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

1817 lines
61 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 EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
class VSCodeProject : ProjectFile
{
public VSCodeProject(FileReference InitFilePath, DirectoryReference BaseDir)
: base(InitFilePath, BaseDir)
{
}
public override bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
return true;
}
}
class VSCodeProjectFileGenerator : ProjectFileGenerator
{
private UnrealTargetPlatform HostPlatform = BuildHostPlatform.Current.Platform;
private bool bForeignProject;
private DirectoryReference ProjectRoot;
private string FrameworkExecutableExtension = OperatingSystem.IsWindows() ? ".exe" : "";
private string FrameworkLibraryExtension = ".dll";
private readonly ConcurrentBag<BuildTarget> BuildTargets = new();
/// <summary>
/// Includes all files in the generated workspace.
/// </summary>
[XmlConfigFile(Name = "IncludeAllFiles")]
private bool IncludeAllFiles = false;
/// <summary>
/// Whether VS Code project generation should include debug configurations to allow attaching to already running processes
/// </summary>
[XmlConfigFile(Name = "AddDebugAttachConfig")]
private bool bAddDebugAttachConfig = false;
/// <summary>
/// Whether VS Code project generation should include debug configurations to allow core dump debugging
/// </summary>
[XmlConfigFile(Name = "AddDebugCoreConfig")]
private bool bAddDebugCoreConfig = false;
/// <summary>
/// Do not create compile commands json files with compiler arguments for each file; works better with VS Code extension using
/// UBT server mode.
/// </summary>
[XmlConfigFile(Name = "NoCompileCommands")]
[CommandLine("-NoCompileCommands")]
private bool bNoCompileCommands = false;
/// <summary>
/// Create a workspace file for use with VS Code extension that communicates directly with UBT.
/// </summary>
[XmlConfigFile(Name = "UseVSCodeExtension")]
[CommandLine("-UseVSCodeExtension")]
private bool bUseVSCodeExtension = false;
private enum EPathType
{
Absolute,
Relative,
}
private enum EQuoteType
{
Single, // can be ignored on platforms that don't need it (windows atm)
Double,
}
private string CommonMakePathString(FileSystemReference InRef, EPathType InPathType, DirectoryReference? InRelativeRoot)
{
if (InRelativeRoot == null)
{
InRelativeRoot = ProjectRoot;
}
string Processed = InRef.ToString();
switch (InPathType)
{
case EPathType.Relative:
{
if (InRef.IsUnderDirectory(InRelativeRoot))
{
Processed = InRef.MakeRelativeTo(InRelativeRoot).ToString();
}
break;
}
default:
{
break;
}
}
if (HostPlatform == UnrealTargetPlatform.Win64)
{
Processed = Processed.Replace("/", "\\");
}
else
{
Processed = Processed.Replace('\\', '/');
}
return Processed;
}
private string MakeQuotedPathString(FileSystemReference InRef, EPathType InPathType, DirectoryReference? InRelativeRoot = null, EQuoteType InQuoteType = EQuoteType.Double)
{
string Processed = CommonMakePathString(InRef, InPathType, InRelativeRoot);
if (Processed.Contains(' '))
{
if (HostPlatform == UnrealTargetPlatform.Win64 && InQuoteType == EQuoteType.Double)
{
Processed = "\"" + Processed + "\"";
}
else
{
Processed = "'" + Processed + "'";
}
}
return Processed;
}
private string MakeUnquotedPathString(FileSystemReference InRef, EPathType InPathType, DirectoryReference? InRelativeRoot = null)
{
return CommonMakePathString(InRef, InPathType, InRelativeRoot);
}
private string MakePathString(FileSystemReference InRef, bool bInAbsolute = false, bool bForceSkipQuotes = false)
{
if (bForceSkipQuotes)
{
return MakeUnquotedPathString(InRef, bInAbsolute ? EPathType.Absolute : EPathType.Relative, ProjectRoot);
}
else
{
return MakeQuotedPathString(InRef, bInAbsolute ? EPathType.Absolute : EPathType.Relative, ProjectRoot);
}
}
public VSCodeProjectFileGenerator(FileReference? InOnlyGameProject)
: base(InOnlyGameProject)
{
ProjectRoot = Unreal.RootDirectory;
}
class JsonFile
{
public JsonFile()
{
}
public void BeginRootObject()
{
BeginObject();
}
public void EndRootObject()
{
EndObject();
if (TabString.Length > 0)
{
throw new Exception("Called EndRootObject before all objects and arrays have been closed");
}
}
public void BeginObject(string? Name = null)
{
string Prefix = Name == null ? "" : Quoted(JsonWriter.EscapeString(Name)) + ": ";
Lines.Add(TabString + Prefix + "{");
TabString += "\t";
}
public void EndObject()
{
Lines[^1] = Lines[^1].TrimEnd(',');
TabString = TabString.Remove(TabString.Length - 1);
Lines.Add(TabString + "},");
}
public void BeginArray(string? Name = null)
{
string Prefix = Name == null ? "" : Quoted(JsonWriter.EscapeString(Name)) + ": ";
Lines.Add(TabString + Prefix + "[");
TabString += "\t";
}
public void EndArray()
{
Lines[^1] = Lines[^1].TrimEnd(',');
TabString = TabString.Remove(TabString.Length - 1);
Lines.Add(TabString + "],");
}
public void AddField(string Name, bool Value)
{
Lines.Add(TabString + Quoted(JsonWriter.EscapeString(Name)) + ": " + Value.ToString().ToLower() + ",");
}
public void AddField(string Name, string Value)
{
Lines.Add(TabString + Quoted(JsonWriter.EscapeString(Name)) + ": " + Quoted(JsonWriter.EscapeString(Value)) + ",");
}
public void AddUnnamedField(string Value)
{
Lines.Add(TabString + Quoted(JsonWriter.EscapeString(Value)) + ",");
}
public void Write(FileReference File)
{
Lines[^1] = Lines[^1].TrimEnd(',');
FileReference.WriteAllLines(File, Lines.ToArray());
}
private string Quoted(string Value)
{
return "\"" + Value + "\"";
}
private List<string> Lines = new List<string>();
private string TabString = "";
}
public override string ProjectFileExtension => ".vscode";
public override void CleanProjectFiles(DirectoryReference InPrimaryProjectDirectory, string InPrimaryProjectName, DirectoryReference InIntermediateProjectFilesPath, ILogger Logger)
{
}
public override bool ShouldGenerateIntelliSenseData()
{
return !bNoCompileCommands && !bUseVSCodeExtension;
}
protected override ProjectFile AllocateProjectFile(FileReference InitFilePath, DirectoryReference BaseDir)
{
return new VSCodeProject(InitFilePath, BaseDir);
}
protected override bool WritePrimaryProjectFile(ProjectFile? UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
DirectoryReference VSCodeDir = DirectoryReference.Combine(PrimaryProjectPath, ".vscode");
DirectoryReference.CreateDirectory(VSCodeDir);
bForeignProject = !VSCodeDir.IsUnderDirectory(ProjectRoot);
List<ProjectFile> Projects;
if (bForeignProject)
{
Projects = new List<ProjectFile>();
foreach (ProjectFile Project in AllProjectFiles)
{
if (GameProjectName == Project.ProjectFilePath.GetFileNameWithoutAnyExtensions())
{
Projects.Add(Project);
break;
}
}
}
else
{
Projects = new List<ProjectFile>(AllProjectFiles);
}
Projects.Sort((A, B) => { return A.ProjectFilePath.GetFileName().CompareTo(B.ProjectFilePath.GetFileName()); });
ProjectData ProjectData = GatherProjectData(Projects, Logger);
WriteWorkspaceIgnoreFile(Projects);
WriteCppPropertiesFile(VSCodeDir, ProjectData);
WriteWorkspaceFile(ProjectData, Logger);
if (bForeignProject && bIncludeEngineSource)
{
// for installed builds we need to write the cpp properties file under the installed engine as well for intellisense to work
DirectoryReference VsCodeDirectory = DirectoryReference.Combine(Unreal.RootDirectory, ".vscode");
WriteCppPropertiesFile(VsCodeDirectory, ProjectData);
}
return true;
}
private class BuildTarget
{
public readonly string Name;
public readonly TargetType Type;
public readonly UnrealTargetPlatform Platform;
public readonly UnrealTargetConfiguration Configuration;
public readonly CppStandardVersion CppStandard;
public readonly FileReference? CompilerPath;
public readonly DirectoryReference? SysRootPath;
public readonly Dictionary<DirectoryReference, string> ModuleCommandLines;
public BuildTarget(string InName, TargetType InType, UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration, CppStandardVersion InCppStandard, FileReference? InCompilerPath, DirectoryReference? InSysRootPath, Dictionary<DirectoryReference, string> InModulesCommandLines)
{
Name = InName;
Type = InType;
Platform = InPlatform;
Configuration = InConfiguration;
CppStandard = InCppStandard;
CompilerPath = InCompilerPath;
SysRootPath = InSysRootPath;
ModuleCommandLines = InModulesCommandLines;
}
public override string ToString()
{
return Name.ToString() + " " + Type.ToString();
}
}
protected override void AddTargetForIntellisense(UEBuildTarget Target, ILogger Logger)
{
base.AddTargetForIntellisense(Target, Logger);
bool UsingClang = true;
FileReference? CompilerPath = null;
DirectoryReference? SysRootPath = null;
if (OperatingSystem.IsWindows())
{
VCEnvironment Environment = VCEnvironment.Create(WindowsPlatform.GetDefaultCompiler(null, Target.Rules.WindowsPlatform.Architecture, Logger, true), WindowsCompiler.Default, Target.Platform, Target.Rules.WindowsPlatform.Architecture, null, null, Target.Rules.WindowsPlatform.WindowsSdkVersion, null, Target.Rules.WindowsPlatform.bUseCPPWinRT, Target.Rules.WindowsPlatform.bAllowClangLinker, Target.Rules.WindowsPlatform.bAllowRadLinker, Logger);
CompilerPath = FileReference.FromString(Environment.CompilerPath.FullName);
UsingClang = false;
}
else if (OperatingSystem.IsLinux())
{
CompilerPath = FileReference.FromString(LinuxCommon.WhichClang(Logger));
string? InternalSDKPath = UEBuildPlatform.GetSDK(UnrealTargetPlatform.Linux)?.GetInternalSDKPath();
if (!String.IsNullOrEmpty(InternalSDKPath))
{
SysRootPath = DirectoryReference.FromString(InternalSDKPath);
}
}
else if (OperatingSystem.IsMacOS())
{
MacToolChainSettings Settings = new MacToolChainSettings(false, Logger);
CompilerPath = FileReference.Combine(Settings.ToolchainDir, "clang++");
SysRootPath = Settings.GetSDKPath(UnrealArch.Host.Value);
}
else
{
throw new Exception("Unknown platform " + HostPlatform.ToString());
}
// we do not need to keep track of which binary the invocation belongs to, only which target, as such we join all binaries into a single set
Dictionary<DirectoryReference, string> ModuleDirectoryToCompileCommand = new Dictionary<DirectoryReference, string>();
// Generate a compile environment for each module in the binary
CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles(Logger);
foreach (UEBuildBinary Binary in Target.Binaries)
{
CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment);
foreach (UEBuildModuleCPP Module in Binary.Modules.OfType<UEBuildModuleCPP>())
{
CppCompileEnvironment ModuleCompileEnvironment = Module.CreateCompileEnvironmentForIntellisense(Target.Rules, BinaryCompileEnvironment, Logger);
List<FileReference> ForceIncludePaths = new List<FileReference>(ModuleCompileEnvironment.ForceIncludeFiles.Select(x => x.Location));
if (ModuleCompileEnvironment.PrecompiledHeaderIncludeFilename != null)
{
ForceIncludePaths.Add(ModuleCompileEnvironment.PrecompiledHeaderIncludeFilename);
}
StringBuilder CommandBuilder = new StringBuilder();
foreach (FileReference ForceIncludeFile in ForceIncludePaths)
{
CommandBuilder.AppendFormat("{0} \"{1}\" {2}", UsingClang ? "-include" : "/FI", ForceIncludeFile.FullName, Environment.NewLine);
}
foreach (string Definition in ModuleCompileEnvironment.Definitions)
{
CommandBuilder.AppendFormat("{0} \"{1}\" {2}", UsingClang ? "-D" : "/D", Definition, Environment.NewLine);
}
foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.UserIncludePaths)
{
CommandBuilder.AppendFormat("{0} \"{1}\" {2}", UsingClang ? "-I" : "/I", IncludePath, Environment.NewLine);
}
foreach (DirectoryReference IncludePath in ModuleCompileEnvironment.SystemIncludePaths)
{
CommandBuilder.AppendFormat("{0} \"{1}\" {2}", UsingClang ? "-I" : "/I", IncludePath, Environment.NewLine);
}
ModuleDirectoryToCompileCommand.TryAdd(Module.ModuleDirectory, CommandBuilder.ToString());
}
}
BuildTargets.Add(new BuildTarget(Target.TargetName, Target.TargetType, Target.Platform, Target.Configuration, GlobalCompileEnvironment.CppStandard, CompilerPath, SysRootPath, ModuleDirectoryToCompileCommand));
}
private class ProjectData
{
public enum EOutputType
{
Library,
Exe,
WinExe, // some projects have this so we need to read it, but it will be converted across to Exe so no code should handle it!
}
public class BuildProduct
{
public FileReference OutputFile { get; set; }
public FileReference? UProjectFile { get; set; }
public UnrealTargetConfiguration Config { get; set; }
public UnrealTargetPlatform Platform { get; set; }
public EOutputType OutputType { get; set; }
public CsProjectInfo? CSharpInfo { get; set; }
public override string ToString()
{
return Platform.ToString() + " " + Config.ToString();
}
public BuildProduct(FileReference OutputFile)
{
this.OutputFile = OutputFile;
}
}
public class Target
{
public string Name;
public TargetType Type;
public List<BuildProduct> BuildProducts = new List<BuildProduct>();
public Target(Project InParentProject, string InName, TargetType InType)
{
Name = InName;
Type = InType;
InParentProject.Targets.Add(this);
}
public override string ToString()
{
return Name.ToString() + " " + Type.ToString();
}
}
public class Project
{
public string Name;
public ProjectFile SourceProject;
public List<Target> Targets = new List<Target>();
public override string ToString()
{
return Name;
}
public Project(string Name, ProjectFile SourceProject)
{
this.Name = Name;
this.SourceProject = SourceProject;
}
}
public List<Project> NativeProjects = new List<Project>();
public List<Project> CSharpProjects = new List<Project>();
public List<Project> AllProjects = new List<Project>();
}
private ProjectData GatherProjectData(List<ProjectFile> InProjects, ILogger Logger)
{
ProjectData ProjectData = new ProjectData();
foreach (ProjectFile Project in InProjects)
{
// Create new project record
ProjectData.Project NewProject = new ProjectData.Project(Project.ProjectFilePath.GetFileNameWithoutExtension(), Project);
ProjectData.AllProjects.Add(NewProject);
// Add into the correct easy-access list
if (Project is VSCodeProject)
{
foreach (ProjectTarget Target in Project.ProjectTargets.OfType<ProjectTarget>())
{
UnrealTargetConfiguration[] Configs = (UnrealTargetConfiguration[])Enum.GetValues(typeof(UnrealTargetConfiguration));
List<UnrealTargetPlatform> Platforms = new List<UnrealTargetPlatform>(Target.TargetRules!.GetSupportedPlatforms());
ProjectData.Target NewTarget = new ProjectData.Target(NewProject, Target.TargetRules.Name, Target.TargetRules.Type);
if (HostPlatform != UnrealTargetPlatform.Win64)
{
Platforms.Remove(UnrealTargetPlatform.Win64);
}
foreach (UnrealTargetPlatform Platform in Platforms)
{
UEBuildPlatform.TryGetBuildPlatform(Platform, out UEBuildPlatform? BuildPlatform);
if (SupportedPlatforms.Contains(Platform) && (BuildPlatform != null) && (BuildPlatform.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
foreach (UnrealTargetConfiguration Config in Configs)
{
if (MSBuildProjectFile.IsValidProjectPlatformAndConfiguration(Target, Platform, Config, Logger))
{
NewTarget.BuildProducts.Add(new ProjectData.BuildProduct(GetExecutableFilename(Project, Target, Platform, Config))
{
Platform = Platform,
Config = Config,
UProjectFile = Target.UnrealProjectFilePath,
OutputType = ProjectData.EOutputType.Exe,
CSharpInfo = null
});
}
}
}
}
}
ProjectData.NativeProjects.Add(NewProject);
}
else
{
VCSharpProjectFile VCSharpProject = (VCSharpProjectFile)Project;
string ProjectName = Project.ProjectFilePath.GetFileNameWithoutExtension();
ProjectData.Target Target = new ProjectData.Target(NewProject, ProjectName, TargetType.Program);
UnrealTargetConfiguration[] Configs = { UnrealTargetConfiguration.Debug, UnrealTargetConfiguration.Development };
foreach (UnrealTargetConfiguration Config in Configs)
{
CsProjectInfo? Info = VCSharpProject.GetProjectInfo(Config)!;
{
ProjectData.EOutputType OutputType;
string? OutputTypeName;
if (Info.Properties.TryGetValue("OutputType", out OutputTypeName))
{
OutputType = (ProjectData.EOutputType)Enum.Parse(typeof(ProjectData.EOutputType), OutputTypeName);
}
else
{
OutputType = ProjectData.EOutputType.Library;
}
if (OutputType == ProjectData.EOutputType.WinExe)
{
OutputType = ProjectData.EOutputType.Exe;
}
DirectoryReference OutputPath = Info.GetOutputDir(VCSharpProject.ProjectFilePath.Directory);
FileReference? OutputFile = null;
HashSet<FileReference> ProjectBuildProducts = new HashSet<FileReference>();
Info.FindCompiledBuildProducts(OutputPath, ProjectBuildProducts);
foreach (FileReference ProjectBuildProduct in ProjectBuildProducts)
{
if ((OutputType == ProjectData.EOutputType.Exe && ProjectBuildProduct.GetExtension() == FrameworkExecutableExtension) ||
(OutputType == ProjectData.EOutputType.Library && ProjectBuildProduct.GetExtension() == FrameworkLibraryExtension))
{
OutputFile = ProjectBuildProduct;
break;
}
}
if (OutputFile != null)
{
Target.BuildProducts.Add(new ProjectData.BuildProduct(OutputFile)
{
Platform = HostPlatform,
Config = Config,
OutputType = OutputType,
CSharpInfo = Info
});
}
}
}
ProjectData.CSharpProjects.Add(NewProject);
}
}
return ProjectData;
}
private void WriteCppPropertiesFile(DirectoryReference OutputDirectory, ProjectData Projects)
{
DirectoryReference.CreateDirectory(OutputDirectory);
JsonFile OutFile = new JsonFile();
OutFile.BeginRootObject();
{
OutFile.BeginArray("configurations");
{
HashSet<FileReference> AllSourceFiles = new HashSet<FileReference>();
Dictionary<DirectoryReference, string> AllModuleCommandLines = new Dictionary<DirectoryReference, string>();
FileReference? CompilerPath = null;
DirectoryReference? SysRootPath = null;
CppStandardVersion CppStandard = CppStandardVersion.Default;
foreach (ProjectData.Project Project in Projects.AllProjects)
{
AllSourceFiles.UnionWith(Project.SourceProject.SourceFiles.Select(x => x.Reference));
foreach (ProjectData.Target ProjectTarget in Project.Targets)
{
BuildTarget? BuildTarget = BuildTargets.FirstOrDefault(Target => Target.Name == ProjectTarget.Name);
// we do not generate intellisense for every target, as that just causes a lot of redundancy, as such we will not find a mapping for a lot of the targets
if (BuildTarget == null)
{
continue;
}
string Name = String.Format("{0} {1} {2} {3} ({4})", ProjectTarget.Name, ProjectTarget.Type, BuildTarget.Platform, BuildTarget.Configuration, Project.Name);
WriteConfiguration(Name, Project.Name, Project.SourceProject.SourceFiles.Select(x => x.Reference), BuildTarget.CppStandard, BuildTarget.CompilerPath!, BuildTarget.SysRootPath, BuildTarget.ModuleCommandLines, OutFile, OutputDirectory);
CompilerPath = BuildTarget.CompilerPath;
foreach (KeyValuePair<DirectoryReference, string> Pair in BuildTarget.ModuleCommandLines)
{
if (!AllModuleCommandLines.ContainsKey(Pair.Key))
{
AllModuleCommandLines[Pair.Key] = Pair.Value;
}
}
if (BuildTarget.CppStandard > CppStandard)
{
CppStandard = BuildTarget.CppStandard;
}
if (BuildTarget.SysRootPath != null)
{
SysRootPath = BuildTarget.SysRootPath;
}
}
}
string DefaultConfigName;
if (HostPlatform == UnrealTargetPlatform.Linux)
{
DefaultConfigName = "Linux";
}
else if (HostPlatform == UnrealTargetPlatform.Mac)
{
DefaultConfigName = "Mac";
}
else
{
DefaultConfigName = "Win32";
}
WriteConfiguration(DefaultConfigName, "Default", AllSourceFiles, CppStandard, CompilerPath!, SysRootPath, AllModuleCommandLines, OutFile, OutputDirectory);
}
OutFile.EndArray();
}
OutFile.EndRootObject();
OutFile.Write(FileReference.Combine(OutputDirectory, "c_cpp_properties.json"));
}
private void WriteConfiguration(string Name, string ProjectName, IEnumerable<FileReference> SourceFiles, CppStandardVersion CppStandard, FileReference CompilerPath, DirectoryReference? SysRootPath, Dictionary<DirectoryReference, string> ModuleCommandLines, JsonFile OutFile, DirectoryReference OutputDirectory)
{
OutFile.BeginObject();
OutFile.AddField("name", Name);
if (CompilerPath != null)
{
OutFile.AddField("compilerPath", CompilerPath.FullName);
}
if (HostPlatform == UnrealTargetPlatform.Mac)
{
string SysRoot = SysRootPath != null ? SysRootPath.FullName : "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk";
OutFile.BeginArray("compilerArgs");
{
OutFile.AddUnnamedField("-isysroot");
OutFile.AddUnnamedField(SysRoot);
}
OutFile.EndArray();
OutFile.BeginArray("macFrameworkPath");
{
OutFile.AddUnnamedField(SysRoot + "/System/Library/Frameworks");
}
OutFile.EndArray();
}
else if (SysRootPath != null)
{
OutFile.BeginArray("compilerArgs");
{
OutFile.AddUnnamedField("-isysroot");
OutFile.AddUnnamedField(SysRootPath.FullName);
}
OutFile.EndArray();
}
OutFile.AddField("cStandard", "c17");
switch (CppStandard)
{
case CppStandardVersion.Cpp20:
OutFile.AddField("cppStandard", "c++20");
break;
case CppStandardVersion.Cpp23:
OutFile.AddField("cppStandard", "c++23");
break;
case CppStandardVersion.Latest:
default:
throw new BuildException($"Unsupported C++ standard type set: {CppStandard}");
}
string CompilerPrefix = HostPlatform == UnrealTargetPlatform.Win64 ? "msvc" : "clang";
string ArchSuffix = UnrealArch.Host.Value.bIsX64 ? "x64" : "arm64";
// make msvc-x64, clang-arm64, etc
OutFile.AddField("intelliSenseMode", $"{CompilerPrefix}-{ArchSuffix}");
if (bUseVSCodeExtension)
{
OutFile.AddField("configurationProvider", "epic.ue");
}
if (ShouldGenerateIntelliSenseData())
{
FileReference CompileCommands = FileReference.Combine(OutputDirectory, String.Format("compileCommands_{0}.json", ProjectName));
WriteCompileCommands(CompileCommands, SourceFiles, CompilerPath!, ModuleCommandLines);
OutFile.AddField("compileCommands", MakePathString(CompileCommands, bInAbsolute: true, bForceSkipQuotes: true));
}
OutFile.EndObject();
}
private void WriteNativeTaskDeployAndroid(ProjectData.Project InProject, JsonFile OutFile, ProjectData.Target Target, ProjectData.BuildProduct BuildProduct)
{
if (BuildProduct.UProjectFile == null)
{
return;
}
string[] ConfigTypes = new string[] { "Cook+Deploy", "Cook", "Deploy" };
foreach (string ConfigType in ConfigTypes)
{
OutFile.BeginObject();
{
string TaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, ConfigType);
OutFile.AddField("label", TaskName);
OutFile.AddField("group", "build");
if (HostPlatform == UnrealTargetPlatform.Win64)
{
OutFile.AddField("command", MakePathString(FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", "RunUAT.bat")));
}
else
{
OutFile.AddField("command", MakePathString(FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", "RunUAT.sh")));
}
OutFile.BeginArray("args");
{
OutFile.AddUnnamedField("BuildCookRun");
OutFile.AddUnnamedField("-ScriptsForProject=" + BuildProduct.UProjectFile.ToNormalizedPath());
OutFile.AddUnnamedField("-Project=" + BuildProduct.UProjectFile.ToNormalizedPath());
OutFile.AddUnnamedField("-noP4");
OutFile.AddUnnamedField(String.Format("-ClientConfig={0}", BuildProduct.Config.ToString()));
OutFile.AddUnnamedField(String.Format("-ServerConfig={0}", BuildProduct.Config.ToString()));
OutFile.AddUnnamedField("-NoCompileEditor");
OutFile.AddUnnamedField("-utf8output");
OutFile.AddUnnamedField(String.Format("-Platform={0}", BuildProduct.Platform.ToString()));
OutFile.AddUnnamedField(String.Format("-TargetPlatform={0}", BuildProduct.Platform.ToString()));
OutFile.AddUnnamedField("-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled");
OutFile.AddUnnamedField("-Compressed");
OutFile.AddUnnamedField("-IterativeCooking");
OutFile.AddUnnamedField("-IterativeDeploy");
switch (ConfigType)
{
case "Cook+Deploy":
{
OutFile.AddUnnamedField("-Cook");
OutFile.AddUnnamedField("-Stage");
OutFile.AddUnnamedField("-Deploy");
break;
}
case "Cook":
{
OutFile.AddUnnamedField("-Cook");
break;
}
case "Deploy":
{
OutFile.AddUnnamedField("-DeploySoToDevice");
OutFile.AddUnnamedField("-SkipCook");
OutFile.AddUnnamedField("-Stage");
OutFile.AddUnnamedField("-Deploy");
break;
}
}
}
OutFile.EndArray();
OutFile.BeginArray("dependsOn");
{
switch (ConfigType)
{
case "Cook+Deploy":
case "Cook":
{
OutFile.AddUnnamedField(String.Format("{0}Editor {1} Development Build", Target.Name, HostPlatform.ToString()));
OutFile.AddUnnamedField(String.Format("{0} {1} {2} Build", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config));
break;
}
default:
{
OutFile.AddUnnamedField(String.Format("{0} {1} {2} Build", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config));
break;
}
}
}
OutFile.EndArray();
OutFile.AddField("type", "shell");
OutFile.BeginObject("options");
{
OutFile.AddField("cwd", MakeUnquotedPathString(ProjectRoot, EPathType.Absolute));
}
OutFile.EndObject();
}
OutFile.EndObject();
}
}
private void WriteCompileCommands(FileReference CompileCommandsFile, IEnumerable<FileReference> SourceFiles,
FileReference CompilerPath, Dictionary<DirectoryReference, string> ModuleCommandLines)
{
// this creates a compileCommands.json
// see VsCode Docs - https://code.visualstudio.com/docs/cpp/c-cpp-properties-schema-reference (compileCommands attribute)
// and the clang format description https://clang.llvm.org/docs/JSONCompilationDatabase.html
using (JsonWriter Writer = new JsonWriter(CompileCommandsFile))
{
Writer.WriteArrayStart();
DirectoryReference ResponseFileDir = DirectoryReference.Combine(CompileCommandsFile.Directory, CompileCommandsFile.GetFileNameWithoutExtension());
DirectoryReference.CreateDirectory(ResponseFileDir);
Dictionary<DirectoryReference, FileReference?> DirectoryToResponseFile = new Dictionary<DirectoryReference, FileReference?>();
foreach (KeyValuePair<DirectoryReference, string> Pair in ModuleCommandLines)
{
FileReference ResponseFile = FileReference.Combine(ResponseFileDir, String.Format("{0}.{1}.rsp", Pair.Key.GetDirectoryName(), DirectoryToResponseFile.Count));
FileReference.WriteAllText(ResponseFile, Pair.Value);
DirectoryToResponseFile.Add(Pair.Key, ResponseFile);
}
foreach (FileReference File in SourceFiles.OrderBy(x => x.FullName))
{
DirectoryReference Directory = File.Directory;
FileReference? ResponseFile = null;
if (!DirectoryToResponseFile.TryGetValue(Directory, out ResponseFile))
{
for (DirectoryReference? ParentDir = Directory; ParentDir != null && ParentDir != Unreal.RootDirectory; ParentDir = ParentDir.ParentDirectory)
{
if (DirectoryToResponseFile.TryGetValue(ParentDir, out ResponseFile))
{
break;
}
}
DirectoryToResponseFile[Directory] = ResponseFile;
}
if (ResponseFile == null)
{
// no compiler command associated with the file, will happen for any file that is not a C++ file and is not an error
continue;
}
Writer.WriteObjectStart();
Writer.WriteValue("file", MakePathString(File, bInAbsolute: true, bForceSkipQuotes: true));
Writer.WriteArrayStart("arguments");
Writer.WriteValue(MakePathString(CompilerPath, bInAbsolute: true, bForceSkipQuotes: true));
Writer.WriteValue($"@{MakePathString(ResponseFile, bInAbsolute: true, bForceSkipQuotes: true)}");
Writer.WriteArrayEnd();
Writer.WriteValue("directory", Unreal.EngineSourceDirectory.ToString());
Writer.WriteObjectEnd();
}
Writer.WriteArrayEnd();
}
}
private void WriteNativeTask(ProjectData.Project InProject, JsonFile OutFile)
{
string[] Commands = { "Build", "Rebuild", "Clean" };
foreach (ProjectData.Target Target in InProject.Targets)
{
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
{
foreach (string BaseCommand in Commands)
{
string Command = BaseCommand == "Rebuild" ? "Build" : BaseCommand;
string TaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, BaseCommand);
string CleanTaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform.ToString(), BuildProduct.Config, "Clean");
OutFile.BeginObject();
{
OutFile.AddField("label", TaskName);
OutFile.AddField("group", "build");
string? CleanParam = Command == "Clean" ? "-clean" : null;
if (HostPlatform == UnrealTargetPlatform.Win64)
{
OutFile.AddField("command", MakePathString(FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", Command + ".bat")));
CleanParam = null;
}
else
{
OutFile.AddField("command", MakePathString(FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", HostPlatform.ToString(), "Build.sh")));
if (Command == "Clean")
{
CleanParam = "-clean";
}
}
OutFile.BeginArray("args");
{
OutFile.AddUnnamedField(Target.Name);
OutFile.AddUnnamedField(BuildProduct.Platform.ToString());
OutFile.AddUnnamedField(BuildProduct.Config.ToString());
if (bForeignProject)
{
OutFile.AddUnnamedField(MakeUnquotedPathString(BuildProduct.UProjectFile!, EPathType.Relative, null));
}
OutFile.AddUnnamedField("-waitmutex");
if (!String.IsNullOrEmpty(CleanParam))
{
OutFile.AddUnnamedField(CleanParam);
}
}
OutFile.EndArray();
OutFile.AddField("problemMatcher", "$msCompile");
if (!bForeignProject || BaseCommand == "Rebuild")
{
OutFile.BeginArray("dependsOn");
{
if (!bForeignProject)
{
if (Command == "Build" && Target.Type == TargetType.Editor)
{
OutFile.AddUnnamedField("ShaderCompileWorker " + HostPlatform.ToString() + " Development Build");
}
else
{
OutFile.AddUnnamedField("UnrealBuildTool " + HostPlatform.ToString() + " Development Build");
}
}
if (BaseCommand == "Rebuild")
{
OutFile.AddUnnamedField(CleanTaskName);
}
}
OutFile.EndArray();
}
OutFile.AddField("type", "shell");
OutFile.BeginObject("options");
{
OutFile.AddField("cwd", MakeUnquotedPathString(ProjectRoot, EPathType.Absolute));
}
OutFile.EndObject();
}
OutFile.EndObject();
if (BuildProduct.Platform == UnrealTargetPlatform.Android && BaseCommand.Equals("Build"))
{
WriteNativeTaskDeployAndroid(InProject, OutFile, Target, BuildProduct);
}
}
}
}
}
private void WriteCSharpTask(ProjectData.Project InProject, JsonFile OutFile)
{
string[] Commands = { "Build", "Clean" };
foreach (ProjectData.Target Target in InProject.Targets)
{
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
{
foreach (string Command in Commands)
{
string TaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform, BuildProduct.Config, Command);
OutFile.BeginObject();
{
OutFile.AddField("label", TaskName);
OutFile.AddField("group", "build");
OutFile.AddField("command", MakePathString(Unreal.DotnetPath));
OutFile.BeginArray("args");
{
OutFile.AddUnnamedField(Command.ToLower());
OutFile.AddUnnamedField("--configuration");
OutFile.AddUnnamedField(BuildProduct.Config.ToString());
OutFile.AddUnnamedField(MakeUnquotedPathString(BuildProduct.CSharpInfo!.ProjectPath, EPathType.Absolute));
}
OutFile.EndArray();
OutFile.AddField("problemMatcher", "$msCompile");
OutFile.AddField("type", "shell");
OutFile.BeginObject("options");
{
OutFile.AddField("cwd", MakeUnquotedPathString(ProjectRoot, EPathType.Absolute));
OutFile.BeginObject("env");
{
OutFile.AddField("PATH", $"{Unreal.DotnetDirectory}{Path.PathSeparator}${{env:PATH}}");;
OutFile.AddField("DOTNET_MULTILEVEL_LOOKUP", "0");
OutFile.AddField("DOTNET_ROLL_FORWARD", "LatestMajor");
}
OutFile.EndObject();
}
OutFile.EndObject();
}
OutFile.EndObject();
}
}
}
if (InProject.Name.Equals("AutomationTool", StringComparison.OrdinalIgnoreCase)) {
WriteAutomationScriptTask(InProject, OutFile);
}
}
private void WriteAutomationScriptTask(ProjectData.Project InProject, JsonFile OutFile)
{
string[] Commands = { "Build" };
foreach (ProjectData.Target Target in InProject.Targets)
{
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts.Where(x => x.OutputType == ProjectData.EOutputType.Exe))
{
foreach (string Command in Commands)
{
string TaskName = String.Format("{0}+Scripts {1} {2} {3}", Target.Name, BuildProduct.Platform, BuildProduct.Config, Command);
string DependsOnTaskName = String.Format("{0} {1} {2} {3}", Target.Name, BuildProduct.Platform, BuildProduct.Config, Command);
OutFile.BeginObject();
{
OutFile.AddField("label", TaskName);
OutFile.AddField("group", "build");
OutFile.AddField("command", MakePathString(BuildProduct.OutputFile));
OutFile.BeginArray("args");
{
OutFile.AddUnnamedField("-list");
}
OutFile.EndArray();
OutFile.BeginArray("dependsOn");
{
OutFile.AddUnnamedField(DependsOnTaskName);
}
OutFile.EndArray();
OutFile.AddField("problemMatcher", "$msCompile");
OutFile.AddField("type", "shell");
OutFile.BeginObject("options");
{
OutFile.AddField("cwd", MakeUnquotedPathString(ProjectRoot, EPathType.Absolute));
OutFile.BeginObject("env");
{
OutFile.AddField("PATH", $"{Unreal.DotnetDirectory}{Path.PathSeparator}${{env:PATH}}");
OutFile.AddField("DOTNET_MULTILEVEL_LOOKUP", "0");
OutFile.AddField("DOTNET_ROLL_FORWARD", "LatestMajor");
}
OutFile.EndObject();
}
OutFile.EndObject();
}
OutFile.EndObject();
}
}
}
}
private void WriteTasks(JsonFile OutFile, ProjectData ProjectData)
{
OutFile.AddField("version", "2.0.0");
OutFile.BeginArray("tasks");
{
if (!bUseVSCodeExtension)
{
foreach (ProjectData.Project NativeProject in ProjectData.NativeProjects)
{
WriteNativeTask(NativeProject, OutFile);
}
}
foreach (ProjectData.Project CSharpProject in ProjectData.CSharpProjects)
{
WriteCSharpTask(CSharpProject, OutFile);
}
OutFile.EndArray();
}
}
private FileReference GetExecutableFilename(ProjectFile Project, ProjectTarget Target, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration)
{
TargetRules? TargetRulesObject = Target.TargetRules;
FileReference TargetFilePath = Target.TargetFilePath;
string TargetName = TargetFilePath == null ? Project.ProjectFilePath.GetFileNameWithoutExtension() : TargetFilePath.GetFileNameWithoutAnyExtensions();
string UBTPlatformName = Platform.ToString();
// Setup output path
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(Platform);
// Figure out if this is a monolithic build
bool bShouldCompileMonolithic = BuildPlatform.ShouldCompileMonolithicBinary(Platform);
if (TargetRulesObject != null)
{
try
{
bShouldCompileMonolithic |= (Target.CreateRulesDelegate(Platform, Configuration).LinkType == TargetLinkType.Monolithic);
}
catch (BuildException)
{
}
}
TargetType TargetRulesType = Target.TargetRules == null ? TargetType.Program : Target.TargetRules.Type;
// Get the output directory
DirectoryReference RootDirectory = Unreal.EngineDirectory;
if (TargetRulesType != TargetType.Program && (bShouldCompileMonolithic || TargetRulesObject!.BuildEnvironment == TargetBuildEnvironment.Unique))
{
if (Target.UnrealProjectFilePath != null)
{
RootDirectory = Target.UnrealProjectFilePath.Directory;
}
}
if (TargetRulesType == TargetType.Program)
{
if (Target.UnrealProjectFilePath != null)
{
RootDirectory = Target.UnrealProjectFilePath.Directory;
}
}
// Get the output directory
DirectoryReference OutputDirectory = DirectoryReference.Combine(RootDirectory, "Binaries", UBTPlatformName);
// Get the executable name (minus any platform or config suffixes)
string BinaryName;
if (Target.TargetRules!.BuildEnvironment == TargetBuildEnvironment.Shared && TargetRulesType != TargetType.Program)
{
BinaryName = UEBuildTarget.GetAppNameForTargetType(TargetRulesType);
}
else
{
BinaryName = TargetName;
}
// Make the output file path
string BinaryFileName = UEBuildTarget.MakeBinaryFileName(BinaryName, TargetRulesObject!.DecoratedSeparator, Platform, Configuration, TargetRulesObject!.Architectures, TargetRulesObject.UndecoratedConfiguration, UEBuildBinaryType.Executable);
string ExecutableFilename = FileReference.Combine(OutputDirectory, BinaryFileName).FullName;
// Include the path to the actual executable for a Mac app bundle
if (Platform == UnrealTargetPlatform.Mac && !Target.TargetRules.bIsBuildingConsoleApplication)
{
ExecutableFilename += ".app/Contents/MacOS/" + Path.GetFileName(ExecutableFilename);
}
return new FileReference(ExecutableFilename);
}
private void WriteNativeLaunchConfigAndroidOculus(ProjectData.Project InProject, JsonFile OutFile, ProjectData.Target Target, ProjectData.BuildProduct BuildProduct, ILogger Logger)
{
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(BuildProduct.UProjectFile), BuildProduct.Platform);
bool ArrayResult = Ini.GetArray("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "PackageForOculusMobile", out List<string>? OculusMobileDevices); // Backcompat for deprecated oculus device target setting
bool BoolResult = Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bPackageForMetaQuest", out bool bPackageForMetaQuest);
// Check if packaging for Meta Quest
if ((!ArrayResult || OculusMobileDevices == null || OculusMobileDevices.Count == 0) && (!BoolResult || !bPackageForMetaQuest))
{
return;
}
// Get package name
string PackageName;
Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "PackageName", out PackageName);
if (PackageName.Contains("[PROJECT]"))
{
// project name must start with a letter
if (!Char.IsLetter(Target.Name[0]))
{
Trace.TraceWarning("Package name segments must all start with a letter. Please replace [PROJECT] with a valid name");
}
string ProjectName = Target.Name;
// hyphens not allowed so change them to underscores in project name
if (ProjectName.Contains('-'))
{
Trace.TraceWarning("Project name contained hyphens, converted to underscore");
ProjectName = ProjectName.Replace("-", "_");
}
// check for special characters
for (int Index = 0; Index < ProjectName.Length; Index++)
{
char c = ProjectName[Index];
if (c != '.' && c != '_' && !Char.IsLetterOrDigit(c))
{
Trace.TraceWarning("Project name contains illegal characters (only letters, numbers, and underscore allowed); please replace [PROJECT] with a valid name");
ProjectName.Replace(c, '_');
}
}
PackageName = PackageName.Replace("[PROJECT]", ProjectName);
}
// Get store version
int StoreVersion = 1;
int StoreVersionArm64 = 1;
int StoreVersionOffsetArm64 = 0;
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "StoreVersion", out StoreVersion);
Ini.GetInt32("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "StoreVersionOffsetArm64", out StoreVersionOffsetArm64);
StoreVersionArm64 = StoreVersion + StoreVersionOffsetArm64;
DirectoryReference SymbolPathArm64 = DirectoryReference.Combine(
BuildProduct.OutputFile.Directory,
Target.Name + "_Symbols_v" + StoreVersionArm64.ToString(),
Target.Name + "-arm64");
string LaunchTaskName = String.Format("{0} {1} {2} Deploy", Target.Name, BuildProduct.Platform, BuildProduct.Config);
List<string> ConfigTypes = new List<string>();
ConfigTypes.Add("Launch");
if (BuildProduct.Config == UnrealTargetConfiguration.Development)
{
ConfigTypes.Add("Attach");
}
foreach (string ConfigType in ConfigTypes)
{
OutFile.BeginObject();
{
OutFile.AddField("name", Target.Name + " Oculus (" + BuildProduct.Config.ToString() + ") " + ConfigType);
OutFile.AddField("request", ConfigType.ToLowerInvariant());
if (ConfigType == "Launch")
{
OutFile.AddField("preLaunchTask", LaunchTaskName);
}
OutFile.AddField("type", "fb-lldb");
OutFile.BeginObject("android");
{
OutFile.BeginObject("application");
{
OutFile.AddField("package", PackageName);
OutFile.AddField("activity", "com.epicgames.unreal.GameActivity");
}
OutFile.EndObject();
OutFile.BeginObject("lldbConfig");
{
OutFile.BeginArray("librarySearchPaths");
OutFile.AddUnnamedField("\\\"" + SymbolPathArm64.ToNormalizedPath() + "\\\"");
OutFile.EndArray();
OutFile.BeginArray("lldbPreTargetCreateCommands");
FileReference DataFormatters = FileReference.Combine(ProjectRoot, "Engine", "Extras", "LLDBDataFormatters", "UEDataFormatters_2ByteChars.py");
OutFile.AddUnnamedField("command script import \\\"" + DataFormatters.FullName.Replace("\\", "/") + "\\\"");
OutFile.EndArray();
OutFile.BeginArray("lldbPostTargetCreateCommands");
//on Oculus devices, we use SIGILL for input redirection, so the debugger shouldn't catch it.
OutFile.AddUnnamedField("process handle --pass true --stop false --notify true SIGILL");
OutFile.EndArray();
}
OutFile.EndObject();
}
OutFile.EndObject();
}
OutFile.EndObject();
}
}
private void WriteNativeLaunchConfig(ProjectData.Project InProject, JsonFile OutFile, ProjectData.Target Target, ProjectData.BuildProduct BuildProduct)
{
bool bIsLinux = BuildProduct.Platform == UnrealTargetPlatform.Linux;
List<string> Types = new List<string>();
Types.Add("Launch");
if (bAddDebugAttachConfig && bIsLinux)
{
Types.Add("Attach");
}
if (bAddDebugCoreConfig && bIsLinux)
{
Types.Add("Debug Core");
}
string LaunchTaskName = String.Format("{0} {1} {2} Build", Target.Name, BuildProduct.Platform, BuildProduct.Config);
foreach (string Type in Types)
{
OutFile.BeginObject();
{
OutFile.AddField("name", Type + " " + Target.Name + " (" + BuildProduct.Config.ToString() + ")");
OutFile.AddField("request", (Type == "Attach") ? "attach" : "launch");
OutFile.AddField("program", MakeUnquotedPathString(BuildProduct.OutputFile, EPathType.Absolute));
switch (Type)
{
case "Launch":
OutFile.AddField("preLaunchTask", LaunchTaskName);
break;
case "Debug Core":
OutFile.AddField("coreDumpPath", "${input:coreFileName}");
break;
case "Attach":
OutFile.AddField("processId", "${command:pickProcess}");
break;
}
if (Type != "Attach")
{
OutFile.BeginArray("args");
{
if (Target.Type == TargetRules.TargetType.Editor)
{
if (InProject.Name != "UE5")
{
if (bForeignProject)
{
OutFile.AddUnnamedField(MakePathString(BuildProduct.UProjectFile!, false, true));
}
else
{
OutFile.AddUnnamedField(InProject.Name);
}
}
}
}
OutFile.EndArray();
}
/*
DirectoryReference CWD = BuildProduct.OutputFile.Directory;
while (HostPlatform == UnrealTargetPlatform.Mac && CWD != null && CWD.ToString().Contains(".app"))
{
CWD = CWD.ParentDirectory;
}
if (CWD != null)
{
OutFile.AddField("cwd", MakePathString(CWD, true, true));
}
*/
OutFile.AddField("cwd", MakeUnquotedPathString(ProjectRoot, EPathType.Absolute));
if (HostPlatform == UnrealTargetPlatform.Win64)
{
OutFile.AddField("stopAtEntry", false);
OutFile.AddField("console", "integratedTerminal");
OutFile.AddField("type", "cppvsdbg");
OutFile.AddField("visualizerFile", MakeUnquotedPathString(FileReference.Combine(ProjectRoot, "Engine", "Extras", "VisualStudioDebugging", "Unreal.natvis"), EPathType.Absolute));
}
else if (HostPlatform == UnrealTargetPlatform.Linux)
{
OutFile.AddField("type", "cppdbg");
OutFile.AddField("visualizerFile", MakeUnquotedPathString(FileReference.Combine(ProjectRoot, "Engine", "Extras", "VisualStudioDebugging", "Unreal.natvis"), EPathType.Absolute));
OutFile.AddField("showDisplayString", true);
}
else
{
OutFile.AddField("type", "lldb");
}
Dictionary<DirectoryReference, DirectoryReference> SourceFileMap = new();
if (Unreal.OriginalCompilationRootDirectory != ProjectRoot)
{
SourceFileMap.Add(Unreal.OriginalCompilationRootDirectory, ProjectRoot);
}
CppRootPaths RootPaths = new();
RootPaths[CppRootPathFolder.Root] = Unreal.RootDirectory;
if (BuildProduct.UProjectFile != null)
{
RootPaths[CppRootPathFolder.Project] = BuildProduct.UProjectFile.Directory;
}
foreach ((uint id, DirectoryReference vfs, DirectoryReference local) entry in RootPaths)
{
SourceFileMap.Add(entry.vfs, entry.local);
}
if (SourceFileMap.Any())
{
OutFile.BeginObject("sourceFileMap");
{
foreach (KeyValuePair<DirectoryReference, DirectoryReference> entry in SourceFileMap)
{
OutFile.AddField(
MakeUnquotedPathString(entry.Key, EPathType.Absolute),
MakeUnquotedPathString(entry.Value, EPathType.Absolute));
}
}
OutFile.EndObject();
}
}
OutFile.EndObject();
}
}
private void WriteNativeLaunchConfig(ProjectData.Project InProject, JsonFile OutFile, ILogger Logger)
{
foreach (ProjectData.Target Target in InProject.Targets)
{
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
{
if (BuildProduct.Platform == HostPlatform)
{
WriteNativeLaunchConfig(InProject, OutFile, Target, BuildProduct);
}
else if (BuildProduct.Platform == UnrealTargetPlatform.Android)
{
WriteNativeLaunchConfigAndroidOculus(InProject, OutFile, Target, BuildProduct, Logger);
}
}
}
}
private void WriteSingleCSharpLaunchConfig(JsonFile OutFile, string InTaskName, string InBuildTaskName, FileReference InExecutable, string[]? InArgs)
{
OutFile.BeginObject();
{
OutFile.AddField("name", InTaskName);
OutFile.AddField("type", "coreclr");
OutFile.AddField("request", "launch");
if (!String.IsNullOrEmpty(InBuildTaskName))
{
OutFile.AddField("preLaunchTask", InBuildTaskName);
}
DirectoryReference CWD = ProjectRoot;
OutFile.AddField("program", MakeUnquotedPathString(InExecutable, EPathType.Absolute));
OutFile.BeginArray("args");
{
if (InArgs != null)
{
foreach (string Arg in InArgs)
{
OutFile.AddUnnamedField(Arg);
}
}
}
OutFile.EndArray();
OutFile.BeginObject("env");
{
OutFile.AddField("PATH", $"{Unreal.DotnetDirectory}{Path.PathSeparator}${{env:PATH}}");
OutFile.AddField("DOTNET_ROOT", Unreal.DotnetDirectory.FullName);
OutFile.AddField("DOTNET_HOST_PATH", Unreal.DotnetPath.FullName);
OutFile.AddField("DOTNET_MULTILEVEL_LOOKUP", "0");
OutFile.AddField("DOTNET_ROLL_FORWARD", "LatestMajor");
}
OutFile.EndObject();
if (HostPlatform == UnrealTargetPlatform.Win64)
{
OutFile.AddField("console", "integratedTerminal");
}
else
{
OutFile.AddField("console", "internalConsole");
OutFile.AddField("internalConsoleOptions", "openOnSessionStart");
}
OutFile.AddField("stopAtEntry", false);
OutFile.AddField("cwd", MakeUnquotedPathString(CWD, EPathType.Absolute));
}
OutFile.EndObject();
}
private void WriteCSharpLaunchConfig(ProjectData.Project InProject, JsonFile OutFile)
{
foreach (ProjectData.Target Target in InProject.Targets)
{
foreach (ProjectData.BuildProduct BuildProduct in Target.BuildProducts)
{
if (BuildProduct.OutputType == ProjectData.EOutputType.Exe)
{
string TaskName = String.Format("{0} ({1})", Target.Name, BuildProduct.Config);
string BuildTaskName = String.Format("{0} {1} {2} Build", Target.Name, HostPlatform, BuildProduct.Config);
string[]? Args = null;
if (Target.Name.Equals("AutomationTool", StringComparison.OrdinalIgnoreCase)) {
BuildTaskName = String.Format("{0}+Scripts {1} {2} Build", Target.Name, HostPlatform, BuildProduct.Config);
Args = new string[] {"-NoCompile"};
}
WriteSingleCSharpLaunchConfig(OutFile, TaskName, BuildTaskName, BuildProduct.OutputFile, Args);
}
}
}
}
private void WriteLaunch(JsonFile OutFile, ProjectData ProjectData, ILogger Logger)
{
OutFile.AddField("version", "0.2.0");
if (bAddDebugCoreConfig)
{
OutFile.BeginArray("inputs");
OutFile.BeginObject();
OutFile.AddField("id", "coreFileName");
OutFile.AddField("type", "command");
OutFile.AddField("command", "filePicker.pick");
OutFile.BeginObject("args");
OutFile.AddField("masks", "core*");
OutFile.BeginObject("display");
OutFile.AddField("type", "fileRelativePath");
OutFile.AddField("detail", "filePath");
OutFile.EndObject();
OutFile.AddField("output", "filePath");
OutFile.EndObject();
OutFile.EndObject();
OutFile.EndArray();
}
OutFile.BeginArray("configurations");
{
if (!bUseVSCodeExtension)
{
foreach (ProjectData.Project Project in ProjectData.NativeProjects)
{
WriteNativeLaunchConfig(Project, OutFile, Logger);
}
}
foreach (ProjectData.Project Project in ProjectData.CSharpProjects)
{
WriteCSharpLaunchConfig(Project, OutFile);
}
}
// Add in a special task for regenerating project files
string PreLaunchTask = "";
List<string> Args = new List<string>();
Args.Add("-projectfiles");
Args.Add("-vscode");
if (bGeneratingGameProjectFiles)
{
Args.Add("-project=" + MakeUnquotedPathString(OnlyGameProject!, EPathType.Absolute));
Args.Add("-game");
}
if (bIncludeEngineSource)
{
Args.Add("-engine");
}
if (bIncludeDotNetPrograms)
{
Args.Add("-dotnet");
PreLaunchTask = "UnrealBuildTool " + HostPlatform.ToString() + " Development Build";
}
FileReference RunUbtPath = FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", "RunUBT.bat");
WriteSingleCSharpLaunchConfig(
OutFile,
"Generate Project Files",
PreLaunchTask,
RunUbtPath,
Args.ToArray()
);
OutFile.EndArray();
}
private void WriteWorkspaceIgnoreFile(List<ProjectFile> Projects)
{
List<string> PathsToExclude = new List<string>();
foreach (ProjectFile Project in Projects)
{
bool bFoundTarget = false;
foreach (ProjectTarget Target in Project.ProjectTargets.OfType<ProjectTarget>())
{
if (Target.TargetFilePath != null)
{
DirectoryReference ProjDir = Target.TargetFilePath.Directory.GetDirectoryName() == "Source" ? Target.TargetFilePath.Directory.ParentDirectory! : Target.TargetFilePath.Directory;
GetExcludePathsCPP(ProjDir, PathsToExclude);
DirectoryReference PluginRootDir = DirectoryReference.Combine(ProjDir, "Plugins");
WriteWorkspaceIgnoreFileForPlugins(PluginRootDir, PathsToExclude);
bFoundTarget = true;
}
}
if (!bFoundTarget)
{
GetExcludePathsCSharp(Project.ProjectFilePath.Directory.ToString(), PathsToExclude);
}
}
StringBuilder OutFile = new StringBuilder();
if (!IncludeAllFiles)
{
// TODO: Adding ignore patterns to .ignore hides files from Open File Dialog but it does not hide them in the File Explorer
// but using files.exclude with our full set of excludes breaks vscode for larger code bases so a verbose file explorer
// seems like less of an issue and thus we are not adding these to files.exclude.
// see https://github.com/microsoft/vscode/issues/109380 for discussions with vscode team
DirectoryReference WorkspaceRoot = bForeignProject ? Projects[0].BaseDir : Unreal.RootDirectory;
string WorkspaceRootPath = WorkspaceRoot.ToString().Replace('\\', '/') + "/";
if (!bForeignProject)
{
OutFile.AppendLine(".vscode");
}
foreach (string PathToExclude in PathsToExclude)
{
OutFile.AppendLine(PathToExclude.Replace('\\', '/').Replace(WorkspaceRootPath, "/"));
}
}
FileReference.WriteAllText(FileReference.Combine(PrimaryProjectPath, ".ignore"), OutFile.ToString());
}
private void WriteWorkspaceIgnoreFileForPlugins(DirectoryReference PluginBaseDir, List<string> PathsToExclude)
{
if (DirectoryReference.Exists(PluginBaseDir))
{
foreach (DirectoryReference SubDir in DirectoryReference.EnumerateDirectories(PluginBaseDir, "*", SearchOption.TopDirectoryOnly))
{
string[] UPluginFiles = Directory.GetFiles(SubDir.ToString(), "*.uplugin");
if (UPluginFiles.Length == 1)
{
DirectoryReference PluginDir = SubDir;
GetExcludePathsCPP(PluginDir, PathsToExclude);
}
else
{
WriteWorkspaceIgnoreFileForPlugins(SubDir, PathsToExclude);
}
}
}
}
private void WriteWorkspaceFile(ProjectData ProjectData, ILogger Logger)
{
JsonFile WorkspaceFile = new JsonFile();
WorkspaceFile.BeginRootObject();
{
WorkspaceFile.BeginArray("folders");
{
// Add the directory in which which the code-workspace file exists.
// This is also known as ${workspaceRoot}
WorkspaceFile.BeginObject();
{
string ProjectName = bForeignProject ? GameProjectName! : "UE5";
WorkspaceFile.AddField("name", ProjectName);
WorkspaceFile.AddField("path", ".");
}
WorkspaceFile.EndObject();
// If this project is outside the engine folder, add the root engine directory
if (bIncludeEngineSource && bForeignProject)
{
WorkspaceFile.BeginObject();
{
WorkspaceFile.AddField("name", "UE5");
WorkspaceFile.AddField("path", MakeUnquotedPathString(Unreal.RootDirectory, EPathType.Absolute));
}
WorkspaceFile.EndObject();
}
}
WorkspaceFile.EndArray();
}
WorkspaceFile.BeginObject("settings");
{
// disable autodetect for typescript files to workaround slowdown in vscode as a result of parsing all files
WorkspaceFile.AddField("typescript.tsc.autoDetect", "off");
// disable npm script autodetect to avoid lag populating tasks list
WorkspaceFile.AddField("npm.autoDetect", "off");
// set environment variables so correct dotnet is used
WorkspaceFile.BeginObject($"terminal.integrated.env.{(OperatingSystem.IsWindows() ? "windows" : OperatingSystem.IsMacOS() ? "mac" : "linux")}");
{
WorkspaceFile.AddField("PATH", $"{Unreal.DotnetDirectory}{Path.PathSeparator}${{env:PATH}}");
WorkspaceFile.AddField("DOTNET_ROOT", Unreal.DotnetDirectory.FullName);
WorkspaceFile.AddField("DOTNET_HOST_PATH", Unreal.DotnetPath.FullName);
WorkspaceFile.AddField("DOTNET_MULTILEVEL_LOOKUP", "0");
WorkspaceFile.AddField("DOTNET_ROLL_FORWARD", "LatestMajor");
}
WorkspaceFile.EndObject();
if (bUseVSCodeExtension)
{
if (HostPlatform == UnrealTargetPlatform.Win64)
{
WorkspaceFile.AddField("UE.UBTScriptPath", MakePathString(FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", "RunUBT.bat"), true));
}
else
{
WorkspaceFile.AddField("UE.UBTScriptPath", MakePathString(FileReference.Combine(ProjectRoot, "Engine", "Build", "BatchFiles", HostPlatform.ToString(), "RunUBT.sh"), true));
}
// Exclude some large directories/filetypes by default
WorkspaceFile.BeginObject("files.exclude");
WorkspaceFile.AddField("**/Intermediate/", true);
WorkspaceFile.AddField("**/Binaries/", true);
WorkspaceFile.AddField("Engine/DerivedDataCache", true);
WorkspaceFile.AddField("**/*.uasset", true);
WorkspaceFile.AddField("**/*.umap", true);
WorkspaceFile.AddField("**/*.uexp", true);
WorkspaceFile.AddField("**/*.upayload", true);
WorkspaceFile.AddField("**/*.ubulk", true);
WorkspaceFile.AddField("**/*.m.ubulk", true);
WorkspaceFile.AddField("**/*.uptnl", true);
WorkspaceFile.EndObject();
WorkspaceFile.BeginObject("search.exclude");
WorkspaceFile.EndObject();
}
}
WorkspaceFile.EndObject();
WorkspaceFile.BeginObject("extensions");
{
// extensions is a set of recommended extensions that a user should install.
// Adding this section aids discovery of extensions which are helpful to have installed for Unreal development.
WorkspaceFile.BeginArray("recommendations");
{
// Add when/if published to marketplace.
// WorkspaceFile.AddUnnamedField("epic.vscode-ue");
WorkspaceFile.AddUnnamedField("ms-vscode.cpptools");
WorkspaceFile.AddUnnamedField("ms-dotnettools.csharp");
if (bUseVSCodeExtension)
{
WorkspaceFile.AddUnnamedField("epic.vscode-ue");
}
}
WorkspaceFile.EndArray();
}
WorkspaceFile.EndObject();
WorkspaceFile.BeginObject("tasks");
WriteTasks(WorkspaceFile, ProjectData);
WorkspaceFile.EndObject();
WorkspaceFile.BeginObject("launch");
WriteLaunch(WorkspaceFile, ProjectData, Logger);
WorkspaceFile.EndObject();
WorkspaceFile.EndRootObject();
string? WorkspaceName = bForeignProject ? GameProjectName : PrimaryProjectName;
WorkspaceFile.Write(FileReference.Combine(PrimaryProjectPath, WorkspaceName + ".code-workspace"));
}
private void GetExcludePathsCPP(DirectoryReference BaseDir, List<string> PathsToExclude)
{
string[] DirAllowList = { "Binaries", "Build", "Config", "Plugins", "Source", "Private", "Public", "Internal", "Classes", "Resources", "Restricted" };
foreach (DirectoryReference SubDir in DirectoryReference.EnumerateDirectories(BaseDir, "*", SearchOption.TopDirectoryOnly))
{
if (Array.Find(DirAllowList, Dir => Dir == SubDir.GetDirectoryName()) == null)
{
string NewSubDir = SubDir.ToString();
if (!PathsToExclude.Contains(NewSubDir))
{
PathsToExclude.Add(NewSubDir);
}
}
}
}
private void GetExcludePathsCSharp(string BaseDir, List<string> PathsToExclude)
{
string[] DenyList =
{
"obj",
"bin"
};
foreach (string DenyListDir in DenyList)
{
string ExcludePath = Path.Combine(BaseDir, DenyListDir);
if (!PathsToExclude.Contains(ExcludePath))
{
PathsToExclude.Add(ExcludePath);
}
}
}
}
}