Files

93 lines
2.9 KiB
C
Raw Permalink Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "ISourceControlProvider.h"
/**
* A single line of an annotated file
*/
class FAnnotationLine
{
public:
FAnnotationLine(int32 InChangeNumber, const FString& InUserName, const FString& InLine)
: ChangeNumber(InChangeNumber)
, UserName(InUserName)
, Line(InLine)
{
}
int32 ChangeNumber;
FString UserName;
FString Line;
};
/**
* Abstraction of a source control revision.
*/
class ISourceControlRevision : public TSharedFromThis<ISourceControlRevision, ESPMode::ThreadSafe>
{
public:
/**
* Virtual destructor
*/
virtual ~ISourceControlRevision() {}
/**
* Get this revision of the file & store it in a temp file.
* @param InOutFilename The filename that the revision will be written to. If this is empty a temp filename will be generated and returned in this string.
* @param InConcurrency The concurrency type of the get operation. Should be used when the revision is not requested from the main thread.
* @return true if the operation succeeded.
*/
virtual bool Get(FString& InOutFilename, EConcurrency::Type InConcurrency = EConcurrency::Synchronous) const = 0;
/**
* Get an annotated revision of the file & store it in a temp file.
* @param OutLines Array of lines representing the contents of the file.
* @return true if the operation succeeded.
*/
virtual bool GetAnnotated( TArray<FAnnotationLine>& OutLines ) const = 0;
/**
* Get an annotated revision of the file & store it in a temp file.
* @param InOutFilename The filename that the revision will be written to. If this is empty a temp filename will be generated and returned in this string.
* @return true if the operation succeeded.
*/
virtual bool GetAnnotated( FString& InOutFilename ) const = 0;
/** Get the local filename of this file. */
virtual const FString& GetFilename() const = 0;
/** Number of the revision */
virtual int32 GetRevisionNumber() const = 0;
/** String representation of the revision */
virtual const FString& GetRevision() const = 0;
/** Changelist/Commit description */
virtual const FString& GetDescription() const = 0;
/** User name of the submitter */
virtual const FString& GetUserName() const = 0;
/** Workspace/Clientspec of the submitter (if any) */
virtual const FString& GetClientSpec() const = 0;
/** Action taken to the file this revision (branch/integrate/edit/etc.) */
virtual const FString& GetAction() const = 0;
/** Source of branch, if any */
virtual TSharedPtr<ISourceControlRevision, ESPMode::ThreadSafe> GetBranchSource() const = 0;
/** Date of the revision */
virtual const FDateTime& GetDate() const = 0;
/** Changelist number/revision number of the revision - an identifier for the check-in */
virtual int32 GetCheckInIdentifier() const = 0;
/** File size of the revision (0 if the file was deleted) */
virtual int32 GetFileSize() const = 0;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
};