285 lines
12 KiB
C#
285 lines
12 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using System.Reflection;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using EpicGames.Core;
|
|
using Microsoft.Extensions.Logging;
|
|
using UnrealBuildBase;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
/// <summary>
|
|
/// Generates project files for one or more projects
|
|
/// </summary>
|
|
[ToolMode("GenerateProjectFiles", ToolModeOptions.XmlConfig | ToolModeOptions.BuildPlatforms | ToolModeOptions.SingleInstance | ToolModeOptions.UseStartupTraceListener | ToolModeOptions.StartPrefetchingEngine | ToolModeOptions.ShowExecutionTime)]
|
|
class GenerateProjectFilesMode : ToolMode
|
|
{
|
|
/// <summary>
|
|
/// Types of project files to generate
|
|
/// </summary>
|
|
[CommandLine("-ProjectFileFormat")]
|
|
[CommandLine("-2022", Value = nameof(ProjectFileFormat.VisualStudio2022))] // + override compiler
|
|
[CommandLine("-Makefile", Value = nameof(ProjectFileFormat.Make))]
|
|
[CommandLine("-CMakefile", Value = nameof(ProjectFileFormat.CMake))]
|
|
[CommandLine("-QMakefile", Value = nameof(ProjectFileFormat.QMake))]
|
|
[CommandLine("-KDevelopfile", Value = nameof(ProjectFileFormat.KDevelop))]
|
|
[CommandLine("-CodeLiteFiles", Value = nameof(ProjectFileFormat.CodeLite))]
|
|
[CommandLine("-XCodeProjectFiles", Value = nameof(ProjectFileFormat.XCode))]
|
|
[CommandLine("-EddieProjectFiles", Value = nameof(ProjectFileFormat.Eddie))]
|
|
[CommandLine("-VSCode", Value = nameof(ProjectFileFormat.VisualStudioCode))]
|
|
[CommandLine("-VSMac", Value = nameof(ProjectFileFormat.VisualStudioMac))]
|
|
[CommandLine("-VSWorkspace", Value = nameof(ProjectFileFormat.VisualStudioWorkspace))]
|
|
[CommandLine("-CLion", Value = nameof(ProjectFileFormat.CLion))]
|
|
[CommandLine("-Rider", Value = nameof(ProjectFileFormat.Rider))]
|
|
#if __VPROJECT_AVAILABLE__
|
|
[CommandLine("-VProject", Value = nameof(ProjectFileFormat.VProject))]
|
|
#endif
|
|
HashSet<ProjectFileFormat> ProjectFileFormats = new HashSet<ProjectFileFormat>();
|
|
|
|
/// <summary>
|
|
/// Disable native project file generators for platforms. Platforms with native project file generators typically require IDE extensions to be installed.
|
|
/// </summary>
|
|
[XmlConfigFile(Category = "ProjectFileGenerator")]
|
|
string[]? DisablePlatformProjectGenerators = null;
|
|
|
|
/// <summary>
|
|
/// Whether this command is being run in an automated mode
|
|
/// </summary>
|
|
[CommandLine("-Automated")]
|
|
bool bAutomated = false;
|
|
|
|
/// <summary>
|
|
/// Execute the tool mode
|
|
/// </summary>
|
|
/// <param name="Arguments">Command line arguments</param>
|
|
/// <returns>Exit code</returns>
|
|
/// <param name="Logger"></param>
|
|
public override Task<int> ExecuteAsync(CommandLineArguments Arguments, ILogger Logger)
|
|
{
|
|
// Apply any command line arguments to this class
|
|
Arguments.ApplyTo(this);
|
|
|
|
// Apply the XML config to this class
|
|
XmlConfig.ApplyTo(this);
|
|
|
|
// Apply to architecture configs that need to read commandline arguments and didn't have the Arguments passed in during construction
|
|
foreach (UnrealArchitectureConfig Config in UnrealArchitectureConfig.AllConfigs())
|
|
{
|
|
Arguments.ApplyTo(Config);
|
|
}
|
|
|
|
// set up logging (taken from BuildMode)
|
|
if (!Log.HasFileWriter())
|
|
{
|
|
FileReference LogFile = FileReference.Combine(Unreal.EngineProgramSavedDirectory, "UnrealBuildTool", "Log_GPF.txt");
|
|
Log.AddFileWriter("DefaultLogTraceListener", LogFile);
|
|
}
|
|
else
|
|
{
|
|
Log.RemoveStartupTraceListener();
|
|
}
|
|
|
|
// Parse rocket-specific arguments.
|
|
FileReference? ProjectFile;
|
|
Utils.TryParseProjectFileArgument(Arguments, Logger, out ProjectFile);
|
|
|
|
// Apply the XML config again with a project specific BuildConfiguration.xml
|
|
XmlConfig.ReadConfigFiles(null, ProjectFile?.Directory, Logger);
|
|
XmlConfig.ApplyTo(this);
|
|
|
|
// Warn if there are explicit project file formats specified
|
|
if (ProjectFileFormats.Count > 0 && !bAutomated)
|
|
{
|
|
StringBuilder Configuration = new StringBuilder();
|
|
Configuration.Append("Project file formats specified via the command line will be ignored when generating\n");
|
|
Configuration.Append("project files from the editor and other engine tools.\n");
|
|
Configuration.Append('\n');
|
|
Configuration.Append("Consider setting your desired IDE from the editor preferences window, or modify your\n");
|
|
Configuration.Append("BuildConfiguration.xml file with:\n");
|
|
Configuration.Append('\n');
|
|
Configuration.Append("<?xml version=\"1.0\" encoding=\"utf-8\" ?>\n");
|
|
Configuration.Append("<Configuration xmlns=\"https://www.unrealengine.com/BuildConfiguration\">\n");
|
|
Configuration.Append(" <ProjectFileGenerator>\n");
|
|
foreach (ProjectFileFormat ProjectFileFormat in ProjectFileFormats)
|
|
{
|
|
Configuration.AppendFormat(" <Format>{0}</Format>\n", ProjectFileFormat);
|
|
}
|
|
Configuration.Append(" </ProjectFileGenerator>\n");
|
|
Configuration.Append("</Configuration>\n");
|
|
Logger.LogWarning("{Configuration}", Configuration.ToString());
|
|
}
|
|
|
|
// If there aren't any formats set, read the default project file format from the config file
|
|
if (ProjectFileFormats.Count == 0)
|
|
{
|
|
// Read from the XML config
|
|
if (!String.IsNullOrEmpty(ProjectFileGeneratorSettings.Format))
|
|
{
|
|
ProjectFileFormats.UnionWith(ProjectFileGeneratorSettings.ParseFormatList(ProjectFileGeneratorSettings.Format, Logger));
|
|
}
|
|
|
|
// Read from the editor config
|
|
ProjectFileFormat PreferredSourceCodeAccessor;
|
|
if (ProjectFileGenerator.GetPreferredSourceCodeAccessor(ProjectFile, out PreferredSourceCodeAccessor))
|
|
{
|
|
ProjectFileFormats.Add(PreferredSourceCodeAccessor);
|
|
}
|
|
|
|
// If there's still nothing set, get the default project file format for this platform
|
|
if (ProjectFileFormats.Count == 0)
|
|
{
|
|
ProjectFileFormats.UnionWith(BuildHostPlatform.Current.GetDefaultProjectFileFormats());
|
|
}
|
|
}
|
|
|
|
// Register all the platform project generators
|
|
PlatformProjectGeneratorCollection PlatformProjectGenerators = new PlatformProjectGeneratorCollection();
|
|
foreach (Type CheckType in Assembly.GetExecutingAssembly().GetTypes())
|
|
{
|
|
if (CheckType.IsClass && !CheckType.IsAbstract && CheckType.IsSubclassOf(typeof(PlatformProjectGenerator)))
|
|
{
|
|
PlatformProjectGenerator Generator = (PlatformProjectGenerator)Activator.CreateInstance(CheckType, Arguments, Logger)!;
|
|
foreach (UnrealTargetPlatform Platform in Generator.GetPlatforms())
|
|
{
|
|
if (DisablePlatformProjectGenerators == null || !DisablePlatformProjectGenerators.Any(x => x.Equals(Platform.ToString(), StringComparison.OrdinalIgnoreCase)))
|
|
{
|
|
Logger.LogDebug("Registering project generator {CheckType} for {Platform}", CheckType, Platform);
|
|
PlatformProjectGenerators.RegisterPlatformProjectGenerator(Platform, Generator, Logger);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// print out any errors to the log
|
|
List<string> BadPlatformNames = new List<string>();
|
|
Logger.LogDebug("\n--- SDK INFO START ---");
|
|
foreach (string PlatformName in UnrealTargetPlatform.GetValidPlatformNames())
|
|
{
|
|
UEBuildPlatformSDK? SDK = UEBuildPlatformSDK.GetSDKForPlatform(PlatformName);
|
|
if (SDK != null && SDK.bIsSdkAllowedOnHost)
|
|
{
|
|
// print out the info to the log, and if it's invalid, remember it
|
|
SDKStatus Validity = SDK.PrintSDKInfoAndReturnValidity(LogEventType.Verbose, LogFormatOptions.NoConsoleOutput, LogEventType.Warning, LogFormatOptions.NoConsoleOutput);
|
|
if (Validity == SDKStatus.Invalid)
|
|
{
|
|
BadPlatformNames.Add(PlatformName);
|
|
}
|
|
}
|
|
}
|
|
if (BadPlatformNames.Count > 0)
|
|
{
|
|
Log.TraceInformationOnce("\nSome Platforms were skipped due to invalid SDK setup: {0}.\nSee the log file for detailed information\n\n", String.Join(", ", BadPlatformNames));
|
|
Logger.LogInformation("");
|
|
}
|
|
Logger.LogDebug("--- SDK INFO END ---");
|
|
Logger.LogDebug("");
|
|
|
|
// look for a single target name param
|
|
string? SingleTargetName = null;
|
|
if (Arguments.HasValue("-SingleTarget="))
|
|
{
|
|
SingleTargetName = Arguments.GetString("-SingleTarget=");
|
|
}
|
|
|
|
// Create each project generator and run it
|
|
Dictionary<ProjectFileFormat, ProjectFileGenerator> Generators = new();
|
|
foreach (ProjectFileFormat ProjectFileFormat in ProjectFileFormats.Distinct())
|
|
{
|
|
ProjectFileGenerator Generator;
|
|
switch (ProjectFileFormat)
|
|
{
|
|
case ProjectFileFormat.Make:
|
|
Generator = new MakefileGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.CMake:
|
|
Generator = new CMakefileGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.QMake:
|
|
Generator = new QMakefileGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.KDevelop:
|
|
Generator = new KDevelopGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.CodeLite:
|
|
Generator = new CodeLiteGenerator(ProjectFile, Arguments);
|
|
break;
|
|
case ProjectFileFormat.VisualStudio:
|
|
Generator = new VCProjectFileGenerator(ProjectFile, VCProjectFileFormat.Default, Arguments);
|
|
break;
|
|
case ProjectFileFormat.VisualStudio2022:
|
|
Generator = new VCProjectFileGenerator(ProjectFile, VCProjectFileFormat.VisualStudio2022, Arguments);
|
|
break;
|
|
case ProjectFileFormat.XCode:
|
|
Generator = new XcodeProjectFileGenerator(ProjectFile, Arguments);
|
|
break;
|
|
case ProjectFileFormat.Eddie:
|
|
Generator = new EddieProjectFileGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.VisualStudioCode:
|
|
Generator = new VSCodeProjectFileGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.VisualStudioWorkspace:
|
|
Generator = new VSWorkspaceProjectFileGenerator(ProjectFile, Arguments);
|
|
break;
|
|
case ProjectFileFormat.CLion:
|
|
Generator = new CLionGenerator(ProjectFile);
|
|
break;
|
|
case ProjectFileFormat.VisualStudioMac:
|
|
Generator = new VCMacProjectFileGenerator(ProjectFile, Arguments);
|
|
break;
|
|
case ProjectFileFormat.Rider:
|
|
Generator = new RiderProjectFileGenerator(ProjectFile, Arguments);
|
|
break;
|
|
#if __VPROJECT_AVAILABLE__
|
|
case ProjectFileFormat.VProject:
|
|
Generator = new VProjectFileGenerator(ProjectFile);
|
|
break;
|
|
#endif
|
|
default:
|
|
throw new BuildException("Unhandled project file type '{0}", ProjectFileFormat);
|
|
}
|
|
// remember if we only wanted a single target (similar to -game -project, except usable with progarms without uprojects)
|
|
Generator.SingleTargetName = SingleTargetName;
|
|
|
|
Generators[ProjectFileFormat] = Generator;
|
|
}
|
|
|
|
// Check there are no superfluous command line arguments
|
|
// TODO (still pass raw arguments below)
|
|
// Arguments.CheckAllArgumentsUsed();
|
|
|
|
// Now generate project files
|
|
ProjectFileGenerator.bGenerateProjectFiles = true;
|
|
bool bGenerateSuccess = true;
|
|
foreach (KeyValuePair<ProjectFileFormat, ProjectFileGenerator> Pair in Generators)
|
|
{
|
|
using ITimelineEvent ExecuteScope = Timeline.ScopeEvent($"Generating {Pair.Key} project files");
|
|
Logger.LogInformation("");
|
|
Logger.LogInformation($"Generating {Pair.Key} project files:");
|
|
|
|
ProjectFileGenerator.Current = Pair.Value;
|
|
Arguments.ApplyTo(Pair.Value);
|
|
#pragma warning disable 0618 // Type or member is obsolete
|
|
bGenerateSuccess = Pair.Value.GenerateProjectFiles(PlatformProjectGenerators, Arguments.GetRawArray(), false, Logger);
|
|
#pragma warning restore 0618 // Type or member is obsolete
|
|
ProjectFileGenerator.Current = null;
|
|
|
|
if (!bGenerateSuccess)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (bGenerateSuccess && Generators.Count > 0)
|
|
{
|
|
Generators.First().Value.GenerateQueryTargetsDataForEditor(Arguments.GetRawArray(), Logger);
|
|
}
|
|
return bGenerateSuccess ? Task.FromResult((int)CompilationResult.Succeeded) : Task.FromResult((int)CompilationResult.OtherCompilationError);
|
|
}
|
|
}
|
|
}
|