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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Threading.Tasks;
using Microsoft.Build.Framework;
using Microsoft.Build.Shared;
using Microsoft.Build.Shared.FileSystem;
// NOTE: This is nearly identical to the MSBuild task in Microsoft.Build.Tasks. We are deprecating that task,
// so this is the governing implementation.
#nullable disable
namespace Microsoft.Build.BackEnd
{
/// <remarks>
/// This class implements the "MSBuild" task, which hands off child project files to the MSBuild engine to be built.
/// </remarks>
internal class MSBuild : ITask
{
/// <summary>
/// Enum describing the behavior when a project doesn't exist on disk.
/// </summary>
private enum SkipNonExistentProjectsBehavior
{
/// <summary>
/// Default when unset by user.
/// </summary>
Undefined,
/// <summary>
/// Skip the project if there is no file on disk.
/// </summary>
Skip,
/// <summary>
/// Error if the project does not exist on disk.
/// </summary>
Error,
/// <summary>
/// Build even if the project does not exist on disk.
/// </summary>
Build
}
#region Properties
// outputs of all built targets
private readonly List<ITaskItem> _targetOutputs = new List<ITaskItem>();
// Whether to skip project files that don't exist on disk. By default we error for such projects.
private SkipNonExistentProjectsBehavior _skipNonExistentProjects = SkipNonExistentProjectsBehavior.Undefined;
private TaskLoggingHelper _logHelper;
/// <inheritdoc />
/// <summary>
/// The build engine, from ITask
/// </summary>
public IBuildEngine BuildEngine { get; set; }
public IBuildEngine2 BuildEngine2 => (IBuildEngine2)BuildEngine;
public IBuildEngine3 BuildEngine3 => (IBuildEngine3)BuildEngine;
public TaskLoggingHelper Log => _logHelper ?? (_logHelper = new TaskLoggingHelperExtension(this,
AssemblyResources.PrimaryResources, AssemblyResources.SharedResources, "MSBuild."));
/// <inheritdoc />
/// <summary>
/// The host object, from ITask
/// </summary>
public ITaskHost HostObject { get; set; }
/// <summary>
/// A list of property name/value pairs to apply as global properties to
/// the child project.
/// A typical input: "propname1=propvalue1", "propname2=propvalue2", "propname3=propvalue3".
/// </summary>
/// <remarks>
/// The fact that this is a string[] makes the following illegal:
/// <MSBuild
/// Properties="TargetPath=@(OutputPathItem)" />
/// The engine fails on this because it doesn't like item lists being concatenated with string
/// constants when the data is being passed into an array parameter. So the workaround is to
/// write this in the project file:
/// <MSBuild
/// Properties="@(OutputPathItem->'TargetPath=%(Identity)')" />
/// </remarks>
public string[] Properties { get; set; }
/// <summary>
/// Gets or sets a semicolon-delimited list of global properties to remove.
/// </summary>
public string RemoveProperties { get; set; } = null;
/// <summary>
/// The targets to build in each project specified by the <see cref="Projects"/> property.
/// </summary>
/// <value>Array of target names.</value>
public string[] Targets { get; set; }
/// <summary>
/// The projects to build.
/// </summary>
/// <value>Array of project items.</value>
[Required]
public ITaskItem[] Projects { get; set; } = null;
/// <summary>
/// Outputs of the targets built in each project.
/// </summary>
/// <value>Array of output items.</value>
[Output]
public ITaskItem[] TargetOutputs => _targetOutputs.ToArray();
/// <summary>
/// Indicates if the paths of target output items should be rebased relative to the calling project.
/// </summary>
/// <value>true, if target output item paths should be rebased</value>
public bool RebaseOutputs { get; set; } = false;
/// <summary>
/// Forces the task to stop building the remaining projects as soon as any of
/// them fail.
/// </summary>
public bool StopOnFirstFailure { get; set; } = false;
/// <summary>
/// When this is true, instead of calling the engine once to build all the targets (for each project),
/// we would call the engine once per target (for each project). The benefit of this is that
/// if one target fails, you can still continue with the remaining targets.
/// </summary>
public bool RunEachTargetSeparately { get; set; } = false;
/// <summary>
/// Value of ToolsVersion to use when building projects passed to this task.
/// </summary>
public string ToolsVersion { get; set; } = null;
/// <summary>
/// When this is true we call the engine with all the projects at once instead of
/// calling the engine once per project
/// </summary>
public bool BuildInParallel { get; set; }
/// <summary>
/// If true the project will be unloaded once the operation is completed
/// </summary>
public bool UnloadProjectsOnCompletion { get; set; } = false;
/// <summary>
/// Deprecated. Does nothing.
/// </summary>
public bool UseResultsCache { get; set; } = true;
/// <summary>
/// When this is true, project files that do not exist on the disk will be skipped. By default,
/// such projects will cause an error.
/// </summary>
public string SkipNonexistentProjects
{
get
{
switch (_skipNonExistentProjects)
{
case SkipNonExistentProjectsBehavior.Undefined:
return "Undefined";
case SkipNonExistentProjectsBehavior.Build:
return "Build";
case SkipNonExistentProjectsBehavior.Error:
return "False";
case SkipNonExistentProjectsBehavior.Skip:
return "True";
default:
ErrorUtilities.ThrowInternalError("Unexpected case {0}", _skipNonExistentProjects);
break;
}
ErrorUtilities.ThrowInternalErrorUnreachable();
return null;
}
set
{
if (TryParseSkipNonExistentProjects(value, out SkipNonExistentProjectsBehavior behavior))
{
_skipNonExistentProjects = behavior;
}
}
}
/// <summary>
/// Un-escape Targets, Properties (including Properties and AdditionalProperties as Project item metadata)
/// will be un-escaped before processing. e.g. %3B (an escaped ';') in the string for any of them will
/// be treated as if it were an un-escaped ';'
/// </summary>
public string[] TargetAndPropertyListSeparators { get; set; } = null;
/// <summary>
/// If set, MSBuild will skip the targets specified in this build request if they are not defined in the
/// <see cref="Projects"/> to build. This only applies to this build request (if another target calls the
/// "missing target" later this will still result in an error).
/// <remarks>
/// This could be useful when implementing a breaking protocol change between projects or stubbing behavior
/// which may not make sense in all project types (e.g. Restore).
/// </remarks>
/// </summary>
public bool SkipNonexistentTargets { get; set; }
#endregion
#region ITask Members
public bool Execute()
{
throw new NotImplementedException();
}
/// <summary>
/// Instructs the MSBuild engine to build one or more project files whose locations are specified by the
/// <see cref="Projects"/> property.
/// </summary>
/// <returns>true if all projects build successfully; false if any project fails</returns>
public async Task<bool> ExecuteInternal()
{
// If no projects were passed in, just return success.
if ((Projects == null) || (Projects.Length == 0))
{
return true;
}
// We have been asked to unescape all escaped characters before processing
if (TargetAndPropertyListSeparators?.Length > 0)
{
ExpandAllTargetsAndProperties();
}
// Parse the global properties into a hashtable.
// The behavior of parsing global properties to define and undefine (below) combined with the behavior in Microsoft.Common.CurrentVersion.targets should match the logic in ProjectGraph.
if (!PropertyParser.GetTableWithEscaping(Log, ResourceUtilities.GetResourceString("General.GlobalProperties"), "Properties", Properties, out Dictionary<string, string> propertiesTable))
{
return false;
}
// Parse out the properties to undefine, if any.
string[] undefinePropertiesArray = null;
if (!String.IsNullOrEmpty(RemoveProperties))
{
Log.LogMessageFromResources(MessageImportance.Low, "General.UndefineProperties");
undefinePropertiesArray = RemoveProperties.Split(MSBuildConstants.SemicolonChar, StringSplitOptions.RemoveEmptyEntries);
foreach (string property in undefinePropertiesArray)
{
Log.LogMessageFromText(String.Format(CultureInfo.InvariantCulture, " {0}", property), MessageImportance.Low);
}
}
bool isRunningMultipleNodes = BuildEngine2.IsRunningMultipleNodes;
// If we are in single proc mode and stopOnFirstFailure is true, we cannot build in parallel because
// building in parallel sends all of the projects to the engine at once preventing us from not sending
// any more projects after the first failure. Therefore, to preserve compatibility with whidbey if we are in this situation disable buildInParallel.
if (!isRunningMultipleNodes && StopOnFirstFailure && BuildInParallel)
{
BuildInParallel = false;
Log.LogMessageFromResources(MessageImportance.Low, "MSBuild.NotBuildingInParallel");
}
// When the condition below is met, provide an information message indicating stopOnFirstFailure
// will have no effect. The reason there will be no effect is, when buildInParallel is true
// All project files will be submitted to the engine all at once, this mean there is no stopping for failures between projects.
// When RunEachTargetSeparately is false, all targets will be submitted to the engine at once, this means there is no way to stop between target failures.
// therefore the first failure seen will be the only failure seen.
if (isRunningMultipleNodes && BuildInParallel && StopOnFirstFailure && !RunEachTargetSeparately)
{
Log.LogMessageFromResources(MessageImportance.Low, "MSBuild.NoStopOnFirstFailure");
}
// This is a list of string[]. That is, each element in the list is a string[]. Each
// string[] represents a set of target names to build. Depending on the value
// of the RunEachTargetSeparately parameter, we each just call the engine to run all
// the targets together, or we call the engine separately for each target.
List<string[]> targetLists = CreateTargetLists(Targets, RunEachTargetSeparately);
bool success = true;
ITaskItem[] singleProject = null;
bool[] skipProjects = null;
if (BuildInParallel)
{
skipProjects = new bool[Projects.Length];
for (int i = 0; i < skipProjects.Length; i++)
{
skipProjects[i] = true;
}
}
else
{
singleProject = new ITaskItem[1];
}
// Read in each project file. If there are any errors opening the file or parsing the XML,
// raise an event and return False. If any one of the projects fails to build, return False,
// otherwise return True. If parallel build is requested we first check for file existence so
// that we don't pass a non-existent file to IBuildEngine causing an exception
for (int i = 0; i < Projects.Length; i++)
{
ITaskItem project = Projects[i];
string projectPath = FileUtilities.AttemptToShortenPath(project.ItemSpec);
if (StopOnFirstFailure && !success)
{
// Inform the user that we skipped the remaining projects because StopOnFirstFailure=true.
Log.LogMessageFromResources(MessageImportance.Low, "MSBuild.SkippingRemainingProjects");
// We have encountered a failure. Caller has requested that we not
// continue with remaining projects.
break;
}
// Try to get the behavior from metadata if it is undefined.
var skipNonExistProjects = _skipNonExistentProjects;
if (_skipNonExistentProjects == SkipNonExistentProjectsBehavior.Undefined)
{
if (TryParseSkipNonExistentProjects(project.GetMetadata("SkipNonexistentProjects"), out SkipNonExistentProjectsBehavior behavior))
{
skipNonExistProjects = behavior;
}
else
{
skipNonExistProjects = SkipNonExistentProjectsBehavior.Error;
}
}
if (FileSystems.Default.FileExists(projectPath) || (skipNonExistProjects == SkipNonExistentProjectsBehavior.Build))
{
if (FileUtilities.IsVCProjFilename(projectPath))
{
Log.LogErrorWithCodeFromResources("MSBuild.ProjectUpgradeNeededToVcxProj", project.ItemSpec);
success = false;
continue;
}
// If we are building in parallel we want to only make one call to
// ExecuteTargets once we verified that all projects exist
if (!BuildInParallel)
{
singleProject[0] = project;
bool executeResult = await ExecuteTargets(
singleProject,
propertiesTable,
undefinePropertiesArray,
targetLists,
StopOnFirstFailure,
RebaseOutputs,
BuildEngine3,
Log,
_targetOutputs,
UnloadProjectsOnCompletion,
ToolsVersion,
SkipNonexistentTargets);
if (!executeResult)
{
success = false;
}
}
else
{
skipProjects[i] = false;
}
}
else
{
if (skipNonExistProjects == SkipNonExistentProjectsBehavior.Skip)
{
Log.LogMessageFromResources(MessageImportance.High, "MSBuild.ProjectFileNotFoundMessage", project.ItemSpec);
}
else
{
ErrorUtilities.VerifyThrow(skipNonExistProjects == SkipNonExistentProjectsBehavior.Error, "skipNonexistentProjects has unexpected value {0}", skipNonExistProjects);
Log.LogErrorWithCodeFromResources("MSBuild.ProjectFileNotFound", project.ItemSpec);
success = false;
}
}
}
// We need to build all the projects that were not skipped
if (BuildInParallel)
{
success = await BuildProjectsInParallel(propertiesTable, undefinePropertiesArray, targetLists, success, skipProjects);
}
return success;
}
/// <summary>
/// Build projects which have not been skipped. This will be done in parallel
/// </summary>
private async Task<bool> BuildProjectsInParallel(Dictionary<string, string> propertiesTable, string[] undefinePropertiesArray, List<string[]> targetLists, bool success, bool[] skipProjects)
{
// There were some projects that were skipped so we need to recreate the
// project array with those projects removed
var projectsToBuildList = new List<ITaskItem>();
for (int i = 0; i < Projects.Length; i++)
{
if (!skipProjects[i])
{
projectsToBuildList.Add(Projects[i]);
}
}
var projectToBuildInParallel = projectsToBuildList.ToArray();
// Make the call to build the projects
if (projectToBuildInParallel.Length <= 0)
{
return success;
}
bool executeResult = await ExecuteTargets(
projectToBuildInParallel,
propertiesTable,
undefinePropertiesArray,
targetLists,
StopOnFirstFailure,
RebaseOutputs,
BuildEngine3,
Log,
_targetOutputs,
UnloadProjectsOnCompletion,
ToolsVersion,
SkipNonexistentTargets);
if (!executeResult)
{
success = false;
}
return success;
}
/// <summary>
/// Expand and re-construct arrays of all targets and properties
/// </summary>
private void ExpandAllTargetsAndProperties()
{
var expandedProperties = new List<string>();
var expandedTargets = new List<string>();
if (Properties != null)
{
// Expand all properties
foreach (string p in Properties)
{
// Split each property according to the separators
string[] expandedPropertyValues = p.Split(TargetAndPropertyListSeparators, StringSplitOptions.RemoveEmptyEntries);
// Add the resultant properties to the final list
foreach (string property in expandedPropertyValues)
{
expandedProperties.Add(property);
}
}
Properties = expandedProperties.ToArray();
}
if (Targets != null)
{
// Expand all targets
foreach (string t in Targets)
{
// Split each target according to the separators
string[] expandedTargetValues = t.Split(TargetAndPropertyListSeparators, StringSplitOptions.RemoveEmptyEntries);
// Add the resultant targets to the final list
foreach (string target in expandedTargetValues)
{
expandedTargets.Add(target);
}
}
Targets = expandedTargets.ToArray();
}
}
internal static List<string[]> CreateTargetLists(
string[] targets,
bool runEachTargetSeparately)
{
// This is a list of string[]. That is, each element in the list is a string[]. Each
// string[] represents a set of target names to build. Depending on the value
// of the RunEachTargetSeparately parameter, we each just call the engine to run all
// the targets together, or we call the engine separately for each target.
var targetLists = new List<string[]>();
if (runEachTargetSeparately && targets?.Length > 0)
{
// Separate target invocations for each individual target.
foreach (string targetName in targets)
{
targetLists.Add([targetName]);
}
}
else
{
// Just one target list, and that's whatever was passed in. We will call the engine
// once (per project) with the entire target list.
targetLists.Add(targets);
}
return targetLists;
}
internal static async Task<bool> ExecuteTargets(
ITaskItem[] projects,
Dictionary<string, string> propertiesTable,
string[] undefineProperties,
List<string[]> targetLists,
bool stopOnFirstFailure,
bool rebaseOutputs,
IBuildEngine3 buildEngine,
TaskLoggingHelper log,
List<ITaskItem> targetOutputs,
bool unloadProjectsOnCompletion,
string toolsVersion,
bool skipNonexistentTargets)
{
bool success = true;
// We don't log a message about the project and targets we're going to
// build, because it'll all be in the immediately subsequent ProjectStarted event.
var projectDirectory = new string[projects.Length];
var projectNames = new string[projects.Length];
var toolsVersions = new string[projects.Length];
var projectProperties = new Dictionary<string, string>[projects.Length];
var undefinePropertiesPerProject = new List<string>[projects.Length];
for (int i = 0; i < projectNames.Length; i++)
{
projectNames[i] = null;
projectProperties[i] = propertiesTable;
if (projects[i] != null)
{
// Retrieve projectDirectory only the first time. It never changes anyway.
string projectPath = FileUtilities.AttemptToShortenPath(projects[i].ItemSpec);
projectDirectory[i] = Path.GetDirectoryName(projectPath);
projectNames[i] = projects[i].ItemSpec;
toolsVersions[i] = toolsVersion;
// If the user specified a different set of global properties for this project, then
// parse the string containing the properties
if (!String.IsNullOrEmpty(projects[i].GetMetadata(ItemMetadataNames.PropertiesMetadataName)))
{
if (!PropertyParser.GetTableWithEscaping(
log,
ResourceUtilities.FormatResourceStringIgnoreCodeAndKeyword("General.OverridingProperties", projectNames[i]),
ItemMetadataNames.PropertiesMetadataName,
projects[i].GetMetadata(ItemMetadataNames.PropertiesMetadataName).Split(MSBuildConstants.SemicolonChar, StringSplitOptions.RemoveEmptyEntries),
out Dictionary<string, string> preProjectPropertiesTable))
{
return false;
}
projectProperties[i] = preProjectPropertiesTable;
}
if (undefineProperties != null)
{
undefinePropertiesPerProject[i] = new List<string>(undefineProperties);
}
// If the user wanted to undefine specific global properties for this project, parse
// that string and remove them now.
string projectUndefineProperties = projects[i].GetMetadata(ItemMetadataNames.UndefinePropertiesMetadataName);
if (!String.IsNullOrEmpty(projectUndefineProperties))
{
string[] propertiesToUndefine = projectUndefineProperties.Split(MSBuildConstants.SemicolonChar, StringSplitOptions.RemoveEmptyEntries);
if (undefinePropertiesPerProject[i] == null)
{
undefinePropertiesPerProject[i] = new List<string>(propertiesToUndefine.Length);
}
if (log != null && propertiesToUndefine.Length > 0)
{
log.LogMessageFromResources(MessageImportance.Low, "General.ProjectUndefineProperties", projectNames[i]);
foreach (string property in propertiesToUndefine)
{
undefinePropertiesPerProject[i].Add(property);
log.LogMessageFromText(String.Format(CultureInfo.InvariantCulture, " {0}", property), MessageImportance.Low);
}
}
}
// If the user specified a different set of global properties for this project, then
// parse the string containing the properties
if (!String.IsNullOrEmpty(projects[i].GetMetadata(ItemMetadataNames.AdditionalPropertiesMetadataName)))
{
if (!PropertyParser.GetTableWithEscaping(
log,
ResourceUtilities.FormatResourceStringIgnoreCodeAndKeyword("General.AdditionalProperties", projectNames[i]),
ItemMetadataNames.AdditionalPropertiesMetadataName,
projects[i].GetMetadata(ItemMetadataNames.AdditionalPropertiesMetadataName).Split(MSBuildConstants.SemicolonChar, StringSplitOptions.RemoveEmptyEntries),
out Dictionary<string, string> additionalProjectPropertiesTable))
{
return false;
}
var combinedTable = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
// First copy in the properties from the global table that not in the additional properties table
if (projectProperties[i] != null)
{
foreach (KeyValuePair<string, string> entry in projectProperties[i])
{
if (!additionalProjectPropertiesTable.ContainsKey(entry.Key))
{
combinedTable.Add(entry.Key, entry.Value);
}
}
}
// Add all the additional properties
foreach (KeyValuePair<string, string> entry in additionalProjectPropertiesTable)
{
combinedTable.Add(entry.Key, entry.Value);
}
projectProperties[i] = combinedTable;
}
// If the user specified a different toolsVersion for this project - then override the setting
if (!String.IsNullOrEmpty(projects[i].GetMetadata("ToolsVersion")))
{
toolsVersions[i] = projects[i].GetMetadata("ToolsVersion");
}
}
}
foreach (string[] targetList in targetLists)
{
if (stopOnFirstFailure && !success)
{
// Inform the user that we skipped the remaining targets StopOnFirstFailure=true.
log.LogMessageFromResources(MessageImportance.Low, "MSBuild.SkippingRemainingTargets");
// We have encountered a failure. Caller has requested that we not
// continue with remaining targets.
break;
}
// Send the project off to the build engine. By passing in null to the
// first param, we are indicating that the project to build is the same
// as the *calling* project file.
var taskHost = (TaskHost)buildEngine;
BuildEngineResult result = await taskHost.InternalBuildProjects(projectNames, targetList, projectProperties, undefinePropertiesPerProject, toolsVersions, true /* ask that target outputs are returned in the buildengineresult */, skipNonexistentTargets);
bool currentTargetResult = result.Result;
IList<IDictionary<string, ITaskItem[]>> targetOutputsPerProject = result.TargetOutputsPerProject;
success = success && currentTargetResult;
// If the engine was able to satisfy the build request
if (currentTargetResult)
{
for (int i = 0; i < projects.Length; i++)
{
IEnumerable<string> nonNullTargetList = targetList ?? targetOutputsPerProject[i].Keys;
foreach (string targetName in nonNullTargetList)
{
if (targetOutputsPerProject[i].TryGetValue(targetName, out ITaskItem[] outputItemsFromTarget))
{
foreach (ITaskItem outputItemFromTarget in outputItemsFromTarget)
{
// No need to rebase if the calling project is the same as the callee project
// (project == null). Also no point in trying to copy item metadata either,
// because no items were passed into the Projects parameter!
if (projects[i] != null)
{
// Rebase the output item paths if necessary. No need to rebase if the calling
// project is the same as the callee project (project == null).
if (rebaseOutputs)
{
try
{
outputItemFromTarget.ItemSpec = Path.Combine(projectDirectory[i], outputItemFromTarget.ItemSpec);
}
catch (ArgumentException e)
{
log.LogWarningWithCodeFromResources(null, projects[i].ItemSpec, 0, 0, 0, 0, "MSBuild.CannotRebaseOutputItemPath", outputItemFromTarget.ItemSpec, e.Message);
}
}
// Copy the custom item metadata from the "Projects" items to these
// output items.
projects[i].CopyMetadataTo(outputItemFromTarget);
// Set a metadata on the output items called "MSBuildProjectFile" which tells you which project file produced this item.
if (String.IsNullOrEmpty(outputItemFromTarget.GetMetadata(ItemMetadataNames.msbuildSourceProjectFile)))
{
outputItemFromTarget.SetMetadata(ItemMetadataNames.msbuildSourceProjectFile, projects[i].GetMetadata(FileUtilities.ItemSpecModifiers.FullPath));
}
}
// Set a metadata on the output items called "MSBuildTargetName" which tells you which target produced this item.
if (String.IsNullOrEmpty(outputItemFromTarget.GetMetadata(ItemMetadataNames.msbuildSourceTargetName)))
{
outputItemFromTarget.SetMetadata(ItemMetadataNames.msbuildSourceTargetName, targetName);
}
}
targetOutputs.AddRange(outputItemsFromTarget);
}
}
}
}
}
return success;
}
private bool TryParseSkipNonExistentProjects(string value, out SkipNonExistentProjectsBehavior behavior)
{
if (string.IsNullOrEmpty(value))
{
behavior = SkipNonExistentProjectsBehavior.Error;
return false;
}
else if (String.Equals("Build", value, StringComparison.OrdinalIgnoreCase))
{
behavior = SkipNonExistentProjectsBehavior.Build;
}
else
{
ErrorUtilities.VerifyThrowArgument(ConversionUtilities.CanConvertStringToBool(value), "MSBuild.InvalidSkipNonexistentProjectValue");
bool originalSkipValue = ConversionUtilities.ConvertStringToBool(value);
behavior = originalSkipValue ? SkipNonExistentProjectsBehavior.Skip : SkipNonExistentProjectsBehavior.Error;
}
return true;
}
#endregion
}
}
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