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Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change2030016by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change2034181by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
229 lines
8.4 KiB
C#
229 lines
8.4 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Linq;
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using System.Diagnostics;
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namespace UnrealBuildTool
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{
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public class Unity
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{
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/// <summary>
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/// A class which represents a list of files and the sum of their lengths.
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/// </summary>
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public class FileCollection
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{
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public List<FileItem> Files { get; private set; }
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public long TotalLength { get; private set; }
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public FileCollection()
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{
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Files = new List<FileItem>();
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TotalLength = 0;
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}
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public void AddFile(FileItem File)
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{
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Files.Add(File);
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TotalLength += File.Info.Length;
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}
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}
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/// <summary>
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/// A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and
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/// (perhaps) begin a new one.
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/// </summary>
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public class UnityFileBuilder
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{
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private List<FileCollection> UnityFiles;
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private FileCollection CurrentCollection;
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private int SplitLength;
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/// <summary>
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/// Constructs a new UnityFileBuilder.
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/// </summary>
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/// <param name="InSplitLength">The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting.</param>
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public UnityFileBuilder(int InSplitLength)
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{
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UnityFiles = new List<FileCollection>();
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CurrentCollection = new FileCollection();
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SplitLength = InSplitLength;
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}
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/// <summary>
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/// Adds a file to the current unity file. If splitting is required and the total size of the
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/// unity file exceeds the split limit, then a new file is automatically started.
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/// </summary>
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/// <param name="File">The file to add.</param>
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public void AddFile(FileItem File)
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{
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CurrentCollection.AddFile(File);
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if (SplitLength != -1 && CurrentCollection.TotalLength > SplitLength)
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{
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EndCurrentUnityFile();
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}
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}
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/// <summary>
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/// Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file.
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/// </summary>
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public void EndCurrentUnityFile()
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{
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if (CurrentCollection.Files.Count == 0)
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return;
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UnityFiles.Add(CurrentCollection);
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CurrentCollection = new FileCollection();
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}
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/// <summary>
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/// Returns the list of built unity files. The UnityFileBuilder is unusable after this.
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/// </summary>
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/// <returns></returns>
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public List<FileCollection> GetUnityFiles()
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{
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EndCurrentUnityFile();
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var Result = UnityFiles;
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// Null everything to ensure that failure will occur if you accidentally reuse this object.
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CurrentCollection = null;
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UnityFiles = null;
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return Result;
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}
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}
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/// <summary>
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/// Given a set of C++ files, generates another set of C++ files that #include all the original
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/// files, the goal being to compile the same code in fewer translation units.
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/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
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/// </summary>
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/// <param name="CPPFiles">The C++ files to #include.</param>
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/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
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/// <param name="BaseName">Base name to use for the Unity files</param>
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/// <returns>The "unity" C++ files.</returns>
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public static List<FileItem> GenerateUnityCPPs(
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List<FileItem> CPPFiles,
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CPPEnvironment CompileEnvironment,
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string BaseName
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)
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{
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var ToolChain = UEToolChain.GetPlatformToolChain(CompileEnvironment.Config.TargetPlatform);
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.TargetPlatform);
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// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
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long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Info.Length);
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// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
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// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
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// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
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//
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// Optimization only makes sense if PCH files are enabled.
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bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity || (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2 && CompileEnvironment.ShouldUsePCHs());
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// Build the list of unity files.
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List<FileCollection> AllUnityFiles;
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{
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var CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : BuildConfiguration.NumIncludedBytesPerUnityCPP);
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foreach( var CPPFile in CPPFiles )
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{
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if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.Contains(".GeneratedWrapper."))
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{
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CPPUnityFileBuilder.EndCurrentUnityFile();
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CPPUnityFileBuilder.AddFile(CPPFile);
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CPPUnityFileBuilder.EndCurrentUnityFile();
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}
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else
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{
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CPPUnityFileBuilder.AddFile(CPPFile);
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}
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}
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AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
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}
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string PCHHeaderNameInCode = CPPFiles[0].PCHHeaderNameInCode;
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if( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null )
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{
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PCHHeaderNameInCode = ToolChain.ConvertPath( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename );
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// Generated unity .cpp files always include the PCH using an absolute path, so we need to update
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// our compile environment's PCH header name to use this instead of the text it pulled from the original
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// C++ source files
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CompileEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
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}
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// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
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// actions to compile them.
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int CurrentUnityFileCount = 0;
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var UnityCPPFiles = new List<FileItem>();
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foreach( var UnityFile in AllUnityFiles )
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{
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++CurrentUnityFileCount;
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StringWriter OutputUnityCPPWriter = new StringWriter();
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StringWriter OutputUnityCPPWriterExtra = null;
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// add an extra file for UBT to get the #include dependencies from
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if (BuildPlatform.RequiresExtraUnityCPPWriter() == true)
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{
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OutputUnityCPPWriterExtra = new StringWriter();
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}
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OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");
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// Explicitly include the precompiled header first, since Visual C++ expects the first top-level #include to be the header file
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// that was used to create the PCH.
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if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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}
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}
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// Add source files to the unity file
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foreach( var CPPFile in UnityFile.Files )
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", ToolChain.ConvertPath(CPPFile.AbsolutePath));
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", CPPFile.AbsolutePath);
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}
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}
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// Determine unity file path name
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string UnityCPPFilePath;
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if (AllUnityFiles.Count > 1)
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{
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UnityCPPFilePath = string.Format("Module.{0}.{1}_of_{2}.cpp", BaseName, CurrentUnityFileCount, AllUnityFiles.Count);
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}
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else
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{
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UnityCPPFilePath = string.Format("Module.{0}.cpp", BaseName);
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}
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UnityCPPFilePath = Path.Combine(CompileEnvironment.Config.OutputDirectory, UnityCPPFilePath);
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// Write the unity file to the intermediate folder.
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FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());
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if (OutputUnityCPPWriterExtra != null)
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{
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FileItem.CreateIntermediateTextFile(UnityCPPFilePath + ".ex", OutputUnityCPPWriterExtra.ToString());
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}
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UnityCPPFile.RelativeCost = UnityFile.TotalLength;
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UnityCPPFile.Description = string.Join(" + ", UnityFile.Files.Select(F => Path.GetFileName(F.AbsolutePath)));
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UnityCPPFile.PCHHeaderNameInCode = PCHHeaderNameInCode;
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UnityCPPFiles.Add(UnityCPPFile);
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}
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return UnityCPPFiles;
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}
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}
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}
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