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

355 lines
12 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Linq;
using AutomationTool;
using UnrealBuildTool;
using EpicGames.Core;
using System.Text.RegularExpressions;
using System.Threading;
using UnrealBuildBase;
using Microsoft.Extensions.Logging;
abstract class SyncProjectBase : BuildCommand
{
protected bool FindProjectFileAndP4Path(string InProjectArgument, out FileReference OutProjectFile, out string OutP4ProjectPath)
{
OutProjectFile = null;
OutP4ProjectPath = null;
OutProjectFile = ProjectUtils.FindProjectFileFromName(InProjectArgument);
if (OutProjectFile != null)
{
// get the path in P4
P4WhereRecord Record = GetP4RecordForPath(OutProjectFile.FullName);
OutP4ProjectPath = Record.ClientFile;
}
else
{
// if they provided a name and not a path then find the file (requires that it's synced).
string RelativePath = InProjectArgument;
if (Path.GetExtension(RelativePath).Length == 0)
{
RelativePath = Path.ChangeExtension(RelativePath, "uproject");
}
if (!RelativePath.Contains(Path.DirectorySeparatorChar) && !RelativePath.Contains(Path.AltDirectorySeparatorChar))
{
RelativePath = CommandUtils.CombinePaths(PathSeparator.Slash, Path.GetFileNameWithoutExtension(RelativePath), RelativePath);
}
Logger.LogInformation("{InProjectArgument} not on disk. Searching P4 for {RelativePath}", InProjectArgument, RelativePath);
List<string> SearchPaths = new List<string>();
SearchPaths.Add("");
string ProjectDirsFile = Directory.EnumerateFiles(CommandUtils.CombinePaths(CmdEnv.LocalRoot), "*.uprojectdirs").FirstOrDefault();
if (ProjectDirsFile != null)
{
foreach (string FilePath in File.ReadAllLines(ProjectDirsFile))
{
string Trimmed = FilePath.Trim();
if (!Trimmed.StartsWith("./", StringComparison.OrdinalIgnoreCase) &&
!Trimmed.StartsWith(";", StringComparison.OrdinalIgnoreCase) &&
Trimmed.IndexOfAny(Path.GetInvalidPathChars()) < 0)
{
SearchPaths.Add(Trimmed);
}
}
}
// Get the root of the branch containing the selected file
foreach (string SearchPath in SearchPaths)
{
string P4Path = CommandUtils.CombinePaths(PathSeparator.Slash, P4Env.ClientRoot, SearchPath, RelativePath);
if (P4.FileExistsInDepot(P4Path))
{
P4WhereRecord Record = GetP4RecordForPath(P4Path);
// make sure to sync with //workspace/path as it cleans up files if the user has stream switched
OutP4ProjectPath = Record.ClientFile;
Logger.LogInformation("Found project at {OutP4ProjectPath}", OutP4ProjectPath);
break;
}
}
}
Logger.LogDebug("Resolved {InProjectArgument} to P4 Path {OutP4ProjectPath}", InProjectArgument, OutP4ProjectPath);
return OutP4ProjectPath != null && OutProjectFile != null;
}
protected P4WhereRecord GetP4RecordForPath(string FilePath)
{
return P4.Where(FilePath, AllowSpew: false).FirstOrDefault(x => x.DepotFile != null && !x.bUnmap);
}
}
[Help("Syncs and builds all the binaries required for a project")]
[Help("project=<FortniteGame>", "Project to sync. Will search current path and paths in ueprojectdirs. If omitted will sync projectdirs")]
[Help("threads=N", "How many threads to use when syncing. Default=2. When >1 all output happens first")]
[Help("cl=<12345>", "Changelist to sync to. If omitted will sync to latest CL of the workspace path. 0 Will Remove files!")]
[Help("clean", "Clean old files before building")]
[Help("build", "Build after syncing")]
[Help("open", "Open project editor after syncing")]
[Help("generate", "Generate project files after syncing")]
[Help("force", "force sync files (files opened for edit will be untouched)")]
[Help("preview", "Shows commands that will be executed but performs no operations")]
[Help("projectonly", "Only sync the project")]
[Help("paths", "Only sync this path. Can be comma-separated list.")]
[Help("retries=n", "Number of retries for a timed out file. Defaults to 3")]
[Help("unversioned", "Do not set an engine version after syncing")]
[Help("path", "Only sync files that match this path. Can be comma-separated list.")]
[RequireP4]
[DoesNotNeedP4CL]
class SyncProject : SyncProjectBase
{
public override ExitCode Execute()
{
if (!ParseParam("Deprecated"))
{
Logger.LogError("**************************************************************************");
Logger.LogError("The SyncProject command has been deprecated, and will be removed in an");
Logger.LogError("upcoming UnrealEngine release.");
Logger.LogError("");
Logger.LogError("Similar functionality is available through the UnrealGameSync command-line");
Logger.LogError("tool, which is supported on Windows, Mac and Linux.");
Logger.LogError("");
Logger.LogError("To ignore this warning and continue to using SyncProject anyway, add the");
Logger.LogError("-Deprecated argument to the command line.");
Logger.LogError("**************************************************************************");
return ExitCode.Error_Unknown;
}
Logger.LogInformation("************************* SyncProject");
// These are files that should always be synced because tools update them
string[] ForceSyncFiles = new string[]
{
"Engine/Build/Build.version",
"Engine/Source/Programs/Shared/MetaData.cs"
};
// Parse the project filename (as a local path)
string ProjectArg = ParseParamValue("Project", null);
// Parse the changelist to sync to. -1 will sync to head.
int CL = ParseParamInt("CL", -1);
int Threads = ParseParamInt("threads", 2);
bool ForceSync = ParseParam("force");
bool PreviewOnly = ParseParam("preview");
bool ProjectOnly = ParseParam("projectonly");
int Retries = ParseParamInt("retries", 3);
bool Unversioned = ParseParam("unversioned");
bool BuildProject = ParseParam("build");
bool OpenProject = ParseParam("open");
bool GenerateProject = ParseParam("generate");
string PathArg = ParseParamValue("paths", "");
IEnumerable<string> ExplicitPaths = PathArg.Split(new char[] { ',',';' }, StringSplitOptions.RemoveEmptyEntries).Select(S => S.Trim());
if (CL == 0)
{
if (!ForceSync)
{
throw new AutomationException("If using 0 CL to remove files -force must also be specified");
}
// Cannot unsync the engine folder
ProjectOnly = true;
}
else if (CL == -1)
{
// find most recent change
List<P4Connection.ChangeRecord> Records;
string Cmd = string.Format("-s submitted -m1 //{0}/...", P4Env.Client);
if (!P4.Changes(out Records, Cmd, false))
{
throw new AutomationException("p4 changes failed. Cannot find most recent CL");
}
CL = Records.First().CL;
}
bool EngineOnly = string.IsNullOrEmpty(ProjectArg);
// Will be the full local path to the project file once resolved
FileReference ProjectFile = null;
// Will be the full workspace path to the project in P4 (if a project was specified)
string P4ProjectPath = null;
// Will be the full workspace path to the engine in P4 (If projectonly wasn't specified);
string P4EnginePath = null;
// If we're syncing a project find where it is in P4
if (!EngineOnly)
{
if (!FindProjectFileAndP4Path(ProjectArg, out ProjectFile, out P4ProjectPath))
{
throw new AutomationException("Could not find project file for {0} locally or in P4. Provide a full path or check the subdirectory is listed in UE4Games.uprojectdirs", ProjectArg);
}
}
// Build the list of paths that need syncing
List<string> SyncPaths = new List<string>();
//
if (ExplicitPaths.Any())
{
// Add all explicit paths as <root>/Path/...
ExplicitPaths.ToList().ForEach(P => SyncPaths.Add(CommandUtils.CombinePaths(PathSeparator.Slash, P4Env.ClientRoot, P, "...")));
}
else
{
// See if the engine is in P4 too by checking the p4 location of a local file
if (!ProjectOnly)
{
string LocalEngineFile = CommandUtils.CombinePaths(CmdEnv.LocalRoot, "Engine", "Source", "UnrealEditor.target.cs");
P4WhereRecord EngineRecord = GetP4RecordForPath(LocalEngineFile);
if (P4.FileExistsInDepot(EngineRecord.DepotFile))
{
// make sure to sync with //workspace/path as it cleans up files if the user has stream switched
P4EnginePath = EngineRecord.ClientFile.Replace("Engine/Source/UnrealEditor.target.cs", "");
SyncPaths.Add(CommandUtils.CombinePaths(PathSeparator.Slash, P4EnginePath + "*"));
SyncPaths.Add(CommandUtils.CombinePaths(PathSeparator.Slash, P4EnginePath, "Engine", "..."));
}
}
if (!string.IsNullOrEmpty(P4ProjectPath))
{
string P4ProjectDir = Regex.Replace(P4ProjectPath, @"[^/]+\.uproject", "...", RegexOptions.IgnoreCase);
SyncPaths.Add(P4ProjectDir);
}
}
// Force these files as they can be overwritten by tools
if (!PreviewOnly && !string.IsNullOrEmpty(P4EnginePath) && !ProjectOnly)
{
IEnumerable<string> ForceSyncList = ForceSyncFiles.Select(F => CommandUtils.CombinePaths(PathSeparator.Slash, P4EnginePath, F));
foreach (var F in ForceSyncList)
{
Logger.LogInformation("Force-updating {F}", F);
string SyncCommand = string.Format("-f {0}@{1}", F, CL);
// sync with retries
P4.Sync(SyncCommand, true, false, Retries);
}
}
// Sync all the things
foreach(string SyncPath in SyncPaths)
{
string SyncCommand = "";
if (Threads > 1)
{
SyncCommand = string.Format(" --parallel \"threads={0}\" {1}", Threads, SyncCommand);
}
if (ForceSync)
{
SyncCommand = SyncCommand + " -f";
}
SyncCommand += string.Format(" {0}@{1}", SyncPath, CL);
if (!PreviewOnly)
{
// sync with retries
P4.Sync(SyncCommand, true, false, Retries);
}
else
{
Logger.LogInformation("sync {SyncCommand}", SyncCommand);
}
}
// P4 utils don't return errors :(
ExitCode ExitStatus = ExitCode.Success;
// Sync is complete so do the actions
if (!PreviewOnly && CL > 0)
{
// Argument to pass to the editor (could be null with no project).
string ProjectArgForEditor = "";
if (!string.IsNullOrEmpty(ProjectArg))
{
// If we synced the project from P4 we couldn't resolve this earlier
if (ProjectFile == null)
{
NativeProjects.ClearCache();
ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectArg);
}
ProjectArgForEditor = ProjectFile.FullName;
}
if (GenerateProject)
{
Logger.LogDebug("Generating project files for {ProjectArgForEditor}", ProjectArgForEditor);
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
CommandUtils.Run("GenerateProjectFiles.bat", ProjectArgForEditor);
}
else
{
CommandUtils.Run("GenerateProjectFiles.sh", ProjectArgForEditor);
}
}
UnrealBuild Build = new UnrealBuild(this);
if (!Unversioned && !ProjectOnly)
{
Logger.LogInformation("Updating Version files to CL: {CL}", CL);
Build.UpdateVersionFiles(ActuallyUpdateVersionFiles: true, ChangelistNumberOverride: CL, IsPromotedOverride: false);
}
// Build everything
if (BuildProject && ExitStatus == ExitCode.Success)
{
Logger.LogDebug("Building Editor for {ProjectArgForEditor}", ProjectArgForEditor);
// Invalidate the location of the Target.cs files incase they were synced
if (ProjectFile != null)
{
string TargetSourceDir = CommandUtils.CombinePaths(Path.GetDirectoryName(ProjectFile.FullName), "Source");
Rules.InvalidateRulesFileCache(TargetSourceDir);
}
BuildEditor BuildCmd = new BuildEditor();
BuildCmd.Params = this.Params;
ExitStatus = BuildCmd.Execute();
}
// If both -build and -open are specified
// on the commandline, then we will rely on the successful build to call
// it's open of the editor. Otherwise just open the editor
if (!BuildProject && OpenProject && ExitStatus == ExitCode.Success)
{
Logger.LogDebug("Opening Editor for {ProjectArgForEditor}", ProjectArgForEditor);
OpenEditor OpenCmd = new OpenEditor();
OpenCmd.Params = this.Params;
ExitStatus = OpenCmd.Execute();
}
}
return ExitCode.Success;
}
}