2014-12-07 19:09:38 -05:00
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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2014-04-23 20:18:55 -04:00
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using System.Linq;
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2014-03-14 14:13:41 -04:00
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using System.Diagnostics;
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namespace UnrealBuildTool
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{
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public class Unity
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{
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2014-04-23 20:18:55 -04:00
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/// <summary>
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/// A class which represents a list of files and the sum of their lengths.
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/// </summary>
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public class FileCollection
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{
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public List<FileItem> Files { get; private set; }
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public long TotalLength { get; private set; }
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public FileCollection()
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{
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Files = new List<FileItem>();
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TotalLength = 0;
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}
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public void AddFile(FileItem File)
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{
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Files.Add(File);
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TotalLength += File.Info.Length;
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}
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}
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/// <summary>
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/// A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and
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/// (perhaps) begin a new one.
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/// </summary>
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public class UnityFileBuilder
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{
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private List<FileCollection> UnityFiles;
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private FileCollection CurrentCollection;
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private int SplitLength;
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/// <summary>
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/// Constructs a new UnityFileBuilder.
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/// </summary>
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/// <param name="InSplitLength">The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting.</param>
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public UnityFileBuilder(int InSplitLength)
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{
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UnityFiles = new List<FileCollection>();
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CurrentCollection = new FileCollection();
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SplitLength = InSplitLength;
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}
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/// <summary>
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/// Adds a file to the current unity file. If splitting is required and the total size of the
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/// unity file exceeds the split limit, then a new file is automatically started.
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/// </summary>
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/// <param name="File">The file to add.</param>
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public void AddFile(FileItem File)
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{
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CurrentCollection.AddFile(File);
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if (SplitLength != -1 && CurrentCollection.TotalLength > SplitLength)
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{
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EndCurrentUnityFile();
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}
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}
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/// <summary>
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/// Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file.
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/// </summary>
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public void EndCurrentUnityFile()
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{
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if (CurrentCollection.Files.Count == 0)
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return;
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UnityFiles.Add(CurrentCollection);
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CurrentCollection = new FileCollection();
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}
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/// <summary>
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/// Returns the list of built unity files. The UnityFileBuilder is unusable after this.
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/// </summary>
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/// <returns></returns>
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public List<FileCollection> GetUnityFiles()
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{
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EndCurrentUnityFile();
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var Result = UnityFiles;
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// Null everything to ensure that failure will occur if you accidentally reuse this object.
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CurrentCollection = null;
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UnityFiles = null;
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return Result;
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}
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}
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2014-03-14 14:13:41 -04:00
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/// <summary>
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/// Given a set of C++ files, generates another set of C++ files that #include all the original
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/// files, the goal being to compile the same code in fewer translation units.
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/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
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/// </summary>
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2014-07-31 09:34:11 -04:00
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/// <param name="Target">The target we're building</param>
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/// <param name="CPPFiles">The C++ files to #include.</param>
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/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
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/// <param name="BaseName">Base name to use for the Unity files</param>
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/// <returns>The "unity" C++ files.</returns>
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public static List<FileItem> GenerateUnityCPPs(
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UEBuildTarget Target,
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List<FileItem> CPPFiles,
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CPPEnvironment CompileEnvironment,
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string BaseName
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)
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{
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var ToolChain = UEToolChain.GetPlatformToolChain(CompileEnvironment.Config.Target.Platform);
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var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
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// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
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long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Info.Length);
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// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
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// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
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// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
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//
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// Optimization only makes sense if PCH files are enabled.
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bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity || (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2 && CompileEnvironment.ShouldUsePCHs());
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// Build the list of unity files.
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List<FileCollection> AllUnityFiles;
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{
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var CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : BuildConfiguration.NumIncludedBytesPerUnityCPP);
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foreach( var CPPFile in CPPFiles )
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{
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if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.Contains(".GeneratedWrapper."))
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{
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CPPUnityFileBuilder.EndCurrentUnityFile();
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CPPUnityFileBuilder.AddFile(CPPFile);
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CPPUnityFileBuilder.EndCurrentUnityFile();
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}
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else
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{
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CPPUnityFileBuilder.AddFile(CPPFile);
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}
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2014-07-31 09:34:11 -04:00
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// Now that the CPPFile is part of this unity file, we will no longer need to treat it like a root level prerequisite for our
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// dependency cache, as it is now an "indirect include" from the unity file. We'll clear out the compile environment
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// attached to this file. This prevents us from having to cache all of the indirect includes from these files inside our
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// dependency cache, which speeds up iterative builds a lot!
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Experimental UnrealBuildTool makefile support
UnrealBuildTool 'Makefiles' allow for very fast iterative builds.
- New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default)
- Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time.
- Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly.
- The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully.
- Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
- Events that can invalidate the 'UBT Makefile':
- Adding/removing .cpp files
- Adding/removing .h files with UObjects
- Adding new UObject types to a file that didn't previously have any
- Changing global build settings (most settings in this file qualify.)
- Changed code that affects how Unreal Header Tool works
- You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files
- New command-line parameters added:
- "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes)
- "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled
- "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything
- "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled
- "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not
- "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must
Other changes:
- UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different
- C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization)
- The method that UBT uses to find the CoreUObject module timestamp was rewritten
- Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks
- The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable
- Cleaned up the comments and member variables in the "Action" class, while making it serializable
- Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles.
- Removed support for Actions to tinker with Stdout and Stderror (was not used for anything)
- Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file
- Plugin intermediate include directories are now selected on demand rather than cached early
- Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile)
- Removed Action.StatusDetailedDescription, was not used for anything
- Removed UEBuildConfiguration.bExcludePlugins, was not used for anything
- Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything
[CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
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CPPFile.CachedCPPIncludeInfo = null;
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}
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AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
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}
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2014-09-09 12:12:38 -04:00
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//THIS CHANGE WAS MADE TO FIX THE BUILD IN OUR BRANCH
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//DO NOT MERGE THIS BACK TO MAIN
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string PCHHeaderNameInCode = CPPFiles.Count > 0 ? CPPFiles[0].PCHHeaderNameInCode : "";
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if( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null )
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{
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PCHHeaderNameInCode = ToolChain.ConvertPath( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename );
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// Generated unity .cpp files always include the PCH using an absolute path, so we need to update
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// our compile environment's PCH header name to use this instead of the text it pulled from the original
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// C++ source files
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CompileEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
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}
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2014-04-23 20:18:55 -04:00
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// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
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// actions to compile them.
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int CurrentUnityFileCount = 0;
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var UnityCPPFiles = new List<FileItem>();
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foreach( var UnityFile in AllUnityFiles )
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{
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++CurrentUnityFileCount;
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StringWriter OutputUnityCPPWriter = new StringWriter();
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StringWriter OutputUnityCPPWriterExtra = null;
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// add an extra file for UBT to get the #include dependencies from
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if (BuildPlatform.RequiresExtraUnityCPPWriter() == true)
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{
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OutputUnityCPPWriterExtra = new StringWriter();
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}
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OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");
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// Explicitly include the precompiled header first, since Visual C++ expects the first top-level #include to be the header file
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// that was used to create the PCH.
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if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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}
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}
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2014-04-23 20:18:55 -04:00
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// Add source files to the unity file
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foreach( var CPPFile in UnityFile.Files )
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", ToolChain.ConvertPath(CPPFile.AbsolutePath));
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", CPPFile.AbsolutePath);
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}
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}
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// Determine unity file path name
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string UnityCPPFilePath;
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if (AllUnityFiles.Count > 1)
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{
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UnityCPPFilePath = string.Format("Module.{0}.{1}_of_{2}.cpp", BaseName, CurrentUnityFileCount, AllUnityFiles.Count);
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}
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else
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{
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UnityCPPFilePath = string.Format("Module.{0}.cpp", BaseName);
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}
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UnityCPPFilePath = Path.Combine(CompileEnvironment.Config.OutputDirectory, UnityCPPFilePath);
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// Write the unity file to the intermediate folder.
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FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());
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if (OutputUnityCPPWriterExtra != null)
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{
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FileItem.CreateIntermediateTextFile(UnityCPPFilePath + ".ex", OutputUnityCPPWriterExtra.ToString());
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}
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2014-04-23 20:18:55 -04:00
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UnityCPPFile.RelativeCost = UnityFile.TotalLength;
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UnityCPPFile.PCHHeaderNameInCode = PCHHeaderNameInCode;
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UnityCPPFiles.Add(UnityCPPFile);
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2014-07-31 09:34:11 -04:00
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// Cache information about the unity .cpp dependencies
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2015-01-07 14:16:46 -05:00
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// @todo ubtmake urgent: Fails when building remotely for Mac because unity .cpp has an include for a PCH on the REMOTE machine
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2014-07-31 09:34:11 -04:00
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UEBuildModuleCPP.CachePCHUsageForModuleSourceFile( Target, CompileEnvironment, UnityCPPFile );
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2014-03-14 14:13:41 -04:00
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}
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return UnityCPPFiles;
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}
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}
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}
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