// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using Tools.DotNETCommon; namespace UnrealBuildTool { /// /// A module that is compiled from C++ code. /// class UEBuildModuleCPP : UEBuildModule { public class SourceFilesClass { public readonly List CPPFiles = new List(); public readonly List CFiles = new List(); public readonly List CCFiles = new List(); public readonly List MMFiles = new List(); public readonly List RCFiles = new List(); public int Count { get { return CPPFiles.Count + CFiles.Count + CCFiles.Count + MMFiles.Count + RCFiles.Count; } } /// /// Copy from list to list helper. /// /// Source list. /// Destination list. private static void CopyFromListToList(List From, List To) { To.Clear(); To.AddRange(From); } /// /// Copies file lists from other SourceFilesClass to this. /// /// Source object. public void CopyFrom(SourceFilesClass Other) { CopyFromListToList(Other.CPPFiles, CPPFiles); CopyFromListToList(Other.CFiles, CFiles); CopyFromListToList(Other.CCFiles, CCFiles); CopyFromListToList(Other.MMFiles, MMFiles); CopyFromListToList(Other.RCFiles, RCFiles); } } /// /// All the source files for this module /// public readonly List SourceFiles = new List(); /// /// A list of the absolute paths of source files to be built in this module. /// public readonly SourceFilesClass SourceFilesToBuild = new SourceFilesClass(); /// /// A list of the source files that were found for the module. /// public readonly SourceFilesClass SourceFilesFound = new SourceFilesClass(); /// /// The directory for this module's object files /// public readonly DirectoryReference IntermediateDirectory; /// /// The directory for this module's generated code /// public readonly DirectoryReference GeneratedCodeDirectory; /// /// Set for modules that have generated code /// public bool bAddGeneratedCodeIncludePath; /// /// Wildcard matching the *.gen.cpp files for this module. If this is null then this module doesn't have any UHT-produced code. /// public string GeneratedCodeWildcard; /// /// List of invalid include directives. These are buffered up and output before we start compiling. /// public List InvalidIncludeDirectiveMessages; protected override void GetReferencedDirectories(HashSet Directories) { base.GetReferencedDirectories(Directories); foreach(FileItem SourceFile in SourceFiles) { Directories.Add(SourceFile.Location.Directory); } } /// /// Categorizes source files into per-extension buckets /// private static void CategorizeSourceFiles(IEnumerable InSourceFiles, SourceFilesClass OutSourceFiles) { foreach (FileItem SourceFile in InSourceFiles) { string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant(); if (Extension == ".CPP") { OutSourceFiles.CPPFiles.Add(SourceFile); } else if (Extension == ".C") { OutSourceFiles.CFiles.Add(SourceFile); } else if (Extension == ".CC") { OutSourceFiles.CCFiles.Add(SourceFile); } else if (Extension == ".MM" || Extension == ".M") { OutSourceFiles.MMFiles.Add(SourceFile); } else if (Extension == ".RC") { OutSourceFiles.RCFiles.Add(SourceFile); } } } /// /// List of whitelisted circular dependencies. Please do NOT add new modules here; refactor to allow the modules to be decoupled instead. /// static readonly KeyValuePair[] WhitelistedCircularDependencies = { new KeyValuePair("Engine", "Landscape"), new KeyValuePair("Engine", "UMG"), new KeyValuePair("Engine", "GameplayTags"), new KeyValuePair("Engine", "MaterialShaderQualitySettings"), new KeyValuePair("Engine", "UnrealEd"), new KeyValuePair("PacketHandler", "ReliabilityHandlerComponent"), new KeyValuePair("GameplayDebugger", "AIModule"), new KeyValuePair("GameplayDebugger", "GameplayTasks"), new KeyValuePair("Engine", "CinematicCamera"), new KeyValuePair("Engine", "CollisionAnalyzer"), new KeyValuePair("Engine", "LogVisualizer"), new KeyValuePair("Engine", "Kismet"), new KeyValuePair("Landscape", "UnrealEd"), new KeyValuePair("Landscape", "MaterialUtilities"), new KeyValuePair("LocalizationDashboard", "LocalizationService"), new KeyValuePair("LocalizationDashboard", "MainFrame"), new KeyValuePair("LocalizationDashboard", "TranslationEditor"), new KeyValuePair("Documentation", "SourceControl"), new KeyValuePair("UnrealEd", "GraphEditor"), new KeyValuePair("UnrealEd", "Kismet"), new KeyValuePair("UnrealEd", "AudioEditor"), new KeyValuePair("BlueprintGraph", "KismetCompiler"), new KeyValuePair("BlueprintGraph", "UnrealEd"), new KeyValuePair("BlueprintGraph", "GraphEditor"), new KeyValuePair("BlueprintGraph", "Kismet"), new KeyValuePair("BlueprintGraph", "CinematicCamera"), new KeyValuePair("ConfigEditor", "PropertyEditor"), new KeyValuePair("SourceControl", "UnrealEd"), new KeyValuePair("Kismet", "BlueprintGraph"), new KeyValuePair("Kismet", "UMGEditor"), new KeyValuePair("MovieSceneTools", "Sequencer"), new KeyValuePair("Sequencer", "MovieSceneTools"), new KeyValuePair("AIModule", "AITestSuite"), new KeyValuePair("GameplayTasks", "UnrealEd"), new KeyValuePair("AnimGraph", "UnrealEd"), new KeyValuePair("AnimGraph", "GraphEditor"), new KeyValuePair("MaterialUtilities", "Landscape"), new KeyValuePair("HierarchicalLODOutliner", "UnrealEd"), new KeyValuePair("PixelInspectorModule", "UnrealEd"), new KeyValuePair("GameplayAbilitiesEditor", "BlueprintGraph"), new KeyValuePair("UnrealEd", "ViewportInteraction"), new KeyValuePair("UnrealEd", "VREditor"), new KeyValuePair("LandscapeEditor", "ViewportInteraction"), new KeyValuePair("LandscapeEditor", "VREditor"), new KeyValuePair("FoliageEdit", "ViewportInteraction"), new KeyValuePair("FoliageEdit", "VREditor"), new KeyValuePair("MeshPaint", "ViewportInteraction"), new KeyValuePair("MeshPaint", "VREditor"), new KeyValuePair("MeshPaintMode", "ViewportInteraction"), new KeyValuePair("MeshPaintMode", "VREditor"), new KeyValuePair("Sequencer", "ViewportInteraction"), new KeyValuePair("NavigationSystem", "UnrealEd"), }; public UEBuildModuleCPP(ModuleRules Rules, DirectoryReference IntermediateDirectory, DirectoryReference GeneratedCodeDirectory, IEnumerable SourceFiles, bool bBuildSourceFiles) : base(Rules) { this.IntermediateDirectory = IntermediateDirectory; this.GeneratedCodeDirectory = GeneratedCodeDirectory; this.SourceFiles = SourceFiles.ToList(); CategorizeSourceFiles(SourceFiles, SourceFilesFound); if (bBuildSourceFiles) { SourceFilesToBuild.CopyFrom(SourceFilesFound); } foreach (string Def in PublicDefinitions) { Log.TraceVerbose("Compile Env {0}: {1}", Name, Def); } foreach (string Def in Rules.PrivateDefinitions) { Log.TraceVerbose("Compile Env {0}: {1}", Name, Def); } foreach(string CircularlyReferencedModuleName in Rules.CircularlyReferencedDependentModules) { if(CircularlyReferencedModuleName != "BlueprintContext" && !WhitelistedCircularDependencies.Any(x => x.Key == Name && x.Value == CircularlyReferencedModuleName)) { Log.TraceWarning("Found reference between '{0}' and '{1}'. Support for circular references is being phased out; please do not introduce new ones.", Name, CircularlyReferencedModuleName); } } AddDefaultIncludePaths(); } /// /// Add the default include paths for this module to its settings /// private void AddDefaultIncludePaths() { // Add the module's parent directory to the public include paths, so other modules may include headers from it explicitly. PublicIncludePaths.Add(ModuleDirectory.ParentDirectory); // Add the base directory to the legacy include paths. LegacyPublicIncludePaths.Add(ModuleDirectory); // Add the 'classes' directory, if it exists DirectoryReference ClassesDirectory = DirectoryReference.Combine(ModuleDirectory, "Classes"); if (DirectoryLookupCache.DirectoryExists(ClassesDirectory)) { PublicIncludePaths.Add(ClassesDirectory); } // Add all the public directories DirectoryReference PublicDirectory = DirectoryReference.Combine(ModuleDirectory, "Public"); if (DirectoryLookupCache.DirectoryExists(PublicDirectory)) { PublicIncludePaths.Add(PublicDirectory); string[] ExcludedFolderNames = UEBuildPlatform.GetBuildPlatform(Rules.Target.Platform).GetExcludedFolderNames(); foreach (DirectoryReference PublicSubDirectory in DirectoryLookupCache.EnumerateDirectoriesRecursively(PublicDirectory)) { if(!PublicSubDirectory.ContainsAnyNames(ExcludedFolderNames, PublicDirectory)) { LegacyPublicIncludePaths.Add(PublicSubDirectory); } } } // Add the base private directory for this module DirectoryReference PrivateDirectory = DirectoryReference.Combine(ModuleDirectory, "Private"); if(DirectoryLookupCache.DirectoryExists(PrivateDirectory)) { PrivateIncludePaths.Add(PrivateDirectory); } } /// /// Path to the precompiled manifest location /// public virtual FileReference PrecompiledManifestLocation { get { return FileReference.Combine(IntermediateDirectory, String.Format("{0}.precompiled", Name)); } } /// /// Gathers intellisense data for the project file containing this module /// /// The target being built /// The inherited compile environment for this module /// The project file containing this module public void GatherDataForProjectFile(ReadOnlyTargetRules Target, CppCompileEnvironment BinaryCompileEnvironment, ProjectFile ProjectFile) { CppCompileEnvironment ModuleCompileEnvironment = CreateModuleCompileEnvironment(Target, BinaryCompileEnvironment); ProjectFile.AddIntelliSensePreprocessorDefinitions(ModuleCompileEnvironment.Definitions); ProjectFile.AddIntelliSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths, true); ProjectFile.AddIntelliSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.UserIncludePaths, false); // This directory may not exist for this module (or ever exist, if it doesn't contain any generated headers), but we want the project files // to search it so we can pick up generated code definitions after UHT is run for the first time. if(GeneratedCodeDirectory != null) { ProjectFile.AddIntelliSenseIncludePaths(new HashSet{ GeneratedCodeDirectory }, false); } } /// /// Sets up the environment for compiling any module that includes the public interface of this module. /// public override void AddModuleToCompileEnvironment( UEBuildBinary SourceBinary, HashSet IncludePaths, HashSet SystemIncludePaths, List Definitions, List AdditionalFrameworks, bool bLegacyPublicIncludePaths ) { if(bAddGeneratedCodeIncludePath) { IncludePaths.Add(GeneratedCodeDirectory); } base.AddModuleToCompileEnvironment(SourceBinary, IncludePaths, SystemIncludePaths, Definitions, AdditionalFrameworks, bLegacyPublicIncludePaths); } // UEBuildModule interface. public override List Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) { UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(BinaryCompileEnvironment.Platform); List LinkInputFiles = new List(); CppCompileEnvironment ModuleCompileEnvironment = CreateModuleCompileEnvironment(Target, BinaryCompileEnvironment); // If the module is precompiled, read the object files from the manifest if(Rules.bUsePrecompiled && Target.LinkType == TargetLinkType.Monolithic) { PrecompiledManifest Manifest = PrecompiledManifest.Read(PrecompiledManifestLocation); foreach(FileReference OutputFile in Manifest.OutputFiles) { FileItem ObjectFile = FileItem.GetExistingItemByFileReference(OutputFile); ToolChain.DoLocalToRemoteFileItem(ObjectFile); LinkInputFiles.Add(ObjectFile); } return LinkInputFiles; } // Process all of the header file dependencies for this module CheckFirstIncludeMatchesEachCppFile(Target, ModuleCompileEnvironment); // Make sure our RC files have cached includes. foreach (FileItem RCFile in SourceFilesToBuild.RCFiles) { // The default resource file (PCLaunch.rc) is created in a module-agnostic way, so we want to avoid overriding the include paths for it if(RCFile.CachedIncludePaths == null) { RCFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; } } // Should we force a precompiled header to be generated for this module? Usually, we only bother with a // precompiled header if there are at least several source files in the module (after combining them for unity // builds.) But for game modules, it can be convenient to always have a precompiled header to single-file // changes to code is really quick to compile. int MinFilesUsingPrecompiledHeader = Target.MinFilesUsingPrecompiledHeader; if (Rules.MinFilesUsingPrecompiledHeaderOverride != 0) { MinFilesUsingPrecompiledHeader = Rules.MinFilesUsingPrecompiledHeaderOverride; } else if (!Rules.bTreatAsEngineModule && Target.bForcePrecompiledHeaderForGameModules) { // This is a game module with only a small number of source files, so go ahead and force a precompiled header // to be generated to make incremental changes to source files as fast as possible for small projects. MinFilesUsingPrecompiledHeader = 1; } // Engine modules will always use unity build mode unless MinSourceFilesForUnityBuildOverride is specified in // the module rules file. By default, game modules only use unity of they have enough source files for that // to be worthwhile. If you have a lot of small game modules, consider specifying MinSourceFilesForUnityBuildOverride=0 // in the modules that you don't typically iterate on source files in very frequently. int MinSourceFilesForUnityBuild = 2; if (Rules.MinSourceFilesForUnityBuildOverride != 0) { MinSourceFilesForUnityBuild = Rules.MinSourceFilesForUnityBuildOverride; } else if (Target.ProjectFile != null && RulesFile.IsUnderDirectory(DirectoryReference.Combine(Target.ProjectFile.Directory, "Source"))) { // Game modules with only a small number of source files are usually better off having faster iteration times // on single source file changes, so we forcibly disable unity build for those modules MinSourceFilesForUnityBuild = Target.MinGameModuleSourceFilesForUnityBuild; } // Should we use unity build mode for this module? bool bModuleUsesUnityBuild = false; if (Target.bUseUnityBuild || Target.bForceUnityBuild) { if (Target.bForceUnityBuild) { Log.TraceVerbose("Module '{0}' using unity build mode (bForceUnityBuild enabled for this module)", this.Name); bModuleUsesUnityBuild = true; } else if (Rules.bFasterWithoutUnity) { Log.TraceVerbose("Module '{0}' not using unity build mode (bFasterWithoutUnity enabled for this module)", this.Name); bModuleUsesUnityBuild = false; } else if (SourceFilesToBuild.CPPFiles.Count < MinSourceFilesForUnityBuild) { Log.TraceVerbose("Module '{0}' not using unity build mode (module with fewer than {1} source files)", this.Name, MinSourceFilesForUnityBuild); bModuleUsesUnityBuild = false; } else { Log.TraceVerbose("Module '{0}' using unity build mode", this.Name); bModuleUsesUnityBuild = true; } } else { Log.TraceVerbose("Module '{0}' not using unity build mode", this.Name); } // Set up the environment with which to compile the CPP files CppCompileEnvironment CompileEnvironment = ModuleCompileEnvironment; if (Target.bUsePCHFiles) { // If this module doesn't need a shared PCH, configure that if(Rules.PrivatePCHHeaderFile != null && (Rules.PCHUsage == ModuleRules.PCHUsageMode.NoSharedPCHs || Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs)) { PrecompiledHeaderInstance Instance = CreatePrivatePCH(ToolChain, FileItem.GetItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.PrivatePCHHeaderFile)), CompileEnvironment, ActionGraph); CompileEnvironment = new CppCompileEnvironment(CompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include; CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Location; CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile; LinkInputFiles.AddRange(Instance.Output.ObjectFiles); } // Try to find a suitable shared PCH for this module if (CompileEnvironment.PrecompiledHeaderFile == null && SharedPCHs.Count > 0 && !CompileEnvironment.bIsBuildingLibrary && Rules.PCHUsage != ModuleRules.PCHUsageMode.NoSharedPCHs) { // Find all the dependencies of this module HashSet ReferencedModules = new HashSet(); GetAllDependencyModules(new List(), ReferencedModules, bIncludeDynamicallyLoaded: false, bForceCircular: false, bOnlyDirectDependencies: true); // Find the first shared PCH module we can use PrecompiledHeaderTemplate Template = SharedPCHs.FirstOrDefault(x => ReferencedModules.Contains(x.Module)); if(Template != null && Template.IsValidFor(CompileEnvironment)) { PrecompiledHeaderInstance Instance = FindOrCreateSharedPCH(ToolChain, Template, ModuleCompileEnvironment.bOptimizeCode, ModuleCompileEnvironment.bUseRTTI, ModuleCompileEnvironment.bEnableExceptions, ActionGraph); FileReference PrivateDefinitionsFile = FileReference.Combine(IntermediateDirectory, String.Format("Definitions.{0}.h", Name)); FileItem PrivateDefinitionsFileItem; using (StringWriter Writer = new StringWriter()) { // Remove the module _API definition for cases where there are circular dependencies between the shared PCH module and modules using it Writer.WriteLine("#undef {0}", ModuleApiDefine); // Games may choose to use shared PCHs from the engine, so allow them to change the value of these macros if(!Rules.bTreatAsEngineModule) { Writer.WriteLine("#undef UE_IS_ENGINE_MODULE"); Writer.WriteLine("#undef DEPRECATED_FORGAME"); Writer.WriteLine("#define DEPRECATED_FORGAME DEPRECATED"); } WriteDefinitions(CompileEnvironment.Definitions, Writer); PrivateDefinitionsFileItem = FileItem.CreateIntermediateTextFile(PrivateDefinitionsFile, Writer.ToString()); } CompileEnvironment = new CppCompileEnvironment(CompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.ForceIncludeFiles.Add(PrivateDefinitionsFileItem); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include; CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Location; CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile; LinkInputFiles.AddRange(Instance.Output.ObjectFiles); } } } // Write all the definitions to a separate file CreateHeaderForDefinitions(CompileEnvironment, IntermediateDirectory, null); // Compile CPP files List CPPFilesToCompile = SourceFilesToBuild.CPPFiles; if (bModuleUsesUnityBuild) { CPPFilesToCompile = Unity.GenerateUnityCPPs(Target, CPPFilesToCompile, CompileEnvironment, WorkingSet, Rules.ShortName ?? Name, IntermediateDirectory); LinkInputFiles.AddRange(CompileUnityFilesWithToolChain(Target, ToolChain, CompileEnvironment, ModuleCompileEnvironment, CPPFilesToCompile, ActionGraph).ObjectFiles); } else { LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, CPPFilesToCompile, IntermediateDirectory, Name, ActionGraph).ObjectFiles); } // Compile all the generated CPP files if (GeneratedCodeWildcard != null && !CompileEnvironment.bHackHeaderGenerator) { string[] GeneratedFiles = Directory.GetFiles(Path.GetDirectoryName(GeneratedCodeWildcard), Path.GetFileName(GeneratedCodeWildcard)); if(GeneratedFiles.Length > 0) { // Create a compile environment for the generated files. We can disable creating debug info here to improve link times. CppCompileEnvironment GeneratedCPPCompileEnvironment = CompileEnvironment; if(GeneratedCPPCompileEnvironment.bCreateDebugInfo && Target.bDisableDebugInfoForGeneratedCode) { GeneratedCPPCompileEnvironment = new CppCompileEnvironment(GeneratedCPPCompileEnvironment); GeneratedCPPCompileEnvironment.bCreateDebugInfo = false; } // Always force include the PCH, even if PCHs are disabled, for generated code. Legacy code can rely on PCHs being included to compile correctly, and this used to be done by UHT manually including it. if(GeneratedCPPCompileEnvironment.PrecompiledHeaderFile == null && Rules.PrivatePCHHeaderFile != null && Rules.PCHUsage != ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs) { GeneratedCPPCompileEnvironment = new CppCompileEnvironment(GeneratedCPPCompileEnvironment); GeneratedCPPCompileEnvironment.ForceIncludeFiles.Add(FileItem.GetExistingItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.PrivatePCHHeaderFile))); } // Compile all the generated files List GeneratedFileItems = new List(); foreach (string GeneratedFilename in GeneratedFiles) { FileItem GeneratedCppFileItem = FileItem.GetItemByPath(GeneratedFilename); GeneratedCppFileItem.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; // @todo ubtmake: Check for ALL other places where we might be injecting .cpp or .rc files for compiling without caching CachedCPPIncludeInfo first (anything platform specific?) GeneratedFileItems.Add(GeneratedCppFileItem); } if (bModuleUsesUnityBuild) { GeneratedFileItems = Unity.GenerateUnityCPPs(Target, GeneratedFileItems, GeneratedCPPCompileEnvironment, WorkingSet, (Rules.ShortName ?? Name) + ".gen", IntermediateDirectory); LinkInputFiles.AddRange(CompileUnityFilesWithToolChain(Target, ToolChain, GeneratedCPPCompileEnvironment, ModuleCompileEnvironment, GeneratedFileItems, ActionGraph).ObjectFiles); } else { LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(GeneratedCPPCompileEnvironment, GeneratedFileItems, IntermediateDirectory, Name, ActionGraph).ObjectFiles); } } } // Compile C files directly. Do not use a PCH here, because a C++ PCH is not compatible with C source files. if(SourceFilesToBuild.CFiles.Count > 0) { LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(ModuleCompileEnvironment, SourceFilesToBuild.CFiles, IntermediateDirectory, Name, ActionGraph).ObjectFiles); } // Compile CC files directly. if(SourceFilesToBuild.CCFiles.Count > 0) { LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CCFiles, IntermediateDirectory, Name, ActionGraph).ObjectFiles); } // Compile MM files directly. if(SourceFilesToBuild.MMFiles.Count > 0) { LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.MMFiles, IntermediateDirectory, Name, ActionGraph).ObjectFiles); } // Compile RC files. The resource compiler does not work with response files, and using the regular compile environment can easily result in the // command line length exceeding the OS limit. Use the binary compile environment to keep the size down, and require that all include paths // must be specified relative to the resource file itself or Engine/Source. if(SourceFilesToBuild.RCFiles.Count > 0) { CppCompileEnvironment ResourceCompileEnvironment = new CppCompileEnvironment(BinaryCompileEnvironment); LinkInputFiles.AddRange(ToolChain.CompileRCFiles(ResourceCompileEnvironment, SourceFilesToBuild.RCFiles, IntermediateDirectory, ActionGraph).ObjectFiles); } // Write the compiled manifest if(Rules.bPrecompile && Target.LinkType == TargetLinkType.Monolithic) { DirectoryReference.CreateDirectory(PrecompiledManifestLocation.Directory); PrecompiledManifest Manifest = new PrecompiledManifest(); Manifest.OutputFiles.AddRange(LinkInputFiles.Select(x => x.Location)); Manifest.Write(PrecompiledManifestLocation); } return LinkInputFiles; } /// /// Create a shared PCH template for this module, which allows constructing shared PCH instances in the future /// /// The target which owns this module /// Base compile environment for this target /// Template for shared PCHs public PrecompiledHeaderTemplate CreateSharedPCHTemplate(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment) { CppCompileEnvironment CompileEnvironment = CreateSharedPCHCompileEnvironment(Target, BaseCompileEnvironment); FileItem HeaderFile = FileItem.GetItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.SharedPCHHeaderFile)); HeaderFile.CachedIncludePaths = CompileEnvironment.IncludePaths; DirectoryReference PrecompiledHeaderDir; if(Rules.bUsePrecompiled) { PrecompiledHeaderDir = DirectoryReference.Combine(Target.ProjectIntermediateDirectory, Name); } else { PrecompiledHeaderDir = IntermediateDirectory; } return new PrecompiledHeaderTemplate(this, CompileEnvironment, HeaderFile, PrecompiledHeaderDir); } /// /// Creates a precompiled header action to generate a new pch file /// /// The toolchain to generate the PCH /// /// /// Graph containing build actions /// The created PCH instance. private PrecompiledHeaderInstance CreatePrivatePCH(UEToolChain ToolChain, FileItem HeaderFile, CppCompileEnvironment ModuleCompileEnvironment, ActionGraph ActionGraph) { // Cache the header file include paths. This file could have been a shared PCH too, so ignore if the include paths are already set. if(HeaderFile.CachedIncludePaths == null) { HeaderFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; } // Create the wrapper file, which sets all the definitions needed to compile it FileReference WrapperLocation = FileReference.Combine(IntermediateDirectory, String.Format("PCH.{0}.h", Name)); FileItem WrapperFile = CreatePCHWrapperFile(WrapperLocation, ModuleCompileEnvironment.Definitions, HeaderFile); // Create a new C++ environment that is used to create the PCH. CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(ModuleCompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create; CompileEnvironment.PrecompiledHeaderIncludeFilename = WrapperFile.Location; CompileEnvironment.bOptimizeCode = ModuleCompileEnvironment.bOptimizeCode; // Create the action to compile the PCH file. CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List() { WrapperFile }, IntermediateDirectory, Name, ActionGraph); return new PrecompiledHeaderInstance(WrapperFile, CompileEnvironment.bOptimizeCode, CompileEnvironment.bUseRTTI, CompileEnvironment.bEnableExceptions, Output); } /// /// Generates a precompiled header instance from the given template, or returns an existing one if it already exists /// /// The toolchain being used to build this module /// The PCH template /// Whether optimization should be enabled for this PCH /// Whether to enable RTTI for this PCH /// Whether to enable exceptions for this PCH /// Graph containing build actions /// Instance of a PCH public PrecompiledHeaderInstance FindOrCreateSharedPCH(UEToolChain ToolChain, PrecompiledHeaderTemplate Template, bool bOptimizeCode, bool bUseRTTI, bool bEnableExceptions, ActionGraph ActionGraph) { PrecompiledHeaderInstance Instance = Template.Instances.Find(x => x.bOptimizeCode == bOptimizeCode && x.bUseRTTI == bUseRTTI && x.bEnableExceptions == bEnableExceptions); if(Instance == null) { // Create a suffix to distinguish this shared PCH variant from any others. Currently only optimized and non-optimized shared PCHs are supported. string Variant = ""; if(bOptimizeCode != Template.BaseCompileEnvironment.bOptimizeCode) { if(bOptimizeCode) { Variant += ".Optimized"; } else { Variant += ".NonOptimized"; } } if(bUseRTTI != Template.BaseCompileEnvironment.bUseRTTI) { if (bUseRTTI) { Variant += ".RTTI"; } else { Variant += ".NonRTTI"; } } if (bEnableExceptions != Template.BaseCompileEnvironment.bEnableExceptions) { if (bEnableExceptions) { Variant += ".Exceptions"; } else { Variant += ".NoExceptions"; } } // Create the wrapper file, which sets all the definitions needed to compile it FileReference WrapperLocation = FileReference.Combine(Template.OutputDir, String.Format("SharedPCH.{0}{1}.h", Template.Module.Name, Variant)); FileItem WrapperFile = CreatePCHWrapperFile(WrapperLocation, Template.BaseCompileEnvironment.Definitions, Template.HeaderFile); // Create the compile environment for this PCH CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(Template.BaseCompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create; CompileEnvironment.PrecompiledHeaderIncludeFilename = WrapperFile.Location; CompileEnvironment.bOptimizeCode = bOptimizeCode; CompileEnvironment.bUseRTTI = bUseRTTI; CompileEnvironment.bEnableExceptions = bEnableExceptions; // Create the PCH CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List() { WrapperFile }, Template.OutputDir, "Shared", ActionGraph); Instance = new PrecompiledHeaderInstance(WrapperFile, bOptimizeCode, bUseRTTI, bEnableExceptions, Output); Template.Instances.Add(Instance); } return Instance; } /// /// Compiles the provided CPP unity files. Will /// private CPPOutput CompileUnityFilesWithToolChain(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, CppCompileEnvironment ModuleCompileEnvironment, List SourceFiles, ActionGraph ActionGraph) { List NormalFiles = new List(); List AdaptiveFiles = new List(); bool bAdaptiveUnityDisablesPCH = (Target.bAdaptiveUnityDisablesPCH && Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs); if ((Target.bAdaptiveUnityDisablesOptimizations || bAdaptiveUnityDisablesPCH || Target.bAdaptiveUnityCreatesDedicatedPCH) && !Target.bStressTestUnity) { foreach (FileItem File in SourceFiles) { // Basic check as to whether something in this module is/isn't a unity file... if (File.Location.GetFileName().StartsWith(Unity.ModulePrefix)) { NormalFiles.Add(File); } else { AdaptiveFiles.Add(File); } } } else { NormalFiles.AddRange(SourceFiles); } CPPOutput OutputFiles = new CPPOutput(); if (NormalFiles.Count > 0) { OutputFiles = ToolChain.CompileCPPFiles(CompileEnvironment, NormalFiles, IntermediateDirectory, Name, ActionGraph); } if (AdaptiveFiles.Count > 0) { // Create the new compile environment. Always turn off PCH due to different compiler settings. CppCompileEnvironment AdaptiveUnityEnvironment = new CppCompileEnvironment(ModuleCompileEnvironment); if(Target.bAdaptiveUnityDisablesOptimizations) { AdaptiveUnityEnvironment.bOptimizeCode = false; } if (Target.bAdaptiveUnityEnablesEditAndContinue) { AdaptiveUnityEnvironment.bSupportEditAndContinue = true; } // Create a per-file PCH CPPOutput AdaptiveOutput; if(Target.bAdaptiveUnityCreatesDedicatedPCH) { AdaptiveOutput = CompileAdaptiveNonUnityFilesWithDedicatedPCH(ToolChain, AdaptiveUnityEnvironment, AdaptiveFiles, IntermediateDirectory, Name, ActionGraph); } else if(bAdaptiveUnityDisablesPCH) { AdaptiveOutput = CompileAdaptiveNonUnityFilesWithoutPCH(ToolChain, AdaptiveUnityEnvironment, AdaptiveFiles, IntermediateDirectory, Name, ActionGraph); } else { AdaptiveOutput = CompileAdaptiveNonUnityFilesWithPCH(ToolChain, AdaptiveUnityEnvironment, AdaptiveFiles, IntermediateDirectory, Name, ActionGraph); } // Merge output OutputFiles.ObjectFiles.AddRange(AdaptiveOutput.ObjectFiles); OutputFiles.DebugDataFiles.AddRange(AdaptiveOutput.DebugDataFiles); } return OutputFiles; } static CPPOutput CompileAdaptiveNonUnityFilesWithPCH(UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, List Files, DirectoryReference IntermediateDirectory, string ModuleName, ActionGraph ActionGraph) { // Compile the files return ToolChain.CompileCPPFiles(CompileEnvironment, Files, IntermediateDirectory, ModuleName, ActionGraph); } static CPPOutput CompileAdaptiveNonUnityFilesWithoutPCH(UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, List Files, DirectoryReference IntermediateDirectory, string ModuleName, ActionGraph ActionGraph) { // Disable precompiled headers CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.None; // Write all the definitions out to a separate file CreateHeaderForDefinitions(CompileEnvironment, IntermediateDirectory, "Adaptive"); // Compile the files return ToolChain.CompileCPPFiles(CompileEnvironment, Files, IntermediateDirectory, ModuleName, ActionGraph); } static CPPOutput CompileAdaptiveNonUnityFilesWithDedicatedPCH(UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, List Files, DirectoryReference IntermediateDirectory, string ModuleName, ActionGraph ActionGraph) { CPPOutput Output = new CPPOutput(); foreach(FileItem File in Files) { // Build the contents of the wrapper file StringBuilder WrapperContents = new StringBuilder(); using (StringWriter Writer = new StringWriter(WrapperContents)) { Writer.WriteLine("// Dedicated PCH for {0}", File.AbsolutePath); Writer.WriteLine(); WriteDefinitions(CompileEnvironment.Definitions, Writer); Writer.WriteLine(); using(StreamReader Reader = new StreamReader(File.Location.FullName)) { CppIncludeParser.CopyIncludeDirectives(Reader, Writer); } } // Write the PCH header FileReference DedicatedPchLocation = FileReference.Combine(IntermediateDirectory, String.Format("PCH.Dedicated.{0}.h", File.Location.GetFileNameWithoutExtension())); FileItem DedicatedPchFile = FileItem.CreateIntermediateTextFile(DedicatedPchLocation, WrapperContents.ToString()); DedicatedPchFile.CachedIncludePaths = File.CachedIncludePaths; // Create a new C++ environment to compile the PCH CppCompileEnvironment PchEnvironment = new CppCompileEnvironment(CompileEnvironment); PchEnvironment.Definitions.Clear(); PchEnvironment.IncludePaths.UserIncludePaths.Add(File.Location.Directory); // Need to be able to include headers in the same directory as the source file PchEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create; PchEnvironment.PrecompiledHeaderIncludeFilename = DedicatedPchFile.Location; // Create the action to compile the PCH file. CPPOutput PchOutput = ToolChain.CompileCPPFiles(PchEnvironment, new List() { DedicatedPchFile }, IntermediateDirectory, ModuleName, ActionGraph); Output.ObjectFiles.AddRange(PchOutput.ObjectFiles); // Create a new C++ environment to compile the original file CppCompileEnvironment FileEnvironment = new CppCompileEnvironment(CompileEnvironment); FileEnvironment.Definitions.Clear(); FileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include; FileEnvironment.PrecompiledHeaderIncludeFilename = DedicatedPchFile.Location; FileEnvironment.PrecompiledHeaderFile = PchOutput.PrecompiledHeaderFile; // Create the action to compile the PCH file. CPPOutput FileOutput = ToolChain.CompileCPPFiles(FileEnvironment, new List() { File }, IntermediateDirectory, ModuleName, ActionGraph); Output.ObjectFiles.AddRange(FileOutput.ObjectFiles); } return Output; } /// /// Creates a header file containing all the preprocessor definitions for a compile environment, and force-include it. We allow a more flexible syntax for preprocessor definitions than /// is typically allowed on the command line (allowing function macros or double-quote characters, for example). Ensuring all definitions are specified in a header files ensures consistent /// behavior. /// /// The compile environment /// Directory to create the intermediate file /// Suffix for the included file static void CreateHeaderForDefinitions(CppCompileEnvironment CompileEnvironment, DirectoryReference IntermediateDirectory, string HeaderSuffix) { if(CompileEnvironment.Definitions.Count > 0) { StringBuilder PrivateDefinitionsName = new StringBuilder("Definitions"); if(!String.IsNullOrEmpty(HeaderSuffix)) { PrivateDefinitionsName.Append('.'); PrivateDefinitionsName.Append(HeaderSuffix); } PrivateDefinitionsName.Append(".h"); FileReference PrivateDefinitionsFile = FileReference.Combine(IntermediateDirectory, PrivateDefinitionsName.ToString()); using (StringWriter Writer = new StringWriter()) { WriteDefinitions(CompileEnvironment.Definitions, Writer); CompileEnvironment.Definitions.Clear(); FileItem PrivateDefinitionsFileItem = FileItem.CreateIntermediateTextFile(PrivateDefinitionsFile, Writer.ToString()); CompileEnvironment.ForceIncludeFiles.Add(PrivateDefinitionsFileItem); } } } /// /// Create a header file containing the module definitions, which also includes the PCH itself. Including through another file is necessary on /// Clang, since we get warnings about #pragma once otherwise, but it also allows us to consistently define the preprocessor state on all /// platforms. /// /// The output file to create /// Definitions required by the PCH /// The PCH file to include /// FileItem for the created file static FileItem CreatePCHWrapperFile(FileReference OutputFile, IEnumerable Definitions, FileItem IncludedFile) { // Build the contents of the wrapper file StringBuilder WrapperContents = new StringBuilder(); using (StringWriter Writer = new StringWriter(WrapperContents)) { Writer.WriteLine("// PCH for {0}", IncludedFile.AbsolutePath); WriteDefinitions(Definitions, Writer); Writer.WriteLine("#include \"{0}\"", IncludedFile.AbsolutePath); } // Create the item FileItem WrapperFile = FileItem.CreateIntermediateTextFile(OutputFile, WrapperContents.ToString()); WrapperFile.CachedIncludePaths = IncludedFile.CachedIncludePaths; // Touch it if the included file is newer, to make sure our timestamp dependency checking is accurate. if (IncludedFile.LastWriteTime > WrapperFile.LastWriteTime) { File.SetLastWriteTimeUtc(WrapperFile.AbsolutePath, DateTime.UtcNow); WrapperFile.ResetFileInfo(); } return WrapperFile; } /// /// Write a list of macro definitions to an output file /// /// List of definitions /// Writer to receive output static void WriteDefinitions(IEnumerable Definitions, TextWriter Writer) { foreach(string Definition in Definitions) { int EqualsIdx = Definition.IndexOf('='); if(EqualsIdx == -1) { Writer.WriteLine("#define {0} 1", Definition); } else { Writer.WriteLine("#define {0} {1}", Definition.Substring(0, EqualsIdx), Definition.Substring(EqualsIdx + 1)); } } } /// /// Checks that the first header included by the source files in this module all include the same header /// /// The target being compiled /// Compile environment for the module private void CheckFirstIncludeMatchesEachCppFile(ReadOnlyTargetRules Target, CppCompileEnvironment ModuleCompileEnvironment) { if(Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs) { if(InvalidIncludeDirectiveMessages == null) { // Find all the source files in this module List ModuleFiles = SourceFileSearch.FindModuleSourceFiles(RulesFile); // Find headers used by the source file. Dictionary NameToHeaderFile = new Dictionary(); foreach(FileReference ModuleFile in ModuleFiles) { if(ModuleFile.HasExtension(".h")) { NameToHeaderFile[ModuleFile.GetFileNameWithoutExtension()] = ModuleFile; } } // Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking for header dependencies foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) { CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; } // Find the directly included files for each source file, and make sure it includes the matching header if possible InvalidIncludeDirectiveMessages = new List(); if (Rules != null && Rules.bEnforceIWYU && Target.bEnforceIWYU) { foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) { List DirectIncludeFilenames = ModuleCompileEnvironment.Headers.GetDirectIncludeDependencies(CPPFile, bOnlyCachedDependencies: false); if (DirectIncludeFilenames.Count > 0) { string IncludeName = Path.GetFileNameWithoutExtension(DirectIncludeFilenames[0].IncludeName); string ExpectedName = CPPFile.Location.GetFileNameWithoutExtension(); if (String.Compare(IncludeName, ExpectedName, StringComparison.InvariantCultureIgnoreCase) != 0) { FileReference HeaderFile; if (NameToHeaderFile.TryGetValue(ExpectedName, out HeaderFile) && !IgnoreMismatchedHeader(ExpectedName)) { InvalidIncludeDirectiveMessages.Add(String.Format("{0}(1): error: Expected {1} to be first header included.", CPPFile.Location, HeaderFile.GetFileName())); } } } } } } } } private bool IgnoreMismatchedHeader(string ExpectedName) { switch(ExpectedName) { case "DynamicRHI": case "RHICommandList": case "RHIUtilities": return true; } switch(Name) { case "D3D11RHI": case "D3D12RHI": case "VulkanRHI": case "OpenGLDrv": case "MetalRHI": case "PS4RHI": case "Gnmx": case "OnlineSubsystemIOS": case "OnlineSubsystemLive": return true; } return false; } /// /// Determine whether optimization should be enabled for a given target /// /// The optimization setting from the rules file /// The active target configuration /// Whether the current module is an engine module /// True if optimization should be enabled public static bool ShouldEnableOptimization(ModuleRules.CodeOptimization Setting, UnrealTargetConfiguration Configuration, bool bIsEngineModule) { switch(Setting) { case ModuleRules.CodeOptimization.Never: return false; case ModuleRules.CodeOptimization.Default: case ModuleRules.CodeOptimization.InNonDebugBuilds: return (Configuration == UnrealTargetConfiguration.Debug)? false : (Configuration != UnrealTargetConfiguration.DebugGame || bIsEngineModule); case ModuleRules.CodeOptimization.InShippingBuildsOnly: return (Configuration == UnrealTargetConfiguration.Shipping); default: return true; } } /// /// Creates a compile environment from a base environment based on the module settings. /// /// Rules for the target being built /// An existing environment to base the module compile environment on. /// The new module compile environment. public CppCompileEnvironment CreateModuleCompileEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment BaseCompileEnvironment) { CppCompileEnvironment Result = new CppCompileEnvironment(BaseCompileEnvironment); // Override compile environment Result.bFasterWithoutUnity = Rules.bFasterWithoutUnity; Result.bOptimizeCode = ShouldEnableOptimization(Rules.OptimizeCode, Target.Configuration, Rules.bTreatAsEngineModule); Result.bUseRTTI |= Rules.bUseRTTI; Result.bUseAVX = Rules.bUseAVX; Result.bEnableBufferSecurityChecks = Rules.bEnableBufferSecurityChecks; Result.MinSourceFilesForUnityBuildOverride = Rules.MinSourceFilesForUnityBuildOverride; Result.MinFilesUsingPrecompiledHeaderOverride = Rules.MinFilesUsingPrecompiledHeaderOverride; Result.bBuildLocallyWithSNDBS = Rules.bBuildLocallyWithSNDBS; Result.bEnableExceptions |= Rules.bEnableExceptions; Result.bEnableObjCExceptions |= Rules.bEnableObjCExceptions; Result.bEnableShadowVariableWarnings = Rules.bEnableShadowVariableWarnings; Result.bEnableUndefinedIdentifierWarnings = Rules.bEnableUndefinedIdentifierWarnings; // Set the macro used to check whether monolithic headers can be used if (Rules.bTreatAsEngineModule && (!Rules.bEnforceIWYU || !Target.bEnforceIWYU)) { Result.Definitions.Add("SUPPRESS_MONOLITHIC_HEADER_WARNINGS=1"); } // Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code. if (Rules.bTreatAsEngineModule) { Result.Definitions.Add("UE_IS_ENGINE_MODULE=1"); } else { Result.Definitions.Add("UE_IS_ENGINE_MODULE=0"); } // For game modules, set the define for the project name. This will be used by the IMPLEMENT_PRIMARY_GAME_MODULE macro. if (!Rules.bTreatAsEngineModule) { // Make sure we don't set any define for a non-engine module that's under the engine directory (eg. UE4Game) if (Target.ProjectFile != null && RulesFile.IsUnderDirectory(Target.ProjectFile.Directory)) { string ProjectName = Target.ProjectFile.GetFileNameWithoutExtension(); Result.Definitions.Add(String.Format("UE_PROJECT_NAME={0}", ProjectName)); } } // Add the module's public and private definitions. Result.Definitions.AddRange(PublicDefinitions); Result.Definitions.AddRange(Rules.PrivateDefinitions); // Add the project definitions if(!Rules.bTreatAsEngineModule) { Result.Definitions.AddRange(Rules.Target.ProjectDefinitions); } // Setup the compile environment for the module. SetupPrivateCompileEnvironment(Result.IncludePaths.UserIncludePaths, Result.IncludePaths.SystemIncludePaths, Result.Definitions, Result.AdditionalFrameworks, (Rules != null)? Rules.bLegacyPublicIncludePaths.Value : true); return Result; } /// /// Creates a compile environment for a shared PCH from a base environment based on the module settings. /// /// The target being built /// An existing environment to base the module compile environment on. /// The new shared PCH compile environment. public CppCompileEnvironment CreateSharedPCHCompileEnvironment(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment) { CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(BaseCompileEnvironment); // Use the default optimization setting for CompileEnvironment.bOptimizeCode = ShouldEnableOptimization(ModuleRules.CodeOptimization.Default, Target.Configuration, Rules.bTreatAsEngineModule); // Override compile environment CompileEnvironment.bIsBuildingDLL = !Target.ShouldCompileMonolithic(); CompileEnvironment.bIsBuildingLibrary = false; // Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code. if (Rules.bTreatAsEngineModule) { CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=1"); } else { CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=0"); } // Add the module's private definitions. CompileEnvironment.Definitions.AddRange(PublicDefinitions); // Find all the modules that are part of the public compile environment for this module. Dictionary ModuleToIncludePathsOnlyFlag = new Dictionary(); FindModulesInPublicCompileEnvironment(ModuleToIncludePathsOnlyFlag); // Now set up the compile environment for the modules in the original order that we encountered them foreach (UEBuildModule Module in ModuleToIncludePathsOnlyFlag.Keys) { Module.AddModuleToCompileEnvironment(null, CompileEnvironment.IncludePaths.UserIncludePaths, CompileEnvironment.IncludePaths.SystemIncludePaths, CompileEnvironment.Definitions, CompileEnvironment.AdditionalFrameworks, (Rules != null)? Rules.bLegacyPublicIncludePaths.Value : true); } return CompileEnvironment; } public override void GetAllDependencyModules(List ReferencedModules, HashSet IgnoreReferencedModules, bool bIncludeDynamicallyLoaded, bool bForceCircular, bool bOnlyDirectDependencies) { List AllDependencyModules = new List(); AllDependencyModules.AddRange(PrivateDependencyModules); AllDependencyModules.AddRange(PublicDependencyModules); if (bIncludeDynamicallyLoaded) { AllDependencyModules.AddRange(DynamicallyLoadedModules); } foreach (UEBuildModule DependencyModule in AllDependencyModules) { if (!IgnoreReferencedModules.Contains(DependencyModule)) { // Don't follow circular back-references! bool bIsCircular = HasCircularDependencyOn(DependencyModule.Name); if (bForceCircular || !bIsCircular) { IgnoreReferencedModules.Add(DependencyModule); if (!bOnlyDirectDependencies) { // Recurse into dependent modules first DependencyModule.GetAllDependencyModules(ReferencedModules, IgnoreReferencedModules, bIncludeDynamicallyLoaded, bForceCircular, bOnlyDirectDependencies); } ReferencedModules.Add(DependencyModule); } } } } public override void RecursivelyAddPrecompiledModules(List Modules) { if (!Modules.Contains(this)) { Modules.Add(this); // Get the dependent modules List DependentModules = new List(); if (PrivateDependencyModules != null) { DependentModules.AddRange(PrivateDependencyModules); } if (PublicDependencyModules != null) { DependentModules.AddRange(PublicDependencyModules); } if (DynamicallyLoadedModules != null) { DependentModules.AddRange(DynamicallyLoadedModules); } // Find modules for each of them, and add their dependencies too foreach (UEBuildModule DependentModule in DependentModules) { DependentModule.RecursivelyAddPrecompiledModules(Modules); } } } } }