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

633 lines
28 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
enum XcodePerPlatformMode
{
OneWorkspacePerPlatform,
OneTargetPerPlatform,
}
/// <summary>
/// Xcode project file generator implementation
/// </summary>
class XcodeProjectFileGenerator : ProjectFileGenerator
{
/// <summary>
/// Xcode makes a project per target, for modern to be able to pull in Cooked data
/// </summary>
protected override bool bMakeProjectPerTarget => true;
protected override bool bAllowContentOnlyProjects => true;
protected override bool bAllowMultiModuleReference => true;
public DirectoryReference? XCWorkspace;
// always seed the random number the same, so multiple runs of the generator will generate the same project
static Random Rand = new Random(0);
// how to handle multiple platforms
public static XcodePerPlatformMode PerPlatformMode = XcodePerPlatformMode.OneWorkspacePerPlatform;
/// <summary>
/// Mark for distribution builds
/// </summary>
bool bForDistribution = false;
/// <summary>
/// Don't use entitlements
/// </summary>
bool bNoEntitlements = false;
/// <summary>
/// Override BundleID
/// </summary>
string BundleIdentifier = "";
/// <summary>
/// Override AppName
/// </summary>
string AppName = "";
/// <summary>
/// Store the single game project (when using -game -project=...) to a place that XcodeProjectLegacy can easily retrieve it
/// </summary>
public static FileReference? SingleGameProject = null;
/// <summary>
/// Shared file that the project agnostic projects can point to to get content only projects working nicely in Xcode
/// </summary>
public static FileReference ContentOnlySettingsFile = FileReference.Combine(Unreal.EngineDirectory, "Build/Xcode/ContentOnlySettings.xcconfig");
/// <summary>
/// A static copy of ProjectPlatforms from the base class
/// </summary>
public static List<UnrealTargetPlatform> XcodePlatforms = new();
public static List<UnrealTargetPlatform?> WorkspacePlatforms = new();
public static List<UnrealTargetPlatform?> RunTargetPlatforms = new();
public static List<UnrealTargetPlatform?> NullPlatformList = new() { null };
internal static Dictionary<Tuple<ProjectFile, UnrealTargetPlatform>, IEnumerable<UEBuildFramework>> TargetFrameworks = new();
internal static Dictionary<Tuple<ProjectFile, UnrealTargetPlatform>, IEnumerable<UEBuildBundleResource>> TargetBundles = new();
internal static Dictionary<Tuple<ProjectFile, UnrealTargetPlatform>, IEnumerable<ModuleRules.RuntimeDependency>> TargetRawDylibs = new();
/// <summary>
/// Should we generate only a run project (no build/index targets)
/// </summary>
public static bool bGenerateRunOnlyProject = false;
/// <summary>
/// Platforms we should generate IntelliSense data for, Xcode projects should index for each Apple platform.
/// </summary>
protected override List<UnrealTargetPlatform> GetIntelliSensePlatforms()
{
if (bMakeProjectPerTarget)
{
// For now just allow indexing to work on Mac and IOS, enabling too many will make GPF and workspaces even slower
return new() { UnrealTargetPlatform.Mac, UnrealTargetPlatform.IOS };
}
else
{
// If sharing projects across platform targets, we are unable to index separately (due to generated headers being platform dependent)
// Choose Mac to be the platform for indexing
return new() { UnrealTargetPlatform.Mac };
}
}
public XcodeProjectFileGenerator(FileReference? InOnlyGameProject, CommandLineArguments CommandLine)
: base(InOnlyGameProject)
{
SingleGameProject = InOnlyGameProject;
if (CommandLine.HasOption("-distribution"))
{
bForDistribution = true;
}
if (CommandLine.HasOption("-noEntitlements"))
{
bNoEntitlements = true;
}
if (CommandLine.HasValue("-bundleID="))
{
BundleIdentifier = CommandLine.GetString("-bundleID=");
}
if (CommandLine.HasValue("-appname="))
{
AppName = CommandLine.GetString("-appname=");
}
// make sure only one Target writes the file
lock (ContentOnlySettingsFile)
{
if (OnlyGameProject == null && !FileReference.Exists(ContentOnlySettingsFile))
{
DirectoryReference.CreateDirectory(ContentOnlySettingsFile.Directory);
File.WriteAllLines(ContentOnlySettingsFile.FullName, new string[]
{
"// Enter the settings for your active code only project here. Note you will need to cook and stage your project before running.",
"// Since we use the variables directly, we cannot take a single path to a uproject file, it must be split over two variables",
"",
"// Enter the path to the root directory of your project (use the full path - you can get it by selecting the folder in Finder and pressing Option-Command-C, then pasting here:",
"UE_CONTENTONLY_PROJECT_DIR=",
"",
"// Enter the name of the project (which is your uproject filename without the extension)",
"UE_CONTENTONLY_PROJECT_NAME=",
"",
"// Uncomment this line if you want the Editor to launch with your Content Only project above",
"// UE_CONTENTONLY_EDITOR_STARTUP_PROJECT=$(UE_CONTENTONLY_PROJECT_DIR)/$(UE_CONTENTONLY_PROJECT_NAME).uproject",
"",
"",
"",
"",
"",
"// This is the default location for your Staged data, only change this if you know that you need to:",
"UE_OVERRIDE_STAGE_DIR = $(UE_CONTENTONLY_PROJECT_DIR)/Saved/StagedBuilds/$(UE_TARGET_PLATFORM_NAME)",
});
}
}
}
/// <summary>
/// Make a random Guid string usable by Xcode (24 characters exactly)
/// </summary>
public static string MakeXcodeGuid()
{
string Guid = "";
byte[] Randoms = new byte[12];
lock(Rand)
{
Rand.NextBytes(Randoms);
}
for (int Index = 0; Index < 12; Index++)
{
Guid += Randoms[Index].ToString("X2");
}
return Guid;
}
/// File extension for project files we'll be generating (e.g. ".vcxproj")
public override string ProjectFileExtension => ".xcodeproj";
/// <summary>
/// </summary>
public override void CleanProjectFiles(DirectoryReference InPrimaryProjectDirectory, string InPrimaryProjectName, DirectoryReference InIntermediateProjectFilesPath, ILogger Logger)
{
foreach (DirectoryReference ProjectFile in DirectoryReference.EnumerateDirectories(InPrimaryProjectDirectory, $"{InPrimaryProjectName}*.xcworkspace"))
{
DirectoryReference.Delete(ProjectFile, true);
}
// Delete the project files folder
if (DirectoryReference.Exists(InIntermediateProjectFilesPath))
{
try
{
DirectoryReference.Delete(InIntermediateProjectFilesPath, true);
}
catch (Exception Ex)
{
Logger.LogInformation("Error while trying to clean project files path {InIntermediateProjectFilesPath}. Ignored.", InIntermediateProjectFilesPath);
Logger.LogInformation("\t{Ex}", 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)
{
// this may internally (later) make a Legacy project object if the unreal project wants old behavior
// unfortunately, we can't read the project configs now because we don't have enough information to
// find the .uproject file for that would make this project (we could change the high level to pass it
// down but it would touch all project generators - not worth it if we end up removing the legacy)
return new XcodeProjectXcconfig.XcodeProjectFile(InitFilePath, BaseDir, bForDistribution, bNoEntitlements, BundleIdentifier, AppName, bMakeProjectPerTarget, SingleTargetName);
}
private bool WriteWorkspaceSettingsFile(string Path, ILogger Logger)
{
StringBuilder WorkspaceSettingsContent = new StringBuilder();
WorkspaceSettingsContent.Append("<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("<plist version=\"1.0\">" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("<dict>" + ProjectFileGenerator.NewLine);
// @todo when we move to xcode 14, we remove these next 4 keys
WorkspaceSettingsContent.Append("\t<key>BuildSystemType</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<string>Original</string>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>BuildLocationStyle</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<string>UseTargetSettings</string>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>CustomBuildLocationType</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<string>RelativeToDerivedData</string>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>DerivedDataLocationStyle</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<string>Default</string>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>IssueFilterStyle</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<string>ShowAll</string>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>LiveSourceIssuesEnabled</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>SnapshotAutomaticallyBeforeSignificantChanges</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>SnapshotLocationStyle</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<string>Default</string>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("</dict>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("</plist>" + ProjectFileGenerator.NewLine);
return WriteFileIfChanged(Path, WorkspaceSettingsContent.ToString(), Logger, new UTF8Encoding());
}
private bool WriteWorkspaceSharedSettingsFile(string Path, ILogger Logger)
{
StringBuilder WorkspaceSettingsContent = new StringBuilder();
WorkspaceSettingsContent.Append("<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("<plist version=\"1.0\">" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("<dict>" + ProjectFileGenerator.NewLine);
// @todo when we move to xcode 14, we remove these next 2 keys
WorkspaceSettingsContent.Append("\t<key>DisableBuildSystemDeprecationWarning</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>DisableBuildSystemDeprecationDiagnostic</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<true/>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<key>IDEWorkspaceSharedSettings_AutocreateContextsIfNeeded</key>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("\t<false/>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("</dict>" + ProjectFileGenerator.NewLine);
WorkspaceSettingsContent.Append("</plist>" + ProjectFileGenerator.NewLine);
return WriteFileIfChanged(Path, WorkspaceSettingsContent.ToString(), Logger, new UTF8Encoding());
}
private string PrimaryProjectNameForPlatform(UnrealTargetPlatform? Platform)
{
string ProjectName = PrimaryProjectName;
if (!String.IsNullOrEmpty(SingleTargetName))
{
ProjectName = $"{ProjectName}_{SingleTargetName}";
}
// if there are projectplatforms, then there is a platform name already in the name
if (Platform != null && ProjectPlatforms.Count == 0)
{
ProjectName = $"{ProjectName} ({Platform})";
}
return ProjectName;
}
private bool WriteXcodeWorkspace(ILogger Logger)
{
bool bSuccess = true;
// loop opver all projects to see if at least one is modern (if not, we don't bother splitting up by platform)
bool bHasModernProjects = false;
Action<List<PrimaryProjectFolder>>? FindModern = null;
FindModern = (FolderList) =>
{
foreach (PrimaryProjectFolder CurFolder in FolderList)
{
ProjectFile? Modern = CurFolder.ChildProjects.FirstOrDefault(P =>
P.GetType() == typeof(XcodeProjectXcconfig.XcodeProjectFile) &&
!((XcodeProjectXcconfig.XcodeProjectFile)P).bHasLegacyProject);
if (Modern != null)
{
//Logger.LogWarning($"Project {Modern.ProjectFilePath} is modern");
bHasModernProjects = true;
}
if (!bHasModernProjects)
{
FindModern!(CurFolder.SubFolders);
}
}
};
FindModern(RootFolder.SubFolders);
// if we want one workspace with multiple platforms, and we have at least one modern project, then process each platform individually
// otherwise use null as Platform which means to merge all platforms
List<UnrealTargetPlatform?> PlatformsToProcess = bHasModernProjects ? WorkspacePlatforms : NullPlatformList;
foreach (UnrealTargetPlatform? Platform in PlatformsToProcess)
{
StringBuilder WorkspaceDataContent = new();
WorkspaceDataContent.Append("<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append("<Workspace" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append(" version = \"1.0\">" + ProjectFileGenerator.NewLine);
List<XcodeProjectXcconfig.XcodeProjectFile> BuildableProjects = new();
System.Action<List<PrimaryProjectFolder> /* Folders */, string /* Ident */ >? AddProjectsFunction = null;
AddProjectsFunction = (FolderList, Ident) =>
{
foreach (PrimaryProjectFolder CurFolder in FolderList)
{
WorkspaceDataContent.Append(Ident + " <Group" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append(Ident + " location = \"container:\" name = \"" + CurFolder.FolderName + "\">" + ProjectFileGenerator.NewLine);
// add a reference to the file used for launching content only game projects (don't need the file if we are making a project for a single speciic project)
if (bHasModernProjects && OnlyGameProject == null && CurFolder.FolderName == "Engine")
{
WorkspaceDataContent.Append(" <FileRef" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append(" location = \"group:" + ContentOnlySettingsFile.MakeRelativeTo(ProjectFileGenerator.PrimaryProjectPath) + "\">" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append(" </FileRef>" + ProjectFileGenerator.NewLine);
}
AddProjectsFunction!(CurFolder.SubFolders, Ident + " ");
// Filter out anything that isn't an XC project, and that shouldn't be in the workspace
IEnumerable<XcodeProjectXcconfig.XcodeProjectFile> SupportedProjects =
CurFolder.ChildProjects.Where(P => P.GetType() == typeof(XcodeProjectXcconfig.XcodeProjectFile))
.Select(P => (XcodeProjectXcconfig.XcodeProjectFile)P)
.Where(P => XcodeProjectXcconfig.XcodeUtils.ShouldIncludeProjectInWorkspace(P, Logger))
// @todo - still need to handle legacy project getting split up?
.Where(P => P.RootProjects.Count == 0 || P.RootProjects.ContainsValue(Platform))
.OrderBy(P => P.ProjectFilePath.GetFileName());
foreach (XcodeProjectXcconfig.XcodeProjectFile XcodeProject in SupportedProjects)
{
// if we are only generating a single target project, skip any others now
if (!String.IsNullOrEmpty(SingleTargetName) && XcodeProject.ProjectFilePath.GetFileNameWithoutAnyExtensions() != SingleTargetName)
{
continue;
}
// we have to re-check for each project - if it's a legacy project, even if we wanted it split, it won't be, so always point to
// the shared legacy project
FileReference PathToProject = XcodeProject.ProjectFilePath;
if (!XcodeProject.bHasLegacyProject && PerPlatformMode == XcodePerPlatformMode.OneWorkspacePerPlatform)
{
PathToProject = XcodeProject.ProjectFilePathForPlatform(Platform);
}
WorkspaceDataContent.Append(Ident + " <FileRef" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append(Ident + " location = \"group:" + PathToProject.MakeRelativeTo(ProjectFileGenerator.PrimaryProjectPath) + "\">" + ProjectFileGenerator.NewLine);
WorkspaceDataContent.Append(Ident + " </FileRef>" + ProjectFileGenerator.NewLine);
}
BuildableProjects.AddRange(SupportedProjects);
WorkspaceDataContent.Append(Ident + " </Group>" + ProjectFileGenerator.NewLine);
}
};
AddProjectsFunction(RootFolder.SubFolders, "");
WorkspaceDataContent.Append("</Workspace>" + ProjectFileGenerator.NewLine);
// Also, update project's schemes index so that the schemes are in a sensible order
// (Game, Editor, Client, Server, Programs)
int SchemeIndex = 0;
BuildableProjects.Sort((ProjA, ProjB) =>
{
ProjectTarget TargetA = ProjA.ProjectTargets.OfType<ProjectTarget>().OrderBy(T => T.TargetRules!.Type).First();
ProjectTarget TargetB = ProjB.ProjectTargets.OfType<ProjectTarget>().OrderBy(T => T.TargetRules!.Type).First();
TargetType TypeA = TargetA.TargetRules!.Type;
TargetType TypeB = TargetB.TargetRules!.Type;
if (TypeA != TypeB)
{
return TypeA.CompareTo(TypeB);
}
return TargetA.Name.CompareTo(TargetB.Name);
});
foreach (XcodeProjectXcconfig.XcodeProjectFile XcodeProject in BuildableProjects)
{
FileReference SchemeManagementFile = XcodeProject.ProjectFilePathForPlatform(Platform) + "/xcuserdata/" + Environment.UserName + ".xcuserdatad/xcschemes/xcschememanagement.plist";
if (FileReference.Exists(SchemeManagementFile))
{
string SchemeManagementContent = FileReference.ReadAllText(SchemeManagementFile);
SchemeManagementContent = SchemeManagementContent.Replace("<key>orderHint</key>\n\t\t\t<integer>1</integer>", "<key>orderHint</key>\n\t\t\t<integer>" + SchemeIndex.ToString() + "</integer>");
FileReference.WriteAllText(SchemeManagementFile, SchemeManagementContent);
SchemeIndex++;
}
}
string ProjectName = PrimaryProjectNameForPlatform(Platform);
string WorkspaceDataFilePath = PrimaryProjectPath + "/" + ProjectName + ".xcworkspace/contents.xcworkspacedata";
Logger.LogInformation($"Writing xcode workspace {Path.GetDirectoryName(WorkspaceDataFilePath)}");
bSuccess = WriteFileIfChanged(WorkspaceDataFilePath, WorkspaceDataContent.ToString(), Logger, new UTF8Encoding());
if (bSuccess)
{
string WorkspaceSettingsFilePath = PrimaryProjectPath + "/" + ProjectName + ".xcworkspace/xcuserdata/" + Environment.UserName + ".xcuserdatad/WorkspaceSettings.xcsettings";
bSuccess = WriteWorkspaceSettingsFile(WorkspaceSettingsFilePath, Logger);
string WorkspaceSharedSettingsFilePath = PrimaryProjectPath + "/" + ProjectName + ".xcworkspace/xcshareddata/WorkspaceSettings.xcsettings";
bSuccess = WriteWorkspaceSharedSettingsFile(WorkspaceSharedSettingsFilePath, Logger);
// cache the location of the workspace, for users of this to know where the final workspace is
XCWorkspace = new FileReference(WorkspaceDataFilePath).Directory;
}
}
// delete outdated workspace files, reduce confusion (only for real workspaces, not stub ones)
if (!bGenerateRunOnlyProject)
{
if (bHasModernProjects)
{
DirectoryReference OutdatedWorkspaceDirectory = new DirectoryReference(PrimaryProjectPath + "/" + PrimaryProjectNameForPlatform(null) + ".xcworkspace");
if (DirectoryReference.Exists(OutdatedWorkspaceDirectory))
{
DirectoryReference.Delete(OutdatedWorkspaceDirectory, true);
}
}
else
{
foreach (UnrealTargetPlatform? Platform in WorkspacePlatforms)
{
DirectoryReference OutdatedWorkspaceDirectory = new DirectoryReference(PrimaryProjectPath + "/" + PrimaryProjectNameForPlatform(Platform) + ".xcworkspace");
if (DirectoryReference.Exists(OutdatedWorkspaceDirectory))
{
DirectoryReference.Delete(OutdatedWorkspaceDirectory, true);
}
}
}
}
return bSuccess;
}
protected override bool WritePrimaryProjectFile(ProjectFile? UBTProject, PlatformProjectGeneratorCollection PlatformProjectGenerators, ILogger Logger)
{
return WriteXcodeWorkspace(Logger);
}
/// <inheritdoc/>
protected override void ConfigureProjectFileGeneration(string[] Arguments, ref bool IncludeAllPlatforms, ILogger Logger)
{
// Call parent implementation first
base.ConfigureProjectFileGeneration(Arguments, ref IncludeAllPlatforms, Logger);
// reset some statics in case it runs twice
XcodeProjectFileGenerator.XcodePlatforms.Clear();
XcodeProjectFileGenerator.WorkspacePlatforms.Clear();
XcodeProjectFileGenerator.RunTargetPlatforms.Clear();
XcodeProjectFileGenerator.TargetFrameworks.Clear();
XcodeProjectFileGenerator.TargetBundles.Clear();
XcodeProjectFileGenerator.TargetRawDylibs.Clear();
XcodeProjectFileGenerator.bGenerateRunOnlyProject = false;
if (ProjectPlatforms.Count > 0)
{
XcodePlatforms.AddRange(ProjectPlatforms);
}
else
{
// add platforms that have synced platform support
foreach (UnrealTargetPlatform ApplePlatform in UEBuildPlatform.GetPlatformsInGroup(UnrealPlatformGroup.Apple))
{
if (InstalledPlatformInfo.IsValidPlatform(ApplePlatform, EProjectType.Code) && UEBuildPlatform.TryGetBuildPlatform(ApplePlatform, out _))
{
XcodePlatforms.Add(ApplePlatform);
}
}
}
if (PerPlatformMode == XcodePerPlatformMode.OneWorkspacePerPlatform)
{
WorkspacePlatforms = XcodePlatforms.Select<UnrealTargetPlatform, UnrealTargetPlatform?>(x => x).ToList();
}
else
{
WorkspacePlatforms = NullPlatformList;
}
foreach (string CurArgument in Arguments)
{
if (CurArgument.Contains("-iOSDeployOnly", StringComparison.InvariantCultureIgnoreCase) ||
CurArgument.Contains("-tvOSDeployOnly", StringComparison.InvariantCultureIgnoreCase) ||
CurArgument.Contains("-DeployOnly", StringComparison.InvariantCultureIgnoreCase))
{
bGenerateRunOnlyProject = true;
break;
}
}
if (bGenerateRunOnlyProject)
{
bIncludeConfigFiles = false;
bIncludeDocumentation = false;
bIncludeShaderSource = false;
bIncludeEngineSource = true;
bGeneratingTemporaryProjects = true;
// generate just the engine project
if (OnlyGameProject != null)
{
bGeneratingGameProjectFiles = true;
}
}
}
protected override void AddAdditionalNativeTargetInformation(PlatformProjectGeneratorCollection PlatformProjectGenerators, List<Tuple<ProjectFile, ProjectTarget>> Targets, ILogger Logger)
{
using ITimelineEvent Timer = Timeline.ScopeEvent("Adding additional Xcode project info", Logger);
DateTime MainStart = DateTime.UtcNow;
ParallelOptions Options = new ParallelOptions
{
//MaxDegreeOfParallelism=1,
};
Parallel.ForEach(Targets, Options, TargetPair =>
{
// don't bother if we aren't interested in this target
if (SingleTargetName != null && !TargetPair.Item2.Name.Equals(SingleTargetName, StringComparison.InvariantCultureIgnoreCase))
{
return;
}
ProjectFile TargetProjectFile = TargetPair.Item1;
if (TargetProjectFile.IsContentOnlyProject)
{
return;
}
// don't do this for legacy projects, for speed
((XcodeProjectXcconfig.XcodeProjectFile)TargetProjectFile).ConditionalCreateLegacyProject();
if (((XcodeProjectXcconfig.XcodeProjectFile)TargetProjectFile).bHasLegacyProject)
{
return;
}
ProjectTarget CurTarget = TargetPair.Item2;
HashSet<UnrealTargetPlatform> PlatformsToGenerate = [UnrealTargetPlatform.Mac, UnrealTargetPlatform.IOS];
PlatformsToGenerate.IntersectWith(CurTarget.SupportedPlatforms);
foreach (UnrealTargetPlatform Platform in PlatformsToGenerate)
{
UnrealArch Arch = UnrealArch.Arm64;
TargetDescriptor TargetDesc = new TargetDescriptor(CurTarget.UnrealProjectFilePath, CurTarget.Name, Platform, UnrealTargetConfiguration.Development,
new UnrealArchitectures(Arch), null);
TargetDesc.IntermediateEnvironment = UnrealIntermediateEnvironment.GenerateProjectFiles;
DateTime Start = DateTime.UtcNow;
try
{
// Create the target
UEBuildTarget Target = UEBuildTarget.Create(TargetDesc, true, false, bUsePrecompiled, Logger);
List<UEBuildFramework> Frameworks = new();
List<UEBuildBundleResource> Bundles = new();
List<ModuleRules.RuntimeDependency> Dylibs = new();
// Generate a compile environment for each module in the binary, and cache the one per Target, since that is the slowest one
CppCompileEnvironment GlobalCompileEnvironment = Target.CreateCompileEnvironmentForProjectFiles(Logger);
GlobalCompileEnvironmentCache.TryAdd(MakeGlobalCompileEnvironmentCacheKey(CurTarget.UnrealProjectFilePath, CurTarget.Name, Platform, UnrealTargetConfiguration.Development, new UnrealArchitectures(Arch)), GlobalCompileEnvironment);
foreach (UEBuildBinary Binary in Target.Binaries)
{
CppCompileEnvironment BinaryCompileEnvironment = Binary.CreateBinaryCompileEnvironment(GlobalCompileEnvironment);
foreach (UEBuildModuleCPP Module in Binary.Modules.OfType<UEBuildModuleCPP>())
{
CppCompileEnvironment CompileEnvironment = Module.CreateModuleCompileEnvironment(Target.Rules, BinaryCompileEnvironment, Logger);
Frameworks.AddRange(CompileEnvironment.AdditionalFrameworks);
}
// walk over CPP and External modules looking for dylibs that need to be copied into the .app directly (not in a framework)
foreach (UEBuildModule Module in Binary.Modules)
{
Dylibs.AddRange(Module.Rules.RuntimeDependencies.Inner.Where(x => x.Path.StartsWith("$(BinaryOutputDir)") && Path.GetExtension(x.SourcePath) == ".dylib"));
Bundles.AddRange(Module.Rules.AdditionalBundleResources.Select(x => new UEBuildBundleResource(x)));
}
}
// track frameworks if we found any
if (Frameworks.Count > 0)
{
lock (TargetFrameworks)
{
TargetFrameworks.Add(Tuple.Create(TargetProjectFile, Platform), Frameworks.Distinct());
}
}
if (Bundles.Count > 0)
{
lock (TargetBundles)
{
TargetBundles.Add(Tuple.Create(TargetProjectFile, Platform), Bundles.Distinct());
}
}
if (Dylibs.Count > 0)
{
lock (TargetRawDylibs)
{
TargetRawDylibs.Add(Tuple.Create(TargetProjectFile, Platform), Dylibs);
}
}
}
catch (Exception Ex)
{
Logger.LogDebug("Failed to build target {Target} for {Platform}. Skipping it for GettingNativeInfo. Exception:\n{Exception}", TargetProjectFile.ProjectFilePath.GetFileNameWithoutAnyExtensions(), Platform, Ex.Message);
}
Logger.LogDebug("GettingNativeInfo [{Project} / {Platform}] {TimeMs}ms", TargetProjectFile.ProjectFilePath.GetFileNameWithoutAnyExtensions(), Platform, (DateTime.UtcNow - Start).TotalMilliseconds);
}
});
Timer.Finish();
}
}
}