Пример #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>
 /// <param name="OutputItems">Set of all output items</param>
 /// <returns>List of actions that need to be executed</returns>
 static void GatherOutputItems(TargetDescriptor TargetDescriptor, TargetMakefile Makefile, HashSet <FileItem> OutputItems)
 {
     if (TargetDescriptor.SpecificFilesToCompile.Count > 0)
     {
         // If we're just compiling a specific files, set the target items to be all the derived items
         List <FileItem> FilesToCompile = TargetDescriptor.SpecificFilesToCompile.ConvertAll(x => FileItem.GetItemByFileReference(x));
         OutputItems.UnionWith(
             Makefile.Actions.Where(x => x.PrerequisiteItems.Any(y => FilesToCompile.Contains(y)))
             .SelectMany(x => x.ProducedItems));
     }
     else if (TargetDescriptor.OnlyModuleNames.Count > 0)
     {
         // Find the output items for this module
         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);
             }
             OutputItems.UnionWith(OutputItemsForModule);
         }
     }
     else
     {
         // Use all the output items from the target
         OutputItems.UnionWith(Makefile.OutputItems);
     }
 }
Пример #2
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);
        }
Пример #3
0
        /// <summary>
        /// Write project file info in JSON file.
        /// For every combination of <c>UnrealTargetPlatform</c>, <c>UnrealTargetConfiguration</c> and <c>TargetType</c>
        /// will be generated separate JSON file.
        /// Project file will be stored:
        /// For UE4:  {UE4Root}/Engine/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json
        /// For game: {GameRoot}/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json
        /// </summary>
        /// <remarks>
        /// * <c>UnrealTargetPlatform.Win32</c> will be always ignored.
        /// * <c>TargetType.Editor</c> will be generated for current platform only and will ignore <c>UnrealTargetConfiguration.Test</c> and <c>UnrealTargetConfiguration.Shipping</c> configurations
        /// * <c>TargetType.Program</c>  will be generated for current platform only and <c>UnrealTargetConfiguration.Development</c> configuration only
        /// </remarks>
        /// <param name="InPlatforms"></param>
        /// <param name="InConfigurations"></param>
        /// <param name="PlatformProjectGenerators"></param>
        /// <returns></returns>
        public override bool WriteProjectFile(List <UnrealTargetPlatform> InPlatforms,
                                              List <UnrealTargetConfiguration> InConfigurations,
                                              PlatformProjectGeneratorCollection PlatformProjectGenerators)
        {
            string             ProjectName       = ProjectFilePath.GetFileNameWithoutAnyExtensions();
            DirectoryReference projectRootFolder = DirectoryReference.Combine(RootPath, ".Rider");
            List <Tuple <FileReference, UEBuildTarget> > fileToTarget = new List <Tuple <FileReference, UEBuildTarget> >();

            foreach (UnrealTargetPlatform Platform in InPlatforms.Where(it => it != UnrealTargetPlatform.Win32))
            {
                foreach (UnrealTargetConfiguration Configuration in InConfigurations)
                {
                    foreach (ProjectTarget ProjectTarget in ProjectTargets)
                    {
                        if (TargetTypes.Any() && !TargetTypes.Contains(ProjectTarget.TargetRules.Type))
                        {
                            continue;
                        }

                        // Skip Programs for all configs except for current platform + Development configuration
                        if (ProjectTarget.TargetRules.Type == TargetType.Program && (BuildHostPlatform.Current.Platform != Platform || Configuration != UnrealTargetConfiguration.Development))
                        {
                            continue;
                        }

                        // Skip Editor for all platforms except for current platform
                        if (ProjectTarget.TargetRules.Type == TargetType.Editor && (BuildHostPlatform.Current.Platform != Platform || (Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)))
                        {
                            continue;
                        }

                        DirectoryReference ConfigurationFolder = DirectoryReference.Combine(projectRootFolder, Platform.ToString(), Configuration.ToString());

                        DirectoryReference TargetFolder =
                            DirectoryReference.Combine(ConfigurationFolder, ProjectTarget.TargetRules.Type.ToString());

                        string DefaultArchitecture = UEBuildPlatform
                                                     .GetBuildPlatform(BuildHostPlatform.Current.Platform)
                                                     .GetDefaultArchitecture(ProjectTarget.UnrealProjectFilePath);
                        TargetDescriptor TargetDesc = new TargetDescriptor(ProjectTarget.UnrealProjectFilePath, ProjectTarget.Name,
                                                                           BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development,
                                                                           DefaultArchitecture, Arguments);
                        UEBuildTarget BuildTarget = UEBuildTarget.Create(TargetDesc, false, false);
                        FileReference OutputFile  = FileReference.Combine(TargetFolder, $"{ProjectName}.json");
                        fileToTarget.Add(Tuple.Create(OutputFile, BuildTarget));
                    }
                }
            }
            foreach (Tuple <FileReference, UEBuildTarget> tuple in fileToTarget)
            {
                SerializeTarget(tuple.Item1, tuple.Item2);
            }

            return(true);
        }
        /// <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);
        }
Пример #5
0
        public override bool Equals(object Obj)
        {
            TargetDescriptor Other = Obj as TargetDescriptor;

            if (Other != null)
            {
                return
                    (ProjectFile == Other.ProjectFile &&
                     Name == Other.Name &&
                     Platform == Other.Platform &&
                     Configuration == Other.Configuration &&
                     Architecture == Other.Architecture);
            }
            return(false);
        }
Пример #6
0
 public UEBuildGame(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
     : base(InDesc, InRulesObject, "UE4", InTargetCsFilename)
 {
     if (ShouldCompileMonolithic())
     {
         if (!UnrealBuildTool.IsDesktopPlatform(Platform) || Platform == UnrealTargetPlatform.WinRT || Platform == UnrealTargetPlatform.WinRT_ARM)
         {
             // We are compiling for a console...
             // We want the output to go into the <GAME>\Binaries folder
             if (!InRulesObject.bOutputToEngineBinaries)
             {
                 OutputPaths = OutputPaths.Select(Path => Path.Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries")).ToList();
             }
         }
     }
 }
Пример #7
0
		public UEBuildClient(TargetDescriptor InDesc, TargetRules InRulesObject, RulesAssembly InRulesAssembly, FileReference InTargetCsFilename)
			: base(InDesc, InRulesObject, InRulesAssembly, "UE4Client", InTargetCsFilename)
		{
			if (ShouldCompileMonolithic())
			{
				if (!UnrealBuildTool.IsDesktopPlatform(Platform))
				{
					// We are compiling for a console...
					// We want the output to go into the <GAME>\Binaries folder
					if (!InRulesObject.bOutputToEngineBinaries)
					{
						OutputPaths = OutputPaths.Select(Path => new FileReference(Path.FullName.Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries"))).ToList();
					}
				}
			}
		}
Пример #8
0
		public UEBuildClient(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
            : base(InDesc, InRulesObject, "UE4Client", InTargetCsFilename)
        {
            if (ShouldCompileMonolithic())
            {
                if (!UnrealBuildTool.IsDesktopPlatform(Platform) || Platform == UnrealTargetPlatform.WinRT || Platform == UnrealTargetPlatform.WinRT_ARM)
                {
                    // We are compiling for a console...
                    // We want the output to go into the <GAME>\Binaries folder
                    if (!InRulesObject.bOutputToEngineBinaries)
                    {
						OutputPaths = OutputPaths.Select(Path => Path.Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries")).ToList();
                    }
                }
            }
        }
Пример #9
0
 public UEBuildGame(TargetDescriptor InDesc, TargetRules InRulesObject, RulesAssembly InRulesAssembly, FileReference InTargetCsFilename)
     : base(InDesc, InRulesObject, InRulesAssembly, "UE4", InTargetCsFilename)
 {
     if (ShouldCompileMonolithic())
     {
         if (!UnrealBuildTool.IsDesktopPlatform(Platform))
         {
             // We are compiling for a console...
             // We want the output to go into the <GAME>\Binaries folder
             if (!InRulesObject.bOutputToEngineBinaries)
             {
                 OutputPaths = OutputPaths.Select(Path => new FileReference(Path.FullName.Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries"))).ToList();
             }
         }
     }
 }
Пример #10
0
 public UEBuildGame(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
     : base(InDesc, InRulesObject, "UE4", InTargetCsFilename)
 {
     if (ShouldCompileMonolithic())
     {
         if ((UnrealBuildTool.IsDesktopPlatform(Platform) == false) ||
             (Platform == UnrealTargetPlatform.WinRT) ||
             (Platform == UnrealTargetPlatform.WinRT_ARM))
         {
             // We are compiling for a console...
             // We want the output to go into the <GAME>\Binaries folder
             if (InRulesObject.bOutputToEngineBinaries == false)
             {
                 for (int Index = 0; Index < OutputPaths.Length; Index++)
                 {
                     OutputPaths[Index] = OutputPaths[Index].Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries");
                 }
             }
         }
     }
 }
Пример #11
0
 public UEBuildClient(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
     : base(InDesc, InRulesObject, "UE4Client", InTargetCsFilename)
 {
     if (ShouldCompileMonolithic())
     {
         if ((UnrealBuildTool.IsDesktopPlatform(Platform) == false) ||
             (Platform == UnrealTargetPlatform.WinRT) ||
             (Platform == UnrealTargetPlatform.WinRT_ARM))
         {
             // We are compiling for a console...
             // We want the output to go into the <GAME>\Binaries folder
             if (InRulesObject.bOutputToEngineBinaries == false)
             {
                 for (int Index = 0; Index < OutputPaths.Length; Index++)
                 {
                     OutputPaths[Index] = OutputPaths[Index].Replace("Engine\\Binaries", InDesc.TargetName + "\\Binaries");
                 }
             }
         }
     }
 }
        /// <summary>
        /// Execute this command
        /// </summary>
        /// <param name="Arguments">Command line arguments</param>
        /// <returns>Exit code (always zero)</returns>
        public override int Execute(CommandLineArguments Arguments)
        {
            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");
                }

                // Write the output file
                Log.TraceInformation("Writing {0}...", OutputFile);
                Target.ExportJson(OutputFile);
            }
            return(0);
        }
Пример #13
0
        /// <summary>
        /// Build a list of targets
        /// </summary>
        /// <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>
        /// <param name="bSkipPreBuildTargets">If true then only the current target descriptors will be built.</param>
        /// <returns>Result from the compilation</returns>
        public static void Build(List <TargetDescriptor> TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, bool bSkipPreBuildTargets = false)
        {
            List <TargetMakefile> TargetMakefiles = new List <TargetMakefile>();

            for (int Idx = 0; Idx < TargetDescriptors.Count; ++Idx)
            {
                TargetMakefile NewMakefile = CreateMakefile(BuildConfiguration, TargetDescriptors[Idx], WorkingSet);
                TargetMakefiles.Add(NewMakefile);
                if (!bSkipPreBuildTargets)
                {
                    foreach (TargetInfo PreBuildTarget in NewMakefile.PreBuildTargets)
                    {
                        TargetDescriptor NewTarget = TargetDescriptor.FromTargetInfo(PreBuildTarget);
                        if (!TargetDescriptors.Contains(NewTarget))
                        {
                            TargetDescriptors.Add(NewTarget);
                        }
                    }
                }
            }

            Build(TargetMakefiles.ToArray(), TargetDescriptors, BuildConfiguration, WorkingSet, Options, WriteOutdatedActionsFile);
        }
        /// <summary>
        /// Gets the file path for a UBTMakefile
        /// </summary>
        /// <param name="TargetDescs">List of targets.  Order is not important</param>
        /// <param name="HotReload">The hot reload state.</param>
        /// <returns>UBTMakefile path</returns>
        public static FileReference GetUBTMakefilePath(List <TargetDescriptor> TargetDescs, EHotReload HotReload)
        {
            FileReference UBTMakefilePath;

            if (TargetDescs.Count == 1)
            {
                TargetDescriptor TargetDesc = TargetDescs[0];

                string UBTMakefileName = (HotReload != EHotReload.Disabled) ? "HotReloadMakefile.ubt" : "Makefile.ubt";

                UBTMakefilePath = FileReference.Combine(GetUBTMakefileDirectoryPathForSingleTarget(TargetDesc), UBTMakefileName);
            }
            else
            {
                // For Makefiles that contain multiple targets, we'll make up a file name that contains all of the targets, their
                // configurations and platforms, and save it into the base intermediate folder
                string TargetCollectionName = MakeTargetCollectionName(TargetDescs);

                TargetDescriptor DescriptorWithProject = TargetDescs.FirstOrDefault(x => x.ProjectFile != null);

                DirectoryReference ProjectIntermediatePath;
                if (DescriptorWithProject != null)
                {
                    ProjectIntermediatePath = DirectoryReference.Combine(DescriptorWithProject.ProjectFile.Directory, "Intermediate", "Build");
                }
                else
                {
                    ProjectIntermediatePath = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build");
                }

                // @todo ubtmake: The TargetCollectionName string could be really long if there is more than one target!  Hash it?
                UBTMakefilePath = FileReference.Combine(ProjectIntermediatePath, TargetCollectionName + ".ubt");
            }

            return(UBTMakefilePath);
        }
Пример #15
0
        /// <summary>
        /// Write project file info in JSON file.
        /// For every combination of <c>UnrealTargetPlatform</c>, <c>UnrealTargetConfiguration</c> and <c>TargetType</c>
        /// will be generated separate JSON file.
        /// Project file will be stored:
        /// For UE4:  {UE4Root}/Engine/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json
        /// For game: {GameRoot}/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json
        /// </summary>
        /// <remarks>
        /// * <c>UnrealTargetPlatform.Win32</c> will be always ignored.
        /// * <c>TargetType.Editor</c> will be generated for current platform only and will ignore <c>UnrealTargetConfiguration.Test</c> and <c>UnrealTargetConfiguration.Shipping</c> configurations
        /// * <c>TargetType.Program</c>  will be generated for current platform only and <c>UnrealTargetConfiguration.Development</c> configuration only
        /// </remarks>
        /// <param name="InPlatforms"></param>
        /// <param name="InConfigurations"></param>
        /// <param name="PlatformProjectGenerators"></param>
        /// <param name="Minimize"></param>
        /// <returns></returns>
        public bool WriteProjectFile(List <UnrealTargetPlatform> InPlatforms,
                                     List <UnrealTargetConfiguration> InConfigurations,
                                     PlatformProjectGeneratorCollection PlatformProjectGenerators, JsonWriterStyle Minimize)
        {
            string             ProjectName       = ProjectFilePath.GetFileNameWithoutAnyExtensions();
            DirectoryReference ProjectRootFolder = RootPath;
            List <Tuple <FileReference, UEBuildTarget> > FileToTarget = new List <Tuple <FileReference, UEBuildTarget> >();

            foreach (UnrealTargetPlatform Platform in InPlatforms)
            {
                foreach (UnrealTargetConfiguration Configuration in InConfigurations)
                {
                    foreach (ProjectTarget ProjectTarget in ProjectTargets)
                    {
                        if (TargetTypes.Any() && !TargetTypes.Contains(ProjectTarget.TargetRules.Type))
                        {
                            continue;
                        }

                        // Skip Programs for all configs except for current platform + Development & Debug configurations
                        if (ProjectTarget.TargetRules.Type == TargetType.Program &&
                            (BuildHostPlatform.Current.Platform != Platform ||
                             !(Configuration == UnrealTargetConfiguration.Development || Configuration == UnrealTargetConfiguration.Debug)))
                        {
                            continue;
                        }

                        // Skip Editor for all platforms except for current platform
                        if (ProjectTarget.TargetRules.Type == TargetType.Editor && (BuildHostPlatform.Current.Platform != Platform || (Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)))
                        {
                            continue;
                        }

                        DirectoryReference ConfigurationFolder = DirectoryReference.Combine(ProjectRootFolder, Platform.ToString(), Configuration.ToString());

                        DirectoryReference TargetFolder =
                            DirectoryReference.Combine(ConfigurationFolder, ProjectTarget.TargetRules.Type.ToString());

                        string DefaultArchitecture = UEBuildPlatform
                                                     .GetBuildPlatform(Platform)
                                                     .GetDefaultArchitecture(ProjectTarget.UnrealProjectFilePath);
                        TargetDescriptor TargetDesc = new TargetDescriptor(ProjectTarget.UnrealProjectFilePath, ProjectTarget.Name,
                                                                           Platform, Configuration, DefaultArchitecture, Arguments);
                        try
                        {
                            UEBuildTarget BuildTarget = UEBuildTarget.Create(TargetDesc, false, false);

                            FileReference OutputFile = FileReference.Combine(TargetFolder, $"{ProjectName}.json");
                            FileToTarget.Add(Tuple.Create(OutputFile, BuildTarget));
                        }
                        catch (Exception Ex)
                        {
                            Log.TraceWarning("Exception while generating include data for Target:{0}, Platform: {1}, Configuration: {2}", TargetDesc.Name, Platform.ToString(), Configuration.ToString());
                            Log.TraceWarning(Ex.ToString());
                        }
                    }
                }
            }
            foreach (Tuple <FileReference, UEBuildTarget> tuple in FileToTarget)
            {
                try
                {
                    CurrentTarget = tuple.Item2;
                    CurrentTarget.PreBuildSetup();
                    SerializeTarget(tuple.Item1, CurrentTarget, Minimize);
                }
                catch (Exception Ex)
                {
                    Log.TraceWarning("Exception while generating include data for Target:{0}, Platform: {1}, Configuration: {2}", tuple.Item2.AppName, tuple.Item2.Platform.ToString(), tuple.Item2.Configuration.ToString());
                    Log.TraceWarning(Ex.ToString());
                }
            }

            return(true);
        }
Пример #16
0
        /// <summary>
        /// Build a list of targets
        /// </summary>
        /// <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>
        public static void Build(List <TargetDescriptor> TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile)
        {
            // Create a makefile for each target
            TargetMakefile[] Makefiles = new TargetMakefile[TargetDescriptors.Count];
            for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
            {
                Makefiles[TargetIdx] = CreateMakefile(BuildConfiguration, TargetDescriptors[TargetIdx], WorkingSet);
            }

            // 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));
                }

                // Find all the actions to be executed
                HashSet <Action>[] ActionsToExecute = new HashSet <Action> [TargetDescriptors.Count];
                for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
                {
                    ActionsToExecute[TargetIdx] = GetActionsForTarget(BuildConfiguration, TargetDescriptors[TargetIdx], Makefiles[TargetIdx]);
                }

                // If there are multiple targets being built, merge the actions together
                List <Action> MergedActionsToExecute;
                if (TargetDescriptors.Count == 1)
                {
                    MergedActionsToExecute = new List <Action>(ActionsToExecute[0]);
                }
                else
                {
                    MergedActionsToExecute = MergeActionGraphs(TargetDescriptors, ActionsToExecute);
                }

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

                // 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.
                ActionHistory.SaveAll();

                // 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);
                        }
                    }
                }
            }
        }
Пример #17
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);
        }
		/// <summary>
		/// Invalidates makefiles for given target.
		/// </summary>
		/// <param name="Target">Target</param>
		private static void InvalidateMakefiles(TargetDescriptor Target)
		{
			string[] MakefileNames = new string[] { "HotReloadMakefile.ubt", "Makefile.ubt" };
			DirectoryReference BaseDir = GetUBTMakefileDirectoryPathForSingleTarget(Target);

			foreach (string MakefileName in MakefileNames)
			{
				FileReference MakefileRef = FileReference.Combine(BaseDir, MakefileName);
				if (MakefileRef.Exists())
				{
					MakefileRef.Delete();
				}
			}
		}
Пример #19
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);
        }
Пример #20
0
        /// <summary>
        /// Build a target remotely
        /// </summary>
        /// <param name="TargetDesc">Descriptor for the target to build</param>
        /// <param name="RemoteLogFile">Path to store the remote log file</param>
        /// <returns>True if the build succeeded, false otherwise</returns>
        public bool Build(TargetDescriptor TargetDesc, FileReference RemoteLogFile)
        {
            // Get the directory for working files
            DirectoryReference BaseDir = DirectoryReference.FromFile(TargetDesc.ProjectFile) ?? UnrealBuildTool.EngineDirectory;
            DirectoryReference TempDir = DirectoryReference.Combine(BaseDir, "Intermediate", "Remote", TargetDesc.Name, TargetDesc.Platform.ToString(), TargetDesc.Configuration.ToString());

            DirectoryReference.CreateDirectory(TempDir);

            // Compile the rules assembly
            RulesCompiler.CreateTargetRulesAssembly(TargetDesc.ProjectFile, TargetDesc.Name, false, false, TargetDesc.ForeignPlugin);

            // Path to the local manifest file. This has to be translated from the remote format after the build is complete.
            List <FileReference> LocalManifestFiles = new List <FileReference>();

            // Path to the remote manifest file
            FileReference RemoteManifestFile = FileReference.Combine(TempDir, "Manifest.xml");

            // Prepare the arguments we will pass to the remote build
            List <string> RemoteArguments = new List <string>();

            RemoteArguments.Add(TargetDesc.Name);
            RemoteArguments.Add(TargetDesc.Platform.ToString());
            RemoteArguments.Add(TargetDesc.Configuration.ToString());
            RemoteArguments.Add("-SkipRulesCompile");             // Use the rules assembly built locally
            RemoteArguments.Add("-ForceXmlConfigCache");          // Use the XML config cache built locally, since the remote won't have it
            RemoteArguments.Add(String.Format("-Log={0}", GetRemotePath(RemoteLogFile)));
            RemoteArguments.Add(String.Format("-Manifest={0}", GetRemotePath(RemoteManifestFile)));

            if (TargetDesc.ProjectFile != null)
            {
                RemoteArguments.Add(String.Format("-Project={0}", GetRemotePath(TargetDesc.ProjectFile)));
            }

            foreach (string LocalArgument in TargetDesc.AdditionalArguments)
            {
                int EqualsIdx = LocalArgument.IndexOf('=');
                if (EqualsIdx == -1)
                {
                    RemoteArguments.Add(LocalArgument);
                    continue;
                }

                string Key   = LocalArgument.Substring(0, EqualsIdx);
                string Value = LocalArgument.Substring(EqualsIdx + 1);

                if (Key.Equals("-Log", StringComparison.InvariantCultureIgnoreCase))
                {
                    // We are already writing to the local log file. The remote will produce a different log (RemoteLogFile)
                    continue;
                }
                if (Key.Equals("-Manifest", StringComparison.InvariantCultureIgnoreCase))
                {
                    LocalManifestFiles.Add(new FileReference(Value));
                    continue;
                }

                string RemoteArgument = LocalArgument;
                foreach (RemoteMapping Mapping in Mappings)
                {
                    if (Value.StartsWith(Mapping.LocalDirectory.FullName, StringComparison.InvariantCultureIgnoreCase))
                    {
                        RemoteArgument = String.Format("{0}={1}", Key, GetRemotePath(Value));
                        break;
                    }
                }
                RemoteArguments.Add(RemoteArgument);
            }

            // Handle any per-platform setup that is required
            if (TargetDesc.Platform == UnrealTargetPlatform.IOS || TargetDesc.Platform == UnrealTargetPlatform.TVOS)
            {
                // Always generate a .stub
                RemoteArguments.Add("-CreateStub");

                // Get the provisioning data for this project
                IOSProvisioningData ProvisioningData = ((IOSPlatform)UEBuildPlatform.GetBuildPlatform(TargetDesc.Platform)).ReadProvisioningData(TargetDesc.ProjectFile);
                if (ProvisioningData == null || ProvisioningData.MobileProvisionFile == null)
                {
                    throw new BuildException("Unable to find mobile provision for {0}. See log for more information.", TargetDesc.Name);
                }

                // Create a local copy of the provision
                FileReference MobileProvisionFile = FileReference.Combine(TempDir, ProvisioningData.MobileProvisionFile.GetFileName());
                if (FileReference.Exists(MobileProvisionFile))
                {
                    FileReference.SetAttributes(MobileProvisionFile, FileAttributes.Normal);
                }
                FileReference.Copy(ProvisioningData.MobileProvisionFile, MobileProvisionFile, true);
                Log.TraceInformation("[Remote] Uploading {0}", MobileProvisionFile);
                UploadFile(MobileProvisionFile);

                // Extract the certificate for the project
                FileReference CertificateFile = FileReference.Combine(TempDir, "Certificate.p12");
                if (!FileReference.Exists(CertificateFile))
                {
                    StringBuilder Arguments = new StringBuilder("ExportCertificate");
                    if (TargetDesc.ProjectFile == null)
                    {
                        Arguments.AppendFormat(" \"{0}\"", UnrealBuildTool.EngineSourceDirectory);
                    }
                    else
                    {
                        Arguments.AppendFormat(" \"{0}\"", TargetDesc.ProjectFile.Directory);
                    }
                    Arguments.AppendFormat(" -certificate \"{0}\"", CertificateFile);

                    ProcessStartInfo StartInfo = new ProcessStartInfo();
                    StartInfo.FileName  = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Binaries", "DotNET", "IOS", "IPhonePackager.exe").FullName;
                    StartInfo.Arguments = Arguments.ToString();
                    if (Utils.RunLocalProcessAndLogOutput(StartInfo) != 0)
                    {
                        throw new BuildException("IphonePackager failed.");
                    }
                }

                // Upload the certificate to the remote
                Log.TraceInformation("[Remote] Uploading {0}", CertificateFile);
                UploadFile(CertificateFile);

                // Tell the remote UBT instance to use them
                RemoteArguments.Add(String.Format("-ImportProvision={0}", GetRemotePath(MobileProvisionFile)));
                RemoteArguments.Add(String.Format("-ImportCertificate={0}", GetRemotePath(CertificateFile)));
                RemoteArguments.Add(String.Format("-ImportCertificatePassword=A"));
            }

            // Upload the workspace files
            Log.TraceInformation("[Remote] Uploading workspace files");
            UploadWorkspace(TempDir);

            // Fixup permissions on any shell scripts
            Execute(RemoteBaseDir, String.Format("chmod +x {0}/Build/BatchFiles/Mac/*.sh", EscapeShellArgument(GetRemotePath(UnrealBuildTool.EngineDirectory))));

            // Execute the compile
            Log.TraceInformation("[Remote] Executing build");

            StringBuilder BuildCommandLine = new StringBuilder("Engine/Build/BatchFiles/Mac/Build.sh");

            foreach (string RemoteArgument in RemoteArguments)
            {
                BuildCommandLine.AppendFormat(" {0}", EscapeShellArgument(RemoteArgument));
            }

            int Result = Execute(GetRemotePath(UnrealBuildTool.RootDirectory), BuildCommandLine.ToString());

            if (Result != 0)
            {
                if (RemoteLogFile != null)
                {
                    Log.TraceInformation("[Remote] Downloading {0}", RemoteLogFile);
                    DownloadFile(RemoteLogFile);
                }
                return(false);
            }

            // Download the manifest
            Log.TraceInformation("[Remote] Downloading {0}", RemoteManifestFile);
            DownloadFile(RemoteManifestFile);

            // Convert the manifest to local form
            BuildManifest Manifest = Utils.ReadClass <BuildManifest>(RemoteManifestFile.FullName);

            for (int Idx = 0; Idx < Manifest.BuildProducts.Count; Idx++)
            {
                Manifest.BuildProducts[Idx] = GetLocalPath(Manifest.BuildProducts[Idx]).FullName;
            }

            // Download the files from the remote
            if (TargetDesc.AdditionalArguments.Any(x => x.Equals("-GenerateManifest", StringComparison.InvariantCultureIgnoreCase)))
            {
                LocalManifestFiles.Add(FileReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "Manifest.xml"));
            }
            else
            {
                Log.TraceInformation("[Remote] Downloading build products");

                List <FileReference> FilesToDownload = new List <FileReference>();
                FilesToDownload.Add(RemoteLogFile);
                FilesToDownload.AddRange(Manifest.BuildProducts.Select(x => new FileReference(x)));
                DownloadFiles(FilesToDownload);
            }

            // Write out all the local manifests
            foreach (FileReference LocalManifestFile in LocalManifestFiles)
            {
                Log.TraceInformation("[Remote] Writing {0}", LocalManifestFile);
                Utils.WriteClass <BuildManifest>(Manifest, LocalManifestFile.FullName, "");
            }
            return(true);
        }
Пример #21
0
		/// <summary>
		/// Creates a target object for the specified target name.
		/// </summary>
		/// <param name="GameFolder">Root folder for the target's game, if this is a game target</param>
		/// <param name="TargetName">Name of the target</param>
		/// <param name="Target">Information about the target associated with this target</param>
		/// <returns>The build target object for the specified build rules source file</returns>
		public static UEBuildTarget CreateTarget(TargetDescriptor Desc)
		{
			var CreateTargetStartTime = DateTime.UtcNow;

			string TargetFileName;
			TargetRules RulesObject = CreateTargetRules(Desc.TargetName, new TargetInfo(Desc.Platform, Desc.Configuration), Desc.bIsEditorRecompile, out TargetFileName);
			if (Desc.bIsEditorRecompile)
			{
				// Now that we found the actual Editor target, make sure we're no longer using the old TargetName (which is the Game target)
				var TargetSuffixIndex = RulesObject.TargetName.LastIndexOf("Target");
				Desc.TargetName = (TargetSuffixIndex > 0) ? RulesObject.TargetName.Substring(0, TargetSuffixIndex) : RulesObject.TargetName;
			}
			if ((ProjectFileGenerator.bGenerateProjectFiles == false) && (RulesObject.SupportsPlatform(Desc.Platform) == false))
			{
				if (UEBuildConfiguration.bCleanProject)
				{
					return null;
				}
				throw new BuildException("{0} does not support the {1} platform.", Desc.TargetName, Desc.Platform.ToString());
			}

			// Generate a build target from this rules module
			UEBuildTarget BuildTarget = null;
			switch (RulesObject.Type)
			{
				case TargetRules.TargetType.Game:
					BuildTarget = new UEBuildGame(Desc, RulesObject, TargetFileName);
					break;
				case TargetRules.TargetType.Editor:
					BuildTarget = new UEBuildEditor(Desc, RulesObject, TargetFileName);
					break;
                case TargetRules.TargetType.Client:
                    BuildTarget = new UEBuildClient(Desc, RulesObject, TargetFileName);
                    break;
				case TargetRules.TargetType.Server:
					BuildTarget = new UEBuildServer(Desc, RulesObject, TargetFileName);
					break;
				case TargetRules.TargetType.Program:
					BuildTarget = new UEBuildTarget(Desc, RulesObject, null, TargetFileName);
					break;
			}

			if( BuildConfiguration.bPrintPerformanceInfo )
			{ 
				var CreateTargetTime = (DateTime.UtcNow - CreateTargetStartTime).TotalSeconds;
				Log.TraceInformation( "CreateTarget for " + Desc.TargetName + " took " + CreateTargetTime + "s" );
			}

			if (BuildTarget == null)
			{
				throw new BuildException("Failed to create build target for '{0}'.", Desc.TargetName);
			}

			return BuildTarget;
		}
Пример #22
0
        public static UEBuildTarget CreateTarget( TargetDescriptor Desc )
        {
            string TargetName = Desc.TargetName;
            List<string> AdditionalDefinitions = Desc.AdditionalDefinitions;
            UnrealTargetPlatform Platform = Desc.Platform;
            UnrealTargetConfiguration Configuration = Desc.Configuration;
            string RemoteRoot = Desc.RemoteRoot;
            List<OnlyModule> OnlyModules = Desc.OnlyModules;
            bool bIsEditorRecompile = Desc.bIsEditorRecompile;

            UEBuildTarget BuildTarget = null;
            if( !ProjectFileGenerator.bGenerateProjectFiles )
            {
                // Configure the rules compiler
                string PossibleAssemblyName = TargetName;
                if (bIsEditorRecompile == true)
                {
                    PossibleAssemblyName += "_EditorRecompile";
                }

                // Scan the disk to find source files for all known targets and modules, and generate "in memory" project
                // file data that will be used to determine what to build
                RulesCompiler.SetAssemblyNameAndGameFolders( PossibleAssemblyName, UEBuildTarget.DiscoverAllGameFolders() );
            }

            // Try getting it from the RulesCompiler
            UEBuildTarget Target = RulesCompiler.CreateTarget(
                TargetName:TargetName,
                Target:new TargetInfo(Platform, Configuration),
                InAdditionalDefinitions:AdditionalDefinitions,
                InRemoteRoot:RemoteRoot,
                InOnlyModules:OnlyModules,
                bInEditorRecompile:bIsEditorRecompile);
            if (Target == null)
            {
                if (UEBuildConfiguration.bCleanProject)
                {
                    return null;
                }
                throw new BuildException( "Couldn't find target name {0}.", TargetName );
            }
            else
            {
                BuildTarget = Target;
            }
            return BuildTarget;
        }
Пример #23
0
 public UEBuildEditor(TargetDescriptor InDesc, TargetRules InRulesObject, RulesAssembly InRulesAssembly, FileReference InTargetCsFilename)
     : base(InDesc, InRulesObject, InRulesAssembly, "UE4Editor", InTargetCsFilename)
 {
 }
Пример #24
0
 public UEBuildEditor(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
     : base(InDesc, InRulesObject, "UE4Editor", InTargetCsFilename)
 {
 }
Пример #25
0
		/// <summary>
		/// Checks if the editor is currently running and this is a hot-reload
		/// </summary>
		/// <param name="ResetPlatform"></param>
		/// <param name="ResetConfiguration"></param>
		/// <param name="TargetDesc"></param>
		/// <returns></returns>
		private static bool ShouldDoHotReloadFromIDE(TargetDescriptor TargetDesc)
		{
			if (UnrealBuildTool.CommandLineContains("-NoHotReloadFromIDE"))
			{
				// Hot reload disabled through command line, possibly running from UAT
				return false;
			}

			bool bIsRunning = false;
			
			// @todo ubtmake: Kind of cheating here to figure out if an editor target.  At this point we don't have access to the actual target description, and
			// this code must be able to execute before we create or load module rules DLLs so that hot reload can work with bUseUBTMakefiles
			bool bIsEditorTarget = TargetDesc.TargetName.EndsWith( "Editor", StringComparison.InvariantCultureIgnoreCase ) || TargetDesc.bIsEditorRecompile;	

			if (!ProjectFileGenerator.bGenerateProjectFiles && !UEBuildConfiguration.bGenerateManifest && bIsEditorTarget )
			{
				var EditorProcessFilenames = UEBuildTarget.MakeExecutablePaths("..", "UE4Editor", TargetDesc.Platform, TargetDesc.Configuration, UnrealTargetConfiguration.Development, false, null);
				if (EditorProcessFilenames.Count != 1)
				{
					throw new BuildException("ShouldDoHotReload cannot handle multiple binaries returning from UEBuildTarget.MakeExecutablePaths");
				}

				var EditorProcessFilename = EditorProcessFilenames[0];
				var EditorProcessName = Path.GetFileNameWithoutExtension(EditorProcessFilename);
				var EditorProcesses = BuildHostPlatform.Current.GetProcessesByName(EditorProcessName);
				var BinariesPath = Path.GetFullPath(Path.GetDirectoryName(EditorProcessFilename));
				var PerProjectBinariesPath = Path.Combine(UnrealBuildTool.GetUProjectPath(), BinariesPath.Substring(BinariesPath.LastIndexOf("Binaries")));
				bIsRunning = EditorProcesses.FirstOrDefault(EditorProc =>
					{
						if(!Path.GetFullPath(EditorProc.Filename).StartsWith(BinariesPath, StringComparison.InvariantCultureIgnoreCase))
						{
							return false;
						}

						if(PerProjectBinariesPath.Equals(BinariesPath, StringComparison.InvariantCultureIgnoreCase))
						{
							return false;
						}

						var Modules = BuildHostPlatform.Current.GetProcessModules(EditorProc.PID, EditorProc.Filename);
						if(!Modules.Any(Module => Module.StartsWith(PerProjectBinariesPath)))
						{
							return false;
						}

						return true;
					}) != default(BuildHostPlatform.ProcessInfo);
			}
			return bIsRunning;
		}
Пример #26
0
		public UEBuildEditor(TargetDescriptor InDesc, TargetRules InRulesObject, RulesAssembly InRulesAssembly, FileReference InTargetCsFilename)
			: base(InDesc, InRulesObject, InRulesAssembly, "UE4Editor", InTargetCsFilename)
		{
		}
Пример #27
0
        /// <summary>
        /// Parse a list of target descriptors from the command line
        /// </summary>
        /// <param name="Arguments">Command-line arguments</param>
        /// <param name="ProjectFile">The project file, if already set. May be updated if not.</param>
        /// <returns>List of target descriptors</returns>
        public static List <TargetDescriptor> ParseCommandLine(string[] Arguments, ref FileReference ProjectFile)
        {
            UnrealTargetPlatform      Platform      = UnrealTargetPlatform.Unknown;
            UnrealTargetConfiguration Configuration = UnrealTargetConfiguration.Unknown;
            List <string>             TargetNames   = new List <string>();
            List <TargetType>         TargetTypes   = new List <TargetType>();
            string            Architecture          = null;
            List <OnlyModule> OnlyModules           = new List <OnlyModule>();
            FileReference     ForeignPlugin         = null;
            string            ForceReceiptFileName  = null;

            // Settings for creating/using static libraries for the engine
            for (int ArgumentIndex = 0; ArgumentIndex < Arguments.Length; ArgumentIndex++)
            {
                string Argument = Arguments[ArgumentIndex];
                if (!Argument.StartsWith("-"))
                {
                    UnrealTargetPlatform ParsedPlatform;
                    if (Enum.TryParse(Argument, true, out ParsedPlatform) && ParsedPlatform != UnrealTargetPlatform.Unknown)
                    {
                        if (Platform != UnrealTargetPlatform.Unknown)
                        {
                            throw new BuildException("Multiple platforms specified on command line (first {0}, then {1})", Platform, ParsedPlatform);
                        }
                        Platform = ParsedPlatform;
                        continue;
                    }

                    UnrealTargetConfiguration ParsedConfiguration;
                    if (Enum.TryParse(Argument, true, out ParsedConfiguration) && ParsedConfiguration != UnrealTargetConfiguration.Unknown)
                    {
                        if (Configuration != UnrealTargetConfiguration.Unknown)
                        {
                            throw new BuildException("Multiple configurations specified on command line (first {0}, then {1})", Configuration, ParsedConfiguration);
                        }
                        Configuration = ParsedConfiguration;
                        continue;
                    }

                    // Make sure the target name is valid. It may be the path to a project file.
                    if (Argument.IndexOfAny(new char[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar, '.' }) == -1)
                    {
                        TargetNames.Add(Argument);
                    }
                }
                else
                {
                    string Value;
                    if (ParseArgumentValue(Argument, "-TargetType=", out Value))
                    {
                        TargetType Type;
                        if (!Enum.TryParse(Value, true, out Type))
                        {
                            throw new BuildException("Invalid target type: '{0}'", Value);
                        }
                        TargetTypes.Add(Type);
                    }
                    else if (ParseArgumentValue(Argument, "-Module=", out Value))
                    {
                        OnlyModules.Add(new OnlyModule(Value));
                    }
                    else if (ParseArgumentValue(Argument, "-ModuleWithSuffix=", out Value))
                    {
                        int SuffixIdx = Value.LastIndexOf(',');
                        if (SuffixIdx == -1)
                        {
                            throw new BuildException("Missing suffix argument from -ModuleWithSuffix=Name,Suffix");
                        }
                        OnlyModules.Add(new OnlyModule(Value.Substring(0, SuffixIdx), Value.Substring(SuffixIdx + 1)));
                    }
                    else if (ParseArgumentValue(Argument, "-Plugin=", out Value))
                    {
                        if (ForeignPlugin != null)
                        {
                            throw new BuildException("Only one foreign plugin to compile may be specified per invocation");
                        }
                        ForeignPlugin = new FileReference(Value);
                    }
                    else if (ParseArgumentValue(Argument, "-Receipt=", out Value))
                    {
                        ForceReceiptFileName = Value;
                    }
                    else
                    {
                        switch (Arguments[ArgumentIndex].ToUpperInvariant())
                        {
                        case "-MODULE":
                            throw new BuildException("'-Module <Name>' syntax is no longer supported on the command line. Use '-Module=<Name>' instead.");

                        case "-MODULEWITHSUFFIX":
                            throw new BuildException("'-ModuleWithSuffix <Name> <Suffix>' syntax is no longer supported on the command line. Use '-Module=<Name>,<Suffix>' instead.");

                        case "-PLUGIN":
                            throw new BuildException("'-Plugin <Path>' syntax is no longer supported on the command line. Use '-Plugin=<Path>' instead.");

                        case "-RECEIPT":
                            throw new BuildException("'-Receipt <Path>' syntax is no longer supported on the command line. Use '-Receipt=<Path>' instead.");
                        }
                    }
                }
            }

            if (Platform == UnrealTargetPlatform.Unknown)
            {
                throw new BuildException("Couldn't find platform name.");
            }
            if (Configuration == UnrealTargetConfiguration.Unknown)
            {
                throw new BuildException("Couldn't determine configuration name.");
            }

            if (Architecture == null)
            {
                Architecture = UEBuildPlatform.GetBuildPlatform(Platform).GetDefaultArchitecture(ProjectFile);
            }

            // Create all the target descriptors for targets specified by type
            foreach (TargetType Type in TargetTypes)
            {
                if (ProjectFile == null)
                {
                    throw new BuildException("-TargetType=... requires a project file to be specified");
                }
                else
                {
                    TargetNames.Add(RulesCompiler.CreateProjectRulesAssembly(ProjectFile).GetTargetNameByType(Type, Platform, Configuration, Architecture, ProjectFile, new ReadOnlyBuildVersion(BuildVersion.ReadDefault())));
                }
            }

            // Create all the target descriptor
            List <TargetDescriptor> Targets = new List <TargetDescriptor>();

            foreach (string TargetName in TargetNames)
            {
                // If a project file was not specified see if we can find one
                if (ProjectFile == null && UProjectInfo.TryGetProjectForTarget(TargetName, out ProjectFile))
                {
                    Log.TraceVerbose("Found project file for {0} - {1}", TargetName, ProjectFile);
                }

                TargetDescriptor Target = new TargetDescriptor(ProjectFile, TargetName, Platform, Configuration, Architecture);
                Target.OnlyModules          = OnlyModules;
                Target.ForeignPlugin        = ForeignPlugin;
                Target.ForceReceiptFileName = ForceReceiptFileName;
                Targets.Add(Target);
            }

            // Make sure we could parse something
            if (Targets.Count == 0)
            {
                throw new BuildException("No target name was specified on the command-line.");
            }
            return(Targets);
        }
Пример #28
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);

            // 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);

            // 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.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;
                    }

                    // Create the working set provider
                    using (ISourceFileWorkingSet WorkingSet = SourceFileWorkingSet.Create(UnrealBuildTool.RootDirectory, ProjectDirs))
                    {
                        Build(TargetDescriptors, BuildConfiguration, WorkingSet, Options);
                    }
                }
            }
            finally
            {
                // Save all the caches
                SourceFileMetadataCache.SaveAll();
                CppDependencyCache.SaveAll();
            }
            return(0);
        }
Пример #29
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
            {
                List <TargetDescriptor> TargetDescriptors;

                // Parse all the target descriptors
                using (Timeline.ScopeEvent("TargetDescriptor.ParseCommandLine()"))
                {
                    TargetDescriptors = TargetDescriptor.ParseCommandLine(Arguments, BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile);
                }

                // Hack for specific files 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.SpecificFilesToCompile.Count > 0);
                }

                // 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, bSkipPreBuildTargets))
                        {
                            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 per group.
                    using (ISourceFileWorkingSet WorkingSet = SourceFileWorkingSet.Create(UnrealBuildTool.RootDirectory, ProjectDirs))
                    {
                        Build(TargetDescriptors, BuildConfiguration, WorkingSet, Options, WriteOutdatedActionsFile, bSkipPreBuildTargets);
                    }
                }
            }
            finally
            {
                // Save all the caches
                SourceFileMetadataCache.SaveAll();
                CppDependencyCache.SaveAll();
            }
            return(0);
        }
Пример #30
0
        /// <summary>
        /// Build a list of targets
        /// </summary>
        /// <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="LiveCodingManifest">Path to write the live coding manifest to</param>
        /// <param name="WriteOutdatedActionsFile">Files to write the list of outdated actions to (rather than building them)</param>
        /// <returns>Result from the compilation</returns>
        public static void Build(List <TargetDescriptor> TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference LiveCodingManifest, FileReference WriteOutdatedActionsFile)
        {
            // Create a makefile for each target
            TargetMakefile[] Makefiles = new TargetMakefile[TargetDescriptors.Count];
            for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
            {
                Makefiles[TargetIdx] = CreateMakefile(BuildConfiguration, TargetDescriptors[TargetIdx], WorkingSet);
            }

            // Output the Live Coding manifest
            if (LiveCodingManifest != null)
            {
                List <Action> AllActions = Makefiles.SelectMany(x => x.Actions).ToList();
                HotReload.WriteLiveCodingManifest(LiveCodingManifest, AllActions);
            }

            // 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));

                // Find all the actions to be executed
                HashSet <Action>[] ActionsToExecute = new HashSet <Action> [TargetDescriptors.Count];
                for (int TargetIdx = 0; TargetIdx < TargetDescriptors.Count; TargetIdx++)
                {
                    ActionsToExecute[TargetIdx] = GetActionsForTarget(BuildConfiguration, TargetDescriptors[TargetIdx], Makefiles[TargetIdx]);
                }

                // If there are multiple targets being built, merge the actions together
                List <Action> MergedActionsToExecute;
                if (TargetDescriptors.Count == 1)
                {
                    MergedActionsToExecute = new List <Action>(ActionsToExecute[0]);
                }
                else
                {
                    MergedActionsToExecute = MergeActionGraphs(TargetDescriptors, ActionsToExecute);
                }

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

                // 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.
                ActionHistory.SaveAll();

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

                // Execute the actions
                if ((Options & BuildOptions.XGEExport) != 0)
                {
                    // Just export to an XML file
                    using (Timeline.ScopeEvent("XGE.ExportActions()"))
                    {
                        XGE.ExportActions(MergedActionsToExecute);
                    }
                }
                else if (WriteOutdatedActionsFile != null)
                {
                    // Write actions to an output file
                    using (Timeline.ScopeEvent("ActionGraph.WriteActions"))
                    {
                        ActionGraph.ExportJson(MergedActionsToExecute, WriteOutdatedActionsFile);
                    }
                }
                else
                {
                    // Execute the actions
                    if (MergedActionsToExecute.Count == 0)
                    {
                        if ((Options & BuildOptions.Quiet) == 0)
                        {
                            Log.TraceInformation((TargetDescriptors.Count == 1)? "Target is up to date" : "Targets are up to date");
                        }
                    }
                    else
                    {
                        if ((Options & BuildOptions.Quiet) != 0)
                        {
                            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);
                        }
                    }
                }
            }
        }
Пример #31
0
        public static UEBuildTarget CreateTarget( TargetDescriptor Desc )
        {
            UEBuildTarget BuildTarget = null;
            if( !ProjectFileGenerator.bGenerateProjectFiles )
            {
                // Configure the rules compiler
                string PossibleAssemblyName = Desc.TargetName;
                if (Desc.bIsEditorRecompile == true)
                {
                    PossibleAssemblyName += "_EditorRecompile";
                }

                // Scan the disk to find source files for all known targets and modules, and generate "in memory" project
                // file data that will be used to determine what to build
                RulesCompiler.SetAssemblyNameAndGameFolders( PossibleAssemblyName, UEBuildTarget.DiscoverAllGameFolders(), Desc.ForeignPlugins );
            }

            // Try getting it from the RulesCompiler
            UEBuildTarget Target = RulesCompiler.CreateTarget(Desc);
            if (Target == null)
            {
                if (UEBuildConfiguration.bCleanProject)
                {
                    return null;
                }
                throw new BuildException( "Couldn't find target name {0}.", Desc.TargetName );
            }
            else
            {
                BuildTarget = Target;
            }
            return BuildTarget;
        }
Пример #32
0
        /// <summary>
        /// Determine what needs to be built for a target
        /// </summary>
        /// <param name="BuildConfiguration">The build configuration</param>
        /// <param name="TargetDescriptor">Target being built</param>
        /// <param name="Makefile">Makefile generated for this target</param>
        /// <returns>Set of actions to execute</returns>
        static HashSet <Action> GetActionsForTarget(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, TargetMakefile Makefile)
        {
            // Create the action graph
            ActionGraph.Link(Makefile.Actions);

            // Get the hot-reload mode
            HotReloadMode HotReloadMode = TargetDescriptor.HotReloadMode;

            if (HotReloadMode == HotReloadMode.Default)
            {
                if (TargetDescriptor.HotReloadModuleNameToSuffix.Count > 0 && TargetDescriptor.ForeignPlugin == null)
                {
                    HotReloadMode = HotReloadMode.FromEditor;
                }
                else if (BuildConfiguration.bAllowHotReloadFromIDE && HotReload.ShouldDoHotReloadFromIDE(BuildConfiguration, TargetDescriptor))
                {
                    HotReloadMode = HotReloadMode.FromIDE;
                }
                else
                {
                    HotReloadMode = HotReloadMode.Disabled;
                }
            }

            // Get the root prerequisite actions
            List <Action> PrerequisiteActions = GatherPrerequisiteActions(TargetDescriptor, Makefile);

            // Get the path to the hot reload state file for this target
            FileReference HotReloadStateFile = global::UnrealBuildTool.HotReloadState.GetLocation(TargetDescriptor.ProjectFile, TargetDescriptor.Name, TargetDescriptor.Platform, TargetDescriptor.Configuration, TargetDescriptor.Architecture);

            // Apply the previous hot reload state
            HotReloadState HotReloadState = null;

            if (HotReloadMode == HotReloadMode.Disabled)
            {
                // Make sure we're not doing a partial build from the editor (eg. compiling a new plugin)
                if (TargetDescriptor.ForeignPlugin == null && TargetDescriptor.SingleFileToCompile == null)
                {
                    // Delete the previous state file
                    HotReload.DeleteTemporaryFiles(HotReloadStateFile);
                }
            }
            else
            {
                // Read the previous state file and apply it to the action graph
                if (FileReference.Exists(HotReloadStateFile))
                {
                    HotReloadState = HotReloadState.Load(HotReloadStateFile);
                }
                else
                {
                    HotReloadState = new HotReloadState();
                }

                // Apply the old state to the makefile
                HotReload.ApplyState(HotReloadState, Makefile);

                // If we want a specific suffix on any modules, apply that now. We'll track the outputs later, but the suffix has to be forced (and is always out of date if it doesn't exist).
                HotReload.PatchActionGraphWithNames(PrerequisiteActions, TargetDescriptor.HotReloadModuleNameToSuffix, Makefile);

                // Re-link the action graph
                ActionGraph.Link(PrerequisiteActions);
            }

            // Create the dependencies cache
            CppDependencyCache CppDependencies;

            using (Timeline.ScopeEvent("Reading dependency cache"))
            {
                CppDependencies = CppDependencyCache.CreateHierarchy(TargetDescriptor.ProjectFile, TargetDescriptor.Name, TargetDescriptor.Platform, TargetDescriptor.Configuration, Makefile.TargetType);
            }

            // Create the action history
            ActionHistory History;

            using (Timeline.ScopeEvent("Reading action history"))
            {
                History = ActionHistory.CreateHierarchy(TargetDescriptor.ProjectFile, TargetDescriptor.Name, TargetDescriptor.Platform, Makefile.TargetType);
            }

            // 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.
            HashSet <Action> TargetActionsToExecute;

            if (TargetDescriptor.SingleFileToCompile == null)
            {
                TargetActionsToExecute = ActionGraph.GetActionsToExecute(Makefile.Actions, PrerequisiteActions, CppDependencies, History, BuildConfiguration.bIgnoreOutdatedImportLibraries);
            }
            else
            {
                TargetActionsToExecute = new HashSet <Action>(PrerequisiteActions);
            }

            // Additional processing for hot reload
            if (HotReloadMode == HotReloadMode.LiveCoding)
            {
                // Filter the prerequisite actions down to just the compile actions, then recompute all the actions to execute
                PrerequisiteActions    = new List <Action>(TargetActionsToExecute.Where(x => x.ActionType == ActionType.Compile));
                TargetActionsToExecute = ActionGraph.GetActionsToExecute(Makefile.Actions, PrerequisiteActions, CppDependencies, History, BuildConfiguration.bIgnoreOutdatedImportLibraries);
            }
            else if (HotReloadMode == HotReloadMode.FromEditor || HotReloadMode == HotReloadMode.FromIDE)
            {
                // Patch action history for hot reload when running in assembler mode.  In assembler mode, the suffix on the output file will be
                // the same for every invocation on that makefile, but we need a new suffix each time.

                // For all the hot-reloadable modules that may need a unique suffix appended, build a mapping from output item to all the output items in that module. We can't
                // apply a suffix to one without applying a suffix to all of them.
                Dictionary <FileItem, FileItem[]> HotReloadItemToDependentItems = new Dictionary <FileItem, FileItem[]>();
                foreach (string HotReloadModuleName in Makefile.HotReloadModuleNames)
                {
                    int ModuleSuffix;
                    if (!TargetDescriptor.HotReloadModuleNameToSuffix.TryGetValue(HotReloadModuleName, out ModuleSuffix) || ModuleSuffix == -1)
                    {
                        FileItem[] ModuleOutputItems;
                        if (Makefile.ModuleNameToOutputItems.TryGetValue(HotReloadModuleName, out ModuleOutputItems))
                        {
                            foreach (FileItem ModuleOutputItem in ModuleOutputItems)
                            {
                                HotReloadItemToDependentItems[ModuleOutputItem] = ModuleOutputItems;
                            }
                        }
                    }
                }

                // Expand the list of actions to execute to include everything that references any files with a new suffix. Unlike a regular build, we can't ignore
                // dependencies on import libraries under the assumption that a header would change if the API changes, because the dependency will be on a different DLL.
                HashSet <FileItem> FilesRequiringSuffix = new HashSet <FileItem>(TargetActionsToExecute.SelectMany(x => x.ProducedItems).Where(x => HotReloadItemToDependentItems.ContainsKey(x)));
                for (int LastNumFilesWithNewSuffix = 0; FilesRequiringSuffix.Count > LastNumFilesWithNewSuffix;)
                {
                    LastNumFilesWithNewSuffix = FilesRequiringSuffix.Count;
                    foreach (Action PrerequisiteAction in PrerequisiteActions)
                    {
                        if (!TargetActionsToExecute.Contains(PrerequisiteAction))
                        {
                            foreach (FileItem ProducedItem in PrerequisiteAction.ProducedItems)
                            {
                                FileItem[] DependentItems;
                                if (HotReloadItemToDependentItems.TryGetValue(ProducedItem, out DependentItems))
                                {
                                    TargetActionsToExecute.Add(PrerequisiteAction);
                                    FilesRequiringSuffix.UnionWith(DependentItems);
                                }
                            }
                        }
                    }
                }

                // Build a list of file mappings
                Dictionary <FileReference, FileReference> OldLocationToNewLocation = new Dictionary <FileReference, FileReference>();
                foreach (FileItem FileRequiringSuffix in FilesRequiringSuffix)
                {
                    FileReference OldLocation = FileRequiringSuffix.Location;
                    FileReference NewLocation = HotReload.ReplaceSuffix(OldLocation, HotReloadState.NextSuffix);
                    OldLocationToNewLocation[OldLocation] = NewLocation;
                }

                // Update the action graph with these new paths
                HotReload.PatchActionGraph(PrerequisiteActions, OldLocationToNewLocation);

                // Get a new list of actions to execute now that the graph has been modified
                TargetActionsToExecute = ActionGraph.GetActionsToExecute(Makefile.Actions, PrerequisiteActions, CppDependencies, History, BuildConfiguration.bIgnoreOutdatedImportLibraries);

                // Build a mapping of all file items to their original
                Dictionary <FileReference, FileReference> HotReloadFileToOriginalFile = new Dictionary <FileReference, FileReference>();
                foreach (KeyValuePair <FileReference, FileReference> Pair in HotReloadState.OriginalFileToHotReloadFile)
                {
                    HotReloadFileToOriginalFile[Pair.Value] = Pair.Key;
                }
                foreach (KeyValuePair <FileReference, FileReference> Pair in OldLocationToNewLocation)
                {
                    FileReference OriginalLocation;
                    if (!HotReloadFileToOriginalFile.TryGetValue(Pair.Key, out OriginalLocation))
                    {
                        OriginalLocation = Pair.Key;
                    }
                    HotReloadFileToOriginalFile[Pair.Value] = OriginalLocation;
                }

                // Now filter out all the hot reload files and update the state
                foreach (Action Action in TargetActionsToExecute)
                {
                    foreach (FileItem ProducedItem in Action.ProducedItems)
                    {
                        FileReference OriginalLocation;
                        if (HotReloadFileToOriginalFile.TryGetValue(ProducedItem.Location, out OriginalLocation))
                        {
                            HotReloadState.OriginalFileToHotReloadFile[OriginalLocation] = ProducedItem.Location;
                            HotReloadState.TemporaryFiles.Add(ProducedItem.Location);
                        }
                    }
                }

                // Increment the suffix for the next iteration
                if (TargetActionsToExecute.Count > 0)
                {
                    HotReloadState.NextSuffix++;
                }

                // Save the new state
                HotReloadState.Save(HotReloadStateFile);

                // Prevent this target from deploying
                Makefile.bDeployAfterCompile = false;
            }

            return(TargetActionsToExecute);
        }
Пример #33
0
        /// <summary>
        /// Checks if the editor is currently running and this is a hot-reload
        /// </summary>
        public static bool ShouldDoHotReloadFromIDE(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDesc)
        {
            // Check if Hot-reload is disabled globally for this project
            ConfigHierarchy Hierarchy = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(TargetDesc.ProjectFile), TargetDesc.Platform);
            bool            bAllowHotReloadFromIDE;

            if (Hierarchy.TryGetValue("BuildConfiguration", "bAllowHotReloadFromIDE", out bAllowHotReloadFromIDE) && !bAllowHotReloadFromIDE)
            {
                return(false);
            }

            if (!BuildConfiguration.bAllowHotReloadFromIDE)
            {
                return(false);
            }

            // Check if we're using LiveCode instead
            ConfigHierarchy EditorPerProjectHierarchy = ConfigCache.ReadHierarchy(ConfigHierarchyType.EditorPerProjectUserSettings, DirectoryReference.FromFile(TargetDesc.ProjectFile), TargetDesc.Platform);
            bool            bEnableLiveCode;

            if (EditorPerProjectHierarchy.GetBool("/Script/LiveCoding.LiveCodingSettings", "bEnabled", out bEnableLiveCode) && bEnableLiveCode)
            {
                return(false);
            }

            bool bIsRunning = false;

            // @todo ubtmake: Kind of cheating here to figure out if an editor target.  At this point we don't have access to the actual target description, and
            // this code must be able to execute before we create or load module rules DLLs so that hot reload can work with bUseUBTMakefiles
            if (TargetDesc.Name.EndsWith("Editor", StringComparison.OrdinalIgnoreCase))
            {
                string EditorBaseFileName = "UE4Editor";
                if (TargetDesc.Configuration != UnrealTargetConfiguration.Development)
                {
                    EditorBaseFileName = String.Format("{0}-{1}-{2}", EditorBaseFileName, TargetDesc.Platform, TargetDesc.Configuration);
                }

                FileReference EditorLocation;
                if (TargetDesc.Platform == UnrealTargetPlatform.Win64)
                {
                    EditorLocation = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Binaries", "Win64", String.Format("{0}.exe", EditorBaseFileName));
                }
                else if (TargetDesc.Platform == UnrealTargetPlatform.Mac)
                {
                    EditorLocation = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Binaries", "Mac", String.Format("{0}.app/Contents/MacOS/{0}", EditorBaseFileName));
                }
                else if (TargetDesc.Platform == UnrealTargetPlatform.Linux)
                {
                    EditorLocation = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Binaries", "Linux", EditorBaseFileName);
                }
                else
                {
                    throw new BuildException("Unknown editor filename for this platform");
                }

                using (Timeline.ScopeEvent("Finding editor processes for hot-reload"))
                {
                    DirectoryReference EditorRunsDir = DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "EditorRuns");
                    if (!DirectoryReference.Exists(EditorRunsDir))
                    {
                        return(false);
                    }

                    if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
                    {
                        foreach (FileReference EditorInstanceFile in DirectoryReference.EnumerateFiles(EditorRunsDir))
                        {
                            int ProcessId;
                            if (!Int32.TryParse(EditorInstanceFile.GetFileName(), out ProcessId))
                            {
                                FileReference.Delete(EditorInstanceFile);
                                continue;
                            }

                            Process RunningProcess;
                            try
                            {
                                RunningProcess = Process.GetProcessById(ProcessId);
                            }
                            catch
                            {
                                RunningProcess = null;
                            }

                            if (RunningProcess == null)
                            {
                                FileReference.Delete(EditorInstanceFile);
                                continue;
                            }

                            FileReference MainModuleFile;
                            try
                            {
                                MainModuleFile = new FileReference(RunningProcess.MainModule.FileName);
                            }
                            catch
                            {
                                MainModuleFile = null;
                            }

                            if (!bIsRunning && EditorLocation == MainModuleFile)
                            {
                                bIsRunning = true;
                            }
                        }
                    }
                    else
                    {
                        FileInfo[] EditorRunsFiles = new DirectoryInfo(EditorRunsDir.FullName).GetFiles();
                        BuildHostPlatform.ProcessInfo[] Processes = BuildHostPlatform.Current.GetProcesses();

                        foreach (FileInfo File in EditorRunsFiles)
                        {
                            int PID;
                            BuildHostPlatform.ProcessInfo Proc = null;
                            if (!Int32.TryParse(File.Name, out PID) || (Proc = Processes.FirstOrDefault(P => P.PID == PID)) == default(BuildHostPlatform.ProcessInfo))
                            {
                                // Delete stale files (it may happen if editor crashes).
                                File.Delete();
                                continue;
                            }

                            // Don't break here to allow clean-up of other stale files.
                            if (!bIsRunning)
                            {
                                // Otherwise check if the path matches.
                                bIsRunning = new FileReference(Proc.Filename) == EditorLocation;
                            }
                        }
                    }
                }
            }
            return(bIsRunning);
        }
Пример #34
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;
        }
Пример #35
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="InDesc">Target descriptor</param>
        /// <param name="InRules">The target rules, as created by RulesCompiler.</param>
        /// <param name="InPossibleAppName">The AppName for shared binaries of this target type, if used (null if there is none).</param>
        /// <param name="InTargetCsFilename">The name of the target </param>
        public UEBuildTarget(TargetDescriptor InDesc, TargetRules InRules, string InPossibleAppName, string InTargetCsFilename)
        {
            AppName = InDesc.TargetName;
            TargetName = InDesc.TargetName;
            Platform = InDesc.Platform;
            Configuration = InDesc.Configuration;
            Rules = InRules;
            TargetType = Rules.Type;
            bEditorRecompile = InDesc.bIsEditorRecompile;
            bPrecompile = InDesc.bPrecompile;
            bUsePrecompiled = InDesc.bUsePrecompiled;
            ForeignPlugins = InDesc.ForeignPlugins;
            ForceReceiptFileName = InDesc.ForceReceiptFileName;

            Debug.Assert(InTargetCsFilename == null || InTargetCsFilename.EndsWith(".Target.cs", StringComparison.InvariantCultureIgnoreCase));
            TargetCsFilenameField = InTargetCsFilename;

            {
                bCompileMonolithic = Rules.ShouldCompileMonolithic(InDesc.Platform, InDesc.Configuration);

                // Platforms may *require* monolithic compilation...
                bCompileMonolithic |= UEBuildPlatform.PlatformRequiresMonolithicBuilds(InDesc.Platform, InDesc.Configuration);

                // Force monolithic or modular mode if we were asked to
                if( UnrealBuildTool.CommandLineContains("-Monolithic") ||
                    UnrealBuildTool.CommandLineContains("MONOLITHIC_BUILD=1") )
                {
                    bCompileMonolithic = true;
                }
                else if( UnrealBuildTool.CommandLineContains( "-Modular" ) )
                {
                    bCompileMonolithic = false;
                }
            }

            TargetInfo = new TargetInfo(Platform, Configuration, Rules.Type, bCompileMonolithic);

            if(InPossibleAppName != null && InRules.ShouldUseSharedBuildEnvironment(TargetInfo))
            {
                AppName = InPossibleAppName;
                bUseSharedBuildEnvironment = true;
            }

            // Figure out what the project directory is. If we have a uproject file, use that. Otherwise use the engine directory.
            if (UnrealBuildTool.HasUProjectFile())
            {
                ProjectDirectory = Path.GetFullPath(UnrealBuildTool.GetUProjectPath());
            }
            else
            {
                ProjectDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
            }

            // Build the project intermediate directory
            ProjectIntermediateDirectory = Path.GetFullPath(Path.Combine(ProjectDirectory, BuildConfiguration.PlatformIntermediateFolder, GetTargetName(), Configuration.ToString()));

            // Build the engine intermediate directory. If we're building agnostic engine binaries, we can use the engine intermediates folder. Otherwise we need to use the project intermediates directory.
            if (!bUseSharedBuildEnvironment)
            {
                EngineIntermediateDirectory = ProjectIntermediateDirectory;
            }
            else if(Configuration == UnrealTargetConfiguration.DebugGame)
            {
                EngineIntermediateDirectory = Path.GetFullPath(Path.Combine(BuildConfiguration.RelativeEnginePath, BuildConfiguration.PlatformIntermediateFolder, AppName, UnrealTargetConfiguration.Development.ToString()));
            }
            else
            {
                EngineIntermediateDirectory = Path.GetFullPath(Path.Combine(BuildConfiguration.RelativeEnginePath, BuildConfiguration.PlatformIntermediateFolder, AppName, Configuration.ToString()));
            }

            RemoteRoot = InDesc.RemoteRoot;

            OnlyModules = InDesc.OnlyModules;

            // Construct the output paths for this target's executable
            string OutputDirectory;
            if((bCompileMonolithic || TargetType == TargetRules.TargetType.Program) && !Rules.bOutputToEngineBinaries)
            {
                OutputDirectory = ProjectDirectory;
            }
            else
            {
                OutputDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
            }
            OutputPaths = MakeExecutablePaths(OutputDirectory, bCompileMonolithic? TargetName : AppName, Platform, Configuration, Rules.UndecoratedConfiguration, bCompileMonolithic && UnrealBuildTool.HasUProjectFile(), Rules.ExeBinariesSubFolder);

            // handle some special case defines (so build system can pass -DEFINE as normal instead of needing
            // to know about special parameters)
            foreach (string Define in InDesc.AdditionalDefinitions)
            {
                switch (Define)
                {
                    case "WITH_EDITOR=0":
                        UEBuildConfiguration.bBuildEditor = false;
                        break;

                    case "WITH_EDITORONLY_DATA=0":
                        UEBuildConfiguration.bBuildWithEditorOnlyData = false;
                        break;

                    // Memory profiler doesn't work if frame pointers are omitted
                    case "USE_MALLOC_PROFILER=1":
                        BuildConfiguration.bOmitFramePointers = false;
                        break;

                    case "WITH_LEAN_AND_MEAN_UE=1":
                        UEBuildConfiguration.bCompileLeanAndMeanUE = true;
                        break;
                }
            }

            // Add the definitions specified on the command-line.
            GlobalCompileEnvironment.Config.Definitions.AddRange(InDesc.AdditionalDefinitions);
        }
Пример #36
0
 public UEBuildServer(TargetDescriptor InDesc, TargetRules InRulesObject, string InTargetCsFilename)
     : base(InDesc, InRulesObject, "UE4Server", InTargetCsFilename)
 {
 }
		/// <summary>
		/// Checks if the editor is currently running and this is a hot-reload
		/// </summary>
		/// <param name="ResetPlatform"></param>
		/// <param name="ResetConfiguration"></param>
		/// <param name="TargetDesc"></param>
		/// <returns></returns>
		private static bool ShouldDoHotReloadFromIDE(TargetDescriptor TargetDesc)
		{
			if (UnrealBuildTool.CommandLineContains("-NoHotReloadFromIDE"))
			{
				// Hot reload disabled through command line, possibly running from UAT
				return false;
			}

			bool bIsRunning = false;

			// @todo ubtmake: Kind of cheating here to figure out if an editor target.  At this point we don't have access to the actual target description, and
			// this code must be able to execute before we create or load module rules DLLs so that hot reload can work with bUseUBTMakefiles
			bool bIsEditorTarget = TargetDesc.TargetName.EndsWith("Editor", StringComparison.InvariantCultureIgnoreCase) || TargetDesc.bIsEditorRecompile;

			if (!ProjectFileGenerator.bGenerateProjectFiles && !UEBuildConfiguration.bGenerateManifest && bIsEditorTarget)
			{
				List<FileReference> EditorProcessFilenames = UEBuildTarget.MakeExecutablePaths(UnrealBuildTool.EngineDirectory, "UE4Editor", TargetDesc.Platform, TargetDesc.Configuration, "", UnrealTargetConfiguration.Development, false, null, null);
				if (EditorProcessFilenames.Count != 1)
				{
					throw new BuildException("ShouldDoHotReload cannot handle multiple binaries returning from UEBuildTarget.MakeExecutablePaths");
				}

				string EditorProcessFilename = EditorProcessFilenames[0].CanonicalName;
				if (TargetDesc.Platform == UnrealTargetPlatform.Mac && !EditorProcessFilename.Contains(".app/contents/macos/"))
				{
					EditorProcessFilename += ".app/contents/macos/" + Path.GetFileNameWithoutExtension(EditorProcessFilename);
				}
					
				BuildHostPlatform.ProcessInfo[] Processes = BuildHostPlatform.Current.GetProcesses();
				string EditorRunsDir = Path.Combine(UnrealBuildTool.EngineDirectory.FullName, "Intermediate", "EditorRuns");

				if (!Directory.Exists(EditorRunsDir))
				{
					return false;
				}

				FileInfo[] EditorRunsFiles = new DirectoryInfo(EditorRunsDir).GetFiles();

				foreach(FileInfo File in EditorRunsFiles)
				{
					int PID;
					BuildHostPlatform.ProcessInfo Proc = null;
					if (!Int32.TryParse(File.Name, out PID) || (Proc = Processes.FirstOrDefault(P => P.PID == PID)) == default(BuildHostPlatform.ProcessInfo))
					{
						// Delete stale files (it may happen if editor crashes).
						File.Delete();
						continue;
					}

					// Don't break here to allow clean-up of other stale files.
					if (!bIsRunning)
					{
						// Otherwise check if the path matches.
						bIsRunning = new FileReference (Proc.Filename).CanonicalName == EditorProcessFilename;
					}
				}
			}
			return bIsRunning;
		}
Пример #38
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);
                        }
                    }
                }
            }
        }
Пример #39
0
		/// <summary>
		/// Invalidates makefiles for given target.
		/// </summary>
		/// <param name="Target">Target</param>
		private static void InvalidateMakefiles(TargetDescriptor Target)
		{
			var MakefileNames = new string[] { "HotReloadMakefile.ubt", "Makefile.ubt" };
			var BaseDir = GetUBTMakefileDirectoryPathForSingleTarget(Target);

			foreach (var MakefileName in MakefileNames)
			{
				var MakefilePath = Path.Combine(BaseDir, MakefileName);

				if (File.Exists(MakefilePath))
				{
					File.Delete(MakefilePath);
				}
			}
		}
Пример #40
0
        /// <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);
        }
Пример #41
0
		/// <summary>
		/// Gets the file path for a UBTMakefile for single target.
		/// </summary>
		/// <param name="Target">The target.</param>
		/// <returns>UBTMakefile path</returns>
		private static string GetUBTMakefileDirectoryPathForSingleTarget(TargetDescriptor Target)
		{
			// If there's only one target, just save the UBTMakefile in the target's build intermediate directory
			// under a folder for that target (and platform/config combo.)
			string PlatformIntermediatePath = BuildConfiguration.PlatformIntermediatePath;
			if (UnrealBuildTool.HasUProjectFile())
			{
				PlatformIntermediatePath = Path.Combine(UnrealBuildTool.GetUProjectPath(), BuildConfiguration.PlatformIntermediateFolder);
			}

			// @todo ubtmake: If this is a compile triggered from the editor it will have passed along the game's target name, not the editor target name.
			// At this point in Unreal Build Tool, we can't possibly know what the actual editor target name is, but we can take a guess.
			// Even if we get it wrong, this won't have any side effects aside from not being able to share the exact same cached UBT Makefile
			// between hot reloads invoked from the editor and hot reloads invoked from within the IDE.
			string TargetName = Target.TargetName;
			if (!TargetName.EndsWith("Editor", StringComparison.InvariantCultureIgnoreCase) && Target.bIsEditorRecompile)
			{
				TargetName += "Editor";
			}

			return Path.Combine(PlatformIntermediatePath, TargetName, Target.Configuration.ToString());
		}
 /// <summary>
 /// Gets the file path for a UBTMakefile for single target.
 /// </summary>
 /// <param name="Target">The target.</param>
 /// <returns>UBTMakefile path</returns>
 public static DirectoryReference GetUBTMakefileDirectoryPathForSingleTarget(TargetDescriptor Target)
 {
     return(GetUBTMakefileDirectory(Target.ProjectFile, Target.Platform, Target.Configuration, Target.Name));
 }