/// <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); }
/// <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.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> /// 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); } } } } }
/// <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); }
/// <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); FileReference ClangPath = FileReference.Combine(Environment.CompilerDir, "bin", "clang++.exe"); // 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); }
/// <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, Target.Architecture)); // 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); }