示例#1
0
 /// <summary>
 /// Attempt to register a build platform, checking whether it is a valid platform in installed builds
 /// </summary>
 public void TryRegisterBuildPlatforms(SDKOutputLevel OutputLevel, bool bValidatingPlatforms)
 {
     // We need all platforms to be registered when we run -validateplatform command to check SDK status of each
     if (bValidatingPlatforms || InstalledPlatformInfo.IsValidPlatform(TargetPlatform))
     {
         RegisterBuildPlatforms(OutputLevel);
     }
 }
示例#2
0
        /// <summary>
        /// Finds all the UEBuildPlatformFactory types in this assembly and uses them to register all the available platforms
        /// </summary>
        /// <param name="bIncludeNonInstalledPlatforms">Whether to register platforms that are not installed</param>
        /// <param name="bHostPlatformOnly">Only register the host platform</param>
        public static void RegisterPlatforms(bool bIncludeNonInstalledPlatforms, bool bHostPlatformOnly)
        {
            // Initialize the installed platform info
            using (Timeline.ScopeEvent("Initializing InstalledPlatformInfo"))
            {
                InstalledPlatformInfo.Initialize();
            }

            // Find and register all tool chains and build platforms that are present
            Type[] AllTypes;
            using (Timeline.ScopeEvent("Querying types"))
            {
                AllTypes = Assembly.GetExecutingAssembly().GetTypes();
            }

            // register all build platforms first, since they implement SDK-switching logic that can set environment variables
            foreach (Type CheckType in AllTypes)
            {
                if (CheckType.IsClass && !CheckType.IsAbstract)
                {
                    if (CheckType.IsSubclassOf(typeof(UEBuildPlatformFactory)))
                    {
                        Log.TraceVerbose("    Registering build platform: {0}", CheckType.ToString());
                        using (Timeline.ScopeEvent(CheckType.Name))
                        {
                            UEBuildPlatformFactory TempInst = (UEBuildPlatformFactory)Activator.CreateInstance(CheckType);

                            if (bHostPlatformOnly && TempInst.TargetPlatform != BuildHostPlatform.Current.Platform)
                            {
                                continue;
                            }


                            // We need all platforms to be registered when we run -validateplatform command to check SDK status of each
                            if (bIncludeNonInstalledPlatforms || InstalledPlatformInfo.IsValidPlatform(TempInst.TargetPlatform))
                            {
                                TempInst.RegisterBuildPlatforms();
                            }
                        }
                    }
                }
            }
        }
        protected override bool WriteMasterProjectFile(ProjectFile UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators)
        {
            bool bSuccess = true;

            string SolutionFileName = MasterProjectName + ".sln";

            // Setup solution file content
            StringBuilder VCSolutionFileContent = new StringBuilder();

            // Solution file header. Note that a leading newline is required for file type detection to work correclty in the shell.
            if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2019)
            {
                VCSolutionFileContent.AppendLine();
                VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
                VCSolutionFileContent.AppendLine("# Visual Studio Version 16");
                VCSolutionFileContent.AppendLine("VisualStudioVersion = 16.0.28315.86");
                VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2017)
            {
                VCSolutionFileContent.AppendLine();
                VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
                VCSolutionFileContent.AppendLine("# Visual Studio 15");
                VCSolutionFileContent.AppendLine("VisualStudioVersion = 15.0.25807.0");
                VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2015)
            {
                VCSolutionFileContent.AppendLine();
                VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
                VCSolutionFileContent.AppendLine("# Visual Studio 14");
                VCSolutionFileContent.AppendLine("VisualStudioVersion = 14.0.22310.1");
                VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2013)
            {
                VCSolutionFileContent.AppendLine();
                VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
                VCSolutionFileContent.AppendLine("# Visual Studio 2013");
            }
            else if (ProjectFileFormat == VCProjectFileFormat.VisualStudio2012)
            {
                VCSolutionFileContent.AppendLine();
                VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
                VCSolutionFileContent.AppendLine("# Visual Studio 2012");
            }
            else
            {
                throw new BuildException("Unexpected ProjectFileFormat");
            }

            // Solution folders, files and project entries
            {
                // This the GUID that Visual Studio uses to identify a solution folder
                string SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";

                // Solution folders
                {
                    List <MasterProjectFolder> AllSolutionFolders = new List <MasterProjectFolder>();
                    System.Action <List <MasterProjectFolder> /* Folders */> GatherFoldersFunction = null;
                    GatherFoldersFunction = FolderList =>
                    {
                        AllSolutionFolders.AddRange(FolderList);
                        foreach (MasterProjectFolder CurSubFolder in FolderList)
                        {
                            GatherFoldersFunction(CurSubFolder.SubFolders);
                        }
                    };
                    GatherFoldersFunction(RootFolder.SubFolders);

                    AllSolutionFolders.Sort((Lhs, Rhs) => Lhs.FolderName.CompareTo(Rhs.FolderName));

                    foreach (VisualStudioSolutionFolder CurFolder in AllSolutionFolders)
                    {
                        string FolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();
                        VCSolutionFileContent.AppendLine("Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"");

                        // Add any files that are inlined right inside the solution folder
                        if (CurFolder.Files.Count > 0)
                        {
                            VCSolutionFileContent.AppendLine("	ProjectSection(SolutionItems) = preProject");
                            foreach (string CurFile in CurFolder.Files)
                            {
                                // Syntax is:  <relative file path> = <relative file path>
                                VCSolutionFileContent.AppendLine("		"+ CurFile + " = " + CurFile);
                            }
                            VCSolutionFileContent.AppendLine("	EndProjectSection");
                        }

                        VCSolutionFileContent.AppendLine("EndProject");
                    }
                }


                // Project files
                List <MSBuildProjectFile> AllProjectFilesSorted = AllProjectFiles.OrderBy((ProjFile) => ProjFile.ProjectFilePath.GetFileNameWithoutExtension()).Cast <MSBuildProjectFile>().ToList();
                foreach (MSBuildProjectFile CurProject in AllProjectFiles)
                {
                    // Visual Studio uses different GUID types depending on the project type
                    string ProjectTypeGUID = CurProject.ProjectTypeGUID;

                    // NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk.  However,
                    //       we prefer it when it does match so we use the actual file name here.
                    string ProjectNameInSolution = CurProject.ProjectFilePath.GetFileNameWithoutExtension();

                    // Use the existing project's GUID that's already known to us
                    string ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();

                    VCSolutionFileContent.AppendLine("Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.MasterProjectPath) + "\", \"" + ProjectGUID + "\"");

                    // Setup dependency on UnrealBuildTool, if we need that.  This makes sure that UnrealBuildTool is
                    // freshly compiled before kicking off any build operations on this target project
                    if (!CurProject.IsStubProject)
                    {
                        List <ProjectFile> Dependencies = new List <ProjectFile>();
                        if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
                        {
                            Dependencies.Add(UBTProject);
                            Dependencies.AddRange(UBTProject.DependsOnProjects);
                        }
                        Dependencies.AddRange(CurProject.DependsOnProjects);

                        if (Dependencies.Count > 0)
                        {
                            VCSolutionFileContent.AppendLine("\tProjectSection(ProjectDependencies) = postProject");

                            // Setup any addition dependencies this project has...
                            foreach (ProjectFile DependsOnProject in Dependencies)
                            {
                                string DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
                                VCSolutionFileContent.AppendLine("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID);
                            }

                            VCSolutionFileContent.AppendLine("\tEndProjectSection");
                        }
                    }

                    VCSolutionFileContent.AppendLine("EndProject");
                }

                // Get the path to the visualizers file. Try to make it relative to the solution directory, but fall back to a full path if it's a foreign project.
                FileReference VisualizersFile = FileReference.Combine(UnrealBuildTool.EngineDirectory, "Extras", "VisualStudioDebugging", "UE4.natvis");

                // Add the visualizers at the solution level. Doesn't seem to be picked up from a makefile project in VS2017 15.8.5.
                VCSolutionFileContent.AppendLine(String.Format("Project(\"{{2150E333-8FDC-42A3-9474-1A3956D46DE8}}\") = \"Visualizers\", \"Visualizers\", \"{0}\"", Guid.NewGuid().ToString("B").ToUpperInvariant()));
                VCSolutionFileContent.AppendLine("\tProjectSection(SolutionItems) = preProject");
                VCSolutionFileContent.AppendLine("\t\t{0} = {0}", VisualizersFile.MakeRelativeTo(MasterProjectPath));
                VCSolutionFileContent.AppendLine("\tEndProjectSection");
                VCSolutionFileContent.AppendLine("EndProject");
            }

            // Solution configuration platforms.  This is just a list of all of the platforms and configurations that
            // appear in Visual Studio's build configuration selector.
            List <VCSolutionConfigCombination> SolutionConfigCombinations = new List <VCSolutionConfigCombination>();

            // The "Global" section has source control, solution configurations, project configurations,
            // preferences, and project hierarchy data
            {
                VCSolutionFileContent.AppendLine("Global");
                {
                    {
                        VCSolutionFileContent.AppendLine("	GlobalSection(SolutionConfigurationPlatforms) = preSolution");

                        Dictionary <string, Tuple <UnrealTargetConfiguration, TargetType> > SolutionConfigurationsValidForProjects = new Dictionary <string, Tuple <UnrealTargetConfiguration, TargetType> >();
                        HashSet <UnrealTargetPlatform> PlatformsValidForProjects = new HashSet <UnrealTargetPlatform>();

                        foreach (UnrealTargetConfiguration CurConfiguration in SupportedConfigurations)
                        {
                            if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
                            {
                                foreach (UnrealTargetPlatform CurPlatform in SupportedPlatforms)
                                {
                                    if (InstalledPlatformInfo.IsValidPlatform(CurPlatform, EProjectType.Code))
                                    {
                                        foreach (ProjectFile CurProject in AllProjectFiles)
                                        {
                                            if (!CurProject.IsStubProject)
                                            {
                                                if (CurProject.ProjectTargets.Count == 0)
                                                {
                                                    throw new BuildException("Expecting project '" + CurProject.ProjectFilePath + "' to have at least one ProjectTarget associated with it!");
                                                }

                                                // Figure out the set of valid target configuration names
                                                foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets)
                                                {
                                                    if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform, CurConfiguration, PlatformProjectGenerators))
                                                    {
                                                        PlatformsValidForProjects.Add(CurPlatform);

                                                        // Default to a target configuration name of "Game", since that will collapse down to an empty string
                                                        TargetType TargetType = TargetType.Game;
                                                        if (ProjectTarget.TargetRules != null)
                                                        {
                                                            TargetType = ProjectTarget.TargetRules.Type;
                                                        }

                                                        string SolutionConfigName = MakeSolutionConfigurationName(CurConfiguration, TargetType);
                                                        SolutionConfigurationsValidForProjects[SolutionConfigName] = new Tuple <UnrealTargetConfiguration, TargetType>(CurConfiguration, TargetType);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        foreach (UnrealTargetPlatform CurPlatform in PlatformsValidForProjects)
                        {
                            foreach (KeyValuePair <string, Tuple <UnrealTargetConfiguration, TargetType> > SolutionConfigKeyValue in SolutionConfigurationsValidForProjects)
                            {
                                // e.g.  "Development|Win64 = Development|Win64"
                                string SolutionConfigName = SolutionConfigKeyValue.Key;
                                UnrealTargetConfiguration Configuration = SolutionConfigKeyValue.Value.Item1;
                                TargetType TargetType = SolutionConfigKeyValue.Value.Item2;

                                string SolutionPlatformName = CurPlatform.ToString();

                                string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
                                SolutionConfigCombinations.Add(
                                    new VCSolutionConfigCombination
                                {
                                    VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair,
                                    Configuration           = Configuration,
                                    Platform                = CurPlatform,
                                    TargetConfigurationName = TargetType
                                }
                                    );
                            }
                        }

                        // Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
                        SolutionConfigCombinations.Sort(
                            new Comparison <VCSolutionConfigCombination>(
                                (x, y) => { return(String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName, StringComparison.InvariantCultureIgnoreCase)); }
                                )
                            );

                        HashSet <string> AppendedSolutionConfigAndPlatformNames = new HashSet <string>(StringComparer.InvariantCultureIgnoreCase);
                        foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
                        {
                            // We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
                            if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
                            {
                                VCSolutionFileContent.AppendLine("		"+ SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
                                AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
                            }
                        }

                        VCSolutionFileContent.AppendLine("	EndGlobalSection");
                    }


                    // Assign each project's "project configuration" to our "solution platform + configuration" pairs.  This
                    // also sets up which projects are actually built when building the solution.
                    {
                        VCSolutionFileContent.AppendLine("	GlobalSection(ProjectConfigurationPlatforms) = postSolution");

                        foreach (MSBuildProjectFile CurProject in AllProjectFiles)
                        {
                            foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
                            {
                                // Get the context for the current solution context
                                MSBuildProjectContext ProjectContext = CurProject.GetMatchingProjectContext(SolutionConfigCombination.TargetConfigurationName, SolutionConfigCombination.Configuration, SolutionConfigCombination.Platform, PlatformProjectGenerators);

                                // Write the solution mapping (e.g.  "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32")
                                string CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
                                VCSolutionFileContent.AppendLine("		{0}.{1}.ActiveCfg = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
                                if (ProjectContext.bBuildByDefault)
                                {
                                    VCSolutionFileContent.AppendLine("		{0}.{1}.Build.0 = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
                                    if (ProjectContext.bDeployByDefault)
                                    {
                                        VCSolutionFileContent.AppendLine("		{0}.{1}.Deploy.0 = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
                                    }
                                }
                            }
                        }

                        VCSolutionFileContent.AppendLine("	EndGlobalSection");
                    }


                    // Setup other solution properties
                    {
                        // HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
                        // We don't want that, as we need users to be able to right click on the solution tree item.
                        VCSolutionFileContent.AppendLine("	GlobalSection(SolutionProperties) = preSolution");
                        VCSolutionFileContent.AppendLine("		HideSolutionNode = FALSE");
                        VCSolutionFileContent.AppendLine("	EndGlobalSection");
                    }



                    // Solution directory hierarchy
                    {
                        VCSolutionFileContent.AppendLine("	GlobalSection(NestedProjects) = preSolution");

                        // Every entry in this section is in the format "Guid1 = Guid2".  Guid1 is the child project (or solution
                        // filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
                        // filter) to.  This sets up the hierarchical solution explorer tree for all solution folders and projects.

                        System.Action <StringBuilder /* VCSolutionFileContent */, List <MasterProjectFolder> /* Folders */> FolderProcessorFunction = null;
                        FolderProcessorFunction = (LocalVCSolutionFileContent, LocalMasterProjectFolders) =>
                        {
                            foreach (VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders)
                            {
                                string CurFolderGUIDString = CurFolder.FolderGUID.ToString("B").ToUpperInvariant();

                                foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
                                {
                                    //	e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
                                    LocalVCSolutionFileContent.AppendLine("		"+ ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString);
                                }

                                foreach (VisualStudioSolutionFolder SubFolder in CurFolder.SubFolders)
                                {
                                    //	e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
                                    LocalVCSolutionFileContent.AppendLine("		"+ SubFolder.FolderGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString);
                                }

                                // Recurse into subfolders
                                FolderProcessorFunction(LocalVCSolutionFileContent, CurFolder.SubFolders);
                            }
                        };
                        FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);

                        VCSolutionFileContent.AppendLine("	EndGlobalSection");
                    }
                }

                VCSolutionFileContent.AppendLine("EndGlobal");
            }


            // Save the solution file
            if (bSuccess)
            {
                string SolutionFilePath = FileReference.Combine(MasterProjectPath, SolutionFileName).FullName;
                bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString());
            }


            // Save a solution config file which selects the development editor configuration by default.
            if (bSuccess && bWriteSolutionOptionFile)
            {
                // Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
                FileReference SolutionOptionsFileName;
                switch (ProjectFileFormat)
                {
                case VCProjectFileFormat.VisualStudio2012:
                    SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v11.suo"));
                    break;

                case VCProjectFileFormat.VisualStudio2013:
                    SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, Path.ChangeExtension(SolutionFileName, "v12.suo"));
                    break;

                case VCProjectFileFormat.VisualStudio2015:
                    SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v14", ".suo");
                    break;

                case VCProjectFileFormat.VisualStudio2017:
                    SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v15", ".suo");
                    break;

                case VCProjectFileFormat.VisualStudio2019:
                    SolutionOptionsFileName = FileReference.Combine(MasterProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v15", ".suo");                             // Still uses v15
                    break;

                default:
                    throw new BuildException("Unsupported Visual Studio version");
                }

                // Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
                if (!FileReference.Exists(SolutionOptionsFileName))
                {
                    DirectoryReference.CreateDirectory(SolutionOptionsFileName.Directory);

                    VCSolutionOptions Options = new VCSolutionOptions(ProjectFileFormat);

                    // Set the default configuration and startup project
                    VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations.Find(x => x.Configuration == UnrealTargetConfiguration.Development && x.Platform == UnrealTargetPlatform.Win64 && x.TargetConfigurationName == TargetType.Editor);
                    if (DefaultConfig != null)
                    {
                        List <VCBinarySetting> Settings = new List <VCBinarySetting>();
                        Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
                        if (DefaultProject != null)
                        {
                            Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
                        }
                        Options.SetConfiguration(Settings);
                    }

                    // Mark all the projects as closed by default, apart from the startup project
                    VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
                    if (ProjectFileFormat >= VCProjectFileFormat.VisualStudio2017)
                    {
                        BuildSolutionExplorerState_VS2017(RootFolder, "", ExplorerState, DefaultProject);
                    }
                    else
                    {
                        BuildSolutionExplorerState_VS2015(AllProjectFiles, ExplorerState, DefaultProject, IncludeEnginePrograms);
                    }
                    Options.SetExplorerState(ExplorerState);

                    // Write the file
                    if (Options.Sections.Count > 0)
                    {
                        Options.Write(SolutionOptionsFileName.FullName);
                    }
                }
            }

            return(bSuccess);
        }