTargetPlatform      Platform;
                UnrealTargetConfiguration Configuration;
                if (Tokens.Length < 3 || !Enum.TryParse(Tokens[1], true, out Platform) || !Enum.TryParse(Tokens[2], true, out Configuration))
                {
                    throw new AutomationException("Invalid target '{0}' - expected <TargetName> <Platform> <Configuration>");
                }

                Agenda.AddTarget(Tokens[0], Platform, Configuration, InAddArgs: String.Join(" ", Tokens.Skip(3)));
            }

            // Build everything
            UE4Build Builder = new UE4Build(this);

            Builder.Build(Agenda, InUpdateVersionFiles: ArchivePath != null);

            // Include the build products for UAT and UBT if required
            if (ParseParam("WithUAT"))
            {
                Builder.AddUATFilesToBuildProducts();
            }
            if (ParseParam("WithUBT"))
            {
                Builder.AddUBTFilesToBuildProducts();
            }

            // Archive the build products
            if (ArchivePath != null)
            {
                // Create an output folder
                string OutputFolder = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "ArchiveForUGS");
                Directory.CreateDirectory(OutputFolder);

                // Create a temp folder for storing stripped PDB files
                string SymbolsFolder = Path.Combine(OutputFolder, "Symbols");
                Directory.CreateDirectory(SymbolsFolder);

                // Get the Windows toolchain
                Platform WindowsTargetPlatform = Platform.GetPlatform(UnrealTargetPlatform.Win64);

                // Figure out all the files for the archive
                string ZipFileName = Path.Combine(OutputFolder, "Archive.zip");
                using (Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile())
                {
                    Zip.UseZip64WhenSaving = Ionic.Zip.Zip64Option.Always;
                    foreach (string BuildProduct in Builder.BuildProductFiles)
                    {
                        if (!File.Exists(BuildProduct))
                        {
                            throw new AutomationException("Missing build product: {0}", BuildProduct);
                        }
                        if (BuildProduct.EndsWith(".pdb", StringComparison.InvariantCultureIgnoreCase))
                        {
                            string StrippedFileName = CommandUtils.MakeRerootedFilePath(BuildProduct, CommandUtils.CmdEnv.LocalRoot, SymbolsFolder);
                            Directory.CreateDirectory(Path.GetDirectoryName(StrippedFileName));
                            WindowsTargetPlatform.StripSymbols(new FileReference(BuildProduct), new FileReference(StrippedFileName));
                            Zip.AddFile(StrippedFileName, Path.GetDirectoryName(CommandUtils.StripBaseDirectory(StrippedFileName, SymbolsFolder)));
                        }
                        else
                        {
                            Zip.AddFile(BuildProduct, Path.GetDirectoryName(CommandUtils.StripBaseDirectory(BuildProduct, CommandUtils.CmdEnv.LocalRoot)));
                        }
                    }
                    // Create the zip file
                    Console.WriteLine("Writing {0}...", ZipFileName);
                    Zip.Save(ZipFileName);
                }

                // Submit it to Perforce if required
                if (CommandUtils.AllowSubmit)
                {
                    // Delete any existing clientspec for submitting
                    string ClientName = Environment.MachineName + "_BuildForUGS";

                    // Create a brand new one
                    P4ClientInfo Client = new P4ClientInfo();
                    Client.Owner    = CommandUtils.P4Env.User;
                    Client.Host     = Environment.MachineName;
                    Client.Stream   = ArchivePath.Substring(0, ArchivePath.IndexOf('/', ArchivePath.IndexOf('/', 2) + 1));
                    Client.RootPath = Path.Combine(OutputFolder, "Perforce");
                    Client.Name     = ClientName;
                    Client.Options  = P4ClientOption.NoAllWrite | P4ClientOption.NoClobber | P4ClientOption.NoCompress | P4ClientOption.Unlocked | P4ClientOption.NoModTime | P4ClientOption.RmDir;
                    Client.LineEnd  = P4LineEnd.Local;
                    P4.CreateClient(Client, AllowSpew: false);

                    // Create a new P4 connection for this workspace
                    P4Connection SubmitP4 = new P4Connection(Client.Owner, Client.Name, P4Env.ServerAndPort);
                    SubmitP4.Revert("-k //...");

                    // Figure out where the zip file has to go in Perforce
                    P4WhereRecord WhereZipFile = SubmitP4.Where(ArchivePath, false).FirstOrDefault(x => !x.bUnmap && x.Path != null);
                    if (WhereZipFile == null)
                    {
                        throw new AutomationException("Couldn't locate {0} in this workspace");
                    }

                    // Get the latest version of it
                    int NewCL = SubmitP4.CreateChange(Description: String.Format("[CL {0}] Updated binaries", P4Env.Changelist));
                    SubmitP4.Sync(String.Format("-k \"{0}\"", ArchivePath), AllowSpew: false);
                    CommandUtils.CopyFile(ZipFileName, WhereZipFile.Path);
                    SubmitP4.Add(NewCL, String.Format("\"{0}\"", ArchivePath));
                    SubmitP4.Edit(NewCL, String.Format("\"{0}\"", ArchivePath));

                    // Submit it
                    int SubmittedCL;
                    SubmitP4.Submit(NewCL, out SubmittedCL);
                    if (SubmittedCL <= 0)
                    {
                        throw new AutomationException("Submit failed.");
                    }
                    Console.WriteLine("Submitted in changelist {0}", SubmittedCL);
                }
            }
        }
Пример #11
0
    public override void ExecuteBuild()
    {
        // get the project
        var UProjectFileName = ParseParamValue("Project");

        if (UProjectFileName == null)
        {
            throw new AutomationException("Project was not specified via the -project argument.");
        }

        // Get the list of targets
        var TargetList = ParseParamList("Target");

        if (TargetList == null)
        {
            throw new AutomationException("Target was not specified via the -target argument.");
        }

        // get the list of platforms
        var PlatformList = ParseParamList("TargetPlatforms", "Win64");
        List <UnrealTargetPlatform> TargetPlatforms = new List <UnrealTargetPlatform>();

        foreach (string Platform in PlatformList)
        {
            TargetPlatforms.Add((UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), Platform, true));
        }

        // get the list configurations
        var ConfigList = ParseParamList("Config", "Development");
        List <UnrealTargetConfiguration> ConfigsToBuild = new List <UnrealTargetConfiguration>();

        foreach (string Config in ConfigList)
        {
            ConfigsToBuild.Add((UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), Config, true));
        }

        // parse any extra parameters
        bool bClean    = ParseParam("Clean");
        int  WorkingCL = ParseParamInt("P4Change");

        FileReference UProjectFileReference = new FileReference(UProjectFileName);

        // add the targets to the agenda
        // verify the targets and add them to the agenda
        var Properties = ProjectUtils.GetProjectProperties(UProjectFileReference);

        UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
        foreach (string Target in TargetList)
        {
            SingleTargetProperties TargetData;
            if (!Properties.Targets.TryGetValue((TargetRules.TargetType)Enum.Parse(typeof(TargetRules.TargetType), Target), out TargetData))
            {
                throw new AutomationException("Project does not support specified target: {0}", Target);
            }

            foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
            {
                if (TargetData.Rules.SupportsPlatform(TargetPlatform))
                {
                    List <UnrealTargetConfiguration> SupportedConfigurations = new List <UnrealTargetConfiguration>();
                    TargetData.Rules.GetSupportedConfigurations(ref SupportedConfigurations, true);

                    foreach (UnrealTargetConfiguration TargetConfig in ConfigsToBuild)
                    {
                        if (SupportedConfigurations.Contains(TargetConfig))
                        {
                            Agenda.AddTarget(TargetData.TargetName, TargetPlatform, TargetConfig, UProjectFileReference);
                        }
                        else
                        {
                            Log("{0} doesn't support the {1} configuration. It will not be built.", TargetData.TargetName, TargetConfig);
                        }
                    }
                }
                else
                {
                    Log("{0} doesn't support the {1} platform. It will not be built.", TargetData.TargetName, TargetPlatform);
                }
            }
        }


        // build it
        UE4Build Build = new UE4Build(this);

        Build.Build(Agenda, InDeleteBuildProducts: bClean, InUpdateVersionFiles: WorkingCL > 0);

        if (WorkingCL > 0)         // only move UAT files if we intend to check in some build products
        {
            Build.AddUATFilesToBuildProducts();
        }
        UE4Build.CheckBuildProducts(Build.BuildProductFiles);

        if (WorkingCL > 0)
        {
            // Sign everything we built
            CodeSign.SignMultipleIfEXEOrDLL(this, Build.BuildProductFiles);

            // Open files for add or edit
            UE4Build.AddBuildProductsToChangelist(WorkingCL, Build.BuildProductFiles);
        }
    }