269 lines
8.0 KiB
Python
Executable File
269 lines
8.0 KiB
Python
Executable File
#!/usr/bin/python3
|
|
#
|
|
# This python script builds integration from scratch. That includes:
|
|
#
|
|
# - Generating BuildConfiguration.xml in integration repository
|
|
# - Generating BuildConfiguration.xml in UnrealEngine repository
|
|
# - Hardwiring paths into Source/Integration/lpx-paths.hpp
|
|
# - Generating Integration.uproject
|
|
# - Generating Integration.code-workspace
|
|
# - Applies patch to Unreal Engine source.
|
|
# - Running Setup.sh in the UnrealEngine repository
|
|
# - Building luprex
|
|
# - Building ShaderCompileWorker
|
|
# - Building integration
|
|
#
|
|
# Once this is all done, everything is ready to go. It is now possible to
|
|
# start up the IDE and run luprex in the debugger.
|
|
#
|
|
# This script is mainly intended for the *initial* build.
|
|
# If you want to edit the code and recompile, it is okay to use
|
|
# this script a second time, but it's unnecessarily slow.
|
|
# It's much faster to edit and recompile using the IDE.
|
|
#
|
|
|
|
import sys, os, json, shutil, subprocess
|
|
from pathlib import Path
|
|
|
|
#
|
|
# These things are operating system specific.
|
|
#
|
|
|
|
if sys.platform == "windows":
|
|
OS = "Windows"
|
|
DLL = "dll"
|
|
BAT = "bat"
|
|
DOT_EXE = ".exe"
|
|
USER = "Unknown"
|
|
BUILD_BAT = "Build.bat"
|
|
else:
|
|
OS = "Linux"
|
|
DLL = "so"
|
|
BAT = "sh"
|
|
DOT_EXE = ""
|
|
USER = os.environ["USER"]
|
|
BUILD_BAT = "Linux/Build.sh"
|
|
|
|
#
|
|
# 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)
|
|
|
|
def shell(dir, cmd):
|
|
print("Running:", cmd)
|
|
subprocess.run(cmd, shell=True, check=True, cwd=dir)
|
|
|
|
#
|
|
# Find the two repositories and verify them.
|
|
#
|
|
|
|
INTEGRATION=os.path.dirname(os.path.abspath(sys.argv[0]))
|
|
UNREALENGINE=os.path.join(os.path.dirname(INTEGRATION), "UnrealEngine")
|
|
|
|
if not os.path.isdir(f"{INTEGRATION}/Source/Integration"):
|
|
sys.exit(f"Integration repository is not valid: {INTEGRATION}")
|
|
if not os.path.isdir(f"{UNREALENGINE}/Engine/Source/Editor"):
|
|
sys.exit(f"Integration repository is not valid: {UNREALENGINE}")
|
|
|
|
#
|
|
# Create the Saved/UnrealBuildTool directories. These will hold
|
|
# the file BuildConfiguration.xml
|
|
#
|
|
# Change directory to one of these in order to force ourselves
|
|
# to specify all paths explicitly.
|
|
#
|
|
|
|
Path(f"{INTEGRATION}/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
|
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
|
|
os.chdir(f"{INTEGRATION}/Saved/UnrealBuildTool")
|
|
|
|
#
|
|
# Remove previously-generated files.
|
|
#
|
|
|
|
Path(f"{INTEGRATION}/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
|
Path(f"{INTEGRATION}/Integration.uproject").unlink(missing_ok=True)
|
|
Path(f"{INTEGRATION}/Integration.code-workspace").unlink(missing_ok=True)
|
|
Path(f"{INTEGRATION}/Makefile").unlink(missing_ok=True)
|
|
Path(f"{INTEGRATION}/Source/Integration/lpx-paths.hpp").unlink(missing_ok=True)
|
|
Path(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
|
|
|
|
#
|
|
# Write BuildConfiguration.xml
|
|
#
|
|
|
|
BUILDCONFIG=readfile(f"{INTEGRATION}/EnginePatches/BuildConfiguration{OS}.xml")
|
|
writefile(f"{INTEGRATION}/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
|
|
writefile(f"{UNREALENGINE}/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
|
|
|
|
#
|
|
# Write lpx-paths.hpp.
|
|
#
|
|
|
|
writefile(f"{INTEGRATION}/Source/Integration/lpx-paths.hpp", f"""
|
|
#define LUPREX_DLL_PATH "{INTEGRATION}/luprex/build/{OS}/luprexlib.{DLL}"
|
|
#define LUPREX_ROOT_PATH "{INTEGRATION}/luprex"
|
|
""")
|
|
|
|
#
|
|
# Apply patch to the unreal engine source.
|
|
# Restore any affected sourcefiles before applying patch.
|
|
#
|
|
|
|
print("Applying patch to Unreal Engine...")
|
|
for line in readfile(f"{INTEGRATION}/EnginePatches/EnginePatch").splitlines():
|
|
if line.startswith("--- a/"):
|
|
shell(UNREALENGINE, f"git checkout HEAD {line[6:]}")
|
|
shell(UNREALENGINE, f"git apply {INTEGRATION}/EnginePatches/EnginePatch")
|
|
|
|
#
|
|
# Write Integration.uproject.
|
|
#
|
|
|
|
UPROJECTTEMPLATE=readfile(f"{INTEGRATION}/EnginePatches/uproject")
|
|
UPROJECT=json.loads(UPROJECTTEMPLATE)
|
|
with open(f"{INTEGRATION}/Integration.uproject", "w") as rewritten:
|
|
json.dump(UPROJECT, rewritten, indent=4)
|
|
|
|
#
|
|
# Run Setup.sh in UNREALENGINE
|
|
#
|
|
|
|
shell(UNREALENGINE, f"{UNREALENGINE}/Setup.{BAT}")
|
|
|
|
#
|
|
# Use UnrealBuildTool to generate a rough draft of Integration.code-workspace.
|
|
#
|
|
|
|
shell(INTEGRATION, f'{UNREALENGINE}/GenerateProjectFiles.{BAT} -projectfiles -project="{INTEGRATION}/Integration.uproject" -game')
|
|
|
|
#
|
|
# Load the rough Integration.code-workspace into RAM, then delete the rough draft.
|
|
#
|
|
|
|
with open(f"{INTEGRATION}/Integration.code-workspace") as original:
|
|
WORKSPACE=json.load(original)
|
|
Path(f"{INTEGRATION}/Integration.code-workspace").unlink()
|
|
|
|
#
|
|
# Configure the correct build task as the default task.
|
|
#
|
|
|
|
for task in WORKSPACE["tasks"]["tasks"]:
|
|
if task["label"] == f"IntegrationEditor {OS} DebugGame Build":
|
|
task["group"] = { "kind": "build", "isDefault": True }
|
|
|
|
#
|
|
# Delete all build tasks that aren't relevant.
|
|
#
|
|
|
|
def goodtask(task):
|
|
return task["label"].startswith(f"IntegrationEditor {OS} DebugGame")
|
|
|
|
WORKSPACE["tasks"]["tasks"] = [x for x in WORKSPACE["tasks"]["tasks"] if goodtask(x)]
|
|
|
|
#
|
|
# Add a build task for Luprex
|
|
#
|
|
|
|
LUPREXBUILDTASK={}
|
|
WORKSPACE["tasks"]["tasks"].append(LUPREXBUILDTASK)
|
|
LUPREXBUILDTASK["label"] = "Build Luprex"
|
|
LUPREXBUILDTASK["group"] = "build"
|
|
LUPREXBUILDTASK["command"] = "make"
|
|
LUPREXBUILDTASK["problemMatcher"] = "$msCompile"
|
|
LUPREXBUILDTASK["type"] = "shell"
|
|
LUPREXBUILDTASK["options"] = {}
|
|
LUPREXBUILDTASK["options"]["cwd"] = f"{INTEGRATION}/luprex"
|
|
|
|
#
|
|
# Convert all launch configurations to lldb.
|
|
#
|
|
|
|
LLDBINIT=[
|
|
f'command script import {UNREALENGINE}/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py',
|
|
f'settings set target.inline-breakpoint-strategy always',
|
|
f'target stop-hook add --one-liner "p ::UngrabAllInputImpl()"',
|
|
]
|
|
|
|
for config in WORKSPACE["launch"]["configurations"]:
|
|
config["type"] = "lldb"
|
|
config["initCommands"] = LLDBINIT
|
|
config["args"] = [ f"{INTEGRATION}/Integration.uproject", f"-userdir=User/{USER}" ]
|
|
config.pop("visualizerFile", None)
|
|
config.pop("showDisplayString", None)
|
|
|
|
#
|
|
# Delete all but the relevant launch configuration.
|
|
#
|
|
|
|
def goodconf(config):
|
|
return config["name"] == "Launch IntegrationEditor (DebugGame)"
|
|
|
|
WORKSPACE["launch"]["configurations"] = [x for x in WORKSPACE["launch"]["configurations"] if goodconf(x)]
|
|
|
|
#
|
|
# Add some recommended extensions.
|
|
#
|
|
|
|
EXTENSIONS=set(WORKSPACE["extensions"]["recommendations"])
|
|
EXTENSIONS.add("ms-python.python")
|
|
EXTENSIONS.add("vadimcn.vscode-lldb")
|
|
WORKSPACE["extensions"]["recommendations"] = list(EXTENSIONS)
|
|
|
|
#
|
|
# Tell vscode not to try watching all the UnrealEngine source code for modifications.
|
|
# Attempting this overruns a Linux hardwired limit on file watches.
|
|
#
|
|
|
|
WORKSPACE["settings"]["files.watcherExclude"] = {
|
|
f'{UNREALENGINE}/Engine/**' : True,
|
|
f'{UNREALENGINE}/Samples/**' : True,
|
|
f'{UNREALENGINE}/Templates/**' : True
|
|
}
|
|
|
|
#
|
|
# Tell the LLDB plugin not to dereference pointers. This is dumb behavior,
|
|
# it dereferences "char *" and shows only the first character. Not dereferencing
|
|
# the pointer shows the whole string.
|
|
#
|
|
WORKSPACE["settings"]["lldb.dereferencePointers"] = False
|
|
|
|
#
|
|
# Write Integration.code-workspace.
|
|
#
|
|
|
|
with open(f"{INTEGRATION}/Integration.code-workspace", "w") as rewritten:
|
|
json.dump(WORKSPACE, rewritten, indent=4)
|
|
|
|
#
|
|
# Do an initial build of Luprex
|
|
#
|
|
|
|
print("Building luprex...")
|
|
shell(f"{INTEGRATION}/luprex", "make")
|
|
|
|
#
|
|
# Build ShaderCompileWorker
|
|
#
|
|
|
|
print("Building ShaderCompileWorker...")
|
|
shell(UNREALENGINE, f"{UNREALENGINE}/Engine/Build/BatchFiles/{BUILD_BAT} ShaderCompileWorker {OS} Shipping -waitmutex")
|
|
Path(f"Engine/Binaries/{OS}/ShaderCompileWorker{DOT_EXE}").unlink(missing_ok=True)
|
|
shutil.copyfile(f"{UNREALENGINE}/Engine/Binaries/{OS}/ShaderCompileWorker-{OS}-Shipping{DOT_EXE}", f"{UNREALENGINE}/Engine/Binaries/{OS}/ShaderCompileWorker{DOT_EXE}")
|
|
|
|
#
|
|
# Build Integration
|
|
#
|
|
|
|
print("Building integration...")
|
|
shell(INTEGRATION, f'{UNREALENGINE}/Engine/Build/BatchFiles/{BUILD_BAT} IntegrationEditor {OS} DebugGame -project="{INTEGRATION}/Integration.uproject" -waitmutex')
|
|
|