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UnrealBuildTool: More automated code cleanup
#rnx [CL 25694864 by joe kirchoff in ue5-main branch]
This commit is contained in:
@@ -377,7 +377,6 @@ namespace UnrealBuildTool
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string ParamArchitectureList = Arguments.GetStringOrDefault("-Architecture=", "") + Arguments.GetStringOrDefault("-Architectures=", "");
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UnrealArchitectures? ParamArchitectures = UnrealArchitectures.FromString(ParamArchitectureList, Platform);
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foreach (UnrealTargetConfiguration Configuration in Configurations)
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{
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// Create all the target descriptors for targets specified by type
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@@ -361,7 +361,7 @@ namespace UnrealBuildTool
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/// Attribute used to mark fields which must match between targets in the shared build environment
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/// </summary>
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[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = false)]
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class RequiresUniqueBuildEnvironmentAttribute : Attribute
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sealed class RequiresUniqueBuildEnvironmentAttribute : Attribute
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{
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}
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@@ -369,7 +369,7 @@ namespace UnrealBuildTool
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/// Attribute used to mark configurable sub-objects
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/// </summary>
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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class ConfigSubObjectAttribute : Attribute
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sealed class ConfigSubObjectAttribute : Attribute
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{
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}
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@@ -1030,7 +1030,6 @@ namespace UnrealBuildTool
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}
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private bool bCompileAgainstCoreUObjectPrivate = true;
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/// <summary>
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/// Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this.
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/// </summary>
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@@ -3255,7 +3254,6 @@ namespace UnrealBuildTool
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public bool bIsEngineInstalled => Inner.bIsEngineInstalled;
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public IReadOnlyList<string>? DisableUnityBuildForModules => Inner.DisableUnityBuildForModules;
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public IReadOnlyList<string>? EnableOptimizeCodeForModules => Inner.EnableOptimizeCodeForModules;
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@@ -147,7 +147,6 @@ namespace UnrealBuildTool
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}
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}
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#pragma warning disable 8602
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#pragma warning disable 8604
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/// <summary>
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@@ -249,7 +248,6 @@ namespace UnrealBuildTool
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GenPropsDoc.Save(GeneratedPropertiesScriptFile);
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// Platform-specific configurations
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string GeneratedPropertiesPlatformFile;
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@@ -361,9 +359,8 @@ namespace UnrealBuildTool
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{
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IEnumerable<XElement> NextChunk = ElementUpsertAfter.ElementsAfterSelf(BuildGraphNamespace + "Property")
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.Where(prop => prop.Attribute("Name").Value.EndsWith(FlagSuffix));
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if (NextChunk
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.Where(prop => prop.Attribute("Name").Value == TestName + FlagSuffix)
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.Count() == 0)
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if (!NextChunk
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.Where(prop => prop.Attribute("Name").Value == TestName + FlagSuffix).Any())
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{
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XElement ElementInsert = new XElement(BuildGraphNamespace + "Property");
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ElementInsert.SetAttributeValue("Name", TestName + FlagSuffix);
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@@ -382,9 +379,8 @@ namespace UnrealBuildTool
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{
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IEnumerable<XElement> NextChunk = ElementUpsertAfter.ElementsAfterSelf(BuildGraphNamespace + "Option")
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.Where(prop => prop.Attribute("Name").Value.StartsWith(OptionPrefix) && prop.Attribute("Name").Value.EndsWith(OptionSuffix));
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if (NextChunk
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.Where(prop => prop.Attribute("Name").Value == OptionPrefix + OptionRadix + OptionSuffix)
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.Count() == 0)
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if (!NextChunk
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.Where(prop => prop.Attribute("Name").Value == OptionPrefix + OptionRadix + OptionSuffix).Any())
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{
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XElement ElementInsert = new XElement(BuildGraphNamespace + "Option");
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ElementInsert.SetAttributeValue("Name", OptionPrefix + OptionRadix + OptionSuffix);
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@@ -747,7 +747,6 @@ namespace UnrealBuildTool
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Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules, ExeDir);
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}
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// Allow the binary dependencies to modify the link environment.
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foreach (UEBuildBinary BinaryDependency in BinaryDependencies)
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{
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@@ -821,7 +820,6 @@ namespace UnrealBuildTool
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// Allow the platform to modify the binary link environment for platform-specific resources etc.
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UEBuildPlatform.GetBuildPlatform(Target.Platform).ModifyBinaryLinkEnvironment(BinaryLinkEnvironment, BinaryCompileEnvironment, Target, ToolChain, Graph);
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return BinaryLinkEnvironment;
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}
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@@ -938,7 +938,6 @@ namespace UnrealBuildTool
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return new List<FileItem>();
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}
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public void CopyDebuggerVisualizers(UEToolChain ToolChain, IActionGraphBuilder Graph, ILogger Logger)
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{
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if (NatvisSourceFile != null)
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@@ -665,7 +665,7 @@ namespace UnrealBuildTool
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{
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Unity.GetAdaptiveFiles(Target, CPPFiles, InputFiles.HeaderFiles, CompileEnvironment, WorkingSet, Rules.ShortName ?? Name, IntermediateDirectory, Graph,
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out List<FileItem> NormalFiles, out List<FileItem> AdaptiveFiles);
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if (NormalFiles.Where(file => !file.HasExtension(".gen.cpp")).Count() == 0)
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if (!NormalFiles.Where(file => !file.HasExtension(".gen.cpp")).Any())
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{
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NormalFiles = CPPFiles;
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AdaptiveFiles.RemoveAll(new HashSet<FileItem>(NormalFiles).Contains);
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@@ -64,7 +64,6 @@ namespace UnrealBuildTool
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return UnrealTargetPlatform.GetValidPlatforms().Where(x => UEBuildPlatform.TryGetBuildPlatform(x, out _)).Select(x => UEBuildPlatform.GetBuildPlatform(x).ArchitectureConfig);
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}
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/// <summary>
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/// The multi-architecture mode for this platform (potentially single-architecture)
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/// </summary>
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@@ -101,7 +100,6 @@ namespace UnrealBuildTool
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return ActiveArchitectures(ProjectFile, TargetName);
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}
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/// <summary>
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/// Returns the set all architectures potentially supported by this project. Can be used by project file gnenerators to restrict IDE architecture options
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/// Defaults to AllSupportedArchitectures
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@@ -167,8 +165,6 @@ namespace UnrealBuildTool
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return AllSupportedArchitectures.SingleArchitecture;
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}
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/// <summary>
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/// Simple constructor for platforms with a single architecture
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/// </summary>
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@@ -190,12 +186,8 @@ namespace UnrealBuildTool
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AllSupportedArchitectures = new UnrealArchitectures(SupportedArchitectures);
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}
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}
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abstract class UEBuildPlatform
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{
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private static Dictionary<UnrealTargetPlatform, UEBuildPlatform> BuildPlatformDictionary = new Dictionary<UnrealTargetPlatform, UEBuildPlatform>();
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@@ -296,7 +288,6 @@ namespace UnrealBuildTool
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continue;
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}
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// We need all platforms to be registered when we run -validateplatform command to check SDK status of each
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if (bIncludeNonInstalledPlatforms || InstalledPlatformInfo.IsValidPlatform(TempInst.TargetPlatform))
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{
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@@ -1232,7 +1223,6 @@ namespace UnrealBuildTool
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{
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}
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/// <summary>
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/// Allows the platform to modify the binary link environment before the binary is built
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/// </summary>
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@@ -1259,7 +1249,6 @@ namespace UnrealBuildTool
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return false;
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}
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/// <summary>
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/// Checks if platform is part of a given platform group
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/// </summary>
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@@ -18,7 +18,6 @@ using Microsoft.Extensions.Logging;
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using OpenTracing.Util;
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using UnrealBuildBase;
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namespace UnrealBuildTool
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{
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/// <summary>
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@@ -98,7 +97,6 @@ namespace UnrealBuildTool
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return Original;
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}
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/// <summary>
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///
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/// </summary>
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@@ -199,7 +197,6 @@ namespace UnrealBuildTool
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String.Join(",", GetUniqueStringRegistry().GetStringNames())));
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}
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/// <summary>
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///
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/// </summary>
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@@ -459,7 +456,6 @@ namespace UnrealBuildTool
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#endregion
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/// <summary>
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/// Return the string representation
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/// </summary>
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@@ -515,8 +511,6 @@ namespace UnrealBuildTool
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return GetUniqueStringRegistry().HasString(Name);
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}
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/// <summary>
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/// this group is just to lump Win32 and Win64 into Windows directories, removing the special Windows logic in MakeListOfUnsupportedPlatforms
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/// </summary>
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@@ -735,7 +729,6 @@ namespace UnrealBuildTool
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return Name;
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}
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/// <summary>
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///
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/// </summary>
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@@ -799,7 +792,6 @@ namespace UnrealBuildTool
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String.Join(",", GetUniqueStringRegistry().GetStringNames())));
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}
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/// <summary>
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///
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/// </summary>
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@@ -979,7 +971,6 @@ namespace UnrealBuildTool
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return new UnrealArchitectures(ArchString, ValidationPlatform);
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}
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/// <summary>
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/// The list of architecture names in this set, sorted by architecture name
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/// </summary>
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@@ -1244,7 +1235,6 @@ namespace UnrealBuildTool
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RulesObject.DependencyListFileNames.Add(DependencyListFile);
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}
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// If we're compiling a plugin, and this target is monolithic, just create the object files
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if (Descriptor.ForeignPlugin != null && RulesObject.LinkType == TargetLinkType.Monolithic)
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{
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@@ -3077,7 +3067,7 @@ namespace UnrealBuildTool
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!IsRedistributable(DependencyModule) && DependencyModule.Name != AppName
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);
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if (NonRedistModules.Count() != 0)
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if (NonRedistModules.Any())
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{
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IEnumerable<UEBuildModule> NonRedistDeps = AllDependencies.Where((DependantModule) =>
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DependantModule.GetDirectDependencyModules().Intersect(NonRedistModules).Any()
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@@ -5332,7 +5322,6 @@ namespace UnrealBuildTool
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}
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}
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/// <summary>
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/// Combines a list of paths with a base path.
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/// </summary>
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