More work on clean build
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make-makefiles.py
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219
make-makefiles.py
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#!/usr/bin/python3
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#
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# This script generates these config files:
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#
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# Saved/UnrealBuildTool/BuildConfiguration.xml
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# Integration.uproject
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# Integration.code-workspace
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# Makefile
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# Source/Integration/lpx-paths.hpp
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#
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# The BuildConfiguration.xml file specifies that this project will
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# use visual studio code (on linux) or visual studio (on windows).
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# It can't be checked into git because it differs by platform.
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#
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# Unreal needs "Integration.uproject". This config file tells
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# UnrealBuildTool what version of the unreal engine to link this game
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# with. It also specifies a couple of other game-specific configuration
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# settings. It can't easily be checked into git because it contains
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# a GUID which is specific to your local machine. We generate
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# Integration.uproject from scratch. Later, the unreal
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# editor will inject the engine GUID into the file.
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#
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# VSCode needs "Integration.code-workspace," it tells vscode how to
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# compile this game and how to run it under the debugger. It can't
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# be checked into git because it contains many hardwired
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# paths.
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#
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# The UnrealBuildTool which is included with the UnrealEngine can
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# generate a rough draft of Integration.code-workspace. However, the
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# file it generates is not well-configured for our luprex-related
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# needs. This python script uses UnrealBuildTool to generate the rough
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# draft, then it loads Integration.code-workspace into RAM, edits it
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# in RAM, and writes a new, improved version back out.
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#
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# We don't really need a Makefile, since Unreal games are build using
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# UnrealBuildTool, not make. But, having a one-liner makefile can at
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# least make it obvious what command you're supposed to type to build
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# things. UnrealBuildTool creates a Makefile, but we delete that, and
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# replace it with a simple one-liner.
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#
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# The file lpx-paths.hpp contains hardwired absolute paths of the
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# Luprex DLL and Luprex root path. Eventually, we're going to write
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# C++ code to calculate these dynamically, so that they don't need to
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# be hardwired in. But this will do for now.
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#
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import sys, os, json
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from pathlib import Path
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#
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# Some handy utility functions
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#
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def writefile(fn, str):
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with open(fn, "w") as f:
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f.write(str)
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#
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# These are some directory paths that we will need.
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#
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INTEGRATION = os.path.dirname(os.path.abspath(sys.argv[0]))
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UNREALENGINE = os.environ["HOME"] + "/UnrealEngine"
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UNREALBUILDTOOL = f"{UNREALENGINE}/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll"
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#
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# Change to the target directory.
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# Remove any existing project files.
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#
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os.chdir(INTEGRATION)
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Path("Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
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Path("Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
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Path("Integration.uproject").unlink(missing_ok=True)
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Path("Integration.code-workspace").unlink(missing_ok=True)
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Path("Makefile").unlink(missing_ok=True)
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Path("Source/Integration/lpx-paths.hpp").unlink(missing_ok=True)
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#
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# Write BuildConfiguration.xml
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#
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writefile("Saved/UnrealBuildTool/Integration.uproject", f"""
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<?xml version="1.0" encoding="utf-8" ?>
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<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
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<ProjectFileGenerator>
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<Format>VisualStudioCode</Format>
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</ProjectFileGenerator>
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</Configuration>
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""")
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#
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# Write lpx-paths.hpp.
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#
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writefile("Source/Integration/lpx-paths.hpp", f"""
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#define LUPREX_DLL_PATH "{INTEGRATION}/luprex/build/linux/luprexlib.so"
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#define LUPREX_ROOT_PATH "{INTEGRATION}/luprex"
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""")
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#
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# Write Integration.uproject.
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#
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writefile("Integration.uproject", """
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{
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"FileVersion": 3,
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"EngineAssociation": "5.3",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "Integration",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine",
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"CoreUObject"
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]
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}
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],
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"Plugins": [
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{
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"Name": "ModelingToolsEditorMode",
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"Enabled": true,
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"TargetAllowList": [
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"Editor"
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]
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}
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]
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}
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""")
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#
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# Use UnrealBuildTool to generate a rough draft of Integration.code-workspace.
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#
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BUILDPROJECTFILES = f'dotnet {UNREALBUILDTOOL} -projectfiles -project="{INTEGRATION}/Integration.uproject" -game'
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print(BUILDPROJECTFILES)
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os.system(BUILDPROJECTFILES)
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#
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# Load the rough Integration.code-workspace into RAM, then delete the rough draft.
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#
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with open("Integration.code-workspace") as original:
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WORKSPACE=json.load(original)
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os.remove("Integration.code-workspace")
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#
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# Configure the correct build task as the default task.
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#
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for task in WORKSPACE["tasks"]["tasks"]:
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if task["label"] == "IntegrationEditor Linux DebugGame Build":
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task["group"] = { "kind": "build", "isDefault": "true" }
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#
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# Delete all build tasks that aren't relevant.
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#
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def goodtask(task):
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return task["label"].startswith("IntegrationEditor Linux DebugGame")
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WORKSPACE["tasks"]["tasks"] = [x for x in WORKSPACE["tasks"]["tasks"] if goodtask(x)]
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#
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# Add a build task for Luprex
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#
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LUPREXBUILDTASK={}
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WORKSPACE["tasks"]["tasks"].append(LUPREXBUILDTASK)
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LUPREXBUILDTASK["label"] = "Build Luprex"
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LUPREXBUILDTASK["group"] = "build"
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LUPREXBUILDTASK["command"] = "make"
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LUPREXBUILDTASK["problemMatcher"] = "$msCompile"
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LUPREXBUILDTASK["type"] = "shell"
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LUPREXBUILDTASK["options"] = {}
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LUPREXBUILDTASK["options"]["cwd"] = f"{INTEGRATION}/luprex"
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#
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# Convert all launch configurations to lldb.
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#
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LLDBINIT=f"command script import {UNREALENGINE}/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py"
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for config in WORKSPACE["launch"]["configurations"]:
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config["type"] = "lldb"
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config["initCommands"] = [ LLDBINIT ]
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config.pop("visualizerFile", None)
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config.pop("showDisplayString", None)
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#
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# Delete all but the relevant launch configuration.
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#
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def goodconf(config):
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return config["name"] == "Launch IntegrationEditor (DebugGame)"
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WORKSPACE["launch"]["configurations"] = [x for x in WORKSPACE["launch"]["configurations"] if goodconf(x)]
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#
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# Write Integration.code-workspace.
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#
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with open("Integration.code-workspace", "w") as rewritten:
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json.dump(WORKSPACE, rewritten, indent=4)
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#
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# Write the Makefile
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#
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writefile("Makefile", f"""
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all:
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(cd luprex ; make)
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dotnet {UNREALBUILDTOOL} Integration Linux DebugGame -project="{INTEGRATION}/Integration.uproject"
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""")
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