Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModuleCPP.cs
Ben Marsh 111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00

1245 lines
52 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace UnrealBuildTool
{
/// <summary>
/// A module that is compiled from C++ code.
/// </summary>
class UEBuildModuleCPP : UEBuildModule
{
public class AutoGenerateCppInfoClass
{
public class BuildInfoClass
{
/// <summary>
/// The wildcard of the *.generated.cpp file which was generated for the module
/// </summary>
public readonly string FileWildcard;
public BuildInfoClass(string InWildcard)
{
Debug.Assert(InWildcard != null);
FileWildcard = InWildcard;
}
}
/// <summary>
/// Information about how to build the .generated.cpp files. If this is null, then we're not building .generated.cpp files for this module.
/// </summary>
public BuildInfoClass BuildInfo;
public AutoGenerateCppInfoClass(BuildInfoClass InBuildInfo)
{
BuildInfo = InBuildInfo;
}
}
/// <summary>
/// Information about the .generated.cpp file. If this is null then this module doesn't have any UHT-produced code.
/// </summary>
public AutoGenerateCppInfoClass AutoGenerateCppInfo = null;
public class SourceFilesClass
{
public readonly List<FileItem> MissingFiles = new List<FileItem>();
public readonly List<FileItem> CPPFiles = new List<FileItem>();
public readonly List<FileItem> CFiles = new List<FileItem>();
public readonly List<FileItem> CCFiles = new List<FileItem>();
public readonly List<FileItem> MMFiles = new List<FileItem>();
public readonly List<FileItem> RCFiles = new List<FileItem>();
public readonly List<FileItem> OtherFiles = new List<FileItem>();
public int Count
{
get
{
return MissingFiles.Count +
CPPFiles.Count +
CFiles.Count +
CCFiles.Count +
MMFiles.Count +
RCFiles.Count +
OtherFiles.Count;
}
}
/// <summary>
/// Copy from list to list helper.
/// </summary>
/// <param name="From">Source list.</param>
/// <param name="To">Destination list.</param>
private static void CopyFromListToList(List<FileItem> From, List<FileItem> To)
{
To.Clear();
To.AddRange(From);
}
/// <summary>
/// Copies file lists from other SourceFilesClass to this.
/// </summary>
/// <param name="Other">Source object.</param>
public void CopyFrom(SourceFilesClass Other)
{
CopyFromListToList(Other.MissingFiles, MissingFiles);
CopyFromListToList(Other.CPPFiles, CPPFiles);
CopyFromListToList(Other.CFiles, CFiles);
CopyFromListToList(Other.CCFiles, CCFiles);
CopyFromListToList(Other.MMFiles, MMFiles);
CopyFromListToList(Other.RCFiles, RCFiles);
CopyFromListToList(Other.OtherFiles, OtherFiles);
}
}
/// <summary>
/// Adds additional source cpp files for this module.
/// </summary>
/// <param name="Files">Files to add.</param>
public void AddAdditionalCPPFiles(IEnumerable<FileItem> Files)
{
SourceFiles.AddRange(Files);
SourceFilesToBuild.CPPFiles.AddRange(Files);
}
/// <summary>
/// All the source files for this module
/// </summary>
public readonly List<FileItem> SourceFiles = new List<FileItem>();
/// <summary>
/// A list of the absolute paths of source files to be built in this module.
/// </summary>
public readonly SourceFilesClass SourceFilesToBuild = new SourceFilesClass();
/// <summary>
/// A list of the source files that were found for the module.
/// </summary>
public readonly SourceFilesClass SourceFilesFound = new SourceFilesClass();
/// <summary>
/// The directory for this module's generated code
/// </summary>
public readonly DirectoryReference GeneratedCodeDirectory;
/// <summary>
/// The preprocessor definitions used to compile this module's private implementation.
/// </summary>
HashSet<string> Definitions;
/// When set, allows this module to report compiler definitions and include paths for Intellisense
IntelliSenseGatherer IntelliSenseGatherer;
public List<string> IncludeSearchPaths = new List<string>();
public class ProcessedDependenciesClass
{
/// <summary>
/// The file, if any, which is used as the unique PCH for this module
/// </summary>
public FileItem UniquePCHHeaderFile = null;
}
/// <summary>
/// The processed dependencies for the class
/// </summary>
public ProcessedDependenciesClass ProcessedDependencies = null;
/// <summary>
/// List of invalid include directives. These are buffered up and output before we start compiling.
/// </summary>
public List<string> InvalidIncludeDirectiveMessages;
/// <summary>
/// Hack to skip adding definitions to compile environment. They will be baked into source code by external code.
/// </summary>
public bool bSkipDefinitionsForCompileEnvironment = false;
public int FindNumberOfGeneratedCppFiles()
{
return ((null == GeneratedCodeDirectory) || !DirectoryReference.Exists(GeneratedCodeDirectory)) ? 0
: (DirectoryReference.EnumerateFiles(GeneratedCodeDirectory, "*.generated.*.cpp", SearchOption.AllDirectories).Count()
+ DirectoryReference.EnumerateFiles(GeneratedCodeDirectory, "*.generated.cpp", SearchOption.AllDirectories).Count());
}
protected override void GetReferencedDirectories(HashSet<DirectoryReference> Directories)
{
base.GetReferencedDirectories(Directories);
foreach(FileItem SourceFile in SourceFiles)
{
Directories.Add(SourceFile.Reference.Directory);
}
}
/// <summary>
/// Categorizes source files into per-extension buckets
/// </summary>
private static void CategorizeSourceFiles(IEnumerable<FileItem> InSourceFiles, SourceFilesClass OutSourceFiles)
{
foreach (FileItem SourceFile in InSourceFiles)
{
string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
if (!SourceFile.bExists)
{
OutSourceFiles.MissingFiles.Add(SourceFile);
}
else 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);
}
else
{
OutSourceFiles.OtherFiles.Add(SourceFile);
}
}
}
/// <summary>
/// List of whitelisted circular dependencies. Please do NOT add new modules here; refactor to allow the modules to be decoupled instead.
/// </summary>
static readonly KeyValuePair<string, string>[] WhitelistedCircularDependencies =
{
new KeyValuePair<string, string>("Engine", "AIModule"),
new KeyValuePair<string, string>("Engine", "Landscape"),
new KeyValuePair<string, string>("Engine", "UMG"),
new KeyValuePair<string, string>("Engine", "GameplayTags"),
new KeyValuePair<string, string>("Engine", "MaterialShaderQualitySettings"),
new KeyValuePair<string, string>("Engine", "UnrealEd"),
new KeyValuePair<string, string>("PacketHandler", "ReliabilityHandlerComponent"),
new KeyValuePair<string, string>("GameplayDebugger", "AIModule"),
new KeyValuePair<string, string>("GameplayDebugger", "GameplayTasks"),
new KeyValuePair<string, string>("Engine", "CinematicCamera"),
new KeyValuePair<string, string>("Engine", "CollisionAnalyzer"),
new KeyValuePair<string, string>("Engine", "LogVisualizer"),
new KeyValuePair<string, string>("Engine", "Kismet"),
new KeyValuePair<string, string>("Landscape", "UnrealEd"),
new KeyValuePair<string, string>("Landscape", "MaterialUtilities"),
new KeyValuePair<string, string>("LocalizationDashboard", "LocalizationService"),
new KeyValuePair<string, string>("LocalizationDashboard", "MainFrame"),
new KeyValuePair<string, string>("LocalizationDashboard", "TranslationEditor"),
new KeyValuePair<string, string>("Documentation", "SourceControl"),
new KeyValuePair<string, string>("UnrealEd", "GraphEditor"),
new KeyValuePair<string, string>("UnrealEd", "Kismet"),
new KeyValuePair<string, string>("UnrealEd", "AudioEditor"),
new KeyValuePair<string, string>("BlueprintGraph", "KismetCompiler"),
new KeyValuePair<string, string>("BlueprintGraph", "UnrealEd"),
new KeyValuePair<string, string>("BlueprintGraph", "GraphEditor"),
new KeyValuePair<string, string>("BlueprintGraph", "Kismet"),
new KeyValuePair<string, string>("BlueprintGraph", "CinematicCamera"),
new KeyValuePair<string, string>("ConfigEditor", "PropertyEditor"),
new KeyValuePair<string, string>("SourceControl", "UnrealEd"),
new KeyValuePair<string, string>("Kismet", "BlueprintGraph"),
new KeyValuePair<string, string>("Kismet", "UMGEditor"),
new KeyValuePair<string, string>("MovieSceneTools", "Sequencer"),
new KeyValuePair<string, string>("Sequencer", "MovieSceneTools"),
new KeyValuePair<string, string>("AIModule", "AITestSuite"),
new KeyValuePair<string, string>("GameplayTasks", "UnrealEd"),
new KeyValuePair<string, string>("AnimGraph", "UnrealEd"),
new KeyValuePair<string, string>("AnimGraph", "GraphEditor"),
new KeyValuePair<string, string>("MaterialUtilities", "Landscape"),
new KeyValuePair<string, string>("HierarchicalLODOutliner", "UnrealEd"),
new KeyValuePair<string, string>("PixelInspectorModule", "UnrealEd"),
new KeyValuePair<string, string>("GameplayAbilitiesEditor", "BlueprintGraph"),
};
public UEBuildModuleCPP(
string InName,
UHTModuleType InType,
DirectoryReference InModuleDirectory,
DirectoryReference InGeneratedCodeDirectory,
IntelliSenseGatherer InIntelliSenseGatherer,
IEnumerable<FileItem> InSourceFiles,
ModuleRules InRules,
bool bInBuildSourceFiles,
FileReference InRulesFile
)
: base(
InName,
InType,
InModuleDirectory,
InRules,
InRulesFile
)
{
GeneratedCodeDirectory = InGeneratedCodeDirectory;
IntelliSenseGatherer = InIntelliSenseGatherer;
SourceFiles = InSourceFiles.ToList();
CategorizeSourceFiles(InSourceFiles, SourceFilesFound);
if (bInBuildSourceFiles)
{
SourceFilesToBuild.CopyFrom(SourceFilesFound);
}
Definitions = HashSetFromOptionalEnumerableStringParameter(InRules.Definitions);
foreach (string Def in Definitions)
{
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);
}
}
}
// UEBuildModule interface.
public override List<FileItem> Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List<PrecompiledHeaderTemplate> SharedPCHs, ActionGraph ActionGraph)
{
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(BinaryCompileEnvironment.Platform);
List<FileItem> LinkInputFiles = new List<FileItem>();
if (ProjectFileGenerator.bGenerateProjectFiles && IntelliSenseGatherer == null)
{
// Nothing to do for IntelliSense, bail out early
return LinkInputFiles;
}
CppCompileEnvironment ModuleCompileEnvironment = CreateModuleCompileEnvironment(Target, BinaryCompileEnvironment);
IncludeSearchPaths = ModuleCompileEnvironment.IncludePaths.UserIncludePaths.ToList();
IncludeSearchPaths.AddRange(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths.ToList());
if (IntelliSenseGatherer != null)
{
// Update project file's set of preprocessor definitions and include paths
IntelliSenseGatherer.AddIntelliSensePreprocessorDefinitions(ModuleCompileEnvironment.Definitions);
IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths, bAddingSystemIncludes: true);
IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.UserIncludePaths, bAddingSystemIncludes: false);
// Bail out. We don't need to actually compile anything while generating project files.
return LinkInputFiles;
}
// Throw an error if the module's source file list referenced any non-existent files.
if (SourceFilesToBuild.MissingFiles.Count > 0)
{
throw new BuildException(
"UBT ERROR: Module \"{0}\" references non-existent files:\n{1} (perhaps a file was added to the project but not checked in)",
Name,
string.Join("\n", SourceFilesToBuild.MissingFiles.Select(M => M.AbsolutePath))
);
}
{
// Process all of the header file dependencies for this module
this.CachePCHUsageForModuleSourceFiles(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;
}
}
}
// Check to see if this is an Engine module (including program or plugin modules). That is, the module is located under the "Engine" folder
bool IsPluginModule = (Target.ProjectFile != null && ModuleDirectory.IsUnderDirectory(DirectoryReference.Combine(Target.ProjectFile.Directory, "Plugins")));
bool IsGameModule = !IsPluginModule && !ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
// 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 (IsGameModule && 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 = 0;
if (Rules.MinSourceFilesForUnityBuildOverride != 0)
{
MinSourceFilesForUnityBuild = Rules.MinSourceFilesForUnityBuildOverride;
}
else if (IsGameModule)
{
// 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 has an explicit PCH, use that
if(Rules.PrivatePCHHeaderFile != null)
{
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.Reference;
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<UEBuildModule> ReferencedModules = new HashSet<UEBuildModule>();
GetAllDependencyModules(new List<UEBuildModule>(), 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, ActionGraph);
FileReference PrivateDefinitionsFile = FileReference.Combine(CompileEnvironment.OutputDirectory, String.Format("Definitions.{0}.h", Name));
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(Type.IsGameModule())
{
Writer.WriteLine("#undef UE_IS_ENGINE_MODULE");
Writer.WriteLine("#undef DEPRECATED_FORGAME");
Writer.WriteLine("#define DEPRECATED_FORGAME DEPRECATED");
}
WriteDefinitions(CompileEnvironment.Definitions, Writer);
FileItem.CreateIntermediateTextFile(PrivateDefinitionsFile, Writer.ToString());
}
CompileEnvironment = new CppCompileEnvironment(CompileEnvironment);
CompileEnvironment.Definitions.Clear();
CompileEnvironment.ForceIncludeFiles.Add(PrivateDefinitionsFile);
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include;
CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference;
CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile;
LinkInputFiles.AddRange(Instance.Output.ObjectFiles);
}
}
// If there was one header that was included first by enough C++ files, use it as the precompiled header. Only use precompiled headers for projects with enough files to make the PCH creation worthwhile.
if (CompileEnvironment.PrecompiledHeaderFile == null && SourceFilesToBuild.CPPFiles.Count >= MinFilesUsingPrecompiledHeader && ProcessedDependencies != null)
{
PrecompiledHeaderInstance Instance = CreatePrivatePCH(ToolChain, ProcessedDependencies.UniquePCHHeaderFile, CompileEnvironment, ActionGraph);
CompileEnvironment = new CppCompileEnvironment(CompileEnvironment);
CompileEnvironment.Definitions.Clear();
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include;
CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference;
CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile;
LinkInputFiles.AddRange(Instance.Output.ObjectFiles);
}
}
// Compile CPP files
List<FileItem> CPPFilesToCompile = SourceFilesToBuild.CPPFiles;
if (bModuleUsesUnityBuild)
{
CPPFilesToCompile = Unity.GenerateUnityCPPs(Target, CPPFilesToCompile, CompileEnvironment, Name);
LinkInputFiles.AddRange(CompileUnityFilesWithToolChain(Target, ToolChain, CompileEnvironment, ModuleCompileEnvironment, CPPFilesToCompile, Name, ActionGraph).ObjectFiles);
}
else
{
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, CPPFilesToCompile, Name, ActionGraph).ObjectFiles);
}
// Compile all the generated CPP files
if (AutoGenerateCppInfo != null && AutoGenerateCppInfo.BuildInfo != null && !CompileEnvironment.bHackHeaderGenerator)
{
string[] GeneratedFiles = Directory.GetFiles(Path.GetDirectoryName(AutoGenerateCppInfo.BuildInfo.FileWildcard), Path.GetFileName(AutoGenerateCppInfo.BuildInfo.FileWildcard));
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;
}
// Compile all the generated files
foreach (string GeneratedFilename in GeneratedFiles)
{
FileItem GeneratedCppFileItem = FileItem.GetItemByPath(GeneratedFilename);
CachePCHUsageForModuleSourceFile(CompileEnvironment, GeneratedCppFileItem);
// @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?)
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(GeneratedCPPCompileEnvironment, new List<FileItem> { GeneratedCppFileItem }, Name, ActionGraph).ObjectFiles);
}
}
}
// Compile C files directly.
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CFiles, Name, ActionGraph).ObjectFiles);
// Compile CC files directly.
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CCFiles, Name, ActionGraph).ObjectFiles);
// Compile MM files directly.
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.MMFiles, Name, ActionGraph).ObjectFiles);
// Compile RC files.
LinkInputFiles.AddRange(ToolChain.CompileRCFiles(ModuleCompileEnvironment, SourceFilesToBuild.RCFiles, ActionGraph).ObjectFiles);
return LinkInputFiles;
}
/// <summary>
/// Create a shared PCH template for this module, which allows constructing shared PCH instances in the future
/// </summary>
/// <param name="Target">The target which owns this module</param>
/// <param name="BaseCompileEnvironment">Base compile environment for this target</param>
/// <returns>Template for shared PCHs</returns>
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 OutputDir = (CompileEnvironment.PCHOutputDirectory != null)? DirectoryReference.Combine(CompileEnvironment.PCHOutputDirectory, Name) : CompileEnvironment.OutputDirectory;
return new PrecompiledHeaderTemplate(this, CompileEnvironment, HeaderFile, OutputDir);
}
/// <summary>
/// Creates a precompiled header action to generate a new pch file
/// </summary>
/// <param name="ToolChain">The toolchain to generate the PCH</param>
/// <param name="HeaderFile"></param>
/// <param name="ModuleCompileEnvironment"></param>
/// <param name="ActionGraph">Graph containing build actions</param>
/// <returns>The created PCH instance.</returns>
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(ModuleCompileEnvironment.OutputDirectory, 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.Reference;
CompileEnvironment.OutputDirectory = ModuleCompileEnvironment.OutputDirectory;
CompileEnvironment.bOptimizeCode = ModuleCompileEnvironment.bOptimizeCode;
// Create the action to compile the PCH file.
CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List<FileItem>() { WrapperFile }, Name, ActionGraph);
return new PrecompiledHeaderInstance(WrapperFile, CompileEnvironment.bOptimizeCode, Output);
}
/// <summary>
/// Generates a precompiled header instance from the given template, or returns an existing one if it already exists
/// </summary>
/// <param name="ToolChain">The toolchain being used to build this module</param>
/// <param name="Template">The PCH template</param>
/// <param name="bOptimizeCode">Whether optimization should be enabled for this PCH</param>
/// <param name="ActionGraph">Graph containing build actions</param>
/// <returns>Instance of a PCH</returns>
public PrecompiledHeaderInstance FindOrCreateSharedPCH(UEToolChain ToolChain, PrecompiledHeaderTemplate Template, bool bOptimizeCode, ActionGraph ActionGraph)
{
PrecompiledHeaderInstance Instance = Template.Instances.Find(x => x.bOptimizeCode == bOptimizeCode);
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";
}
}
// 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.Reference;
CompileEnvironment.OutputDirectory = Template.OutputDir;
CompileEnvironment.bOptimizeCode = bOptimizeCode;
// Create the PCH
CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List<FileItem>() { WrapperFile }, "Shared", ActionGraph);
Instance = new PrecompiledHeaderInstance(WrapperFile, bOptimizeCode, Output);
Template.Instances.Add(Instance);
}
return Instance;
}
/// <summary>
/// Compiles the provided CPP unity files. Will
/// </summary>
private CPPOutput CompileUnityFilesWithToolChain(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, CppCompileEnvironment ModuleCompileEnvironment, List<FileItem> SourceFiles, string ModuleName, ActionGraph ActionGraph)
{
List<FileItem> NormalFiles = new List<FileItem>();
List<FileItem> AdaptiveFiles = new List<FileItem>();
bool bAdaptiveUnityDisablesPCH = (Target.bAdaptiveUnityDisablesPCH && Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs);
if ((Target.bAdaptiveUnityDisablesOptimizations || bAdaptiveUnityDisablesPCH) && !Target.bStressTestUnity)
{
foreach (FileItem File in SourceFiles)
{
// Basic check as to whether something in this module is/isn't a unity file...
if (File.ToString().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, 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;
}
AdaptiveUnityEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.None;
Console.WriteLine("Compiling {0} without PCH", String.Join(", ", AdaptiveFiles.Select(x => x.AbsolutePath)));
// Compile the files
CPPOutput AdaptiveOutput = ToolChain.CompileCPPFiles(AdaptiveUnityEnvironment, AdaptiveFiles, Name, ActionGraph);
// Merge output
OutputFiles.ObjectFiles.AddRange(AdaptiveOutput.ObjectFiles);
OutputFiles.DebugDataFiles.AddRange(AdaptiveOutput.DebugDataFiles);
}
return OutputFiles;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="OutputFile">The output file to create</param>
/// <param name="Definitions">Definitions required by the PCH</param>
/// <param name="IncludedFile">The PCH file to include</param>
/// <returns>FileItem for the created file</returns>
static FileItem CreatePCHWrapperFile(FileReference OutputFile, IEnumerable<string> 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;
}
/// <summary>
/// Write a list of macro definitions to an output file
/// </summary>
/// <param name="Definitions">List of definitions</param>
/// <param name="Writer">Writer to receive output</param>
static void WriteDefinitions(IEnumerable<string> 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));
}
}
}
public static FileItem CachePCHUsageForModuleSourceFile(CppCompileEnvironment ModuleCompileEnvironment, FileItem CPPFile)
{
if (!CPPFile.bExists)
{
throw new BuildException("Required source file not found: " + CPPFile.AbsolutePath);
}
DateTime PCHCacheTimerStart = DateTime.UtcNow;
// 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
CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
FileItem PCHFile = ModuleCompileEnvironment.Headers.CachePCHUsageForCPPFile(CPPFile, ModuleCompileEnvironment.IncludePaths, ModuleCompileEnvironment.Platform);
if (UnrealBuildTool.bPrintPerformanceInfo)
{
double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds;
TotalPCHCacheTime += PCHCacheTime;
}
return PCHFile;
}
public void CachePCHUsageForModuleSourceFiles(ReadOnlyTargetRules Target, CppCompileEnvironment ModuleCompileEnvironment)
{
if(Rules == null || Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs || Rules.PrivatePCHHeaderFile != null)
{
if(InvalidIncludeDirectiveMessages == null)
{
// Find all the source files in this module
List<FileReference> ModuleFiles = SourceFileSearch.FindModuleSourceFiles(RulesFile);
// Find headers used by the source file.
Dictionary<string, FileReference> NameToHeaderFile = new Dictionary<string, FileReference>();
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<string>();
if (Rules != null && Rules.bEnforceIWYU && Target.bEnforceIWYU)
{
foreach (FileItem CPPFile in SourceFilesFound.CPPFiles)
{
List<DependencyInclude> DirectIncludeFilenames = ModuleCompileEnvironment.Headers.GetDirectIncludeDependencies(CPPFile, bOnlyCachedDependencies: false);
if (DirectIncludeFilenames.Count > 0)
{
string IncludeName = Path.GetFileNameWithoutExtension(DirectIncludeFilenames[0].IncludeName);
string ExpectedName = CPPFile.Reference.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.Reference, HeaderFile.GetFileName()));
}
}
}
}
}
}
}
else
{
if (ProcessedDependencies == null)
{
DateTime PCHCacheTimerStart = DateTime.UtcNow;
bool bFoundAProblemWithPCHs = false;
FileItem UniquePCH = null;
foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) // @todo ubtmake: We're not caching CPPEnvironments for .c/.mm files, etc. Even though they don't use PCHs, they still have #includes! This can break dependency checking!
{
// 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
CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
// Find headers used by the source file.
FileItem PCH = ModuleCompileEnvironment.Headers.CachePCHUsageForCPPFile(CPPFile, ModuleCompileEnvironment.IncludePaths, ModuleCompileEnvironment.Platform);
if (PCH == null)
{
throw new BuildException("Source file \"{0}\" is not including any headers. We expect all modules to include a header file for precompiled header generation. Please add an #include statement.", CPPFile.AbsolutePath);
}
if (UniquePCH == null)
{
UniquePCH = PCH;
}
else if (!UniquePCH.Info.Name.Equals(PCH.Info.Name, StringComparison.InvariantCultureIgnoreCase)) // @todo ubtmake: We do a string compare on the file name (not path) here, because sometimes the include resolver will pick an Intermediate copy of a PCH header file and throw off our comparisons
{
// OK, looks like we have multiple source files including a different header file first. We'll keep track of this and print out
// helpful information afterwards.
bFoundAProblemWithPCHs = true;
}
}
ProcessedDependencies = new ProcessedDependenciesClass { UniquePCHHeaderFile = UniquePCH };
if (bFoundAProblemWithPCHs)
{
// Map from pch header string to the source files that use that PCH
Dictionary<FileReference, List<FileItem>> UsageMapPCH = new Dictionary<FileReference, List<FileItem>>();
foreach (FileItem CPPFile in SourceFilesToBuild.CPPFiles)
{
// Create a new entry if not in the pch usage map
List<FileItem> Files;
if (!UsageMapPCH.TryGetValue(CPPFile.PrecompiledHeaderIncludeFilename, out Files))
{
Files = new List<FileItem>();
UsageMapPCH.Add(CPPFile.PrecompiledHeaderIncludeFilename, Files);
}
Files.Add(CPPFile);
}
if (UnrealBuildTool.bPrintDebugInfo)
{
Log.TraceVerbose("{0} PCH files for module {1}:", UsageMapPCH.Count, Name);
int MostFilesIncluded = 0;
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH)
{
if (CurPCH.Value.Count > MostFilesIncluded)
{
MostFilesIncluded = CurPCH.Value.Count;
}
Log.TraceVerbose(" {0} ({1} files including it: {2}, ...)", CurPCH.Key, CurPCH.Value.Count, CurPCH.Value[0].AbsolutePath);
}
}
if (UsageMapPCH.Count > 1)
{
// Keep track of the PCH file that is most used within this module
FileReference MostFilesAreIncludingPCH = null;
int MostFilesIncluded = 0;
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH.Where(PCH => PCH.Value.Count > MostFilesIncluded))
{
MostFilesAreIncludingPCH = CurPCH.Key;
MostFilesIncluded = CurPCH.Value.Count;
}
// Find all of the files that are not including our "best" PCH header
StringBuilder FilesNotIncludingBestPCH = new StringBuilder();
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH.Where(PCH => PCH.Key != MostFilesAreIncludingPCH))
{
foreach (FileItem SourceFile in CurPCH.Value)
{
FilesNotIncludingBestPCH.AppendFormat("{0} (including {1})\n", SourceFile.AbsolutePath, CurPCH.Key);
}
}
// Bail out and let the user know which source files may need to be fixed up
throw new BuildException(
"All source files in module \"{0}\" must include the same precompiled header first. Currently \"{1}\" is included by most of the source files. The following source files are not including \"{1}\" as their first include:\n\n{2}",
Name,
MostFilesAreIncludingPCH,
FilesNotIncludingBestPCH);
}
}
if (UnrealBuildTool.bPrintPerformanceInfo)
{
double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds;
TotalPCHCacheTime += PCHCacheTime;
}
}
}
}
private bool IgnoreMismatchedHeader(string ExpectedName)
{
switch(ExpectedName)
{
case "Stats2":
case "DynamicRHI":
case "RHICommandList":
case "RHIUtilities":
return true;
}
switch(Name)
{
case "D3D11RHI":
case "D3D12RHI":
case "XboxOneD3D11RHI":
case "VulkanRHI":
case "OpenGLDrv":
case "MetalRHI":
case "PS4RHI":
case "OnlineSubsystemIOS":
case "OnlineSubsystemLive":
return true;
}
return false;
}
/// <summary>
/// Determine whether optimization should be enabled for a given target
/// </summary>
/// <param name="Setting">The optimization setting from the rules file</param>
/// <param name="Configuration">The active target configuration</param>
/// <param name="bIsEngineModule">Whether the current module is an engine module</param>
/// <returns>True if optimization should be enabled</returns>
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;
}
}
/// <summary>
/// Creates a compile environment from a base environment based on the module settings.
/// </summary>
/// <param name="Target">Rules for the target being built</param>
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
/// <returns>The new module compile environment.</returns>
public CppCompileEnvironment CreateModuleCompileEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment BaseCompileEnvironment)
{
CppCompileEnvironment Result = new CppCompileEnvironment(BaseCompileEnvironment);
if (Binary == null)
{
// Adding this check here as otherwise the call to Binary.Config.IntermediateDirectory will give an
// unhandled exception
throw new BuildException("UEBuildBinary not set up for module {0}", this.ToString());
}
// Check if this is an engine module
bool bIsEngineModule = ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
// Override compile environment
Result.bFasterWithoutUnity = Rules.bFasterWithoutUnity;
Result.bOptimizeCode = ShouldEnableOptimization(Rules.OptimizeCode, Target.Configuration, bIsEngineModule);
Result.bUseRTTI = Rules.bUseRTTI || Target.bForceEnableRTTI;
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.bEnableShadowVariableWarnings = Rules.bEnableShadowVariableWarnings;
Result.bEnableUndefinedIdentifierWarnings = Rules.bEnableUndefinedIdentifierWarnings;
Result.bUseStaticCRT = Target.bUseStaticCRT;
Result.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name);
Result.PCHOutputDirectory = (Result.PCHOutputDirectory == null)? null : DirectoryReference.Combine(Result.PCHOutputDirectory, Name);
// Set the macro used to check whether monolithic headers can be used
if (bIsEngineModule && (!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 (bIsEngineModule)
{
Result.Definitions.Add("UE_IS_ENGINE_MODULE=1");
}
else
{
Result.Definitions.Add("UE_IS_ENGINE_MODULE=0");
}
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
if (!bIsEngineModule)
{
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
{
Result.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
}
else
{
Result.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0");
}
}
// Add the module's private definitions.
Result.Definitions.AddRange(Definitions);
// Setup the compile environment for the module.
SetupPrivateCompileEnvironment(Result.IncludePaths.UserIncludePaths, Result.IncludePaths.SystemIncludePaths, Result.Definitions, Result.AdditionalFrameworks);
// @hack to skip adding definitions to compile environment, they will be baked into source code files
if (bSkipDefinitionsForCompileEnvironment)
{
Result.Definitions.Clear();
Result.IncludePaths.UserIncludePaths = new HashSet<string>(BaseCompileEnvironment.IncludePaths.UserIncludePaths);
}
return Result;
}
/// <summary>
/// Creates a compile environment for a shared PCH from a base environment based on the module settings.
/// </summary>
/// <param name="Target">The target being built</param>
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
/// <returns>The new shared PCH compile environment.</returns>
public CppCompileEnvironment CreateSharedPCHCompileEnvironment(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment)
{
CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(BaseCompileEnvironment);
// Use the default optimization setting for
bool bIsEngineModule = ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
CompileEnvironment.bOptimizeCode = ShouldEnableOptimization(ModuleRules.CodeOptimization.Default, Target.Configuration, bIsEngineModule);
// Override compile environment
CompileEnvironment.bIsBuildingDLL = !Target.ShouldCompileMonolithic();
CompileEnvironment.bIsBuildingLibrary = false;
CompileEnvironment.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT);
CompileEnvironment.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name);
CompileEnvironment.PCHOutputDirectory = (CompileEnvironment.PCHOutputDirectory == null)? null : DirectoryReference.Combine(CompileEnvironment.PCHOutputDirectory, Name);
// Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code.
if (bIsEngineModule)
{
CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=1");
}
else
{
CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=0");
}
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
if (!bIsEngineModule)
{
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
{
CompileEnvironment.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
}
else
{
CompileEnvironment.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0");
}
}
// Add the module's private definitions.
CompileEnvironment.Definitions.AddRange(Definitions);
// Find all the modules that are part of the public compile environment for this module.
List<UEBuildModule> Modules = new List<UEBuildModule>();
Dictionary<UEBuildModule, bool> ModuleToIncludePathsOnlyFlag = new Dictionary<UEBuildModule, bool>();
FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
// Now set up the compile environment for the modules in the original order that we encountered them
foreach (UEBuildModule Module in Modules)
{
Module.AddModuleToCompileEnvironment(null, ModuleToIncludePathsOnlyFlag[Module], CompileEnvironment.IncludePaths.UserIncludePaths, CompileEnvironment.IncludePaths.SystemIncludePaths, CompileEnvironment.Definitions, CompileEnvironment.AdditionalFrameworks);
}
return CompileEnvironment;
}
public class UHTModuleInfoCacheType
{
public UHTModuleInfoCacheType(IEnumerable<string> InHeaderFilenames, UHTModuleInfo InInfo)
{
HeaderFilenames = InHeaderFilenames;
Info = InInfo;
}
public IEnumerable<string> HeaderFilenames = null;
public UHTModuleInfo Info = null;
}
private UHTModuleInfoCacheType UHTModuleInfoCache = null;
/// Total time spent generating PCHs for modules (not actually compiling, but generating the PCH's input data)
public static double TotalPCHGenTime = 0.0;
/// Time spent caching which PCH header is included by each module and source file
public static double TotalPCHCacheTime = 0.0;
/// <summary>
/// If any of this module's source files contain UObject definitions, this will return those header files back to the caller
/// </summary>
/// <returns></returns>
public UHTModuleInfoCacheType GetCachedUHTModuleInfo(EGeneratedCodeVersion GeneratedCodeVersion)
{
if (UHTModuleInfoCache == null)
{
IEnumerable<string> HeaderFilenames = Directory.GetFiles(ModuleDirectory.FullName, "*.h", SearchOption.AllDirectories);
UHTModuleInfo Info = ExternalExecution.CreateUHTModuleInfo(HeaderFilenames, Name, ModuleDirectory, Type, GeneratedCodeVersion);
UHTModuleInfoCache = new UHTModuleInfoCacheType(Info.PublicUObjectHeaders.Concat(Info.PublicUObjectClassesHeaders).Concat(Info.PrivateUObjectHeaders).Select(x => x.AbsolutePath).ToList(), Info);
}
return UHTModuleInfoCache;
}
public override void GetAllDependencyModules(List<UEBuildModule> ReferencedModules, HashSet<UEBuildModule> IgnoreReferencedModules, bool bIncludeDynamicallyLoaded, bool bForceCircular, bool bOnlyDirectDependencies)
{
List<UEBuildModule> AllDependencyModules = new List<UEBuildModule>();
AllDependencyModules.AddRange(PrivateDependencyModules);
AllDependencyModules.AddRange(PublicDependencyModules);
if (bIncludeDynamicallyLoaded)
{
AllDependencyModules.AddRange(DynamicallyLoadedModules);
AllDependencyModules.AddRange(PlatformSpecificDynamicallyLoadedModules);
}
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<UEBuildModule> Modules)
{
if (!Modules.Contains(this))
{
Modules.Add(this);
// Get the dependent modules
List<UEBuildModule> DependentModules = new List<UEBuildModule>();
if (PrivateDependencyModules != null)
{
DependentModules.AddRange(PrivateDependencyModules);
}
if (PublicDependencyModules != null)
{
DependentModules.AddRange(PublicDependencyModules);
}
if (DynamicallyLoadedModules != null)
{
DependentModules.AddRange(DynamicallyLoadedModules);
}
if (PlatformSpecificDynamicallyLoadedModules != null)
{
DependentModules.AddRange(PlatformSpecificDynamicallyLoadedModules);
}
// Find modules for each of them, and add their dependencies too
foreach (UEBuildModule DependentModule in DependentModules)
{
DependentModule.RecursivelyAddPrecompiledModules(Modules);
}
}
}
}
}