Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Platform/Android/AndroidProjectGenerator.cs
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

253 lines
9.8 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Base class for platform-specific project generators
/// </summary>
class AndroidProjectGenerator : PlatformProjectGenerator
{
/// <summary>
/// Whether Android Game Development Extension is installed in the system. See https://developer.android.com/games/agde for more details.
/// May be disabled by using -noagde on commandline
/// </summary>
private bool AGDEInstalled { get => AGDEInstalledTask.Result; }
private Task<bool> AGDEInstalledTask;
public AndroidProjectGenerator(CommandLineArguments Arguments, ILogger Logger)
: base(Arguments, Logger)
{
AGDEInstalledTask = Task.Run(() =>
{
if (OperatingSystem.IsWindows() && !Arguments.HasOption("-noagde"))
{
if (Microsoft.Win32.Registry.LocalMachine.OpenSubKey(@"SOFTWARE\WOW6432Node\Google\AndroidGameDevelopmentExtension")?.ValueCount > 0)
{
return true;
}
try
{
string? programFiles86 = Environment.GetEnvironmentVariable("ProgramFiles(x86)");
if (programFiles86 != null)
{
string vswhereExe = Path.Join(programFiles86, @"Microsoft Visual Studio\Installer\vswhere.exe");
if (File.Exists(vswhereExe))
{
using (Process p = new Process())
{
ProcessStartInfo info = new ProcessStartInfo
{
FileName = vswhereExe,
Arguments = @"-find Common7\IDE\Extensions\*\Google.VisualStudio.Android.dll",
RedirectStandardOutput = true,
UseShellExecute = false
};
p.StartInfo = info;
p.Start();
return p.StandardOutput.ReadToEnd().Contains("Google.VisualStudio.Android.dll");
}
}
}
}
catch (Exception ex)
{
Logger.LogInformation("Failed to identify AGDE installation status: {Message}", ex.Message);
}
}
return false;
});
}
/// <summary>
/// Enumerate all the platforms that this generator supports
/// </summary>
public override IEnumerable<UnrealTargetPlatform> GetPlatforms()
{
yield return UnrealTargetPlatform.Android;
}
/// <inheritdoc/>
public override bool HasVisualStudioSupport(VSSettings InVSSettings)
{
// Debugging, etc. are dependent on the TADP being installed
return AGDEInstalled;
}
/// <inheritdoc/>
public override string GetVisualStudioPlatformName(VSSettings InVSSettings)
{
string PlatformName = InVSSettings.Platform.ToString();
if (InVSSettings.Platform == UnrealTargetPlatform.Android && AGDEInstalled)
{
string longAbi = GetLongAbi(InVSSettings);
PlatformName = $"Android-{longAbi}";
}
return PlatformName;
}
/// <inheritdoc/>
public override void GetAdditionalVisualStudioPropertyGroups(VSSettings InVSSettings, StringBuilder ProjectFileBuilder)
{
if (AGDEInstalled)
{
base.GetAdditionalVisualStudioPropertyGroups(InVSSettings, ProjectFileBuilder);
}
}
private string GetShortAbi(VSSettings InVSSettings)
{
if (InVSSettings.Architecture == null)
{
throw new BuildException("Architecture cannot be null");
}
else if (InVSSettings.Architecture == UnrealArch.Arm64)
{
return "arm64";
}
else if (InVSSettings.Architecture == UnrealArch.X64)
{
return "x64";
}
else
{
throw new BuildException($"Unexpected architecture: {InVSSettings.Architecture}");
}
}
private string GetLongAbi(VSSettings InVSSettings)
{
if (InVSSettings.Architecture == null)
{
throw new BuildException("Architecture cannot be null");
}
else if (InVSSettings.Architecture == UnrealArch.Arm64)
{
return "arm64-v8a";
}
else if (InVSSettings.Architecture == UnrealArch.X64)
{
return "x86_64";
}
else
{
throw new BuildException($"Unexpected architecture: {InVSSettings.Architecture}");
}
}
/// <inheritdoc/>
public override void GetVisualStudioPathsEntries(VSSettings InVSSettings, TargetType TargetType, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference NMakeOutputPath, StringBuilder ProjectFileBuilder)
{
if (AGDEInstalled)
{
string shortAbi = GetShortAbi(InVSSettings);
string longAbi = GetLongAbi(InVSSettings);
string apkLocation = Path.Combine(
Path.GetDirectoryName(NMakeOutputPath.FullName)!,
Path.GetFileNameWithoutExtension(NMakeOutputPath.FullName) + $"-{shortAbi}.apk");
ProjectFileBuilder.AppendLine($" <AndroidApkLocation>{apkLocation}</AndroidApkLocation>");
string intermediateRootPath = Path.GetFullPath(Path.GetDirectoryName(NMakeOutputPath.FullName) + @"\..\..\Intermediate\Android\");
List<string> symbolLocations = new List<string>
{
Path.Combine(intermediateRootPath, shortAbi, "jni", longAbi),
Path.Combine(intermediateRootPath, shortAbi, "libs", longAbi),
Path.Combine(intermediateRootPath, "LLDBSymbolsLibs", shortAbi) // support bDontBundleLibrariesInAPK
};
ProjectFileBuilder.AppendLine($" <AndroidSymbolDirectories>{String.Join(";", symbolLocations)}</AndroidSymbolDirectories>");
}
else
{
base.GetVisualStudioPathsEntries(InVSSettings, TargetType, TargetRulesPath, ProjectFilePath, NMakeOutputPath, ProjectFileBuilder);
}
}
public override string GetExtraBuildArguments(VSSettings InVSSettings)
{
if (AGDEInstalled)
{
return $" -ForceAPKGeneration -FastIterate" + base.GetExtraBuildArguments(InVSSettings);
}
else
{
return base.GetExtraBuildArguments(InVSSettings);
}
}
public override string GetVisualStudioUserFileStrings(VisualStudioUserFileSettings VCUserFileSettings, VSSettings InVSSettings, string InConditionString, TargetRules InTargetRules, FileReference TargetRulesPath, FileReference ProjectFilePath, FileReference? NMakeOutputPath, string ProjectName, string UProjectPath, string? ForeignUProjectPath)
{
if (AGDEInstalled
&& (InVSSettings.Platform == UnrealTargetPlatform.Android)
&& ((InTargetRules.Type == TargetRules.TargetType.Client) || (InTargetRules.Type == TargetRules.TargetType.Game)))
{
StringBuilder Out = new StringBuilder();
Out.AppendLine(" <PropertyGroup " + InConditionString + ">");
Dictionary<DirectoryReference, DirectoryReference> SourceFileMap = ProjectFileGenerator.GenerateSourceMap(InTargetRules, InTargetRules.ProjectFile);
Out.Append(" <AndroidLldbStartupCommands>");
Out.Append($"command script import \"{Path.Combine(Unreal.EngineDirectory.FullName, "Extras", "LLDBDataFormatters", "UEDataFormatters_2ByteChars.py")}\";");
Out.AppendJoin(';', SourceFileMap.Select(from_to => $"setting append target.source-map {from_to.Key} {from_to.Value}"));
Out.Append(SourceFileMap.Any() ? ";" : "");
Out.AppendLine($"$(AndroidLldbStartupCommands)</AndroidLldbStartupCommands>");
VCUserFileSettings.PatchProperty("AndroidLldbStartupCommands");
if (NMakeOutputPath != null)
{
// It's critical to have AndroidDebugTarget here and for it to be before properties that use it (e.g. AndroidPostApkInstallCommands), otherwise MSBuild will evaluate it to empty string.
Out.AppendLine(" <AndroidDebugTarget></AndroidDebugTarget>");
string UatPath = Path.Combine(Unreal.RootDirectory.FullName, "RunUAT.bat");
string ShortAbi = GetShortAbi(InVSSettings);
// AGDE specifies current debug target in AndroidDebugTarget property in a form of "model:serial:arch".
// AndroidDebugTarget is a special property and needs to be evaluated in-line. And the push script needs the device serial as first argument to push to the correct device.
// MSBuild Property Functions allow to invoke limited C# expression from with-in MSBuild, see https://learn.microsoft.com/en-us/visualstudio/msbuild/property-functions?view=vs-2022
// They lack conditional statements, so this expression makes a branch-less variant by always appending "::" to AndroidDebugTarget,
// so regardless of what value it has, Split(':')[1] will never throw an exception.
if (UProjectPath.Length > 0)
{
string ClientParam = InTargetRules.Type == TargetRules.TargetType.Client ? "-client" : "";
string GetTargetDeviceSerial = "$([System.String]::Concat($(AndroidDebugTarget), \"::\").Split(':')[1])";
Out.AppendLine(
$" <AndroidPostApkInstallCommands>CALL \"{UatPath}\" BuildCookRun -project=\"{UProjectPath.Replace("\"", "")}\" -FastIterate -FromMsBuild {ClientParam} -skipbuild -skipcook -skipstage -deploy -config={InVSSettings.Configuration} -platform={InVSSettings.Platform} -clientarchitecture={ShortAbi} -device=\"{GetTargetDeviceSerial}\";$(AndroidPostApkInstallCommands)</AndroidPostApkInstallCommands>");
}
else
{
// UAT deploy can only be called with a project file. Fallback to Push_..._so.bat script
string PushSOScript = Path.Combine(
Path.GetDirectoryName(NMakeOutputPath.FullName)!,
"Push_" + Path.GetFileNameWithoutExtension(NMakeOutputPath.FullName) + $"-{ShortAbi}_so.bat");
string GetTargetDeviceSerial = "$([System.String]::Concat($(AndroidDebugTarget), \"::\").Split(':')[1])";
Out.AppendLine(
$" <AndroidPostApkInstallCommands>IF EXIST {PushSOScript} {PushSOScript} {GetTargetDeviceSerial};$(AndroidPostApkInstallCommands)</AndroidPostApkInstallCommands>");
}
// Ensure the following properties are up to date even if .vcxproj.user already exists and are in correct order between each other.
VCUserFileSettings.PatchProperty("AndroidDebugTarget", true);
VCUserFileSettings.PatchProperty("AndroidPostApkInstallCommands");
}
Out.AppendLine(" </PropertyGroup>");
return Out.ToString();
}
return String.Empty;
}
}
}