示例#1
0
        /// <summary>
        /// Execute the mode
        /// </summary>
        /// <param name="Arguments">Command line arguments</param>
        /// <returns></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);

            // Ensure the path to the output file is valid
            if (OutputFile == null)
            {
                OutputFile = GetDefaultOutputFile(ProjectFile);
            }

            // Create the rules assembly
            RulesAssembly Assembly;

            if (ProjectFile != null)
            {
                Assembly = RulesCompiler.CreateProjectRulesAssembly(ProjectFile, BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile);
            }
            else if (DirectoryReference.Exists(UnrealBuildTool.EnterpriseDirectory))
            {
                Assembly = RulesCompiler.CreateEnterpriseRulesAssembly(BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile);
            }
            else
            {
                Assembly = RulesCompiler.CreateEngineRulesAssembly(BuildConfiguration.bUsePrecompiled, BuildConfiguration.bSkipRulesCompile);
            }

            // Write information about these targets
            WriteTargetInfo(ProjectFile, Assembly, OutputFile, Arguments);
            Log.TraceInformation("Written {0}", OutputFile);
            return(0);
        }
        /// <summary>
        /// Find all third party and private header includes in public engine headers.
        /// </summary>
        public static void FindThirdPartyIncludes(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string Architecture)
        {
            Log.TraceInformation("Looking for third party header includes in public engine header files (this may take a few minutes)...");

            TargetInfo    Target           = new TargetInfo(Platform, Configuration, Architecture);
            List <string> UncheckedModules = new List <string>();

            EngineHeaders     = new List <Header>();
            ThirdPartyHeaders = new List <Header>();

            // Create a rules assembly for the engine
            RulesAssembly EngineRulesAssembly = RulesCompiler.CreateEngineRulesAssembly();

            // Find all modules referenced by the current target
            List <FileReference> ModuleFileNames = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.Module, GameFolders: null, ForeignPlugins: null, AdditionalSearchPaths: null);

            foreach (FileReference ModuleFileName in ModuleFileNames)
            {
                string ModuleName = Path.GetFileNameWithoutExtension(ModuleFileName.GetFileNameWithoutExtension());
                try
                {
                    ModuleRules RulesObject    = EngineRulesAssembly.CreateModuleRules(ModuleName, Target);
                    bool        bEngineHeaders = RulesObject.Type != ModuleRules.ModuleType.External;
                    foreach (string SystemIncludePath in RulesObject.PublicSystemIncludePaths)
                    {
                        FindHeaders(SystemIncludePath, bEngineHeaders ? EngineHeaders : ThirdPartyHeaders, bEngineHeaders);
                    }
                    foreach (string PublicIncludePath in RulesObject.PublicIncludePaths)
                    {
                        FindHeaders(PublicIncludePath, bEngineHeaders ? EngineHeaders : ThirdPartyHeaders, bEngineHeaders);
                    }
                }
                catch (Exception)
                {
                    // Ignore, some modules may fail here.
                    UncheckedModules.Add(ModuleName);
                }
            }

            // Search for illegal includes.
            List <IncludePath> ThirdPartyIncludes = new List <IncludePath>();
            List <IncludePath> PrivateIncludes    = new List <IncludePath>();

            CheckIfThirdPartyHeadersAreIncluded(ThirdPartyIncludes, PrivateIncludes);

            // List all of the included 3rd party headers unless their name matches with any of the engine header.
            if (ThirdPartyIncludes.Count > 0)
            {
                // Remove ambiguous headers
                for (int IncludeIndex = ThirdPartyIncludes.Count - 1; IncludeIndex >= 0; --IncludeIndex)
                {
                    if (FindHeader(EngineHeaders, ThirdPartyIncludes[IncludeIndex].OtherHeader.Name) != null)
                    {
                        ThirdPartyIncludes.RemoveAt(IncludeIndex);
                    }
                }
                if (ThirdPartyIncludes.Count > 0)
                {
                    Log.TraceInformation("Warning: Found {0} third party header includes in public engine headers. Third party headers should only be included in private engine headers.", ThirdPartyIncludes.Count);
                    foreach (IncludePath HeaderPath in ThirdPartyIncludes)
                    {
                        if (FindHeader(EngineHeaders, HeaderPath.OtherHeader.Name) == null)
                        {
                            Log.TraceInformation("{0} includes {1}.", HeaderPath.PublicHeaderPath, HeaderPath.OtherHeader.Path);
                        }
                    }
                }
            }

            // List all private engine headers included from public engine headers
            if (PrivateIncludes.Count > 0)
            {
                Log.TraceInformation("Warning: Found {0} private engine header includes in public engine headers. Private engine headers should not be included in public engine headers.", PrivateIncludes.Count);
            }
            foreach (IncludePath HeaderPath in PrivateIncludes)
            {
                Log.TraceInformation("{0} includes {1}.", HeaderPath.PublicHeaderPath, HeaderPath.OtherHeader.Path);
            }
            if (PrivateIncludes.Count == 0 && ThirdPartyIncludes.Count == 0)
            {
                Log.TraceInformation("Finished looking for third party includes. Nothing found.");
            }
            if (UncheckedModules.Count > 0)
            {
                Log.TraceInformation("Warning: The following modules could not be checked (exception while trying to create ModuleRules object):");
                for (int ModuleIndex = 0; ModuleIndex < UncheckedModules.Count; ++ModuleIndex)
                {
                    Log.TraceInformation("  {0}", UncheckedModules[ModuleIndex]);
                }
            }
        }
示例#3
0
        private void AddProjectsForAllTargets(
            PlatformProjectGeneratorCollection PlatformProjectGenerators,
            List <FileReference> AllGames,
            out ProjectFile EngineProject,
            out List <ProjectFile> GameProjects,
            out Dictionary <FileReference, ProjectFile> ProgramProjects)
        {
            // As we're creating project files, we'll also keep track of whether we created an "engine" project and return that if we have one
            EngineProject   = null;
            GameProjects    = new List <ProjectFile>();
            ProgramProjects = new Dictionary <FileReference, ProjectFile>();

            // Find all of the target files.  This will filter out any modules or targets that don't
            // belong to platforms we're generating project files for.
            List <FileReference> AllTargetFiles = DiscoverTargets(AllGames);

            // Sort the targets by name. When we have multiple targets of a given type for a project, we'll use the order to determine which goes in the primary project file (so that client names with a suffix will go into their own project).
            AllTargetFiles = AllTargetFiles.OrderBy(x => x.FullName, StringComparer.OrdinalIgnoreCase).ToList();

            foreach (FileReference TargetFilePath in AllTargetFiles)
            {
                string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();

                // Check to see if this is an Engine target.  That is, the target is located under the "Engine" folder
                bool IsEngineTarget           = false;
                bool IsEnterpriseTarget       = false;
                bool WantProjectFileForTarget = true;
                if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
                {
                    // This is an engine target
                    IsEngineTarget = true;

                    if (TargetFilePath.IsUnderDirectory(EngineSourceProgramsDirectory))
                    {
                        WantProjectFileForTarget = IncludeEnginePrograms;
                    }
                    else if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EngineSourceDirectory))
                    {
                        WantProjectFileForTarget = bIncludeEngineSource;
                    }
                }
                else if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseSourceDirectory))
                {
                    // This is an enterprise target
                    IsEnterpriseTarget = true;

                    if (TargetFilePath.IsUnderDirectory(EnterpriseSourceProgramsDirectory))
                    {
                        WantProjectFileForTarget = bIncludeEnterpriseSource && IncludeEnginePrograms;
                    }
                    else
                    {
                        WantProjectFileForTarget = bIncludeEnterpriseSource;
                    }
                }

                if (WantProjectFileForTarget)
                {
                    RulesAssembly RulesAssembly;

                    FileReference CheckProjectFile =
                        AllGames.FirstOrDefault(x => TargetFilePath.IsUnderDirectory(x.Directory));
                    if (CheckProjectFile == null)
                    {
                        if (TargetFilePath.IsUnderDirectory(UnrealBuildTool.EnterpriseDirectory))
                        {
                            RulesAssembly = RulesCompiler.CreateEnterpriseRulesAssembly(false, false);
                        }
                        else
                        {
                            RulesAssembly = RulesCompiler.CreateEngineRulesAssembly(false, false);
                        }
                    }
                    else
                    {
                        RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile, false, false);
                    }

                    // Create target rules for all of the platforms and configuration combinations that we want to enable support for.
                    // Just use the current platform as we only need to recover the target type and both should be supported for all targets...
                    TargetRules TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName,
                                                                                    BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, "", CheckProjectFile,
                                                                                    null);

                    bool IsProgramTarget = false;

                    DirectoryReference GameFolder = null;
                    string             ProjectFileNameBase;
                    if (TargetRulesObject.Type == TargetType.Program)
                    {
                        IsProgramTarget     = true;
                        ProjectFileNameBase = TargetName;
                    }
                    else if (IsEngineTarget)
                    {
                        ProjectFileNameBase = EngineProjectFileNameBase;
                    }
                    else if (IsEnterpriseTarget)
                    {
                        ProjectFileNameBase = EnterpriseProjectFileNameBase;
                    }
                    else
                    {
                        // Figure out which game project this target belongs to
                        FileReference ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath);
                        if (ProjectInfo == null)
                        {
                            throw new BuildException("Found a non-engine target file (" + TargetFilePath +
                                                     ") that did not exist within any of the known game folders");
                        }

                        GameFolder          = ProjectInfo.Directory;
                        ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
                    }

                    // Get the suffix to use for this project file. If we have multiple targets of the same type, we'll have to split them out into separate IDE project files.
                    string GeneratedProjectName = TargetRulesObject.GeneratedProjectName;
                    if (GeneratedProjectName == null)
                    {
                        ProjectFile ExistingProjectFile;
                        if (ProjectFileMap.TryGetValue(GetRiderProjectLocation(ProjectFileNameBase), out ExistingProjectFile) &&
                            ExistingProjectFile.ProjectTargets.Any(x => x.TargetRules.Type == TargetRulesObject.Type))
                        {
                            GeneratedProjectName = TargetRulesObject.Name;
                        }
                        else
                        {
                            GeneratedProjectName = ProjectFileNameBase;
                        }
                    }

                    FileReference ProjectFilePath = GetRiderProjectLocation(GeneratedProjectName);
                    if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client ||
                        TargetRulesObject.Type == TargetType.Server)
                    {
                        // Allow platforms to generate stub projects here...
                        PlatformProjectGenerators.GenerateGameProjectStubs(
                            InGenerator: this,
                            InTargetName: TargetName,
                            InTargetFilepath: TargetFilePath.FullName,
                            InTargetRules: TargetRulesObject,
                            InPlatforms: SupportedPlatforms,
                            InConfigurations: SupportedConfigurations);
                    }

                    DirectoryReference BaseFolder;
                    if (IsProgramTarget)
                    {
                        BaseFolder = TargetFilePath.Directory;
                    }
                    else if (IsEngineTarget)
                    {
                        BaseFolder = UnrealBuildTool.EngineDirectory;
                    }
                    else if (IsEnterpriseTarget)
                    {
                        BaseFolder = UnrealBuildTool.EnterpriseDirectory;
                    }
                    else
                    {
                        BaseFolder = GameFolder;
                    }

                    bool        bProjectAlreadyExisted;
                    ProjectFile ProjectFile = FindOrAddProject(ProjectFilePath, BaseFolder,
                                                               true, out bProjectAlreadyExisted);
                    ProjectFile.IsForeignProject =
                        CheckProjectFile != null && !NativeProjects.IsNativeProject(CheckProjectFile);
                    ProjectFile.IsGeneratedProject = true;
                    ProjectFile.IsStubProject      = UnrealBuildTool.IsProjectInstalled();
                    if (TargetRulesObject.bBuildInSolutionByDefault.HasValue)
                    {
                        ProjectFile.ShouldBuildByDefaultForSolutionTargets =
                            TargetRulesObject.bBuildInSolutionByDefault.Value;
                    }

                    // Add the project to the right output list
                    if (IsProgramTarget)
                    {
                        ProgramProjects[TargetFilePath] = ProjectFile;
                    }
                    else if (IsEngineTarget)
                    {
                        EngineProject = ProjectFile;
                        if (UnrealBuildTool.IsEngineInstalled())
                        {
                            // Allow engine projects to be created but not built for Installed Engine builds
                            EngineProject.IsForeignProject   = false;
                            EngineProject.IsGeneratedProject = true;
                            EngineProject.IsStubProject      = true;
                        }
                    }
                    else if (IsEnterpriseTarget)
                    {
                        ProjectFile EnterpriseProject = ProjectFile;
                        if (UnrealBuildTool.IsEnterpriseInstalled())
                        {
                            // Allow enterprise projects to be created but not built for Installed Engine builds
                            EnterpriseProject.IsForeignProject   = false;
                            EnterpriseProject.IsGeneratedProject = true;
                            EnterpriseProject.IsStubProject      = true;
                        }
                    }
                    else
                    {
                        if (!bProjectAlreadyExisted)
                        {
                            GameProjects.Add(ProjectFile);

                            // Add the .uproject file for this game/template
                            FileReference UProjectFilePath =
                                FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject");
                            if (FileReference.Exists(UProjectFilePath))
                            {
                                ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder);
                            }
                            else
                            {
                                throw new BuildException(
                                          "Not expecting to find a game with no .uproject file.  File '{0}' doesn't exist",
                                          UProjectFilePath);
                            }
                        }
                    }

                    foreach (ProjectTarget ExistingProjectTarget in ProjectFile.ProjectTargets)
                    {
                        if (ExistingProjectTarget.TargetRules.Type == TargetRulesObject.Type)
                        {
                            throw new BuildException(
                                      "Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}",
                                      ProjectFilePath, TargetRulesObject.Type.ToString(),
                                      ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
                        }

                        // Not expecting to have both a game and a program in the same project.  These would alias because we share the project and solution configuration names (just because it makes sense to)
                        if ((ExistingProjectTarget.TargetRules.Type == TargetType.Game &&
                             TargetRulesObject.Type == TargetType.Program) ||
                            (ExistingProjectTarget.TargetRules.Type == TargetType.Program &&
                             TargetRulesObject.Type == TargetType.Game))
                        {
                            throw new BuildException(
                                      "Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}",
                                      ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(),
                                      TargetRulesObject.ToString());
                        }
                    }

                    ProjectTarget ProjectTarget = new ProjectTarget()
                    {
                        TargetRules           = TargetRulesObject,
                        TargetFilePath        = TargetFilePath,
                        ProjectFilePath       = ProjectFilePath,
                        UnrealProjectFilePath = CheckProjectFile,
                        SupportedPlatforms    = TargetRulesObject.GetSupportedPlatforms()
                                                .Where(x => UEBuildPlatform.GetBuildPlatform(x, true) != null).ToArray(),
                        CreateRulesDelegate = (Platform, Configuration) =>
                                              RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, "", CheckProjectFile,
                                                                              null)
                    };

                    ProjectFile.ProjectTargets.Add(ProjectTarget);

                    // Make sure the *.Target.cs file is in the project.
                    ProjectFile.AddFileToProject(TargetFilePath, BaseFolder);

                    Log.TraceVerbose("Generating target {0} for {1}", TargetRulesObject.Type.ToString(),
                                     ProjectFilePath);
                }
            }
        }