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

1205 lines
53 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Xml;
using System.Xml.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
enum VCProjectFileFormat
{
Default, // Default to the best installed version, but allow SDKs to override
VisualStudio2022,
}
class VCProjectFileSettings
{
/// <summary>
/// The version of Visual Studio to generate project files for.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator", Name = "Version")]
public VCProjectFileFormat ProjectFileFormat = VCProjectFileFormat.Default;
/// <summary>
/// Puts the most common include paths in the IncludePath property in the MSBuild project. This significantly reduces Visual Studio
/// memory usage (measured 1.1GB -> 500mb), but seems to be causing issues with Visual Assist. Value here specifies maximum length
/// of the include path list in KB.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public int MaxSharedIncludePaths = 24 * 1024;
/// <summary>
/// Semi-colon separated list of paths that should not be added to the projects include paths. Useful for omitting third-party headers
/// (e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public string ExcludedIncludePaths = "";
/// <summary>
/// Semi-colon separated list of paths that should not be added to the projects. Useful for omitting third-party files
/// (e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public string ExcludedFilePaths = "";
/// <summary>
/// Whether to write a solution option (suo) file for the sln.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bWriteSolutionOptionFile = true;
/// <summary>
/// Whether to write a .vsconfig file next to the sln to suggest components to install.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bVsConfigFile = true;
/// <summary>
/// Forces UBT to be built in debug configuration, regardless of the solution configuration
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public bool bBuildUBTInDebug = false;
/// <summary>
/// Whether to add the -FastPDB option to build command lines by default.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bAddFastPDBToProjects = false;
/// <summary>
/// Whether to generate per-file intellisense data.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bUsePerFileIntellisense = true;
/// <summary>
/// Whether to treat headers as ClCompile. May cause intellisense issues but allows the VS Compile command to build headers.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public bool bHeadersAsClCompile = false;
/// <summary>
/// Whether to include a dependency on ShaderCompileWorker when generating project files for the editor.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
public bool bEditorDependsOnShaderCompileWorker = true;
/// <summary>
/// Whether to include a dependency on LiveCodingConsole when building targets that support live coding.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public bool bBuildLiveCodingConsole = false;
/// <summary>
/// Whether to generate a project file for each individual target, and not include e.g. Editor/Client/Server in the Configuration.
/// </summary>
[XmlConfigFile(Category = "VCProjectFileGenerator")]
public bool bMakeProjectPerTarget = false;
}
/// <summary>
/// Visual C++ project file generator implementation
/// </summary>
class VCProjectFileGenerator : ProjectFileGenerator
{
/// <summary>
/// The settings object
/// </summary>
protected VCProjectFileSettings Settings = new VCProjectFileSettings();
/// <summary>
/// Set to true to enable a project for each target, and do not put the target type into the configuration
/// </summary>
protected override bool bMakeProjectPerTarget => Settings.bMakeProjectPerTarget;
/// <summary>
/// Override for the build tool to use in generated projects. If the compiler version is specified on the command line, we use the same argument on the
/// command line for generated projects.
/// </summary>
string? BuildToolOverride;
/// <summary>
/// Default constructor
/// </summary>
/// <param name="InOnlyGameProject">The single project to generate project files for, or null</param>
/// <param name="InProjectFileFormat">Override the project file format to use</param>
/// <param name="InArguments">Additional command line arguments</param>
public VCProjectFileGenerator(FileReference? InOnlyGameProject, VCProjectFileFormat InProjectFileFormat, CommandLineArguments InArguments)
: base(InOnlyGameProject)
{
XmlConfig.ApplyTo(Settings);
if (InProjectFileFormat != VCProjectFileFormat.Default)
{
Settings.ProjectFileFormat = InProjectFileFormat;
}
if (InArguments.HasOption("-2022"))
{
BuildToolOverride = "-2022";
}
// Allow generating the solution even if the only installed toolchain is banned.
MicrosoftPlatformSDK.IgnoreToolchainErrors = true;
}
public override string[] GetTargetArguments(string[] Arguments)
{
return Arguments.Where(s => String.Equals(s, BuildToolOverride, StringComparison.InvariantCultureIgnoreCase)).ToArray();
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
public override string ProjectFileExtension => ".vcxproj";
/// <summary>
/// </summary>
public override void CleanProjectFiles(DirectoryReference InPrimaryProjectDirectory, string InPrimaryProjectName, DirectoryReference InIntermediateProjectFilesDirectory, ILogger Logger)
{
FileReference PrimaryProjectFile = FileReference.Combine(InPrimaryProjectDirectory, InPrimaryProjectName);
FileReference PrimaryProjDeleteFilename = PrimaryProjectFile + ".sln";
if (FileReference.Exists(PrimaryProjDeleteFilename))
{
FileReference.Delete(PrimaryProjDeleteFilename);
}
PrimaryProjDeleteFilename = PrimaryProjectFile + ".sdf";
if (FileReference.Exists(PrimaryProjDeleteFilename))
{
FileReference.Delete(PrimaryProjDeleteFilename);
}
PrimaryProjDeleteFilename = PrimaryProjectFile + ".suo";
if (FileReference.Exists(PrimaryProjDeleteFilename))
{
FileReference.Delete(PrimaryProjDeleteFilename);
}
PrimaryProjDeleteFilename = PrimaryProjectFile + ".v11.suo";
if (FileReference.Exists(PrimaryProjDeleteFilename))
{
FileReference.Delete(PrimaryProjDeleteFilename);
}
PrimaryProjDeleteFilename = PrimaryProjectFile + ".v12.suo";
if (FileReference.Exists(PrimaryProjDeleteFilename))
{
FileReference.Delete(PrimaryProjDeleteFilename);
}
PrimaryProjDeleteFilename = FileReference.Combine(InPrimaryProjectDirectory, ".vsconfig");
if (FileReference.Exists(PrimaryProjDeleteFilename))
{
FileReference.Delete(PrimaryProjDeleteFilename);
}
// Delete the project files folder
if (DirectoryReference.Exists(InIntermediateProjectFilesDirectory))
{
try
{
DirectoryReference.Delete(InIntermediateProjectFilesDirectory, true);
}
catch (Exception Ex)
{
Logger.LogInformation("Error while trying to clean project files path {InIntermediateProjectFilesDirectory}. Ignored.", InIntermediateProjectFilesDirectory);
Logger.LogInformation("\t{Message}", Ex.Message);
}
}
}
/// <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 override ProjectFile AllocateProjectFile(FileReference InitFilePath, DirectoryReference BaseDir)
{
return new VCProjectFile(InitFilePath, BaseDir, Settings.ProjectFileFormat, bUsePrecompiled, bMakeProjectPerTarget, BuildToolOverride, Settings);
}
/// "4.0", "12.0", or "14.0", etc...
public static string GetProjectFileToolVersionString(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2022:
return "17.0";
}
return String.Empty;
}
/// for instance: <PlatformToolset>v110</PlatformToolset>
public static string GetProjectFilePlatformToolsetVersionString(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2022:
return "v143";
}
return String.Empty;
}
public static WindowsCompiler GetCompilerForIntellisense(VCProjectFileFormat ProjectFileFormat)
{
switch (ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2022:
return WindowsCompiler.VisualStudio2022;
}
return WindowsCompiler.VisualStudio2022;
}
public static void AppendPlatformToolsetProperty(StringBuilder VCProjectFileContent, VCProjectFileFormat ProjectFileFormat)
{
string ToolVersionString = GetProjectFileToolVersionString(ProjectFileFormat);
string PlatformToolsetVersionString = GetProjectFilePlatformToolsetVersionString(ProjectFileFormat);
VCProjectFileContent.AppendLine(" <PlatformToolset>{0}</PlatformToolset>", PlatformToolsetVersionString);
}
// parses project ini for Android to get architecture(s) enabled
private static UnrealArchitectures GetAndroidProjectArchitectures(FileReference? ProjectFile, bool bGetAllSupported)
{
List<string> ActiveArches = new();
// look in ini settings for what platforms to compile for
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
bool bBuild;
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArm64", out bBuild) && bBuild)
{
ActiveArches.Add("arm64");
}
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx8664", out bBuild) && bBuild)
{
ActiveArches.Add("x64");
}
// we expect one to be specified
if (ActiveArches.Count == 0)
{
ActiveArches.Add("arm64");
}
return new UnrealArchitectures(ActiveArches);
}
/// <summary>
/// Returns a list of architectures to generate unique VS platforms for.
/// </summary>
public static UnrealArchitectures? GetPlatformArchitecturesToGenerate(UEBuildPlatform BuildPlatform, ProjectTarget InProjectTarget)
{
if (BuildPlatform.ArchitectureConfig.Mode == UnrealArchitectureMode.SingleTargetLinkSeparately)
{
// this should only be Android at the moment
if (BuildPlatform.Platform == UnrealTargetPlatform.Android)
{
return InProjectTarget.UnrealProjectFilePath == null ? BuildPlatform.ArchitectureConfig.AllSupportedArchitectures
: GetAndroidProjectArchitectures(InProjectTarget.UnrealProjectFilePath, true);
}
return BuildPlatform.ArchitectureConfig.AllSupportedArchitectures;
}
return (BuildPlatform.ArchitectureConfig.Mode == UnrealArchitectureMode.OneTargetPerArchitecture) ?
BuildPlatform.ArchitectureConfig.AllSupportedArchitectures : null;
}
/// <inheritdoc/>
protected override void ConfigureProjectFileGeneration(string[] Arguments, ref bool IncludeAllPlatforms, ILogger Logger)
{
// Call parent implementation first
base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms, 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 override void SetupSupportedPlatformsAndConfigurations(bool IncludeAllPlatforms, ILogger Logger, out string SupportedPlatformNames)
{
// Call parent implementation to figure out the actual platforms
base.SetupSupportedPlatformsAndConfigurations(IncludeAllPlatforms, Logger, out SupportedPlatformNames);
// If we have a non-default setting for visual studio, check the compiler exists. If not, revert to the default.
if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2022)
{
if (!WindowsPlatform.HasCompiler(WindowsCompiler.VisualStudio2022, UnrealArch.X64, Logger))
{
Logger.LogWarning("Visual Studio C++ 2022 installation not found - ignoring preferred project file format.");
Settings.ProjectFileFormat = VCProjectFileFormat.Default;
}
}
// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
// version of Visual Studio. This is their chance to override that.
// ...but only if the user didn't override this via the command-line.
if (Settings.ProjectFileFormat == VCProjectFileFormat.Default)
{
// Enumerate all the valid installations. This list is already sorted by preference.
List<VisualStudioInstallation> Installations = MicrosoftPlatformSDK.FindVisualStudioInstallations(Logger).Where(x => WindowsPlatform.HasCompiler(x.Compiler, UnrealArch.X64, Logger)).ToList();
// Get the corresponding project file format
VCProjectFileFormat Format = VCProjectFileFormat.Default;
foreach (VisualStudioInstallation Installation in Installations)
{
if (Installation.Compiler == WindowsCompiler.VisualStudio2022)
{
Format = VCProjectFileFormat.VisualStudio2022;
break;
}
}
Settings.ProjectFileFormat = Format;
bool DowngradeAvailable = false; // ex: Installations.Any(x => x.Compiler == WindowsCompiler.VisualStudio2022);
// Allow the SDKs to override
foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
{
UEBuildPlatform? BuildPlatform;
if (UEBuildPlatform.TryGetBuildPlatform(SupportedPlatform, out BuildPlatform))
{
// Don't worry about platforms that we're missing SDKs for
if (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid)
{
VCProjectFileFormat ProposedFormat = BuildPlatform.GetRequiredVisualStudioVersion();
if (ProposedFormat != VCProjectFileFormat.Default)
{
// Reduce the Visual Studio version to the max supported by each platform we plan to include.
if (Settings.ProjectFileFormat == VCProjectFileFormat.Default || ProposedFormat < Settings.ProjectFileFormat)
{
Logger.LogInformation("Available {SupportedPlatform} SDK does not support Visual Studio 2022.", SupportedPlatform);
Version Version = BuildPlatform.GetVersionRequiredForVisualStudio(VCProjectFileFormat.VisualStudio2022);
if (Version > new Version())
{
Logger.LogInformation("Please update {SupportedPlatform} SDK to {Version} if Visual Studio 2022 support is desired.", SupportedPlatform, Version);
}
if (!DowngradeAvailable)
{
Logger.LogInformation("Generated solution cannot be downgraded as no prior Visual Studio version is not installed. Please install the prior version of Visual Studio if {SupportedPlatform} SDK support is required.", SupportedPlatform);
}
else
{
Logger.LogInformation("Downgrading generated solution to {ProposedFormat}.", ProposedFormat);
Logger.LogInformation("To force {ProjectFileFormat} solutions to always be generated add the following to BuildConfiguration.xml:", Settings.ProjectFileFormat);
Logger.LogInformation(" <VCProjectFileGenerator>\r\n <Version>{ProposedFormat}</Version>\r\n </VCProjectFileGenerator>", Settings.ProjectFileFormat);
Settings.ProjectFileFormat = ProposedFormat;
}
Logger.LogInformation(String.Empty);
}
}
}
}
}
}
}
/// <summary>
/// Used to sort VC solution config names along with the config and platform values
/// </summary>
public class VCSolutionConfigCombination
{
/// <summary>
/// Visual Studio solution configuration name for this config+platform
/// </summary>
public string VCSolutionConfigAndPlatformName;
/// <summary>
/// Configuration name
/// </summary>
public UnrealTargetConfiguration Configuration;
/// <summary>
/// Platform name
/// </summary>
public UnrealTargetPlatform Platform;
/// <summary>
/// The target type
/// </summary>
public TargetType TargetConfigurationName;
/// <summary>
/// The target architecture
/// </summary>
public UnrealArch? Architecture;
public override string ToString()
{
return String.Format("{0}={1} {2} {3}{4}", VCSolutionConfigAndPlatformName, Configuration, Platform, TargetConfigurationName, Architecture != null ? " " + Architecture : String.Empty);
}
public VCSolutionConfigCombination(string VCSolutionConfigAndPlatformName)
{
this.VCSolutionConfigAndPlatformName = VCSolutionConfigAndPlatformName;
}
}
/// <summary>
/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
/// </summary>
/// <param name="Configuration">The build configuration</param>
/// <param name="TargetType">The type of target being built</param>
/// <param name="bMakeProjectPerTarget">True if we are making one project per target type, instead of rolling them into the configs</param>
/// <returns>The generated solution configuration name</returns>
static string MakeSolutionConfigurationName(UnrealTargetConfiguration Configuration, TargetType TargetType, bool bMakeProjectPerTarget)
{
string SolutionConfigName = Configuration.ToString();
if (!bMakeProjectPerTarget)
{
// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
if (TargetType != TargetType.Game && TargetType != TargetType.Program)
{
SolutionConfigName += " " + TargetType.ToString();
}
}
return SolutionConfigName;
}
static IDictionary<PrimaryProjectFolder, Guid> GenerateProjectFolderGuids(PrimaryProjectFolder RootFolder)
{
IDictionary<PrimaryProjectFolder, Guid> Guids = new Dictionary<PrimaryProjectFolder, Guid>();
foreach (PrimaryProjectFolder Folder in RootFolder.SubFolders)
{
GenerateProjectFolderGuids("UE5", Folder, Guids);
}
return Guids;
}
static void GenerateProjectFolderGuids(string ParentPath, PrimaryProjectFolder Folder, IDictionary<PrimaryProjectFolder, Guid> Guids)
{
string Path = String.Format("{0}/{1}", ParentPath, Folder.FolderName);
Guids[Folder] = MakeMd5Guid(Encoding.UTF8.GetBytes(Path));
foreach (PrimaryProjectFolder SubFolder in Folder.SubFolders)
{
GenerateProjectFolderGuids(Path, SubFolder, Guids);
}
}
static Guid MakeMd5Guid(byte[] Input)
{
byte[] Hash = MD5.Create().ComputeHash(Input);
Hash[6] = (byte)(0x30 | (Hash[6] & 0x0f)); // 0b0011'xxxx Version 3 UUID (MD5)
Hash[8] = (byte)(0x80 | (Hash[8] & 0x3f)); // 0b10xx'xxxx RFC 4122 UUID
Array.Reverse(Hash, 0, 4);
Array.Reverse(Hash, 4, 2);
Array.Reverse(Hash, 6, 2);
return new Guid(Hash);
}
public static Guid MakeMd5Guid(Guid Namespace, string Text)
{
byte[] Input = new byte[16 + Encoding.UTF8.GetByteCount(Text)];
Namespace.TryWriteBytes(Input.AsSpan(0, 16));
Array.Reverse(Input, 0, 4);
Array.Reverse(Input, 4, 2);
Array.Reverse(Input, 6, 2);
Encoding.UTF8.GetBytes(Text, 0, Text.Length, Input, 16);
return MakeMd5Guid(Input);
}
public static Guid MakeMd5Guid(string Text)
{
byte[] Input = Encoding.UTF8.GetBytes(Text);
return MakeMd5Guid(Input);
}
private void WriteCommonPropsFile(ILogger Logger)
{
StringBuilder VCCommonTargetFileContent = new StringBuilder();
VCCommonTargetFileContent.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
VCCommonTargetFileContent.AppendLine("<Project xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">");
// Project globals (project GUID, project type, SCC bindings, etc)
{
string ToolVersionString = GetProjectFileToolVersionString(Settings.ProjectFileFormat);
VCCommonTargetFileContent.AppendLine(" <PropertyGroup Label=\"Globals\">");
VCCommonTargetFileContent.AppendLine(" <Keyword>MakeFileProj</Keyword>");
AppendPlatformToolsetProperty(VCCommonTargetFileContent, Settings.ProjectFileFormat);
VCCommonTargetFileContent.AppendLine(" <MinimumVisualStudioVersion>{0}</MinimumVisualStudioVersion>", ToolVersionString);
VCCommonTargetFileContent.AppendLine(" <VCProjectVersion>{0}</VCProjectVersion>", ToolVersionString);
VCCommonTargetFileContent.AppendLine(" <NMakeUseOemCodePage>true</NMakeUseOemCodePage>"); // Fixes mojibake with non-Latin character sets (UE-102825)
VCCommonTargetFileContent.AppendLine(" <TargetRuntime>Native</TargetRuntime>");
VCCommonTargetFileContent.AppendLine(" </PropertyGroup>");
}
// Write the default configuration info
VCCommonTargetFileContent.AppendLine(" <PropertyGroup Label=\"Configuration\">");
VCCommonTargetFileContent.AppendLine($" <ConfigurationType>{PlatformProjectGenerator.DefaultPlatformConfigurationType}</ConfigurationType>");
AppendPlatformToolsetProperty(VCCommonTargetFileContent, Settings.ProjectFileFormat);
VCCommonTargetFileContent.AppendLine(" </PropertyGroup>");
VCCommonTargetFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.Default.props\" />");
VCCommonTargetFileContent.AppendLine(" <Import Project=\"$(VCTargetsPath)\\Microsoft.Cpp.props\" />");
// Write the common and invalid configuration values
{
const string InvalidMessage = "echo The selected platform/configuration is not valid for this target.";
string ProjectRelativeUnusedDirectory = ProjectFile.NormalizeProjectPath(DirectoryReference.Combine(Unreal.EngineDirectory, "Intermediate", "Build", "Unused"));
VCCommonTargetFileContent.AppendLine(" <PropertyGroup>");
DirectoryReference BatchFilesDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Build", "BatchFiles");
VCCommonTargetFileContent.AppendLine(" <BuildBatchScript>{0}</BuildBatchScript>", ProjectFile.EscapePath(ProjectFile.NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Build.bat"))));
VCCommonTargetFileContent.AppendLine(" <RebuildBatchScript>{0}</RebuildBatchScript>", ProjectFile.EscapePath(ProjectFile.NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Rebuild.bat"))));
VCCommonTargetFileContent.AppendLine(" <CleanBatchScript>{0}</CleanBatchScript>", ProjectFile.EscapePath(ProjectFile.NormalizeProjectPath(FileReference.Combine(BatchFilesDirectory, "Clean.bat"))));
VCCommonTargetFileContent.AppendLine(" <NMakeBuildCommandLine>{0}</NMakeBuildCommandLine>", InvalidMessage);
VCCommonTargetFileContent.AppendLine(" <NMakeReBuildCommandLine>{0}</NMakeReBuildCommandLine>", InvalidMessage);
VCCommonTargetFileContent.AppendLine(" <NMakeCleanCommandLine>{0}</NMakeCleanCommandLine>", InvalidMessage);
VCCommonTargetFileContent.AppendLine(" <NMakeOutput>Invalid Output</NMakeOutput>", InvalidMessage);
VCCommonTargetFileContent.AppendLine(" <OutDir>{0}{1}</OutDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
VCCommonTargetFileContent.AppendLine(" <IntDir>{0}{1}</IntDir>", ProjectRelativeUnusedDirectory, Path.DirectorySeparatorChar);
// NOTE: We are intentionally overriding defaults for these paths with empty strings. We never want Visual Studio's
// defaults for these fields to be propagated, since they are version-sensitive paths that may not reflect
// the environment that UBT is building in. We'll set these environment variables ourselves!
// NOTE: We don't touch 'ExecutablePath' because that would result in Visual Studio clobbering the system "Path"
// environment variable
VCCommonTargetFileContent.AppendLine(" <IncludePath />");
VCCommonTargetFileContent.AppendLine(" <ReferencePath />");
VCCommonTargetFileContent.AppendLine(" <LibraryPath />");
VCCommonTargetFileContent.AppendLine(" <LibraryWPath />");
VCCommonTargetFileContent.AppendLine(" <SourcePath />");
VCCommonTargetFileContent.AppendLine(" <ExcludePath />");
// Add all the default system include paths
if (OperatingSystem.IsWindows())
{
if (SupportedPlatforms.Contains(UnrealTargetPlatform.Win64))
{
VCCommonTargetFileContent.AppendLine(" <DefaultSystemIncludePaths>{0}</DefaultSystemIncludePaths>", VCToolChain.GetVCIncludePaths(UnrealTargetPlatform.Win64, GetCompilerForIntellisense(Settings.ProjectFileFormat), null, null, Logger));
}
}
else
{
Logger.LogInformation("Unable to compute VC include paths on non-Windows host");
VCCommonTargetFileContent.AppendLine(" <DefaultSystemIncludePaths />");
}
VCCommonTargetFileContent.AppendLine(" </PropertyGroup>");
}
// Write default import group
VCCommonTargetFileContent.AppendLine(" <ImportGroup Label=\"PropertySheets\">");
VCCommonTargetFileContent.AppendLine(" <Import Project=\"$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props\" Condition=\"exists('$(UserRootDir)\\Microsoft.Cpp.$(Platform).user.props')\" Label=\"LocalAppDataPlatform\" />");
VCCommonTargetFileContent.AppendLine(" </ImportGroup>");
VCCommonTargetFileContent.AppendLine("</Project>");
Utils.WriteFileIfChanged(FileReference.Combine(IntermediateProjectFilesPath, "UECommon.props"), VCCommonTargetFileContent.ToString(), Logger);
}
/// <summary>
/// Writes the project files to disk
/// </summary>
/// <returns>True if successful</returns>
protected override bool WriteProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
WriteCommonPropsFile(Logger);
if (!base.WriteProjectFiles(PlatformProjectGenerators, Logger))
{
return false;
}
// Write AutomationReferences file
// Write in in net core expected format
if (AutomationProjectFiles.Any())
{
XNamespace NS = XNamespace.Get("http://schemas.microsoft.com/developer/msbuild/2003");
DirectoryReference AutomationToolDir = DirectoryReference.Combine(Unreal.EngineSourceDirectory, "Programs", "AutomationTool");
DirectoryReference AutomationToolBinariesDir = DirectoryReference.Combine(Unreal.EngineDirectory, "Binaries", "DotNET", "AutomationTool");
XDocument AutomationToolDocument = new XDocument(
new XElement(NS + "Project",
new XAttribute("ToolsVersion", VCProjectFileGenerator.GetProjectFileToolVersionString(Settings.ProjectFileFormat)),
new XAttribute("DefaultTargets", "Build"),
new XElement(NS + "ItemGroup",
from AutomationProject in AutomationProjectFiles
select new XElement(NS + "ProjectReference",
new XAttribute("Include", AutomationProject.ProjectFilePath.MakeRelativeTo(AutomationToolDir)),
new XElement(NS + "Private", "false")
)
),
// Delete the private copied dlls in case they were ever next to the .exe - that is a bad place for them
new XElement(NS + "Target",
new XAttribute("Name", "CleanUpStaleDlls"),
new XAttribute("AfterTargets", "Build"),
AutomationProjectFiles.SelectMany(AutomationProject =>
{
string BaseFilename = FileReference.Combine(AutomationToolBinariesDir, AutomationProject.ProjectFilePath.GetFileNameWithoutExtension()).FullName;
return new List<XElement>() {
new XElement(NS + "Delete", new XAttribute("Files", BaseFilename + ".dll")),
new XElement(NS + "Delete", new XAttribute("Files", BaseFilename + ".dll.config")),
new XElement(NS + "Delete", new XAttribute("Files", BaseFilename + ".pdb"))
};
}
)
)
)
);
StringBuilder Output = new StringBuilder();
Output.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
XmlWriterSettings XmlSettings = new XmlWriterSettings();
XmlSettings.Encoding = new UTF8Encoding(false);
XmlSettings.Indent = true;
XmlSettings.OmitXmlDeclaration = true;
using (XmlWriter Writer = XmlWriter.Create(Output, XmlSettings))
{
AutomationToolDocument.Save(Writer);
}
// We cannot just use the IntermediateProjectFilesPath, as it can be changed to the project scope under "-Game" solution generation; AutomationTool.csproj always comes from
// Engine/Source/Programs
DirectoryReference engineSourceIntermediateProjectFilesPath = DirectoryReference.Combine(Unreal.EngineDirectory, "Intermediate", "ProjectFiles");
Utils.WriteFileIfChanged(FileReference.Combine(engineSourceIntermediateProjectFilesPath, "AutomationTool.csproj.References"), Output.ToString(), Logger);
}
return true;
}
protected override bool WritePrimaryProjectFile(ProjectFile? UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
bool bSuccess = true;
string SolutionFileName = PrimaryProjectName + ".sln";
// Setup solution file content
StringBuilder VCSolutionFileContent = new StringBuilder();
// Solution file header. Note that a leading newline is required for file type detection to work correclty in the shell.
if (Settings.ProjectFileFormat == VCProjectFileFormat.VisualStudio2022)
{
VCSolutionFileContent.AppendLine();
VCSolutionFileContent.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
VCSolutionFileContent.AppendLine("# Visual Studio Version 17");
VCSolutionFileContent.AppendLine("VisualStudioVersion = 17.0.31314.256");
VCSolutionFileContent.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
}
else
{
throw new BuildException("Unexpected ProjectFileFormat");
}
IDictionary<PrimaryProjectFolder, Guid> ProjectFolderGuids = GenerateProjectFolderGuids(RootFolder);
// check if the give folder has any projects that will be put into the solution
System.Func<PrimaryProjectFolder, bool>? HasProjectFunc = null;
HasProjectFunc = (ProjectFolder) =>
{
foreach (MSBuildProjectFile ChildProject in ProjectFolder.ChildProjects)
{
if (AllProjectFiles.Contains(ChildProject))
{
return true;
}
}
foreach (PrimaryProjectFolder SubFolder in ProjectFolder.SubFolders)
{
if (HasProjectFunc!(SubFolder))
{
return true;
}
}
return false;
};
// Solution folders, files and project entries
{
// This the GUID that Visual Studio uses to identify a solution folder
string SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}";
// Solution folders
{
IEnumerable<PrimaryProjectFolder> AllSolutionFolders = ProjectFolderGuids.Keys.OrderBy(Folder => Folder.FolderName).ThenBy(Folder => ProjectFolderGuids[Folder]);
foreach (PrimaryProjectFolder CurFolder in AllSolutionFolders)
{
// if this folder has no projects anywhere under it then skip it
if (!HasProjectFunc(CurFolder))
{
continue;
}
string FolderGUIDString = ProjectFolderGuids[CurFolder].ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine("Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder.FolderName + "\", \"" + CurFolder.FolderName + "\", \"" + FolderGUIDString + "\"");
// Add any files that are inlined right inside the solution folder
if (CurFolder.Files.Count > 0)
{
VCSolutionFileContent.AppendLine(" ProjectSection(SolutionItems) = preProject");
foreach (string CurFile in CurFolder.Files)
{
// Syntax is: <relative file path> = <relative file path>
VCSolutionFileContent.AppendLine(" " + CurFile + " = " + CurFile);
}
VCSolutionFileContent.AppendLine(" EndProjectSection");
}
VCSolutionFileContent.AppendLine("EndProject");
}
}
// Project files
//List<MSBuildProjectFile> AllProjectFilesSorted = AllProjectFiles.OrderBy((ProjFile) => ProjFile.ProjectFilePath.GetFileNameWithoutExtension()).Cast<MSBuildProjectFile>().ToList();
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
// Visual Studio uses different GUID types depending on the project type
string ProjectTypeGUID = CurProject.ProjectTypeGUID;
// NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However,
// we prefer it when it does match so we use the actual file name here.
string ProjectNameInSolution = CurProject.ProjectFilePath.GetFileNameWithoutExtension();
// Use the existing project's GUID that's already known to us
string ProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine("Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject.ProjectFilePath.MakeRelativeTo(ProjectFileGenerator.PrimaryProjectPath) + "\", \"" + ProjectGUID + "\"");
// Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is
// freshly compiled before kicking off any build operations on this target project
if (!CurProject.IsStubProject)
{
List<ProjectFile> Dependencies = new List<ProjectFile>();
if (CurProject.IsGeneratedProject && UBTProject != null && CurProject != UBTProject)
{
Dependencies.Add(UBTProject);
Dependencies.AddRange(UBTProject.DependsOnProjects);
}
Dependencies.AddRange(CurProject.DependsOnProjects);
if (Dependencies.Count > 0)
{
VCSolutionFileContent.AppendLine("\tProjectSection(ProjectDependencies) = postProject");
// Setup any addition dependencies this project has...
foreach (ProjectFile DependsOnProject in Dependencies)
{
string DependsOnProjectGUID = ((MSBuildProjectFile)DependsOnProject).ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine("\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID);
}
VCSolutionFileContent.AppendLine("\tEndProjectSection");
}
}
VCSolutionFileContent.AppendLine("EndProject");
}
// Get the path to the visualizers file. Try to make it relative to the solution directory, but fall back to a full path if it's a foreign project.
FileReference VisualizersFile = FileReference.Combine(Unreal.EngineDirectory, "Extras", "VisualStudioDebugging", "Unreal.natvis");
FileReference VisualizersStepFile = FileReference.Combine(Unreal.EngineDirectory, "Extras", "VisualStudioDebugging", "Unreal.natstepfilter");
FileReference VisualizersJustMyCodeFile = FileReference.Combine(Unreal.EngineDirectory, "Extras", "VisualStudioDebugging", "Unreal.natjmc");
// Add the visualizers at the solution level. Doesn't seem to be picked up from a makefile project in VS2017 15.8.5.
VCSolutionFileContent.AppendLine(String.Format("Project(\"{0}\") = \"Visualizers\", \"Visualizers\", \"{{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}}\"", SolutionFolderEntryGUID));
VCSolutionFileContent.AppendLine("\tProjectSection(SolutionItems) = preProject");
VCSolutionFileContent.AppendLine("\t\t{0} = {0}", VisualizersFile.MakeRelativeTo(PrimaryProjectPath));
VCSolutionFileContent.AppendLine("\t\t{0} = {0}", VisualizersStepFile.MakeRelativeTo(PrimaryProjectPath));
VCSolutionFileContent.AppendLine("\t\t{0} = {0}", VisualizersJustMyCodeFile.MakeRelativeTo(PrimaryProjectPath));
VCSolutionFileContent.AppendLine("\tEndProjectSection");
VCSolutionFileContent.AppendLine("EndProject");
}
// Solution configuration platforms. This is just a list of all of the platforms and configurations that
// appear in Visual Studio's build configuration selector.
List<VCSolutionConfigCombination> SolutionConfigCombinations;
// The "Global" section has source control, solution configurations, project configurations,
// preferences, and project hierarchy data
{
VCSolutionFileContent.AppendLine("Global");
{
HashSet<UnrealTargetPlatform> PlatformsValidForProjects;
{
VCSolutionFileContent.AppendLine(" GlobalSection(SolutionConfigurationPlatforms) = preSolution");
CollectSolutionConfigurations(SupportedConfigurations, SupportedPlatforms, AllProjectFiles, bMakeProjectPerTarget,
Logger, out PlatformsValidForProjects, out SolutionConfigCombinations);
HashSet<string> AppendedSolutionConfigAndPlatformNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
{
// We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
if (!AppendedSolutionConfigAndPlatformNames.Contains(SolutionConfigCombination.VCSolutionConfigAndPlatformName))
{
VCSolutionFileContent.AppendLine(" " + SolutionConfigCombination.VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination.VCSolutionConfigAndPlatformName);
AppendedSolutionConfigAndPlatformNames.Add(SolutionConfigCombination.VCSolutionConfigAndPlatformName);
}
}
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
// Embed UnrealVS section, which is parsed by that VSPackage (Extension) to know how to handle this solution
{
string UnrealVSGuid = "ddbf523f-7eb6-4887-bd51-85a714ff87eb";
VCSolutionFileContent.AppendLine("\t# UnrealVS Section");
VCSolutionFileContent.AppendLine("\tGlobalSection({0}) = preSolution", UnrealVSGuid);
VCSolutionFileContent.AppendLine("\t\tAvailablePlatforms={0}", String.Join(";", PlatformsValidForProjects.Select(platform => platform.ToString())));
VCSolutionFileContent.AppendLine("\tEndGlobalSection");
}
// Assign each project's "project configuration" to our "solution platform + configuration" pairs. This
// also sets up which projects are actually built when building the solution.
{
VCSolutionFileContent.AppendLine(" GlobalSection(ProjectConfigurationPlatforms) = postSolution");
foreach (MSBuildProjectFile CurProject in AllProjectFiles)
{
foreach (VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations)
{
// Get the context for the current solution context
MSBuildProjectContext? ProjectContext = CurProject.GetMatchingProjectContext(SolutionConfigCombination.TargetConfigurationName, SolutionConfigCombination.Configuration, SolutionConfigCombination.Platform, PlatformProjectGenerators, SolutionConfigCombination.Architecture, Logger);
if (ProjectContext == null)
{
continue;
}
// Override the configuration to build for UBT
if (Settings.bBuildUBTInDebug && CurProject == UBTProject)
{
ProjectContext.ConfigurationName = "Debug";
}
// Write the solution mapping (e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32")
string CurProjectGUID = CurProject.ProjectGUID.ToString("B").ToUpperInvariant();
VCSolutionFileContent.AppendLine(" {0}.{1}.ActiveCfg = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
if (ProjectContext.bBuildByDefault)
{
VCSolutionFileContent.AppendLine(" {0}.{1}.Build.0 = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
if (ProjectContext.bDeployByDefault)
{
VCSolutionFileContent.AppendLine(" {0}.{1}.Deploy.0 = {2}", CurProjectGUID, SolutionConfigCombination.VCSolutionConfigAndPlatformName, ProjectContext.Name);
}
}
}
}
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
// Setup other solution properties
{
// HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
// We don't want that, as we need users to be able to right click on the solution tree item.
VCSolutionFileContent.AppendLine(" GlobalSection(SolutionProperties) = preSolution");
VCSolutionFileContent.AppendLine(" HideSolutionNode = FALSE");
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
// Solution directory hierarchy
{
VCSolutionFileContent.AppendLine(" GlobalSection(NestedProjects) = preSolution");
// Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution
// filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
// filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects.
System.Action<StringBuilder /* VCSolutionFileContent */, List<PrimaryProjectFolder> /* Folders */ >? FolderProcessorFunction = null;
FolderProcessorFunction = (LocalVCSolutionFileContent, LocalPrimaryProjectFolders) =>
{
foreach (PrimaryProjectFolder CurFolder in LocalPrimaryProjectFolders)
{
string CurFolderGUIDString = ProjectFolderGuids[CurFolder].ToString("B").ToUpperInvariant();
foreach (MSBuildProjectFile ChildProject in CurFolder.ChildProjects)
{
if (AllProjectFiles.Contains(ChildProject))
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.AppendLine(" " + ChildProject.ProjectGUID.ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString);
}
}
foreach (PrimaryProjectFolder SubFolder in CurFolder.SubFolders)
{
// if this folder has no projects anywhere under it then skip it
if (HasProjectFunc(SubFolder))
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent.AppendLine(" " + ProjectFolderGuids[SubFolder].ToString("B").ToUpperInvariant() + " = " + CurFolderGUIDString);
}
}
// Recurse into subfolders
FolderProcessorFunction!(LocalVCSolutionFileContent, CurFolder.SubFolders);
}
};
FolderProcessorFunction(VCSolutionFileContent, RootFolder.SubFolders);
VCSolutionFileContent.AppendLine(" EndGlobalSection");
}
}
VCSolutionFileContent.AppendLine("EndGlobal");
}
// Save the solution file
if (bSuccess)
{
string SolutionFilePath = FileReference.Combine(PrimaryProjectPath, SolutionFileName).FullName;
bSuccess = WriteFileIfChanged(SolutionFilePath, VCSolutionFileContent.ToString(), Logger);
}
// Save a solution config file which selects the development editor configuration by default.
// .suo file writable only on Windows, requires ole32
if (bSuccess && Settings.bWriteSolutionOptionFile && OperatingSystem.IsWindows())
{
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
FileReference SolutionOptionsFileName;
switch (Settings.ProjectFileFormat)
{
case VCProjectFileFormat.VisualStudio2022:
SolutionOptionsFileName = FileReference.Combine(PrimaryProjectPath, ".vs", Path.GetFileNameWithoutExtension(SolutionFileName), "v17", ".suo");
break;
default:
throw new BuildException("Unsupported Visual Studio version");
}
// Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
if (!FileReference.Exists(SolutionOptionsFileName))
{
DirectoryReference.CreateDirectory(SolutionOptionsFileName.Directory);
VCSolutionOptions Options = new VCSolutionOptions(Settings.ProjectFileFormat);
// Set the default configuration and startup project
VCSolutionConfigCombination? DefaultConfig = SolutionConfigCombinations.Find(x =>
x.Configuration == UnrealTargetConfiguration.Development &&
x.Platform == UnrealTargetPlatform.Win64 &&
(x.Architecture == null || x.Architecture == UnrealArch.X64) &&
(bMakeProjectPerTarget || x.TargetConfigurationName == TargetType.Editor));
if (DefaultConfig != null)
{
List<VCBinarySetting> Settings = new List<VCBinarySetting>();
Settings.Add(new VCBinarySetting("ActiveCfg", DefaultConfig.VCSolutionConfigAndPlatformName));
if (DefaultProject != null)
{
Settings.Add(new VCBinarySetting("StartupProject", ((MSBuildProjectFile)DefaultProject).ProjectGUID.ToString("B")));
}
Options.SetConfiguration(Settings);
}
// Mark all the projects as closed by default, apart from the startup project
VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState();
Options.SetExplorerState(ExplorerState);
// Write the file
if (Options.Sections.Count > 0)
{
Options.Write(SolutionOptionsFileName.FullName);
}
}
}
if (bSuccess && Settings.bVsConfigFile && OperatingSystem.IsWindows())
{
StringBuilder VsConfigFileContent = new StringBuilder();
VsConfigFileContent.AppendLine("{");
VsConfigFileContent.AppendLine(" \"version\": \"1.0\",");
VsConfigFileContent.AppendLine(" \"components\": [");
IEnumerable<string> Components = MicrosoftPlatformSDK.GetVisualStudioSuggestedComponents(Settings.ProjectFileFormat);
string ComponentsString = String.Join($",{Environment.NewLine} ", Components.Select(x => $"\"{x}\""));
VsConfigFileContent.AppendLine($" {ComponentsString}");
VsConfigFileContent.AppendLine(" ]");
VsConfigFileContent.AppendLine("}");
FileReference VsConfigFileName = FileReference.Combine(PrimaryProjectPath, ".vsconfig");
bSuccess = WriteFileIfChanged(VsConfigFileName.FullName, VsConfigFileContent.ToString(), Logger);
}
return bSuccess;
}
public static void CollectSolutionConfigurations(List<UnrealTargetConfiguration> AllConfigurations,
List<UnrealTargetPlatform> AllPlatforms, List<ProjectFile> AllProjectFiles, bool bMakeProjectPerTarget, ILogger Logger,
out HashSet<UnrealTargetPlatform> OutValidPlatforms, out List<VCSolutionConfigCombination> OutSolutionConfigs)
{
OutValidPlatforms = new HashSet<UnrealTargetPlatform>();
OutSolutionConfigs = new List<VCSolutionConfigCombination>();
Dictionary<string, Tuple<UnrealTargetConfiguration, Tuple<ProjectTarget, TargetType>>> SolutionConfigurationsValidForProjects = new();
foreach (UnrealTargetConfiguration CurConfiguration in AllConfigurations)
{
if (InstalledPlatformInfo.IsValidConfiguration(CurConfiguration, EProjectType.Code))
{
foreach (UnrealTargetPlatform CurPlatform in AllPlatforms)
{
if (InstalledPlatformInfo.IsValidPlatform(CurPlatform, EProjectType.Code))
{
foreach (ProjectFile CurProject in AllProjectFiles)
{
if (!CurProject.IsStubProject)
{
if (CurProject.ProjectTargets.Count == 0)
{
throw new BuildException("Expecting project '" + CurProject.ProjectFilePath +
"' to have at least one ProjectTarget associated with it!");
}
// Figure out the set of valid target configuration names
foreach (ProjectTarget ProjectTarget in CurProject.ProjectTargets.OfType<ProjectTarget>())
{
if (VCProjectFile.IsValidProjectPlatformAndConfiguration(ProjectTarget, CurPlatform,
CurConfiguration, Logger))
{
OutValidPlatforms.Add(CurPlatform);
// Default to a target configuration name of "Game", since that will collapse down to an empty string
TargetType TargetType = TargetType.Game;
if (ProjectTarget.TargetRules != null)
{
if (!ProjectTarget.TargetRules.IsTestTarget)
{
TargetType = ProjectTarget.TargetRules.Type;
}
}
string SolutionConfigName =
MakeSolutionConfigurationName(CurConfiguration, TargetType, bMakeProjectPerTarget);
SolutionConfigurationsValidForProjects[SolutionConfigName] =
new Tuple<UnrealTargetConfiguration, Tuple<ProjectTarget, TargetType>>(CurConfiguration, new Tuple<ProjectTarget, TargetType>(ProjectTarget, TargetType));
}
}
}
}
}
}
}
}
foreach (UnrealTargetPlatform CurPlatform in OutValidPlatforms)
{
UEBuildPlatform? BuildPlatform;
if (UEBuildPlatform.TryGetBuildPlatform(CurPlatform, out BuildPlatform))
{
foreach (KeyValuePair<string, Tuple<UnrealTargetConfiguration, Tuple<ProjectTarget, TargetType>>> SolutionConfigKeyValue in
SolutionConfigurationsValidForProjects)
{
ProjectTarget ProjectTarget = SolutionConfigKeyValue.Value.Item2.Item1;
void AddSolutionConfig(UnrealArch? Arch, List<VCSolutionConfigCombination> OutSolutionConfigs, bool ForceArchSuffix = false)
{
// e.g. "Development|Win64 = Development|Win64"
string SolutionConfigName = SolutionConfigKeyValue.Key;
UnrealTargetConfiguration Configuration = SolutionConfigKeyValue.Value.Item1;
TargetType TargetType = SolutionConfigKeyValue.Value.Item2.Item2;
string SolutionPlatformName = CurPlatform.ToString();
// We use RequiresArchitectureFilenames to determine whether the architecture suffix should be added.
// This is used to tell us what the "default" architecture is.
if (Arch != null && (ForceArchSuffix || BuildPlatform.ArchitectureConfig.RequiresArchitectureFilenames(new UnrealArchitectures(Arch.Value))))
{
SolutionPlatformName += $"-{Arch}";
}
string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName;
OutSolutionConfigs.Add(
new VCSolutionConfigCombination(SolutionConfigAndPlatformPair)
{
Configuration = Configuration,
Platform = CurPlatform,
TargetConfigurationName = TargetType,
Architecture = Arch
}
);
};
UnrealArchitectures? Architectures = GetPlatformArchitecturesToGenerate(BuildPlatform, ProjectTarget);
if (Architectures == null)
{
AddSolutionConfig(null, OutSolutionConfigs);
}
else
{
foreach (UnrealArch Arch in Architectures.Architectures)
{
AddSolutionConfig(Arch, OutSolutionConfigs);
}
if (BuildPlatform.ArchitectureConfig.Mode == UnrealArchitectureMode.SingleTargetLinkSeparately)
{
if (BuildPlatform.Platform == UnrealTargetPlatform.Android)
{
foreach (UnrealArch Arch in BuildPlatform.ArchitectureConfig.AllSupportedArchitectures.Architectures)
{
AddSolutionConfig(Arch, OutSolutionConfigs, true);
}
}
}
}
}
}
}
// Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
OutSolutionConfigs.Sort(
new Comparison<VCSolutionConfigCombination>(
(x, y) =>
{
return String.Compare(x.VCSolutionConfigAndPlatformName, y.VCSolutionConfigAndPlatformName,
StringComparison.InvariantCultureIgnoreCase);
}
)
);
}
protected override void WriteDebugSolutionFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, DirectoryReference IntermediateProjectFilesPath, ILogger Logger)
{
//build and collect UnrealVS configuration
StringBuilder UnrealVSContent = new StringBuilder();
foreach (UnrealTargetPlatform SupportedPlatform in SupportedPlatforms)
{
PlatformProjectGenerator? ProjGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(SupportedPlatform, true);
ProjGenerator?.GetUnrealVSConfigurationEntries(UnrealVSContent);
}
if (UnrealVSContent.Length > 0)
{
UnrealVSContent.Insert(0, "<UnrealVS>" + ProjectFileGenerator.NewLine);
UnrealVSContent.Append("</UnrealVS>" + ProjectFileGenerator.NewLine);
string ConfigFilePath = FileReference.Combine(IntermediateProjectFilesPath, "UnrealVS.xml").FullName;
/* bool bSuccess = */
ProjectFileGenerator.WriteFileIfChanged(ConfigFilePath, UnrealVSContent.ToString(), Logger);
}
}
/// <summary>
/// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
/// </summary>
/// <param name="Str">String to clean up</param>
/// <returns>The cleaned up string</returns>
public string CleanupStringForSCC(string Str)
{
string Cleaned = Str;
// SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it.
Cleaned = Cleaned.Replace(Path.DirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
Cleaned = Cleaned.Replace(Path.AltDirectorySeparatorChar.ToString(), Path.DirectorySeparatorChar.ToString() + Path.DirectorySeparatorChar.ToString());
// SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020"
Cleaned = Cleaned.Replace(" ", "\\u0020");
return Cleaned;
}
}
}