2019-12-26 15:32:37 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2015-07-07 10:31:23 -04:00
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#pragma once
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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
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#include "CoreMinimal.h"
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#include "HAL/PlatformTime.h"
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class FWildcardString;
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2015-07-07 10:31:23 -04:00
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namespace DirectoryWatcher
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{
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2015-09-08 12:46:43 -04:00
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/** Helper method to determine whether filename matches expected extensions */
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bool MatchExtensionString(const TCHAR* Filename, const TCHAR* Extensions);
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2015-07-07 10:31:23 -04:00
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/** An immutable string with a cached CRC for efficient comparison with other strings */
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struct FImmutableString
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{
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/** Constructible from a raw string */
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FImmutableString(FString InString = FString()) : String(MoveTemp(InString)), CachedHash(0) {}
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FImmutableString& operator=(FString InString) { String = MoveTemp(InString); CachedHash = 0; return *this; }
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FImmutableString(const TCHAR* InString) : String(InString), CachedHash(0) {}
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FImmutableString& operator=(const TCHAR* InString) { String = InString; CachedHash = 0; return *this; }
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FImmutableString(const FImmutableString&) = default;
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FImmutableString& operator=(const FImmutableString&) = default;
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/** Move construction/assignment */
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FImmutableString(FImmutableString&& In) : String(MoveTemp(In.String)), CachedHash(MoveTemp(In.CachedHash)) {}
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FImmutableString& operator=(FImmutableString&& In) { Swap(String, In.String); Swap(CachedHash, In.CachedHash); return *this; }
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/** Check for equality with another immutable string (case-sensitive) */
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friend bool operator==(const FImmutableString& A, const FImmutableString& B)
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{
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return GetTypeHash(A) == GetTypeHash(B) && A.String == B.String;
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}
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/** Calculate the type hash for this string */
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friend uint32 GetTypeHash(const FImmutableString& In)
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{
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if (In.CachedHash == 0 && In.String.Len() != 0)
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{
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In.CachedHash = GetTypeHash(In.String);
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}
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return In.CachedHash;
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}
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/** Get the underlying string */
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const FString& Get() const { return String; }
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/** Serialise this string */
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friend FArchive& operator<<(FArchive& Ar, FImmutableString& InString)
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{
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Ar << InString.String;
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if (Ar.IsSaving())
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{
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GetTypeHash(InString);
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}
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Ar << InString.CachedHash;
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return Ar;
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}
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private:
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/** The string itself. */
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FString String;
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/** The cached hash of our string. 0 until compared with another string. */
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mutable uint32 CachedHash;
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};
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/** A time limit that counts down from the time of construction, until it hits a given delay */
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struct FTimeLimit
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{
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/** Constructor specifying that we should never bail out early */
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FTimeLimit() : Delay(-1) { Reset(); }
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/** Constructor specifying not to run over the specified number of seconds */
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FTimeLimit(float NumSeconds) : Delay(NumSeconds) { Reset(); }
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/** Return true if this time limit has been set up, false otherwise */
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bool IsValid() const { return Delay != -1; }
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/** Check whether we have exceeded the time limit */
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bool Exceeded() const { return IsValid() && FPlatformTime::Seconds() >= StartTime + Delay; }
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/** Reset the time limit to start timing again from the current time */
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void Reset() { StartTime = FPlatformTime::Seconds(); }
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private:
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/** The delay specified by the user */
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float Delay;
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/** The time we started */
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double StartTime;
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};
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/** A rule that checks whether a file is applicable or not */
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struct IMatchRule
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{
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/** Serialize this rule */
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virtual void Serialize(FArchive& Ar) = 0;
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/** Test to see if a file is applicable based on this rule. Returns true if so, false of not, or empty if the file doesn't match this rule. */
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virtual TOptional<bool> IsFileApplicable(const TCHAR* Filename) const = 0;
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};
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/** A set of rules that specifies what files we'll be watching */
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struct FMatchRules
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{
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FMatchRules() : bDefaultIncludeState(true) {}
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/** Specify a wildcard match to include or exclude */
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DIRECTORYWATCHER_API void AddWildcardRule(const FWildcardString& WildcardString, bool bInclude);
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/** Specify a set of applicable extensions, ; separated. Provided as an optimization to early-out on files we're not interested in. */
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DIRECTORYWATCHER_API void SetApplicableExtensions(const FString& InExtensions);
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/** Check whether the specified file is applicable based on these rules or not */
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DIRECTORYWATCHER_API bool IsFileApplicable(const TCHAR* Filename) const;
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friend void operator<<(FArchive& Ar, FMatchRules& Rules)
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{
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Ar << Rules.bDefaultIncludeState;
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Ar << Rules.ApplicableExtensions;
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Ar << Rules.Impls;
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}
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private:
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/** Implementation of a match rule, wrapping up its type, and implementation */
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struct FMatchRule
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{
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enum EType { Wildcard };
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/** The type of this rule */
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TEnumAsByte<EType> Type;
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/** The runtime implementation */
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TSharedPtr<IMatchRule> RuleImpl;
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private:
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void Serialize(FArchive& Ar);
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friend void operator<<(FArchive& Ar, FMatchRule& Rule)
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{
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Rule.Serialize(Ar);
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}
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};
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/** Optimization to ignore files that don't match the given set of extensions. Expected to be of the form ;ext1;ext2;ext3; */
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FString ApplicableExtensions;
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/** Array of implementations */
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TArray<FMatchRule> Impls;
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/** Default inclusion state. True when only exclude rules exist, false if there are any Include rules */
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bool bDefaultIncludeState;
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};
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} // namespace DirectoryWatcher
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