Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/ProjectFileGenerator.cs
2025-05-18 13:04:45 +08:00

3915 lines
156 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
struct AdditionalPluginData
{
public AdditionalPluginData(List<FileReference> InPluginFiles)
{
PluginFiles = InPluginFiles;
ReferencingProjects = new List<FileReference>();
ModuleToSourceFiles = new Dictionary<FileReference, List<FileReference>>();
}
public List<FileReference> PluginFiles;
public List<FileReference> ReferencingProjects;
public Dictionary<FileReference, List<FileReference>> ModuleToSourceFiles;
}
/// <summary>
/// Represents a folder within the primary project (e.g. Visual Studio solution)
/// </summary>
class PrimaryProjectFolder
{
/// <summary>
/// Constructor
/// </summary>
/// <param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
/// <param name="InitFolderName">Name for this folder</param>
public PrimaryProjectFolder(ProjectFileGenerator InitOwnerProjectFileGenerator, string InitFolderName)
{
OwnerProjectFileGenerator = InitOwnerProjectFileGenerator;
FolderName = InitFolderName;
}
/// Name of this folder
public string FolderName
{
get;
private set;
}
/// <summary>
/// Adds a new sub-folder to this folder
/// </summary>
/// <param name="SubFolderName">Name of the new folder</param>
/// <returns>The newly-added folder</returns>
public PrimaryProjectFolder AddSubFolder(string SubFolderName)
{
PrimaryProjectFolder? ResultFolder = null;
List<string> FolderNames = SubFolderName.Split(new char[2] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, 2, StringSplitOptions.RemoveEmptyEntries).ToList();
string FirstFolderName = FolderNames[0];
bool AlreadyExists = false;
foreach (PrimaryProjectFolder ExistingFolder in SubFolders)
{
if (ExistingFolder.FolderName.Equals(FirstFolderName, StringComparison.InvariantCultureIgnoreCase))
{
// Already exists!
ResultFolder = ExistingFolder;
AlreadyExists = true;
break;
}
}
if (!AlreadyExists)
{
ResultFolder = new PrimaryProjectFolder(OwnerProjectFileGenerator, FirstFolderName);
SubFolders.Add(ResultFolder);
}
if (FolderNames.Count > 1)
{
ResultFolder = ResultFolder!.AddSubFolder(FolderNames[1]);
}
return ResultFolder!;
}
/// <summary>
/// Recursively searches for the specified project and returns the folder that it lives in, or null if not found
/// </summary>
/// <param name="Project">The project file to look for</param>
/// <returns>The found folder that the project is in, or null</returns>
public PrimaryProjectFolder? FindFolderForProject(ProjectFile Project)
{
foreach (PrimaryProjectFolder CurFolder in SubFolders)
{
PrimaryProjectFolder? FoundFolder = CurFolder.FindFolderForProject(Project);
if (FoundFolder != null)
{
return FoundFolder;
}
}
foreach (ProjectFile ChildProject in ChildProjects)
{
if (ChildProject == Project)
{
return this;
}
}
return null;
}
/// Owner project generator
readonly ProjectFileGenerator OwnerProjectFileGenerator;
/// Sub-folders
public readonly List<PrimaryProjectFolder> SubFolders = new List<PrimaryProjectFolder>();
/// Child projects
public readonly List<ProjectFile> ChildProjects = new List<ProjectFile>();
/// Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder
/// and can be browsed/opened by the user easily in the user interface
public readonly List<string> Files = new List<string>();
}
/// <summary>
/// The type of project files to generate
/// </summary>
enum ProjectFileFormat
{
Make,
CMake,
QMake,
KDevelop,
CodeLite,
VisualStudio,
VisualStudio2022,
VisualStudioWorkspace,
XCode,
Eddie,
VisualStudioCode,
VisualStudioMac,
CLion,
Rider
#if __VPROJECT_AVAILABLE__
, VProject
#endif
}
/// <summary>
/// Static class containing
/// </summary>
static class ProjectFileGeneratorSettings
{
/// <summary>
/// Default list of project file formats to generate.
/// </summary>
[XmlConfigFile(Category = "ProjectFileGenerator", Name = "Format")]
public static string? Format = null;
/// <summary>
/// Parses a list of project file formats from a string
/// </summary>
/// <param name="Formats"></param>
/// <param name="Logger"></param>
/// <returns>Sequence of project file formats</returns>
public static IEnumerable<ProjectFileFormat> ParseFormatList(string Formats, ILogger Logger)
{
foreach (string FormatName in Formats.Split('+').Select(x => x.Trim()))
{
ProjectFileFormat Format;
if (Enum.TryParse(FormatName, true, out Format))
{
yield return Format;
}
else
{
Logger.LogError("Invalid project file format '{FormatName}'", FormatName);
}
}
}
}
/// <summary>
/// Base class for all project file generators
/// </summary>
abstract class ProjectFileGenerator
{
/// <summary>
/// Global static that enables generation of project files. Doesn't actually compile anything.
/// This is enabled only via UnrealBuildTool command-line.
/// </summary>
public static bool bGenerateProjectFiles = false;
/// <summary>
/// Current ProjectFileGenerator that is in the middle of generating project files. Set just before GenerateProjectFiles() is called.
/// </summary>
public static ProjectFileGenerator? Current = null;
/// <summary>
/// True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc.
/// </summary>
public bool bGeneratingGameProjectFiles = false;
/// <summary>
/// True if we're generating temporary solution/workspace that we want to put under Intermediate/ProjectFiles along with the projects to not dirty up the root dir
/// </summary>
public bool bGeneratingTemporaryProjects = false;
/// <summary>
/// True will override any extra settings files like .vcxproj.user
/// </summary>
public static bool bForceUpdateAllFiles = false;
/// <summary>
/// Optional list of platforms to generate projects for
/// </summary>
protected readonly List<UnrealTargetPlatform> ProjectPlatforms = new List<UnrealTargetPlatform>();
/// <summary>
/// Whether to append the list of platform names after the solution
/// </summary>
public bool bAppendPlatformSuffix;
/// <summary>
/// When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for
/// </summary>
protected string? GameProjectName = null;
/// <summary>
/// Whether we should include configurations for "Test" and "Shipping" in generated projects. Pass "-NoShippingConfigs" to disable this.
/// </summary>
[XmlConfigFile]
public static bool bIncludeTestAndShippingConfigs = true;
/// <summary>
/// Whether we should include configurations for "Debug" and "DebugGame" in generated projects. Pass "-NoDebugConfigs" to disable this.
/// </summary>
[XmlConfigFile]
public static bool bIncludeDebugConfigs = true;
/// <summary>
/// Whether we should include configurations for "Development" in generated projects. Pass "-NoDevelopmentConfigs" to disable this.
/// </summary>
[XmlConfigFile]
public static bool bIncludeDevelopmentConfigs = true;
/// <summary>
/// True if intellisense data should be generated (takes a while longer).
/// </summary>
[XmlConfigFile]
bool bGenerateIntelliSenseData = true;
/// <summary>
/// True if visual studio project should be generated in linux mode.
/// </summary>
[XmlConfigFile]
public static bool bVisualStudioLinux = false;
/// <summary>
/// True if we should include documentation in the generated projects.
/// </summary>
[XmlConfigFile]
protected bool bIncludeDocumentation = false;
/// <summary>
/// True if all documentation languages should be included in generated projects, otherwise only INT files will be included.
/// </summary>
[XmlConfigFile]
bool bAllDocumentationLanguages = false;
/// <summary>
/// True if build targets should pass the -useprecompiled argument.
/// </summary>
[XmlConfigFile]
public bool bUsePrecompiled = false;
/// <summary>
/// True if we should include engine source in the generated solution.
/// </summary>
[XmlConfigFile]
protected bool bIncludeEngineSource = true;
/// <summary>
/// True if shader source files should be included in generated projects.
/// </summary>
[XmlConfigFile]
protected bool bIncludeShaderSource = true;
/// <summary>
/// True if build system files should be included.
/// </summary>
[XmlConfigFile]
bool bIncludeBuildSystemFiles = true;
/// <summary>
/// True if we should include config (.ini) files in the generated project.
/// </summary>
[XmlConfigFile]
protected bool bIncludeConfigFiles = true;
/// <summary>
/// True if we should include localization files in the generated project.
/// </summary>
[XmlConfigFile]
bool bIncludeLocalizationFiles = false;
/// <summary>
/// True if we should include template files in the generated project.
/// </summary>
[XmlConfigFile]
protected bool bIncludeTemplateFiles = true;
/// <summary>
/// True if we should include program projects in the generated solution.
/// </summary>
[XmlConfigFile]
protected bool bIncludeEnginePrograms = true;
/// <summary>
/// Whether to include C++ targets
/// </summary>
[XmlConfigFile]
protected bool IncludeCppSource = true;
/// <summary>
/// True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.
/// </summary>
[XmlConfigFile]
protected bool bIncludeDotNetPrograms = true;
/// <summary>
/// Whether to include temporary targets generated by UAT to support content only projects with non-default settings.
/// </summary>
[XmlConfigFile]
protected bool bIncludeTempTargets = false;
/// <summary>
/// True if we should reflect "Source" sub-directories on disk in the primary project as project directories.
/// This (arguably) adds some visual clutter to the primary project but it is truer to the on-disk file organization.
/// </summary>
[XmlConfigFile]
bool bKeepSourceSubDirectories = true;
/// <summary>
/// Names of platforms to include in the generated project files
/// </summary>
[XmlConfigFile(Name = "Platforms")]
string[]? PlatformNames = null;
/// <summary>
/// Names of configurations to include in the generated project files.
/// See UnrealTargetConfiguration for valid entries
/// </summary>
[XmlConfigFile(Name = "Configurations")]
string[]? ConfigurationNames = null;
/// <summary>
/// If set, strip out other found Target.cs files
/// </summary>
public string? SingleTargetName = null;
/// <summary>
/// If true, this generator wants to have a project for each target type (UnrealGame, UnrealEditor, etc) and has only the straight configs (Debug, Development)
/// </summary>
protected virtual bool bMakeProjectPerTarget => false;
/// <summary>
/// If true, this generator will add modules to multiple suitable projects (i.e. QAGame.Build.cs will be added to both QAGame and QAGameEditor), only makes sense when bMakeProjectPerTarget is true
/// </summary>
protected virtual bool bAllowMultiModuleReference => false;
/// <summary>
/// If true, the project generator will allow conetnt-only projects for games with no targets, when generating for a single game target with -game
/// </summary>
protected virtual bool bAllowContentOnlyProjects => false;
/// <summary>
/// Relative path to the directory where the primary project file will be saved to
/// </summary>
public static DirectoryReference PrimaryProjectPath = Unreal.RootDirectory; // We'll save the primary project to our "root" folder
/// <summary>
/// Name of the UE engine project that contains all of the engine code, config files and other files
/// </summary>
public const string EngineRulesAssemblyName = "UE5";
/// <summary>
/// Name of the UE engine project that contains all of the engine code, config files and other files
/// </summary>
public string EngineProjectFileNameBase => bMakeProjectPerTarget ? "UnrealGame" : EngineRulesAssemblyName;
/// <summary>
/// Name of the UE engine project that contains all of the engine code, config files and other files
/// </summary>
public string EngineEditorProjectFileNameBase => bMakeProjectPerTarget ? "UnrealEditor" : EngineRulesAssemblyName;
/// <summary>
/// When ProjectsAreIntermediate is true, this is the directory to store generated project files
/// @todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder!
/// </summary>
public static DirectoryReference IntermediateProjectFilesPath = DirectoryReference.Combine(Unreal.EngineDirectory, "Intermediate", "ProjectFiles");
/// <summary>
/// Global static new line string used by ProjectFileGenerator to generate project files.
/// </summary>
public static readonly string NewLine = Environment.NewLine;
/// <summary>
/// If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the
/// generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files
/// directly from the IDE.
/// </summary>
[XmlConfigFile]
bool bGatherThirdPartySource = false;
/// <summary>
/// Name of the primary project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
/// </summary>
[XmlConfigFile]
protected string PrimaryProjectName = "UE5";
/// <summary>
/// If true, sets the primary project name according to the name of the folder it is in.
/// </summary>
[XmlConfigFile]
protected bool bPrimaryProjectNameFromFolder = false;
/// <summary>
/// If true, append the drive letter to the primary project name.
/// </summary>
[XmlConfigFile]
protected bool bPrimaryProjectNameAppendDriveLetter = false;
/// <summary>
/// Maps all module files that were included in generated project files, to actual project file objects.
/// </summary>
protected Dictionary<FileReference, ProjectFile> ModuleToEditorProjectFileMap = new Dictionary<FileReference, ProjectFile>();
/// <summary>
/// Maps all module files that were included in generated project files, to actual project file objects.
/// </summary>
protected Dictionary<FileReference, ProjectFile> ModuleToNonEditorProjectFileMap = new Dictionary<FileReference, ProjectFile>();
/// <summary>
/// If generating project files for a single project, the path to its .uproject file.
/// </summary>
public readonly FileReference? OnlyGameProject;
readonly ProjectDescriptor? OnlyGameProjectDescriptor;
/// <summary>
/// Cache for GlobalCompileEnvironment, to reduce GPF time, currently only useful on Mac
/// </summary>
protected ConcurrentDictionary<string, CppCompileEnvironment> GlobalCompileEnvironmentCache = new();
protected string MakeGlobalCompileEnvironmentCacheKey(FileReference? UnrealProjectFilePath, string TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, UnrealArchitectures Archs)
{
return (UnrealProjectFilePath != null ? UnrealProjectFilePath.FullName : "") + "|" + TargetName + "|" + Platform.ToString() + "|" + Config.ToString() + "|" + Archs.ToString();
}
/// <summary>
/// File extension for project files we'll be generating (e.g. ".vcxproj")
/// </summary>
public abstract string ProjectFileExtension
{
get;
}
/// <summary>
/// True if we should include IntelliSense data in the generated project files when possible
/// </summary>
public virtual bool ShouldGenerateIntelliSenseData()
{
return bGenerateIntelliSenseData;
}
/// <summary>
/// True if this project generator requires a compile environment for Intellisense data.
/// </summary>
public virtual bool ShouldGenerateIntelliSenseCompileEnvironments()
{
return ShouldGenerateIntelliSenseData();
}
/// <summary>
/// Platforms we should generate IntelliSense data for, default is only build host platform.
/// </summary>
protected virtual List<UnrealTargetPlatform> GetIntelliSensePlatforms()
{
return new() { BuildHostPlatform.Current.Platform };
}
/// <summary>
/// Allows each project generator to indicate whether target rules should be used to explicitly enable or disable plugins.
/// Default is false - since usually not needed for project generation unless project files indicate whether referenced plugins should be built or not.
/// </summary>
public virtual bool ShouldTargetRulesTogglePlugins()
{
return bGenerateProjectFiles;
}
/// <summary>
/// Default constructor.
/// </summary>
/// <param name="InOnlyGameProject">The project file passed in on the command line</param>
public ProjectFileGenerator(FileReference? InOnlyGameProject)
{
OnlyGameProject = InOnlyGameProject;
XmlConfig.ApplyTo(this);
RootFolder = new PrimaryProjectFolder(this, "<Root>");
OnlyGameProjectDescriptor = OnlyGameProject != null && FileReference.Exists(OnlyGameProject) ? ProjectDescriptor.FromFile(OnlyGameProject) : null;
}
/// <summary>
/// Adds all rules project files to the solution.
/// </summary>
protected void AddRulesModules(Rules.RulesFileType RulesFileType, string ProgramSubDirectory, List<ProjectFile> AddedProjectFiles,
List<FileReference> UnrealProjectFiles, PrimaryProjectFolder RootFolder, PrimaryProjectFolder ProgramsFolder, ILogger Logger)
{
List<DirectoryReference> GameFolders = new List<DirectoryReference>();
List<DirectoryReference> BuildFolders = new List<DirectoryReference>();
foreach (FileReference UnrealProjectFile in UnrealProjectFiles)
{
GameFolders.Add(UnrealProjectFile.Directory);
DirectoryReference GameBuildFolder = DirectoryReference.Combine(UnrealProjectFile.Directory, "Build");
if (DirectoryReference.Exists(GameBuildFolder))
{
BuildFolders.Add(GameBuildFolder);
}
}
PrimaryProjectFolder Folder = ProgramsFolder.AddSubFolder(ProgramSubDirectory);
DirectoryReference SamplesDirectory = DirectoryReference.Combine(Unreal.RootDirectory, "Samples");
// Find all the modules .csproj files to add
List<FileReference> ModuleFiles = Rules.FindAllRulesSourceFiles(RulesFileType, GameFolders, ForeignPlugins: null, AdditionalSearchPaths: BuildFolders);
foreach (FileReference ProjectFile in ModuleFiles)
{
if (FileReference.Exists(ProjectFile))
{
VCSharpProjectFile Project = new VCSharpProjectFile(ProjectFile, Logger);
Project.ShouldBuildForAllSolutionTargets = false;//true;
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: true);
AddedProjectFiles.Add(Project);
// Always create a props file for UBT plugins. Makes packaging a plugin easier if
// it happens to be in the engine
bool bCreatePropsFile = RulesFileType == Rules.RulesFileType.UbtPlugin;
if (!ProjectFile.IsUnderDirectory(Unreal.EngineDirectory))
{
bCreatePropsFile = true;
if (ProjectFile.IsUnderDirectory(SamplesDirectory))
{
RootFolder.AddSubFolder("Samples").AddSubFolder(ProjectFile.GetFileNameWithoutAnyExtensions()).ChildProjects.Add(Project);
}
else
{
// @todo: adding to a group that is the name of the game's automation - if the name is not the name of the game,
// we'd have to search up looking for the .uproject. not sure if this happens
RootFolder.AddSubFolder("Games").AddSubFolder(ProjectFile.GetFileNameWithoutAnyExtensions()).ChildProjects.Add(Project);
}
}
else
{
Folder.ChildProjects.Add(Project);
}
if (bCreatePropsFile)
{
FileReference PropsFile = new FileReference(ProjectFile.FullName + ".props");
CreateProjectPropsFile(PropsFile);
}
}
}
}
/// <summary>
/// Adds all the DotNet folder to the solution.
/// </summary>
void AddSharedDotNetModules(List<DirectoryReference> AllEngineDirectories, PrimaryProjectFolder ProgramsFolder, ILogger Logger)
{
foreach (DirectoryReference EngineDir in AllEngineDirectories)
{
DirectoryInfo DotNetDir = new DirectoryInfo(DirectoryReference.Combine(EngineDir, "Shared").FullName);
if (DotNetDir.Exists)
{
List<FileInfo> ProjectFiles = new List<FileInfo>();
foreach (DirectoryInfo ProjectDir in DotNetDir.EnumerateDirectories())
{
ProjectFiles.AddRange(ProjectDir.EnumerateFiles("*.csproj"));
}
if (ProjectFiles.Count > 0)
{
PrimaryProjectFolder Folder = ProgramsFolder.AddSubFolder("Shared");
foreach (FileInfo ProjectFile in ProjectFiles)
{
// Don't add Shared Test projects unless all engine programs are included
if (!bIncludeEnginePrograms && ProjectFile.Name.EndsWith(".Tests.csproj", StringComparison.OrdinalIgnoreCase))
{
continue;
}
VCSharpProjectFile Project = new VCSharpProjectFile(new FileReference(ProjectFile), Logger);
Project.ShouldBuildForAllSolutionTargets = false;
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: true);
Folder.ChildProjects.Add(Project);
}
}
}
}
}
/// <summary>
/// Creates a .props file next to each project which specifies the path to the engine directory
/// </summary>
/// <param name="PropsFile">The properties file path</param>
static void CreateProjectPropsFile(FileReference PropsFile)
{
using StringWriter Writer = new StringWriter();
Writer.WriteLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
Writer.WriteLine("<Project ToolsVersion=\"Current\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">");
Writer.WriteLine("\t<PropertyGroup>");
Writer.WriteLine("\t\t<EngineDir Condition=\"'$(EngineDir)' == ''\">{0}</EngineDir>", Unreal.EngineDirectory);
Writer.WriteLine("\t</PropertyGroup>");
Writer.WriteLine("</Project>");
FileReference.WriteAllTextIfDifferent(PropsFile, Writer.ToString());
}
/// <summary>
/// Finds all csproj within Engine/Source/Programs, and add them if their .uprogram file exists.
/// </summary>
void DiscoverCSharpProgramProjects(List<DirectoryReference> AllEngineDirectories, List<FileReference> AllGameProjects, PrimaryProjectFolder ProgramsFolder, ILogger Logger)
{
List<FileReference> FoundProjects = new List<FileReference>();
List<DirectoryReference> ProjectDirs = new List<DirectoryReference>();
if (bIncludeEnginePrograms)
{
DirectoryReference EngineExtras = DirectoryReference.Combine(Unreal.EngineDirectory, "Extras");
ProjectDirs.Add(EngineExtras);
DiscoverCSharpProgramProjectsRecursively(EngineExtras, FoundProjects);
ProjectDirs = ProjectDirs.Union(AllEngineDirectories).ToList();
foreach (DirectoryReference EngineDir in AllEngineDirectories)
{
DiscoverCSharpProgramProjectsRecursively(EngineDir, FoundProjects);
}
}
foreach (FileReference GameProjectFile in AllGameProjects)
{
DirectoryReference GameRootFolder = GameProjectFile.Directory;
List<DirectoryReference> AllGameDirectories = Unreal.GetExtensionDirs(GameRootFolder, "Source/Programs");
ProjectDirs = ProjectDirs.Union(AllGameDirectories).ToList();
foreach (DirectoryReference GameDir in AllGameDirectories)
{
DiscoverCSharpProgramProjectsRecursively(GameDir, FoundProjects);
}
}
string[] UnsupportedPlatformNames = Utils.MakeListOfUnsupportedPlatforms(SupportedPlatforms, bIncludeUnbuildablePlatforms: true, Logger).ToArray();
foreach (FileReference FoundProject in FoundProjects)
{
foreach (DirectoryReference ProjectDir in ProjectDirs)
{
if (FoundProject.IsUnderDirectory(ProjectDir))
{
if (!FoundProject.ContainsAnyNames(UnsupportedPlatformNames, ProjectDir))
{
VCSharpProjectFile Project = new VCSharpProjectFile(FoundProject, Logger);
Project.ShouldBuildForAllSolutionTargets = true;
Project.ShouldBuildByDefaultForSolutionTargets = true;
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: false);
PrimaryProjectFolder ProjectFolderToAddTo = ProgramsFolder;
if (FoundProject.Directory != null && FoundProject.Directory.ParentDirectory != null)
{
string ProjectRelativePath = FoundProject.Directory.ParentDirectory.MakeRelativeTo(ProjectDir);
if (ProjectRelativePath != ".")
{
string[] Directories = ProjectRelativePath.Split(Path.DirectorySeparatorChar);
foreach (string IntermediateDir in Directories)
{
ProjectFolderToAddTo = ProjectFolderToAddTo.AddSubFolder(IntermediateDir);
}
}
}
ProjectFolderToAddTo.ChildProjects.Add(Project);
}
else
{
Logger.LogDebug("Skipping C# project \"{FoundProject}\" due to unsupported platform", FoundProject);
}
break;
}
}
}
}
private VCSharpProjectFile CreateRulesAssemblyProject(Dictionary<RulesAssembly, DirectoryReference> RulesAssemblies, RulesAssembly RulesAssembly, DirectoryReference FSPathBase, ILogger Logger)
{
DirectoryReference ProjectFilesDirectory = DirectoryReference.Combine(FSPathBase, "Intermediate/Build/BuildRulesProjects", RulesAssembly.GetSimpleAssemblyName()!);
DirectoryReference.CreateDirectory(ProjectFilesDirectory);
FileReference ModuleFilesProjectLocation = FileReference.Combine(ProjectFilesDirectory, RulesAssembly.GetSimpleAssemblyName() + ".csproj");
SortedSet<FileReference> ReferencedProjects = new() {
FileReference.Combine(Unreal.EngineDirectory, "Source", "Programs", "Shared", "EpicGames.Build", "EpicGames.Build.csproj"),
FileReference.Combine(Unreal.EngineDirectory, "Source", "Programs", "UnrealBuildTool", "UnrealBuildTool.csproj")
};
RulesAssembly? CurrentParent = RulesAssembly.Parent;
while (CurrentParent != null)
{
if (RulesAssemblies.TryGetValue(CurrentParent, out DirectoryReference? FSParentPathBase))
{
string? assemblyName = CurrentParent.GetSimpleAssemblyName();
if (assemblyName != null)
{
DirectoryReference ProjectFilesParentDirectory = DirectoryReference.Combine(FSParentPathBase, "Intermediate", "Build", "BuildRulesProjects", assemblyName);
ReferencedProjects.Add(FileReference.Combine(ProjectFilesParentDirectory, CurrentParent.GetSimpleAssemblyName() + ".csproj"));
}
}
CurrentParent = CurrentParent.Parent;
}
{
using FileStream Stream = FileReference.Open(ModuleFilesProjectLocation, FileMode.Create, FileAccess.Write, FileShare.Read);
using StreamWriter Writer = new StreamWriter(Stream, Encoding.UTF8);
Writer.WriteLine("<!-- This file was generated by UnrealBuildTool.ProjectFileGenerator.CreateRulesAssemblyProject() -->");
Writer.WriteLine("<Project Sdk=\"Microsoft.NET.Sdk\">");
Writer.WriteLine(" <Import Project=\"" +
FileReference.Combine(Unreal.EngineDirectory, "Source", "Programs", "Shared", "UnrealEngine.csproj.props").MakeRelativeTo(ProjectFilesDirectory) +
"\" />");
Writer.WriteLine(" <PropertyGroup>");
Writer.WriteLine(" <TargetFramework>net8.0</TargetFramework>");
Writer.WriteLine(" <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>"); // Shorten intermediate filepath slightly
Writer.WriteLine(" <Configurations>Debug;Release;Development</Configurations>"); // VCSharpProject requires at least Debug & Development configurations
Writer.WriteLine(" <DefineConstants>$(DefineConstants);" + String.Join(';', RulesAssembly.PreprocessorDefines!) + "</DefineConstants>");
Writer.WriteLine(" </PropertyGroup>");
Writer.WriteLine(" <ItemGroup>");
foreach (FileReference Reference in ReferencedProjects)
{
// <Private>false</Private> suppress copying of dependencies into output directory
Writer.WriteLine($" <ProjectReference Include=\"{Reference.MakeRelativeTo(ProjectFilesDirectory)}\"><Private>false</Private></ProjectReference>");
}
Writer.WriteLine(" </ItemGroup>");
Writer.WriteLine(" <ItemGroup>");
foreach (FileReference ModuleFile in RulesAssembly.AssemblySourceFiles!.OrderBy(x => x.FullName))
{
string CsprojRelativePath = ModuleFile.MakeRelativeTo(ProjectFilesDirectory);
string ProjectFolder = ModuleFile.MakeRelativeTo(FSPathBase);
Writer.WriteLine($" <Compile Include=\"{CsprojRelativePath}\"><Link>{ProjectFolder}</Link></Compile>");
}
Writer.WriteLine(" </ItemGroup>");
Writer.WriteLine("</Project>");
}
VCSharpProjectFile ModuleFilesProject = new VCSharpProjectFile(ModuleFilesProjectLocation, Logger);
return ModuleFilesProject;
}
private static void DiscoverCSharpProgramProjectsRecursively(DirectoryReference SearchFolder, List<FileReference> FoundProjects)
{
// Scan all the files in this directory
bool bSearchSubFolders = true;
foreach (FileReference File in DirectoryLookupCache.EnumerateFiles(SearchFolder))
{
// If we find a csproj or sln, we should not recurse this directory.
bool bIsCsProj = File.HasExtension(".csproj");
bool bIsSln = File.HasExtension(".sln");
bSearchSubFolders &= !(bIsCsProj || bIsSln);
// If we found an sln, ignore completely.
if (bIsSln)
{
break;
}
// For csproj files, add them to the sln if the .uprogram file also exists.
if (bIsCsProj && FileReference.Exists(File.ChangeExtension(".uprogram")))
{
FoundProjects.Add(File);
}
}
// If we didn't find anything to stop the search, search all the subdirectories too
if (bSearchSubFolders)
{
foreach (DirectoryReference SubDirectory in DirectoryLookupCache.EnumerateDirectories(SearchFolder))
{
DiscoverCSharpProgramProjectsRecursively(SubDirectory, FoundProjects);
}
}
}
/// <summary>
/// Finds the game projects that we're generating project files for
/// </summary>
/// <param name="Logger"></param>
/// <returns>List of project files</returns>
public List<FileReference> FindGameProjects(ILogger Logger)
{
List<FileReference> ProjectFiles = new List<FileReference>();
if (OnlyGameProject != null)
{
ProjectFiles.Add(OnlyGameProject);
}
else
{
ProjectFiles.AddRange(NativeProjects.EnumerateProjectFiles(Logger));
}
return ProjectFiles;
}
/// <summary>
/// Gets the user's preferred IDE from their editor settings
/// </summary>
/// <param name="ProjectFile">Project file being built</param>
/// <param name="Format">Preferred format for the project being built</param>
/// <returns>True if a preferred IDE was set, false otherwise</returns>
public static bool GetPreferredSourceCodeAccessor(FileReference? ProjectFile, out ProjectFileFormat Format)
{
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.EditorSettings, DirectoryReference.FromFile(ProjectFile), BuildHostPlatform.Current.Platform);
string PreferredAccessor;
if (Ini.GetString("/Script/SourceCodeAccess.SourceCodeAccessSettings", "PreferredAccessor", out PreferredAccessor))
{
PreferredAccessor = PreferredAccessor.ToLowerInvariant();
if (PreferredAccessor == "clionsourcecodeaccessor")
{
Format = ProjectFileFormat.CLion;
return true;
}
else if (PreferredAccessor == "codelitesourcecodeaccessor")
{
Format = ProjectFileFormat.CodeLite;
return true;
}
else if (PreferredAccessor == "xcodesourcecodeaccessor")
{
Format = ProjectFileFormat.XCode;
return true;
}
else if (PreferredAccessor == "visualstudiocode")
{
Format = ProjectFileFormat.VisualStudioCode;
return true;
}
else if (PreferredAccessor == "kdevelopsourcecodeaccessor")
{
Format = ProjectFileFormat.KDevelop;
return true;
}
else if (PreferredAccessor == "visualstudiosourcecodeaccessor")
{
Format = ProjectFileFormat.VisualStudio;
return true;
}
else if (PreferredAccessor == "visualstudio2022")
{
Format = ProjectFileFormat.VisualStudio2022;
return true;
}
}
Format = ProjectFileFormat.VisualStudio;
return false;
}
/// <summary>
/// Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets.
/// Does not actually build anything.
/// </summary>
/// <param name="PlatformProjectGenerators">The registered platform project generators</param>
/// <param name="Arguments">Command-line arguments</param>
/// <param name="bCacheDataForEditor">If true, write out target data for the editor</param>
/// <param name="Logger">Logger for output</param>
[Obsolete("Deprecated in UE5.6 - bCacheDataForEditor has been removed from the GenerateProjectFiles signature.")]
public virtual bool GenerateProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, string[] Arguments, bool bCacheDataForEditor, ILogger Logger)
{
return GenerateProjectFiles(PlatformProjectGenerators, Arguments, Logger);
}
/// <summary>
/// Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets.
/// Does not actually build anything.
/// </summary>
/// <param name="PlatformProjectGenerators">The registered platform project generators</param>
/// <param name="Arguments">Command-line arguments</param>
/// <param name="Logger">Logger for output</param>
public virtual bool GenerateProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, string[] Arguments, ILogger Logger)
{
bool bSuccess = true;
// Parse project generator options
bool IncludeAllPlatforms = true;
ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms, Logger);
if (bGeneratingGameProjectFiles || Unreal.IsEngineInstalled())
{
Logger.LogInformation("Discovering modules, targets and source code for project...");
PrimaryProjectPath = OnlyGameProject!.Directory;
// Set the project file name
PrimaryProjectName = OnlyGameProject.GetFileNameWithoutExtension();
if (!bAllowContentOnlyProjects && !DirectoryReference.Exists(DirectoryReference.Combine(PrimaryProjectPath, "Source")))
{
if (!DirectoryReference.Exists(DirectoryReference.Combine(PrimaryProjectPath, "Intermediate", "Source")))
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
PrimaryProjectPath = Unreal.EngineDirectory;
GameProjectName = "UnrealGame";
}
if (!DirectoryReference.Exists(DirectoryReference.Combine(PrimaryProjectPath, "Source")))
{
throw new BuildException("Directory '{0}' is missing 'Source' folder.", PrimaryProjectPath);
}
}
}
IntermediateProjectFilesPath = DirectoryReference.Combine(PrimaryProjectPath, "Intermediate", "ProjectFiles");
// Modify the primary project name from the root folder name
if (bPrimaryProjectNameFromFolder)
{
PrimaryProjectName = $"{PrimaryProjectName}_{Unreal.RootDirectory.GetDirectoryName()}";
}
}
else
{
// Set the primary project name from the folder name
if (Environment.GetEnvironmentVariable("UE_NAME_PROJECT_AFTER_FOLDER") == "1")
{
PrimaryProjectName += "_" + Path.GetFileName(PrimaryProjectPath.ToString());
}
else if (bPrimaryProjectNameFromFolder)
{
string NewPrimaryProjectName = PrimaryProjectPath.GetDirectoryName();
if (!String.IsNullOrEmpty(NewPrimaryProjectName))
{
PrimaryProjectName = NewPrimaryProjectName;
}
}
}
if (bPrimaryProjectNameAppendDriveLetter)
{
string PrimaryProjectPathString = PrimaryProjectPath.ToString();
if (PrimaryProjectPathString.Length > 2 && PrimaryProjectPathString.Substring(1, 1) == ":")
{
string NewPrimaryProjectDrive = PrimaryProjectPathString.Substring(0, 1);
if (!String.IsNullOrEmpty(NewPrimaryProjectDrive))
{
PrimaryProjectName += "-" + NewPrimaryProjectDrive;
}
}
}
// if making a temp primary project, put it in with the rest of the project files
if (bGeneratingTemporaryProjects)
{
PrimaryProjectPath = IntermediateProjectFilesPath;
}
// Modify the name if specific platforms were given
if (ProjectPlatforms.Count > 0 && bAppendPlatformSuffix)
{
// Sort the platforms names so we get consistent names
List<string> SortedPlatformNames = new List<string>();
foreach (UnrealTargetPlatform SpecificPlatform in ProjectPlatforms)
{
SortedPlatformNames.Add(SpecificPlatform.ToString());
}
SortedPlatformNames.Sort();
PrimaryProjectName += "_";
foreach (string SortedPlatform in SortedPlatformNames)
{
PrimaryProjectName += SortedPlatform;
IntermediateProjectFilesPath = new DirectoryReference(IntermediateProjectFilesPath.FullName + SortedPlatform);
}
}
// Write out the name of the primary project file and it's path, so the runtime knows to use it
FileReference PrimaryProjectNameLocation = FileReference.Combine(Unreal.EngineDirectory, "Intermediate", "ProjectFiles", "PrimaryProjectName.txt");
Utils.WriteFileIfChanged(PrimaryProjectNameLocation, PrimaryProjectName, Logger);
FileReference PrimaryProjectPathLocation = FileReference.Combine(Unreal.EngineDirectory, "Intermediate", "ProjectFiles", "PrimaryProjectPath.txt");
Utils.WriteFileIfChanged(PrimaryProjectPathLocation, DirectoryReference.Combine(PrimaryProjectPath, PrimaryProjectName).FullName.Replace("\\", "/", StringComparison.InvariantCultureIgnoreCase), Logger);
bool bCleanProjectFiles = Arguments.Any(x => x.Equals("-CleanProjects", StringComparison.InvariantCultureIgnoreCase));
if (bCleanProjectFiles)
{
using ITimelineEvent CleanTimer = Timeline.ScopeEvent("CleanProjectFiles");
CleanProjectFiles(PrimaryProjectPath, PrimaryProjectName, IntermediateProjectFilesPath, Logger);
}
// Figure out which platforms we should generate project files for.
string SupportedPlatformNames;
SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms: IncludeAllPlatforms, Logger: Logger, SupportedPlatformNames: out SupportedPlatformNames);
Logger.LogDebug("Detected supported platforms: {Platforms}", SupportedPlatformNames);
// Build the list of games to generate projects for
List<FileReference> AllGameProjects = FindGameProjects(Logger);
// before we detect targets, if we allow hybrid content only projects, look for hybrid projects and create .Target.cs files as needed
if (bAllowContentOnlyProjects)
{
foreach (FileReference GameUProjectFile in AllGameProjects)
{
NativeProjects.ConditionalMakeTempTargetForHybridProject(GameUProjectFile, Logger);
}
// they are created in a temp location, which we need to scan
bIncludeTempTargets = true;
}
// Find all of the target files. This will filter out any modules or targets that don't
// belong to platforms we're generating project files for.
List<FileReference> AllTargetFiles = DiscoverTargets(AllGameProjects, Logger, OnlyGameProject, SupportedPlatforms, bIncludeEngineSource, bIncludeTempTargets);
// if we only want one target, remove the others (keeping the UnrealGame targets, as some code expects it to exist0
if (SingleTargetName != null)
{
AllTargetFiles.RemoveAll(x => !x.GetFileNameWithoutAnyExtensions().Equals(SingleTargetName, StringComparison.OrdinalIgnoreCase) &&
!x.GetFileNameWithoutAnyExtensions().Equals(EngineProjectFileNameBase, StringComparison.OrdinalIgnoreCase));
}
// Sort the targets by name. When we have multiple targets of a given type for a project, we'll use the order to determine which goes in the primary project file (so that client names with a suffix will go into their own project).
AllTargetFiles = AllTargetFiles.OrderBy(x => x.FullName, StringComparer.OrdinalIgnoreCase).ToList();
// Remove any game projects that don't have a target (or are under a directory "Programs" since they don't have Targets under the .uproject)
List<FileReference> CodeBasedGameProjects = new(AllGameProjects);
CodeBasedGameProjects.RemoveAll(x =>
{
// anything with a target is valid
bool bHasTarget = AllTargetFiles.Any(y => y.IsUnderDirectory(x.Directory));
// anything under Programs directory, since they don't have Targets under the .uproject
bool bIsUnderPrograms = x.ContainsName("Programs", 0);
// so we allow projects with a target or are programs
bool bIsValidProject = bHasTarget || bIsUnderPrograms;
return bIsValidProject == false;
});
Dictionary<FileReference, List<DirectoryReference>> AdditionalSearchPaths = new Dictionary<FileReference, List<DirectoryReference>>();
foreach (FileReference GameProject in CodeBasedGameProjects)
{
ProjectDescriptor Project = ProjectDescriptor.FromFile(GameProject);
if (Project.AdditionalPluginDirectories.Count > 0)
{
AdditionalSearchPaths[GameProject] = Project.AdditionalPluginDirectories;
}
}
// Find all of the module files. This will filter out any modules or targets that don't belong to platforms
// we're generating project files for.
List<FileReference> AllModuleFiles = DiscoverModules(CodeBasedGameProjects, AdditionalSearchPaths.Values.SelectMany(x => x).ToList());
List<ProjectFile> EngineProjects = new List<ProjectFile>();
List<ProjectFile> GameProjects = new List<ProjectFile>();
List<ProjectFile> ModProjects = new List<ProjectFile>();
Dictionary<FileReference, ProjectFile> ProgramProjects = new Dictionary<FileReference, ProjectFile>();
Dictionary<RulesAssembly, DirectoryReference> RulesAssemblies = new Dictionary<RulesAssembly, DirectoryReference>();
Dictionary<ProjectFile, FileReference> ProjectFileToUProjectFile = new Dictionary<ProjectFile, FileReference>();
if (IncludeCppSource)
{
// Setup buildable projects for all targets
Logger.LogInformation("Adding projects for all targets...");
using (Timeline.ScopeEvent("Adding projects for all targets", Logger))
{
AddProjectsForAllTargets(PlatformProjectGenerators, AllGameProjects, AllTargetFiles, Arguments, EngineProjects, GameProjects, ProjectFileToUProjectFile, ProgramProjects, RulesAssemblies, Logger);
}
// Add projects for mods
AddProjectsForMods(GameProjects, ModProjects);
// Add all game projects and game config files
using (Timeline.ScopeEvent("Adding projects for all game projects", Logger))
{
AddAllGameProjects(GameProjects);
}
// Set the game to be the default project
if (ModProjects.Count > 0)
{
DefaultProject = ModProjects.First();
}
else if (bGeneratingGameProjectFiles && GameProjects.Count > 0)
{
DefaultProject = GameProjects.First();
}
//Related Debug Project Files - Tuple here has the related Debug Project, SolutionFolder
List<Tuple<ProjectFile, string>> DebugProjectFiles = new List<Tuple<ProjectFile, string>>();
// Place projects into root level solution folders
if (bIncludeEngineSource)
{
using ITimelineEvent EngineTimer = Timeline.ScopeEvent("Adding Engine Source");
// If we're still missing an engine project because we don't have any targets for it, make one up.
if (EngineProjects.Count == 0)
{
FileReference ProjectFilePath = FileReference.Combine(IntermediateProjectFilesPath, EngineProjectFileNameBase + ProjectFileExtension);
ProjectFile EngineProject = FindOrAddProject(ProjectFilePath, Unreal.EngineDirectory, true, out _);
EngineProject.IsForeignProject = false;
EngineProject.IsGeneratedProject = true;
EngineProject.IsStubProject = true;
EngineProjects.Add(EngineProject);
}
if (EngineProjects.Count > 0)
{
// put all engine projects into solution
PrimaryProjectFolder EngineFolder = RootFolder.AddSubFolder("Engine");
foreach (ProjectFile Project in EngineProjects)
{
EngineFolder.ChildProjects.Add(Project);
}
// put all this stuff into one of the engine projects
ProjectFile EngineProject = EngineProjects.First(x => x.ProjectFilePath.GetFileNameWithoutAnyExtensions() == EngineProjectFileNameBase);
// Engine config files
if (bIncludeConfigFiles)
{
AddEngineConfigFiles(EngineProject);
if (bIncludeEnginePrograms)
{
AddUnrealHeaderToolConfigFiles(EngineProject);
AddUBTConfigFilesToEngineProject(EngineProject);
}
}
// Engine Extras files
AddEngineExtrasFiles(EngineProject);
// Platform Extension files
AddEngineExtensionFiles(EngineProject);
// Engine localization files
if (bIncludeLocalizationFiles)
{
AddEngineLocalizationFiles(EngineProject);
}
// Engine template files
if (bIncludeTemplateFiles)
{
AddEngineTemplateFiles(EngineProject);
}
if (bIncludeShaderSource)
{
Logger.LogDebug("Adding shader source code...");
// Find shader source files and generate stub project
AddEngineShaderSource(EngineProject);
}
if (bIncludeBuildSystemFiles)
{
Logger.LogDebug("Adding build system files...");
AddEngineBuildFiles(EngineProject);
}
if (bIncludeDocumentation)
{
AddEngineDocumentation(EngineProject, Logger);
}
List<Tuple<ProjectFile, string>>? NewProjectFiles = EngineProject.WriteDebugProjectFiles(SupportedPlatforms, SupportedConfigurations, PlatformProjectGenerators, Logger);
if (NewProjectFiles != null)
{
DebugProjectFiles.AddRange(NewProjectFiles);
}
}
}
foreach (ProjectFile CurModProject in ModProjects)
{
RootFolder.AddSubFolder("Mods").ChildProjects.Add(CurModProject);
}
DirectoryReference TemplatesDirectory = DirectoryReference.Combine(Unreal.RootDirectory, "Templates");
DirectoryReference SamplesDirectory = DirectoryReference.Combine(Unreal.RootDirectory, "Samples");
foreach (ProjectFile CurGameProject in GameProjects)
{
// Templates go under a different solution folder than games
FileReference? UnrealProjectFile = CurGameProject.ProjectTargets.First().UnrealProjectFilePath;
if (UnrealProjectFile == null) // content only projects, if allowed
{
RootFolder.AddSubFolder(CurGameProject.BaseDir.GetDirectoryName()).ChildProjects.Add(CurGameProject);
}
else if (UnrealProjectFile.IsUnderDirectory(TemplatesDirectory))
{
DirectoryReference TemplateGameDirectory = CurGameProject.BaseDir;
RootFolder.AddSubFolder("Templates").ChildProjects.Add(CurGameProject);
}
else if (UnrealProjectFile.IsUnderDirectory(SamplesDirectory))
{
DirectoryReference SampleGameDirectory = CurGameProject.BaseDir;
RootFolder.AddSubFolder("Samples").AddSubFolder(UnrealProjectFile.GetFileNameWithoutExtension()).ChildProjects.Add(CurGameProject);
}
else
{
RootFolder.AddSubFolder("Games").AddSubFolder(UnrealProjectFile.GetFileNameWithoutExtension()).ChildProjects.Add(CurGameProject);
}
List<Tuple<ProjectFile, string>>? NewProjectFiles = CurGameProject.WriteDebugProjectFiles(SupportedPlatforms, SupportedConfigurations, PlatformProjectGenerators, Logger);
if (NewProjectFiles != null)
{
DebugProjectFiles.AddRange(NewProjectFiles);
}
}
//Related Debug Project Files - Tuple has the related Debug Project, SolutionFolder
foreach (Tuple<ProjectFile, string> DebugProjectFile in DebugProjectFiles)
{
AddExistingProjectFile(DebugProjectFile.Item1, bForceDevelopmentConfiguration: false);
//add it to the Android Debug Projects folder in the solution
RootFolder.AddSubFolder(DebugProjectFile.Item2).ChildProjects.Add(DebugProjectFile.Item1);
}
foreach (KeyValuePair<FileReference, ProjectFile> CurProgramProject in ProgramProjects)
{
FileReference? UnrealProjectFile = CurProgramProject.Value.ProjectTargets.First().UnrealProjectFilePath;
if (!bIncludeEnginePrograms && UnrealProjectFile != null && UnrealProjectFile.IsUnderDirectory(Unreal.EngineDirectory) &&
// allow a program passed in with -project= to be added, even if bIncludeEnginePrograms is false
!DoesProgramMatchOnlyGameProject(UnrealProjectFile))
{
continue;
}
Project? Target = CurProgramProject.Value.ProjectTargets.FirstOrDefault(t => !String.IsNullOrEmpty(t.TargetRules!.SolutionDirectory));
if (Target != null)
{
RootFolder.AddSubFolder(Target.TargetRules!.SolutionDirectory).ChildProjects.Add(CurProgramProject.Value);
}
else
{
RootFolder.AddSubFolder("Programs").ChildProjects.Add(CurProgramProject.Value);
}
}
// Add all of the config files for generated program targets
AddEngineProgramConfigFiles(ProgramProjects);
}
// Setup "stub" projects for all modules
using (Timeline.ScopeEvent("Adding projects for all modules", Logger))
{
AddProjectsForAllModules(AllGameProjects, ProjectFileToUProjectFile, ProgramProjects, ModProjects, AllModuleFiles, AdditionalSearchPaths, bGatherThirdPartySource, Logger);
}
{
PrimaryProjectFolder ProgramsFolder = RootFolder.AddSubFolder("Programs");
if (bIncludeDotNetPrograms)
{
using ITimelineEvent DotNetTimer = Timeline.ScopeEvent("Adding DotNet Programs");
// gather engine directories across extension dirs
string[] UnsupportedPlatformNames = Utils.MakeListOfUnsupportedPlatforms(SupportedPlatforms, bIncludeUnbuildablePlatforms: true, Logger).ToArray();
List<DirectoryReference> AllEngineDirectories =
Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Source/Programs").Where(x =>
{
if (x.ContainsAnyNames(UnsupportedPlatformNames, Unreal.EngineDirectory))
{
Logger.LogDebug("Skipping any C# project files in \"{Directory}\" due to unsupported platform", x);
return false;
}
return true;
}).ToList();
// Add UnrealBuildTool to the primary project
AddUnrealBuildToolProject(ProgramsFolder, Logger);
// Add AutomationTool to the primary project
VCSharpProjectFile AutomationToolProject = AddSimpleCSharpProject("AutomationTool", Logger, bShouldBuildForAllSolutionTargets: true, bForceDevelopmentConfiguration: true);
if (AutomationToolProject != null)
{
ProgramsFolder.ChildProjects.Add(AutomationToolProject);
}
// Add automation.csproj files to the primary project
AddRulesModules(Rules.RulesFileType.AutomationModule, "Automation", AutomationProjectFiles, AllGameProjects, RootFolder, ProgramsFolder, Logger);
// Add ubtplugin.csproj files to the primary project
AddRulesModules(Rules.RulesFileType.UbtPlugin, "UnrealBuildTool.Plugins", UbtPluginProjectFiles, AllGameProjects, RootFolder, ProgramsFolder, Logger);
// Add shared projects
AddSharedDotNetModules(AllEngineDirectories, ProgramsFolder, Logger);
if (bIncludeEnginePrograms)
{
// Discover C# programs which should additionally be included in the solution.
DiscoverCSharpProgramProjects(AllEngineDirectories, AllGameProjects, ProgramsFolder, Logger);
}
foreach (KeyValuePair<RulesAssembly, DirectoryReference> RulesAssemblyEntry in RulesAssemblies)
{
if (RulesAssemblyEntry.Key.GetSimpleAssemblyName() != null)
{
VCSharpProjectFile RulesProject = CreateRulesAssemblyProject(RulesAssemblies, RulesAssemblyEntry.Key, RulesAssemblyEntry.Value, Logger);
AddExistingProjectFile(RulesProject, bForceDevelopmentConfiguration: false);
RootFolder.AddSubFolder("Rules").ChildProjects.Add(RulesProject);
}
}
}
// Eliminate all redundant project folders. E.g., folders which contain only one project and that project
// has the same name as the folder itself. To the user, projects "feel like" folders already in the IDE, so we
// want to collapse them down where possible.
EliminateRedundantPrimaryProjectSubFolders(RootFolder, "");
// Figure out which targets we need about IntelliSense for. We only need to worry about targets for projects
// that we're actually generating in this session.
List<Tuple<ProjectFile, ProjectTarget>> IntelliSenseTargetFiles = new List<Tuple<ProjectFile, ProjectTarget>>();
List<Tuple<ProjectFile, ProjectTarget>> AllProjectTargetFiles = new List<Tuple<ProjectFile, ProjectTarget>>();
{
// Engine targets
foreach (ProjectFile EngineProject in EngineProjects)
{
//ProjectTarget ProjectTarget = (ProjectTarget)EngineProject.ProjectTarget!;
foreach (ProjectTarget EngineTarget in EngineProject.ProjectTargets)
{
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
if (bMakeProjectPerTarget || EngineTarget.TargetRules!.Type == TargetType.Editor) // @todo <-- try removing first term
{
IntelliSenseTargetFiles.Add(Tuple.Create(EngineProject, EngineTarget));
}
AllProjectTargetFiles.Add(Tuple.Create(EngineProject, EngineTarget));
}
}
// Program targets
foreach (ProjectFile ProgramProject in ProgramProjects.Values)
{
foreach (ProjectTarget ProjectTarget in ProgramProject.ProjectTargets)
{
if (ProjectTarget.TargetFilePath != null)
{
IntelliSenseTargetFiles.Add(Tuple.Create(ProgramProject, ProjectTarget));
}
AllProjectTargetFiles.Add(Tuple.Create(ProgramProject, ProjectTarget));
}
}
// Game/template targets
foreach (ProjectFile GameProject in GameProjects)
{
foreach (ProjectTarget ProjectTarget in GameProject.ProjectTargets)
{
// Only bother with the editor target. We want to make sure that definitions are setup to be as inclusive as possible
// for good quality IntelliSense. For example, we want WITH_EDITORONLY_DATA=1, so using the editor targets works well.
if (bMakeProjectPerTarget || ProjectTarget.TargetRules!.Type == TargetType.Editor)
{
IntelliSenseTargetFiles.Add(Tuple.Create(GameProject, ProjectTarget));
}
AllProjectTargetFiles.Add(Tuple.Create(GameProject, ProjectTarget));
}
}
}
// write out any additional debug information for the solution (such as UnrealVS configuration)
WriteDebugSolutionFiles(PlatformProjectGenerators, IntermediateProjectFilesPath, Logger);
// add any native project information for all Targets we are generating
AddAdditionalNativeTargetInformation(PlatformProjectGenerators, AllProjectTargetFiles, Logger);
// Generate IntelliSense data if we need to. This involves having UBT simulate the action compilation of
// the targets so that we can extra the compiler defines, include paths, etc.
GenerateIntelliSenseData(Arguments, IntelliSenseTargetFiles, Logger);
// Write the project files
using (Timeline.ScopeEvent("Writing project files", Logger))
{
WriteProjectFiles(PlatformProjectGenerators, Logger);
}
Logger.LogDebug("Project generation complete ({GeneratedProjectFilesCount} generated, {OtherProjectFilesCount} imported)", GeneratedProjectFiles.Count, OtherProjectFiles.Count);
}
return bSuccess;
}
public void GenerateQueryTargetsDataForEditor(string[] Arguments, ILogger Logger)
{
using ITimelineEvent GenerateTimer = Timeline.ScopeEvent("Generating QueryTargets data for editor", Logger);
Logger.LogInformation("");
Logger.LogInformation("Generating QueryTargets data for editor...");
// Build the list of games to generate projects for
List<FileReference> AllGameProjects = FindGameProjects(Logger);
ConcurrentBag<KeyValuePair<FileReference?, RulesAssembly>> ProjectFileToRules = new();
using ITimelineEvent CompileTimer = Timeline.ScopeEvent("Compiling Rules Assemblies");
using (ProgressWriter Progress = new ProgressWriter("Compiling Rules Assemblies", true, Logger))
{
int TasksFinished = 0;
// Engine targets
ProjectFileToRules.Add(new(null, RulesCompiler.CreateEngineRulesAssembly(false, false, false, Logger)));
Progress.Write(++TasksFinished, AllGameProjects.Count + 1);
// Project targets
foreach (FileReference ProjectFile in AllGameProjects)
{
RulesAssembly RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(ProjectFile, false, false, false, Logger);
ProjectFileToRules.Add(new(ProjectFile, RulesAssembly));
Progress.Write(++TasksFinished, AllGameProjects.Count + 1);
}
}
CompileTimer.Finish();
// Generate all the target info files for the editor
using ITimelineEvent WriteTimer = Timeline.ScopeEvent("Writing Query Target Info");
using (ProgressWriter Progress = new ProgressWriter("Writing Query Target Info", true, Logger))
{
int TasksFinished = 0;
Parallel.ForEach(ProjectFileToRules, Item =>
{
QueryTargetsMode.WriteTargetInfo(Item.Key, Item.Value, QueryTargetsMode.GetDefaultOutputFile(Item.Key), new CommandLineArguments(GetTargetArguments(Arguments)), Logger);
lock (Progress)
{
Interlocked.Increment(ref TasksFinished);
Progress.Write(TasksFinished, ProjectFileToRules.Count);
}
});
}
}
private bool DoesProgramMatchOnlyGameProject(FileReference TargetFile)
{
// this function is for programs, and when running with -project=
if (OnlyGameProject == null || !OnlyGameProject.ContainsName("Programs", 0))
{
return false;
}
if (TargetFile.IsUnderDirectory(OnlyGameProject.Directory))
{
return true;
}
if (OnlyGameProjectDescriptor != null && OnlyGameProjectDescriptor.AdditionalRootDirectories.Any(x => TargetFile.IsUnderDirectory(x)))
{
return true;
}
// programs have the Target.cs name match the .uprojet name (for the rare program with a .uproject)
string TargetName = TargetFile.GetFileNameWithoutAnyExtensions();
string UProjectName = OnlyGameProject.GetFileNameWithoutAnyExtensions();
return TargetName.Equals(UProjectName, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Adds detected UBT configuration files (BuildConfiguration.xml) to engine project.
/// </summary>
/// <param name="EngineProject">Engine project to add files to.</param>
private void AddUBTConfigFilesToEngineProject(ProjectFile EngineProject)
{
// UHT in UBT has a configuration file that needs to be included.
DirectoryReference UBTConfigDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Programs", "UnrealBuildTool", "Config");
if (DirectoryReference.Exists(UBTConfigDirectory))
{
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(UBTConfigDirectory), Unreal.EngineDirectory);
}
EngineProject.AddAliasedFileToProject(new AliasedFile(
XmlConfig.GetSchemaLocation(),
XmlConfig.GetSchemaLocation().FullName,
Path.Combine("Programs", "UnrealBuildTool")
));
foreach (XmlConfig.InputFile InputFile in XmlConfig.InputFiles)
{
EngineProject.AddAliasedFileToProject(
new AliasedFile(
InputFile.Location,
InputFile.Location.FullName,
Path.Combine("Config", "UnrealBuildTool", InputFile.FolderName)
)
);
}
}
/// <summary>
/// Clean project files
/// </summary>
/// <param name="InPrimaryProjectDirectory">The primary project directory</param>
/// <param name="InPrimaryProjectName">The name of the primary project</param>
/// <param name="InIntermediateProjectFilesDirectory">The intermediate path of project files</param>
/// <param name="Logger">Logger for output</param>
public abstract void CleanProjectFiles(DirectoryReference InPrimaryProjectDirectory, string InPrimaryProjectName, DirectoryReference InIntermediateProjectFilesDirectory, ILogger Logger);
/// <summary>
/// Configures project generator based on command-line options
/// </summary>
/// <param name="Arguments">Arguments passed into the program</param>
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
/// <param name="Logger">Logger for output</param>
protected virtual void ConfigureProjectFileGeneration(string[] Arguments, ref bool IncludeAllPlatforms, ILogger Logger)
{
if (PlatformNames != null)
{
foreach (string PlatformName in PlatformNames)
{
UnrealTargetPlatform Platform;
if (UnrealTargetPlatform.TryParse(PlatformName, out Platform) && !ProjectPlatforms.Contains(Platform))
{
ProjectPlatforms.Add(Platform);
}
}
}
foreach (string CurArgument in Arguments)
{
if (CurArgument.StartsWith("-"))
{
if (CurArgument.StartsWith("-Platforms=", StringComparison.InvariantCultureIgnoreCase))
{
// Parse the list... will be in Foo+Bar+New format
string PlatformList = CurArgument.Substring(11);
while (PlatformList.Length > 0)
{
string PlatformString = PlatformList;
int PlusIdx = PlatformList.IndexOf("+");
if (PlusIdx != -1)
{
PlatformString = PlatformList.Substring(0, PlusIdx);
PlatformList = PlatformList.Substring(PlusIdx + 1);
}
else
{
// We are on the last platform... clear the list to exit the loop
PlatformList = "";
}
// Is the string a valid platform? If so, add it to the list
UnrealTargetPlatform SpecifiedPlatform;
if (UnrealTargetPlatform.TryParse(PlatformString, out SpecifiedPlatform))
{
if (ProjectPlatforms.Contains(SpecifiedPlatform) == false)
{
ProjectPlatforms.Add(SpecifiedPlatform);
}
}
else
{
Logger.LogWarning("ProjectFiles invalid platform specified: {PlatformString}", PlatformString);
}
// Append the platform suffix to the solution name
bAppendPlatformSuffix = true;
}
}
else
{
switch (CurArgument.ToUpperInvariant())
{
case "-ALLPLATFORMS":
IncludeAllPlatforms = true;
break;
case "-CURRENTPLATFORM":
IncludeAllPlatforms = false;
break;
case "-THIRDPARTY":
bGatherThirdPartySource = true;
break;
case "-NOPROGRAMS":
bIncludeEnginePrograms = false;
bIncludeDotNetPrograms = false;
break;
case "-GAME":
// Generates project files for a single game
bIncludeEnginePrograms = false;
bGeneratingGameProjectFiles = true;
break;
case "-ENGINE":
// -Engine is no longer needed as the engine module is always included now
break;
case "-NOCPP":
IncludeCppSource = false;
break;
case "-NOINTELLISENSE":
bGenerateIntelliSenseData = false;
break;
case "-INTELLISENSE":
bGenerateIntelliSenseData = true;
break;
case "-SHIPPINGCONFIGS":
bIncludeTestAndShippingConfigs = true;
break;
case "-NOSHIPPINGCONFIGS":
bIncludeTestAndShippingConfigs = false;
break;
case "-DEBUGCONFIGS":
bIncludeDebugConfigs = true;
break;
case "-NODEBUGCONFIGS":
bIncludeDebugConfigs = false;
break;
case "-DEVELOPMENTCONFIGS":
bIncludeDevelopmentConfigs = true;
break;
case "-NODEVELOPMENTCONFIGS":
bIncludeDevelopmentConfigs = false;
break;
case "-DOTNET":
bIncludeDotNetPrograms = true;
break;
case "-NODOTNET":
bIncludeDotNetPrograms = false;
break;
case "-ALLLANGUAGES":
bAllDocumentationLanguages = true;
break;
case "-USEPRECOMPILED":
bUsePrecompiled = true;
break;
case "-INCLUDETEMPTARGETS":
bIncludeTempTargets = true;
break;
case "-FORCEUPDATEALL":
bForceUpdateAllFiles = true;
break;
case "-VISUALSTUDIOLINUX":
bVisualStudioLinux = true;
break;
}
}
}
}
if (bGeneratingGameProjectFiles || Unreal.IsEngineInstalled())
{
if (OnlyGameProject == null)
{
throw new BuildException("A game project path was not specified, which is required when generating project files using an installed build or passing -game on the command line");
}
GameProjectName = OnlyGameProject.GetFileNameWithoutExtension();
if (String.IsNullOrEmpty(GameProjectName))
{
throw new BuildException("A valid game project was not found in the specified location (" + OnlyGameProject.Directory.FullName + ")");
}
bool bInstalledEngineWithSource = Unreal.IsEngineInstalled() && DirectoryReference.Exists(Unreal.EngineSourceDirectory);
bIncludeEngineSource = !Unreal.IsEngineInstalled() || bInstalledEngineWithSource;
bIncludeDocumentation = false;
bIncludeBuildSystemFiles = false;
bIncludeShaderSource = true;
bIncludeTemplateFiles = false;
bIncludeConfigFiles = true;
}
else
{
// At least one extra argument was specified, but we weren't expected it. Ignored.
}
}
/// <summary>
/// Adds all game project files, including target projects and config files
/// </summary>
protected void AddAllGameProjects(List<ProjectFile> GameProjects)
{
HashSet<DirectoryReference> UniqueGameProjectDirectories = new HashSet<DirectoryReference>();
foreach (ProjectFile GameProject in GameProjects)
{
DirectoryReference GameProjectDirectory = GameProject.BaseDir;
// add the uproject to all projects using this game project - some project generators requires at least one source file to exist, but if
//this is a codeonly project, then there is not the usual Target.cs file to be that one file
foreach (DirectoryReference ExtensionDir in Unreal.GetExtensionDirs(GameProjectDirectory))
{
GameProject.AddFilesToProject(SourceFileSearch.FindFiles(ExtensionDir, SearchSubdirectories: false), GameProjectDirectory);
}
if (UniqueGameProjectDirectories.Add(GameProjectDirectory))
{
// @todo projectfiles: We have engine localization files, but should we also add GAME localization files?
// Game restricted source files, since they won't be added via a module FileReference
foreach (DirectoryReference GameRestrictedSourceDirectory in Unreal.GetExtensionDirs(GameProjectDirectory, "Source", bIncludePlatformDirectories: false, bIncludeBaseDirectory: false))
{
GameProject.AddFilesToProject(SourceFileSearch.FindFiles(GameRestrictedSourceDirectory), GameRestrictedSourceDirectory);
}
// Game config files
if (bIncludeConfigFiles)
{
foreach (DirectoryReference GameConfigDirectory in Unreal.GetExtensionDirs(GameProjectDirectory, "Config"))
{
GameProject.AddFilesToProject(SourceFileSearch.FindFiles(GameConfigDirectory), GameProjectDirectory);
}
}
// Game build files
if (bIncludeBuildSystemFiles)
{
foreach (DirectoryReference GameBuildDirectory in Unreal.GetExtensionDirs(GameProjectDirectory, "Build"))
{
List<string> SubdirectoryNamesToExclude = new List<string>();
SubdirectoryNamesToExclude.Add("Receipts");
SubdirectoryNamesToExclude.Add("Scripts");
SubdirectoryNamesToExclude.Add("FileOpenOrder");
SubdirectoryNamesToExclude.Add("PipelineCaches");
SubdirectoryNamesToExclude.Add("symbols");
GameProject.AddFilesToProject(SourceFileSearch.FindFiles(GameBuildDirectory, SubdirectoryNamesToExclude), GameProjectDirectory);
}
}
foreach (DirectoryReference GameShaderDirectory in Unreal.GetExtensionDirs(GameProjectDirectory, "Shaders"))
{
GameProject.AddFilesToProject(SourceFileSearch.FindFiles(GameShaderDirectory), GameProjectDirectory);
}
}
}
}
/// Adds all engine localization text files to the specified project
private void AddEngineLocalizationFiles(ProjectFile EngineProject)
{
DirectoryReference EngineLocalizationDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Content", "Localization");
if (DirectoryReference.Exists(EngineLocalizationDirectory))
{
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(EngineLocalizationDirectory), Unreal.EngineDirectory);
}
}
/// Adds all engine template text files to the specified project
private void AddEngineTemplateFiles(ProjectFile EngineProject)
{
DirectoryReference EngineTemplateDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Content", "Editor", "Templates");
if (DirectoryReference.Exists(EngineTemplateDirectory))
{
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(EngineTemplateDirectory), Unreal.EngineDirectory);
}
}
/// Adds all engine config files to the specified project
private void AddEngineConfigFiles(ProjectFile EngineProject)
{
DirectoryReference EngineConfigDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Config");
if (DirectoryReference.Exists(EngineConfigDirectory))
{
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(EngineConfigDirectory), Unreal.EngineDirectory);
}
}
/// Adds all engine extras files to the specified project
protected virtual void AddEngineExtrasFiles(ProjectFile EngineProject)
{
}
/// Adds additional files from the platform extensions folder
protected virtual void AddEngineExtensionFiles(ProjectFile EngineProject)
{
// @todo: this will add the same files to the solution (like the UBT source files that also get added to UnrealBuildTool project).
// not sure of a good filtering method here
foreach (DirectoryReference ExtensionDir in Unreal.GetExtensionDirs(Unreal.EngineDirectory))
{
if (ExtensionDir != Unreal.EngineDirectory)
{
List<string> SubdirectoryNamesToExclude = new List<string>();
SubdirectoryNamesToExclude.Add("AutomationTool"); //automation files are added separately to the AutomationTool project
SubdirectoryNamesToExclude.Add("Binaries");
SubdirectoryNamesToExclude.Add("Content");
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(ExtensionDir, SubdirectoryNamesToExclude), Unreal.EngineDirectory);
}
}
}
/// Adds UnrealHeaderTool config files to the specified project
private void AddUnrealHeaderToolConfigFiles(ProjectFile EngineProject)
{
DirectoryReference UHTConfigDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Programs", "UnrealHeaderTool", "Config");
if (DirectoryReference.Exists(UHTConfigDirectory))
{
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(UHTConfigDirectory), Unreal.EngineDirectory);
}
}
/// <summary>
/// Finds all module files (filtering by platform)
/// </summary>
/// <returns>Filtered list of module files</returns>
#pragma warning disable CS8632 // The annotation for nullable reference types should only be used in code within a '#nullable' annotations context. (TODO: Remove warning disable when file no longer has #nullable disable)
protected List<FileReference> DiscoverModules(List<FileReference> AllGameProjects, List<DirectoryReference>? AdditionalSearchPaths)
#pragma warning restore CS8632 // The annotation for nullable reference types should only be used in code within a '#nullable' annotations context.
{
// Locate all modules (*.Build.cs files)
return Rules.FindAllRulesSourceFiles(Rules.RulesFileType.Module, GameFolders: AllGameProjects.Select(x => x.Directory).ToList(), ForeignPlugins: null, AdditionalSearchPaths: AdditionalSearchPaths);
}
/// <summary>
/// List of non-redistributable folders
/// </summary>
private static string[] NoRedistFolders = new string[]
{
Path.DirectorySeparatorChar + "NoRedist" + Path.DirectorySeparatorChar,
Path.DirectorySeparatorChar + "NotForLicensees" + Path.DirectorySeparatorChar,
Path.DirectorySeparatorChar + "LimitedAccess" + Path.DirectorySeparatorChar
};
/// <summary>
/// Checks if a module is in a non-redistributable folder
/// </summary>
private static bool IsNoRedistModule(FileReference ModulePath)
{
foreach (string NoRedistFolderName in NoRedistFolders)
{
if (ModulePath.FullName.Contains(NoRedistFolderName, StringComparison.InvariantCultureIgnoreCase))
{
return true;
}
}
return false;
}
/// <summary>
/// Finds all target files (filtering by platform)
/// </summary>
/// <returns>Filtered list of target files</returns>
public static List<FileReference> DiscoverTargets(List<FileReference> AllGameProjects, ILogger Logger, FileReference? OnlyGameProject, List<UnrealTargetPlatform> SupportedPlatforms, bool bIncludeEngineSource, bool bIncludeTempTargets)
{
using ITimelineEvent Timer = Timeline.ScopeEvent("DiscoverTargets");
List<FileReference> AllTargetFiles = new List<FileReference>();
// Make a list of all platform name strings that we're *not* including in the project files
List<string> UnsupportedPlatformNameStrings = Utils.MakeListOfUnsupportedPlatforms(SupportedPlatforms, bIncludeUnbuildablePlatforms: true, Logger);
// Locate all targets (*.Target.cs files)
List<FileReference> FoundTargetFiles = Rules.FindAllRulesSourceFiles(Rules.RulesFileType.Target, AllGameProjects.Select(x => x.Directory).ToList(), ForeignPlugins: null, AdditionalSearchPaths: null, bIncludeEngine: bIncludeEngineSource, bIncludeTempTargets: bIncludeTempTargets);
foreach (FileReference CurTargetFile in FoundTargetFiles)
{
string CleanTargetFileName = Utils.CleanDirectorySeparators(CurTargetFile.FullName);
// remove the local root
string LocalRoot = Unreal.RootDirectory.FullName;
string Search = CleanTargetFileName;
if (Search.StartsWith(LocalRoot, StringComparison.InvariantCultureIgnoreCase))
{
if (LocalRoot.EndsWith("\\") || LocalRoot.EndsWith("/"))
{
Search = Search.Substring(LocalRoot.Length - 1);
}
else
{
Search = Search.Substring(LocalRoot.Length);
}
}
if (OnlyGameProject != null)
{
string ProjectRoot = OnlyGameProject.Directory.FullName;
if (Search.StartsWith(ProjectRoot, StringComparison.InvariantCultureIgnoreCase))
{
if (ProjectRoot.EndsWith("\\") || ProjectRoot.EndsWith("/"))
{
Search = Search.Substring(ProjectRoot.Length - 1);
}
else
{
Search = Search.Substring(ProjectRoot.Length);
}
}
}
// Skip targets in unsupported platform directories
bool IncludeThisTarget = true;
foreach (string CurPlatformName in UnsupportedPlatformNameStrings)
{
if (Search.Contains(Path.DirectorySeparatorChar + CurPlatformName + Path.DirectorySeparatorChar, StringComparison.InvariantCultureIgnoreCase))
{
IncludeThisTarget = false;
break;
}
}
if (IncludeThisTarget)
{
AllTargetFiles.Add(CurTargetFile);
}
}
return AllTargetFiles;
}
/// <summary>
/// Returns a list of all sub-targets that are specialized for a given platform.
/// </summary>
/// <param name="AllTargetFiles">List of target files to find sub-targets for</param>
/// <param name="AllSubTargetFiles">List of sub-targets in a flat list</param>
/// <param name="AllSubTargetFilesPerTarget">List of sub-targets bucketed by their parent target</param>
protected void GetPlatformSpecializationsSubTargetsForAllTargets(
List<FileReference> AllTargetFiles,
out HashSet<FileReference> AllSubTargetFiles,
out Dictionary<string, List<FileReference>> AllSubTargetFilesPerTarget)
{
AllSubTargetFilesPerTarget = new Dictionary<string, List<FileReference>>();
AllSubTargetFiles = new HashSet<FileReference>();
foreach (FileReference TargetFilePath in AllTargetFiles)
{
string[] TargetPathSplit = TargetFilePath.GetFileNameWithoutAnyExtensions().Split(new char[] { '_' }, StringSplitOptions.RemoveEmptyEntries);
if (TargetPathSplit.Length > 1 && (UnrealTargetPlatform.IsValidName(TargetPathSplit.Last()) || UnrealPlatformGroup.IsValidName(TargetPathSplit.Last())))
{
string TargetName = TargetPathSplit.First();
if (!AllSubTargetFilesPerTarget.ContainsKey(TargetName))
{
AllSubTargetFilesPerTarget.Add(TargetName, new List<FileReference>());
}
AllSubTargetFilesPerTarget[TargetName].Add(TargetFilePath);
AllSubTargetFiles.Add(TargetFilePath);
}
}
}
/// <summary>
/// Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding
/// files and projects to the primary project.
/// </summary>
/// <param name="Folder">The folder whose sub-folders we should potentially collapse into</param>
/// <param name="ParentPrimaryProjectFolderPath"></param>
void EliminateRedundantPrimaryProjectSubFolders(PrimaryProjectFolder Folder, string ParentPrimaryProjectFolderPath)
{
// NOTE: This is for diagnostics output only
string PrimaryProjectFolderPath = String.IsNullOrEmpty(ParentPrimaryProjectFolderPath) ? Folder.FolderName : (ParentPrimaryProjectFolderPath + "/" + Folder.FolderName);
// We can eliminate folders that meet all of these requirements:
// 1) Have only a single project file in them
// 2) Have no files in the folder except project files, and no sub-folders
// 3) The project file matches the folder name
//
// Additionally, if KeepSourceSubDirectories==false, we can eliminate directories called "Source".
//
// Also, we can kill folders that are completely empty.
foreach (PrimaryProjectFolder SubFolder in Folder.SubFolders)
{
// Recurse
EliminateRedundantPrimaryProjectSubFolders(SubFolder, PrimaryProjectFolderPath);
}
List<PrimaryProjectFolder> SubFoldersToAdd = new List<PrimaryProjectFolder>();
List<PrimaryProjectFolder> SubFoldersToRemove = new List<PrimaryProjectFolder>();
foreach (PrimaryProjectFolder SubFolder in Folder.SubFolders)
{
bool CanCollapseFolder = false;
// 1)
if (SubFolder.ChildProjects.Count == 1)
{
// 2)
if (SubFolder.Files.Count == 0 &&
SubFolder.SubFolders.Count == 0)
{
// 3)
if (SubFolder.FolderName.Equals(SubFolder.ChildProjects[0].ProjectFilePath.GetFileNameWithoutExtension(), StringComparison.InvariantCultureIgnoreCase))
{
CanCollapseFolder = true;
}
}
}
if (!bKeepSourceSubDirectories)
{
if (SubFolder.FolderName.Equals("Source", StringComparison.InvariantCultureIgnoreCase))
{
// Avoid collapsing the Engine's Source directory, since there are so many other solution folders in
// the parent directory.
if (!Folder.FolderName.Equals("Engine", StringComparison.InvariantCultureIgnoreCase))
{
CanCollapseFolder = true;
}
}
}
if (SubFolder.ChildProjects.Count == 0 && SubFolder.Files.Count == 0 && SubFolder.SubFolders.Count == 0)
{
// Folder is totally empty
CanCollapseFolder = true;
}
if (CanCollapseFolder)
{
// OK, this folder is redundant and can be collapsed away.
SubFoldersToAdd.AddRange(SubFolder.SubFolders);
SubFolder.SubFolders.Clear();
Folder.ChildProjects.AddRange(SubFolder.ChildProjects);
SubFolder.ChildProjects.Clear();
Folder.Files.AddRange(SubFolder.Files);
SubFolder.Files.Clear();
SubFoldersToRemove.Add(SubFolder);
}
}
foreach (PrimaryProjectFolder SubFolderToRemove in SubFoldersToRemove)
{
Folder.SubFolders.Remove(SubFolderToRemove);
}
Folder.SubFolders.AddRange(SubFoldersToAdd);
// After everything has been collapsed, do a bit of data validation
Validate(Folder, ParentPrimaryProjectFolderPath);
}
/// <summary>
/// Validate the specified Folder. Default implementation requires
/// for project file names to be unique!
/// </summary>
/// <param name="Folder">Folder.</param>
/// <param name="PrimaryProjectFolderPath">Parent primary project folder path.</param>
protected virtual void Validate(PrimaryProjectFolder Folder, string PrimaryProjectFolderPath)
{
foreach (ProjectFile CurChildProject in Folder.ChildProjects)
{
foreach (ProjectFile OtherChildProject in Folder.ChildProjects)
{
if (CurChildProject != OtherChildProject)
{
if (CurChildProject.ProjectFilePath.GetFileName().Equals(OtherChildProject.ProjectFilePath.GetFileNameWithoutExtension(), StringComparison.InvariantCultureIgnoreCase))
{
throw new BuildException("Detected collision between two project files with the same path in the same primary project folder, " + OtherChildProject.ProjectFilePath.FullName + " and " + CurChildProject.ProjectFilePath.FullName + " (primary project folder: " + PrimaryProjectFolderPath + ")");
}
}
}
}
foreach (PrimaryProjectFolder SubFolder in Folder.SubFolders)
{
// If the parent folder already has a child project or file item with the same name as this sub-folder, then
// that's considered an error (it should never have been allowed to have a folder name that collided
// with project file names or file items, as that's not supported in Visual Studio.)
foreach (ProjectFile CurChildProject in Folder.ChildProjects)
{
if (CurChildProject.ProjectFilePath.GetFileNameWithoutExtension().Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
{
throw new BuildException("Detected collision between a primary project sub-folder " + SubFolder.FolderName + " and a project within the outer folder " + CurChildProject.ProjectFilePath + " (primary project folder: " + PrimaryProjectFolderPath + ")");
}
}
foreach (string CurFile in Folder.Files)
{
if (Path.GetFileName(CurFile).Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
{
throw new BuildException("Detected collision between a primary project sub-folder " + SubFolder.FolderName + " and a file within the outer folder " + CurFile + " (primary project folder: " + PrimaryProjectFolderPath + ")");
}
}
foreach (PrimaryProjectFolder CurFolder in Folder.SubFolders)
{
if (CurFolder != SubFolder)
{
if (CurFolder.FolderName.Equals(SubFolder.FolderName, StringComparison.InvariantCultureIgnoreCase))
{
throw new BuildException("Detected collision between a primary project sub-folder " + SubFolder.FolderName + " and a sibling folder " + CurFolder.FolderName + " (primary project folder: " + PrimaryProjectFolderPath + ")");
}
}
}
}
}
/// <summary>
/// Adds UnrealBuildTool to the primary project
/// </summary>
private void AddUnrealBuildToolProject(PrimaryProjectFolder ProgramsFolder, ILogger Logger)
{
DirectoryReference ProgramsDirectory = DirectoryReference.Combine(Unreal.EngineSourceDirectory, "Programs");
FileReference ProjectFileName = FileReference.Combine(ProgramsDirectory, "UnrealBuildTool", "UnrealBuildTool.csproj");
if (FileReference.Exists(ProjectFileName))
{
VCSharpProjectFile UnrealBuildToolProject = new VCSharpProjectFile(ProjectFileName, Logger);
UnrealBuildToolProject.ShouldBuildForAllSolutionTargets = true;
// Store it off as we need it when generating target projects.
UBTProject = UnrealBuildToolProject;
// Add the project
AddExistingProjectFile(UnrealBuildToolProject, bNeedsAllPlatformAndConfigurations: true, bForceDevelopmentConfiguration: true);
// Put this in a solution folder
ProgramsFolder.ChildProjects.Add(UnrealBuildToolProject);
}
if (bIncludeEnginePrograms)
{
FileReference UatTestsProjectFileName = FileReference.Combine(ProgramsDirectory, "AutomationTool.Tests", "AutomationTool.Tests.csproj");
if (FileReference.Exists(UatTestsProjectFileName))
{
VCSharpProjectFile UatTestsProject = new VCSharpProjectFile(UatTestsProjectFileName, Logger);
AddExistingProjectFile(UatTestsProject, bNeedsAllPlatformAndConfigurations: true, bForceDevelopmentConfiguration: true);
ProgramsFolder.ChildProjects.Add(UatTestsProject);
}
FileReference UbtTestsProjectFileName = FileReference.Combine(ProgramsDirectory, "UnrealBuildTool.Tests", "UnrealBuildTool.Tests.csproj");
if (FileReference.Exists(UbtTestsProjectFileName))
{
VCSharpProjectFile UbtTestsProject = new VCSharpProjectFile(UbtTestsProjectFileName, Logger);
AddExistingProjectFile(UbtTestsProject, bNeedsAllPlatformAndConfigurations: true, bForceDevelopmentConfiguration: true);
ProgramsFolder.ChildProjects.Add(UbtTestsProject);
}
}
}
/// <summary>
/// Adds a C# project to the primary project
/// </summary>
/// <param name="ProjectName">Name of project file to add</param>
/// <param name="Logger">Logger for output</param>
/// <param name="bShouldBuildForAllSolutionTargets"></param>
/// <param name="bForceDevelopmentConfiguration"></param>
/// <param name="bShouldBuildByDefaultForSolutionTargets"></param>
/// <returns>ProjectFile if the operation was successful, otherwise null.</returns>
private VCSharpProjectFile AddSimpleCSharpProject(string ProjectName, ILogger Logger, bool bShouldBuildForAllSolutionTargets = false, bool bForceDevelopmentConfiguration = false, bool bShouldBuildByDefaultForSolutionTargets = true)
{
VCSharpProjectFile Project;
FileReference ProjectFileName = FileReference.Combine(Unreal.EngineSourceDirectory, "Programs", ProjectName, Path.GetFileName(ProjectName) + ".csproj");
FileInfo Info = new FileInfo(ProjectFileName.FullName);
if (Info.Exists)
{
Project = new VCSharpProjectFile(ProjectFileName, Logger);
Project.ShouldBuildForAllSolutionTargets = bShouldBuildForAllSolutionTargets;
Project.ShouldBuildByDefaultForSolutionTargets = bShouldBuildByDefaultForSolutionTargets;
AddExistingProjectFile(Project, bForceDevelopmentConfiguration: bForceDevelopmentConfiguration);
}
else
{
throw new BuildException(ProjectFileName.FullName + " doesn't exist!");
}
return Project;
}
/// <summary>
/// Adds all of the config files for program targets to their project files
/// </summary>
private void AddEngineProgramConfigFiles(Dictionary<FileReference, ProjectFile> ProgramProjects)
{
if (bIncludeConfigFiles)
{
foreach (KeyValuePair<FileReference, ProjectFile> FileAndProject in ProgramProjects)
{
string ProgramName = FileAndProject.Key.GetFileNameWithoutAnyExtensions();
ProjectFile ProgramProjectFile = FileAndProject.Value;
// @todo projectfiles: The config folder for programs is kind of weird -- you end up going UP a few directories to get to it. This stuff is not great.
// @todo projectfiles: Fragile assumption here about Programs always being under /Engine/Programs
DirectoryReference ProgramDirectory;
ProgramDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Programs", ProgramName);
DirectoryReference ProgramConfigDirectory = DirectoryReference.Combine(ProgramDirectory, "Config");
if (DirectoryReference.Exists(ProgramConfigDirectory))
{
ProgramProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(ProgramConfigDirectory), ProgramDirectory);
}
}
}
}
/// <summary>
/// Generates data for IntelliSense (compile definitions, include paths)
/// </summary>
/// <param name="Arguments">Incoming command-line arguments to UBT</param>
/// <param name="Targets">Targets to build for intellisense</param>
/// <param name="Logger">Logger for output</param>
/// <return>Whether the process was successful or not</return>
private void GenerateIntelliSenseData(string[] Arguments, List<Tuple<ProjectFile, ProjectTarget>> Targets, ILogger Logger)
{
if (ShouldGenerateIntelliSenseData() && Targets.Any())
{
// Ignore projects for platforms we can't build for
List<Tuple<ProjectFile, ProjectTarget>> SupportedTargets = Targets.Where(x => x.Item2.SupportedPlatforms.Any(x => GetIntelliSensePlatforms().Contains(x))).ToList();
using ITimelineEvent CompileTimer = Timeline.ScopeEvent("Compiling Rules Assemblies");
using (ProgressWriter Progress = new ProgressWriter("Compiling Rules Assemblies", true, Logger))
{
int TasksFinished = 0;
foreach (Tuple<ProjectFile, ProjectTarget> Item in SupportedTargets)
{
ProjectTarget CurTarget = Item.Item2;
Logger.LogDebug("Found target: {Target}", CurTarget.Name);
List<string> NewArguments = new List<string>(Arguments.Length + 4);
if (CurTarget.TargetRules!.Type != TargetType.Program)
{
NewArguments.Add("-precompile");
}
NewArguments.AddRange(Arguments);
// Get the architecture from the target platform
UnrealArchitectures DefaultArchitecture = UnrealArchitectureConfig.ForPlatform(BuildHostPlatform.Current.Platform).ActiveArchitectures(CurTarget.UnrealProjectFilePath, CurTarget.Name);
// Create the target descriptor
TargetDescriptor TargetDesc = new TargetDescriptor(CurTarget.UnrealProjectFilePath, CurTarget.Name, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, DefaultArchitecture, new CommandLineArguments(NewArguments.ToArray()));
TargetDesc.IntermediateEnvironment = UnrealIntermediateEnvironment.GenerateProjectFiles;
// Create the target rules assembly
RulesCompiler.CreateTargetRulesAssembly(CurTarget.UnrealProjectFilePath, CurTarget.Name, false, false, bUsePrecompiled, TargetDesc.ForeignPlugin, TargetDesc.bBuildPluginAsLocal, Logger);
lock (Progress)
{
Interlocked.Increment(ref TasksFinished);
Progress.Write(TasksFinished, SupportedTargets.Count);
}
}
}
CompileTimer.Finish();
ConcurrentBag<UEBuildTarget> BuildTargets = [];
ConcurrentDictionary<UEBuildTarget, ProjectFile> BuildTargetToProjectFile = new();
ConcurrentDictionary<UEBuildTarget, string> BuildTargetToCompileEnvironmentCacheKey = new();
using ITimelineEvent BuildTargetsTimer = Timeline.ScopeEvent("Creating Build Targets", Logger);
using (ProgressWriter Progress = new ProgressWriter("Creating Build Targets", true, Logger))
{
int NumTargets = SupportedTargets.Count;
int NumTasks = NumTargets;
int TasksFinished = 0;
Parallel.ForEach(SupportedTargets, Item =>
{
ProjectFile TargetProjectFile = Item.Item1;
ProjectTarget CurTarget = Item.Item2;
List<string> NewArguments = new List<string>(Arguments.Length + 4);
if (CurTarget.TargetRules!.Type != TargetType.Program)
{
NewArguments.Add("-precompile");
}
NewArguments.AddRange(Arguments);
try
{
foreach (UnrealTargetPlatform IntellisensePlatform in GetIntelliSensePlatforms().Where(x => CurTarget.SupportedPlatforms.Contains(x)))
{
// Get the architecture from the target platform
UnrealArchitectures DefaultArchitecture = UnrealArchitectureConfig.ForPlatform(IntellisensePlatform).ActiveArchitectures(CurTarget.UnrealProjectFilePath, CurTarget.Name);
// Create the target descriptor
TargetDescriptor TargetDesc = new TargetDescriptor(CurTarget.UnrealProjectFilePath, CurTarget.Name, IntellisensePlatform, UnrealTargetConfiguration.Development, DefaultArchitecture, new CommandLineArguments(NewArguments.ToArray()));
TargetDesc.IntermediateEnvironment = UnrealIntermediateEnvironment.GenerateProjectFiles;
// Create the target
UEBuildTarget Target = UEBuildTarget.Create(TargetDesc, true, false, bUsePrecompiled, UnrealIntermediateEnvironment.GenerateProjectFiles, Logger);
BuildTargets.Add(Target);
BuildTargetToProjectFile.TryAdd(Target, TargetProjectFile);
BuildTargetToCompileEnvironmentCacheKey.TryAdd(Target, MakeGlobalCompileEnvironmentCacheKey(CurTarget.UnrealProjectFilePath, CurTarget.Name, IntellisensePlatform, UnrealTargetConfiguration.Development, DefaultArchitecture));
}
}
catch (Exception Ex)
{
Logger.LogWarning("Exception while creating build target for {Target}: {Ex}", CurTarget.Name, Ex.ToString());
}
lock (Progress)
{
Interlocked.Increment(ref TasksFinished);
Progress.Write(TasksFinished, SupportedTargets.Count);
}
});
}
BuildTargetsTimer.Finish();
string ProgressInfoText = OperatingSystem.IsWindows() ? "Binding IntelliSense data" : "Generating data for project indexing";
using ITimelineEvent IntellisenseTimer = Timeline.ScopeEvent(ProgressInfoText, Logger);
using (ProgressWriter Progress = new ProgressWriter(ProgressInfoText + "...", true, Logger))
{
int TasksFinished = 0;
int TotalTasks = BuildTargets.Count;
if (ShouldGenerateIntelliSenseCompileEnvironments())
{
TotalTasks += BuildTargets.SelectMany(x => x.Binaries).SelectMany(x => x.Modules.OfType<UEBuildModuleCPP>()).Count();
}
void Gen(UEBuildTarget Target)
{
AddTargetForIntellisense(Target, Logger);
// If the project generator just cares about the result of UEBuildTarget.Create, skip generating the compile environments.
if (ShouldGenerateIntelliSenseCompileEnvironments() && BuildTargetToProjectFile.TryGetValue(Target, out ProjectFile? TargetProjectFile))
{
// Generate a compile environment for each module in the binary, but read from cache if possible
CppCompileEnvironment GlobalCompileEnvironment;
if (!GlobalCompileEnvironmentCache.IsEmpty && BuildTargetToCompileEnvironmentCacheKey.TryGetValue(Target, out string? CacheKey) && GlobalCompileEnvironmentCache.ContainsKey(CacheKey))
{
GlobalCompileEnvironment = GlobalCompileEnvironmentCache[CacheKey];
}
else
{
GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles(Logger);
}
foreach (UEBuildBinary Binary in Target.Binaries)
{
CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment);
foreach (UEBuildModuleCPP Module in Binary.Modules.OfType<UEBuildModuleCPP>())
{
if (ModuleToEditorProjectFileMap.TryGetValue(Module.RulesFile, out ProjectFile? ProjectFileForIDE) && ProjectFileForIDE == TargetProjectFile)
{
CppCompileEnvironment ModuleCompileEnvironment = Module.CreateCompileEnvironmentForIntellisense(Target.Rules, BinaryCompileEnvironment, Logger);
lock (ProjectFileForIDE)
{
ProjectFileForIDE.AddModuleForIntelliSense(Module, ModuleCompileEnvironment);
}
}
lock (Progress)
{
Interlocked.Increment(ref TasksFinished);
Progress.Write(TasksFinished, TotalTasks);
}
}
}
}
lock (Progress)
{
Interlocked.Increment(ref TasksFinished);
Progress.Write(TasksFinished, TotalTasks);
}
}
IEnumerable<UEBuildTarget> Shared = BuildTargets.Where(x => x.bUseSharedBuildEnvironment);
IEnumerable<UEBuildTarget> Unique = BuildTargets.Where(x => !x.bUseSharedBuildEnvironment);
IEnumerable<IGrouping<(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetType), UEBuildTarget>> ParallelGroups = Shared.GroupBy(x => (x.Platform, x.Configuration, x.TargetType));
// Unique environments can be processed in parallel
// Shared environments can be processed in parallel, but each unique combination of Platform\Configuration\TargetType must be processed serially
// DebugGame can not be run in parallel with Development
// This could be made more async but it's complicated
Parallel.ForEach(Unique.Where(x => x.Configuration != UnrealTargetConfiguration.DebugGame), Target => Gen(Target));
Parallel.ForEach(Unique.Where(x => x.Configuration == UnrealTargetConfiguration.DebugGame), Target => Gen(Target));
Parallel.ForEach(ParallelGroups.Where(x => x.Key.Configuration != UnrealTargetConfiguration.DebugGame), Group =>
{
foreach (UEBuildTarget Target in Group)
{
Gen(Target);
}
});
Parallel.ForEach(ParallelGroups.Where(x => x.Key.Configuration == UnrealTargetConfiguration.DebugGame), Group =>
{
foreach (UEBuildTarget Target in Group)
{
Gen(Target);
}
});
}
}
}
protected virtual void AddTargetForIntellisense(UEBuildTarget Target, ILogger Logger)
{
}
/// <summary>
/// Selects which platforms and build configurations we want in the project file
/// </summary>
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
/// <param name="Logger"></param>
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
protected virtual void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, ILogger Logger, out string SupportedPlatformNames)
{
StringBuilder SupportedPlatformsString = new StringBuilder();
foreach (UnrealTargetPlatform Platform in UnrealTargetPlatform.GetValidPlatforms())
{
// project is in the explicit platform list or we include them all, we add the valid desktop platforms as they are required
bool bInProjectPlatformsList = ProjectPlatforms.Count <= 0 || (IsValidDesktopPlatform(Platform) || ProjectPlatforms.Contains(Platform));
// project is a desktop platform or we have specified some platforms explicitly
bool IsRequiredPlatform = (IsValidDesktopPlatform(Platform) || ProjectPlatforms.Count > 0);
// Only include desktop platforms unless we were explicitly asked to include all platforms or restricted to a single platform.
if (bInProjectPlatformsList && (IncludeAllPlatforms || IsRequiredPlatform))
{
// If there is a build platform present, add it to the SupportedPlatforms list
UEBuildPlatform? BuildPlatform;
if (UEBuildPlatform.TryGetBuildPlatform(Platform, out BuildPlatform))
{
if (InstalledPlatformInfo.IsValidPlatform(Platform, EProjectType.Code))
{
SupportedPlatforms.Add(Platform);
if (SupportedPlatformsString.Length > 0)
{
SupportedPlatformsString.Append(", ");
}
SupportedPlatformsString.Append(Platform.ToString());
}
}
}
}
List<UnrealTargetConfiguration> AllowedTargetConfigurations = new List<UnrealTargetConfiguration>();
if (ConfigurationNames == null)
{
AllowedTargetConfigurations = Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast<UnrealTargetConfiguration>().ToList();
}
else
{
foreach (string ConfigName in ConfigurationNames)
{
try
{
UnrealTargetConfiguration AllowedConfiguration = (UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), ConfigName);
AllowedTargetConfigurations.Add(AllowedConfiguration);
}
catch (Exception)
{
Logger.LogWarning("Invalid entry found in Configurations: {ConfigName}. Must be a member of UnrealTargetConfiguration", ConfigName);
continue;
}
}
}
// Add all configurations
foreach (UnrealTargetConfiguration CurConfiguration in AllowedTargetConfigurations)
{
if (CurConfiguration != UnrealTargetConfiguration.Unknown)
{
if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
{
SupportedConfigurations.Add(CurConfiguration);
}
}
}
SupportedPlatformNames = SupportedPlatformsString.ToString();
}
/// <summary>
/// Is this a valid platform. Used primarily for Installed vs non-Installed builds.
/// </summary>
/// <param name="InPlatform"></param>
/// <returns>true if valid, false if not</returns>
public static bool IsValidDesktopPlatform(UnrealTargetPlatform InPlatform)
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return InPlatform == UnrealTargetPlatform.Linux;
}
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
return InPlatform == UnrealTargetPlatform.Mac;
}
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64)
{
return InPlatform == UnrealTargetPlatform.Win64;
}
throw new BuildException("Invalid RuntimePlatform:" + BuildHostPlatform.Current.Platform);
}
/// <summary>
/// Find the game which contains a given input file.
/// </summary>
/// <param name="AllGames">All game folders</param>
/// <param name="File">Full path of the file to search for</param>
protected FileReference? FindGameContainingFile(List<FileReference> AllGames, FileReference File)
{
foreach (FileReference Game in AllGames)
{
if (File.IsUnderDirectory(Game.Directory))
{
return Game;
}
}
return null;
}
/// <summary>
/// Finds all modules and code files, given a list of games to process
/// </summary>
/// <param name="AllGames">All game folders</param>
/// <param name="ProjectFileToUProjectFile">Map of generated Project File to the .uproject file for a given game.</param>
/// <param name="ProgramProjects">All program projects</param>
/// <param name="ModProjects">All mod projects</param>
/// <param name="AllModuleFiles">List of *.Build.cs files for all engine programs and games</param>
/// <param name="AdditionalSearchPaths"></param>
/// <param name="bGatherThirdPartySource">True to gather source code from third party projects too</param>
/// <param name="Logger">Logger for output</param>
protected void AddProjectsForAllModules(List<FileReference> AllGames, Dictionary<ProjectFile, FileReference> ProjectFileToUProjectFile, Dictionary<FileReference, ProjectFile> ProgramProjects, List<ProjectFile> ModProjects, List<FileReference> AllModuleFiles, Dictionary<FileReference, List<DirectoryReference>> AdditionalSearchPaths, bool bGatherThirdPartySource, ILogger Logger)
{
Dictionary<DirectoryReference, AdditionalPluginData> AdditionalPluginsByDirectory = new Dictionary<DirectoryReference, AdditionalPluginData>();
Dictionary<FileReference, AdditionalPluginData> ModuleToAdditionalPlugin = new Dictionary<FileReference, AdditionalPluginData>();
if (IncludeCppSource)
{
foreach ((FileReference ProjectPath, List<DirectoryReference> AdditionalPluginDirectories) in AdditionalSearchPaths)
{
foreach (DirectoryReference AdditionalPluginDirectory in AdditionalPluginDirectories)
{
AdditionalPluginData PluginData;
if (!AdditionalPluginsByDirectory.TryGetValue(AdditionalPluginDirectory, out PluginData))
{
PluginData = new AdditionalPluginData(PluginsBase.EnumeratePlugins(AdditionalPluginDirectory).ToList());
AdditionalPluginsByDirectory.Add(AdditionalPluginDirectory, PluginData);
}
PluginData.ReferencingProjects.Add(ProjectPath);
}
}
foreach (FileReference ModuleFile in AllModuleFiles)
{
if (ModuleToAdditionalPlugin.ContainsKey(ModuleFile))
{
continue;
}
foreach ((DirectoryReference AdditionalPluginDirectory, AdditionalPluginData PluginData) in AdditionalPluginsByDirectory)
{
if (ModuleFile.IsUnderDirectory(AdditionalPluginDirectory))
{
ModuleToAdditionalPlugin.Add(ModuleFile, PluginData);
PluginData.ModuleToSourceFiles[ModuleFile] = new List<FileReference>();
}
}
}
}
List<ProjectDescriptor> AllGameDescriptors = AllGames.ConvertAll(ProjectDescriptor.FromFile);
HashSet<ProjectFile> ProjectsWithPlugins = new HashSet<ProjectFile>();
foreach (FileReference CurModuleFile in AllModuleFiles)
{
Logger.LogDebug("AddProjectsForAllModules {File}", CurModuleFile);
// The module's "base directory" is simply the directory where its xxx.Build.cs file is stored. We'll always
// harvest source files for this module in this base directory directory and all of its sub-directories.
string ModuleName = CurModuleFile.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Build"
bool WantProjectFileForModule = true;
// We'll keep track of whether this is an "engine" or "external" module. This is determined below while loading module rules.
bool IsThirdPartyModule = CurModuleFile.ContainsName("ThirdParty", Unreal.RootDirectory);
// check for engine, or platform extension engine folders
if (!bIncludeEngineSource)
{
if (CurModuleFile.IsUnderDirectory(Unreal.EngineDirectory))
{
// We were asked to exclude engine modules from the generated projects
WantProjectFileForModule = false;
continue;
}
}
if (!IncludeCppSource)
{
continue;
}
if (WantProjectFileForModule)
{
DirectoryReference BaseFolder;
List<ProjectFile> ProjectFiles = FindProjectsForModule(CurModuleFile, AllGames, AllGameDescriptors, ProgramProjects, ModProjects, ModuleToAdditionalPlugin, out BaseFolder)!;
// Update our module map
if (ProjectFiles.Count == 1)
{
ModuleToEditorProjectFileMap[CurModuleFile] = ProjectFiles[0];
}
else
{
Debug.Assert(bAllowMultiModuleReference, "ProjectFileGenerator assert", $"Unexpected multi projects for module {CurModuleFile.GetFileName()}");
// e.g. QAGame module would be add to both QAGame.xcodeproj and QAGameEditor.xcodeproj, use the game project for module map, this way IOS workspace can have indexing
ProjectFile? EditorProjectFile = ProjectFiles.FirstOrDefault(x => x.ProjectTargets.Any(x => x.TargetRules!.Type == TargetType.Game));
if (EditorProjectFile != null)
{
ModuleToEditorProjectFileMap[CurModuleFile] = EditorProjectFile;
}
else
{
Logger.LogWarning("No suitable project found for {Module}", CurModuleFile.GetFileName());
}
}
ProjectFiles.ForEach(x => x.IsGeneratedProject = true);
// Only search subdirectories for non-external modules. We don't want to add all of the source and header files
// for every third-party module, unless we were configured to do so.
bool SearchSubdirectories = !IsThirdPartyModule || bGatherThirdPartySource;
if (bGatherThirdPartySource)
{
Logger.LogInformation("Searching for third-party source files...");
}
// Find all of the source files (and other files) and add them to the project
List<FileReference> FoundFiles = SourceFileSearch.FindModuleSourceFiles(CurModuleFile, SearchSubdirectories: SearchSubdirectories);
// remove any target files, they are technically not part of the module and are explicitly added when the project is created
FoundFiles.RemoveAll(f => f.FullName.EndsWith(".Target.cs"));
if (ModuleToAdditionalPlugin.ContainsKey(CurModuleFile))
{
ModuleToAdditionalPlugin[CurModuleFile].ModuleToSourceFiles[CurModuleFile] = FoundFiles;
continue;
}
foreach (ProjectFile aProjectFile in ProjectFiles)
{
if (!aProjectFile.Contains(CurModuleFile))
{
// Skip if already added
aProjectFile.AddFilesToProject(FoundFiles, BaseFolder);
}
// Check if there's a plugin directory here
if (!ProjectsWithPlugins.Contains(aProjectFile))
{
foreach (DirectoryReference PluginFolder in Unreal.GetExtensionDirs(BaseFolder, "Plugins"))
{
// Add all the plugin files for this project
foreach (FileReference PluginFileName in PluginsBase.EnumeratePlugins(PluginFolder))
{
if (!ModProjects.Any(x => x.BaseDir == PluginFileName.Directory))
{
AddPluginFilesToProject(PluginFileName, BaseFolder, aProjectFile);
}
}
}
ProjectsWithPlugins.Add(aProjectFile);
}
}
}
}
if (IncludeCppSource)
{
foreach ((DirectoryReference PluginDirectory, AdditionalPluginData PluginData) in AdditionalPluginsByDirectory)
{
foreach (FileReference ReferencingProject in PluginData.ReferencingProjects)
{
ProjectFile ProjectFile = FindOrAddProjectHelper(ReferencingProject.GetFileNameWithoutExtension(), ReferencingProject.Directory);
FileReference? GameUProject = ProjectFileToUProjectFile.GetValueOrDefault(ProjectFile);
if (GameUProject != null)
{
PluginData.PluginFiles.ForEach(PluginFile => AddPluginFilesToProject(PluginFile, ProjectFile.BaseDir, ProjectFile));
foreach ((FileReference _, List<FileReference> ModuleSourceFiles) in PluginData.ModuleToSourceFiles)
{
if (ModuleSourceFiles != null && ModuleSourceFiles.Count > 0)
{
ProjectFile.AddFilesToProject(ModuleSourceFiles, ProjectFile.BaseDir);
}
}
}
}
}
}
}
private void AddPluginFilesToProject(FileReference PluginFileName, DirectoryReference BaseFolder, ProjectFile ProjectFile)
{
// Add the .uplugin file
ProjectFile.AddFileToProject(PluginFileName, BaseFolder);
// Add plugin config files if we have any
if (bIncludeConfigFiles)
{
DirectoryReference PluginConfigFolder = DirectoryReference.Combine(PluginFileName.Directory, "Config");
if (DirectoryReference.Exists(PluginConfigFolder))
{
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginConfigFolder), BaseFolder);
}
}
// Add plugin "resource" files if we have any
DirectoryReference PluginResourcesFolder = DirectoryReference.Combine(PluginFileName.Directory, "Resources");
if (DirectoryReference.Exists(PluginResourcesFolder))
{
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginResourcesFolder), BaseFolder);
}
// Add plugin shader files if we have any
DirectoryReference PluginShadersFolder = DirectoryReference.Combine(PluginFileName.Directory, "Shaders");
if (DirectoryReference.Exists(PluginShadersFolder))
{
ProjectFile.AddFilesToProject(SourceFileSearch.FindFiles(PluginShadersFolder), BaseFolder);
}
}
private ProjectFile FindOrAddProjectHelper(string InProjectFileNameBase, DirectoryReference InBaseFolder)
{
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
FileReference ProjectFileName = FileReference.Combine(IntermediateProjectFilesPath, InProjectFileNameBase + ProjectFileExtension);
return FindOrAddProject(ProjectFileName, InBaseFolder, IncludeInGeneratedProjects: true, bAlreadyExisted: out _);
}
private List<ProjectFile> FindProjectsForModule(FileReference CurModuleFile, List<FileReference> AllGames, List<ProjectDescriptor> AllGameDescriptors, Dictionary<FileReference, ProjectFile> ProgramProjects, List<ProjectFile> ModProjects, Dictionary<FileReference, AdditionalPluginData> ModuleToAdditionalPlugin, out DirectoryReference BaseFolder)
{
// Starting at the base directory of the module find a project which has the same directory as base, walking up the directory hierarchy until a match is found
List<ProjectFile> FoundProjects = new List<ProjectFile>();
DirectoryReference Path = CurModuleFile.Directory;
bool bIsTemporaryModule = Path.ContainsName("Intermediate", 0);
while (!Path.IsRootDirectory())
{
// Figure out which game project this target belongs to
foreach ((FileReference Game, ProjectDescriptor GameDescriptor) in AllGames.Zip(AllGameDescriptors))
{
// the source and the actual game directory are conceptually the same
if (Path == Game.Directory || Path == DirectoryReference.Combine(Game.Directory, "Source"))
{
FileReference ProjectInfo = Game;
BaseFolder = ProjectInfo.Directory;
// if we are in SingleTargetMode, then skip this and just put it into the project's projet
if (bMakeProjectPerTarget && !bIsTemporaryModule)
{
if (SingleTargetName != null)
{
FoundProjects.Add(FindOrAddProjectHelper(SingleTargetName, BaseFolder));
return FoundProjects;
}
ModuleDescriptor? CurModuleDescriptor = GameDescriptor.Modules?.FirstOrDefault(x => x.Name == CurModuleFile.GetFileNameWithoutAnyExtensions());
// find the project that the module is under, and has a TargetType target (useful with bMakeProjectPerTarget)
foreach (KeyValuePair<FileReference, ProjectFile> Pair in ProjectFileMap)
{
FileReference TargetFile = ((ProjectTarget)Pair.Value.ProjectTargets[0]).TargetFilePath;
bool bIsTemporaryTarget = TargetFile.ContainsName("Intermediate", 0);
// check if the TargetFile is under <project>/Source, or under <project>/Intermediate/Source
if ((!bIsTemporaryTarget && TargetFile.Directory.ParentDirectory == Path) ||
(bIsTemporaryTarget && TargetFile.Directory.ParentDirectory!.ParentDirectory == Path))
{
if (CurModuleDescriptor != null
&& new[] { ModuleHostType.Editor, ModuleHostType.EditorNoCommandlet, ModuleHostType.EditorAndProgram }.Contains(CurModuleDescriptor.Type))
{
// if this module is for editor, then only add it to the editor project
if (Pair.Value.ProjectTargets.Any(x => x.TargetRules!.Type == TargetType.Editor))
{
FoundProjects.Add(Pair.Value);
}
}
else
{
// plugins and game modules add into both editor and game projects
if (Pair.Value.ProjectTargets.Any(x => (x.TargetRules!.Type == TargetType.Editor) || (x.TargetRules!.Type == TargetType.Game)))
{
FoundProjects.Add(Pair.Value);
}
}
}
}
if (FoundProjects.Count > 0)
{
if (bAllowMultiModuleReference)
{
return FoundProjects;
}
else
{
return new List<ProjectFile> { FoundProjects[0] };
}
}
}
else
{
FoundProjects.Add(FindOrAddProjectHelper(ProjectInfo.GetFileNameWithoutExtension(), BaseFolder));
return FoundProjects;
}
}
}
// Check if it's a mod
foreach (ProjectFile ModProject in ModProjects)
{
if (Path == ModProject.BaseDir)
{
BaseFolder = ModProject.BaseDir;
FoundProjects.Add(ModProject);
return FoundProjects;
}
}
// Check if this module is under any program project base folder
if (ProgramProjects != null)
{
foreach (ProjectFile ProgramProject in ProgramProjects.Values)
{
// program name needs to matche module name, e.g. to prevent FortniteGame being added to FortniteContentSentry
if (Path == ProgramProject.BaseDir && ProgramProject.ProjectFilePath.GetFileNameWithoutAnyExtensions() == CurModuleFile.GetFileNameWithoutAnyExtensions())
{
BaseFolder = ProgramProject.BaseDir;
FoundProjects.Add(ProgramProject);
return FoundProjects;
}
}
}
// check for engine, or platform extension engine folders
foreach (DirectoryReference ExtensionDir in Unreal.GetExtensionDirs(Unreal.EngineDirectory))
{
if (Path == ExtensionDir)
{
BaseFolder = Unreal.EngineDirectory;
FoundProjects.Add(FindOrAddProjectHelper(EngineEditorProjectFileNameBase, BaseFolder));
return FoundProjects;
}
}
// no match found, lets search the parent directory
Path = Path.ParentDirectory!;
}
if (ModuleToAdditionalPlugin.TryGetValue(CurModuleFile, out AdditionalPluginData PluginData))
{
FileReference ProjectFileRef = PluginData.ReferencingProjects[0];
BaseFolder = ProjectFileRef.Directory;
FoundProjects.Add(FindOrAddProjectHelper(ProjectFileRef.GetFileNameWithoutExtension(), BaseFolder));
return FoundProjects;
}
throw new BuildException("Found a module file (" + CurModuleFile + ") that did not exist within any of the known game folders or other source locations");
}
/// <summary>
/// Creates project entries for all known targets (*.Target.cs files)
/// </summary>
/// <param name="PlatformProjectGenerators">The registered platform project generators</param>
/// <param name="AllGames">All game folders</param>
/// <param name="AllTargetFiles">All the target files to add</param>
/// <param name="Arguments">The commandline arguments used</param>
/// <param name="EngineProjects">The engine projects we created</param>
/// <param name="GameProjects">Map of game folder name to all of the game projects we created</param>
/// <param name="ProjectFileToUProjectFile">Map of generated Project File to the .uproject file for a given game.</param>
/// <param name="ProgramProjects">Map of program names to all of the program projects we created</param>
/// <param name="RulesAssemblies">Map of RuleAssemblies to their base folders</param>
/// <param name="Logger">Logger for output</param>
protected void AddProjectsForAllTargets(
PlatformProjectGeneratorCollection PlatformProjectGenerators,
List<FileReference> AllGames,
List<FileReference> AllTargetFiles,
string[] Arguments,
List<ProjectFile> EngineProjects,
List<ProjectFile> GameProjects,
Dictionary<ProjectFile, FileReference> ProjectFileToUProjectFile,
Dictionary<FileReference, ProjectFile> ProgramProjects,
Dictionary<RulesAssembly, DirectoryReference> RulesAssemblies,
ILogger Logger)
{
// Separate the .target.cs files that are platform extension specializations, per target name. These will be added alongside their base target.cs
HashSet<FileReference> AllSubTargetFiles;
Dictionary<string, List<FileReference>> AllSubTargetFilesPerTarget;
GetPlatformSpecializationsSubTargetsForAllTargets(AllTargetFiles, out AllSubTargetFiles, out AllSubTargetFilesPerTarget);
// Get some standard directories
//DirectoryReference EngineSourceProgramsDirectory = DirectoryReference.Combine(Unreal.EngineSourceDirectory, "Programs");
// Keep a cache of the default editor target for each project so that we don't have to interrogate the configs for each target
Dictionary<string, string?> DefaultProjectEditorTargetCache = new Dictionary<string, string?>();
List<FileReference> UnprocessedGameProjects = new(AllGames);
foreach (FileReference TargetFilePath in AllTargetFiles.Except(AllSubTargetFiles))
{
string TargetName = TargetFilePath.GetFileNameWithoutAnyExtensions(); // Remove both ".cs" and ".Target"
// Check to see if this is an Engine target. That is, the target is located under the "Engine" folder
bool IsEngineTarget = false;
bool WantProjectFileForTarget = true;
bool ForceProgramInProject = false;
if (TargetFilePath.IsUnderDirectory(Unreal.EngineDirectory))
{
// This is an engine target
IsEngineTarget = true;
// if we are generating projects for a single game project, then we want the target, independent of bIncludeEngine flags
if (DoesProgramMatchOnlyGameProject(TargetFilePath))
{
WantProjectFileForTarget = true;
ForceProgramInProject = true;
}
else if (Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Source/Programs").Any(x => TargetFilePath.IsUnderDirectory(x)))
{
WantProjectFileForTarget = bIncludeEnginePrograms;
}
else if (Unreal.GetExtensionDirs(Unreal.EngineDirectory, "Source").Any(x => TargetFilePath.IsUnderDirectory(x)))
{
WantProjectFileForTarget = bIncludeEngineSource;
}
}
if (WantProjectFileForTarget)
{
RulesAssembly RulesAssembly;
FileReference? CheckProjectFile = AllGames.FirstOrDefault(x => TargetFilePath.IsUnderDirectory(x.Directory));
// if it wasn't found, it may be a program, and the target file isn't under the uproject, so look up by name
if (CheckProjectFile == null && TargetFilePath.ContainsName("Programs", 0))
{
string BaseName = TargetFilePath.GetFileNameWithoutAnyExtensions();
CheckProjectFile = AllGames.FirstOrDefault(x => x.GetFileNameWithoutAnyExtensions().Equals(BaseName, StringComparison.InvariantCultureIgnoreCase));
}
if (CheckProjectFile == null)
{
RulesAssembly = RulesCompiler.CreateEngineRulesAssembly(false, false, false, Logger);
// Record the Engine assembly, and any parent assemblies (varies e.g. Rules, ProgramRules, MarketplaceRules)
if (!RulesAssemblies.ContainsKey(RulesAssembly))
{
RulesAssembly? NextAssembly = RulesAssembly;
do
{
RulesAssemblies.Add(NextAssembly, Unreal.EngineDirectory);
} while ((NextAssembly = NextAssembly.Parent) != null);
}
}
else
{
RulesAssembly = RulesCompiler.CreateProjectRulesAssembly(CheckProjectFile, false, false, false, Logger);
// Recording of game rule assemblies happens after BaseFolder has been computed
UnprocessedGameProjects.Remove(CheckProjectFile);
}
// Create target rules for all of the platforms and configuration combinations that we want to enable support for.
// Just use the current platform as we only need to recover the target type and both should be supported for all targets...
TargetRules TargetRulesObject = RulesAssembly.CreateTargetRules(TargetName, BuildHostPlatform.Current.Platform, UnrealTargetConfiguration.Development, null, CheckProjectFile, new CommandLineArguments(GetTargetArguments(Arguments)), Logger);
bool IsProgramTarget = false;
DirectoryReference? GameFolder = null;
string ProjectFileNameBase;
if (TargetRulesObject.Type == TargetType.Program || TargetRulesObject.bGenerateProgramProject)
{
if (!ForceProgramInProject && !bIncludeEnginePrograms && IsEngineTarget)
{
continue;
}
IsProgramTarget = true;
ProjectFileNameBase = TargetName;
}
else if (IsEngineTarget)
{
ProjectFileNameBase = EngineProjectFileNameBase;
}
else
{
// Figure out which game project this target belongs to
FileReference? ProjectInfo = FindGameContainingFile(AllGames, TargetFilePath);
if (ProjectInfo == null)
{
throw new BuildException("Found a non-engine target file (" + TargetFilePath + ") that did not exist within any of the known game folders");
}
GameFolder = ProjectInfo.Directory;
ProjectFileNameBase = ProjectInfo.GetFileNameWithoutExtension();
}
FileReference ProjectFilePath;
if (bMakeProjectPerTarget)
{
ProjectFilePath = GetProjectLocation(TargetRulesObject.Name);
}
else
{
// Look at the project engine config to see if it has specified a default editor target
FileReference ProjectLocation = GetProjectLocation(ProjectFileNameBase);
string? DefaultEditorTarget = null;
if (!DefaultProjectEditorTargetCache.TryGetValue(ProjectFileNameBase, out DefaultEditorTarget))
{
if (GameFolder != null)
{
DefaultEditorTarget = GetProjectDefaultTargetNameForType(GameFolder, TargetType.Editor);
}
DefaultProjectEditorTargetCache.Add(ProjectFileNameBase, DefaultEditorTarget);
}
// Get the suffix to use for this project file. If we have multiple targets of the same type, we'll have to split them out into separate IDE project files.
string? GeneratedProjectName = TargetRulesObject.GeneratedProjectName;
if (GeneratedProjectName == null)
{
ProjectFile? ExistingProjectFile;
// We should create a separate project for targets which aren't the default for this target type.
// Note that we currently only support changing the default editor target and not any other types, so
// if we aren't an editor, we'll just fall back to previous behavior and assume the first one we encounter
// should be added to the main project
bool bIsDefaultTargetForType = (DefaultEditorTarget == null) || (TargetRulesObject.Type != TargetType.Editor) || (TargetRulesObject.Name == DefaultEditorTarget);
if (!bIsDefaultTargetForType || (ProjectFileMap.TryGetValue(ProjectLocation, out ExistingProjectFile) && ExistingProjectFile.ProjectTargets.Any(x => x.TargetRules!.Type == TargetRulesObject.Type)))
{
GeneratedProjectName = TargetRulesObject.Name;
}
else
{
GeneratedProjectName = ProjectFileNameBase;
}
}
// @todo projectfiles: We should move all of the Target.cs files out of sub-folders to clean up the project directories a bit (e.g. GameUncooked folder)
ProjectFilePath = GetProjectLocation(GeneratedProjectName);
if (TargetRulesObject.Type == TargetType.Game || TargetRulesObject.Type == TargetType.Client || TargetRulesObject.Type == TargetType.Server)
{
// Allow platforms to generate stub projects here...
PlatformProjectGenerators.GenerateGameProjectStubs(
InGenerator: this,
InTargetName: TargetName,
InTargetFilepath: TargetFilePath.FullName,
InTargetRules: TargetRulesObject,
InPlatforms: SupportedPlatforms,
InConfigurations: SupportedConfigurations);
}
}
DirectoryReference BaseFolder;
if (IsProgramTarget)
{
BaseFolder = TargetFilePath.Directory;
}
else if (IsEngineTarget)
{
BaseFolder = Unreal.EngineDirectory;
}
else
{
BaseFolder = GameFolder!;
RulesAssemblies.TryAdd(RulesAssembly, BaseFolder);
}
bool bProjectAlreadyExisted;
ProjectFile ProjectFile = FindOrAddProject(ProjectFilePath, BaseFolder, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
ProjectFile.IsForeignProject = CheckProjectFile != null && !NativeProjects.IsNativeProject(CheckProjectFile, Logger);
ProjectFile.IsGeneratedProject = true;
ProjectFile.IsStubProject = Unreal.IsProjectInstalled();
ProjectFile.IsHybridContentOnlyProject = CheckProjectFile != null && NativeProjects.IsHybridContentOnlyProject(CheckProjectFile, out _, Logger);
if (TargetRulesObject.bBuildInSolutionByDefault.HasValue)
{
ProjectFile.ShouldBuildByDefaultForSolutionTargets = TargetRulesObject.bBuildInSolutionByDefault.Value;
}
// Add the project to the right output list
if (IsProgramTarget)
{
ProgramProjects[TargetFilePath] = ProjectFile;
}
else if (IsEngineTarget)
{
// if we want only one project for all types, then remove any previous ones
if (bMakeProjectPerTarget == false)
{
EngineProjects.Clear();
}
EngineProjects.Add(ProjectFile);
if (Unreal.IsEngineInstalled())
{
// Allow engine projects to be created but not built for Installed Engine builds
ProjectFile.IsForeignProject = false;
ProjectFile.IsGeneratedProject = true;
ProjectFile.IsStubProject = true;
}
}
else
{
if (!bProjectAlreadyExisted)
{
GameProjects.Add(ProjectFile);
// Add the .uproject file for this game/template
FileReference UProjectFilePath = FileReference.Combine(BaseFolder, ProjectFileNameBase + ".uproject");
if (FileReference.Exists(UProjectFilePath))
{
ProjectFile.AddFileToProject(UProjectFilePath, BaseFolder);
ProjectFileToUProjectFile.Add(ProjectFile, UProjectFilePath);
}
else
{
throw new BuildException("Not expecting to find a game with no .uproject file. File '{0}' doesn't exist", UProjectFilePath);
}
}
}
foreach (Project ExistingProjectTarget in ProjectFile.ProjectTargets)
{
if (ExistingProjectTarget.TargetRules!.Type == TargetRulesObject.Type)
{
throw new BuildException("Not expecting project {0} to already have a target rules of with configuration name {1} ({2}) while trying to add: {3}", ProjectFilePath, TargetRulesObject.Type.ToString(), ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
}
// Not expecting to have both a game and a program in the same project. These would alias because we share the project and solution configuration names (just because it makes sense to)
if ((ExistingProjectTarget.TargetRules.Type == TargetType.Game && TargetRulesObject.Type == TargetType.Program) ||
(ExistingProjectTarget.TargetRules.Type == TargetType.Program && TargetRulesObject.Type == TargetType.Game))
{
throw new BuildException("Not expecting project {0} to already have a Game/Program target ({1}) associated with it while trying to add: {2}", ProjectFilePath, ExistingProjectTarget.TargetRules.ToString(), TargetRulesObject.ToString());
}
}
ProjectTarget ProjectTarget = new ProjectTarget
(
TargetRules: TargetRulesObject,
TargetFilePath: TargetFilePath,
ProjectFilePath: ProjectFilePath,
UnrealProjectFilePath: CheckProjectFile,
SupportedPlatforms: TargetRulesObject.GetSupportedPlatforms().Where(
x => UEBuildPlatform.TryGetBuildPlatform(x, out _) &&
(TargetRulesObject.LinkType != TargetLinkType.Modular || !UEBuildPlatform.PlatformRequiresMonolithicBuilds(x, TargetRulesObject.Configuration))
).ToArray(),
CreateRulesDelegate: (Platform, Configuration) => RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, null, CheckProjectFile, new CommandLineArguments(GetTargetArguments(Arguments)), Logger),
CreateRulesDelegateWithArch: (Platform, Configuration, Arch) => RulesAssembly.CreateTargetRules(TargetName, Platform, Configuration, new(Arch), CheckProjectFile, new CommandLineArguments(GetTargetArguments(Arguments)), Logger)
);
ProjectFile.ProjectTargets.Add(ProjectTarget);
// Make sure the *.Target.cs file is in the project.
ProjectFile.AddFileToProject(TargetFilePath, BaseFolder);
// Add all matching *_<platform>.Target.cs to the same folder
if (AllSubTargetFilesPerTarget.ContainsKey(TargetName))
{
ProjectFile.AddFilesToProject(AllSubTargetFilesPerTarget[TargetName], BaseFolder);
}
Logger.LogDebug("Generating target {Target} for {Project}", TargetRulesObject.Type.ToString(), ProjectFilePath);
}
}
// if we allow content only projects, we assume anything that wasn't processed above is content-only, because it would have had a target
if (bAllowContentOnlyProjects)
{
foreach (FileReference ContentOnlyGameProject in UnprocessedGameProjects)
{
string ProjectName = ContentOnlyGameProject.GetFileNameWithoutAnyExtensions();
// only allow ContentOnly projects when using -project= - for now
if (OnlyGameProject == null || OnlyGameProject != ContentOnlyGameProject)
{
continue;
}
// hook up to the engine target(s)
foreach (ProjectFile EngineProject in EngineProjects)
{
ProjectFile? ProjectFile = null;
foreach (Project EngineTarget in EngineProject.ProjectTargets)
{
if (bMakeProjectPerTarget)
{
// don't append Game suffix to the ContentOnly game target names, so the default case has the target/product named after the BP project name
// @note if this changes, see ApplePlatform.MakeContentOnlyTargetName
string TargetTypeSuffix = /*EngineTarget.TargetRules!.Type == TargetType.Game ? "" :*/ EngineTarget.TargetRules!.Type.ToString();
ProjectFile = FindOrAddProject(GetProjectLocation($"{ProjectName}{TargetTypeSuffix}"), ContentOnlyGameProject.Directory, IncludeInGeneratedProjects: true, bAlreadyExisted: out _);
}
else
{
ProjectFile ??= FindOrAddProject(GetProjectLocation(ProjectName), ContentOnlyGameProject.Directory, IncludeInGeneratedProjects: true, bAlreadyExisted: out _);
}
ProjectFile.IsForeignProject = true;
ProjectFile.IsGeneratedProject = true;
ProjectFile.IsStubProject = false;
ProjectFile.IsContentOnlyProject = true;
// reuse the engine target directly, anything else needed specially will be handled by the projet generator
ProjectFile.ProjectTargets.Add(EngineTarget);
GameProjects.Add(ProjectFile);
}
}
}
}
}
/// <summary>
/// Adds separate project files for all mods
/// </summary>
/// <param name="GameProjects">List of game project files</param>
/// <param name="ModProjects">Receives the list of mod projects on success</param>
protected void AddProjectsForMods(List<ProjectFile> GameProjects, List<ProjectFile> ModProjects)
{
// Find all the mods for game projects
if (GameProjects.Count == 1)
{
ProjectFile GameProject = GameProjects.First();
foreach (PluginInfo PluginInfo in Plugins.ReadProjectPlugins(GameProject.BaseDir))
{
if (PluginInfo.Descriptor.Modules != null && PluginInfo.Descriptor.Modules.Count > 0 && PluginInfo.Type == PluginType.Mod)
{
FileReference ModProjectFilePath = FileReference.Combine(PluginInfo.Directory, "Mods", PluginInfo.Name + ProjectFileExtension);
bool bProjectAlreadyExisted;
ProjectFile ModProjectFile = FindOrAddProject(ModProjectFilePath, PluginInfo.Directory, IncludeInGeneratedProjects: true, bAlreadyExisted: out bProjectAlreadyExisted);
ModProjectFile.IsForeignProject = GameProject.IsForeignProject;
ModProjectFile.IsGeneratedProject = true;
ModProjectFile.IsStubProject = false;
ModProjectFile.ProjectTargets.AddRange(GameProject.ProjectTargets);
AddPluginFilesToProject(PluginInfo.File, PluginInfo.Directory, ModProjectFile);
ModProjects.Add(ModProjectFile);
}
}
}
}
/// <summary>
/// Gets the location for a project file
/// </summary>
/// <param name="BaseName">The base name for the project file</param>
/// <returns>Full path to the project file</returns>
protected virtual FileReference GetProjectLocation(string BaseName)
{
return FileReference.Combine(IntermediateProjectFilesPath, BaseName + ProjectFileExtension);
}
/// Adds shader source code to the specified project
protected void AddEngineShaderSource(ProjectFile EngineProject)
{
// Setup a project file entry for this module's project. Remember, some projects may host multiple modules!
DirectoryReference ShadersDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Shaders");
if (DirectoryReference.Exists(ShadersDirectory))
{
List<string> SubdirectoryNamesToExclude = new List<string>();
{
// Don't include binary shaders in the project file.
SubdirectoryNamesToExclude.Add("Binaries");
// We never want shader intermediate files in our project file
SubdirectoryNamesToExclude.Add("PDBDump");
SubdirectoryNamesToExclude.Add("WorkingDirectory");
}
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(ShadersDirectory, SubdirectoryNamesToExclude), Unreal.EngineDirectory);
}
}
/// Adds engine build infrastructure files to the specified project
protected void AddEngineBuildFiles(ProjectFile EngineProject)
{
DirectoryReference BuildDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Build");
List<string> SubdirectoryNamesToExclude = new List<string>();
SubdirectoryNamesToExclude.Add("Receipts");
EngineProject.AddFilesToProject(SourceFileSearch.FindFiles(BuildDirectory, SubdirectoryNamesToExclude), Unreal.EngineDirectory);
}
/// Adds engine documentation to the specified project
protected void AddEngineDocumentation(ProjectFile EngineProject, ILogger Logger)
{
// NOTE: The project folder added here will actually be collapsed away later if not needed
DirectoryReference DocumentationProjectDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Documentation");
DirectoryReference DocumentationSourceDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Documentation", "Source");
DirectoryInfo DirInfo = new DirectoryInfo(DocumentationProjectDirectory.FullName);
if (DirInfo.Exists && DirectoryReference.Exists(DocumentationSourceDirectory))
{
Logger.LogDebug("Adding documentation files...");
List<string> SubdirectoryNamesToExclude = new List<string>();
{
// We never want any of the images or attachment files included in our generated project
SubdirectoryNamesToExclude.Add("Images");
SubdirectoryNamesToExclude.Add("Attachments");
// The API directory is huge, so don't include any of it
SubdirectoryNamesToExclude.Add("API");
// Omit Javascript source because it just confuses the Visual Studio IDE
SubdirectoryNamesToExclude.Add("Javascript");
}
List<FileReference> DocumentationFiles = SourceFileSearch.FindFiles(DocumentationSourceDirectory, SubdirectoryNamesToExclude);
// Filter out non-English documentation files if we were configured to do so
if (!bAllDocumentationLanguages)
{
List<FileReference> FilteredDocumentationFiles = new List<FileReference>();
foreach (FileReference DocumentationFile in DocumentationFiles)
{
bool bPassesFilter = true;
if (DocumentationFile.FullName.EndsWith(".udn", StringComparison.InvariantCultureIgnoreCase))
{
string LanguageSuffix = Path.GetExtension(Path.GetFileNameWithoutExtension(DocumentationFile.FullName));
if (!String.IsNullOrEmpty(LanguageSuffix) &&
!LanguageSuffix.Equals(".int", StringComparison.InvariantCultureIgnoreCase))
{
bPassesFilter = false;
}
}
if (bPassesFilter)
{
FilteredDocumentationFiles.Add(DocumentationFile);
}
}
DocumentationFiles = FilteredDocumentationFiles;
}
EngineProject.AddFilesToProject(DocumentationFiles, Unreal.EngineDirectory);
}
else
{
Logger.LogDebug("Skipping documentation project... directory not found");
}
}
/// <summary>
/// Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.)
/// </summary>
/// <param name="FilePath">Full path to the project file</param>
/// <param name="BaseDir">Base directory for files in this project</param>
/// <param name="IncludeInGeneratedProjects">True if this project should be included in the set of generated projects. Only matters when actually generating project files.</param>
/// <param name="bAlreadyExisted">True if we already had this project file</param>
/// <returns>Object that represents this project file in Unreal Build Tool</returns>
public ProjectFile FindOrAddProject(FileReference FilePath, DirectoryReference BaseDir, bool IncludeInGeneratedProjects, out bool bAlreadyExisted)
{
if (FilePath == null)
{
throw new BuildException("Not valid to call FindOrAddProject() with an empty file path!");
}
// Do we already have this project?
ProjectFile? ExistingProjectFile;
if (ProjectFileMap.TryGetValue(FilePath, out ExistingProjectFile))
{
bAlreadyExisted = true;
return ExistingProjectFile;
}
// Add a new project file for the specified path
ProjectFile NewProjectFile = AllocateProjectFile(FilePath, BaseDir);
ProjectFileMap[FilePath] = NewProjectFile;
if (IncludeInGeneratedProjects)
{
GeneratedProjectFiles.Add(NewProjectFile);
}
bAlreadyExisted = false;
return NewProjectFile;
}
/// <summary>
/// Allocates a generator-specific project file object
/// </summary>
/// <param name="InitFilePath">Path to the project file</param>
/// <param name="BaseDir">The base directory for files within this project</param>
/// <returns>The newly allocated project file object</returns>
protected abstract ProjectFile AllocateProjectFile(FileReference InitFilePath, DirectoryReference BaseDir);
/// <summary>
/// Returns a list of all the known project files
/// </summary>
/// <returns>Project file list</returns>
public List<ProjectFile> AllProjectFiles
{
get
{
List<ProjectFile> CombinedList = new List<ProjectFile>();
CombinedList.AddRange(GeneratedProjectFiles);
CombinedList.AddRange(OtherProjectFiles);
return CombinedList;
}
}
/// <summary>
/// Writes the project files to disk
/// </summary>
/// <returns>True if successful</returns>
protected virtual bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
using (ProgressWriter Progress = new ProgressWriter("Writing project files...", true, Logger))
{
int TotalProjectFileCount = GeneratedProjectFiles.Count + 1; // +1 for the primary project file, which we'll save next
int ProjectsFinished = 0;
bool ProjectCreationFailed = false;
System.Threading.Tasks.Parallel.ForEach(GeneratedProjectFiles, CurProject =>
{
if (ProjectCreationFailed)
{
return;
}
if (!CurProject.WriteProjectFile(SupportedPlatforms, SupportedConfigurations, PlatformProjectGenerators, Logger))
{
ProjectCreationFailed = true;
return;
}
lock (Progress)
{
Progress.Write(++ProjectsFinished, TotalProjectFileCount);
}
});
if (ProjectCreationFailed)
{
return false;
}
WritePrimaryProjectFile(UBTProject, PlatformProjectGenerators, Logger);
Progress.Write(TotalProjectFileCount, TotalProjectFileCount);
}
return true;
}
/// <summary>
/// Writes the primary project file (e.g. Visual Studio Solution file)
/// </summary>
/// <param name="UBTProject">The UnrealBuildTool project</param>
/// <param name="PlatformProjectGenerators">The platform project file generators</param>
/// <param name="Logger"></param>
/// <returns>True if successful</returns>
protected abstract bool WritePrimaryProjectFile(ProjectFile? UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger);
/// <summary>
/// Writes any additional solution-wide debug files (e.g. UnrealVS hints)
/// </summary>
/// <param name="PlatformProjectGenerators">The platform project generators</param>
/// <param name="IntermediateProjectFilesPath">Intermediate project files folder</param>
/// <param name="Logger">Logger for output</param>
protected virtual void WriteDebugSolutionFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, DirectoryReference IntermediateProjectFilesPath, ILogger Logger)
{
}
/// <summary>
/// Allows the generator to get additional info as needed, currently only used by Xcode projects for finding frameworks/dylibs/bundles
/// </summary>
/// <param name="PlatformProjectGenerators"></param>
/// <param name="Targets"></param>
/// <param name="Logger"></param>
protected virtual void AddAdditionalNativeTargetInformation(PlatformProjectGeneratorCollection PlatformProjectGenerators, List<Tuple<ProjectFile, ProjectTarget>> Targets, ILogger Logger)
{
}
/// <summary>
/// Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed
/// </summary>
/// <param name="FileName">File to write</param>
/// <param name="NewFileContents">File content</param>
/// <param name="Logger"></param>
/// <param name="InEncoding"></param>
/// <returns>True if the file was saved, or if it didn't need to be overwritten because the content was unchanged</returns>
public static bool WriteFileIfChanged(string FileName, string NewFileContents, ILogger Logger, Encoding? InEncoding = null)
{
// Check to see if the file already exists, and if so, load it up
string? LoadedFileContent = null;
bool FileAlreadyExists = File.Exists(FileName);
if (FileAlreadyExists)
{
try
{
LoadedFileContent = File.ReadAllText(FileName);
}
catch (Exception)
{
Logger.LogInformation("Error while trying to load existing file {FileName}. Ignored.", FileName);
}
}
// Don't bother saving anything out if the new file content is the same as the old file's content
bool FileNeedsSave = true;
if (LoadedFileContent != null)
{
bool bIgnoreProjectFileWhitespaces = true;
if (ProjectFileComparer.CompareOrdinalIgnoreCase(LoadedFileContent, NewFileContents, bIgnoreProjectFileWhitespaces) == 0)
{
// Exact match!
FileNeedsSave = false;
}
if (!FileNeedsSave)
{
Logger.LogDebug("Skipped saving {Path} because contents haven't changed.", Path.GetFileName(FileName));
}
}
if (FileNeedsSave)
{
// Save the file
try
{
Directory.CreateDirectory(Path.GetDirectoryName(FileName)!);
// When WriteAllText is passed Encoding.UTF8 it likes to write a BOM marker
// at the start of the file (adding two bytes to the file length). For most
// files this is only mildly annoying but for Makefiles it can actually make
// them un-useable.
// To fix this we explicitly define UTF8 Encoding without BOM for all platform
// if another encoding is not specified in the call
File.WriteAllText(FileName, NewFileContents, InEncoding ?? new UTF8Encoding(false));
Logger.LogDebug("Saved {Path}", Path.GetFileName(FileName));
}
catch (Exception ex)
{
// Unable to write to the project file.
string Message = String.Format("Error while trying to write file {0}. The file is probably read-only.", FileName);
Logger.LogInformation("");
Logger.LogError("{Message}", Message);
throw new BuildException(ex, Message);
}
}
return true;
}
/// <summary>
/// Adds the given project to the OtherProjects list
/// </summary>
/// <param name="InProject">The project to add</param>
/// <param name="bNeedsAllPlatformAndConfigurations"></param>
/// <param name="bForceDevelopmentConfiguration"></param>
/// <param name="bProjectDeploys"></param>
/// <param name="InSupportedPlatforms"></param>
/// <param name="InSupportedConfigurations"></param>
/// <returns>True if successful</returns>
public void AddExistingProjectFile(ProjectFile InProject, bool bNeedsAllPlatformAndConfigurations = false, bool bForceDevelopmentConfiguration = false, bool bProjectDeploys = false, List<UnrealTargetPlatform>? InSupportedPlatforms = null, List<UnrealTargetConfiguration>? InSupportedConfigurations = null)
{
if (InProject.ProjectTargets.Count != 0)
{
throw new BuildException("Expecting existing project to not have any ProjectTargets defined yet.");
}
Project ProjectTarget = new Project(Array.Empty<UnrealTargetPlatform>());
if (bForceDevelopmentConfiguration)
{
ProjectTarget.ForceDevelopmentConfiguration = true;
}
ProjectTarget.ProjectDeploys = bProjectDeploys;
if (bNeedsAllPlatformAndConfigurations)
{
// Add all platforms
ProjectTarget.ExtraSupportedPlatforms.AddRange(UnrealTargetPlatform.GetValidPlatforms());
// Add all configurations
foreach (UnrealTargetConfiguration CurConfiguration in (UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
}
}
else if (InSupportedPlatforms != null || InSupportedConfigurations != null)
{
if (InSupportedPlatforms != null)
{
// Add all explicitly specified platforms
foreach (UnrealTargetPlatform CurPlatfrom in InSupportedPlatforms)
{
ProjectTarget.ExtraSupportedPlatforms.Add(CurPlatfrom);
}
}
else
{
// Otherwise, add all platforms
ProjectTarget.ExtraSupportedPlatforms.AddRange(UnrealTargetPlatform.GetValidPlatforms());
}
if (InSupportedConfigurations != null)
{
// Add all explicitly specified configurations
foreach (UnrealTargetConfiguration CurConfiguration in InSupportedConfigurations)
{
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
}
}
else
{
// Otherwise, add all configurations
foreach (UnrealTargetConfiguration CurConfiguration in (UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
ProjectTarget.ExtraSupportedConfigurations.Add(CurConfiguration);
}
}
}
else
{
bool bFoundDevelopmentConfig = false;
bool bFoundDebugConfig = false;
try
{
// Parse the project and check if UnrealEngine.csproj.props is imported
bool configsFound = false;
if (InProject is VCSharpProjectFile csProject && csProject.IsDotNETCoreProject())
{
configsFound = true;
bFoundDevelopmentConfig = csProject.Configurations.Contains("Development");
bFoundDebugConfig = csProject.Configurations.Contains("Debug");
}
// Parse the project and ensure both Development and Debug configurations are present
if (!configsFound)
{
foreach (string Config in XElement.Load(InProject.ProjectFilePath.FullName).Elements("{http://schemas.microsoft.com/developer/msbuild/2003}PropertyGroup")
.Where(node => node.Attribute("Condition") != null)
.Select(node => node.Attribute("Condition")!.ToString()))
{
configsFound = true;
if (Config.Contains("Development|"))
{
bFoundDevelopmentConfig = true;
}
else if (Config.Contains("Debug|"))
{
bFoundDebugConfig = true;
}
}
}
// for a net core project the PropertyGroup namespace changes, so lets see if we can find if its a project like that, net core also provides a hand semicolon separated list of configurations.
// This is optional and defaults to Debug;Release if not present which still means Development is not present
// as such we we expect every proj to have configurations presents.
if (!configsFound)
{
foreach (string Config in XElement.Load(InProject.ProjectFilePath.FullName).Elements("PropertyGroup")
.Elements("Configurations")
.SelectMany(node => node.Value.Split(';'))
.ToList())
{
if (Config == "Development")
{
bFoundDevelopmentConfig = true;
}
else if (Config == "Debug")
{
bFoundDebugConfig = true;
}
}
}
}
catch
{
Trace.TraceError("Unable to parse existing project file {0}", InProject.ProjectFilePath.FullName);
}
if (!bFoundDebugConfig || !bFoundDevelopmentConfig)
{
throw new BuildException("Existing C# project {0} must contain a {1} configuration", InProject.ProjectFilePath.FullName, bFoundDebugConfig ? "Development" : "Debug");
}
// For existing project files, just support the default desktop platforms and configurations
ProjectTarget.ExtraSupportedPlatforms.AddRange(Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop));
// Debug and Development only
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Debug);
ProjectTarget.ExtraSupportedConfigurations.Add(UnrealTargetConfiguration.Development);
}
InProject.ProjectTargets.Add(ProjectTarget);
// Existing projects must always have a GUID. This will throw an exception if one isn't found.
InProject.LoadGUIDFromExistingProject();
OtherProjectFiles.Add(InProject);
}
/// <summary>
/// Retrieves the user-set default target name for a given target type. This is used for cases where
/// a target type can have multiple target names but only one is used for default builds.
/// </summary>
/// <param name="ProjectDirectory">The project directory to find the configuration files in</param>
/// <param name="TargetType">The target type to find a default value for.</param>
/// <returns>The name of the default target, or null</returns>
public static string? GetProjectDefaultTargetNameForType(DirectoryReference ProjectDirectory, TargetType TargetType)
{
// For now, we only support editor targets.
if (TargetType != TargetType.Editor)
{
return null;
}
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectDirectory, BuildHostPlatform.Current.Platform);
string? Value;
Ini.TryGetValue("/Script/BuildSettings.BuildSettings", "DefaultEditorTarget", out Value);
return Value;
}
public virtual string[] GetTargetArguments(string[] Arguments)
{
// by default we do not forward any arguments to the targets
return Array.Empty<string>();
}
/// The default project to be built for the solution.
protected ProjectFile? DefaultProject;
/// The project for UnrealBuildTool. Note that when generating project files for installed builds, we won't have
/// an UnrealBuildTool project at all.
protected ProjectFile? UBTProject;
/// List of platforms that we'll support in the project files
protected List<UnrealTargetPlatform> SupportedPlatforms = new List<UnrealTargetPlatform>();
/// List of build configurations that we'll support in the project files
protected List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
/// Map of project file names to their project files. This includes every single project file in memory or otherwise that
/// we know about so far. Note that when generating project files, this map may even include project files that we won't
/// be including in the generated projects.
protected readonly Dictionary<FileReference, ProjectFile> ProjectFileMap = new Dictionary<FileReference, ProjectFile>();
/// List of project files that we'll be generating
protected readonly List<ProjectFile> GeneratedProjectFiles = new List<ProjectFile>();
/// List of other project files that we want to include in a generated solution file, even though we
/// aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#)
protected readonly List<ProjectFile> OtherProjectFiles = new List<ProjectFile>();
protected readonly List<ProjectFile> AutomationProjectFiles = new List<ProjectFile>();
protected readonly List<ProjectFile> UbtPluginProjectFiles = new List<ProjectFile>();
/// List of top-level folders in the primary project file
protected PrimaryProjectFolder RootFolder;
}
/// <summary>
/// Helper class used for comparing the existing and generated project files.
/// </summary>
class ProjectFileComparer
{
//static readonly string GUIDRegexPattern = "(\\{){0,1}[0-9a-fA-F]{8}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{4}\\-[0-9a-fA-F]{12}(\\}){0,1}";
//static readonly string GUIDReplaceString = "GUID";
/// <summary>
/// Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored.
/// </summary>
/// <param name="Whitespace">Whitespace character.</param>
/// <returns>true if the character can be ignored, false otherwise.</returns>
static bool CanIgnoreWhitespace(char Whitespace)
{
// Only ignore spaces and tabs.
return Whitespace == ' ' || Whitespace == '\t';
}
/*
/// <summary>
/// Replaces all GUIDs in the project file with "GUID" text.
/// </summary>
/// <param name="ProjectFileContents">Contents of the project file to remove GUIDs from.</param>
/// <returns>String with all GUIDs replaced with "GUID" text.</returns>
static string StripGUIDs(string ProjectFileContents)
{
// Replace all GUIDs with "GUID" text.
return System.Text.RegularExpressions.Regex.Replace(ProjectFileContents, GUIDRegexPattern, GUIDReplaceString);
}
*/
/// <summary>
/// Compares two project files ignoring whitespaces, case and GUIDs.
/// </summary>
/// <remarks>
/// Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string.
/// Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and
/// differences in whitespace sequences between matching non-whitespace sub-strings.
/// </remarks>
/// <param name="StrA">The first string to compare.</param>
/// <param name="StrB">The second string to compare. </param>
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
public static int CompareOrdinalIgnoreWhitespaceAndCase(string StrA, string StrB)
{
// Remove GUIDs before processing the strings.
//StrA = StripGUIDs(StrA);
//StrB = StripGUIDs(StrB);
int IndexA = 0;
int IndexB = 0;
while (IndexA < StrA.Length && IndexB < StrB.Length)
{
char A = Char.ToLowerInvariant(StrA[IndexA]);
char B = Char.ToLowerInvariant(StrB[IndexB]);
if (Char.IsWhiteSpace(A) && Char.IsWhiteSpace(B) && CanIgnoreWhitespace(A) && CanIgnoreWhitespace(B))
{
// Skip whitespaces in both strings
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++)
{
;
}
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++)
{
;
}
}
else if (Char.IsWhiteSpace(A) && IndexA > 0 && StrA[IndexA - 1] == '\n')
{
// Skip whitespaces in StrA at the beginning of each line
for (IndexA++; IndexA < StrA.Length && Char.IsWhiteSpace(StrA[IndexA]) == true; IndexA++)
{
;
}
}
else if (Char.IsWhiteSpace(B) && IndexB > 0 && StrB[IndexB - 1] == '\n')
{
// Skip whitespaces in StrA at the beginning of each line
for (IndexB++; IndexB < StrB.Length && Char.IsWhiteSpace(StrB[IndexB]) == true; IndexB++)
{
;
}
}
else if (A != B)
{
return A - B;
}
else
{
IndexA++;
IndexB++;
}
}
// Check if we reached the end in both strings
return (StrA.Length - IndexA) - (StrB.Length - IndexB);
}
/// <summary>
/// Compares two project files ignoring case and GUIDs.
/// </summary>
/// <param name="StrA">The first string to compare.</param>
/// <param name="StrB">The second string to compare. </param>
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
public static int CompareOrdinalIgnoreCase(string StrA, string StrB)
{
// Remove GUIDs before processing the strings.
//StrA = StripGUIDs(StrA);
//StrB = StripGUIDs(StrB);
// Use simple ordinal comparison.
return String.Compare(StrA, StrB, StringComparison.InvariantCultureIgnoreCase);
}
/// <summary>
/// Compares two project files ignoring case and GUIDs.
/// </summary>
/// <see cref="CompareOrdinalIgnoreWhitespaceAndCase"/>
/// <param name="StrA">The first string to compare.</param>
/// <param name="StrB">The second string to compare. </param>
/// <param name="bIgnoreWhitespace">True if whitsapces should be ignored.</param>
/// <returns>An integer that indicates the lexical relationship between the two comparands.</returns>
public static int CompareOrdinalIgnoreCase(string StrA, string StrB, bool bIgnoreWhitespace)
{
if (bIgnoreWhitespace)
{
return CompareOrdinalIgnoreWhitespaceAndCase(StrA, StrB);
}
else
{
return CompareOrdinalIgnoreCase(StrA, StrB);
}
}
}
}