Files
UnrealEngine/Engine/Source/Programs/AutomationTool/Scripts/BuildDerivedDataCache.Automation.cs
2025-05-18 13:04:45 +08:00

140 lines
5.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using AutomationTool;
using UnrealBuildTool;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using EpicGames.Core;
using UnrealBuildBase;
using Microsoft.Extensions.Logging;
using static AutomationTool.CommandUtils;
public class BuildDerivedDataCache : BuildCommand
{
public override void ExecuteBuild()
{
// Get the list of platform names
string[] FeaturePacks = ParseParamValue("FeaturePacks").Split(';');
string TempDir = ParseParamValue("TempDir");
UnrealTargetPlatform HostPlatform = BuildHostPlatform.Current.Platform;
string TargetPlatforms = ParseParamValue("TargetPlatforms");
string SavedDir = ParseParamValue("SavedDir");
string BackendName = ParseParamValue("BackendName", "CreateInstalledEnginePak");
string RelativePakPath = ParseParamValue("RelativePakPath", "Engine/DerivedDataCache/Compressed.ddp");
bool bSkipEngine = ParseParam("SkipEngine");
string EngineContentExtraArgs = ParseParamValue("EngineContentExtraArgs", string.Empty);
string FeaturePackExtraArgs = ParseParamValue("FeaturePackExtraArgs", string.Empty);
// Get paths to everything within the temporary directory
string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform);
string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath);
string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv");
List<string> ProjectPakFiles = new List<string>();
List<string> FeaturePackPaths = new List<string>();
// loop through all the projects first and bail out if one of them doesn't exist.
foreach (string FeaturePack in FeaturePacks)
{
if (!String.IsNullOrWhiteSpace(FeaturePack))
{
string FeaturePackPath = CommandUtils.CombinePaths(Unreal.RootDirectory.FullName, FeaturePack);
if (!CommandUtils.FileExists(FeaturePackPath))
{
throw new AutomationException($"Could not find project: {FeaturePack}");
}
FeaturePackPaths.Add(FeaturePackPath);
}
}
// loop through all the paths and generate ddc data for them
foreach (string FeaturePackPath in FeaturePackPaths)
{
StringBuilder FeaturePackParameters = new StringBuilder();
string ProjectSpecificPlatforms = TargetPlatforms;
FileReference FileRef = new FileReference(FeaturePackPath);
string GameName = FileRef.GetFileNameWithoutAnyExtensions();
ProjectDescriptor Project = ProjectDescriptor.FromFile(FileRef);
FeaturePackParameters.Append($"-fill -DDC={BackendName} -ProjectOnly");
if (!string.IsNullOrEmpty(FeaturePackExtraArgs))
{
FeaturePackParameters.Append($" {FeaturePackExtraArgs} ");
}
if (Project.TargetPlatforms != null && Project.TargetPlatforms.Length > 0)
{
// Restrict target platforms used to those specified in project file
List<string> FilteredPlatforms = new List<string>();
// Always include the editor platform for cooking
string EditorCookPlatform = Platform.GetPlatform(HostPlatform).GetEditorCookPlatform();
if (TargetPlatforms.Contains(EditorCookPlatform))
{
FilteredPlatforms.Add(EditorCookPlatform);
}
foreach (string TargetPlatform in Project.TargetPlatforms)
{
if (TargetPlatforms.Contains(TargetPlatform))
{
FilteredPlatforms.Add(TargetPlatform);
}
}
if (FilteredPlatforms.Count == 0)
{
Logger.LogInformation("Did not find any project specific platforms for FeaturePack {GameName} out of supplied TargetPlatforms {ProjectSpecificPlatforms}, skipping it!", GameName, ProjectSpecificPlatforms);
continue;
}
ProjectSpecificPlatforms = CommandUtils.CombineCommandletParams(FilteredPlatforms.Distinct().ToArray());
}
Logger.LogInformation("Generating DDC data for {GameName} on {ProjectSpecificPlatforms}", GameName, ProjectSpecificPlatforms);
CommandUtils.DDCCommandlet(FileRef, EditorExe, null, ProjectSpecificPlatforms, FeaturePackParameters.ToString());
string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), $"Compressed-{GameName}.ddp");
CommandUtils.DeleteFile(ProjectPakFile);
CommandUtils.RenameFile(OutputPakFile, ProjectPakFile);
string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv");
CommandUtils.DeleteFile(ProjectCsvFile);
CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile);
ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile));
}
// Before running the Engine, delete any stale saved Config files from previous runs of the Engine. The list of enabled plugins can change, and the config file needs to be
// recomputed after they do, but there is currently nothing that makes that happen automatically
CommandUtils.DeleteDirectory(CommandUtils.CombinePaths(TempDir, "Engine", "Saved", "Config"));
// Generate DDC for the editor, and merge all the other PAK files ini
List<string> EngineContentArgs = new()
{
"-fill",
$"-DDC={BackendName}",
$"-MergePaks={CommandUtils.MakePathSafeToUseWithCommandLine(String.Join("+", ProjectPakFiles))}"
};
if (!string.IsNullOrEmpty(EngineContentExtraArgs))
{
EngineContentArgs.Add(EngineContentExtraArgs);
}
if (bSkipEngine)
{
EngineContentArgs.Add("-projectonly");
}
Logger.LogInformation("Generating DDC data for engine content on {TargetPlatforms}", TargetPlatforms);
CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, String.Join(" ", EngineContentArgs));
string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath);
CommandUtils.CopyFile(OutputPakFile, SavedPakFile);
}
}