File size: 11,590 Bytes
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using UnrealBuildTool;
using System;
using System.IO;
using EpicGames.Core;
using System.Collections.Generic;
using UnrealBuildBase;
using Microsoft.Extensions.Logging;
public class LyraGameTarget : TargetRules
{
public LyraGameTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange(new string[] { "LyraGame" });
LyraGameTarget.ApplySharedLyraTargetSettings(this);
}
private static bool bHasWarnedAboutShared = false;
internal static void ApplySharedLyraTargetSettings(TargetRules Target)
{
ILogger Logger = Target.Logger;
Target.DefaultBuildSettings = BuildSettingsVersion.V5;
Target.IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
bool bIsTest = Target.Configuration == UnrealTargetConfiguration.Test;
bool bIsShipping = Target.Configuration == UnrealTargetConfiguration.Shipping;
bool bIsDedicatedServer = Target.Type == TargetType.Server;
if (Target.BuildEnvironment == TargetBuildEnvironment.Unique)
{
Target.CppCompileWarningSettings.ShadowVariableWarningLevel = WarningLevel.Error;
Target.bUseLoggingInShipping = true;
Target.bTrackRHIResourceInfoForTest = true;
if (bIsShipping && !bIsDedicatedServer)
{
// Make sure that we validate certificates for HTTPS traffic
Target.bDisableUnverifiedCertificates = true;
// Uncomment these lines to lock down the command line processing
// This will only allow the specified command line arguments to be parsed
//Target.GlobalDefinitions.Add("UE_COMMAND_LINE_USES_ALLOW_LIST=1");
//Target.GlobalDefinitions.Add("UE_OVERRIDE_COMMAND_LINE_ALLOW_LIST=\"-space -separated -list -of -commands\"");
// Uncomment this line to filter out sensitive command line arguments that you
// don't want to go into the log file (e.g., if you were uploading logs)
//Target.GlobalDefinitions.Add("FILTER_COMMANDLINE_LOGGING=\"-some_connection_id -some_other_arg\"");
}
if (bIsShipping || bIsTest)
{
// Disable reading generated/non-ufs ini files
Target.bAllowGeneratedIniWhenCooked = false;
Target.bAllowNonUFSIniWhenCooked = false;
}
if (Target.Type != TargetType.Editor)
{
// We don't use the path tracer at runtime, only for beauty shots, and this DLL is quite large
Target.DisablePlugins.Add("OpenImageDenoise");
// Reduce memory use in AssetRegistry always-loaded data, but add more cputime expensive queries
Target.GlobalDefinitions.Add("UE_ASSETREGISTRY_INDIRECT_ASSETDATA_POINTERS=1");
}
LyraGameTarget.ConfigureGameFeaturePlugins(Target);
}
else
{
// !!!!!!!!!!!! WARNING !!!!!!!!!!!!!
// Any changes in here must not affect PCH generation, or the target
// needs to be set to TargetBuildEnvironment.Unique
// This only works in editor or Unique build environments
if (Target.Type == TargetType.Editor)
{
LyraGameTarget.ConfigureGameFeaturePlugins(Target);
}
else
{
// Shared monolithic builds cannot enable/disable plugins or change any options because it tries to re-use the installed engine binaries
if (!bHasWarnedAboutShared)
{
bHasWarnedAboutShared = true;
Logger.LogWarning("LyraGameEOS and dynamic target options are disabled when packaging from an installed version of the engine");
}
}
}
}
static public bool ShouldEnableAllGameFeaturePlugins(TargetRules Target)
{
if (Target.Type == TargetType.Editor)
{
// With return true, editor builds will build all game feature plugins, but it may or may not load them all.
// This is so you can enable plugins in the editor without needing to compile code.
// return true;
}
bool bIsBuildMachine = (Environment.GetEnvironmentVariable("IsBuildMachine") == "1");
if (bIsBuildMachine)
{
// This could be used to enable all plugins for build machines
// return true;
}
// By default use the default plugin rules as set by the plugin browser in the editor
// This is important because this code may not be run at all for launcher-installed versions of the engine
return false;
}
private static Dictionary<string, JsonObject> AllPluginRootJsonObjectsByName = new Dictionary<string, JsonObject>();
// Configures which game feature plugins we want to have enabled
// This is a fairly simple implementation, but you might do things like build different
// plugins based on the target release version of the current branch, e.g., enabling
// work-in-progress features in main but disabling them in the current release branch.
static public void ConfigureGameFeaturePlugins(TargetRules Target)
{
ILogger Logger = Target.Logger;
Log.TraceInformationOnce("Compiling GameFeaturePlugins in branch {0}", Target.Version.BranchName);
bool bBuildAllGameFeaturePlugins = ShouldEnableAllGameFeaturePlugins(Target);
// Load all of the game feature .uplugin descriptors
List<FileReference> CombinedPluginList = new List<FileReference>();
List<DirectoryReference> GameFeaturePluginRoots = Unreal.GetExtensionDirs(Target.ProjectFile.Directory, Path.Combine("Plugins", "GameFeatures"));
foreach (DirectoryReference SearchDir in GameFeaturePluginRoots)
{
CombinedPluginList.AddRange(PluginsBase.EnumeratePlugins(SearchDir));
}
if (CombinedPluginList.Count > 0)
{
Dictionary<string, List<string>> AllPluginReferencesByName = new Dictionary<string, List<string>>();
foreach (FileReference PluginFile in CombinedPluginList)
{
if (PluginFile != null && FileReference.Exists(PluginFile))
{
bool bEnabled = false;
bool bForceDisabled = false;
try
{
JsonObject RawObject;
if (!AllPluginRootJsonObjectsByName.TryGetValue(PluginFile.GetFileNameWithoutExtension(), out RawObject))
{
RawObject = JsonObject.Read(PluginFile);
AllPluginRootJsonObjectsByName.Add(PluginFile.GetFileNameWithoutExtension(), RawObject);
}
// Validate that all GameFeaturePlugins are disabled by default
// If EnabledByDefault is true and a plugin is disabled the name will be embedded in the executable
// If this is a problem, enable this warning and change the game feature editor plugin templates to disable EnabledByDefault for new plugins
bool bEnabledByDefault = false;
if (!RawObject.TryGetBoolField("EnabledByDefault", out bEnabledByDefault) || bEnabledByDefault == true)
{
//Log.TraceWarning("GameFeaturePlugin {0}, does not set EnabledByDefault to false. This is required for built-in GameFeaturePlugins.", PluginFile.GetFileNameWithoutExtension());
}
// Validate that all GameFeaturePlugins are set to explicitly loaded
// This is important because game feature plugins expect to be loaded after project startup
bool bExplicitlyLoaded = false;
if (!RawObject.TryGetBoolField("ExplicitlyLoaded", out bExplicitlyLoaded) || bExplicitlyLoaded == false)
{
Logger.LogWarning("GameFeaturePlugin {0}, does not set ExplicitlyLoaded to true. This is required for GameFeaturePlugins.", PluginFile.GetFileNameWithoutExtension());
}
// You could read an additional field here that is project specific, e.g.,
//string PluginReleaseVersion;
//if (RawObject.TryGetStringField("MyProjectReleaseVersion", out PluginReleaseVersion))
//{
// bEnabled = SomeFunctionOf(PluginReleaseVersion, CurrentReleaseVersion) || bBuildAllGameFeaturePlugins;
//}
if (bBuildAllGameFeaturePlugins)
{
// We are in a mode where we want all game feature plugins, except ones we can't load or compile
bEnabled = true;
}
// Prevent using editor-only feature plugins in non-editor builds
bool bEditorOnly = false;
if (RawObject.TryGetBoolField("EditorOnly", out bEditorOnly))
{
if (bEditorOnly && (Target.Type != TargetType.Editor) && !bBuildAllGameFeaturePlugins)
{
// The plugin is editor only and we are building a non-editor target, so it is disabled
bForceDisabled = true;
}
}
else
{
// EditorOnly is optional
}
// some plugins should only be available in certain branches
string RestrictToBranch;
if (RawObject.TryGetStringField("RestrictToBranch", out RestrictToBranch))
{
if (!Target.Version.BranchName.Equals(RestrictToBranch, StringComparison.OrdinalIgnoreCase))
{
// The plugin is for a specific branch, and this isn't it
bForceDisabled = true;
Logger.LogDebug("GameFeaturePlugin {Name} was marked as restricted to other branches. Disabling.", PluginFile.GetFileNameWithoutExtension());
}
else
{
Logger.LogDebug("GameFeaturePlugin {Name} was marked as restricted to this branch. Leaving enabled.", PluginFile.GetFileNameWithoutExtension());
}
}
// Plugins can be marked as NeverBuild which overrides the above
bool bNeverBuild = false;
if (RawObject.TryGetBoolField("NeverBuild", out bNeverBuild) && bNeverBuild)
{
// This plugin was marked to never compile, so don't
bForceDisabled = true;
Logger.LogDebug("GameFeaturePlugin {Name} was marked as NeverBuild, disabling.", PluginFile.GetFileNameWithoutExtension());
}
// Keep track of plugin references for validation later
JsonObject[] PluginReferencesArray;
if (RawObject.TryGetObjectArrayField("Plugins", out PluginReferencesArray))
{
foreach (JsonObject ReferenceObject in PluginReferencesArray)
{
bool bRefEnabled = false;
if (ReferenceObject.TryGetBoolField("Enabled", out bRefEnabled) && bRefEnabled == true)
{
string PluginReferenceName;
if (ReferenceObject.TryGetStringField("Name", out PluginReferenceName))
{
string ReferencerName = PluginFile.GetFileNameWithoutExtension();
if (!AllPluginReferencesByName.ContainsKey(ReferencerName))
{
AllPluginReferencesByName[ReferencerName] = new List<string>();
}
AllPluginReferencesByName[ReferencerName].Add(PluginReferenceName);
}
}
}
}
}
catch (Exception ParseException)
{
Logger.LogWarning("Failed to parse GameFeaturePlugin file {Name}, disabling. Exception: {1}", PluginFile.GetFileNameWithoutExtension(), ParseException.Message);
bForceDisabled = true;
}
// Disabled has priority over enabled
if (bForceDisabled)
{
bEnabled = false;
}
// Print out the final decision for this plugin
Logger.LogDebug("ConfigureGameFeaturePlugins() has decided to {Action} feature {Name}", bEnabled ? "enable" : (bForceDisabled ? "disable" : "ignore"), PluginFile.GetFileNameWithoutExtension());
// Enable or disable it
if (bEnabled)
{
Target.EnablePlugins.Add(PluginFile.GetFileNameWithoutExtension());
}
else if (bForceDisabled)
{
Target.DisablePlugins.Add(PluginFile.GetFileNameWithoutExtension());
}
}
}
// If you use something like a release version, consider doing a reference validation to make sure
// that plugins with sooner release versions don't depend on content with later release versions
}
}
}
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