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UnrealBuildTool: More automated code cleanup
#rnx #preflight 64767efb4b1ead7c7f428c7a [CL 25693857 by joe kirchoff in ue5-main branch]
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@@ -175,8 +175,8 @@ namespace UnrealBuildTool
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/// <param name="SingleArchitecture"></param>
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public UnrealArchitectureConfig(UnrealArch SingleArchitecture)
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{
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this.Mode = UnrealArchitectureMode.SingleArchitecture;
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this.AllSupportedArchitectures = new UnrealArchitectures(SingleArchitecture);
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Mode = UnrealArchitectureMode.SingleArchitecture;
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AllSupportedArchitectures = new UnrealArchitectures(SingleArchitecture);
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}
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/// <summary>
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@@ -187,7 +187,7 @@ namespace UnrealBuildTool
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protected UnrealArchitectureConfig(UnrealArchitectureMode Mode, IEnumerable<UnrealArch> SupportedArchitectures)
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{
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this.Mode = Mode;
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this.AllSupportedArchitectures = new UnrealArchitectures(SupportedArchitectures);
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AllSupportedArchitectures = new UnrealArchitectures(SupportedArchitectures);
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}
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@@ -995,7 +995,7 @@ namespace UnrealBuildTool
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/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
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public virtual string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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throw new BuildException("GetBinaryExtensiton for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
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throw new BuildException("GetBinaryExtensiton for {0} not handled in {1}", InBinaryType.ToString(), ToString());
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}
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/// <summary>
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@@ -1006,7 +1006,7 @@ namespace UnrealBuildTool
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/// <returns>string[] The debug info extensions (i.e. 'pdb')</returns>
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public virtual string[] GetDebugInfoExtensions(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
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{
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throw new BuildException("GetDebugInfoExtensions for {0} not handled in {1}", InBinaryType.ToString(), this.ToString());
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throw new BuildException("GetDebugInfoExtensions for {0} not handled in {1}", InBinaryType.ToString(), ToString());
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}
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/// <summary>
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@@ -1063,7 +1063,9 @@ namespace UnrealBuildTool
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ConfigHierarchy DefaultIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, (DirectoryReference?)null, Platform);
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// look at all bool values
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if (BoolKeys != null) foreach (string Key in BoolKeys)
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if (BoolKeys != null)
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{
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foreach (string Key in BoolKeys)
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{
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bool Default = false, Project = false;
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DefaultIni.GetBool(Section, Key, out Default);
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@@ -1074,9 +1076,12 @@ namespace UnrealBuildTool
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return false;
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}
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}
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}
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// look at all int values
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if (IntKeys != null) foreach (string Key in IntKeys)
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if (IntKeys != null)
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{
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foreach (string Key in IntKeys)
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{
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int Default = 0, Project = 0;
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DefaultIni.GetInt32(Section, Key, out Default);
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@@ -1087,9 +1092,12 @@ namespace UnrealBuildTool
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return false;
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}
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}
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}
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// look for all string values
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if (StringKeys != null) foreach (string Key in StringKeys)
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if (StringKeys != null)
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{
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foreach (string Key in StringKeys)
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{
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string? Default = "", Project = "";
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DefaultIni.GetString(Section, Key, out Default);
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@@ -1100,6 +1108,7 @@ namespace UnrealBuildTool
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return false;
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}
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}
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}
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// if we get here, we match all important settings
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return true;
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