Added patch-both-repositories.py
This commit is contained in:
@@ -1,120 +0,0 @@
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{
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"folders": [
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{
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"name": "Integration",
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"path": "."
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},
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{
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"name": "UE5",
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"path": "ENGINEPATH"
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}
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],
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"settings": {
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"typescript.tsc.autoDetect": "off",
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"npm.autoDetect": "off"
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},
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"extensions": {
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"recommendations": [
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"ms-vscode.cpptools",
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"ms-dotnettools.csharp",
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"ms-python.python",
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"vadimcn.vscode-lldb",
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"ms-vscode.mono-debug",
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"dfarley1.file-picker"
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]
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},
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"tasks": {
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"version": "2.0.0",
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"tasks": [
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{
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"label": "IntegrationEditor Linux DebugGame Build",
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"group": {
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"kind": "build",
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"isDefault": true
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},
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"command": "Engine/Build/BatchFiles/Linux/Build.sh",
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"args": [
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"IntegrationEditor",
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"Linux",
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"DebugGame",
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"INTEGRATIONPATH/Integration.uproject",
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"-waitmutex"
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],
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"problemMatcher": "$msCompile",
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"type": "shell",
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"options": {
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"cwd": "ENGINEPATH"
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}
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},
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{
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"label": "IntegrationEditor Linux DebugGame Rebuild",
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"group": "build",
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"command": "Engine/Build/BatchFiles/Linux/Build.sh",
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"args": [
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"IntegrationEditor",
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"Linux",
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"DebugGame",
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"INTEGRATIONPATH/Integration.uproject",
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"-waitmutex"
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],
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"problemMatcher": "$msCompile",
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"dependsOn": [
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"IntegrationEditor Linux DebugGame Clean"
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],
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"type": "shell",
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"options": {
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"cwd": "ENGINEPATH"
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}
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},
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{
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"label": "IntegrationEditor Linux DebugGame Clean",
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"group": "build",
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"command": "Engine/Build/BatchFiles/Linux/Build.sh",
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"args": [
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"IntegrationEditor",
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"Linux",
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"DebugGame",
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"INTEGRATIONPATH/Integration.uproject",
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"-waitmutex",
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"-clean"
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],
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"problemMatcher": "$msCompile",
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"type": "shell",
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"options": {
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"cwd": "ENGINEPATH"
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}
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},
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{
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"label": "Build Luprex",
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"group": "build",
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"command": "make",
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"problemMatcher": "$msCompile",
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"type": "shell",
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"options": {
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"cwd": "INTEGRATIONPATH/luprex"
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}
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}
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]
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},
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"launch": {
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Launch IntegrationEditor (DebugGame)",
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"request": "launch",
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"program": "ENGINEPATH/Engine/Binaries/Linux/UnrealEditor-Linux-DebugGame",
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"preLaunchTask": "IntegrationEditor Linux DebugGame Build",
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"args": [
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"INTEGRATIONPATH/Integration.uproject",
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"-userdir=User/USERNAME"
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],
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"cwd": "ENGINEPATH",
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"type": "lldb",
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"initCommands": [
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"command script import ENGINEPATH/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py",
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"target stop-hook add --one-liner \"p ::UngrabAllInputImpl()\""
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]
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}
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]
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}
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}
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184
patch-both-repositories.py
Executable file
184
patch-both-repositories.py
Executable file
@@ -0,0 +1,184 @@
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#!/usr/bin/python3
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#
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# This python script patches both the UnrealEngine and the
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# integration repositories. It is necessary to do this before
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# trying to build integration or UnrealEngine. If something
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# generated by this script gets overwritten, it is perfectly safe
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# to run this script again.
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#
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# Files generated:
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#
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# INTEGRATION/Saved/UnrealBuildTool/BuildConfiguration.xml
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# INTEGRATION/Integration.uproject
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# INTEGRATION/Integration.code-workspace
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# INTEGRATION/Makefile
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# INTEGRATION/Source/Integration/lpx-paths.hpp
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#
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# UNREALENGINE/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
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# UNREALENGINE/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp
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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 readfile(fn):
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with open(fn) as f:
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return f.read()
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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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USER = os.environ["USER"]
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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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if not os.path.isdir(f"{INTEGRATION}/Source/Integration"):
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error("Could not figure out the correct path for the INTEGRATION repository.")
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if not os.path.isdir(f"{UNREALENGINE}/Engine/Source"):
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error("Could not figure out the correct path for the UNREALENGINE repository.")
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os.chdir(INTEGRATION)
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#
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# Remove previously-generated files.
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#
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Path(f"Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
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Path(f"Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
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Path(f"Integration.uproject").unlink(missing_ok=True)
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Path(f"Integration.code-workspace").unlink(missing_ok=True)
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Path(f"Makefile").unlink(missing_ok=True)
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Path(f"Source/Integration/lpx-paths.hpp").unlink(missing_ok=True)
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Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
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Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
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Path(f"{UNREALENGINE}/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp").unlink(missing_ok=True)
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#
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# Write BuildConfiguration.xml
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#
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BUILDCONFIG=readfile("EnginePatches/BuildConfigurationLinux.xml")
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writefile("Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
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writefile(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
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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 LogMacros.cpp
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#
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LOGMACROS=readfile("EnginePatches/LogMacros.cpp")
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writefile(f"{UNREALENGINE}/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp", LOGMACROS)
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#
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# Write Integration.uproject.
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#
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UPROJECTTEMPLATE=readfile("EnginePatches/uproject")
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UPROJECT=json.loads(UPROJECTTEMPLATE)
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with open("Integration.uproject", "w") as rewritten:
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json.dump(UPROJECT, 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 {UNREALENGINE}/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll IntegrationEditor Linux DebugGame -project="{INTEGRATION}/Integration.uproject" -waitmutex
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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'{UNREALENGINE}/GenerateProjectFiles.sh -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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Path("Integration.code-workspace").unlink()
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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=[
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f"command script import {UNREALENGINE}/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py",
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'target stop-hook add --one-liner "p ::UngrabAllInputImpl()"',
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"breakpoint set --name UBreakPoint::OnLogError"
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]
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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["args"] = [ f"{INTEGRATION}/Integration.uproject", f"-userdir=User/{USER}" ]
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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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@@ -1,139 +0,0 @@
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#!/usr/bin/python3
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#
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# This script applies patches to the integration repository.
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||||
#
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# There are certain files that can't be easily checked into git
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# because the contents of these files must contain hardwired
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# paths, or hardwired machine-specific settings. These include:
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#
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# integration/Saved/UnrealBuildTool/BuildConfiguration.xml
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# integration/Integration.uproject
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# integration/Integration.code-workspace
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# integration/Makefile
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# integration/Source/Integration/lpx-paths.hpp
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#
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# This python program will generate these files as necessary.
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||||
#
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||||
# It is safe to run this patch program a second time to repair
|
||||
# any of these files, if necessary. Doing so will not corrupt
|
||||
# anything.
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||||
#
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#-------------------------------------------------------------
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#
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||||
# Details you may need to know someday:
|
||||
#
|
||||
# The BuildConfiguration.xml file specifies that this project will
|
||||
# use visual studio code (on linux) or visual studio (on windows).
|
||||
# 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
|
||||
# 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
|
||||
# settings. It can't easily be checked into git because it contains
|
||||
# a GUID which is specific to your local machine. We generate
|
||||
# Integration.uproject from scratch. Later, the unreal
|
||||
# editor will inject the engine GUID into the file.
|
||||
#
|
||||
# VSCode needs "Integration.code-workspace," it tells vscode how to
|
||||
# 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
|
||||
# paths.
|
||||
#
|
||||
# We don't really need a Makefile, since Unreal games are build using
|
||||
# UnrealBuildTool, not make. But, having a one-liner makefile can at
|
||||
# least make it obvious what command you're supposed to type to build
|
||||
# things. UnrealBuildTool creates a Makefile, but we delete that, and
|
||||
# replace it with a simple one-liner.
|
||||
#
|
||||
# The file lpx-paths.hpp contains hardwired absolute paths of the
|
||||
# Luprex DLL and Luprex root path. Eventually, we're going to write
|
||||
# C++ code to calculate these dynamically, so that they don't need to
|
||||
# be hardwired in. But this will do for now.
|
||||
#
|
||||
#-------------------------------------------------------------
|
||||
|
||||
import sys, os, json, glob
|
||||
from pathlib import Path
|
||||
|
||||
#
|
||||
# Some handy utility functions
|
||||
#
|
||||
|
||||
def readfile(fn):
|
||||
with open(fn) as f:
|
||||
return f.read()
|
||||
|
||||
def writefile(fn, str):
|
||||
with open(fn, "w") as f:
|
||||
f.write(str)
|
||||
|
||||
#
|
||||
# These are some directory paths that we will need.
|
||||
#
|
||||
|
||||
INTEGRATION = os.path.dirname(os.path.abspath(sys.argv[0]))
|
||||
UNREALENGINE = os.environ["HOME"] + "/UnrealEngine"
|
||||
if not os.path.isdir(UNREALENGINE): error("No unreal installed in $HOME/UnrealEngine")
|
||||
UNREALBUILDTOOL = f"{UNREALENGINE}/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll"
|
||||
USER = os.environ["USER"]
|
||||
|
||||
#
|
||||
# Change to the target directory.
|
||||
# Remove any existing project files.
|
||||
#
|
||||
|
||||
os.chdir(INTEGRATION)
|
||||
Path("Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
||||
Path("Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
||||
Path("Integration.uproject").unlink(missing_ok=True)
|
||||
Path("Integration.code-workspace").unlink(missing_ok=True)
|
||||
Path("Makefile").unlink(missing_ok=True)
|
||||
Path("Source/Integration/lpx-paths.hpp").unlink(missing_ok=True)
|
||||
|
||||
#
|
||||
# Write BuildConfiguration.xml
|
||||
#
|
||||
|
||||
BUILDCONFIG=readfile("EnginePatches/BuildConfigurationLinux.xml")
|
||||
writefile("Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
|
||||
|
||||
#
|
||||
# Write lpx-paths.hpp.
|
||||
#
|
||||
|
||||
writefile("Source/Integration/lpx-paths.hpp", f"""
|
||||
#define LUPREX_DLL_PATH "{INTEGRATION}/luprex/build/linux/luprexlib.so"
|
||||
#define LUPREX_ROOT_PATH "{INTEGRATION}/luprex"
|
||||
""")
|
||||
|
||||
#
|
||||
# Write Integration.uproject.
|
||||
#
|
||||
|
||||
UPROJECTTEMPLATE=readfile("EnginePatches/uproject")
|
||||
UPROJECT=json.loads(UPROJECTTEMPLATE)
|
||||
with open("Integration.uproject", "w") as rewritten:
|
||||
json.dump(UPROJECT, rewritten, indent=4)
|
||||
|
||||
#
|
||||
# Using the template in EnginePatches/code-workspace, generate a
|
||||
# updated version of Integration.code-workspace
|
||||
#
|
||||
|
||||
WORKSPACETEMPLATE=readfile("EnginePatches/code-workspace")
|
||||
WORKSPACETEMPLATE=WORKSPACETEMPLATE.replace("ENGINEPATH", UNREALENGINE)
|
||||
WORKSPACETEMPLATE=WORKSPACETEMPLATE.replace("INTEGRATIONPATH", INTEGRATION)
|
||||
WORKSPACETEMPLATE=WORKSPACETEMPLATE.replace("USERNAME", USER)
|
||||
WORKSPACE=json.loads(WORKSPACETEMPLATE)
|
||||
with open("Integration.code-workspace", "w") as rewritten:
|
||||
json.dump(WORKSPACE, rewritten, indent=4)
|
||||
|
||||
#
|
||||
# Write the Makefile
|
||||
#
|
||||
|
||||
writefile("Makefile", f"""
|
||||
all:
|
||||
(cd luprex ; make)
|
||||
dotnet {UNREALBUILDTOOL} IntegrationEditor Linux DebugGame -project="{INTEGRATION}/Integration.uproject" -waitmutex
|
||||
""")
|
||||
@@ -1,68 +0,0 @@
|
||||
#!/usr/bin/python3
|
||||
#
|
||||
# This script applies patches to the UnrealEngine repository.
|
||||
#
|
||||
# We don't keep our own unreal engine repository because that
|
||||
# would be overkill. Instead, you must check out the standard
|
||||
# copy of Unreal engine, then we apply a few simple patches.
|
||||
# The files patched are:
|
||||
#
|
||||
# UnrealEngine/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
|
||||
# UnrealEngine/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp
|
||||
#
|
||||
# This python program will generate these files as necessary.
|
||||
#
|
||||
# It is safe to run this patch program a second time to repair
|
||||
# any of these files, if necessary. Doing so will not corrupt
|
||||
# anything.
|
||||
#
|
||||
#--------------------------------------------------------------
|
||||
|
||||
import sys, os, json, glob
|
||||
from pathlib import Path
|
||||
|
||||
#
|
||||
# Some handy utility functions
|
||||
#
|
||||
|
||||
def readfile(fn):
|
||||
with open(fn) as f:
|
||||
return f.read()
|
||||
|
||||
def writefile(fn, str):
|
||||
with open(fn, "w") as f:
|
||||
f.write(str)
|
||||
|
||||
#
|
||||
# These are some directory paths that we will need.
|
||||
#
|
||||
|
||||
INTEGRATION = os.path.dirname(os.path.abspath(sys.argv[0]))
|
||||
UNREALENGINE = os.environ["HOME"] + "/UnrealEngine"
|
||||
if not os.path.isdir(UNREALENGINE): error("No unreal installed in $HOME/UnrealEngine")
|
||||
|
||||
#
|
||||
# Change to the target directory.
|
||||
# Remove any existing project files.
|
||||
#
|
||||
|
||||
os.chdir(UNREALENGINE)
|
||||
Path("Engine/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
||||
Path("Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
||||
Path("Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp").unlink(missing_ok=True)
|
||||
|
||||
#
|
||||
# Write BuildConfiguration.xml
|
||||
#
|
||||
|
||||
BUILDCONFIG=readfile(f"{INTEGRATION}/EnginePatches/BuildConfigurationLinux.xml")
|
||||
writefile("Engine/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
|
||||
|
||||
#
|
||||
# Write LogMacros.cpp
|
||||
#
|
||||
|
||||
LOGMACROS=readfile(f"{INTEGRATION}/EnginePatches/LogMacros.cpp")
|
||||
writefile(f"{UNREALENGINE}/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp", LOGMACROS)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user