// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using UnrealBuildBase;
namespace UnrealBuildTool
{
///
/// Information about a target, passed along when creating a module descriptor
///
public class TargetInfo
{
///
/// Name of the target
///
public readonly string Name;
///
/// The platform that the target is being built for
///
public readonly UnrealTargetPlatform Platform;
///
/// The configuration being built
///
public readonly UnrealTargetConfiguration Configuration;
///
/// Architecture that the target is being built for (or an empty string for the default)
///
public readonly string Architecture;
///
/// The project containing the target
///
public readonly FileReference? ProjectFile;
///
/// The current build version
///
public ReadOnlyBuildVersion Version
{
get { return ReadOnlyBuildVersion.Current; }
}
///
/// Additional command line arguments for this target
///
public CommandLineArguments? Arguments;
///
/// Constructs a TargetInfo for passing to the TargetRules constructor.
///
/// Name of the target being built
/// The platform that the target is being built for
/// The configuration being built
/// The architecture being built for
/// Path to the project file containing the target
/// Additional command line arguments for this target
public TargetInfo(string Name, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string Architecture, FileReference? ProjectFile, CommandLineArguments? Arguments)
{
this.Name = Name;
this.Platform = Platform;
this.Configuration = Configuration;
this.Architecture = Architecture;
this.ProjectFile = ProjectFile;
this.Arguments = Arguments;
}
///
/// Construct a TargetInfo from an archive on disk
///
/// Archive to read from
public TargetInfo(BinaryArchiveReader Reader)
{
this.Name = Reader.ReadString()!;
this.Platform = UnrealTargetPlatform.Parse(Reader.ReadString()!);
string ConfigurationStr = Reader.ReadString()!;
this.Architecture = Reader.ReadString()!;
this.ProjectFile = Reader.ReadFileReferenceOrNull();
string[]? ArgumentStrs = Reader.ReadArray(() => Reader.ReadString()!);
if (!UnrealTargetConfiguration.TryParse(ConfigurationStr, out Configuration))
{
throw new BuildException(string.Format("The configration name {0} is not a valid configration name. Valid names are ({1})", Name,
string.Join(",", Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast().Select(x => x.ToString()))));
}
Arguments = ArgumentStrs == null ? null : new CommandLineArguments(ArgumentStrs);
}
///
/// Write a TargetInfo to an archive on disk
///
/// Archive to write to
public void Write(BinaryArchiveWriter Writer)
{
Writer.WriteString(Name);
Writer.WriteString(Platform.ToString());
Writer.WriteString(Configuration.ToString());
Writer.WriteString(Architecture);
Writer.WriteFileReference(ProjectFile);
Writer.WriteArray(Arguments?.GetRawArray(), Item => Writer.WriteString(Item));
}
}
}