本文整理汇总了C#中AutomationTool.UE4Build.BuildAgenda类的典型用法代码示例。如果您正苦于以下问题:C# UE4Build.BuildAgenda类的具体用法?C# UE4Build.BuildAgenda怎么用?C# UE4Build.BuildAgenda使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
UE4Build.BuildAgenda类属于AutomationTool命名空间,在下文中一共展示了UE4Build.BuildAgenda类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: ExecuteInner
void ExecuteInner()
{
var UE4Build = new UE4Build(this);
var Agenda = new UE4Build.BuildAgenda();
{
var Win32Targets = new string[]
{
"FortniteClient",
"FortniteGame",
"FortniteServer",
"OrionServer",
"OrionClient",
"OrionGame",
};
Agenda.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping);
Agenda.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Test);
}
Agenda.DoRetries = false;
Agenda.SpecialTestFlag = true;
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,代码来源:PreflightBuild.Automation.cs
示例2: GetAgenda
public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
{
var Agenda = new UE4Build.BuildAgenda();
Agenda.DotNetSolutions.Add("Engine/Source/Programs/UnrealDocTool/APIDocTool/APIDocTool.sln");
Agenda.DotNetSolutions.Add("Engine/Source/Programs/UnrealDocTool/UnrealDocTool/UnrealDocTool.sln");
return Agenda;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:7,代码来源:BuildDocumentation.Automation.cs
示例3: ExecuteBuild
public override void ExecuteBuild()
{
// Get the plugin filename
string PluginFileName = ParseParamValue("Plugin");
if(PluginFileName == null)
{
throw new AutomationException("Plugin file name was not specified via the -plugin argument");
}
// Read the plugin
PluginDescriptor Plugin = PluginDescriptor.FromFile(PluginFileName);
// Clean the intermediate build directory
string IntermediateBuildDirectory = Path.Combine(Path.GetDirectoryName(PluginFileName), "Intermediate", "Build");
if(CommandUtils.DirectoryExists(IntermediateBuildDirectory))
{
CommandUtils.DeleteDirectory(IntermediateBuildDirectory);
}
// Get any additional arguments from the commandline
string AdditionalArgs = "";
if(ParseParam("Rocket"))
{
AdditionalArgs += " -Rocket";
}
// Build the host platforms
List<string> ReceiptFileNames = new List<string>();
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
UnrealTargetPlatform HostPlatform = BuildHostPlatform.Current.Platform;
if(!ParseParam("NoHostPlatform"))
{
AddPluginToAgenda(Agenda, PluginFileName, Plugin, "UE4Editor", TargetRules.TargetType.Editor, HostPlatform, UnrealTargetConfiguration.Development, ReceiptFileNames, AdditionalArgs);
}
// Add the game targets
List<UnrealTargetPlatform> TargetPlatforms = Rocket.RocketBuild.GetTargetPlatforms(this, HostPlatform);
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(Rocket.RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform))
{
AddPluginToAgenda(Agenda, PluginFileName, Plugin, "UE4Game", TargetRules.TargetType.Game, TargetPlatform, UnrealTargetConfiguration.Development, ReceiptFileNames, AdditionalArgs);
AddPluginToAgenda(Agenda, PluginFileName, Plugin, "UE4Game", TargetRules.TargetType.Game, TargetPlatform, UnrealTargetConfiguration.Shipping, ReceiptFileNames, AdditionalArgs);
}
}
// Build it
UE4Build Build = new UE4Build(this);
Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: false);
// Package the plugin to the output folder
string PackageDirectory = ParseParamValue("Package");
if(PackageDirectory != null)
{
List<BuildProduct> BuildProducts = GetBuildProductsFromReceipts(ReceiptFileNames);
PackagePlugin(PluginFileName, BuildProducts, PackageDirectory);
}
}
开发者ID:mymei,项目名称:UE4,代码行数:58,代码来源:BuildPluginCommand.Automation.cs
示例4: ExecuteInner
void ExecuteInner()
{
var UE4Build = new UE4Build(this);
var Agenda_Mono = new UE4Build.BuildAgenda();
var Agenda_NonUnity = new UE4Build.BuildAgenda();
{
{
var Win64DevTargets = new string[]
{
"FortniteEditor",
"OrionEditor",
"PlatformerGameEditor",
"QAGameEditor",
"ShooterGameEditor",
"StrategyGameEditor",
"VehicleGameEditor",
};
Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development, bForceMonolithic: true);
Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Shipping, bForceMonolithic: true);
Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development, bForceNonUnity: true);
Agenda_Mono.AddTargets(Win64DevTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Shipping, bForceNonUnity: true);
var Win32Targets = new string[]
{
"FortniteGame",
"FortniteServer",
"OrionGame",
"PlatformerGame",
"QAGame",
"ShooterGame",
"StrategyGame",
"VehicleGame",
};
Agenda_Mono.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development, bForceMonolithic: true);
Agenda_Mono.AddTargets(Win32Targets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development, bForceNonUnity: true);
var Win32ShipTargets = new string[]
{
"FortniteGame",
"FortniteServer",
};
Agenda_Mono.AddTargets(Win32ShipTargets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping, bForceMonolithic: true);
Agenda_Mono.AddTargets(Win32ShipTargets, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping, bForceNonUnity: true);
}
}
UE4Build.Build(Agenda_Mono, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.Build(Agenda_NonUnity, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:52,代码来源:VerifyPromotableBuild.Automation.cs
示例5: BuildBuildPatchTool
/// <summary>
/// Builds BuildPatchTool for the specified platform.
/// </summary>
/// <param name="Command"></param>
/// <param name="InPlatform"></param>
public static void BuildBuildPatchTool(BuildCommand Command, UnrealBuildTool.UnrealTargetPlatform InPlatform)
{
Log("Building BuildPatchTool");
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
Agenda.Targets.Add(new UE4Build.BuildTarget()
{
ProjectName = "",
TargetName = "BuildPatchTool",
Platform = InPlatform,
Config = UnrealBuildTool.UnrealTargetConfiguration.Development,
});
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:23,代码来源:UE4BuildUtils.cs
示例6: BuildNecessaryTargets
// Broken down steps used to run the process.
#region RebuildLightMaps Process Steps
private void BuildNecessaryTargets()
{
Log("Running Step:- RebuildLightMaps::BuildNecessaryTargets");
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
Agenda.AddTarget("UnrealHeaderTool", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("ShaderCompileWorker", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("UnrealLightmass", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget(CommandletTargetName, UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
try
{
UE4Build Builder = new UE4Build(this);
Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true, InForceNoXGE: false, InChangelistNumberOverride: GetLatestCodeChange());
UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
}
catch (AutomationException Ex)
{
LogError("Rebuild Light Maps has failed.");
throw Ex;
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:24,代码来源:RebuildLightMapsCommand.Automation.cs
示例7: BuildProduct
private static void BuildProduct(BuildCommand Command, UE4Build.BuildTarget Target)
{
if (Target == null)
{
throw new AutomationException("Target is required when calling UE4BuildUtils.BuildProduct");
}
LogConsole("Building {0}", Target.TargetName);
if (Command == null)
{
Command = new UE4BuildUtilDummyBuildCommand();
}
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
Agenda.Targets.Add(Target);
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:22,代码来源:UE4BuildUtils.cs
示例8: DoTest
public override void DoTest(GUBP bp)
{
var Build = new UE4Build(bp);
var Agenda = new UE4Build.BuildAgenda();
string AddArgs = "-nobuilduht";
Agenda.AddTargets(
new string[] { BranchConfig.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
foreach (var ProgramTarget in BranchConfig.Branch.BaseEngineProject.Properties.Programs)
{
if (ProgramTarget.Rules.GUBP_AlwaysBuildWithBaseEditor() && ProgramTarget.Rules.SupportsPlatform(HostPlatform))
{
Agenda.AddTargets(new string[] { ProgramTarget.TargetName }, HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
}
}
Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: false);
UE4Build.CheckBuildProducts(Build.BuildProductFiles);
SaveRecordOfSuccessAndAddToBuildProducts();
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:22,代码来源:LegacyNodes.cs
示例9: GetAgenda
public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
{
var Agenda = new UE4Build.BuildAgenda();
if (HostPlatform == UnrealTargetPlatform.Win64 && !BranchConfig.bForceIncrementalCompile)
{
Agenda.DotNetProjects.AddRange(
new string[]
{
@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
@"Engine\Source\Programs\RPCUtility\RPCUtility.csproj",
}
);
}
string AddArgs = "-CopyAppBundleBackToDevice";
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
if (HostPlatform == UnrealTargetPlatform.Win64)
{
Agenda.AddTargets(new string[] { "ParallelExecutor" }, HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: AddArgs);
}
return Agenda;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:22,代码来源:LegacyNodes.cs
示例10: GetAgenda
public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
{
if (EditorPlatform != UnrealTargetPlatform.IOS && !bp.bOrthogonalizeEditorPlatforms)
{
return null;
}
var Agenda = new UE4Build.BuildAgenda();
if (EditorPlatform == UnrealTargetPlatform.IOS)
{
//@todo, this should be generic platform stuff
Agenda.IOSDotNetProjects.AddRange(
new string[]
{
@"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj",
@"Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj",
@"Engine\Source\Programs\IOS\DeploymentInterface\DeploymentInterface.csproj",
}
);
}
if (bp.bOrthogonalizeEditorPlatforms)
{
Agenda.AddTargets(
new string[] { bp.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Editor].TargetName },
HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: "-nobuilduht -skipactionhistory -onlyplatformspecificfor=" + EditorPlatform.ToString());
foreach (var ProgramTarget in bp.Branch.BaseEngineProject.Properties.Programs)
{
if (ProgramTarget.Rules.GUBP_AlwaysBuildWithBaseEditor() && ProgramTarget.Rules.SupportsPlatform(HostPlatform) && ProgramTarget.Rules.GUBP_NeedsPlatformSpecificDLLs())
{
Agenda.AddTargets(new string[] { ProgramTarget.TargetName }, HostPlatform, UnrealTargetConfiguration.Development, InAddArgs: "-nobuilduht -skipactionhistory -onlyplatformspecificfor=" + EditorPlatform.ToString());
}
}
}
return Agenda;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:35,代码来源:GUBP.Automation.cs
示例11: ExecuteBuild
public override void ExecuteBuild()
{
var Build = new UE4Build(this);
var Agenda = new UE4Build.BuildAgenda();
var Platform = UnrealBuildTool.UnrealTargetPlatform.Win64;
var Configuration = UnrealBuildTool.UnrealTargetConfiguration.Development;
var Targets = new List<string>();
foreach (var ObjParam in Params)
{
var Param = (string)ObjParam;
UnrealBuildTool.UnrealTargetPlatform ParsePlatform;
if (Enum.TryParse<UnrealBuildTool.UnrealTargetPlatform>(Param, true, out ParsePlatform))
{
Platform = ParsePlatform;
continue;
}
UnrealBuildTool.UnrealTargetConfiguration ParseConfiguration;
if (Enum.TryParse<UnrealBuildTool.UnrealTargetConfiguration>(Param, true, out ParseConfiguration))
{
Configuration = ParseConfiguration;
continue;
}
if (String.Compare("NoXGE", Param, true) != 0 && String.Compare("Clean", Param, true) != 0)
{
Targets.Add(Param);
}
}
var Clean = ParseParam("Clean");
Agenda.AddTargets(Targets.ToArray(), Platform, Configuration);
Log("UBT Buid");
Log("Targets={0}", String.Join(",", Targets));
Log("Platform={0}", Platform);
Log("Configuration={0}", Configuration);
Log("Clean={0}", Clean);
Build.Build(Agenda, InUpdateVersionFiles: false);
Log("UBT Completed");
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:43,代码来源:Tests.Automation.cs
示例12: Execute
/// <summary>
/// Execute the task.
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="BuildProducts">Set of build products produced by this node.</param>
/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
/// <returns>True if the task succeeded</returns>
public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Create the agenda
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
Agenda.Targets.AddRange(Targets);
// Build everything
Dictionary<UE4Build.BuildTarget, BuildManifest> TargetToManifest = new Dictionary<UE4Build.BuildTarget,BuildManifest>();
UE4Build Builder = new UE4Build(Job.OwnerCommand);
try
{
bool bCanUseParallelExecutor = (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64); // parallel executor is only available on Windows as of 2016-09-22
Builder.Build(Agenda, InDeleteBuildProducts: null, InUpdateVersionFiles: false, InForceNoXGE: false, InUseParallelExecutor: bCanUseParallelExecutor, InTargetToManifest: TargetToManifest);
}
catch (CommandUtils.CommandFailedException)
{
return false;
}
UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
// Tag all the outputs
foreach(KeyValuePair<UE4Build.BuildTarget, string> TargetTagName in TargetToTagName)
{
BuildManifest Manifest;
if(!TargetToManifest.TryGetValue(TargetTagName.Key, out Manifest))
{
throw new AutomationException("Missing manifest for target {0} {1} {2}", TargetTagName.Key.TargetName, TargetTagName.Key.Platform, TargetTagName.Key.Config);
}
foreach(string TagName in SplitDelimitedList(TargetTagName.Value))
{
HashSet<FileReference> FileSet = FindOrAddTagSet(TagNameToFileSet, TagName);
FileSet.UnionWith(Manifest.BuildProducts.Select(x => new FileReference(x)));
FileSet.UnionWith(Manifest.LibraryBuildProducts.Select(x => new FileReference(x)));
}
}
// Add everything to the list of build products
BuildProducts.UnionWith(Builder.BuildProductFiles.Select(x => new FileReference(x)));
BuildProducts.UnionWith(Builder.LibraryBuildProductFiles.Select(x => new FileReference(x)));
return true;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:49,代码来源:CompileTask.cs
示例13: Build
public static void Build(BuildCommand Command, ProjectParams Params, int WorkingCL = -1)
{
Params.ValidateAndLog();
if (!Params.Build)
{
return;
}
Log("********** BUILD COMMAND STARTED **********");
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
// Setup editor targets
if (Params.HasEditorTargets && !Params.Rocket)
{
// @todo Mac: proper platform detection
UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
CrashReportPlatforms.Add(EditorPlatform);
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
// Setup cooked targets
if (Params.HasClientCookedTargets)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
CrashReportPlatforms.Add(ClientPlatform);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
}
}
}
if (Params.HasServerCookedTargets)
{
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
foreach (var ServerPlatform in Params.ServerTargetPlatforms)
{
CrashReportPlatforms.Add(ServerPlatform);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
}
}
}
if (Params.CrashReporter && !Params.Rocket)
{
var CrashReportClientTarget = new[] { "CrashReportClient" };
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
{
Agenda.AddTargets(CrashReportClientTarget, CrashReportPlatform, UnrealTargetConfiguration.Development);
}
}
}
if (Params.HasProgramTargets && !Params.Rocket)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
//.........这里部分代码省略.........
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:101,代码来源:BuildProjectCommand.Automation.cs
示例14: ExecuteInner
void ExecuteInner()
{
var UE4Build = new UE4Build(this);
bool IsRunningOnMono = (Type.GetType("Mono.Runtime") != null);
var Agenda = new UE4Build.BuildAgenda();
var Config = ParseParamValue("Config");
if (String.IsNullOrEmpty(Config))
{
Config = "tools";
}
if (Config.ToLower() == "tools")
{
Agenda.DotNetSolutions.AddRange(
new string[]
{
@"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln",
@"Engine\Source\Programs\NetworkProfiler\NetworkProfiler.sln",
}
);
Agenda.SwarmProject = @"Engine\Source\Programs\UnrealSwarm\UnrealSwarm.sln";
Agenda.DotNetProjects.AddRange(
new string[]
{
@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
@"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportCommon\CrashReportCommon.csproj",
@"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportReceiver\CrashReportReceiver.csproj",
@"Engine\Source\Programs\NoRedist\CrashReportServer\CrashReportProcess\CrashReportProcess.csproj",
@"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj",
@"Engine\Source\Programs\Distill\Distill.csproj",
@"Engine\Source\Programs\RPCUtility\RPCUtility.csproj",
@"Engine\Source\Programs\UnrealControls\UnrealControls.csproj",
}
);
Agenda.IOSDotNetProjects.AddRange(
new string[]
{
@"Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj",
@"Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj",
@"Engine\Source\Programs\IOS\DeploymentInterface\DeploymentInterface.csproj",
}
);
Agenda.ExtraDotNetFiles.AddRange(
new string[]
{
"Interop.IWshRuntimeLibrary",
"UnrealMarkdown",
"CommonUnrealMarkdown",
}
);
}
//This needs to be a separate target for distributed building because it is required to build anything else.
if (!IsRunningOnMono)
{
var UHTTarget = new string[]
{
"UnrealHeaderTool",
};
Agenda.AddTargets(UHTTarget, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
}
var ProgramTargets = new string[]
{
"UnrealFileServer",
"ShaderCompileWorker",
"MinidumpDiagnostics",
"SymbolDebugger",
"UnrealFrontend",
"UnrealLightmass",
"UnrealPak",
};
var Win64DevTargets = new List<string>
{
"FortniteEditor",
"OrionEditor",
"PlatformerGameEditor",
"QAGameEditor",
"ShooterGameEditor",
"StrategyGameEditor",
"VehicleGameEditor",
"ShadowEditor",
"SoulEditor",
};
var Win32Targets = new List<string>
{
"FortniteGame",
"FortniteServer",
"FortniteClient",
"OrionGame",
"PlatformerGame",
"ShooterGame",
"StrategyGame",
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:CIS.Automation.cs
示例15: ExecuteBuild
public override void ExecuteBuild()
{
// get the project
var UProjectFileName = ParseParamValue("Project");
if (UProjectFileName == null)
{
throw new AutomationException("Project was not specified via the -project argument.");
}
// Get the list of targets
var TargetList = ParseParamList("Target");
if (TargetList == null)
{
throw new AutomationException("Target was not specified via the -target argument.");
}
// get the list of platforms
var PlatformList = ParseParamList("TargetPlatforms", "Win64");
List<UnrealTargetPlatform> TargetPlatforms = new List<UnrealTargetPlatform>();
foreach(string Platform in PlatformList)
{
TargetPlatforms.Add((UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), Platform, true));
}
// get the list configurations
var ConfigList = ParseParamList("Config", "Development");
List<UnrealTargetConfiguration> ConfigsToBuild = new List<UnrealTargetConfiguration>();
foreach(string Config in ConfigList)
{
ConfigsToBuild.Add((UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), Config, true));
}
// parse any extra parameters
bool bClean = ParseParam("Clean");
int WorkingCL = ParseParamInt("P4Change");
FileReference UProjectFileReference = new FileReference( UProjectFileName);
// add the targets to the agenda
// verify the targets and add them to the agenda
var Properties = ProjectUtils.GetProjectProperties(UProjectFileReference);
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
foreach (string Target in TargetList)
{
SingleTargetProperties TargetData;
if (!Properties.Targets.TryGetValue((TargetRules.TargetType)Enum.Parse(typeof(TargetRules.TargetType), Target), out TargetData))
{
throw new AutomationException("Project does not support specified target: {0}", Target);
}
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (TargetData.Rules.SupportsPlatform(TargetPlatform))
{
List<UnrealTargetConfiguration> SupportedConfigurations = new List<UnrealTargetConfiguration>();
TargetData.Rules.GetSupportedConfigurations(ref SupportedConfigurations, true);
foreach (UnrealTargetConfiguration TargetConfig in ConfigsToBuild)
{
if (SupportedConfigurations.Contains(TargetConfig))
{
Agenda.AddTarget(TargetData.TargetName, TargetPlatform, TargetConfig, UProjectFileReference);
}
else
{
Log("{0} doesn't support the {1} configuration. It will not be built.", TargetData.TargetName, TargetConfig);
}
}
}
else
{
Log("{0} doesn't support the {1} platform. It will not be built.", TargetData.TargetName, TargetPlatform);
}
}
}
// build it
UE4Build Build = new UE4Build(this);
Build.Build(Agenda, InDeleteBuildProducts: bClean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, Build.BuildProductFiles);
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:97,代码来源:BuildTargetCommand.Automation.cs
注:本文中的AutomationTool.UE4Build.BuildAgenda类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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