Files
2025-05-18 13:04:45 +08:00

2773 lines
113 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using Microsoft.CodeAnalysis;
using Microsoft.Extensions.Logging;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Security;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using System.Xml;
using System.Xml.Linq;
using UnrealBuildBase;
using static UnrealBuildTool.PlatformProjectGenerator;
namespace UnrealBuildTool
{
/// <summary>
/// Specifies the context for building an MSBuild project
/// </summary>
class MSBuildProjectContext
{
/// <summary>
/// Name of the configuration
/// </summary>
public string ConfigurationName;
/// <summary>
/// Name of the platform
/// </summary>
public string PlatformName;
/// <summary>
/// Whether this context should be built by default
/// </summary>
public bool bBuildByDefault;
/// <summary>
/// Whether this context should be deployed by default
/// </summary>
public bool bDeployByDefault;
/// <summary>
/// Constructor
/// </summary>
/// <param name="ConfigurationName">Name of this configuration</param>
/// <param name="PlatformName">Name of this platform</param>
public MSBuildProjectContext(string ConfigurationName, string PlatformName)
{
this.ConfigurationName = ConfigurationName;
this.PlatformName = PlatformName;
}
/// <summary>
/// The name of this context
/// </summary>
public string Name => String.Format("{0}|{1}", ConfigurationName, PlatformName);
/// <summary>
/// Serializes this context to a string for debugging
/// </summary>
/// <returns>Name of this context</returns>
public override string ToString()
{
return Name;
}
}
/// <summary>
/// Represents an arbitrary MSBuild project
/// </summary>
abstract class MSBuildProjectFile : ProjectFile
{
/// The project file version string
public static readonly string VCProjectFileVersionString = "10.0.30319.1";
/// The build configuration name to use for stub project configurations. These are projects whose purpose
/// is to make it easier for developers to find source files and to provide IntelliSense data for the module
/// to Visual Studio
public static readonly string StubProjectConfigurationName = "BuiltWithUnrealBuildTool";
/// The name of the Visual C++ platform to use for stub project configurations
/// NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
public static readonly string StubProjectPlatformName = "Win64";
/// <summary>
/// The Guid representing the project type e.g. C# or C++
/// </summary>
public virtual string ProjectTypeGUID => throw new BuildException("Unrecognized type of project file for Visual Studio solution");
static Guid PathNamespaceGuid { get; } = new Guid("2D8570D5-7FFC-4E6D-A9D7-E860E117D717");
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
/// <param name="BaseDir">The base directory for files within this project</param>
public MSBuildProjectFile(FileReference InitFilePath, DirectoryReference BaseDir)
: base(InitFilePath, BaseDir)
{
// Each project gets its own GUID. This is stored in the project file and referenced in the solution file.
// First, check to see if we have an existing file on disk. If we do, then we'll try to preserve the
// GUID by loading it from the existing file.
if (FileReference.Exists(ProjectFilePath))
{
try
{
LoadGUIDFromExistingProject();
}
catch (Exception)
{
// Failed to find GUID, so just create a new one
ProjectGUID = VCProjectFileGenerator.MakeMd5Guid(PathNamespaceGuid, ProjectFilePath.FullName);
}
}
if (ProjectGUID == Guid.Empty)
{
// Generate a brand new GUID
ProjectGUID = VCProjectFileGenerator.MakeMd5Guid(PathNamespaceGuid, ProjectFilePath.FullName);
}
}
/// <summary>
/// Attempts to load the project's GUID from an existing project file on disk
/// </summary>
public override void LoadGUIDFromExistingProject()
{
// Only load GUIDs if we're in project generation mode. Regular builds don't need GUIDs for anything.
if (ProjectFileGenerator.bGenerateProjectFiles)
{
XmlDocument Doc = new XmlDocument();
Doc.Load(ProjectFilePath.FullName);
// @todo projectfiles: Ideally we could do a better job about preserving GUIDs when only minor changes are made
// to the project (such as adding a single new file.) It would make diffing changes much easier!
// @todo projectfiles: Can we "seed" a GUID based off the project path and generate consistent GUIDs each time?
XmlNodeList Elements = Doc.GetElementsByTagName("ProjectGuid");
foreach (XmlElement? Element in Elements)
{
if (Element == null)
{
continue;
}
ProjectGUID = Guid.ParseExact(Element.InnerText.Trim("{}".ToCharArray()), "D");
}
}
}
/// <summary>
/// Get the project context for the given solution context
/// </summary>
/// <param name="SolutionTarget">The solution target type</param>
/// <param name="SolutionConfiguration">The solution configuration</param>
/// <param name="SolutionPlatform">The solution platform</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="Architecture">The target architecture</param>
/// <param name="Logger">Logger for output</param>
/// <returns>Project context matching the given solution context</returns>
public abstract MSBuildProjectContext? GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators, UnrealArch? Architecture, ILogger Logger);
/// <summary>
/// Checks to see if the specified solution platform and configuration is able to map to this project
/// </summary>
/// <param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
/// <param name="Platform">Platform</param>
/// <param name="Configuration">Configuration</param>
/// <param name="Logger">Logger for output</param>
/// <returns>True if this is a valid combination for this project, otherwise false</returns>
public static bool IsValidProjectPlatformAndConfiguration(Project ProjectTarget, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, ILogger Logger)
{
if (!ProjectFileGenerator.bIncludeTestAndShippingConfigs)
{
if (Configuration == UnrealTargetConfiguration.Test || Configuration == UnrealTargetConfiguration.Shipping)
{
return false;
}
}
if (!ProjectFileGenerator.bIncludeDebugConfigs)
{
if (Configuration == UnrealTargetConfiguration.Debug || Configuration == UnrealTargetConfiguration.DebugGame)
{
return false;
}
}
if (!ProjectFileGenerator.bIncludeDevelopmentConfigs)
{
if (Configuration == UnrealTargetConfiguration.Development)
{
return false;
}
}
UEBuildPlatform? BuildPlatform;
if (!UEBuildPlatform.TryGetBuildPlatform(Platform, out BuildPlatform))
{
return false;
}
if (BuildPlatform.HasRequiredSDKsInstalled() != SDKStatus.Valid)
{
return false;
}
List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
if (ProjectTarget.TargetRules != null)
{
SupportedPlatforms.AddRange(ProjectTarget.SupportedPlatforms);
SupportedConfigurations.AddRange(ProjectTarget.TargetRules.GetSupportedConfigurations());
}
// Add all of the extra platforms/configurations for this target
{
foreach (UnrealTargetPlatform ExtraPlatform in ProjectTarget.ExtraSupportedPlatforms)
{
if (!SupportedPlatforms.Contains(ExtraPlatform))
{
SupportedPlatforms.Add(ExtraPlatform);
}
}
foreach (UnrealTargetConfiguration ExtraConfig in ProjectTarget.ExtraSupportedConfigurations)
{
if (!SupportedConfigurations.Contains(ExtraConfig))
{
SupportedConfigurations.Add(ExtraConfig);
}
}
}
// Only build for supported platforms
if (SupportedPlatforms.Contains(Platform) == false)
{
return false;
}
// Only build for supported configurations
if (SupportedConfigurations.Contains(Configuration) == false)
{
return false;
}
return true;
}
/// <summary>
/// Escapes characters in a filename so they can be stored in an XML attribute
/// </summary>
/// <param name="FileName">The filename to escape</param>
/// <returns>The escaped filename</returns>
public static string EscapeFileName(string FileName)
{
return SecurityElement.Escape(FileName)!;
}
/// <summary>
/// GUID for this Visual C++ project file
/// </summary>
public Guid ProjectGUID
{
get;
protected set;
}
}
class VCProjectFile : MSBuildProjectFile
{
VCProjectFileFormat ProjectFileFormat;
bool bUsePrecompiled;
bool bMakeProjectPerTarget;
string? BuildToolOverride;
Dictionary<DirectoryReference, string> ModuleDirToForceIncludePaths = new Dictionary<DirectoryReference, string>();
Dictionary<DirectoryReference, string> ModuleDirToPchHeaderFile = new Dictionary<DirectoryReference, string>();
VCProjectFileSettings Settings;
/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
/// a platform for any project configurations where our actual platform is not supported by the
/// installed version of Visual Studio (e.g, "iOS")
public const string DefaultPlatformName = "x64";
// This is the GUID that Visual Studio uses to identify a C++ project file in the solution
public override string ProjectTypeGUID => "{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}";
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="FilePath">The path to the project file on disk</param>
/// <param name="BaseDir">The base directory for files within this project</param>
/// <param name="ProjectFileFormat">Visual C++ project file version</param>
/// <param name="bUsePrecompiled">Whether to add the -UsePrecompiled argumemnt when building targets</param>
/// <param name="bMakeProjectPerTarget">Whether to add roll the target type into the config (ie "Development Editor")</param>
/// <param name="BuildToolOverride">Optional arguments to pass to UBT when building</param>
/// <param name="Settings">Other settings</param>
public VCProjectFile(FileReference FilePath, DirectoryReference BaseDir, VCProjectFileFormat ProjectFileFormat, bool bUsePrecompiled, bool bMakeProjectPerTarget, string? BuildToolOverride, VCProjectFileSettings Settings)
: base(FilePath, BaseDir)
{
this.ProjectFileFormat = ProjectFileFormat;
this.bUsePrecompiled = bUsePrecompiled;
this.bMakeProjectPerTarget = bMakeProjectPerTarget;
this.BuildToolOverride = BuildToolOverride;
this.Settings = Settings;
}
/// <inheritdoc/>
public override MSBuildProjectContext? GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators, UnrealArch? Architecture, ILogger Logger)
{
// Stub projects always build in the same configuration
if (IsStubProject)
{
return new MSBuildProjectContext(StubProjectConfigurationName, StubProjectPlatformName);
}
// Have to match every solution configuration combination to a project configuration (or use the invalid one)
string ProjectConfigurationName = "Invalid";
// Get the default platform. If there were not valid platforms for this project, just use one that will always be available in VS.
string ProjectPlatformName = InvalidConfigPlatformNames!.First();
// Whether the configuration should be built automatically as part of the solution
bool bBuildByDefault = false;
// Whether this configuration should deploy by default (requires bBuildByDefault)
bool bDeployByDefault = false;
// Programs are built in editor configurations (since the editor is like a desktop program too) and game configurations (since we omit the "game" qualification in the configuration name).
bool IsProgramProject = ProjectTargets[0].TargetRules != null && ProjectTargets[0].TargetRules!.Type == TargetType.Program;
if (!IsProgramProject || SolutionTarget == TargetType.Game || SolutionTarget == TargetType.Editor)
{
// Get the target type we expect to find for this project
TargetType TargetConfigurationName = SolutionTarget;
if (IsProgramProject)
{
TargetConfigurationName = TargetType.Program;
}
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
List<Project> MatchingProjectTargets = new List<Project>();
foreach (Project ProjectTarget in ProjectTargets)
{
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, SolutionPlatform, SolutionConfiguration, Logger))
{
if (ProjectTarget.TargetRules != null)
{
if (bMakeProjectPerTarget || TargetConfigurationName == ProjectTarget.TargetRules.Type)
{
MatchingProjectTargets.Add(ProjectTarget);
}
}
else
{
if (ShouldBuildForAllSolutionTargets || TargetConfigurationName == TargetType.Game)
{
MatchingProjectTargets.Add(ProjectTarget);
}
}
}
}
// Always allow SCW and UnrealLighmass to build in editor configurations
if (MatchingProjectTargets.Count == 0 && SolutionTarget == TargetType.Editor && SolutionPlatform == UnrealTargetPlatform.Win64)
{
foreach (Project ProjectTarget in ProjectTargets)
{
string TargetName = ProjectTargets[0].TargetRules!.Name;
if (TargetName == "ShaderCompileWorker")
{
MatchingProjectTargets.Add(ProjectTarget);
break;
}
}
}
// Make sure there's only one matching project target
if (MatchingProjectTargets.Count > 1)
{
throw new BuildException("Not expecting more than one target for project {0} to match solution configuration {1} {2} {3}", ProjectFilePath, SolutionTarget, SolutionConfiguration, SolutionPlatform);
}
// If we found a matching project, get matching configuration
if (MatchingProjectTargets.Count == 1)
{
// Get the matching target
Project MatchingProjectTarget = MatchingProjectTargets[0];
// If the project wants to always build in "Development", regardless of what the solution configuration is set to, then we'll do that here.
UnrealTargetConfiguration ProjectConfiguration = SolutionConfiguration;
if (MatchingProjectTarget.ForceDevelopmentConfiguration && SolutionTarget != TargetType.Game)
{
ProjectConfiguration = UnrealTargetConfiguration.Development;
}
// Get the matching project configuration
UnrealTargetPlatform ProjectPlatform = SolutionPlatform;
if (IsStubProject)
{
if (ProjectConfiguration != UnrealTargetConfiguration.Unknown)
{
throw new BuildException("Stub project was expecting platform and configuration type to be set to Unknown");
}
ProjectConfigurationName = StubProjectConfigurationName;
ProjectPlatformName = StubProjectPlatformName;
}
else
{
if (ProjectConfigAndTargetCombinations == null)
{
throw new BuildException("Project config and target combinations has not been populated.");
}
ProjectConfigAndTargetCombination? Combination = ProjectConfigAndTargetCombinations.FirstOrDefault(Combination =>
Combination.Platform == ProjectPlatform &&
Combination.Configuration == ProjectConfiguration &&
Combination.ProjectTarget == MatchingProjectTarget &&
Combination.Architecture == Architecture);
if (Combination == null)
{
if (ProjectPlatform == UnrealTargetPlatform.Android)
{
// ok for Android not to find the architecture
return null;
}
throw new BuildException("Could not find the project config/platform combination in the generated list.");
}
ProjectPlatformName = Combination.ProjectPlatformName;
ProjectConfigurationName = Combination.ProjectConfigurationName;
}
// Set whether this project configuration should be built when the user initiates "build solution"
if (ShouldBuildByDefaultForSolutionTargets)
{
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
List<UnrealTargetPlatform>? SupportedPlatforms = null;
if (MatchingProjectTarget.TargetRules != null)
{
SupportedPlatforms = new List<UnrealTargetPlatform>();
SupportedPlatforms.AddRange(MatchingProjectTarget.SupportedPlatforms);
}
if (SupportedPlatforms == null || SupportedPlatforms.Contains(SolutionPlatform))
{
bBuildByDefault = true;
PlatformProjectGenerator? ProjGen = PlatformProjectGenerators.GetPlatformProjectGenerator(SolutionPlatform, true);
if (MatchingProjectTarget.ProjectDeploys ||
((ProjGen != null) && (ProjGen.GetVisualStudioDeploymentEnabled(new VSSettings(ProjectPlatform, ProjectConfiguration, ProjectFileFormat, Architecture)) == true)))
{
bDeployByDefault = true;
}
}
}
}
}
return new MSBuildProjectContext(ProjectConfigurationName, ProjectPlatformName) { bBuildByDefault = bBuildByDefault, bDeployByDefault = bDeployByDefault };
}
class ProjectConfigAndTargetCombination
{
readonly public UnrealTargetPlatform? Platform;
readonly public UnrealTargetConfiguration Configuration;
readonly public string ProjectPlatformName;
readonly public string ProjectConfigurationName;
readonly public ProjectTarget? ProjectTarget;
readonly public UnrealArch? Architecture;
public ProjectConfigAndTargetCombination(UnrealTargetPlatform? InPlatform, UnrealTargetConfiguration InConfiguration, string InProjectPlatformName, string InProjectConfigurationName, ProjectTarget? InProjectTarget, UnrealArch? InArchitecture)
{
Platform = InPlatform;
Configuration = InConfiguration;
ProjectPlatformName = InProjectPlatformName;
ProjectConfigurationName = InProjectConfigurationName;
ProjectTarget = InProjectTarget;
Architecture = InArchitecture;
}
public string? ProjectConfigurationAndPlatformName => (ProjectPlatformName == null) ? null : (ProjectConfigurationName + "|" + ProjectPlatformName);
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration, Architecture != null ? " " + Architecture : String.Empty);
}
}
/// <inheritdoc/>
public override void AddModuleForIntelliSense(UEBuildModuleCPP Module, CppCompileEnvironment CompileEnvironment)
{
base.AddModuleForIntelliSense(Module, CompileEnvironment);
if (Settings.bUsePerFileIntellisense)
{
foreach (DirectoryReference ModuleDirectory in Module.ModuleDirectories)
{
List<string> ForceIncludePaths = new List<string>(CompileEnvironment.ForceIncludeFiles.Select(x => InsertPathVariables(x.Location)));
if (CompileEnvironment.PrecompiledHeaderIncludeFilename != null)
{
string PchHeaderFile = InsertPathVariables(CompileEnvironment.PrecompiledHeaderIncludeFilename);
ForceIncludePaths.Insert(0, PchHeaderFile);
ModuleDirToPchHeaderFile[Module.ModuleDirectory] = PchHeaderFile;
}
ModuleDirToForceIncludePaths[Module.ModuleDirectory] = String.Join(";", ForceIncludePaths);
}
}
}
static string InsertPathVariables(FileReference Location)
{
if (Location.IsUnderDirectory(ProjectFileGenerator.PrimaryProjectPath))
{
return String.Format("$(SolutionDir){0}", Location.MakeRelativeTo(ProjectFileGenerator.PrimaryProjectPath));
}
else
{
return Location.FullName;
}
}
/// <summary>
/// Gets highest C++ version which is used in this project
/// </summary>
/// <returns>C++ standard version</returns>
public CppStandardVersion GetIntelliSenseCppVersion()
{
if (IntelliSenseCppVersion != CppStandardVersion.Default)
{
return IntelliSenseCppVersion;
}
CppStandardVersion Version = CppStandardVersion.Default;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations!)
{
if (Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null && Combination.ProjectTarget.TargetRules.CppStandard > Version)
{
Version = Combination.ProjectTarget.TargetRules.CppStandard;
}
}
return Version;
}
/// <summary>
/// Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for specific C++ version
/// </summary>
private static string GetCppStandardCompileArgument(CppStandardVersion Version)
{
switch (Version)
{
case CppStandardVersion.Cpp20:
return "/std:c++20";
case CppStandardVersion.Cpp23:
case CppStandardVersion.Latest:
return "/std:c++latest";
default:
throw new BuildException($"Unsupported C++ standard type set: {Version}");
}
}
private string GetConformanceCompileArguments(TargetRules Target)
{
if (Target.Platform.IsInGroup(UnrealPlatformGroup.Microsoft) && Target.WindowsPlatform.Compiler.IsMSVC())
{
VersionNumber CompilerVersion = Target.WindowsPlatform.Environment?.CompilerVersion ?? new VersionNumber(0);
List<string> Arguments = new();
if (Target.WindowsPlatform.bStrictConformanceMode)
{
// This define is needed to ensure that MSVC static analysis mode doesn't declare attributes that are incompatible with strict conformance mode
Arguments.Add("/DSAL_NO_ATTRIBUTE_DECLARATIONS=1");
Arguments.Add("/permissive-");
Arguments.Add("/Zc:strictStrings-"); // Have to disable strict const char* semantics due to Windows headers not being compliant.
}
else
{
Arguments.Add("/Zc:hiddenFriend");
}
if (Target.WindowsPlatform.bUpdatedCPPMacro)
{
Arguments.Add("/Zc:__cplusplus");
}
if (Target.WindowsPlatform.bStrictInlineConformance)
{
Arguments.Add("/Zc:inline");
}
if (Target.WindowsPlatform.bStrictPreprocessorConformance)
{
Arguments.Add("/Zc:preprocessor");
}
if (Target.WindowsPlatform.bStrictEnumTypesConformance)
{
Arguments.Add("/Zc:enumTypes");
}
return String.Join(' ', Arguments);
}
return String.Empty;
}
/// <summary>
/// Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for coroutines support
/// </summary>
private string GetEnableCoroutinesArgument()
{
if (IntelliSenseEnableCoroutines)
{
if (VCProjectFileGenerator.GetCompilerForIntellisense(ProjectFileFormat).IsMSVC())
{
return "/await:strict";
}
return "-fcoroutines-ts";
}
return String.Empty;
}
HashSet<string>? InvalidConfigPlatformNames;
List<ProjectConfigAndTargetCombination>? ProjectConfigAndTargetCombinations;
private void BuildProjectConfigAndTargetCombinations(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
//no need to do this more than once
if (ProjectConfigAndTargetCombinations == null)
{
HashSet<string> ProjectConfigAndTargets = new();
// Build up a list of platforms and configurations this project will support. In this list, Unknown simply
// means that we should use the default "stub" project platform and configuration name.
// If this is a "stub" project, then only add a single configuration to the project
ProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
if (IsStubProject)
{
ProjectConfigAndTargetCombination StubCombination = new ProjectConfigAndTargetCombination(UnrealTargetPlatform.Parse(StubProjectPlatformName), UnrealTargetConfiguration.Unknown, StubProjectPlatformName, StubProjectConfigurationName, null, null);
ProjectConfigAndTargetCombinations.Add(StubCombination);
}
else
{
// Figure out all the desired configurations
foreach (UnrealTargetConfiguration Configuration in InConfigurations)
{
//@todo.Rocket: Put this in a commonly accessible place?
if (InstalledPlatformInfo.IsValidConfiguration(Configuration, EProjectType.Code) == false)
{
continue;
}
foreach (UnrealTargetPlatform Platform in InPlatforms)
{
if (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code) == false)
{
continue;
}
UEBuildPlatform? BuildPlatform;
if (UEBuildPlatform.TryGetBuildPlatform(Platform, out BuildPlatform) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
// Now go through all of the target types for this project
if (ProjectTargets.Count == 0)
{
throw new BuildException("Expecting at least one ProjectTarget to be associated with project '{0}' in the TargetProjects list ", ProjectFilePath);
}
foreach (ProjectTarget ProjectTarget in ProjectTargets.OfType<ProjectTarget>())
{
if (!IsValidProjectPlatformAndConfiguration(ProjectTarget, Platform, Configuration, Logger))
{
continue;
}
Action<UnrealArch?> AddProjectAndTargetCombination = (UnrealArch? Arch) =>
{
PlatformProjectGenerator? PlatformProjectGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
string ProjectPlatformName;
string ProjectConfigurationName = Configuration.ToString();
bool CreateDistinctConfigName = false;
VSSettings VSSettings = new(Platform, Configuration, ProjectFileFormat, Arch);
// Check to see if this platform is supported directly by Visual Studio projects.
if (PlatformProjectGenerator != null && PlatformProjectGenerator.HasVisualStudioSupport(VSSettings))
{
// Allow the platform to specify the name used in VisualStudio.
// Note that the actual name of the platform on the Visual Studio side may be different than what
// UnrealBuildTool calls it (e.g. "Win64" -> "x64".) GetVisualStudioPlatformName() will figure this out.
ProjectPlatformName = PlatformProjectGenerator.GetVisualStudioPlatformName(VSSettings);
// The project generator may require a distinct configuration name - typically when two UnrealTargetPlatforms need the same ProjectPlatformName - otherwise the properties overwrite each oter.
if (PlatformProjectGenerator.RequiresDistinctVisualStudioConfigurationName(VSSettings))
{
CreateDistinctConfigName = true;
}
}
else
{
// Visual Studio doesn't natively support this platform, so we fake it by mapping it to
// a project configuration that has the platform name in that configuration as a suffix,
// and then using "x64" as the actual VS platform name
CreateDistinctConfigName = true;
ProjectPlatformName = DefaultPlatformName;
}
if (CreateDistinctConfigName)
{
ProjectConfigurationName = String.Format("{0}{1}_{2}", Platform.ToString(), Arch != null ? "_" + Arch.ToString() : String.Empty, Configuration.ToString());
}
TargetType TargetConfigurationType = ProjectTarget.TargetRules!.Type;
if (!bMakeProjectPerTarget && TargetConfigurationType != TargetType.Game)
{
ProjectConfigurationName += "_" + TargetConfigurationType.ToString();
}
if (ProjectConfigAndTargetCombinations.Any(Combination => Combination.ProjectPlatformName == ProjectPlatformName && Combination.ProjectConfigurationName == ProjectConfigurationName))
{
throw new BuildException("'{0}' '{1} is already in the platform/config list. This means a platform generator is not marking that the config needs to be distinct.", ProjectPlatformName, ProjectConfigurationName);
}
ProjectConfigAndTargetCombinations.Add(new ProjectConfigAndTargetCombination(Platform, Configuration, ProjectPlatformName, ProjectConfigurationName, ProjectTarget, Arch));
};
UnrealArchitectures? Architectures = VCProjectFileGenerator.GetPlatformArchitecturesToGenerate(BuildPlatform, ProjectTarget);
if (Architectures == null)
{
AddProjectAndTargetCombination(null);
}
else
{
if (BuildPlatform.ArchitectureConfig.Mode == UnrealArchitectureMode.SingleTargetLinkSeparately)
{
if (BuildPlatform.Platform == UnrealTargetPlatform.Android)
{
Architectures = BuildPlatform.ArchitectureConfig.AllSupportedArchitectures;
}
}
foreach (UnrealArch Arch in Architectures.Architectures)
{
AddProjectAndTargetCombination(Arch);
}
}
}
}
}
}
}
// Create a list of platforms for the "invalid" configuration. We always require at least one of these.
if (ProjectConfigAndTargetCombinations.Count == 0)
{
InvalidConfigPlatformNames = new HashSet<string> { DefaultPlatformName };
}
else
{
InvalidConfigPlatformNames = new HashSet<string>(ProjectConfigAndTargetCombinations.Select(x => x.ProjectPlatformName));
}
}
}
/// <summary>
/// If found writes a debug project file to disk
/// </summary>
/// <returns>True on success</returns>
public override List<Tuple<ProjectFile, string>> WriteDebugProjectFiles(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
//string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<ProjectFile, string>> ProjectFiles = new List<Tuple<ProjectFile, string>>();
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations, PlatformProjectGenerators, Logger);
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations!)
{
if (Combination.Platform != null && !ProjectPlatforms.Contains(Combination.Platform.Value))
{
ProjectPlatforms.Add(Combination.Platform.Value);
}
}
//write out any additional project files
if (!IsStubProject && ProjectTargets.Any(x => x.TargetRules != null && x.TargetRules.Type != TargetType.Program))
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null)
{
//write out additional prop file
ProjGenerator.WriteAdditionalPropFile();
//write out additional project user files
ProjGenerator.WriteAdditionalProjUserFile(this);
//write out additional project files
Tuple<ProjectFile, string>? DebugProjectInfo = ProjGenerator.WriteAdditionalProjFile(this);
if (DebugProjectInfo != null)
{
ProjectFiles.Add(DebugProjectInfo);
}
}
}
}
return ProjectFiles;
}
private string[]? FilteredIncludeList = null;
private string[]? FilteredPathsList = null;
bool PathIsFilteredOut(DirectoryReference InPath, ref string[]? FilteredList)
{
// Turn the filter string into an array, remove whitespace, and normalize any path statements the first time
// we are asked to check a path.
if (FilteredList == null)
{
IEnumerable<string> CleanPaths = Settings.ExcludedFilePaths.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries)
.Select(P => P.Trim())
.Select(P => P.Replace('/', Path.DirectorySeparatorChar));
FilteredList = CleanPaths.ToArray();
}
// The user might have specified Foo, \Foo, Foo\, or \Foo\ as excludes.
// Directory paths don't contain a trailing slash so add one to the string
// we'll compare to our list so we can Contains and EndsWith to catch:
// <Path>\Foo\Dir
// <Path>\Foo
string PathWithSeparator = InPath.FullName + Path.DirectorySeparatorChar;
if (FilteredList.Length > 0)
{
foreach (string Entry in FilteredList)
{
if (PathWithSeparator.Contains(Entry, StringComparison.OrdinalIgnoreCase)
|| PathWithSeparator.EndsWith(Entry, StringComparison.OrdinalIgnoreCase))
{
return true;
}
}
}
return false;
}
bool IncludePathIsFilteredOut(DirectoryReference IncludePath)
{
return PathIsFilteredOut(IncludePath, ref FilteredIncludeList);
}
bool FilePathIsFilteredOut(DirectoryReference InPath)
{
return PathIsFilteredOut(InPath, ref FilteredPathsList);
}
bool TryGetBuildEnvironment(DirectoryReference BaseDir, [NotNullWhen(true)] out BuildEnvironment? OutBuildEnvironment)
{
for (DirectoryReference? CurrentDir = BaseDir; CurrentDir != null; CurrentDir = CurrentDir.ParentDirectory)
{
BuildEnvironment? BuildEnvironment;
if (BaseDirToBuildEnvironment.TryGetValue(CurrentDir, out BuildEnvironment))
{
OutBuildEnvironment = BuildEnvironment;
return true;
}
}
OutBuildEnvironment = null;
return false;
}
/// <summary>
/// Append a list of include paths to a property list
/// </summary>
/// <param name="Builder">String builder for the property value</param>
/// <param name="Collection">Collection of include paths</param>
/// <param name="IgnorePaths">Set of paths to ignore</param>
void AppendIncludePaths(StringBuilder Builder, IncludePathsCollection Collection, HashSet<DirectoryReference> IgnorePaths)
{
foreach (DirectoryReference IncludePath in Collection.AbsolutePaths)
{
if (!IgnorePaths.Contains(IncludePath) && !IncludePathIsFilteredOut(IncludePath))
{
Builder.Append(NormalizeProjectPath(IncludePath.FullName));
Builder.Append(';');
}
}
}
/// Implements Project interface
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
string ProjectName = ProjectFilePath.GetFileNameWithoutExtension();
bool bSuccess = true;
// Setup VC project file content
StringBuilder VCProjectFileContent = new StringBuilder();
StringBuilder VCFiltersFileContent = new StringBuilder();
StringBuilder VCUserFileContent = new StringBuilder();
VisualStudioUserFileSettings VCUserFileSettings = new VisualStudioUserFileSettings();
// Visual Studio doesn't require a *.vcxproj.filters file to even exist alongside the project unless
// it actually has something of substance in it. We'll avoid saving it out unless we need to.
bool FiltersFileIsNeeded = false;
// Project file header
VCProjectFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCProjectFileContent.AppendLine("<Project DefaultTargets=\"Build\" ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
bool bGenerateUserFileContent = PlatformProjectGenerators.PlatformRequiresVSUserFileGeneration(InPlatforms, InConfigurations);
if (bGenerateUserFileContent)
{
VCUserFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCUserFileContent.AppendLine("<Project ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
}
BuildProjectConfigAndTargetCombinations(InPlatforms, InConfigurations, PlatformProjectGenerators, Logger);
VCProjectFileContent.AppendLine(" <ItemGroup Label=\"ProjectConfigurations\">");
// Make a list of the platforms and configs as project-format names
List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
List<Tuple<string, UnrealTargetPlatform>> ProjectPlatformNameAndPlatforms = new List<Tuple<string, UnrealTargetPlatform>>(); // ProjectPlatformName, Platform
List<Tuple<string, UnrealTargetConfiguration>> ProjectConfigurationNameAndConfigurations = new List<Tuple<string, UnrealTargetConfiguration>>(); // ProjectConfigurationName, Configuration
List<ProjectConfigAndTargetCombination> ValidProjectConfigAndTargetCombinations = new List<ProjectConfigAndTargetCombination>();
Dictionary<string, HashSet<UnrealTargetPlatform>> ProjectPlatformNameToPlatform = new Dictionary<string, HashSet<UnrealTargetPlatform>>();
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations!)
{
if (Combination.Platform == null)
{
continue;
}
if (Combination.ProjectTarget != null && !IsValidProjectPlatformAndConfiguration(Combination.ProjectTarget, (UnrealTargetPlatform)Combination.Platform, Combination.Configuration, Logger))
{
continue;
}
if (!ProjectPlatforms.Contains(Combination.Platform.Value))
{
ProjectPlatforms.Add(Combination.Platform.Value);
}
if (!ProjectPlatformNameAndPlatforms.Any(ProjectPlatformNameAndPlatformTuple => ProjectPlatformNameAndPlatformTuple.Item1 == Combination.ProjectPlatformName))
{
ProjectPlatformNameAndPlatforms.Add(Tuple.Create(Combination.ProjectPlatformName, Combination.Platform.Value));
}
if (!ProjectConfigurationNameAndConfigurations.Any(ProjectConfigurationNameAndConfigurationTuple => ProjectConfigurationNameAndConfigurationTuple.Item1 == Combination.ProjectConfigurationName))
{
ProjectConfigurationNameAndConfigurations.Add(Tuple.Create(Combination.ProjectConfigurationName, Combination.Configuration));
}
ValidProjectConfigAndTargetCombinations.Add(Combination);
if (ProjectPlatformNameToPlatform.TryGetValue(Combination.ProjectPlatformName, out HashSet<UnrealTargetPlatform>? PlatformList))
{
PlatformList.Add(Combination.Platform.Value);
}
else
{
ProjectPlatformNameToPlatform.Add(Combination.ProjectPlatformName, new HashSet<UnrealTargetPlatform>() { Combination.Platform.Value });
}
}
// Add the "invalid" configuration for each platform. We use this when the solution configuration does not match any project configuration.
foreach (string InvalidConfigPlatformName in InvalidConfigPlatformNames!)
{
VCProjectFileContent.AppendLine(" <ProjectConfiguration Include=\"Invalid|{0}\">", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" <Configuration>Invalid</Configuration>");
VCProjectFileContent.AppendLine(" <Platform>{0}</Platform>", InvalidConfigPlatformName);
VCProjectFileContent.AppendLine(" </ProjectConfiguration>");
}
// Output ALL the project's config-platform permutations (project files MUST do this)
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
VCProjectFileContent.AppendLine(" <ProjectConfiguration Include=\"{0}|{1}\">", ProjectConfigurationName, ProjectPlatformName);
VCProjectFileContent.AppendLine(" <Configuration>{0}</Configuration>", ProjectConfigurationName);
VCProjectFileContent.AppendLine(" <Platform>{0}</Platform>", ProjectPlatformName);
VCProjectFileContent.AppendLine(" </ProjectConfiguration>");
}
}
VCProjectFileContent.AppendLine(" </ItemGroup>");
VCFiltersFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCFiltersFileContent.AppendLine("<Project ToolsVersion=\"{0}\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">", VCProjectFileGenerator.GetProjectFileToolVersionString(ProjectFileFormat));
// Platform specific PropertyGroups, etc.
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
VSSettings VSSettings = new(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat, null);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(VSSettings))
{
ProjGenerator.GetAdditionalVisualStudioPropertyGroups(VSSettings, VCProjectFileContent);
}
}
}
ProjectConfigAndTargetCombination? FoundCombo = ProjectConfigAndTargetCombinations.FirstOrDefault(combo => combo != null && combo.ProjectTarget != null && combo.ProjectTarget.TargetRules != null);
TargetRules? DefaultRules = FoundCombo?.ProjectTarget?.TargetRules;
bool IsTestTarget = (DefaultRules != null && DefaultRules.IsTestTarget);
// Project globals (project GUID, project type, SCC bindings, etc)
{
VCProjectFileContent.AppendLine(" <PropertyGroup Label=\"Globals\">");
VCProjectFileContent.AppendLine(" <ProjectGuid>{0}</ProjectGuid>", ProjectGUID.ToString("B").ToUpperInvariant());
VCProjectFileContent.AppendLine(" <RootNamespace>{0}</RootNamespace>", ProjectName);
if (IsTestTarget)
{
VCProjectFileContent.AppendLine(" <IsTestTarget>true</IsTestTarget>");
}
if (ProjectFileGenerator.bVisualStudioLinux)
{
VCProjectFileContent.AppendLine(" <Keyword>Linux</Keyword>");
VCProjectFileContent.AppendLine(" <ApplicationType>Linux</ApplicationType>");
VCProjectFileContent.AppendLine(" <TargetLinuxPlatform>Generic</TargetLinuxPlatform>");
VCProjectFileContent.AppendLine(" <ApplicationTypeRevision>1.0</ApplicationTypeRevision>");
VCProjectFileContent.AppendLine(" <LinuxProjectType>{D51BCBC9-82E9-4017-911E-C93873C4EA2B}</LinuxProjectType>");
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// look for additional import lines for all platforms for non stub projects
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
VSSettings VSSettings = new(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat, null);
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(VSSettings))
{
ProjGenerator.GetVisualStudioGlobalProperties(VSSettings, VCProjectFileContent);
}
}
}
// Write each project configuration PreDefaultProps section
HashSet<UnrealTargetPlatform> CommonPlatformsWritten = new HashSet<UnrealTargetPlatform>();
foreach (ProjectConfigAndTargetCombination Combination in ValidProjectConfigAndTargetCombinations)
{
if (Combination.Platform != null)
{
UnrealTargetPlatform TargetPlatform = Combination.Platform.Value;
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(TargetPlatform, true);
if (ProjGenerator != null)
{
bool ProjectPlatformRequiresConfigurationName = false;
if (ProjectPlatformNameToPlatform.TryGetValue(Combination.ProjectPlatformName, out HashSet<UnrealTargetPlatform>? PlatformList))
{
ProjectPlatformRequiresConfigurationName = PlatformList.Count > 1;
}
// Properties that are common for the unique platform
// Note that if the platform name is not unique then the common properties will be added below
if (!ProjectPlatformRequiresConfigurationName && !CommonPlatformsWritten.Contains(Combination.Platform.Value))
{
StringBuilder CommonPlatformToolsetString = new StringBuilder();
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, CommonPlatformToolsetString);
if (CommonPlatformToolsetString.Length > 0)
{
string ConditionString = "Condition=\"'$(Platform)'=='" + Combination.ProjectPlatformName + "'\"";
VCProjectFileContent.AppendLine(" <PropertyGroup " + ConditionString + " Label=\"Configuration\">");
VCProjectFileContent.Append(CommonPlatformToolsetString);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
CommonPlatformsWritten.Add(TargetPlatform);
}
// Properties that require the configuration and platform name
StringBuilder PlatformToolsetString = new StringBuilder();
if (ProjectPlatformRequiresConfigurationName)
{
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, PlatformToolsetString);
}
ProjGenerator.GetVisualStudioPreDefaultString(TargetPlatform, Combination.Configuration, PlatformToolsetString);
if (PlatformToolsetString.Length > 0)
{
string ProjectConfigurationAndPlatformName = Combination.ProjectConfigurationName + "|" + Combination.ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
VCProjectFileContent.AppendLine(" <PropertyGroup " + ConditionString + " Label=\"Configuration\">");
VCProjectFileContent.Append(PlatformToolsetString);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
}
}
// Write the per platform/config configuration info
foreach (Tuple<string, UnrealTargetConfiguration> ConfigurationTuple in ProjectConfigurationNameAndConfigurations)
{
string ProjectConfigurationName = ConfigurationTuple.Item1;
UnrealTargetConfiguration TargetConfiguration = ConfigurationTuple.Item2;
foreach (Tuple<string, UnrealTargetPlatform> PlatformTuple in ProjectPlatformNameAndPlatforms)
{
string ProjectPlatformName = PlatformTuple.Item1;
UnrealTargetPlatform TargetPlatform = PlatformTuple.Item2;
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(TargetPlatform, true);
if (ProjGenerator == null)
{
continue;
}
PlatformProjectGenerator.VSSettings VSSettings = new(TargetPlatform, TargetConfiguration, ProjectFileFormat, null);
StringBuilder PlatformToolsetString = new StringBuilder();
ProjGenerator.GetVisualStudioPlatformToolsetString(VSSettings, PlatformToolsetString);
string PlatformConfigurationType = ProjGenerator.GetVisualStudioPlatformConfigurationType(VSSettings);
// if we are using the defaults set earlier then skip writing this
if (PlatformConfigurationType == PlatformProjectGenerator.DefaultPlatformConfigurationType && PlatformToolsetString.Length == 0)
{
continue;
}
string ProjectConfigurationAndPlatformName = ProjectConfigurationName + "|" + ProjectPlatformName;
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + ProjectConfigurationAndPlatformName + "'\"";
VCProjectFileContent.AppendLine(" <PropertyGroup {0} Label=\"Configuration\">", ConditionString);
VCProjectFileContent.AppendLine(" <ConfigurationType>{0}</ConfigurationType>", PlatformConfigurationType);
if (PlatformToolsetString.Length == 0)
{
VCProjectFileGenerator.AppendPlatformToolsetProperty(VCProjectFileContent, ProjectFileFormat);
}
else
{
VCProjectFileContent.Append(PlatformToolsetString);
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
VCProjectFileContent.AppendLine(" <Import Project=\"UECommon.props\" />");
VCProjectFileContent.AppendLine(" <ImportGroup Label=\"ExtensionSettings\" />");
VCProjectFileContent.AppendLine(" <PropertyGroup Label=\"UserMacros\" />");
// Merge as many include paths as possible into the shared list
HashSet<DirectoryReference> SharedIncludeSearchPathsSet = new HashSet<DirectoryReference>();
// Build up the new include search path string
StringBuilder SharedIncludeSearchPaths = new StringBuilder();
{
// Find out how many source files there are in each directory
ConcurrentDictionary<DirectoryReference, int> SourceDirToCount = new();
Parallel.ForEach(SourceFiles.Where(sf => sf.Reference.HasExtension(".cpp")), SourceFile =>
{
SourceDirToCount.AddOrUpdate(SourceFile.Reference.Directory, _ => 1, (k, v) => v + 1);
});
// Figure out the most common include paths
ConcurrentDictionary<DirectoryReference, int> IncludePathToCount = new();
Parallel.ForEach(SourceDirToCount, Pair =>
{
if (TryGetBuildEnvironment(Pair.Key, out BuildEnvironment? OutBuildEnvironment))
{
foreach (DirectoryReference IncludePath in OutBuildEnvironment.UserIncludePaths.AbsolutePaths)
{
IncludePathToCount.AddOrUpdate(IncludePath, _ => Pair.Value, (k, v) => v + Pair.Value);
}
foreach (DirectoryReference IncludePath in OutBuildEnvironment.SystemIncludePaths.AbsolutePaths)
{
IncludePathToCount.AddOrUpdate(IncludePath, _ => Pair.Value, (k, v) => v + Pair.Value);
}
return;
}
});
// Append the most common include paths to the search list.
if (Settings.MaxSharedIncludePaths > 0)
{
foreach (DirectoryReference IncludePath in IncludePathToCount.OrderByDescending(x => x.Value).ThenBy(x => x.Key).Select(x => x.Key))
{
string RelativePath = NormalizeProjectPath(IncludePath);
if (SharedIncludeSearchPaths.Length + RelativePath.Length >= Settings.MaxSharedIncludePaths)
{
break;
}
if (!IncludePathIsFilteredOut(IncludePath))
{
SharedIncludeSearchPathsSet.Add(IncludePath);
SharedIncludeSearchPaths.AppendFormat("{0};", RelativePath);
}
}
}
SharedIncludeSearchPaths.AppendFormat("$(DefaultSystemIncludePaths);");
}
// Gather source folder and file info
List<AliasedFile> LocalAliasedFiles = new List<AliasedFile>(AliasedFiles);
ConcurrentDictionary<DirectoryReference, string?> DirectoryToPchFile = new();
ConcurrentDictionary<DirectoryReference, string> DirectoryToForceIncludePaths = new();
ConcurrentDictionary<DirectoryReference, string> DirectoryToIncludeSearchPaths = new();
{
foreach (SourceFile CurFile in SourceFiles)
{
// We want all source file and directory paths in the project files to be relative to the project file's
// location on the disk. Convert the path to be relative to the project file directory
string ProjectRelativeSourceFile = CurFile.Reference.MakeRelativeTo(ProjectFilePath.Directory);
// By default, files will appear relative to the project file in the solution. This is kind of the normal Visual
// Studio way to do things, but because our generated project files are emitted to intermediate folders, if we always
// did this it would yield really ugly paths int he solution explorer
string FilterRelativeSourceDirectory;
if (CurFile.BaseFolder == null)
{
FilterRelativeSourceDirectory = ProjectRelativeSourceFile;
}
else
{
FilterRelativeSourceDirectory = CurFile.Reference.MakeRelativeTo(CurFile.BaseFolder);
}
// Manually remove the filename for the filter. We run through this code path a lot, so just do it manually.
int LastSeparatorIdx = FilterRelativeSourceDirectory.LastIndexOf(Path.DirectorySeparatorChar);
if (LastSeparatorIdx == -1)
{
FilterRelativeSourceDirectory = "";
}
else
{
FilterRelativeSourceDirectory = FilterRelativeSourceDirectory.Substring(0, LastSeparatorIdx);
}
LocalAliasedFiles.Add(new AliasedFile(CurFile.Reference, ProjectRelativeSourceFile, FilterRelativeSourceDirectory));
}
Parallel.ForEach(LocalAliasedFiles, LocalAliasedFile =>
{
// get the filetype as represented to Visual Studio
VCFileType FileType = GetVCFileType(LocalAliasedFile.FileSystemPath);
DirectoryReference FileSystemPathDir = new DirectoryReference(LocalAliasedFile.FileSystemPath);
// if the filetype is an include and its path is filtered out, skip it entirely (should we do this for any type of
// file? Possibly, but not today due to potential fallout)
if (CanVCFileTypeBeIncluded(FileType) && IncludePathIsFilteredOut(FileSystemPathDir))
{
return;
}
// Allow filtering of any type of file
if (FilePathIsFilteredOut(FileSystemPathDir))
{
return;
}
if (!CanVCFileTypeBeCompiled(FileType))
{
return;
}
DirectoryReference Directory = LocalAliasedFile.Location.Directory;
// Find the PCH file
DirectoryToPchFile.GetOrAdd(Directory, _ =>
{
string? PchHeaderFile = null;
for (DirectoryReference? ParentDir = Directory; ParentDir != null; ParentDir = ParentDir.ParentDirectory)
{
if (ModuleDirToPchHeaderFile.TryGetValue(ParentDir, out PchHeaderFile))
{
break;
}
}
return PchHeaderFile;
});
// Find the force-included headers
DirectoryToForceIncludePaths.GetOrAdd(Directory, _ =>
{
string? ForceIncludePaths = null;
for (DirectoryReference? ParentDir = Directory; ParentDir != null; ParentDir = ParentDir.ParentDirectory)
{
if (ModuleDirToForceIncludePaths.TryGetValue(ParentDir, out ForceIncludePaths))
{
break;
}
}
// filter here. It's a little more graceful to do it where this info is built but easier to follow if we filter
// things our right before they're written.
if (!String.IsNullOrEmpty(ForceIncludePaths))
{
IEnumerable<string> PathList = ForceIncludePaths.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries);
ForceIncludePaths = String.Join(";", PathList.Where(P => !IncludePathIsFilteredOut(new DirectoryReference(P))));
}
ForceIncludePaths ??= String.Empty;
return ForceIncludePaths;
});
if (TryGetBuildEnvironment(Directory, out BuildEnvironment? BuildEnvironment))
{
DirectoryToIncludeSearchPaths.GetOrAdd(Directory, _ =>
{
StringBuilder Builder = new StringBuilder();
AppendIncludePaths(Builder, BuildEnvironment.UserIncludePaths, SharedIncludeSearchPathsSet);
AppendIncludePaths(Builder, BuildEnvironment.SystemIncludePaths, SharedIncludeSearchPathsSet);
return Builder.ToString();
});
}
});
}
// Check to see if all the source settings are the same
string CommonForcedIncludes = String.Empty;
string CommonAdditionalOptions = String.Empty;
{
if (DirectoryToForceIncludePaths.Any())
{
string ForceIncludePathToCheck = DirectoryToForceIncludePaths.Values.First();
if (DirectoryToForceIncludePaths.Values.All(x => x == ForceIncludePathToCheck))
{
CommonForcedIncludes = ForceIncludePathToCheck;
DirectoryToForceIncludePaths.Clear();
}
}
if (DirectoryToPchFile.Any())
{
string? PchFileToCheck = DirectoryToPchFile.Values.FirstOrDefault();
if (DirectoryToPchFile.Values.All(x => x == PchFileToCheck))
{
if (!String.IsNullOrEmpty(PchFileToCheck))
{
CommonAdditionalOptions = $"/Yu\"{PchFileToCheck}\"";
}
DirectoryToPchFile.Clear();
}
}
}
StringBuilder VCPreprocessorDefinitions = new StringBuilder();
foreach (string CurDef in IntelliSensePreprocessorDefinitions)
{
if (VCPreprocessorDefinitions.Length > 0)
{
VCPreprocessorDefinitions.Append(';');
}
VCPreprocessorDefinitions.Append(CurDef);
}
Func<TargetRules?, string> GetAdditionalOptionsString = (TargetRules? TargetRules) =>
{
return String.Format("{0} {1}{2}{3}", GetCppStandardCompileArgument(GetIntelliSenseCppVersion()),
GetEnableCoroutinesArgument(),
DefaultRules != null ? (" " + GetConformanceCompileArguments(DefaultRules)) : String.Empty,
CommonAdditionalOptions.Length > 0 ? (" " + CommonAdditionalOptions) : String.Empty);
};
string DefaultAdditionalOptions = GetAdditionalOptionsString(DefaultRules);
// Write common IntelliSense info
{
// @todo projectfiles: Currently we are storing defines/include paths for ALL configurations rather than using ConditionString and storing
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine(" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions){0}</NMakePreprocessorDefinitions>", (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : String.Empty));
// NOTE: Setting the IncludePath property rather than NMakeIncludeSearchPath results in significantly less
// memory usage, because NMakeIncludeSearchPath metadata is duplicated to each output item. Functionality should be identical for
// intellisense results.
VCProjectFileContent.AppendLine(" <IncludePath>$(IncludePath){0}</IncludePath>", (SharedIncludeSearchPaths.Length > 0 ? (";" + SharedIncludeSearchPaths) : ""));
VCProjectFileContent.AppendLine(" <NMakeForcedIncludes>$(NMakeForcedIncludes){0}</NMakeForcedIncludes>", (CommonForcedIncludes.Length > 0 ? (";" + CommonForcedIncludes) : ""));
VCProjectFileContent.AppendLine(" <NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>");
VCProjectFileContent.AppendLine(" <AdditionalOptions>{0}</AdditionalOptions>", DefaultAdditionalOptions);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
// Write platform properties
HashSet<UnrealTargetPlatform?> WrittenPlatforms = new();
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (WrittenPlatforms.Add(Combination.Platform))
{
StringBuilder PlatformProperties = new();
string PlatformAdditionalOptions = GetAdditionalOptionsString(Combination.ProjectTarget?.TargetRules);
if (PlatformAdditionalOptions != DefaultAdditionalOptions)
{
PlatformProperties.AppendLine(" <AdditionalOptions>{0}</AdditionalOptions>", PlatformAdditionalOptions);
}
if (PlatformProperties.Length != 0)
{
VCProjectFileContent.AppendLine(" <PropertyGroup Condition=\"'$(Platform)'=='" + Combination.ProjectPlatformName + "'\">");
VCProjectFileContent.Append(PlatformAdditionalOptions);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
}
// Write each configuration
{
StringBuilder[] TmpVCProjectFileContent = new StringBuilder[ProjectConfigAndTargetCombinations.Count];
StringBuilder[] TmpVCUserFileContent = new StringBuilder[ProjectConfigAndTargetCombinations.Count];
Parallel.For(0, ProjectConfigAndTargetCombinations.Count, Index =>
{
TmpVCProjectFileContent[Index] = new StringBuilder();
TmpVCUserFileContent[Index] = new StringBuilder();
WriteConfiguration(ProjectName, ProjectConfigAndTargetCombinations[Index], TmpVCProjectFileContent[Index], PlatformProjectGenerators, bGenerateUserFileContent ? TmpVCUserFileContent[Index] : null, bGenerateUserFileContent ? VCUserFileSettings : null);
});
for (int Index = 0; Index < ProjectConfigAndTargetCombinations.Count; Index++)
{
if (TmpVCProjectFileContent[Index].Length > 0)
{
VCProjectFileContent.Append(TmpVCProjectFileContent[Index]);
}
if (TmpVCUserFileContent[Index].Length > 0)
{
VCUserFileContent.Append(TmpVCUserFileContent[Index]);
}
}
}
{
// Collapse common values
{
StringBuilder CommonProjectFileContent = new StringBuilder();
Action<IDictionary<DirectoryReference, string>, string, string, string> AddProperties = (IDictionary<DirectoryReference, string> DirectoryToStringDict, string CommonPropertyPrefix, string PropertyNamePrefix, string PropertyValuePrefix) =>
{
Dictionary<string, string> UpdatedValues = new();
List<KeyValuePair<DirectoryReference, string>> KVPList = DirectoryToStringDict.ToList();
KVPList.SortBy(kvp => kvp.Key);
// Map each directory to a property
{
int PropertyIndex = 0;
foreach (KeyValuePair<DirectoryReference, string> DirectoryKVP in KVPList)
{
string? Value = DirectoryKVP.Value;
if (!String.IsNullOrEmpty(Value))
{
if (!UpdatedValues.ContainsKey(Value))
{
string PropertyName = PropertyNamePrefix;
if (PropertyIndex > 0)
{
PropertyName += "_" + PropertyIndex;
}
PropertyIndex++;
UpdatedValues.Add(Value, PropertyName);
}
DirectoryToStringDict[DirectoryKVP.Key] = UpdatedValues[Value];
}
}
}
// Find the common property values
Dictionary<string, string> ValueToCommonPropertyDict = new();
{
Dictionary<string, int> ValueAndCount = new();
foreach (string PropertyValue in UpdatedValues.Keys)
{
if (!String.IsNullOrEmpty(PropertyValue))
{
IEnumerable<string> PathList = PropertyValue.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries);
foreach (string Path in PathList)
{
if (ValueAndCount.TryGetValue(Path, out int PathCount))
{
ValueAndCount[Path] = ++PathCount;
}
else
{
ValueAndCount[Path] = 1;
}
}
}
}
List<string> CommonProperties = ValueAndCount.Where(kvp => kvp.Value > 1).Select(kvp => kvp.Key).ToList();
CommonProperties.Sort();
// Write out the common property values
int CommonPropertyValueIndex = 0;
foreach (string? CommonProperty in CommonProperties)
{
string PropertyName = CommonPropertyPrefix;
if (CommonPropertyValueIndex > 0)
{
PropertyName += "_" + CommonPropertyValueIndex;
}
CommonPropertyValueIndex++;
ValueToCommonPropertyDict.Add(CommonProperty, $"$({PropertyName})");
CommonProjectFileContent.AppendLine($" <{PropertyName}>{CommonProperty}</{PropertyName}>");
}
}
// Write out the updated properties
foreach (KeyValuePair<string, string> kvp in UpdatedValues)
{
string[] PathArray = kvp.Key.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries);
for (int Index = 0; Index < PathArray.Length; Index++)
{
if (ValueToCommonPropertyDict.TryGetValue(PathArray[Index], out string? PropertyValue) && !String.IsNullOrEmpty(PropertyValue))
{
PathArray[Index] = PropertyValue;
}
}
string NewValue = String.Join(";", PathArray);
CommonProjectFileContent.AppendLine($" <{kvp.Value}>{PropertyValuePrefix}{NewValue}</{kvp.Value}>");
}
};
//AdditionalIncludeDirectories
AddProperties(DirectoryToIncludeSearchPaths, "ProjectAdditionalIncludeDirectories", "ClCompile_AdditionalIncludeDirectories", "$(NMakeIncludeSearchPath);");
//ForcedIncludeFiles
AddProperties(DirectoryToForceIncludePaths, "ProjectForcedIncludeFiles", "ClCompile_ForcedIncludeFiles", String.Empty);
// AdditionalOptions
{
int ValueIndex = 0;
Dictionary<string, string> UpdatedValues = new();
List<KeyValuePair<DirectoryReference, string?>> KVPList = DirectoryToPchFile.ToList();
KVPList.SortBy(kvp => kvp.Key);
foreach (KeyValuePair<DirectoryReference, string?> DirectoryKVP in KVPList)
{
string? Value = DirectoryKVP.Value;
if (!String.IsNullOrEmpty(Value))
{
if (!UpdatedValues.ContainsKey(Value))
{
string PropertyName = "ClCompile_AdditionalOptions";
if (ValueIndex > 0)
{
PropertyName += "_" + ValueIndex;
}
ValueIndex++;
UpdatedValues.Add(Value, PropertyName);
CommonProjectFileContent.AppendLine($" <{PropertyName}>$(AdditionalOptions) /Yu\"{Value}\"</{PropertyName}>");
}
DirectoryToPchFile[DirectoryKVP.Key] = UpdatedValues[Value];
}
}
}
if (CommonProjectFileContent.Length > 0)
{
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.Append(CommonProjectFileContent);
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
}
VCFiltersFileContent.AppendLine(" <ItemGroup>");
VCProjectFileContent.AppendLine(" <ItemGroup>");
// Add all file directories to the filters file as solution filters
HashSet<string> FilterDirectories = new HashSet<string>();
foreach (AliasedFile AliasedFile in LocalAliasedFiles)
{
// No need to add the root directory relative to the project (it would just be an empty string!)
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
FiltersFileIsNeeded = EnsureFilterPathExists(AliasedFile.ProjectPath, VCFiltersFileContent, FilterDirectories);
}
// get the filetype as represented to Visual Studio
VCFileType FileType = GetVCFileType(AliasedFile.FileSystemPath);
DirectoryReference FileSystemPathDir = new DirectoryReference(AliasedFile.FileSystemPath);
// if the filetype is an include and its path is filtered out, skip it entirely (should we do this for any type of
// file? Possibly, but not today due to potential fallout)
if (CanVCFileTypeBeIncluded(FileType) && IncludePathIsFilteredOut(FileSystemPathDir))
{
continue;
}
// Allow filtering of any type of file
if (FilePathIsFilteredOut(FileSystemPathDir))
{
continue;
}
string VCFileType = GetVCFileTypeString(FileType);
if (!CanVCFileTypeBeCompiled(FileType))
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\"/>", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
else
{
DirectoryReference Directory = AliasedFile.Location.Directory;
// Find the include search paths
if (TryGetBuildEnvironment(Directory, out BuildEnvironment? BuildEnvironment))
{
StringBuilder ClCompileInfo = new();
if (DirectoryToIncludeSearchPaths.TryGetValue(Directory, out string? DirectoryToIncludeSearchPathValue) && !String.IsNullOrEmpty(DirectoryToIncludeSearchPathValue))
{
ClCompileInfo.AppendLine($" <AdditionalIncludeDirectories>$({DirectoryToIncludeSearchPathValue})</AdditionalIncludeDirectories>");
}
if (DirectoryToForceIncludePaths.TryGetValue(Directory, out string? DirectoryToForceIncludePathValue) && !String.IsNullOrEmpty(DirectoryToForceIncludePathValue))
{
ClCompileInfo.AppendLine($" <ForcedIncludeFiles>$({DirectoryToForceIncludePathValue})</ForcedIncludeFiles>");
}
if (DirectoryToPchFile.Any())
{
string? PchHeaderFile = DirectoryToPchFile[Directory];
if (PchHeaderFile != null && ProjectFileFormat >= VCProjectFileFormat.VisualStudio2022)
{
ClCompileInfo.AppendLine($" <AdditionalOptions>$({DirectoryToPchFile[Directory]})</AdditionalOptions>");
}
}
if (ClCompileInfo.Length == 0)
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\"/>", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
else
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\">", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
VCProjectFileContent.Append(ClCompileInfo.ToString());
VCProjectFileContent.AppendLine(" </{0}>", VCFileType);
}
}
else
{
VCProjectFileContent.AppendLine(" <{0} Include=\"{1}\"/>", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
}
if (!String.IsNullOrWhiteSpace(AliasedFile.ProjectPath))
{
VCFiltersFileContent.AppendLine(" <{0} Include=\"{1}\">", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
VCFiltersFileContent.AppendLine(" <Filter>{0}</Filter>", Utils.CleanDirectorySeparators(EscapeFileName(AliasedFile.ProjectPath)));
VCFiltersFileContent.AppendLine(" </{0}>", VCFileType);
FiltersFileIsNeeded = true;
}
else
{
// No need to specify the root directory relative to the project (it would just be an empty string!)
VCFiltersFileContent.AppendLine(" <{0} Include=\"{1}\" />", VCFileType, EscapeFileName(AliasedFile.FileSystemPath));
}
}
VCProjectFileContent.AppendLine(" </ItemGroup>");
VCFiltersFileContent.AppendLine(" </ItemGroup>");
}
// For Installed engine builds, include engine source in the source search paths if it exists. We never build it locally, so the debugger can't find it.
if (Unreal.IsEngineInstalled() && !IsStubProject)
{
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.Append(" <SourcePath>");
foreach (string DirectoryName in Directory.EnumerateDirectories(Unreal.EngineSourceDirectory.FullName, "*", SearchOption.AllDirectories))
{
if (Directory.EnumerateFiles(DirectoryName, "*.cpp").Any())
{
VCProjectFileContent.Append(DirectoryName);
VCProjectFileContent.Append(';');
}
}
VCProjectFileContent.AppendLine("</SourcePath>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
string OutputManifestString = "";
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
VSSettings VSSettings = new(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat, null);
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(VSSettings))
{
// @todo projectfiles: Serious hacks here because we are trying to emit one-time platform-specific sections that need information
// about a target type, but the project file may contain many types of targets! Some of this logic will need to move into
// the per-target configuration writing code.
TargetType HackTargetType = TargetType.Game;
FileReference? HackTargetFilePath = null;
foreach (ProjectConfigAndTargetCombination Combination in ProjectConfigAndTargetCombinations)
{
if (Combination.Platform == Platform &&
Combination.ProjectTarget!.TargetRules != null &&
Combination.ProjectTarget.TargetRules.Type == HackTargetType)
{
HackTargetFilePath = Combination.ProjectTarget.TargetFilePath;// ProjectConfigAndTargetCombinations[0].ProjectTarget.TargetFilePath;
break;
}
}
if (HackTargetFilePath != null)
{
OutputManifestString += ProjGenerator.GetVisualStudioOutputManifestSection(VSSettings, HackTargetType, HackTargetFilePath, ProjectFilePath);
}
}
}
}
VCProjectFileContent.Append(OutputManifestString); // output manifest must come before the Cpp.targets file.
VCProjectFileContent.AppendLine(" <ItemDefinitionGroup>");
VCProjectFileContent.AppendLine(" </ItemDefinitionGroup>");
VCProjectFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.targets\" />");
// Make sure CleanDependsOn is defined empty so the CppClean task isn't run when cleaning targets (use makefile instead)
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine(" <CleanDependsOn> $(CleanDependsOn); </CleanDependsOn>");
VCProjectFileContent.AppendLine(" <CppCleanDependsOn></CppCleanDependsOn>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
FileReference[] VSTestRunSettingsFiles = ProjectTargets.Select(Target => Target.TargetRules?.VSTestRunSettingsFile)
.Where(File => File != null).Select(File => File!).Distinct().ToArray();
if (VSTestRunSettingsFiles.Length == 1)
{
string RunSettingsRelativePath = VSTestRunSettingsFiles[0].MakeRelativeTo(ProjectFilePath.Directory);
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine($" <RunSettingsFilePath>$(ProjectDir){RunSettingsRelativePath}</RunSettingsFilePath>");
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else if (VSTestRunSettingsFiles.Length > 1)
{
string Files = String.Join(", ", VSTestRunSettingsFiles.Select(File => File!.FullName));
Logger.LogWarning("Inconsistent VSTest run settings files for project '{ProjectFilePath}': {Files}", ProjectFilePath, Files);
}
if (!IsStubProject)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
VSSettings VSSettings = new(Platform, UnrealTargetConfiguration.Development, ProjectFileFormat, null);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioSupport(VSSettings))
{
ProjGenerator.GetVisualStudioTargetOverrides(VSSettings, VCProjectFileContent);
}
}
}
VCProjectFileContent.AppendLine(" <ImportGroup Label=\"ExtensionTargets\">");
VCProjectFileContent.AppendLine(" </ImportGroup>");
WriteTargets(ProjectPlatforms, PlatformProjectGenerators, VCProjectFileContent, Logger);
VCProjectFileContent.AppendLine("</Project>");
VCFiltersFileContent.AppendLine("</Project>");
if (bGenerateUserFileContent)
{
VCUserFileContent.AppendLine("</Project>");
}
// Save the project file
if (bSuccess)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(ProjectFilePath.FullName, VCProjectFileContent.ToString(), Logger);
}
// Save the filters file
if (bSuccess)
{
// Create a path to the project file's filters file
string VCFiltersFilePath = ProjectFilePath.FullName + ".filters";
if (FiltersFileIsNeeded)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCFiltersFilePath, VCFiltersFileContent.ToString(), Logger);
}
else
{
Logger.LogDebug("Deleting Visual C++ filters file which is no longer needed: {File}", VCFiltersFilePath);
// Delete the filters file, if one exists. We no longer need it
try
{
File.Delete(VCFiltersFilePath);
}
catch (Exception)
{
Logger.LogInformation("Error deleting filters file (file may not be writable): {File}", VCFiltersFilePath);
}
}
}
// Save the user file, if required
if (VCUserFileContent.Length > 0)
{
// Create a path to the project file's user file
string VCUserFilePath = ProjectFilePath.FullName + ".user";
// Never overwrite the existing user path as it will cause them to lose their settings
if (ProjectFileGenerator.bForceUpdateAllFiles || File.Exists(VCUserFilePath) == false)
{
bSuccess = ProjectFileGenerator.WriteFileIfChanged(VCUserFilePath, VCUserFileContent.ToString(), Logger);
}
else
{
bSuccess = PatchVCUserFile(VCUserFilePath, VCUserFileContent.ToString(), VCUserFileSettings, Logger);
}
}
return bSuccess;
}
private bool PatchVCUserFile(string FileName, string NewFileContents, VisualStudioUserFileSettings UserFileSettings, ILogger Logger)
{
// Before we start, see if any relevant property is present in the new contents.
if (UserFileSettings.PropertiesToPatch.Any(NewFileContents.Contains) == false)
{
return true;
}
XDocument CurrentContent;
try
{
CurrentContent = XDocument.Load(FileName);
}
catch (Exception ex)
{
string Message = String.Format("Error while trying to parse XML file {0}.", FileName);
Logger.LogError("{Message}", Message);
throw new BuildException(ex, Message);
}
XDocument NewContent;
try
{
NewContent = XDocument.Parse(NewFileContents);
}
catch (Exception ex)
{
string Message = String.Format("Error while trying to parse XML new data for file {0} ('{1}').", FileName, NewFileContents);
Logger.LogError("{Message}", Message);
throw new BuildException(ex, Message);
}
if (CurrentContent.Root == null || NewContent.Root == null)
{
return true;
}
XNamespace NS = NewContent.Root.Name.Namespace;
// Skip patching if namespaces don't match (should never be the case?)
if (NS != CurrentContent.Root.Name.Namespace)
{
return false;
}
// Create dictionaries with key == Condition of each <PropertyGroup> and value == <PropertyGroup> XElement itself for both current and new document.
Dictionary<string, XElement> CurrentPropertyGroups = CurrentContent
.Descendants(NS + "PropertyGroup")
.Select(Element => (Attribute: Element.Attribute("Condition"), Element))
.Where(Pair => Pair.Attribute != null)
.ToDictionary(Pair => Pair.Attribute!.Value, Pair => Pair.Element);
Dictionary<string, XElement> NewPropertyGroups = NewContent
.Descendants(NS + "PropertyGroup")
.Select(Element => (Attribute: Element.Attribute("Condition"), Element))
.Where(Pair => Pair.Attribute != null)
.ToDictionary(Pair => Pair.Attribute!.Value, Pair => Pair.Element);
bool bNeedsSaving = false;
// Go over every <PropertyGroup> in new document.
foreach ((string Attribute, XElement NewPropertyGroup) in NewPropertyGroups)
{
// Check if new document <PropertyGroup> contains any properties that we need to patch in the current document.
if (NewPropertyGroup.Elements().Any(Element => UserFileSettings.PropertiesToPatch.Contains(Element.Name.LocalName)) == false)
{
continue;
}
// Check if <PropertyGroup> with same "Condition" attribute already exist in the current document.
// If yes, update required properties in existing <PropertyGroup> but preserve any other property in current document order.
if (CurrentPropertyGroups.TryGetValue(Attribute, out XElement? CurrentPropertyGroup))
{
// Preserve values from current document for relevant properties by patching corresponding properties in new document.
IEnumerable<XElement> ElementsToPreserveValuesFrom = CurrentPropertyGroup
.Elements()
.Where(Element => UserFileSettings.PropertiesToPatchOrderButPreserveValue.Contains(Element.Name.LocalName));
foreach (XElement CurrentElement in ElementsToPreserveValuesFrom)
{
XElement? NewElement = NewPropertyGroup.Element(CurrentElement.Name);
if (NewElement != null)
{
NewElement.Value = CurrentElement.Value;
}
}
XElement[] CurrentPropertyGroupElementsForPatch = CurrentPropertyGroup
.Elements()
.Where(Element => UserFileSettings.PropertiesToPatch.Contains(Element.Name.LocalName))
.ToArray();
XElement[] NewPropertyGroupElementsForPatch = NewPropertyGroup
.Elements()
.Where(Element => UserFileSettings.PropertiesToPatch.Contains(Element.Name.LocalName))
.ToArray();
// Check if all properties are already has the correct value and order, and skip patching if so.
if (CurrentPropertyGroupElementsForPatch.Length == NewPropertyGroupElementsForPatch.Length &&
!CurrentPropertyGroupElementsForPatch.Where((CurrentProperty, i) => CurrentProperty.Name != NewPropertyGroupElementsForPatch[i].Name || CurrentProperty.Value != NewPropertyGroupElementsForPatch[i].Value).Any())
{
continue;
}
// Remove all existing properties that we need to update from existing document, this simplifies logic of adding them,
// because we need to update the values and ensure the order of properties is as declared in the new document,
// because the order of properties is important for MSBuild when one property uses a value of another property.
CurrentPropertyGroupElementsForPatch.Remove();
// Add new properties to existing <PropertyGroup> in the order as they are defined in new document.
CurrentPropertyGroup.Add(NewPropertyGroupElementsForPatch);
bNeedsSaving = true;
}
else // Otherwise add new <PropertyGroup> as-is to the end of existing document.
{
CurrentContent.Root.Add(NewPropertyGroup);
bNeedsSaving = true;
}
}
if (bNeedsSaving)
{
try
{
CurrentContent.Save(FileName);
Logger.LogDebug("Patching {Path}.", Path.GetFileName(FileName));
}
catch (Exception ex)
{
string Message = String.Format("Error while trying to write file {0}. The file is probably read-only.", FileName);
Logger.LogError("{Message}", Message);
throw new BuildException(ex, Message);
}
}
else
{
Logger.LogDebug("{Path} doesn't require patching.", Path.GetFileName(FileName));
}
return true;
}
private class ProjectConfigurationForGenerator : ProjectBuildConfiguration
{
public override string ConfigurationName => Combination.ProjectConfigurationName;
public override string BuildCommand => $"{EscapePath(NormalizeProjectPath(CommandBuilder.BuildScript))} {CommandBuilder.GetBuildArguments()}";
private ProjectConfigAndTargetCombination Combination;
private BuildCommandBuilder CommandBuilder;
public ProjectConfigurationForGenerator(ProjectConfigAndTargetCombination InCombination, BuildCommandBuilder InCommandBuilder)
{
Combination = InCombination;
CommandBuilder = InCommandBuilder;
}
}
/// <summary>
/// Write additional Target elements if needed by per-platform generators.
/// </summary>
/// <param name="ProjectPlatforms"></param>
/// <param name="PlatformProjectGenerators"></param>
/// <param name="VCProjectFileContent"></param>
/// <param name="Logger"></param>
private void WriteTargets(List<UnrealTargetPlatform> ProjectPlatforms, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder VCProjectFileContent, ILogger Logger)
{
foreach (UnrealTargetPlatform Platform in ProjectPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, true);
if (ProjGenerator != null && ProjGenerator.HasVisualStudioTargets(Platform))
{
IEnumerable<ProjectConfigAndTargetCombination> PlatformCombinations = ProjectConfigAndTargetCombinations!.Where(Combination => Combination.Platform == Platform);
if (PlatformCombinations.Any())
{
List<ProjectBuildConfiguration> PlatformConfigurations = PlatformCombinations.Select(Combination =>
{
string UProjectPath = "";
if (IsForeignProject)
{
UProjectPath = String.Format("\"{0}\"", InsertPathVariables(Combination.ProjectTarget!.UnrealProjectFilePath!));
}
BuildCommandBuilder Builder = CreateArgumentsBuilder(Combination, UProjectPath, ProjGenerator);
return new ProjectConfigurationForGenerator(Combination, Builder) as ProjectBuildConfiguration;
}
).ToList();
ProjGenerator.GetVisualStudioTargetsString(Platform, PlatformConfigurations, VCProjectFileContent);
}
}
}
}
private static bool EnsureFilterPathExists(string FilterRelativeSourceDirectory, StringBuilder VCFiltersFileContent, HashSet<string> FilterDirectories)
{
// We only want each directory to appear once in the filters file
string PathRemaining = Utils.CleanDirectorySeparators(FilterRelativeSourceDirectory);
bool FiltersFileIsNeeded = false;
if (!FilterDirectories.Contains(PathRemaining))
{
// Make sure all subdirectories leading up to this directory each have their own filter, too!
List<string> AllDirectoriesInPath = new List<string>();
string PathSoFar = "";
for (; ; )
{
if (PathRemaining.Length > 0)
{
int SlashIndex = PathRemaining.IndexOf(Path.DirectorySeparatorChar);
string SplitDirectory;
if (SlashIndex != -1)
{
SplitDirectory = PathRemaining.Substring(0, SlashIndex);
PathRemaining = PathRemaining.Substring(SplitDirectory.Length + 1);
}
else
{
SplitDirectory = PathRemaining;
PathRemaining = "";
}
if (!String.IsNullOrEmpty(PathSoFar))
{
PathSoFar += Path.DirectorySeparatorChar;
}
PathSoFar += SplitDirectory;
AllDirectoriesInPath.Add(PathSoFar);
}
else
{
break;
}
}
foreach (string LeadingDirectory in AllDirectoriesInPath)
{
if (!FilterDirectories.Contains(LeadingDirectory))
{
FilterDirectories.Add(LeadingDirectory);
// Generate a unique stable GUID for this folder by hashing the LeadingDirectory string
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
string FilterGUID = VCProjectFileGenerator.MakeMd5Guid(LeadingDirectory).ToString("B").ToUpperInvariant();
VCFiltersFileContent.AppendLine(" <Filter Include=\"{0}\">", EscapeFileName(LeadingDirectory));
VCFiltersFileContent.AppendLine(" <UniqueIdentifier>{0}</UniqueIdentifier>", FilterGUID);
VCFiltersFileContent.AppendLine(" </Filter>");
FiltersFileIsNeeded = true;
}
}
}
return FiltersFileIsNeeded;
}
private enum VCFileType
{
None,
CCode,
Header,
Inline,
Resource,
Manifest,
};
/// <summary>
/// Returns the VCFileType string based on the VCFileType enum.
/// </summary>
/// <param name="FileType"></param>
/// <returns>Name of the element in MSBuild project file for this file type</returns>
private string GetVCFileTypeString(VCFileType FileType)
{
switch (FileType)
{
default:
case VCFileType.None:
return "None";
case VCFileType.CCode:
return "ClCompile";
case VCFileType.Header:
return Settings.bHeadersAsClCompile ? "ClCompile" : "ClInclude";
case VCFileType.Inline:
return "ClInclude";
case VCFileType.Resource:
return "ResourceCompile";
case VCFileType.Manifest:
return "Manifest";
}
}
private bool CanVCFileTypeBeIncluded(VCFileType FileType)
{
return FileType == VCFileType.Header || FileType == VCFileType.Inline;
}
private bool CanVCFileTypeBeCompiled(VCFileType FileType)
{
return FileType == VCFileType.CCode || (FileType == VCFileType.Header && Settings.bHeadersAsClCompile);
}
/// <summary>
/// Returns the VCFileType enum value based on the file path.
/// </summary>
/// <param name="Path">The path of the file to return type for.</param>
/// <returns>VCFileType enum value for this file.</returns>
private VCFileType GetVCFileType(string Path)
{
// What type of file is this?
if (Path.EndsWith(".h", StringComparison.InvariantCultureIgnoreCase))
{
return VCFileType.Header;
}
if (Path.EndsWith(".inl", StringComparison.InvariantCultureIgnoreCase))
{
return VCFileType.Inline;
}
if (Path.EndsWith(".cpp", StringComparison.InvariantCultureIgnoreCase))
{
return VCFileType.CCode;
}
if (Path.EndsWith(".rc", StringComparison.InvariantCultureIgnoreCase))
{
return VCFileType.Resource;
}
if (Path.EndsWith(".manifest", StringComparison.InvariantCultureIgnoreCase))
{
return VCFileType.Manifest;
}
return VCFileType.None;
}
// Helper class to generate NMake build commands and arguments
public class BuildCommandBuilder
{
public bool bEditorDependsOnShaderCompileWorker = true;
public bool bBuildLiveCodingConsole;
public bool bAddFastPDBToProjects;
public bool bIsForeignProject;
public bool bUsePrecompiled;
public bool bIsFromMSBuild;
public PlatformProjectGenerator? ProjectGenerator;
public FileReference BuildScript { get; }
public FileReference RebuildScript { get; }
public FileReference CleanScript { get; }
private readonly string? BuildToolOverride;
private readonly string UProjectPath;
private readonly VSSettings VSSettings;
private readonly ProjectTarget ProjectTarget;
public BuildCommandBuilder(VSSettings InVSSettings, ProjectTarget InProjectTarget, string InUProjectPath, string? InBuildToolOverride = null)
{
VSSettings = InVSSettings;
ProjectTarget = InProjectTarget;
UProjectPath = InUProjectPath;
BuildToolOverride = InBuildToolOverride;
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Build", "BatchFiles");
BuildScript = FileReference.Combine(BatchFilesDirectory, "Build.bat");
RebuildScript = FileReference.Combine(BatchFilesDirectory, "Rebuild.bat");
CleanScript = FileReference.Combine(BatchFilesDirectory, "Clean.bat");
}
public string GetBuildArguments()
{
TargetRules TargetRulesObject = ProjectTarget.TargetRules!;
string TargetName = ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions();
StringBuilder BuildArguments = new StringBuilder();
BuildArguments.AppendFormat("{0} {1} {2}", TargetName, VSSettings.Platform.ToString(), VSSettings.Configuration.ToString());
if (UProjectPath.Length > 0)
{
BuildArguments.AppendFormat(" -Project={0}", UProjectPath);
}
List<string> ExtraTargets = new List<string>();
if (!bUsePrecompiled)
{
if (TargetRulesObject.Type == TargetType.Editor && bEditorDependsOnShaderCompileWorker && !Unreal.IsEngineInstalled())
{
string ProjParam = UProjectPath.Length > 0 ? $" -Project=\\\"{UProjectPath.Trim('"')}\\\"" : "";
ExtraTargets.Add($"ShaderCompileWorker Win64 Development{ProjParam}");
}
if (TargetRulesObject.bWithLiveCoding && bBuildLiveCodingConsole && !Unreal.IsEngineInstalled() && TargetRulesObject.Name != "LiveCodingConsole")
{
ExtraTargets.Add(TargetRulesObject.bUseDebugLiveCodingConsole ? "LiveCodingConsole Win64 Debug" : "LiveCodingConsole Win64 Development");
}
}
if (ExtraTargets.Count > 0)
{
BuildArguments.Replace("\"", "\\\"");
BuildArguments.Insert(0, "-Target=\"");
BuildArguments.Append('"');
foreach (string ExtraTarget in ExtraTargets)
{
BuildArguments.AppendFormat(" -Target=\"{0} -Quiet\"", ExtraTarget);
}
}
if (bUsePrecompiled)
{
BuildArguments.Append(" -UsePrecompiled");
}
// Always wait for the mutex between UBT invocations, so that building the whole solution doesn't fail.
BuildArguments.Append(" -WaitMutex");
if (bIsFromMSBuild)
{
BuildArguments.Append(" -FromMsBuild");
}
if (bAddFastPDBToProjects)
{
// Pass Fast PDB option to make use of Visual Studio's /DEBUG:FASTLINK option
BuildArguments.Append(" -FastPDB");
}
if (BuildToolOverride != null)
{
BuildArguments.AppendFormat(" {0}", BuildToolOverride);
}
if (ProjectGenerator != null)
{
BuildArguments.Append(ProjectGenerator.GetExtraBuildArguments(VSSettings));
}
if (VSSettings.Architecture != null)
{
BuildArguments.AppendFormat(" -architecture={0}", VSSettings.Architecture);
}
return BuildArguments.ToString();
}
}
private BuildCommandBuilder CreateArgumentsBuilder(ProjectConfigAndTargetCombination Combination, string UProjectPath, PlatformProjectGenerator? ProjGenerator)
{
BuildCommandBuilder Builder = new BuildCommandBuilder(new VSSettings(Combination.Platform!.Value, Combination.Configuration, ProjectFileFormat, Combination.Architecture),
Combination.ProjectTarget!, UProjectPath, BuildToolOverride)
{
ProjectGenerator = ProjGenerator,
bEditorDependsOnShaderCompileWorker = Settings.bEditorDependsOnShaderCompileWorker,
bBuildLiveCodingConsole = Settings.bBuildLiveCodingConsole,
bAddFastPDBToProjects = Settings.bAddFastPDBToProjects,
bIsForeignProject = IsForeignProject,
bUsePrecompiled = bUsePrecompiled,
// Always include a flag to format log messages for MSBuild
bIsFromMSBuild = true
};
return Builder;
}
// Anonymous function that writes project configuration data
private void WriteConfiguration(string ProjectName, ProjectConfigAndTargetCombination Combination, StringBuilder VCProjectFileContent, PlatformProjectGeneratorCollection PlatformProjectGenerators, StringBuilder? VCUserFileContent, VisualStudioUserFileSettings? VCUserFileSettings)
{
UnrealTargetConfiguration Configuration = Combination.Configuration;
PlatformProjectGenerator? ProjGenerator = Combination.Platform != null ? PlatformProjectGenerators.GetPlatformProjectGenerator(Combination.Platform.Value, true) : null;
FileReference? UProjectPathNullable = Combination.ProjectTarget?.UnrealProjectFilePath;
string UProjectPath = "";
if (UProjectPathNullable != null)
{
UProjectPath = String.Format("\"{0}\"", InsertPathVariables(UProjectPathNullable));
}
string ConditionString = "Condition=\"'$(Configuration)|$(Platform)'=='" + Combination.ProjectConfigurationAndPlatformName + "'\"";
{
// Add custom import info
if (ProjGenerator != null)
{
StringBuilder CustomImportGroupInfo = new StringBuilder();
ProjGenerator.GetVisualStudioImportGroupProperties(new(Combination.Platform!.Value, Configuration, ProjectFileFormat, null), CustomImportGroupInfo);
if (CustomImportGroupInfo.Length != 0)
{
VCProjectFileContent.AppendLine(" <ImportGroup {0} Label=\"PropertySheets\">", ConditionString);
VCProjectFileContent.Append(CustomImportGroupInfo);
VCProjectFileContent.AppendLine(" </ImportGroup>");
}
}
DirectoryReference ProjectDirectory = ProjectFilePath.Directory;
FileReference? NMakePath = null;
if (IsStubProject)
{
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>@rem Nothing to do.</NMakeBuildCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>@rem Nothing to do.</NMakeReBuildCommandLine>");
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>@rem Nothing to do.</NMakeCleanCommandLine>");
if (ProjectFileGenerator.bVisualStudioLinux)
{
VCProjectFileContent.AppendLine(" <BuildCommandLine>$(NMakeBuildCommandLine)</BuildCommandLine>");
VCProjectFileContent.AppendLine(" <ReBuildCommandLine>$(NMakeReBuildCommandLine)</ReBuildCommandLine>");
VCProjectFileContent.AppendLine(" <CleanCommandLine>$(NMakeCleanCommandLine)</CleanCommandLine>");
VCProjectFileContent.AppendLine(" <LocalBuildOutputs />");
VCProjectFileContent.AppendLine(" <SourcesToCopyRemotelyOverride />");
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else if (Unreal.IsEngineInstalled() && Combination.ProjectTarget != null && Combination.ProjectTarget.TargetRules != null &&
(Combination.Platform == null || !Combination.ProjectTarget.SupportedPlatforms.Contains(Combination.Platform.Value)))
{
string TargetName = Combination.ProjectTarget.TargetFilePath.GetFileNameWithoutAnyExtensions();
string ValidPlatforms = String.Join(", ", Combination.ProjectTarget.SupportedPlatforms.Select(x => x.ToString()));
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeBuildCommandLine>", Combination.Platform!, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeReBuildCommandLine>", Combination.Platform!, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>@echo {0} is not a supported platform for {1}. Valid platforms are {2}.</NMakeCleanCommandLine>", Combination.Platform!, TargetName, ValidPlatforms);
VCProjectFileContent.AppendLine(" <NMakeOutput/>");
if (ProjectFileGenerator.bVisualStudioLinux)
{
VCProjectFileContent.AppendLine(" <BuildCommandLine>$(NMakeBuildCommandLine)</BuildCommandLine>");
VCProjectFileContent.AppendLine(" <ReBuildCommandLine>$(NMakeReBuildCommandLine)</ReBuildCommandLine>");
VCProjectFileContent.AppendLine(" <CleanCommandLine>$(NMakeCleanCommandLine)</CleanCommandLine>");
VCProjectFileContent.AppendLine(" <LocalBuildOutputs />");
VCProjectFileContent.AppendLine(" <SourcesToCopyRemotelyOverride />");
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
}
else
{
UnrealTargetPlatform Platform = Combination.Platform!.Value;
TargetRules TargetRulesObject;
try
{
if (Combination.Architecture != null)
{
TargetRulesObject = Combination.ProjectTarget!.CreateRulesDelegateWithArch(Platform, Configuration, (UnrealArch)Combination.Architecture);
}
else
{
TargetRulesObject = Combination.ProjectTarget!.CreateRulesDelegate(Platform, Configuration);
}
}
catch (BuildException)
{
TargetRulesObject = Combination.ProjectTarget!.TargetRules!;
}
FileReference TargetFilePath = Combination.ProjectTarget.TargetFilePath;
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions();
string UBTPlatformName = Platform.ToString();
string UBTConfigurationName = Configuration.ToString();
VSSettings VSSettings = new(Platform, Configuration, ProjectFileFormat, null);
if (Combination.Architecture != null)
{
VSSettings.Architecture = Combination.Architecture;
}
// Setup output path
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform) | (TargetRulesObject.LinkType == TargetLinkType.Monolithic);
// Get the .uproject directory
DirectoryReference? UProjectDirectory = DirectoryReference.FromFile(Combination.ProjectTarget.UnrealProjectFilePath);
// Get the output directory
DirectoryReference RootOutputDirectory;
if (UProjectDirectory != null && (bShouldCompileMonolithic || TargetRulesObject.BuildEnvironment == TargetBuildEnvironment.Unique) && TargetRulesObject.File!.IsUnderDirectory(UProjectDirectory))
{
RootOutputDirectory = UEBuildTarget.GetOutputDirectoryForExecutable(UProjectDirectory, TargetRulesObject.File!);
}
else
{
RootOutputDirectory = UEBuildTarget.GetOutputDirectoryForExecutable(Unreal.EngineDirectory, TargetRulesObject.File!);
}
// Get the output directory
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootOutputDirectory, "Binaries", UBTPlatformName);
if (!String.IsNullOrEmpty(TargetRulesObject.ExeBinariesSubFolder))
{
OutputDirectory = DirectoryReference.Combine(OutputDirectory, TargetRulesObject.ExeBinariesSubFolder);
}
// Get the executable name (minus any platform or config suffixes)
string BaseExeName = TargetName;
if (!bShouldCompileMonolithic && TargetRulesObject.Type != TargetType.Program && TargetRulesObject.BuildEnvironment != TargetBuildEnvironment.Unique)
{
BaseExeName = "Unreal" + TargetRulesObject.Type.ToString();
}
// Make the output file path
NMakePath = FileReference.Combine(OutputDirectory, BaseExeName);
if (Configuration != TargetRulesObject.UndecoratedConfiguration)
{
NMakePath += TargetRulesObject.DecoratedSeparator + UBTPlatformName + TargetRulesObject.DecoratedSeparator + UBTConfigurationName;
}
if (UnrealArchitectureConfig.ForPlatform(Platform).RequiresArchitectureFilenames(TargetRulesObject.Architectures))
{
NMakePath += TargetRulesObject.Architecture.ToString();
}
else if (Combination.Architecture != null) // support the case where the project/platform combination explicitly sets an architecture(e.g. Win64)
{
UnrealArch Architecture = (UnrealArch)Combination.Architecture;
if (UnrealArchitectureConfig.ForPlatform(Platform).RequiresArchitectureFilenames(new UnrealArchitectures(Architecture)))
{
NMakePath += Architecture.ToString();
}
}
NMakePath += BuildPlatform.GetBinaryExtension(UEBuildBinaryType.Executable);
if (TargetRulesObject.OutputFile != null)
{
NMakePath = FileReference.Combine(RootOutputDirectory, TargetRulesObject.OutputFile);
}
VCProjectFileContent.AppendLine(" <PropertyGroup {0}>", ConditionString);
if (ProjGenerator != null)
{
StringBuilder PathsStringBuilder = new StringBuilder();
ProjGenerator.GetVisualStudioPathsEntries(VSSettings, TargetRulesObject.Type, TargetFilePath, ProjectFilePath, NMakePath, PathsStringBuilder);
VCProjectFileContent.Append(PathsStringBuilder.ToString());
}
// This is the standard UE based project NMake build line:
// ..\..\Build\BatchFiles\Build.bat <TARGETNAME> <PLATFORM> <CONFIGURATION>
// ie ..\..\Build\BatchFiles\Build.bat BlankProgram Win64 Debug
BuildCommandBuilder Builder = CreateArgumentsBuilder(Combination, UProjectPath, ProjGenerator);
string BuildArguments = Builder.GetBuildArguments();
// NMake Build command line
if (TargetRulesObject.IsTestTarget)
{
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>$(BuildBatchScript) {0} -Mode=Test</NMakeBuildCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>$(BuildBatchScript) {0} -Mode=Test -RebuildTests</NMakeReBuildCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>$(BuildBatchScript) {0} -Mode=Test -CleanTests</NMakeCleanCommandLine>", BuildArguments);
}
else
{
VCProjectFileContent.AppendLine(" <NMakeBuildCommandLine>$(BuildBatchScript) {0}</NMakeBuildCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeReBuildCommandLine>$(RebuildBatchScript) {0}</NMakeReBuildCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" <NMakeCleanCommandLine>$(CleanBatchScript) {0}</NMakeCleanCommandLine>", BuildArguments);
}
if (TargetRulesObject.bBuildConsoleAppOnly)
{
VCProjectFileContent.AppendLine(" <NMakeOutput>{0}</NMakeOutput>", NormalizeProjectPath(UEBuildBinary.GetAdditionalConsoleAppPath(new FileReference(NMakePath.FullName))));
}
else
{
VCProjectFileContent.AppendLine(" <NMakeOutput>{0}</NMakeOutput>", NormalizeProjectPath(NMakePath.FullName));
}
if (ProjectFileGenerator.bVisualStudioLinux)
{
VCProjectFileContent.AppendLine(" <BuildCommandLine>$(NMakeBuildCommandLine)</BuildCommandLine>");
VCProjectFileContent.AppendLine(" <ReBuildCommandLine>$(NMakeReBuildCommandLine)</ReBuildCommandLine>");
VCProjectFileContent.AppendLine(" <CleanCommandLine>$(NMakeCleanCommandLine)</CleanCommandLine>");
if (TargetRulesObject.Platform.IsInGroup(UnrealPlatformGroup.Linux))
{
VCProjectFileContent.AppendLine(" <LocalBuildOutputs>{0};{1};{2}</LocalBuildOutputs>",
NormalizeProjectPath(NMakePath), NormalizeProjectPath(NMakePath.ChangeExtension(".debug")), NormalizeProjectPath(NMakePath.ChangeExtension(".sym")));
VCProjectFileContent.AppendLine(" <PreLaunchCommand>chmod +x $(RemoteDeployDir)/{0}</PreLaunchCommand>", NMakePath.GetFileName());
VCProjectFileContent.AppendLine(" <RemoteDebuggerCommand>$(RemoteDeployDir)/{0}</RemoteDebuggerCommand>", NMakePath.GetFileName());
}
}
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
{
// Allow platforms to add any special properties they require
PlatformProjectGenerators.GenerateGamePlatformSpecificProperties(Platform, Configuration, TargetRulesObject.Type, VCProjectFileContent, RootOutputDirectory, TargetFilePath);
}
VCProjectFileContent.AppendLine(" </PropertyGroup>");
if (ProjGenerator != null)
{
VCProjectFileContent.Append(ProjGenerator.GetVisualStudioLayoutDirSection(VSSettings, ConditionString, Combination.ProjectTarget.TargetRules!.Type, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath));
}
VCProjectFileContent.AppendLine(" <ItemDefinitionGroup {0}>", ConditionString);
VCProjectFileContent.AppendLine(" <NMakeCompile>");
VCProjectFileContent.AppendLine(" <NMakeCompileFileCommandLine>$(BuildBatchScript) {0} -WorkingDir=$(MSBuildProjectDirectory) -Files=$(SelectedFiles)</NMakeCompileFileCommandLine>", BuildArguments);
VCProjectFileContent.AppendLine(" </NMakeCompile>");
if (TargetRulesObject.bIsBuildingConsoleApplication)
{
// Let Visual Studio keep the console window open when debugging stops. Ignored by the build.
VCProjectFileContent.AppendLine(" <Link>");
VCProjectFileContent.AppendLine(" <SubSystem>Console</SubSystem>");
VCProjectFileContent.AppendLine(" </Link>");
}
if (ProjectFileGenerator.bVisualStudioLinux && TargetRulesObject.Platform.IsInGroup(UnrealPlatformGroup.Linux))
{
VCProjectFileContent.AppendLine(" <PostBuildEvent>");
VCProjectFileContent.AppendLine(" <AdditionalSourcesToCopyMapping>{0}:=$(RemoteDeployDir)/{1};{2}:=$(RemoteDeployDir)/{3};{4}:=$(RemoteDeployDir)/{5}</AdditionalSourcesToCopyMapping>",
NormalizeProjectPath(NMakePath), NMakePath.GetFileName(),
NormalizeProjectPath(NMakePath.ChangeExtension(".debug")), NMakePath.ChangeExtension(".debug").GetFileName(),
NormalizeProjectPath(NMakePath.ChangeExtension(".sym")), NMakePath.ChangeExtension(".sym").GetFileName());
VCProjectFileContent.AppendLine(" </PostBuildEvent>");
}
VCProjectFileContent.AppendLine(" </ItemDefinitionGroup>");
}
if (VCUserFileContent != null && VCUserFileSettings != null && Combination.ProjectTarget != null)
{
TargetRules TargetRulesObject = Combination.ProjectTarget.TargetRules!;
if (ProjGenerator != null)
{
string? ForeignUProjectPath = (IsForeignProject && !String.IsNullOrEmpty(UProjectPath)) ? UProjectPath : null;
VCUserFileContent.Append(ProjGenerator.GetVisualStudioUserFileStrings(VCUserFileSettings, new(Combination.Platform!.Value, Configuration, ProjectFileFormat, Combination.Architecture), ConditionString, TargetRulesObject, Combination.ProjectTarget.TargetFilePath, ProjectFilePath, NMakePath, ProjectName, ForeignUProjectPath));
}
}
}
}
}
/// <summary>
/// A Visual C# project.
/// </summary>
class VCSharpProjectFile : MSBuildProjectFile
{
/// <summary>
/// This is the GUID that Visual Studio uses to identify a C# project file in the solution
/// </summary>
public override string ProjectTypeGUID => "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}";
/// <summary>
/// Platforms that this project supports
/// </summary>
public HashSet<string> Platforms = new HashSet<string>();
/// <summary>
/// Configurations that this project supports
/// </summary>
public HashSet<string> Configurations = new HashSet<string>();
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InitFilePath">The path to the project file on disk</param>
/// <param name="Logger">Logger for output</param>
/// <param name="BaseDir">The base directory for files within this project - if not specified, InitFilePath.Directory will be used</param>
public VCSharpProjectFile(FileReference InitFilePath, ILogger Logger, DirectoryReference? BaseDir = null)
: base(InitFilePath, BaseDir ?? InitFilePath.Directory)
{
try
{
XmlDocument Document = new XmlDocument();
Document.Load(InitFilePath.FullName);
// Check the root element is the right type
if (Document.DocumentElement?.Name != "Project")
{
throw new BuildException("Unexpected root element '{0}' in project file", Document.DocumentElement?.Name);
}
// Parse all the configurations and platforms
// Parse the basic structure of the document, updating properties and recursing into other referenced projects as we go
if (!IsDotNETCoreProject())
{
foreach (XmlElement Element in Document.DocumentElement.ChildNodes.OfType<XmlElement>())
{
if (Element.Name == "PropertyGroup")
{
string Condition = Element.GetAttribute("Condition");
if (!String.IsNullOrEmpty(Condition))
{
Match Match = Regex.Match(Condition, "^\\s*'\\$\\(Configuration\\)\\|\\$\\(Platform\\)'\\s*==\\s*'(.+)\\|(.+)'\\s*$");
if (Match.Success && Match.Groups.Count == 3)
{
Configurations.Add(Match.Groups[1].Value);
Platforms.Add(Match.Groups[2].Value);
}
else
{
Logger.LogWarning("Unable to parse configuration/platform from condition '{InitFilePath}': {Condition}", InitFilePath, Condition);
}
}
}
}
}
else
{
foreach (string c in GetProjectProperty("Configurations").Split(';'))
{
Configurations.Add(c);
}
bool ConfigurationsFound = Configurations.Any();
if (!ConfigurationsFound)
{
foreach (XmlElement PropertyGroup in Document.DocumentElement.ChildNodes.OfType<XmlElement>()
.Where(element => element.Name == "PropertyGroup"))
{
XmlNodeList ConfigNodeList = PropertyGroup.GetElementsByTagName("Configurations");
// if this property group does not set configurations we do not care about it
if (ConfigNodeList.Count == 0)
{
continue;
}
if (PropertyGroup.HasAttribute("Condition"))
{
string Condition = PropertyGroup.GetAttribute("Condition");
Logger.LogWarning("Unable to parse configuration from property group with condition '{InitFilePath}': {Condition}. UBT Requires you to set the configuration without conditionals.", InitFilePath, Condition);
continue;
}
string[]? ParsedConfigurations = ConfigNodeList[0]?.FirstChild?.Value?.Split(';');
if (ParsedConfigurations != null)
{
foreach (string c in ParsedConfigurations)
{
Configurations.Add(c);
}
}
// platforms change meaning quite a bit in .net core but typically you do not specify this and its derived from the build instead
// for most intents it is just Any CPU from .net framework
Platforms.Add("AnyCPU");
ConfigurationsFound = true;
break;
}
}
// dotnet does not require you to specify configurations or platforms, if you do not debug and release are the defaults
if (!ConfigurationsFound)
{
Configurations.Add("Debug");
Configurations.Add("Release");
Platforms.Add("AnyCPU");
}
}
}
catch (Exception Ex)
{
Logger.LogWarning("Unable to parse {Path}: {Ex}", InitFilePath, Ex.ToString());
}
}
/// <summary>
/// Extract information from the csproj file based on the supplied configuration
/// </summary>
public CsProjectInfo? GetProjectInfo(UnrealTargetConfiguration InConfiguration)
{
if (CachedProjectInfo.ContainsKey(InConfiguration))
{
return CachedProjectInfo[InConfiguration];
}
CsProjectInfo? Info;
Dictionary<string, string> Properties = new Dictionary<string, string>();
Properties.Add("Platform", "AnyCPU");
Properties.Add("Configuration", InConfiguration.ToString());
Properties.Add("EngineDirectory", Unreal.EngineDirectory.FullName);
if (CsProjectInfo.TryRead(ProjectFilePath, Properties, out Info))
{
CachedProjectInfo.Add(InConfiguration, Info);
}
return Info;
}
/// <summary>
/// Determine if this project is a .NET Core project
/// </summary>
public bool IsDotNETCoreProject()
{
CsProjectInfo Info = GetProjectInfo(UnrealTargetConfiguration.Debug)!;
return Info.IsDotNETCoreProject();
}
/// <summary>
/// Gets a property from the project
/// </summary>
public string GetProjectProperty(string property)
{
CsProjectInfo Info = GetProjectInfo(UnrealTargetConfiguration.Debug)!;
Info.Properties.TryGetValue(property, out string? value);
return value ?? String.Empty;
}
/// <inheritdoc/>
public override MSBuildProjectContext? GetMatchingProjectContext(TargetType SolutionTarget, UnrealTargetConfiguration SolutionConfiguration, UnrealTargetPlatform SolutionPlatform, PlatformProjectGeneratorCollection PlatformProjectGenerators, UnrealArch? Architecture, ILogger Logger)
{
// Find the matching platform name
string ProjectPlatformName;
if (Platforms.Contains("x64"))
{
ProjectPlatformName = "x64";
}
else
{
ProjectPlatformName = "Any CPU";
}
// Find the matching configuration
string ProjectConfigurationName;
if (Configurations.Contains(SolutionConfiguration.ToString()))
{
ProjectConfigurationName = SolutionConfiguration.ToString();
}
else if (Configurations.Contains("Development"))
{
ProjectConfigurationName = "Development";
}
else
{
ProjectConfigurationName = "Release";
}
// Figure out whether to build it by default
bool bBuildByDefault = ShouldBuildByDefaultForSolutionTargets;
if (SolutionTarget == TargetType.Game || SolutionTarget == TargetType.Editor)
{
bBuildByDefault = true;
}
// Create the context
return new MSBuildProjectContext(ProjectConfigurationName, ProjectPlatformName) { bBuildByDefault = bBuildByDefault };
}
/// <summary>
/// Basic csproj file support. Generates C# library project with one build config.
/// </summary>
/// <param name="InPlatforms">Not used.</param>
/// <param name="InConfigurations">Not Used.</param>
/// <param name="PlatformProjectGenerators">Set of platform project generators</param>
/// <param name="Logger"></param>
/// <returns>true if the opration was successful, false otherwise</returns>
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
throw new BuildException("Support for writing C# projects from UnrealBuildTool has been removed.");
}
/// Cache of parsed info about this project
protected readonly Dictionary<UnrealTargetConfiguration, CsProjectInfo> CachedProjectInfo = new Dictionary<UnrealTargetConfiguration, CsProjectInfo>();
}
}