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UnrealEngineUWP/Engine/Source/Programs/BuildPatchTool/Private/BuildPatchTool.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "BuildPatchTool.h"
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 "UObject/Object.h"
#include "RequiredProgramMainCPPInclude.h"
#include "ToolMode.h"
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 "Misc/OutputDeviceError.h"
using namespace BuildPatchTool;
IMPLEMENT_APPLICATION(BuildPatchTool, "BuildPatchTool");
DEFINE_LOG_CATEGORY(LogBuildPatchTool);
class FBuildPatchOutputDevice : public FOutputDevice
{
public:
virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
{
#if PLATFORM_WINDOWS
#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
printf("\n%ls", *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#else
wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#endif
fflush( stdout );
#endif
}
};
const TCHAR* HandleLegacyCommandline(const TCHAR* CommandLine)
{
static FString CommandLineString;
CommandLineString = CommandLine;
#if UE_BUILD_DEBUG
// Run smoke tests in debug
CommandLineString += TEXT(" -bForceSmokeTests ");
#endif
// No longer supported options
if (CommandLineString.Contains(TEXT("-nochunks")))
{
UE_LOG(LogBuildPatchTool, Error, TEXT("NoChunks is no longer a supported mode. Remove this commandline option."));
return nullptr;
}
// Check for legacy tool mode switching, if we don't have a mode and this was not a -help request, add the correct mode
if (!CommandLineString.Contains(TEXT("-mode=")) && !CommandLineString.Contains(TEXT("-help")))
{
if (CommandLineString.Contains(TEXT("-compactify")))
{
CommandLineString = CommandLineString.Replace(TEXT("-compactify"), TEXT("-mode=compactify"));
}
else if (CommandLineString.Contains(TEXT("-dataenumerate")))
{
CommandLineString = CommandLineString.Replace(TEXT("-dataenumerate"), TEXT("-mode=enumeration"));
}
// Patch generation did not have a mode flag, but does have some unique and required params
else if (CommandLineString.Contains(TEXT("-BuildRoot=")) && CommandLineString.Contains(TEXT("-BuildVersion=")))
{
FString NewCommandline(TEXT("-mode=patchgeneration "), CommandLineString.Len());
NewCommandline += CommandLineString;
CommandLineString = MoveTemp(NewCommandline);
}
}
return *CommandLineString;
}
EReturnCode RunBuildPatchTool()
{
// Load the BuildPatchServices Module
TSharedRef<IBuildPatchServicesModule> BuildPatchServicesModule = StaticCastSharedPtr<IBuildPatchServicesModule>(FModuleManager::Get().LoadModule(TEXT("BuildPatchServices"))).ToSharedRef();
// Initialise the UObject system and process our uobject classes
FModuleManager::Get().LoadModule(TEXT("CoreUObject"));
FCoreDelegates::OnInit.Broadcast();
ProcessNewlyLoadedUObjects();
TSharedRef<IToolMode> ToolMode = FToolModeFactory::Create(BuildPatchServicesModule);
return ToolMode->Execute();
}
EReturnCode BuildPatchToolMain(const TCHAR* CommandLine)
{
// Add log device for stdout
GLog->AddOutputDevice(new FBuildPatchOutputDevice());
// Handle legacy commandlines
CommandLine = HandleLegacyCommandline(CommandLine);
if (CommandLine == nullptr)
{
return EReturnCode::ArgumentProcessingError;
}
// Initialise application
GEngineLoop.PreInit(CommandLine);
UE_LOG(LogBuildPatchTool, Log, TEXT("Executed with commandline: %s"), CommandLine);
// Run the application
EReturnCode ReturnCode = RunBuildPatchTool();
// Shutdown
FCoreDelegates::OnExit.Broadcast();
return ReturnCode;
}
const TCHAR* ProcessApplicationCommandline(int32 ArgC, TCHAR* ArgV[])
{
static FString CommandLine = TEXT("-usehyperthreading");
for (int32 Option = 1; Option < ArgC; Option++)
{
CommandLine += TEXT(" ");
FString Argument(ArgV[Option]);
if (Argument.Contains(TEXT(" ")))
{
if (Argument.Contains(TEXT("=")))
{
FString ArgName;
FString ArgValue;
Argument.Split(TEXT("="), &ArgName, &ArgValue);
Argument = FString::Printf(TEXT("%s=\"%s\""), *ArgName, *ArgValue);
}
else
{
Argument = FString::Printf(TEXT("\"%s\""), *Argument);
}
}
CommandLine += Argument;
}
return *CommandLine;
}
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
EReturnCode ReturnCode;
// Using try&catch is the windows-specific method of interfacing with CrashReportClient
#if PLATFORM_WINDOWS && !PLATFORM_SEH_EXCEPTIONS_DISABLED
__try
#endif
{
// SetCrashHandler(nullptr) sets up default behavior for Linux and Mac interfacing with CrashReportClient
FPlatformMisc::SetCrashHandler(nullptr);
GIsGuarded = 1;
ReturnCode = BuildPatchToolMain(ProcessApplicationCommandline(ArgC, ArgV));
GIsGuarded = 0;
}
#if PLATFORM_WINDOWS && !PLATFORM_SEH_EXCEPTIONS_DISABLED
__except (ReportCrash(GetExceptionInformation()))
{
ReturnCode = EReturnCode::Crash;
GError->HandleError();
}
#endif
return static_cast<int32>(ReturnCode);
}