Пример #1
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(string TargetName, TargetInfo Target,
			List<string> InAdditionalDefinitions, string InRemoteRoot, List<OnlyModule> InOnlyModules, bool bInEditorRecompile)
        {
            var CreateTargetStartTime = DateTime.UtcNow;

            string TargetFileName;
            TargetRules RulesObject = CreateTargetRules(TargetName, Target, bInEditorRecompile, out TargetFileName);
            if (bInEditorRecompile)
            {
                // 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");
                TargetName = (TargetSuffixIndex > 0) ? RulesObject.TargetName.Substring(0, TargetSuffixIndex) : RulesObject.TargetName;
            }
            if ((ProjectFileGenerator.bGenerateProjectFiles == false) && (RulesObject.SupportsPlatform(Target.Platform) == false))
            {
                if (UEBuildConfiguration.bCleanProject)
                {
                    return null;
                }
                throw new BuildException("{0} does not support the {1} platform.", TargetName, Target.Platform.ToString());
            }

            // Generate a build target from this rules module
            UEBuildTarget BuildTarget = null;
            switch (RulesObject.Type)
            {
                case TargetRules.TargetType.Game:
                    {
                        BuildTarget = new UEBuildGame(
                            InGameName:TargetName,
                            InPlatform:Target.Platform,
                            InConfiguration:Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot:InRemoteRoot,
                            InOnlyModules:InOnlyModules,
                            bInEditorRecompile: bInEditorRecompile);
                    }
                    break;
                case TargetRules.TargetType.Editor:
                    {
                        BuildTarget = new UEBuildEditor(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules,
                            bInEditorRecompile: bInEditorRecompile);
                    }
                    break;
                case TargetRules.TargetType.Client:
                    {
                        BuildTarget = new UEBuildClient(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules,
                            bInEditorRecompile: bInEditorRecompile);
                    }
                    break;
                case TargetRules.TargetType.Server:
                    {
                        BuildTarget = new UEBuildServer(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules,
                            bInEditorRecompile: bInEditorRecompile);
                    }
                    break;
                case TargetRules.TargetType.Program:
                    {
                        BuildTarget = new UEBuildTarget(
                            InAppName:TargetName,
                            InGameName:"",
                            InPlatform:Target.Platform,
                            InConfiguration:Target.Configuration,
                            InRulesObject:RulesObject,
                            InAdditionalDefinitions:InAdditionalDefinitions,
                            InRemoteRoot:InRemoteRoot,
                            InOnlyModules:InOnlyModules,
                            bInEditorRecompile:bInEditorRecompile);
                    }
                    break;
            }

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

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

            return BuildTarget;
        }
Пример #2
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 #3
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(string TargetName, TargetInfo Target,
			List<string> InAdditionalDefinitions, string InRemoteRoot, List<OnlyModule> InOnlyModules, bool bInEditorRecompile)
        {
            string TargetFileName;
            TargetRules RulesObject = CreateTargetRules(TargetName, Target, bInEditorRecompile, out TargetFileName);
            if ((ProjectFileGenerator.bGenerateProjectFiles == false) && (RulesObject.SupportsPlatform(Target.Platform) == false))
            {
                if (UEBuildConfiguration.bCleanProject)
                {
                    return null;
                }
                throw new BuildException("{0} does not support the {1} platform.", TargetName, Target.Platform.ToString());
            }

            // Generate a build target from this rules module
            UEBuildTarget BuildTarget = null;
            switch (RulesObject.Type)
            {
                case TargetRules.TargetType.Game:
                case TargetRules.TargetType.RocketGame:
                    {
                        BuildTarget = new UEBuildGame(
                            InGameName:TargetName,
                            InPlatform:Target.Platform,
                            InConfiguration:Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot:InRemoteRoot,
                            InOnlyModules:InOnlyModules);
                    }
                    break;
                case TargetRules.TargetType.Editor:
                    {
                        BuildTarget = new UEBuildEditor(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules);
                    }
                    break;
                case TargetRules.TargetType.Client:
                    {
                        BuildTarget = new UEBuildClient(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules);
                    }
                    break;
                case TargetRules.TargetType.Server:
                    {
                        BuildTarget = new UEBuildServer(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules);
                    }
                    break;
                case TargetRules.TargetType.Program:
                    {
                        BuildTarget = new UEBuildTarget(
                            InAppName:TargetName,
                            InGameName:"",
                            InPlatform:Target.Platform,
                            InConfiguration:Target.Configuration,
                            InRulesObject:RulesObject,
                            InAdditionalDefinitions:InAdditionalDefinitions,
                            InRemoteRoot:InRemoteRoot,
                            InOnlyModules:InOnlyModules);
                    }
                    break;
                    /*
                case TargetRules.TargetType.RocketGame:
                    {
                        BuildTarget = new UEBuildRocketGame(
                            InGameName: TargetName,
                            InPlatform: Target.Platform,
                            InConfiguration: Target.Configuration,
                            InRulesObject: RulesObject,
                            InAdditionalDefinitions: InAdditionalDefinitions,
                            InRemoteRoot: InRemoteRoot,
                            InOnlyModules: InOnlyModules);
                    }
                    break;*/
            }

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

            return BuildTarget;
        }