// Copyright Epic Games, Inc. All Rights Reserved. using EpicGames.Core; using System; using System.IO; using System.Reflection; using System.Runtime.Serialization; using UnrealBuildBase; namespace UnrealBuildTool { /// /// TargetRules extension for low level tests. /// public class TestTargetRules : TargetRules { /// /// Keeps track if low level tests executable must build with the Editor. /// internal static bool bTestsRequireEditor = false; /// /// Keeps track if low level tests executable must build with the Engine. /// internal static bool bTestsRequireEngine = false; /// /// Keeps track if low level tests executable must build with the ApplicationCore. /// internal static bool bTestsRequireApplicationCore = false; /// /// Keeps track if low level tests executable must build with the CoreUObject. /// internal static bool bTestsRequireCoreUObject = false; /// /// Keep track of low level test runner module instance. /// internal static ModuleRules? LowLevelTestsRunnerModule; /// /// Associated tested target of this test target, if defined. /// protected TargetRules? TestedTarget { get; private set; } /// /// Test target override for bCompileAgainstApplicationCore. /// It is set to true if there is any reference to ApplicationCore in the reference chain. /// public override bool bCompileAgainstApplicationCore { get { return bTestsRequireApplicationCore; } set { bTestsRequireApplicationCore = value; } } /// /// Test target override for bCompileAgainstCoreUObject. /// It is set to true if there is any reference to CoreUObject in the reference chain. /// public override bool bCompileAgainstCoreUObject { get { return bTestsRequireCoreUObject; } set { bTestsRequireCoreUObject = value; } } /// /// Test target override for bCompileAgainstEngine. /// It is set to true if there is any reference to Engine in the reference chain. /// public override bool bCompileAgainstEngine { get { return bTestsRequireEngine; } set { bTestsRequireEngine = value; } } /// /// Test target override for bCompileAgainstEditor. /// It is set to true if there is any reference to UnrealEd in the reference chain. /// public override bool bCompileAgainstEditor { get { return bTestsRequireEditor; } set { bTestsRequireEditor = value; } } /// /// Constructor for TestTargetRules as own target. /// /// public TestTargetRules(TargetInfo Target) : base(Target) { SetupCommonProperties(Target); bExplicitTestsTargetOverride = this.GetType() != typeof(TestTargetRules); ExeBinariesSubFolder = LaunchModuleName = Name + (bExplicitTestsTargetOverride ? string.Empty : "Tests"); if (bExplicitTestsTargetOverride) { bBuildInSolutionByDefault = true; SolutionDirectory = "Programs/LowLevelTests"; } } /// /// Constructs a valid TestTargetRules instance from an existent TargetRules instance. /// public static TestTargetRules Create(TargetRules Rules, TargetInfo TargetInfo) { Type TestTargetRulesType = typeof(TestTargetRules); TestTargetRules TestRules = (TestTargetRules)FormatterServices.GetUninitializedObject(TestTargetRulesType); // Initialize the logger before calling the constructor TestRules.Logger = Rules.Logger; ConstructorInfo? Constructor = TestTargetRulesType.GetConstructor(new Type[] { typeof(TargetRules), typeof(TargetInfo) }); if (Constructor == null) { throw new BuildException("No constructor found on {0} which takes first argument of type TargetRules and second of type TargetInfo.", TestTargetRulesType.Name); } try { Constructor.Invoke(TestRules, new object[] { Rules, TargetInfo }); } catch (Exception Ex) { throw new BuildException(Ex, "Unable to instantiate instance of '{0}' object type from compiled assembly '{1}'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: {2}", TestTargetRulesType.Name, Path.GetFileNameWithoutExtension(TestTargetRulesType.Assembly?.Location), Ex.ToString()); } return TestRules; } /// /// Constructor for TestTargetRules based on existing target. /// TestTargetRules is setup as a program and is linked monolithically. /// It removes a lot of default compilation behavior in order to produce a minimal test environment. /// public TestTargetRules(TargetRules TestedTarget, TargetInfo Target) : base(Target) { if (TestedTarget is TestTargetRules) { throw new BuildException("TestedTarget can't be of type TestTargetRules."); } this.TestedTarget = TestedTarget; ExeBinariesSubFolder = Name = TestedTarget.Name + "Tests"; TargetSourceFile = File = TestedTarget.File; if (TestedTarget.LaunchModuleName != null) { LaunchModuleName = TestedTarget.LaunchModuleName + "Tests"; } ManifestFileNames = TestedTarget.ManifestFileNames; WindowsPlatform = TestedTarget.WindowsPlatform; SetupCommonProperties(Target); } private void SetupCommonProperties(TargetInfo Target) { bIsTestTargetOverride = true; VSTestRunSettingsFile = FileReference.Combine(Unreal.EngineDirectory, "Source", "Programs", "LowLevelTests", "vstest.runsettings"); DefaultBuildSettings = BuildSettingsVersion.V2; Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; bBuildInSolutionByDefault = false; bDeployAfterCompile = Target.Platform != UnrealTargetPlatform.Android; bIsBuildingConsoleApplication = true; // Disabling default true flags that aren't necessary for tests // Lean and Mean mode bBuildDeveloperTools = false; // No localization bCompileICU = false; // No need for shaders by default bForceBuildShaderFormats = false; // Do not link against the engine, no Chromium Embedded Framework etc. bCompileAgainstEngine = false; bCompileCEF3 = false; bCompileAgainstCoreUObject = false; bCompileAgainstApplicationCore = false; bUseLoggingInShipping = true; // Allow exception handling bForceEnableExceptions = true; bool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development; bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bDebugOrDevelopment; // Disable malloc profiling in tests bUseMallocProfiler = false; // Useful for debugging test failures if (Target.Configuration == UnrealTargetConfiguration.Debug) { bDebugBuildsActuallyUseDebugCRT = true; } GlobalDefinitions.Add("STATS=0"); GlobalDefinitions.Add("TEST_FOR_VALID_FILE_SYSTEM_MEMORY=0"); // Platform specific setup if (Target.Platform == UnrealTargetPlatform.Android) { UndecoratedConfiguration = Target.Configuration; GlobalDefinitions.Add("USE_ANDROID_INPUT=0"); GlobalDefinitions.Add("USE_ANDROID_OPENGL=0"); GlobalDefinitions.Add("USE_ANDROID_LAUNCH=0"); GlobalDefinitions.Add("USE_ANDROID_JNI=0"); } else if (Target.Platform == UnrealTargetPlatform.IOS) // TODO: this doesn't compile { GlobalDefinitions.Add("HAS_METAL=0"); bIsBuildingConsoleApplication = false; // Required for IOS, but needs to fix compilation errors bCompileAgainstApplicationCore = true; } } } }