Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: VPC
//
//=====================================================================================//
#include "vpc.h"
#include "dependencies.h"
#include "p4sln.h"
#include "ilaunchabledll.h"
DEFINE_LOGGING_CHANNEL_NO_TAGS( LOG_VPC, "VPC" );
CVPC *g_pVPC;
CPosixSolutionGenerator g_PosixSolutionGenerator;
class CBaseProjectDataCollector;
CUtlVector<CBaseProjectDataCollector*> g_vecPGenerators;
// Stuff that we might encounter in a vpc file that parts of vpc care about
const char *g_pOption_ImportLibrary = "$ImportLibrary";
const char *g_pOption_OutputFile = "$OutputFile";
const char *g_pOption_AdditionalIncludeDirectories = "$AdditionalIncludeDirectories";
const char *g_pOption_AdditionalProjectDependencies = "$AdditionalProjectDependencies";
const char *g_pOption_AdditionalOutputFiles = "$AdditionalOutputFiles";
const char *g_pOption_PreprocessorDefinitions = "$PreprocessorDefinitions";
char *g_IncludeSeparators[2] = {";",","};
#ifdef POSIX
#define _unlink unlink
#define _stat stat
#endif
CVPC::CVPC()
{
m_pP4Module = NULL;
m_pFilesystemModule = NULL;
m_nArgc = 0;
m_ppArgv = NULL;
m_bVerbose = false;
m_bQuiet = false;
m_bUsageOnly = false;
m_bHelp = false;
m_bSpewPlatforms = false;
m_bSpewGames = false;
m_bSpewGroups = false;
m_bSpewProjects = false;
m_bIgnoreRedundancyWarning = false;
m_bSpewProperties = false;
m_bTestMode = false;
m_bGeneratedProject = false;
m_bAnyProjectQualified = false;
m_bForceGenerate = false;
m_bEnableVpcGameMacro = true;
m_bDecorateProject = false;
m_bShowDeps = false;
m_bP4AutoAdd = false;
m_bP4SlnCheckEverything = false;
m_bPS3SDKPresent = false;
m_bXDKPresent = false;
m_bShowCaseIssues = false;
// the default is now 2013
m_bWants2010 = false;
m_bUse2010 = false;
m_bWants2012 = false;
m_bUse2012 = false;
m_bWants2013 = true;
m_bUse2013 = false;
// need to check files by default, otherwise dependency failure (due to missing file) cause needles rebuilds
m_bCheckFiles = true;
m_pProjectGenerator = NULL;
m_pSolutionGenerator = NULL;
#ifdef OSX
m_bForceIterate = true;
#else
m_bForceIterate = false;
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVPC::Init( int argc, char **argv )
{
m_nArgc = argc;
m_ppArgv = argv;
CommandLine()->CreateCmdLine( m_nArgc, m_ppArgv );
// vpc operates tersely by preferred company opinion
// verbosity necessary for debugging
m_bVerbose = ( HasCommandLineParameter( "/v" ) || HasCommandLineParameter( "/verbose" ) );
m_bQuiet = ( HasCommandLineParameter( "/q" ) ||
HasCommandLineParameter( "/quiet" ) ||
( getenv( "VPC_QUIET" ) && V_stricmp( getenv( "VPC_QUIET" ), "0" ) ) );
#ifndef STEAM
// We don't really need to pop the logging state since the process will terminate when we're done.
LoggingSystem_PushLoggingState();
m_LoggingListener.m_bQuietPrintf = m_bQuiet;
LoggingSystem_RegisterLoggingListener( &m_LoggingListener );
#endif
// needs to occur early and before any other expensive setup, a crc check just exits with an error code used by caller
InProcessCRCCheck();
LoadPerforceInterface();
// vpc may have been run from wrong location, restart self
bool bIsRestart = false;
if ( RestartFromCorrectLocation( &bIsRestart ) )
{
// successfully ran under restart condition, all done
return false;
}
if ( bIsRestart )
{
// this process is the restart child, cull the internal private restart guard option
// otherwise it gets confused as a build option
m_nArgc--;
}
Log_Msg( LOG_VPC, "VPC - Valve Project Creator For " );
#ifdef POSIX
Log_Msg( LOG_VPC, "XCode and Makefiles (Build: %s %s)\n", __DATE__, __TIME__ );
#else
Log_Msg( LOG_VPC, "Visual Studio, Xbox 360, PlayStation 3 (Build: %s %s)\n", __DATE__, __TIME__ );
#endif
Log_Msg( LOG_VPC, "(C) Copyright 1996-2010, Valve Corporation, All rights reserved.\n" );
Log_Msg( LOG_VPC, "\n" );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::Shutdown( bool bHasError )
{
if ( !bHasError )
{
GetScript().EnsureScriptStackEmpty();
}
if ( !m_TempGroupScriptFilename.IsEmpty() )
{
// delete temp work file
_unlink( m_TempGroupScriptFilename.Get() );
m_TempGroupScriptFilename.Clear();
}
UnloadPerforceInterface();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVPC::LoadPerforceInterface()
{
if ( p4 )
{
// already loaded
return true;
}
//
// Try to load p4lib.dll and the filesystem since the p4lib relies on it
//
char p4libdll[MAX_PATH];
char filesystemdll[MAX_PATH];
#ifdef _WIN32
// Don't require them to have game\bin in their path. Since we know where vpc.exe is,
// point directly to p4lib.dll in its rightful place.
char szModuleBinPath[MAX_PATH];
GetModuleFileName( NULL, szModuleBinPath, sizeof( szModuleBinPath ) );
V_ExtractFilePath( szModuleBinPath, p4libdll, sizeof( p4libdll ) );
V_AppendSlash( p4libdll, sizeof( p4libdll ) );
V_strncpy( filesystemdll, p4libdll, sizeof( filesystemdll ) );
V_strncat( p4libdll, "..\\..\\..\\game\\bin\\p4lib.dll", sizeof( p4libdll ) );
V_strncat( filesystemdll, "..\\..\\..\\game\\bin\\filesystem_stdio.dll", sizeof( filesystemdll ) );
#else
V_strncpy( p4libdll, "p4lib", sizeof( p4libdll ) );
V_strncpy( filesystemdll, "filesystem_stdio", sizeof( filesystemdll ) );
#endif
if ( !Sys_LoadInterface( p4libdll, P4_INTERFACE_VERSION, &m_pP4Module, (void**)&p4 ) )
{
#ifdef _WIN32
// This always fails on non-Windows build machines -- the warning is
// annoying and not helpful.
VPCWarning( "Unable to get Perforce interface from p4lib.dll." );
#endif
return false;
}
// Let the P4 module get its interface to the filesystem - hate this
// This method is not available in portal2, but is in source2.
// p4->SetVerbose( false );
m_pFilesystemModule = Sys_LoadModule( filesystemdll );
p4->Connect( Sys_GetFactory( m_pFilesystemModule ) );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::UnloadPerforceInterface()
{
// Unload P4 if it was loaded
if ( m_pP4Module )
{
Sys_UnloadModule( m_pP4Module );
m_pP4Module = NULL;
}
if ( m_pFilesystemModule )
{
Sys_UnloadModule( m_pFilesystemModule );
m_pFilesystemModule = NULL;
}
}
bool VPC_Config_IgnoreOption( const char *pPropertyName )
{
char buff[MAX_SYSTOKENCHARS];
g_pVPC->GetScript().ParsePropertyValue( NULL, buff, sizeof( buff ) );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::VPCError( const char* format, ... )
{
va_list argptr;
char msg[MAX_SYSPRINTMSG];
va_start( argptr,format );
vsprintf( msg,format,argptr );
va_end( argptr );
// spew in red
Log_Warning( LOG_VPC, Color( 255, 0, 0, 255 ), "ERROR: %s\n", msg );
// dump the script stack to assist in user understading of the include chain
GetScript().SpewScriptStack();
// do proper shutdown in an error context
Shutdown( true );
// errors are expected to be fatal by all calling code
// otherwise it would have been a warning
exit( 1 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::VPCSyntaxError( const char* format, ... )
{
va_list argptr;
char msg[MAX_SYSPRINTMSG];
va_start( argptr, format );
if ( format )
{
vsprintf( msg, format, argptr );
}
va_end( argptr );
if ( format )
{
Log_Warning( LOG_VPC, Color( 255, 0, 0, 255 ), "Bad Syntax: %s\n", msg );
}
// syntax errors are fatal
VPCError( "Bad Syntax in '%s' line:%d\n", GetScript().GetName(), GetScript().GetLine() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::VPCWarning( const char* format, ... )
{
va_list argptr;
char msg[MAX_SYSPRINTMSG];
va_start( argptr,format );
vsprintf( msg,format,argptr );
va_end( argptr );
if ( m_bIgnoreRedundancyWarning )
{
if ( V_stristr( msg, "matches default setting" ) )
return;
if ( V_stristr( msg, "already exists in project" ) )
return;
}
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "WARNING: %s\n", msg );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::VPCStatus( bool bAlwaysSpew, const char* format, ... )
{
if ( m_bQuiet )
return;
va_list argptr;
char msg[MAX_SYSPRINTMSG];
va_start( argptr,format );
vsprintf( msg,format,argptr );
va_end( argptr );
if ( bAlwaysSpew || m_bVerbose )
{
Log_Msg( LOG_VPC, "%s\n", msg );
}
}
//-----------------------------------------------------------------------------
// Checks to ensure the bin path is in the same tree as the vpc_scripts
// Returns true if bin path valid
//-----------------------------------------------------------------------------
#if !defined( POSIX )
bool CVPC::CheckBinPath( char *pOutBinPath, int outBinPathSize )
{
char szScriptPath[MAX_PATH];
char szDirectory[MAX_PATH];
char szLastDirectory[MAX_PATH];
// non destructively determine the vpc_scripts directory
bool bFound = false;
szLastDirectory[0] = '\0';
szScriptPath[0] = '\0';
V_GetCurrentDirectory( szDirectory, sizeof( szDirectory ) );
while ( 1 )
{
V_ComposeFileName( szDirectory, "vpc_scripts", szScriptPath, sizeof( szScriptPath ) );
struct _stat statBuf;
if ( _stat( szScriptPath, &statBuf ) != -1 )
{
bFound = true;
break;
}
// previous dir
V_ComposeFileName( szDirectory, "..", szScriptPath, sizeof( szScriptPath ) );
char fullPath[MAX_PATH];
if ( _fullpath( fullPath, szScriptPath, sizeof( fullPath ) ) )
{
V_strncpy( szDirectory, fullPath, sizeof( szDirectory ) );
}
if ( !V_stricmp( szDirectory, szLastDirectory ) )
{
// can back up no further
break;
}
strcpy( szLastDirectory, szDirectory );
}
if ( !bFound )
{
VPCError( "Failed to determine source directory from current path. Expecting 'vpc_scripts' in source path." );
}
char szSourcePath[MAX_PATH];
strcpy( szSourcePath, szDirectory );
// check to ensure that executeable and src directory are in the same tree
// executeable needs to be tightly bound to its vpc_scripts
char szModuleBinPath[MAX_PATH];
GetModuleFileName( NULL, szModuleBinPath, sizeof( szModuleBinPath ) );
// cannot trust output from GetModuleFileName(), occasionally has ./ or ../ screwing up comparisons
V_RemoveDotSlashes( szModuleBinPath, '\\' );
V_strlower( szModuleBinPath );
V_strncpy( pOutBinPath, szModuleBinPath, outBinPathSize );
// allowed to run from a root "devbin", for use with junctions
if ( Sys_StringPatternMatch( "?:\\devbin\\vpc.exe", szModuleBinPath ) )
return true;
char *pString = V_stristr( szModuleBinPath, "\\devtools\\bin\\" );
if ( pString )
{
// source dirs should match
char chSave = *pString;
*pString = '\0';
bool bSame = V_stricmp( szSourcePath, szModuleBinPath ) == 0;
*pString = chSave;
if ( bSame )
{
return true;
}
}
else
{
VPCError( "Executable not running from 'devtools/bin' but from unexpected directory '%s'", szModuleBinPath );
}
// mismatched, wierd bin patch could have been a result of user's environment path
// use expected source path which is based on user's cwd to get the real bin path
V_strncpy( pOutBinPath, szSourcePath, outBinPathSize );
V_strncat( pOutBinPath, "\\devtools\\bin\\vpc.exe", outBinPathSize );
struct _stat statBuf;
if ( _stat( pOutBinPath, &statBuf ) == -1 )
{
VPCError( "Correct executeable missing, should be at '%s'", pOutBinPath );
}
// yikes, wrong executeable was started, agreed behavior was to restart based on user's cwd
// REALLY want users to see this, it indicates a possible hazard of using the wrong vpc
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "********************************************************************************\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "Wrong Executable '%s' Running!\nRestarting at '%s'\n", szModuleBinPath, pOutBinPath );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "********************************************************************************\n" );
return false;
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::DetermineSourcePath()
{
char szSourcePath[MAX_PATH];
char szLastDirectory[MAX_PATH];
char szOldPath[MAX_PATH];
V_GetCurrentDirectory( szOldPath, sizeof( szOldPath ) );
// find vpc_scripts from cwd
szLastDirectory[0] = '\0';
bool bFound = false;
while ( 1 )
{
V_GetCurrentDirectory( szSourcePath, sizeof( szSourcePath ) );
if ( !V_stricmp( szSourcePath, szLastDirectory ) )
{
// can back up no further
break;
}
V_strncpy( szLastDirectory, szSourcePath, sizeof( szLastDirectory ) );
char szTestDir[MAX_PATH];
V_ComposeFileName( szSourcePath, "vpc_scripts", szTestDir, sizeof( szTestDir ) );
struct _stat statBuf;
if ( _stat( szTestDir, &statBuf ) != -1 )
{
bFound = true;
break;
}
// previous dir
char szPrevDir[MAX_PATH];
V_ComposeFileName( szSourcePath, "..", szPrevDir, sizeof( szPrevDir ) );
V_SetCurrentDirectory( szPrevDir );
}
if ( !bFound )
{
VPCError( "Failed to determine source directory from current path. Expecting 'vpc_scripts' in source path." );
}
// Remember the source path and restore the path to where it was.
m_SourcePath = szSourcePath;
V_SetCurrentDirectory( szOldPath );
// always emit source path, identifies MANY redundant user problems
// users can easily run from an unintended place due to botched path, mangled directories, etc
Log_Msg( LOG_VPC, "Source Path: %s\n", m_SourcePath.Get() );
}
//-----------------------------------------------------------------------------
// Sets the working directory to .../vpc_scripts as all scripts are
// guaranteed relative to the vpc script directory.
//-----------------------------------------------------------------------------
void CVPC::SetDefaultSourcePath()
{
V_SetCurrentDirectory( m_SourcePath.Get() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVPC::IsProjectCurrent( const char *pOutputFilename )
{
// default is project is stale
if ( !Sys_Exists( pOutputFilename ) )
{
return false;
}
if ( Is2010() && !Sys_Exists( CFmtStr( "%s.filters", pOutputFilename ) ) )
{
return false;
}
char errorString[1024];
bool bCRCValid = VPC_CheckProjectDependencyCRCs( pOutputFilename, m_SupplementalCRCString.Get(), errorString, sizeof( errorString ) );
if ( bCRCValid )
{
VPCStatus( true, "Valid: '%s' Passes CRC Checks.", pOutputFilename );
}
else
{
VPCStatus( true, "Stale: '%s' Requires Rebuild.", pOutputFilename );
}
return bCRCValid;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::SpewUsage( void )
{
// skip header if user requested specific detail
bool bNoHeader =
m_bSpewPlatforms ||
m_bSpewGames ||
m_bSpewProjects ||
m_bSpewGroups ||
m_bSpewProperties ||
m_BuildCommands.Count();
if ( !bNoHeader )
{
Log_Msg( LOG_VPC, "\n" );
if ( !m_bHelp )
{
// terse
Log_Msg( LOG_VPC, "Type vpc /h for help...\n" );
}
else
{
// verbose
Log_Msg( LOG_VPC, "usage: vpc [options] <+/-/*project or group>\n");
Log_Msg( LOG_VPC, "\n" );
Log_Msg( LOG_VPC, "Examples:\n" );
Log_Msg( LOG_VPC, "\n" );
Log_Msg( LOG_VPC, " Single .vcproj generation:\n" );
Log_Msg( LOG_VPC, " vpc +client /hl2 <-- Creates a Win32 .vcproj for the HL2 client.\n" );
Log_Msg( LOG_VPC, " vpc +shaderapi /x360 <-- Creates a Xbox360 .vcproj for the shaderapi.\n" );
Log_Msg( LOG_VPC, "\n" );
Log_Msg( LOG_VPC, " Multiple .vcproj generation - Multiple Projects for Games and Platforms:\n" );
Log_Msg( LOG_VPC, " vpc +client /hl2 /tf <-- Creates ALL the Win32 .vcprojs for the HL2 and TF client.\n" );
Log_Msg( LOG_VPC, " vpc +gamedlls /allgames <-- Creates ALL the Win32 .vcprojs for client and server for all GAMES.\n" );
Log_Msg( LOG_VPC, " vpc +tools -tier0 /win32 /x360 <-- Creates ALL the Win32 and Xbox360 .vcprojs for the tool projects but not the tier0 project.\n" );
Log_Msg( LOG_VPC, "\n" );
Log_Msg( LOG_VPC, " Use +/- to add or remove projects or groups.\n");
Log_Msg( LOG_VPC, " Use * to add a project and all projects that depend on it.\n");
Log_Msg( LOG_VPC, " Use @ to add a project and all projects that it depends on.\n");
Log_Msg( LOG_VPC, " Use /h spew final target build set only (no .vcproj created).\n");
Log_Msg( LOG_VPC, "\n" );
Log_Msg( LOG_VPC, " Further details can be found on Valve Internal Wiki on VPC.\n" );
Log_Msg( LOG_VPC, "\n--- OPTIONS ---\n" );
Log_Msg( LOG_VPC, "[/q]: Quiet mode (quiet mode is automatically on if the VPC_QUIET environment variable is set)\n" );
Log_Msg( LOG_VPC, "[/v]: Verbose\n" );
Log_Msg( LOG_VPC, "[/f]: Force generate .vcproj, otherwise use crc checks\n" );
Log_Msg( LOG_VPC, "[/dp]: Decorate project names with platform\n" );
Log_Msg( LOG_VPC, "[/testmode]: Override output .vcproj file to be named 'test.vcproj'\n" );
Log_Msg( LOG_VPC, "[/2013]: Generate projects and solutions for Visual Studio 2013 [default]\n" );
Log_Msg( LOG_VPC, "[/2012]: Generate projects and solutions for Visual Studio 2012\n" );
Log_Msg( LOG_VPC, "[/2010]: Generate projects and solutions for Visual Studio 2010\n" );
Log_Msg( LOG_VPC, "[/2005]: Generate projects and solutions for Visual Studio 2005\n" );
Log_Msg( LOG_VPC, "\n--- Help ---\n" );
Log_Msg( LOG_VPC, "[/h]: Help\n" );
Log_Msg( LOG_VPC, "[/?]: Help\n" );
Log_Msg( LOG_VPC, "[/platforms]: Spew Platforms\n" );
Log_Msg( LOG_VPC, "[/games]: Spew Games\n" );
Log_Msg( LOG_VPC, "[/projects]: Spew Projects\n" );
Log_Msg( LOG_VPC, "[/groups]: Spew Groups\n" );
Log_Msg( LOG_VPC, "[/properties]: Spew VS2005 Properties\n" );
Log_Msg( LOG_VPC, "\n--- Conditionals ---\n" );
Log_Msg( LOG_VPC, "[/profile]: Set Reserved $PROFILE=1\n" );
Log_Msg( LOG_VPC, "[/retail]: Set Reserved $RETAIL=1\n" );
Log_Msg( LOG_VPC, "[/callcap]: Set Reserved $CALLCAP=1\n" );
Log_Msg( LOG_VPC, "[/fastcap]: Set Reserved $FASTCAP=1\n" );
Log_Msg( LOG_VPC, "[/cert]: Set Reserved $CERT=1\n" );
Log_Msg( LOG_VPC, "[/memtest]: Set Reserved $MEMTEST=1\n" );
Log_Msg( LOG_VPC, "[/nofpo]: Set Reserved $NOFPO=1\n" );
Log_Msg( LOG_VPC, "[/lv]: Set Reserved $LV=1\n" );
Log_Msg( LOG_VPC, "[/demo]: Set Reserved $DEMO=1\n" );
Log_Msg( LOG_VPC, "[/no_steam]: Set Reserved $NO_STEAM=1\n" );
Log_Msg( LOG_VPC, "[/qtdebug]: Set Reserved $QTDEBUG=1\n" );
Log_Msg( LOG_VPC, "[/no_ceg]: Set Reserved $NO_CEG=1\n" );
Log_Msg( LOG_VPC, "[/upload_ceg]: Set Reserved $UPLOAD_CEG=1\n" );
Log_Msg( LOG_VPC, "\n--- Other ---\n" );
Log_Msg( LOG_VPC, "[/mksln]: <.sln filename> - make a solution file\n" );
Log_Msg( LOG_VPC, "[/p4sln]: <.sln filename> <changelists...> - make a solution file based on\n" );
Log_Msg( LOG_VPC, " the changelist. Changelists can be specific numbers, 0 or \"default\"\n" );
Log_Msg( LOG_VPC, " for the default changelist, or \"all\" for all active changelists.\n" );
Log_Msg( LOG_VPC, "[/nop4add]: Don't automatically add project files to Perforce\n" );
Log_Msg( LOG_VPC, "[/slnitems]: <filename> - adds all files listed in <filename> to generated\n" );
Log_Msg( LOG_VPC, " solutions\n" );
Log_Msg( LOG_VPC, "[/showdeps]: Show an example dependency chain for each project that depends\n" );
Log_Msg( LOG_VPC, " on your p4 change list(s). Use with /p4sln.\n" );
Log_Msg( LOG_VPC, "[/checkfiles]: Check for the existence of files in $file commands. For debugging vpc files.\n" );
Log_Msg( LOG_VPC, " Only works if the currrent directory is the project directory.\n" );
// Log_Msg( LOG_VPC, "[/novpcgame]: Disable reserved vpc macro $VPCGAME and $VPCGAMECAPS.\n" );
// Log_Msg( LOG_VPC, " By default if a single game is specified on command line, then that specified\n" );
// Log_Msg( LOG_VPC, " game name will be used as a value for $VPCGAME and $VPCGAMECAPS macros.\n" );
Log_Msg( LOG_VPC, "[/define:xxx]: Enable a custom conditional $XXX to use for quick testing in VPC files.\n" );
}
}
if ( m_Conditionals.Count() && m_bSpewPlatforms )
{
bool bFirstDefine = false;
for ( int i = 0; i < m_Conditionals.Count(); i++ )
{
if ( m_Conditionals[i].type != CONDITIONAL_PLATFORM )
continue;
if ( !bFirstDefine )
{
Log_Msg( LOG_VPC, "\n--- PLATFORMS ---\n" );
bFirstDefine = true;
}
Log_Msg( LOG_VPC, "%s%s\n", m_Conditionals[i].upperCaseName.String(), m_Conditionals[i].m_bDefined ? " = 1" : "" );
}
}
if ( m_Conditionals.Count() && m_bSpewGames )
{
bool bFirstGame = false;
for ( int i = 0; i < m_Conditionals.Count(); i++ )
{
if ( m_Conditionals[i].type != CONDITIONAL_GAME )
continue;
if ( !bFirstGame )
{
Log_Msg( LOG_VPC, "\n--- GAMES ---\n" );
bFirstGame = true;
}
Log_Msg( LOG_VPC, "%s%s\n", m_Conditionals[i].upperCaseName.String(), m_Conditionals[i].m_bDefined ? " = 1" : "" );
}
}
if ( m_Projects.Count() && m_bSpewProjects )
{
// spew all sorted projects
Log_Msg( LOG_VPC, "\n--- PROJECTS ---\n" );
CUtlRBTree< const char * > sorted( 0, 0, CaselessStringLessThan );
for ( int i = 0; i < m_Projects.Count(); i++ )
{
sorted.Insert( m_Projects[i].name.String() );
}
for ( int i = sorted.FirstInorder(); i != sorted.InvalidIndex(); i = sorted.NextInorder( i ) )
{
Log_Msg( LOG_VPC, "[+/-] %s\n", sorted[i] );
}
}
if ( g_pVPC->m_GroupTags.Count() && m_bSpewGroups )
{
// spew all sorted groups
Log_Msg( LOG_VPC, "\n--- GROUPS ---\n" );
CUtlRBTree< const char * > sorted( 0, 0, CaselessStringLessThan );
for ( int i = 0; i < g_pVPC->m_GroupTags.Count(); i++ )
{
if ( !g_pVPC->m_GroupTags[i].bSameAsProject )
{
sorted.Insert( g_pVPC->m_GroupTags[i].name.String() );
}
}
for ( int i = sorted.FirstInorder(); i != sorted.InvalidIndex(); i = sorted.NextInorder( i ) )
{
Log_Msg( LOG_VPC, "[+/-] %s\n", sorted[i] );
}
}
#if 0
#if defined( _WIN32 )
if ( m_bSpewProperties )
{
for ( int i = 0; i < KEYWORD_MAX; i++ )
{
VPC_Config_SpewProperties( (configKeyword_e)i );
}
}
#endif
#endif
if ( m_BuildCommands.Count() )
{
// spew details about each command
Log_Msg( LOG_VPC, "\nUser Build Commands:\n" );
Log_Msg( LOG_VPC, "--------------------\n" );
for ( int i = 0; i < m_BuildCommands.Count(); i++ )
{
Log_Msg( LOG_VPC, "%s\n", m_BuildCommands[i].String() );
groupTagIndex_t groupTagIndex = VPC_Group_FindOrCreateGroupTag( m_BuildCommands[i].Get()+1, false );
if ( groupTagIndex == INVALID_INDEX )
{
Log_Msg( LOG_VPC, " ??? (Unknown Group)\n" );
}
else
{
groupTag_t *pGroupTag = &g_pVPC->m_GroupTags[groupTagIndex];
for (int j=0; j<pGroupTag->groups.Count(); j++ )
{
group_t *pGroup = &m_Groups[pGroupTag->groups[j]];
for ( int k=0; k<pGroup->projects.Count(); k++ )
{
Log_Msg( LOG_VPC, " %s\n", m_Projects[pGroup->projects[k]].name.String() );
}
}
}
}
Log_Msg( LOG_VPC, "\nTarget Projects:\n" );
Log_Msg( LOG_VPC, "----------------\n" );
if ( m_TargetProjects.Count() )
{
for ( int i=0; i<m_TargetProjects.Count(); i++ )
{
Log_Msg( LOG_VPC, "%s\n", m_Projects[m_TargetProjects[i]].name.String() );
}
}
else
{
Log_Msg( LOG_VPC, "Empty Set (no output)\n" );
}
Log_Msg( LOG_VPC, "\nTarget Games:\n" );
Log_Msg( LOG_VPC, "-------------\n" );
bool bHasDefine = false;
for ( int i=0; i<m_Conditionals.Count(); i++ )
{
if ( m_Conditionals[i].type != CONDITIONAL_GAME )
continue;
if ( m_Conditionals[i].m_bDefined )
{
Log_Msg( LOG_VPC, "$%s = 1\n", m_Conditionals[i].upperCaseName.String() );
bHasDefine = true;
}
}
if ( !bHasDefine )
{
Log_Msg( LOG_VPC, "No Game Set!\n" );
}
Log_Msg( LOG_VPC, "\nTarget Platforms:\n" );
Log_Msg( LOG_VPC, "-----------------\n" );
bHasDefine = false;
for ( int i=0; i<m_Conditionals.Count(); i++ )
{
if ( m_Conditionals[i].type != CONDITIONAL_PLATFORM )
continue;
if ( m_Conditionals[i].m_bDefined )
{
Log_Msg( LOG_VPC, "$%s = 1\n", m_Conditionals[i].upperCaseName.String() );
bHasDefine = true;
}
}
if ( !bHasDefine )
{
Log_Msg( LOG_VPC, "No Platform Set!\n" );
}
Log_Msg( LOG_VPC, "\nCustom Conditionals:\n" );
Log_Msg( LOG_VPC, "---------------------\n" );
bHasDefine = false;
for ( int i=0; i<m_Conditionals.Count(); i++ )
{
if ( m_Conditionals[i].type != CONDITIONAL_CUSTOM )
continue;
if ( m_Conditionals[i].m_bDefined )
{
Log_Msg( LOG_VPC, "$%s = 1\n", m_Conditionals[i].upperCaseName.String() );
bHasDefine = true;
}
}
if ( !bHasDefine )
{
Log_Msg( LOG_VPC, "No Custom Defines Set!\n" );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::HandleSingleCommandLineArg( const char *pArg )
{
if ( ( pArg[0] == '-' ) || ( pArg[0] == '/' ) )
{
// skip past arg prefix
const char *pArgName = pArg+1;
// check options
if ( !V_stricmp( pArgName, "h" ) || !V_stricmp( pArgName, "?" ) || !V_stricmp( pArgName, "help" ) )
{
m_bHelp = true;
m_bUsageOnly = true;
}
else if ( !V_stricmp( pArgName, "v" ) || !V_stricmp( pArgName, "verbose" ) )
{
m_bVerbose = true;
}
else if ( !V_stricmp( pArgName, "testmode" ) || !V_stricmp( pArgName, "test" ) )
{
m_bTestMode = true;
}
else if ( !V_stricmp( pArgName, "f" ) || !V_stricmp( pArgName, "force" ) )
{
m_bForceGenerate = true;
}
else if ( !V_stricmp( pArgName, "novpcgame" ) )
{
m_bEnableVpcGameMacro = false;
}
else if ( !V_stricmp( pArgName, "checkfiles" ) )
{
m_bCheckFiles = true;
}
else if ( !V_stricmp( pArgName, "nocheckfiles" ) )
{
m_bCheckFiles = false;
}
else if ( !V_stricmp( pArgName, "showcaseissues" ) || !V_stricmp( pArgName, "showcase" ) )
{
m_bShowCaseIssues = true;
}
else if ( !V_stricmp( pArgName, "dp" ) )
{
m_bDecorateProject = true;
}
else if ( !V_stricmp( pArgName, "dedicated" ) )
{
m_bDedicatedBuild = true;
}
else if ( !V_stricmp( pArgName, "platforms" ) || !V_stricmp( pArgName, "plats" ) )
{
m_bSpewPlatforms = true;
m_bUsageOnly = true;
}
else if ( !V_stricmp( pArgName, "games" ) )
{
m_bSpewGames = true;
m_bUsageOnly = true;
}
else if ( !V_stricmp( pArgName, "projects" ) )
{
m_bSpewProjects = true;
m_bUsageOnly = true;
}
else if ( !V_stricmp( pArgName, "groups" ) )
{
m_bSpewGroups = true;
m_bUsageOnly = true;
}
else if ( !V_stricmp( pArgName, "properties" ) )
{
m_bSpewProperties = true;
m_bUsageOnly = true;
}
else if ( !V_stricmp( pArgName, "allgames" ) )
{
// shortcut for all games defined
for ( int j=0; j<m_Conditionals.Count(); j++ )
{
if ( m_Conditionals[j].type == CONDITIONAL_GAME )
{
m_Conditionals[j].m_bDefined = true;
}
}
}
else if ( !V_stricmp( pArgName, "showdeps" ) )
{
m_bShowDeps = true;
}
else if ( !V_stricmp( pArgName, "nop4add" ) )
{
m_bP4AutoAdd = false;
}
else if ( !V_stricmp( pArgName, "2005" ) )
{
m_bWants2010 = false;
m_bWants2012 = false;
m_bWants2013 = false;
}
else if ( !V_stricmp( pArgName, "2010" ) )
{
m_bWants2010 = true;
m_bWants2012 = false;
m_bWants2013 = false;
}
else if ( !V_stricmp( pArgName, "2012" ) )
{
m_bWants2010 = false;
m_bWants2012 = true;
m_bWants2013 = false;
}
else if ( !V_stricmp( pArgName, "2013" ) )
{
m_bWants2010 = false;
m_bWants2012 = false;
m_bWants2013 = true;
}
else if ( char const *szActualDefineName = StringAfterPrefix( pArgName, "define:" ) )
{
// allow setting custom defines straight from command line
conditional_t *pConditional = FindOrCreateConditional( szActualDefineName, true, CONDITIONAL_CUSTOM );
if ( pConditional )
{
pConditional->m_bDefined = true;
m_ExtraOptionsCRCString += "/define:"; // force this into additional CRC string
m_ExtraOptionsCRCString += pConditional->name.Get(); // force this into additional CRC string
}
}
else
{
// not a recogined option, try conditionals
// find in list of conditionals
conditional_t *pConditional = FindOrCreateConditional( pArgName, false, CONDITIONAL_NULL );
if ( !pConditional )
{
// not a recognized conditional, add to build commands
int index = m_BuildCommands.AddToTail();
m_BuildCommands[index] = pArg;
}
else
{
// found conditional, mark as defined
pConditional->m_bDefined = true;
}
}
}
else if ( pArg[0] == '+' || pArg[0] == '*' || pArg[0] == '@' )
{
// add to build commands
int index = m_BuildCommands.AddToTail();
m_BuildCommands[index] = pArg;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::ParseBuildOptions( int argc, char *argv[] )
{
#if defined( LINUX )
m_bDedicatedBuild = true;
#else
m_bDedicatedBuild = false;
#endif
// parse options
// prefer +??? or -??? prefix syntax for groups and /??? for options because less confusing for new vpc users
// for ease we will support -??? prefix syntax for matched options as well
for ( int i = 1; i < argc; i++ )
{
const char *pArg = argv[i];
if ( !V_stricmp( pArg, "/mksln" ) )
{
if ( !m_P4SolutionFilename.IsEmpty() )
{
VPCError( "Can't use /mksln with /p4sln." );
}
if ( (i+1) >= argc )
{
VPCError( "/mksln requires a filename after it." );
}
// If the next parameter is a standard + or - or / or * parameter, then we take that to be the name of the solution file.
// So vpc /mksln +engine would generate engine.sln.
if ( argv[i+1][0] == '+' || argv[i+1][0] == '-' || argv[i+1][0] == '/' || argv[i+1][0] == '*' || argv[i+1][0] == '@' )
{
m_MKSolutionFilename = &argv[i+1][1];
}
else
{
m_MKSolutionFilename = argv[i+1];
++i;
}
}
else if ( !V_stricmp( pArg, "/p4sln" ) )
{
if ( !m_MKSolutionFilename.IsEmpty() )
{
VPCError( "Can't use /mksln with /p4sln." );
}
// Get the solution filename.
++i;
if ( i >= argc || argv[i][0] == '+' || argv[i][0] == '-' || argv[i][0] == '/' || argv[i][0] == '*' || argv[i][0] == '@' )
{
VPCError( "/p4sln <solution filename> <changelist number>." );
}
m_P4SolutionFilename = argv[i];
// Get the changelist number.
while ( 1 )
{
++i;
// No more args?
if ( i >= argc )
break;
// Special syntax for including all changelists.
if ( V_stricmp( argv[i], "all" ) == 0 )
{
m_iP4Changelists.AddToTail( -1 );
continue;
}
// Special syntax for including default changelists.
if ( V_stricmp( argv[i], "default" ) == 0 )
{
m_iP4Changelists.AddToTail( 0 );
continue;
}
// This arg isn't a changelist number?
if ( argv[i][0] < '0' || argv[i][0] > '9' )
{
--i;
break;
}
// Add the changelist number.
m_iP4Changelists.AddToTail( atoi( argv[i] ) );
}
// Make sure at least one changelist number was specified.
if ( m_iP4Changelists.Count() == 0 )
{
VPCError( "/p4sln <solution filename> <changelist number> [additional changelist numbers]." );
}
}
else if ( !V_stricmp( pArg, "/slnitems" ) )
{
// Get the solution items filename
++i;
if ( i >= argc || argv[i][0] == '+' || argv[i][0] == '-' || argv[i][0] == '/' || argv[i][0] == '*' || argv[i][0] == '@' )
{
VPCError( "/slnitems <solution items filename>." );
}
m_SolutionItemsFilename = argv[i];
}
else
{
HandleSingleCommandLineArg( pArg );
}
}
// If they did /p4sln but didn't specify any build commands, then have it check everything.
if ( m_iP4Changelists.Count() > 0 && m_BuildCommands.Count() == 0 )
{
m_bP4SlnCheckEverything = true;
}
CheckForInstalledXDK();
CheckForInstalledPS3SDK();
}
//-----------------------------------------------------------------------------
// Generate a string supplemental to CRC data, derived from command-line options,
// so varying certain command-line options can cause .VCPROJ rebuilds.
//-----------------------------------------------------------------------------
void CVPC::GenerateOptionsCRCString()
{
m_SupplementalCRCString = "_";
conditional_t *pConditional = FindOrCreateConditional( "PROFILE", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Pr";
}
pConditional = FindOrCreateConditional( "RETAIL", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Rt";
}
pConditional = FindOrCreateConditional( "CALLCAP", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Cc";
}
pConditional = FindOrCreateConditional( "FASTCAP", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Fc";
}
pConditional = FindOrCreateConditional( "CERT", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Ct";
}
pConditional = FindOrCreateConditional( "MEMTEST", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Mt";
}
pConditional = FindOrCreateConditional( "NOFPO", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Nf";
}
pConditional = FindOrCreateConditional( "LV", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Lv";
}
pConditional = FindOrCreateConditional( "DEMO", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Dm";
}
pConditional = FindOrCreateConditional( "NO_STEAM", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Ns";
}
pConditional = FindOrCreateConditional( "QTDEBUG", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Qt";
}
pConditional = FindOrCreateConditional( "NO_CEG", false, CONDITIONAL_NULL );
//
// !!NEVER INTEGRATE THIS CHANGE TO NON-RELEASE BRANCHES!!
// !!THIS WILL ENABLE CEG AND BREAK NON-REL BRANCHES!!
// -AaronN
//
//if ( pConditional && pConditional->m_bDefined )
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Nc";
}
pConditional = FindOrCreateConditional( "UPLOAD_CEG", false, CONDITIONAL_NULL );
if ( pConditional && pConditional->m_bDefined )
{
m_SupplementalCRCString += "Uc";
}
if ( !m_ExtraOptionsCRCString.IsEmpty() )
{
m_SupplementalCRCString += CFmtStr( "_%s_", m_ExtraOptionsCRCString.Get() );
}
}
//-----------------------------------------------------------------------------
// Restart self from correct location and re-run. Returns FALSE if not applicable,
// otherwise TRUE if restart occurred.
//-----------------------------------------------------------------------------
bool CVPC::RestartFromCorrectLocation( bool *pIsChild )
{
#if defined( POSIX )
return false;
#else
// recursive restart guard
// restart is a hidden internal param, always the last argument
// presence identifies spawned process
bool bIsRestart = false;
if ( !V_stricmp( m_ppArgv[m_nArgc-1], "/restart" ) )
{
bIsRestart = true;
}
*pIsChild = bIsRestart;
char szBinPath[MAX_PATH];
if ( !CheckBinPath( szBinPath, sizeof( szBinPath ) ) )
{
if ( bIsRestart )
{
VPCError( "Cyclical Restart: Tell A Programmer!, Aborting." );
}
// replicate arguments, add -restart as a recursion guard for the new process
char *newArgs[128];
if ( m_nArgc >= Q_ARRAYSIZE( newArgs ) - 2 )
{
VPCError( "Excessive Arguments: Tell A Programmer!, Aborting." );
}
int i;
for ( i = 0; i < m_nArgc; i++ )
{
newArgs[i] = m_ppArgv[i];
}
newArgs[i++] = "/restart";
newArgs[i++] = NULL;
// restart using synchronous semantic, async semantic causes wierd hang
int status = _spawnv( _P_WAIT, szBinPath, newArgs );
if ( !status )
{
// called process exited normally
return true;
}
else if ( status > 0 )
{
// called process exited with error, pass it along
exit( status );
}
// called process could not be started
VPCError( "Restart of '%s' failed\n", szBinPath );
}
// process is running from correct location
return false;
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::CheckForInstalledXDK()
{
#ifndef POSIX
// quick and dirty early check for 360 XDK ability
// can only detect simplistic condition, VPC can't validate a perfect XDK/MSDEV installation
bool bHasXDK = false;
const char *pXDK = getenv( "XEDK" );
if ( pXDK && pXDK[0] )
{
// look for expected compiler
char fullPath[MAX_PATH];
Q_strncpy( fullPath, pXDK, sizeof( fullPath ) );
V_AppendSlash( fullPath, sizeof( fullPath ) );
V_strncat( fullPath, "bin\\win32\\cl.exe", sizeof( fullPath ) );
int fileSize = Sys_FileLength( fullPath, false );
if ( fileSize > 0 )
{
bHasXDK = true;
m_bXDKPresent = true;
}
}
if ( !bHasXDK && IsPlatformDefined( "X360" ) )
{
VPCError( "Cannot Build For Xbox 360, XDK is missing or damaged. Remove /x360 from command line." );
}
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::CheckForInstalledPS3SDK()
{
#ifndef POSIX
// quick and dirty early check for 360 XDK ability
// can only detect simplistic condition, VPC can't validate a perfect XDK/MSDEV installation
bool bHasSDK = false;
const char *pSDK = getenv( "SN_PS3_PATH" );
if ( pSDK && pSDK[0] )
{
// Check for presence of 'src/ps3sdk'
char ps3SDKDir[MAX_PATH];
V_GetCurrentDirectory( ps3SDKDir, sizeof( ps3SDKDir ) );
V_snprintf( ps3SDKDir, sizeof( ps3SDKDir ), "%s%s", ps3SDKDir, "\\ps3sdk\\cell\\target\\common\\include\\sdk_version.h" );
if ( Sys_FileLength( ps3SDKDir ) > 0 )
{
bHasSDK = true;
m_bPS3SDKPresent = true;
}
}
if ( !bHasSDK && IsPlatformDefined( "PS3" ) )
{
VPCError( "Cannot Build For PS3, SDK is missing or damaged. Remove /ps3 from command line." );
}
#endif
}
void CVPC::CreateOutputFilename( project_t *pProject, const char *pchPlatform, const char *pGameName, const char *pchExtension )
{
const char *pProjectFileNamePrefix = m_bTestMode ? "test" : pProject->name.String();
m_OutputFilename = pProjectFileNamePrefix;
if ( pchPlatform && pchPlatform[0] )
{
// non-pc platforms get decorated
m_OutputFilename += "_";
m_OutputFilename += pchPlatform;
}
if ( pGameName && pGameName[0] )
{
// game projects get decorated
m_OutputFilename += "_";
m_OutputFilename += pGameName;
}
if ( pchExtension && pchExtension[0] )
{
m_OutputFilename += ".";
m_OutputFilename += pchExtension;
}
}
bool CVPC::BuildTargetProject( IProjectIterator *pIterator, projectIndex_t projectIndex, script_t *pProjectScript, const char *pGameName )
{
// evaluate the project's script conditional which determines game/platform
if ( !EvaluateConditionalExpression( pProjectScript->m_condition.String() ) )
{
// conditionals prevent this project from consideration
return false;
}
// set once anything is expected to output
m_bAnyProjectQualified = true;
if ( !m_Projects.IsValidIndex( projectIndex ) )
{
// unexpected bad project index
Assert( 0 );
return false;
}
project_t *pProject = &m_Projects[projectIndex];
// track the internal project name, unaffected by user name mangling
m_ProjectName = pProject->name.String();
m_LoadAddressName = pProject->name.String();
// win32 projects are the most prevalent, so by popular demand they have no decoration
// all other platforms use their platform name as a suffix
const char *pPlatformName = NULL;
if ( !IsPlatformDefined( "win32" ) )
{
pPlatformName = GetTargetPlatformName();
}
// create a decorated project filename based on project/game/platform/etc
CreateOutputFilename(
pProject,
pPlatformName,
pGameName,
g_pVPC->GetProjectGenerator()->GetProjectFileExtension() );
// each vpc script is written with paths relative to their base
// force each script needs to start relative to their script location
// this allows vpc to be invoked anywhere, but the groups resolve their projects correctly
char szScriptPath[MAX_PATH];
V_ComposeFileName( g_pVPC->GetStartDirectory(), pProjectScript->name.String(), szScriptPath, sizeof( szScriptPath ) );
V_StripFilename( szScriptPath );
V_SetCurrentDirectory( szScriptPath );
// build it
char szScriptName[MAX_PATH];
Sys_StripPath( pProjectScript->name.String(), szScriptName );
return pIterator->VisitProject( projectIndex, szScriptName );
}
//-----------------------------------------------------------------------------
// Iterate and build each of the projects. Game projects can themselves be
// auto-iterated to apply each of their mod variant.
//-----------------------------------------------------------------------------
void CVPC::IterateTargetProjects( CUtlVector<projectIndex_t> &projectList, IProjectIterator *pIterator )
{
m_bGeneratedProject = false;
m_bAnyProjectQualified = false;
if ( !projectList.Count() )
{
// nothing to do
return;
}
for ( int nProject = 0; nProject < projectList.Count(); nProject++ )
{
project_t *pProject = &m_Projects[projectList[nProject]];
// each project can have 1 or more scripts that are predicated by game/platform conditionals (i.e. client or server)
for ( int nScript = 0; nScript < pProject->scripts.Count(); nScript++ )
{
script_t *pProjectScript = &pProject->scripts[nScript];
// occurrence of game condition(s) dictates iteration behavior
// client/server would have multiple game conditions
bool bHasGameCondition = g_pVPC->ConditionHasDefinedType( pProjectScript->m_condition.String(), CONDITIONAL_GAME );
if ( !bHasGameCondition )
{
// no game condition
BuildTargetProject( pIterator, projectList[nProject], pProjectScript, NULL );
}
else
{
// auto iterate through all defined game conditionals, setting each in turn
// this provides for building say client for all mod(s) that it can support
for ( int nTargetGame = 0; nTargetGame < m_Conditionals.Count(); nTargetGame++ )
{
if ( m_Conditionals[nTargetGame].type != CONDITIONAL_GAME || !m_Conditionals[nTargetGame].m_bDefined )
{
// the game conditions must be defined to be considered
// i.e. the user has specified to build /hl2 /tf2, but not /portal
continue;
}
// only one game condition is active during project generation
for ( int k = 0; k < m_Conditionals.Count(); k++ )
{
// unmark all game conditionals
if ( m_Conditionals[k].type == CONDITIONAL_GAME )
{
m_Conditionals[k].m_bGameConditionActive = false;
}
}
m_Conditionals[nTargetGame].m_bGameConditionActive = true;
BuildTargetProject( pIterator, projectList[nProject], pProjectScript, m_Conditionals[nTargetGame].name.String() );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Build all the projects in m_targetProjects.
//-----------------------------------------------------------------------------
bool CVPC::BuildTargetProjects()
{
class CDefaultProjectIterator : public IProjectIterator
{
public:
virtual bool VisitProject( projectIndex_t iProject, const char *pScriptPath )
{
Log_Msg( LOG_VPC, "\n" );
// check project's crc signature
if ( !g_pVPC->IsForceGenerate() && !g_pVPC->IsForceIterate() && g_pVPC->IsProjectCurrent( g_pVPC->GetOutputFilename() ) )
{
// valid, does not need to build
return false;
}
return g_pVPC->ParseProjectScript( pScriptPath, 0, false, true );
}
};
if ( !m_TargetProjects.Count() )
{
VPCError( "No recognized project(s) to build. Use /h or /projects or /groups to spew more info." );
}
CDefaultProjectIterator iterator;
IterateTargetProjects( m_TargetProjects, &iterator );
// Catch user attention to notify lack of any expected output
// Novice users would not be aware of expected conditionals
if ( !m_bGeneratedProject && !m_bAnyProjectQualified )
{
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "----------------------------\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "!!! No Project Generated !!!\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "----------------------------\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "Possibly missing game, platform, or other conditional expected by script.\n" );
Log_Warning( LOG_VPC, Color( 255, 255, 0, 255 ), "Use /h verify desired target build set.\n" );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Find the project that corresponds to the specified vcproj and setup
// to build that project.
//-----------------------------------------------------------------------------
void CVPC::FindProjectFromVCPROJ( const char *pScriptNameVCProj )
{
// caller is specifying the output vcproj, i.e. via tool shortcut from within MSDEV to re-gen
// use the vpc standardized output vcproj name to determine re-gen parameters
// mod and platform will be seperated by '_' after the project name
// resolve to correct project, best will be longest match, due to project names like foo_? and foo_bar_?
char szProject[MAX_PATH];
unsigned int bestLen = 0;
for ( int i = 0; i < m_Projects.Count(); i++ )
{
if ( V_stristr( pScriptNameVCProj, m_Projects[i].name.String() ) )
{
if ( bestLen < strlen( m_Projects[i].name.String() ) )
{
bestLen = strlen( m_Projects[i].name.String() );
strcpy( szProject, m_Projects[i].name.String() );
}
}
}
if ( bestLen == 0 )
{
VPCError( "Could not resolve '%s' to any known projects", pScriptNameVCProj );
}
// skip past known project
char szBuffer[MAX_PATH];
V_StripExtension( pScriptNameVCProj + strlen( szProject ), szBuffer, sizeof( szBuffer ) );
// each token is seperated by '_'
int numTokens = 0;
char *pToken = szBuffer;
char *pStart = pToken;
char szTokens[2][MAX_PATH];
while ( numTokens < 2 )
{
if ( pStart[0] == '_' )
{
pStart++;
pToken = strchr( pStart, '_' );
if ( !pToken )
{
strcpy( szTokens[numTokens++], pStart );
break;
}
else
{
strncpy( szTokens[numTokens], pStart, pToken-pStart );
szTokens[numTokens][pToken-pStart] = '\0';
numTokens++;
pStart = pToken;
}
}
else
{
break;
}
}
// re-build a commandline
int localArgc = 0;
char *localArgv[16];
char argBuffers[16][MAX_PATH];
for ( int i=0; i<Q_ARRAYSIZE( localArgv ); i++ )
{
localArgv[i] = argBuffers[i];
}
strcpy( localArgv[localArgc++], "vpc.exe" );
sprintf( localArgv[localArgc++], "+%s", szProject );
for ( int i=0; i<numTokens; i++ )
{
sprintf( localArgv[localArgc++], "/%s", szTokens[i] );
}
ParseBuildOptions( localArgc, localArgv );
}
//-----------------------------------------------------------------------------
// This sets up various defines that are funneled into the .vpc script and the #defines in the engine.
//
// VPC makes a distinction between defines and macros (defines are just binary on/off things that are used like this:
// $File "blah.cpp" [$somedefine]
//
// macros are used for substitutions like this:
// $File "blah.$SOMEMACRO"
//-----------------------------------------------------------------------------
void CVPC::SetMacrosAndConditionals()
{
// Find the target platform.
conditional_t *pPlatformConditional = NULL;
for ( int i = 0; i < m_Conditionals.Count(); i++ )
{
if ( m_Conditionals[i].type == CONDITIONAL_PLATFORM && m_Conditionals[i].m_bDefined )
{
pPlatformConditional = &m_Conditionals[i];
break;
}
}
// Only one platform is allowed to be defined.
for ( int i = 0; i < m_Conditionals.Count(); i++ )
{
if ( &m_Conditionals[i] != pPlatformConditional && m_Conditionals[i].type == CONDITIONAL_PLATFORM && m_Conditionals[i].m_bDefined )
{
// no no no, the user is not allowed to build multiple platforms simultaneously
// this prior feature really confused/crapped up the code, so absolutely not supporting that
VPCWarning( "Detected multiple target platforms...Disabling '%s'", m_Conditionals[i].name.String() );
m_Conditionals[i].m_bDefined = false;
}
}
if ( !pPlatformConditional )
{
// no user specified platform defined, defaults to primary vpc.exe built platform
#if defined( WIN32 )
pPlatformConditional = FindOrCreateConditional( "WIN32", false, CONDITIONAL_PLATFORM );
#elif defined( OSX )
pPlatformConditional = FindOrCreateConditional( "OSX32", false, CONDITIONAL_PLATFORM );
#elif defined( LINUX )
pPlatformConditional = FindOrCreateConditional( "LINUX32", false, CONDITIONAL_PLATFORM );
#elif defined( CYGWIN )
pPlatformConditional = FindOrCreateConditional( "CYGWIN", false, CONDITIONAL_PLATFORM );
#else
#error "Unsupported platform."
#endif
pPlatformConditional->m_bDefined = true;
}
// save off the platform name (rather than the pointer to the conditional, since it can be invalidated)
CUtlString platformName = pPlatformConditional->name;
VPCStatus( true, "Target Platform: %s", platformName.String() );
// src_main doesn't want this #define because it conflicts with Python's SDK.
// It really should be called something else that won't conflict with the rest of the world.
bool bIncludePlatformDefineInProjects = false;
#ifdef STEAM
bIncludePlatformDefineInProjects = true;
#endif
SetMacro( "PLATFORM", platformName.String(), bIncludePlatformDefineInProjects );
// create reserved $QUOTE - used for embedding quotes, or use msdev's &quot
SetMacro( "QUOTE", "\"", false );
if ( !V_stricmp( platformName.String(), "WIN32" ) || !V_stricmp( platformName.String(), "WIN64" ) || !V_stricmp( platformName.String(), "X360" ) )
{
// VS2010 is strictly win32/xbox360
// Set the CRC so that compiler changes will always alter the CRC
if ( m_bWants2013 )
{
m_bUse2013 = true;
m_ExtraOptionsCRCString += "VS2013";
}
else if ( m_bWants2012 )
{
m_bUse2012 = true;
m_ExtraOptionsCRCString += "VS2012";
}
else if ( m_bWants2010 )
{
m_bUse2010 = true;
m_ExtraOptionsCRCString += "VS2010";
}
else
m_ExtraOptionsCRCString += "VS2005";
}
// For backwards compatibility with /define:vs2012 don't set this to false if m_bUse2012 isn't set.
if ( m_bUse2013 )
{
SetConditional( "VS2013", true );
m_bUse2010 = true; // Request the 2010 file-format.
}
else if (m_bUse2012)
{
SetConditional( "VS2012", true );
m_bUse2010 = true; // Request the 2010 file-format.
}
else if ( m_bUse2010 )
SetConditional( "VS2010", true );
else
SetConditional( "VS2005", true );
// create and define various other platform related helper conditionals andmacros
if ( V_stricmp( platformName.String(), "WIN32" ) == 0 || V_stricmp( platformName.String(), "WIN64" ) == 0 )
{
SetConditional( "WINDOWS" );
SetMacro( "_DLL_EXT", ".dll", true );
SetMacro( "_IMPLIB_EXT", ".lib", false );
SetMacro( "_IMPLIB_PREFIX", "", false );
SetMacro( "_IMPLIB_DLL_PREFIX", "", false );
SetMacro( "_STATICLIB_EXT", ".lib", false );
SetMacro( "_EXE_EXT", ".exe", false );
}
else if ( V_stricmp( platformName.String(), "X360" ) == 0 )
{
SetMacro( "_DLL_EXT", "_360.dll", true );
SetMacro( "_IMPLIB_EXT", "_360.lib", false );
SetMacro( "_IMPLIB_PREFIX", "", false );
SetMacro( "_IMPLIB_DLL_PREFIX", "", false );
SetMacro( "_STATICLIB_EXT", "_360.lib", false );
SetMacro( "_EXE_EXT", ".exe", false );
}
else if ( V_stricmp( platformName.String(), "PS3" ) == 0 )
{
SetMacro( "_DLL_EXT", "_ps3.sprx", true );
SetMacro( "_IMPLIB_EXT", "_ps3.lib", false );
SetMacro( "_IMPLIB_PREFIX", "", false );
SetMacro( "_IMPLIB_DLL_PREFIX", "", false );
SetMacro( "_STATICLIB_EXT", "_ps3.lib", false );
SetMacro( "_EXE_EXT", ".self", false );
}
else if ( V_stricmp( platformName.String(), "LINUX32" ) == 0 || V_stricmp( platformName.String(), "LINUX64" ) == 0 )
{
SetConditional( "LINUXALL" );
if ( m_bDedicatedBuild )
{
SetConditional( "DEDICATED" );
}
SetConditional( "POSIX" );
SetMacro( "LINUX", "1", true );
SetMacro( "_LINUX", "1", true );
SetMacro( "POSIX", "1", true );
SetMacro( "_POSIX", "1", true );
SetMacro( "_DLL_EXT", ".so", true );
SetMacro( "_IMPLIB_EXT", ".so", false );
SetMacro( "_IMPLIB_PREFIX", "lib", false );
SetMacro( "_IMPLIB_DLL_PREFIX", "lib", false );
SetMacro( "_STATICLIB_EXT", ".a", false );
SetMacro( "_EXE_EXT", "", false );
SetMacro( "_SYM_EXT", ".dbg", false );
}
else if ( V_stricmp( platformName.String(), "OSX32" ) == 0 || V_stricmp( platformName.String(), "OSX64" ) == 0 )
{
SetConditional( "OSXALL" );
if ( m_bDedicatedBuild )
{
SetConditional( "DEDICATED" );
}
SetConditional( "POSIX" );
SetMacro( "_POSIX", "1", true );
SetMacro( "_DLL_EXT", ".dylib", true );
SetMacro( "_IMPLIB_EXT", ".dylib", false );
SetMacro( "_IMPLIB_PREFIX", "lib", false );
SetMacro( "_IMPLIB_DLL_PREFIX", "lib", false );
SetMacro( "_STATICLIB_EXT", ".a", false );
SetMacro( "_EXE_EXT", "", false );
SetMacro( "_SYM_EXT", ".dSYM", false );
}
else if ( V_stricmp( platformName.String(), "CYGWIN" ) == 0 )
{
SetConditional( "CYGWIN" );
SetConditional( "CYGWIN_WINDOWS_TARGET" );
SetConditional( "DEDICATED" );
SetConditional( "POSIX" );
SetMacro( "CYGWIN", "1", true );
SetMacro( "_CYGWIN", "1", true );
SetMacro( "CYGWIN_WINDOWS_TARGET", "1", true );
SetMacro( "_CYGWIN_WINDOWS_TARGET", "1", true );
SetMacro( "POSIX", "1", true );
SetMacro( "_POSIX", "1", true );
SetMacro( "_DLL_EXT", ".dll", true );
SetMacro( "_IMPLIB_EXT", ".dll.a", false );
SetMacro( "_IMPLIB_DLL_PREFIX", "", false );
SetMacro( "_IMPLIB_PREFIX", "lib", false );
SetMacro( "_STATICLIB_EXT", ".a", false );
SetMacro( "_EXE_EXT", ".exe", false );
}
// Set VPCGAME macro based on target game
if ( m_bEnableVpcGameMacro )
{
int nGameDefineIndex = -1;
for ( int iOtherGameDefine = 0; iOtherGameDefine < m_Conditionals.Count(); ++ iOtherGameDefine )
{
if ( m_Conditionals[iOtherGameDefine].type == CONDITIONAL_GAME &&
m_Conditionals[iOtherGameDefine].m_bDefined )
{
if ( nGameDefineIndex == -1 )
{
nGameDefineIndex = iOtherGameDefine;
}
else
{
// uh-oh, multiple games defined for target build
// can't set VPCGAME accurately
nGameDefineIndex = -2;
}
}
}
SetMacro( "VPCGAME", ( nGameDefineIndex >= 0 ) ? m_Conditionals[nGameDefineIndex].name.Get() : "valve", true );
SetMacro( "VPCGAMECAPS", ( nGameDefineIndex >= 0 ) ? m_Conditionals[nGameDefineIndex].upperCaseName.Get() : "VALVE", true );
// force this into additional CRC string
m_ExtraOptionsCRCString += CFmtStr( "/vpcgame:%s", GetMacroValue( "VPCGAME" ) );
}
// Set defines for PS3 and XDK presence
if ( m_bPS3SDKPresent )
{
SetConditional( "PS3SDKINSTALLED" );
}
if ( m_bXDKPresent )
{
SetConditional( "XDKINSTALLED" );
}
}
//-----------------------------------------------------------------------------
// Checks for command line /params ( +/- used for projects, so ICommandLine() not suitable)
//-----------------------------------------------------------------------------
bool CVPC::HasCommandLineParameter( const char *pParamName )
{
for ( int i=1; i < m_nArgc; i++ )
{
if ( V_stricmp( m_ppArgv[i], pParamName ) == 0 )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVPC::HasP4SLNCommand()
{
return HasCommandLineParameter( "/p4sln" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVPC::HandleP4SLN( IBaseSolutionGenerator *pSolutionGenerator )
{
#ifdef WIN32
// If they want to generate a solution based on a Perforce changelist, adjust m_targetProjects and set it up like /mksln had been passed in.
if ( m_iP4Changelists.Count() == 0 )
return false;
if ( !pSolutionGenerator )
{
VPCError( "No solution generator exists for this platform." );
}
// Figure out where to put the solution file.
char szFullSolutionPath[MAX_PATH];
if ( V_IsAbsolutePath( m_P4SolutionFilename.Get() ) )
{
V_strncpy( szFullSolutionPath, m_P4SolutionFilename.Get(), sizeof( szFullSolutionPath ) );
}
else
{
V_ComposeFileName( g_pVPC->GetStartDirectory(), m_P4SolutionFilename.Get(), szFullSolutionPath, sizeof( szFullSolutionPath ) );
}
CProjectDependencyGraph dependencyGraph;
GenerateSolutionForPerforceChangelist( dependencyGraph, m_iP4Changelists, pSolutionGenerator, szFullSolutionPath );
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::HandleMKSLN( IBaseSolutionGenerator *pSolutionGenerator, CProjectDependencyGraph &dependencyGraph )
{
if ( m_MKSolutionFilename.IsEmpty() )
{
return;
}
if ( !pSolutionGenerator )
{
VPCError( "No solution generator exists for this platform." );
}
// Find out what depends on what.
if ( !dependencyGraph.HasGeneratedDependencies() )
{
dependencyGraph.BuildProjectDependencies( 0 );
}
// GenerateBuildSet basically generates what we want, except it uses projectIndex_t's, meaning that
// we don't know what subset of games we should use until we've called VPC_IterateTargetProjects.
CUtlVector<CDependency_Project*> referencedProjects;
dependencyGraph.TranslateProjectIndicesToDependencyProjects( m_TargetProjects, referencedProjects );
// Generate a solution file.
char szFullSolutionPath[MAX_PATH];
if ( V_IsAbsolutePath( m_MKSolutionFilename.Get() ) )
{
V_strncpy( szFullSolutionPath, m_MKSolutionFilename.Get(), sizeof( szFullSolutionPath ) );
}
else
{
V_ComposeFileName( g_pVPC->GetStartDirectory(), m_MKSolutionFilename.Get(), szFullSolutionPath, sizeof( szFullSolutionPath ) );
}
pSolutionGenerator->GenerateSolutionFile( szFullSolutionPath, referencedProjects );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVPC::SetupGenerators()
{
extern IBaseSolutionGenerator *GetSolutionGenerator_Win32();
extern IBaseProjectGenerator *GetWin32ProjectGenerator();
extern IBaseProjectGenerator *GetWin32ProjectGenerator_2010();
extern IBaseProjectGenerator *GetMakefileProjectGenerator();
extern IBaseProjectGenerator *GetPS3ProjectGenerator();
extern IBaseProjectGenerator *GetXbox360ProjectGenerator();
extern IBaseProjectGenerator *GetXbox360ProjectGenerator_2010();
#if defined( WIN32 )
// Under Windows we have the ability to generate makefiles so if they specified a linux config then use the makefile generator.
bool bUseMakefile = IsPlatformDefined( "LINUX" );
if ( bUseMakefile )
{
Log_Msg( LOG_VPC, "\n** Detected Linux platform. Using Makefile generator.\n" );
}
else
{
// Still use makefiles if they're building the (non-SRCDS) dedicated server.
conditional_t *pConditional = FindOrCreateConditional( "DEDICATED", false, CONDITIONAL_CUSTOM );
bUseMakefile = ( pConditional && pConditional->m_bDefined );
}
if ( bUseMakefile )
{
m_pProjectGenerator = GetMakefileProjectGenerator();
m_pSolutionGenerator = &g_PosixSolutionGenerator;
}
else
{
if ( IsPlatformDefined( "PS3" ) )
{
m_pProjectGenerator = GetPS3ProjectGenerator();
m_pSolutionGenerator = GetSolutionGenerator_Win32();
}
else if ( IsPlatformDefined( "X360" ) )
{
if ( m_bUse2010 )
{
Log_Msg( LOG_VPC, Color( 0, 255, 255, 255 ), "Generating for Visual Studio 2010.\n" );
m_pProjectGenerator = GetXbox360ProjectGenerator_2010();
}
else
{
m_pProjectGenerator = GetXbox360ProjectGenerator();
}
m_pSolutionGenerator = GetSolutionGenerator_Win32();
}
else
{
if ( m_bUse2013 )
{
Log_Msg( LOG_VPC, Color( 0, 255, 255, 255 ), "Generating for Visual Studio 2013.\n" );
m_pProjectGenerator = GetWin32ProjectGenerator_2010();
}
else if ( m_bUse2012 )
{
Log_Msg( LOG_VPC, Color( 0, 255, 255, 255 ), "Generating for Visual Studio 2012.\n" );
m_pProjectGenerator = GetWin32ProjectGenerator_2010();
}
else if ( m_bUse2010 )
{
Log_Msg( LOG_VPC, Color( 0, 255, 255, 255 ), "Generating for Visual Studio 2010.\n" );
m_pProjectGenerator = GetWin32ProjectGenerator_2010();
}
else
{
m_pProjectGenerator = GetWin32ProjectGenerator();
}
m_pSolutionGenerator = GetSolutionGenerator_Win32();
}
}
#else
// Linux always uses the makefile project generator.
m_pProjectGenerator = GetMakefileProjectGenerator();
m_pSolutionGenerator = &g_PosixSolutionGenerator;
#endif
}
//-----------------------------------------------------------------------------
// Since Steam's VPC builds tier0 and vstdlib directly in, Steam uses vpc.exe as the CRC checker.
// Source uses vpccrccheck.exe to do this.
//-----------------------------------------------------------------------------
void CVPC::InProcessCRCCheck()
{
for ( int i = 1; i<m_nArgc; i++ )
{
if ( !V_stricmp( m_ppArgv[i], "-crc" ) || !V_stricmp( m_ppArgv[i], "-crc2" ) )
{
// caller wants the crc check only
int ret = VPC_CommandLineCRCChecks( m_nArgc, m_ppArgv );
exit( ret );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CVPC::BuildTempGroupScript( const char *pVPCScriptName )
{
char projectName[MAX_PATH];
V_StripExtension( pVPCScriptName, projectName, sizeof( projectName ) );
char szCurrentDirectory[MAX_PATH];
V_GetCurrentDirectory( szCurrentDirectory, sizeof( szCurrentDirectory ) );
// caller is specifying an explicit VPC, i.e. not a project from the default group
// create a temporary group file that mimics a VGC, that points to the current dir's VPC
char *pTmpName = tmpnam( NULL );
if ( !pTmpName || !pTmpName[0] )
{
VPCError( "Could not generate temp name. Tell a Programmer.\n" );
}
if ( pTmpName[0] == '\\' )
{
pTmpName++;
}
char tempGroupScriptFilename[MAX_PATH];
V_ComposeFileName( szCurrentDirectory, CFmtStr( "%svgc.tmp", pTmpName ), tempGroupScriptFilename, sizeof( tempGroupScriptFilename ) );
m_TempGroupScriptFilename = tempGroupScriptFilename;
// build the temp group script
FILE *fp = fopen( m_TempGroupScriptFilename.Get(), "w+t" );
if ( !fp )
{
VPCError( "Could not open temp file '%s'. Tell a Programmer.\n", m_TempGroupScriptFilename.Get() );
}
char vpcScriptFilename[MAX_PATH];
V_ComposeFileName( szCurrentDirectory, pVPCScriptName, vpcScriptFilename, sizeof( vpcScriptFilename ) );
// the actual vpc must be relative to the source path
const char *pVPCFilename = StringAfterPrefix( vpcScriptFilename, m_SourcePath.Get() );
if ( !pVPCFilename )
{
VPCError( "Script %s is not in source path %s\n", vpcScriptFilename, m_SourcePath.Get() );
}
if ( pVPCFilename[0] == '\\' )
{
pVPCFilename++;
}
fprintf( fp, "$Project \"%s\"\n", projectName );
fprintf( fp, "{\n" );
fprintf( fp, "\"%s\"\n", pVPCFilename );
fprintf( fp, "}\n" );
fclose( fp );
// fake a build command
char buildCommand[MAX_PATH];
V_snprintf( buildCommand, sizeof( buildCommand ), "+%s", projectName );
int index = m_BuildCommands.AddToTail();
m_BuildCommands[index] = buildCommand;
return m_TempGroupScriptFilename.Get();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CVPC::ProcessCommandLine()
{
SetupDefaultConditionals();
DetermineSourcePath();
// possible extensions determine operation mode beyond expected normal user case
bool bScriptIsVGC = false;
bool bScriptIsVPC = false;
bool bScriptIsVCProj = false;
bool bHasBuildCommand = false;
const char *pScriptName = NULL;
const char *pScriptNameVCProj = NULL;
for ( int i = 1; i < m_nArgc; i++ )
{
const char *pArg = m_ppArgv[i];
if ( V_stristr( pArg, ".vgc" ) )
{
// caller explicitly providing group
pScriptName = pArg;
bScriptIsVGC = true;
bHasBuildCommand = true;
break;
}
else if ( V_stristr( pArg, ".vpc" ) )
{
// caller is using a local vpc, i.e. one that is not hooked into the groups
pScriptName = pArg;
bScriptIsVPC = true;
bHasBuildCommand = true;
break;
}
else
{
if ( V_stristr( pArg, ".vcproj" ) || V_stristr( pArg, ".vcxproj" ) )
{
// caller wants to re-gen the vcproj, this is commonly used by MSDEV to re-gen
pScriptNameVCProj = pArg;
bScriptIsVCProj = true;
bHasBuildCommand = true;
break;
}
}
}
for ( int i = 1; i < m_nArgc; i++ )
{
if ( m_ppArgv[i][0] == '-' || m_ppArgv[i][0] == '+' || m_ppArgv[i][0] == '*' || m_ppArgv[i][0] == '@' )
{
bHasBuildCommand = true;
break;
}
}
if ( bScriptIsVPC )
{
pScriptName = BuildTempGroupScript( pScriptName );
bScriptIsVPC = false;
bScriptIsVGC = true;
}
if ( !bScriptIsVGC )
{
// no script, use default group
pScriptName = "vpc_scripts\\default.vgc";
bScriptIsVGC = true;
}
// set the current directory, it is to be expected src, i.e. .\vpc_scripts\..
SetDefaultSourcePath();
char szCurrentDirectory[MAX_PATH];
V_GetCurrentDirectory( szCurrentDirectory, sizeof( szCurrentDirectory ) );
m_StartDirectory = szCurrentDirectory;
// parse and build tables from group script that options will reference
if ( bScriptIsVGC )
{
VPC_ParseGroupScript( pScriptName );
}
if ( bScriptIsVCProj )
{
// this is commonly used as an extern tool in MSDEV to re-vpc in place
// caller is msdev providing the vcproj name, solve to determine which project and generate
FindProjectFromVCPROJ( pScriptNameVCProj );
}
else
{
ParseBuildOptions( m_nArgc, m_ppArgv );
}
// set macros and conditionals derived from command-line options
SetMacrosAndConditionals();
// generate a CRC string derived from command-line options
GenerateOptionsCRCString();
SetupGenerators();
// filter user's build commands
// generate list of build targets
CProjectDependencyGraph dependencyGraph;
GenerateBuildSet( dependencyGraph );
if ( !bHasBuildCommand && !HasP4SLNCommand() )
{
// spew usage
m_bUsageOnly = true;
}
if ( m_bUsageOnly )
{
// spew only
SpewUsage();
return 0;
}
#ifdef WIN32
if ( HandleP4SLN( m_pSolutionGenerator ) )
{
return 0;
}
#endif
// iterate and build target projects
if ( !BuildTargetProjects() )
{
// build failure
return 0;
}
// now that we have valid project files, can generate solution
HandleMKSLN( m_pSolutionGenerator, dependencyGraph );
return 0;
}
//-----------------------------------------------------------------------------
// main
//
//-----------------------------------------------------------------------------
// VPC is a DLL in Source.
#if defined(STEAM) || defined(OSX) || defined(LINUX)
int main( int argc, char **argv )
#else
int vpcmain( int argc, char **argv )
#endif
{
g_pVPC = new CVPC();
if ( !g_pVPC->Init( argc, argv ) )
{
return 0;
}
int nRetVal = g_pVPC->ProcessCommandLine();
g_pVPC->Shutdown();
return nRetVal;
}
// VPC is a DLL in Source.
#if !(defined(STEAM) || defined(OSX) || defined(LINUX))
#include "ilaunchabledll.h"
// VPC is launched by vpc.exe, which is a copy of binlaunch.exe.
// All binlaunch does is setup the path to game\bin and load an ILaunchableDLL
// interface out of a DLL with the same name as the exe.
class CVPCLaunchableDLL : public ILaunchableDLL
{
public:
// All vpc.exe does is load the vpc DLL and run this.
virtual int main( int argc, char **argv )
{
return vpcmain( argc, argv );
}
};
EXPOSE_SINGLE_INTERFACE( CVPCLaunchableDLL, ILaunchableDLL, LAUNCHABLE_DLL_INTERFACE_VERSION );
#endif