Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Linux/LinuxToolChain.cs
Matthew Griffin bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00

1221 lines
44 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.IO;
using Microsoft.Win32;
namespace UnrealBuildTool
{
class LinuxToolChain : UEToolChain
{
LinuxPlatformContext PlatformContext;
public LinuxToolChain(LinuxPlatformContext InPlatformContext)
: base(CPPTargetPlatform.Linux)
{
PlatformContext = InPlatformContext;
if (!CrossCompiling())
{
// use native linux toolchain
string[] ClangNames = { "clang++", "clang++-3.7", "clang++-3.6", "clang++-3.5" };
foreach (var ClangName in ClangNames)
{
ClangPath = Which(ClangName);
if (!String.IsNullOrEmpty(ClangPath))
{
break;
}
}
GCCPath = Which("g++");
ArPath = Which("ar");
RanlibPath = Which("ranlib");
StripPath = Which("strip");
// if clang is available, zero out gcc (@todo: support runtime switching?)
if (!String.IsNullOrEmpty(ClangPath))
{
GCCPath = null;
}
}
else
{
// use cross linux toolchain if LINUX_ROOT is specified
BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
// don't register if we don't have an LINUX_ROOT specified
if (String.IsNullOrEmpty(BaseLinuxPath))
throw new BuildException("LINUX_ROOT environment variable is not set; cannot instantiate Linux toolchain");
BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
// set up the path to our toolchains
GCCPath = "";
ClangPath = Path.Combine(BaseLinuxPath, @"bin\clang++.exe");
// ar and ranlib will be switched later to match the architecture
ArPath = "ar.exe";
RanlibPath = "ranlib.exe";
StripPath = "strip.exe";
}
if (!DetermineCompilerVersion())
{
throw new BuildException("Could not determine version of the compiler, not registering Linux toolchain.");
}
// refuse to use compilers that we know won't work
// disable that only if you are a dev and you know what you are doing
if (!UsingClang())
{
throw new BuildException("This version of the engine can only be compiled by clang - refusing to register the Linux toolchain.");
}
else if (CompilerVersionMajor == 3 && CompilerVersionMinor == 4)
{
throw new BuildException("clang 3.4.x is known to miscompile the engine - refusing to register the Linux toolchain.");
}
// prevent unknown clangs since the build is likely to fail on too old or too new compilers
else if ((CompilerVersionMajor * 10 + CompilerVersionMinor) > 38 || (CompilerVersionMajor * 10 + CompilerVersionMinor) < 35)
{
throw new BuildException(
string.Format("This version of the Unreal Engine can only be compiled with clang 3.7, 3.6 and 3.5. clang {0} may not build it - please use a different version.",
CompilerVersionString)
);
}
}
protected static bool CrossCompiling()
{
return BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Linux;
}
protected static bool UsingClang()
{
return !String.IsNullOrEmpty(ClangPath);
}
private string Which(string name)
{
Process proc = new Process();
proc.StartInfo.FileName = "/bin/sh";
proc.StartInfo.Arguments = String.Format("-c 'which {0}'", name);
proc.StartInfo.UseShellExecute = false;
proc.StartInfo.CreateNoWindow = true;
proc.StartInfo.RedirectStandardOutput = true;
proc.StartInfo.RedirectStandardError = true;
proc.Start();
proc.WaitForExit();
string path = proc.StandardOutput.ReadLine();
Log.TraceVerbose(String.Format("which {0} result: ({1}) {2}", name, proc.ExitCode, path));
if (proc.ExitCode == 0 && String.IsNullOrEmpty(proc.StandardError.ReadToEnd()))
{
return path;
}
return null;
}
/// <summary>
/// Splits compiler version string into numerical components, leaving unchanged if not known
/// </summary>
private void DetermineCompilerMajMinPatchFromVersionString()
{
string[] Parts = CompilerVersionString.Split('.');
if (Parts.Length >= 1)
{
CompilerVersionMajor = Convert.ToInt32(Parts[0]);
}
if (Parts.Length >= 2)
{
CompilerVersionMinor = Convert.ToInt32(Parts[1]);
}
if (Parts.Length >= 3)
{
CompilerVersionPatch = Convert.ToInt32(Parts[2]);
}
}
/// <summary>
/// Queries compiler for the version
/// </summary>
private bool DetermineCompilerVersion()
{
CompilerVersionString = null;
CompilerVersionMajor = -1;
CompilerVersionMinor = -1;
CompilerVersionPatch = -1;
Process Proc = new Process();
Proc.StartInfo.UseShellExecute = false;
Proc.StartInfo.CreateNoWindow = true;
Proc.StartInfo.RedirectStandardOutput = true;
Proc.StartInfo.RedirectStandardError = true;
if (!String.IsNullOrEmpty(GCCPath) && File.Exists(GCCPath))
{
Proc.StartInfo.FileName = GCCPath;
Proc.StartInfo.Arguments = " -dumpversion";
Proc.Start();
Proc.WaitForExit();
if (Proc.ExitCode == 0)
{
// read just the first string
CompilerVersionString = Proc.StandardOutput.ReadLine();
DetermineCompilerMajMinPatchFromVersionString();
}
}
else if (!String.IsNullOrEmpty(ClangPath) && File.Exists(ClangPath))
{
Proc.StartInfo.FileName = ClangPath;
Proc.StartInfo.Arguments = " --version";
Proc.Start();
Proc.WaitForExit();
if (Proc.ExitCode == 0)
{
// read just the first string
string VersionString = Proc.StandardOutput.ReadLine();
Regex VersionPattern = new Regex("version \\d+(\\.\\d+)+");
Match VersionMatch = VersionPattern.Match(VersionString);
// version match will be like "version 3.3", so remove the "version"
if (VersionMatch.Value.StartsWith("version "))
{
CompilerVersionString = VersionMatch.Value.Replace("version ", "");
DetermineCompilerMajMinPatchFromVersionString();
}
}
}
else
{
// icl?
}
if (!CrossCompiling() && !ProjectFileGenerator.bGenerateProjectFiles)
{
Console.WriteLine("Using {0} version '{1}' (string), {2} (major), {3} (minor), {4} (patch)",
String.IsNullOrEmpty(ClangPath) ? "gcc" : "clang",
CompilerVersionString, CompilerVersionMajor, CompilerVersionMinor, CompilerVersionPatch);
}
return !String.IsNullOrEmpty(CompilerVersionString);
}
/// <summary>
/// Checks if compiler version matches the requirements
/// </summary>
private static bool CompilerVersionGreaterOrEqual(int Major, int Minor, int Patch)
{
return CompilerVersionMajor > Major ||
(CompilerVersionMajor == Major && CompilerVersionMinor > Minor) ||
(CompilerVersionMajor == Major && CompilerVersionMinor == Minor && CompilerVersionPatch >= Patch);
}
/// <summary>
/// Architecture-specific compiler switches
/// </summary>
static string ArchitectureSpecificSwitches(string Architecture)
{
string Result = "";
if (Architecture.StartsWith("arm"))
{
Result += " -fsigned-char";
// FreeType2's ftconfig.h will trigger this
Result += " -Wno-deprecated-register";
}
return Result;
}
static string ArchitectureSpecificDefines(string Architecture)
{
string Result = "";
if (Architecture.StartsWith("x86_64"))
{
Result += " -D_LINUX64";
}
return Result;
}
/// <summary>
/// Gets architecture-specific ar paths
/// </summary>
private static string GetArPath(string Architecture)
{
if (CrossCompiling())
{
return Path.Combine(Path.Combine(BaseLinuxPath, String.Format("bin/{0}-{1}", Architecture, ArPath)));
}
return ArPath;
}
/// <summary>
/// Gets architecture-specific ranlib paths
/// </summary>
private static string GetRanlibPath(string Architecture)
{
if (CrossCompiling())
{
return Path.Combine(Path.Combine(BaseLinuxPath, String.Format("bin/{0}-{1}", Architecture, RanlibPath)));
}
return RanlibPath;
}
/// <summary>
/// Gets architecture-specific strip path
/// </summary>
private static string GetStripPath(string Architecture)
{
if (CrossCompiling())
{
return Path.Combine(Path.Combine(BaseLinuxPath, String.Format("bin/{0}-{1}", Architecture, StripPath)));
}
return StripPath;
}
static string GetCLArguments_Global(CPPEnvironment CompileEnvironment)
{
string Result = "";
// build up the commandline common to C and C++
Result += " -c";
Result += " -pipe";
if (CrossCompiling())
{
// There are exceptions used in the code base (e.g. UnrealHeadTool). @todo: weed out exceptions
// So this flag cannot be used, at least not for native Linux builds.
Result += " -fno-exceptions"; // no exceptions
Result += " -DPLATFORM_EXCEPTIONS_DISABLED=1";
}
else
{
Result += " -DPLATFORM_EXCEPTIONS_DISABLED=0";
}
Result += " -Wall -Werror";
// test without this next line?
Result += " -funwind-tables"; // generate unwind tables as they seem to be needed for stack tracing (why??)
Result += " -Wsequence-point"; // additional warning not normally included in Wall: warns if order of operations is ambigious
//Result += " -Wunreachable-code"; // additional warning not normally included in Wall: warns if there is code that will never be executed - not helpful due to bIsGCC and similar
//Result += " -Wshadow"; // additional warning not normally included in Wall: warns if there variable/typedef shadows some other variable - not helpful because we have gobs of code that shadows variables
Result += ArchitectureSpecificSwitches(CompileEnvironment.Config.Target.Architecture);
Result += " -fno-math-errno"; // do not assume that math ops have side effects
Result += " -fno-rtti"; // no run-time type info
if (String.IsNullOrEmpty(ClangPath))
{
// GCC only option
Result += " -fno-strict-aliasing";
Result += " -Wno-sign-compare"; // needed to suppress: comparison between signed and unsigned integer expressions
Result += " -Wno-enum-compare"; // Stats2.h triggers this (ALIGNOF(int64) <= DATA_ALIGN)
Result += " -Wno-return-type"; // Variant.h triggers this
Result += " -Wno-unused-local-typedefs";
Result += " -Wno-multichar";
Result += " -Wno-unused-but-set-variable";
Result += " -Wno-strict-overflow"; // Array.h:518
}
else
{
// Clang only options
if (CrossCompiling())
{
Result += " -fdiagnostics-format=msvc"; // make diagnostics compatible with MSVC when cross-compiling
}
Result += " -Wno-unused-private-field"; // MultichannelTcpSocket.h triggers this, possibly more
// this hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
Result += " -Wno-tautological-compare";
// this switch is understood by clang 3.5.0, but not clang-3.5 as packaged by Ubuntu 14.04 atm
if (CompilerVersionGreaterOrEqual(3, 5, 0))
{
Result += " -Wno-undefined-bool-conversion"; // hides checking if 'this' pointer is null
}
if (CompilerVersionGreaterOrEqual(3, 6, 0))
{
Result += " -Wno-unused-local-typedef"; // clang is being overly strict here? PhysX headers trigger this.
Result += " -Wno-inconsistent-missing-override"; // these have to be suppressed for UE 4.8, should be fixed later.
}
}
Result += " -Wno-unused-variable";
// this will hide the warnings about static functions in headers that aren't used in every single .cpp file
Result += " -Wno-unused-function";
// this hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases
Result += " -Wno-switch";
Result += " -Wno-unknown-pragmas"; // Slate triggers this (with its optimize on/off pragmas)
// needed to suppress warnings about using offsetof on non-POD types.
Result += " -Wno-invalid-offsetof";
// we use this feature to allow static FNames.
Result += " -Wno-gnu-string-literal-operator-template";
if (CompileEnvironment.Config.bEnableShadowVariableWarning)
{
Result += " -Wshadow" + (BuildConfiguration.bShadowVariableErrors ? "" : " -Wno-error=shadow");
}
//Result += " -DOPERATOR_NEW_INLINE=FORCENOINLINE";
// shipping builds will cause this warning with "ensure", so disable only in those case
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Shipping)
{
Result += " -Wno-unused-value";
// Not stripping debug info in Shipping @FIXME: temporary hack for FN to enable callstack in Shipping builds (proper resolution: UEPLAT-205)
Result += " -fomit-frame-pointer";
}
// switches to help debugging
else if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -fno-inline"; // disable inlining for better debuggability (e.g. callstacks, "skip file" in gdb)
Result += " -fno-omit-frame-pointer"; // force not omitting fp
Result += " -fstack-protector"; // detect stack smashing
//Result += " -fsanitize=address"; // detect address based errors (support properly and link to libasan)
}
// debug info (bCreateDebugInfo is normally set for all configurations, and we don't want it to affect Shipping performance)
if (CompileEnvironment.Config.bCreateDebugInfo && CompileEnvironment.Config.Target.Configuration != CPPTargetConfiguration.Shipping)
{
Result += " -g3";
}
// Applying to all configurations, including Shipping @FIXME: temporary hack for FN to enable callstack in Shipping builds (proper resolution: UEPLAT-205)
else
{
Result += " -gline-tables-only"; // include debug info for meaningful callstacks
}
// libdwarf (from elftoolchain 0.6.1) doesn't support DWARF4
Result += " -gdwarf-3";
// optimization level
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -O0";
}
else
{
Result += " -O2"; // warning: as of now (2014-09-28), clang 3.5.0 miscompiles PlatformerGame with -O3 (bitfields?)
}
if (CompileEnvironment.Config.bIsBuildingDLL)
{
Result += " -fPIC";
// Use local-dynamic TLS model. This generates less efficient runtime code for __thread variables, but avoids problems of running into
// glibc/ld.so limit (DTV_SURPLUS) for number of dlopen()'ed DSOs with static TLS (see e.g. https://www.cygwin.com/ml/libc-help/2013-11/msg00033.html)
Result += " -ftls-model=local-dynamic";
}
if (CompileEnvironment.Config.bEnableExceptions)
{
Result += " -fexceptions";
}
//Result += " -v"; // for better error diagnosis
Result += ArchitectureSpecificDefines(CompileEnvironment.Config.Target.Architecture);
if (CrossCompiling())
{
if (UsingClang())
{
Result += String.Format(" -target {0}", CompileEnvironment.Config.Target.Architecture); // Set target triple
}
Result += String.Format(" --sysroot=\"{0}\"", BaseLinuxPath);
}
return Result;
}
static string GetCompileArguments_CPP()
{
string Result = "";
Result += " -x c++";
Result += " -std=c++11";
return Result;
}
static string GetCompileArguments_C()
{
string Result = "";
Result += " -x c";
return Result;
}
static string GetCompileArguments_MM()
{
string Result = "";
Result += " -x objective-c++";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -fno-rtti";
Result += " -std=c++11";
return Result;
}
static string GetCompileArguments_M()
{
string Result = "";
Result += " -x objective-c";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -std=c++11";
return Result;
}
static string GetCompileArguments_PCH()
{
string Result = "";
Result += " -x c++-header";
Result += " -std=c++11";
return Result;
}
static string GetLinkArguments(LinkEnvironment LinkEnvironment)
{
string Result = "";
// debugging symbols
// Applying to all configurations @FIXME: temporary hack for FN to enable callstack in Shipping builds (proper resolution: UEPLAT-205)
Result += " -rdynamic"; // needed for backtrace_symbols()...
if (LinkEnvironment.Config.bIsBuildingDLL)
{
Result += " -shared";
}
else
{
// ignore unresolved symbols in shared libs
Result += string.Format(" -Wl,--unresolved-symbols=ignore-in-shared-libs");
}
// RPATH for third party libs
Result += " -Wl,-rpath=${ORIGIN}";
Result += " -Wl,-rpath-link=${ORIGIN}";
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/Linux";
Result += " -Wl,-rpath=${ORIGIN}/.."; // for modules that are in sub-folders of the main Engine/Binary/Linux folder
// FIXME: really ugly temp solution. Modules need to be able to specify this
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/ThirdParty/ICU/icu4c-53_1/Linux/x86_64-unknown-linux-gnu";
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/ThirdParty/LinuxNativeDialogs/Linux/x86_64-unknown-linux-gnu";
if (CrossCompiling())
{
if (UsingClang())
{
Result += String.Format(" -target {0}", LinkEnvironment.Config.Target.Architecture); // Set target triple
}
string SysRootPath = BaseLinuxPath.TrimEnd(new char[] { '\\', '/' });
Result += String.Format(" \"--sysroot={0}\"", SysRootPath);
}
return Result;
}
static string GetArchiveArguments(LinkEnvironment LinkEnvironment)
{
return " rc";
}
public static void CompileOutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs e)
{
Debug.Assert(CrossCompiling());
string Output = e.Data;
if (String.IsNullOrEmpty(Output))
{
return;
}
// format the string so the output errors are clickable in Visual Studio
// Need to match following for clickable links
string RegexFilePath = @"^[A-Z]\:([\\\/][A-Za-z0-9_\-\.]*)+\.(cpp|c|mm|m|hpp|h)";
string RegexLineNumber = @"\:\d+\:\d+\:";
string RegexDescription = @"(\serror:\s|\swarning:\s|\snote:\s).*";
// Get Matches
string MatchFilePath = Regex.Match(Output, RegexFilePath).Value.Replace("Engine\\Source\\..\\..\\", "");
string MatchLineNumber = Regex.Match(Output, RegexLineNumber).Value;
string MatchDescription = Regex.Match(Output, RegexDescription).Value;
// If any of the above matches failed, do nothing
if (MatchFilePath.Length == 0 ||
MatchLineNumber.Length == 0 ||
MatchDescription.Length == 0)
{
Console.WriteLine(Output);
return;
}
// Convert Path
string RegexStrippedPath = @"\\Engine\\.*"; //@"(Engine\/|[A-Za-z0-9_\-\.]*\/).*";
string ConvertedFilePath = Regex.Match(MatchFilePath, RegexStrippedPath).Value;
ConvertedFilePath = Path.GetFullPath("..\\.." + ConvertedFilePath);
// Extract Line + Column Number
string ConvertedLineNumber = Regex.Match(MatchLineNumber, @"\d+").Value;
string ConvertedColumnNumber = Regex.Match(MatchLineNumber, @"(?<=:\d+:)\d+").Value;
// Write output
string ConvertedExpression = " " + ConvertedFilePath + "(" + ConvertedLineNumber + "," + ConvertedColumnNumber + "):" + MatchDescription;
Console.WriteLine(ConvertedExpression); // To create clickable vs link
}
// cache the location of NDK tools
static string BaseLinuxPath;
static string ClangPath;
static string GCCPath;
static string ArPath;
static string RanlibPath;
static string StripPath;
/// <summary>
/// Version string of the current compiler, whether clang or gcc or whatever
/// </summary>
static string CompilerVersionString;
/// <summary>
/// Major version of the current compiler, whether clang or gcc or whatever
/// </summary>
static int CompilerVersionMajor = -1;
/// <summary>
/// Minor version of the current compiler, whether clang or gcc or whatever
/// </summary>
static int CompilerVersionMinor = -1;
/// <summary>
/// Patch version of the current compiler, whether clang or gcc or whatever
/// </summary>
static int CompilerVersionPatch = -1;
/// <summary>
/// Track which scripts need to be deleted before appending to
/// </summary>
private bool bHasWipedFixDepsScript = false;
private static List<FileItem> BundleDependencies = new List<FileItem>();
public override CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName)
{
string Arguments = GetCLArguments_Global(CompileEnvironment);
string PCHArguments = "";
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
// Add the precompiled header file's path to the include path so Clang can find it.
// This needs to be before the other include paths to ensure Clang uses it instead of the source header file.
var PrecompiledFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Linux).GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
PCHArguments += string.Format(" -include \"{0}\"", CompileEnvironment.PrecompiledHeaderFile.AbsolutePath.Replace(PrecompiledFileExtension, ""));
}
// Add include paths to the argument list.
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.IncludePaths)
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths)
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
// Add preprocessor definitions to the argument list.
foreach (string Definition in CompileEnvironment.Config.Definitions)
{
Arguments += string.Format(" -D \"{0}\"", Definition);
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
// Create a compile action for each source file.
CPPOutput Result = new CPPOutput();
foreach (FileItem SourceFile in SourceFiles)
{
Action CompileAction = new Action(ActionType.Compile);
string FileArguments = "";
string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
// Add C or C++ specific compiler arguments.
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
FileArguments += GetCompileArguments_PCH();
}
else if (Extension == ".C")
{
// Compile the file as C code.
FileArguments += GetCompileArguments_C();
}
else if (Extension == ".CC")
{
// Compile the file as C++ code.
FileArguments += GetCompileArguments_CPP();
}
else if (Extension == ".MM")
{
// Compile the file as Objective-C++ code.
FileArguments += GetCompileArguments_MM();
}
else if (Extension == ".M")
{
// Compile the file as Objective-C code.
FileArguments += GetCompileArguments_M();
}
else
{
FileArguments += GetCompileArguments_CPP();
// only use PCH for .cpp files
FileArguments += PCHArguments;
}
// Add the C++ source file and its included files to the prerequisite item list.
AddPrerequisiteSourceFile(Target, BuildPlatform, CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems);
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
var PrecompiledFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Linux).GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
// Add the precompiled header file to the produced item list.
FileItem PrecompiledHeaderFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + PrecompiledFileExtension
)
);
CompileAction.ProducedItems.Add(PrecompiledHeaderFile);
Result.PrecompiledHeaderFile = PrecompiledHeaderFile;
// Add the parameters needed to compile the precompiled header file to the command-line.
FileArguments += string.Format(" -o \"{0}\"", PrecompiledHeaderFile.AbsolutePath, false);
}
else
{
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
CompileAction.bIsUsingPCH = true;
CompileAction.PrerequisiteItems.Add(CompileEnvironment.PrecompiledHeaderFile);
}
var ObjectFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Linux).GetBinaryExtension(UEBuildBinaryType.Object);
// Add the object file to the produced item list.
FileItem ObjectFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension
)
);
CompileAction.ProducedItems.Add(ObjectFile);
Result.ObjectFiles.Add(ObjectFile);
FileArguments += string.Format(" -o \"{0}\"", ObjectFile.AbsolutePath, false);
}
// Add the source file path to the command-line.
FileArguments += string.Format(" \"{0}\"", SourceFile.AbsolutePath);
CompileAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
if (!UsingClang())
{
CompileAction.CommandPath = GCCPath;
}
else
{
CompileAction.CommandPath = ClangPath;
}
CompileAction.CommandArguments = Arguments + FileArguments + CompileEnvironment.Config.AdditionalArguments;
CompileAction.CommandDescription = "Compile";
CompileAction.StatusDescription = Path.GetFileName(SourceFile.AbsolutePath);
CompileAction.bIsGCCCompiler = true;
// Don't farm out creation of pre-compiled headers as it is the critical path task.
CompileAction.bCanExecuteRemotely =
CompileEnvironment.Config.PrecompiledHeaderAction != PrecompiledHeaderAction.Create ||
BuildConfiguration.bAllowRemotelyCompiledPCHs;
// piping output through the handler during native builds is unnecessary and reportedly causes problems with tools like octobuild.
if (CrossCompiling())
{
CompileAction.OutputEventHandler = new DataReceivedEventHandler(CompileOutputReceivedDataEventHandler);
}
}
return Result;
}
/// <summary>
/// Creates an action to archive all the .o files into single .a file
/// </summary>
public FileItem CreateArchiveAndIndex(LinkEnvironment LinkEnvironment)
{
// Create an archive action
Action ArchiveAction = new Action(ActionType.Link);
ArchiveAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
bool bUsingSh = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Win64 && BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Win32;
if (bUsingSh)
{
ArchiveAction.CommandPath = "/bin/sh";
ArchiveAction.CommandArguments = "-c '";
}
else
{
ArchiveAction.CommandPath = "cmd.exe";
ArchiveAction.CommandArguments = "/c \"";
}
// this will produce a final library
ArchiveAction.bProducesImportLibrary = true;
// Add the output file as a production of the link action.
FileItem OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.Config.OutputFilePath);
ArchiveAction.ProducedItems.Add(OutputFile);
ArchiveAction.CommandDescription = "Archive";
ArchiveAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
ArchiveAction.CommandArguments += string.Format("\"{0}\" {1} \"{2}\"", GetArPath(LinkEnvironment.Config.Target.Architecture), GetArchiveArguments(LinkEnvironment), OutputFile.AbsolutePath);
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
string InputAbsolutePath = InputFile.AbsolutePath.Replace("\\", "/");
InputFileNames.Add(string.Format("\"{0}\"", InputAbsolutePath));
ArchiveAction.PrerequisiteItems.Add(InputFile);
ArchiveAction.CommandArguments += string.Format(" \"{0}\"", InputAbsolutePath);
}
// add ranlib
ArchiveAction.CommandArguments += string.Format(" && \"{0}\" \"{1}\"", GetRanlibPath(LinkEnvironment.Config.Target.Architecture), OutputFile.AbsolutePath);
// Add the additional arguments specified by the environment.
ArchiveAction.CommandArguments += LinkEnvironment.Config.AdditionalArguments;
ArchiveAction.CommandArguments.Replace("\\", "/");
if (bUsingSh)
{
ArchiveAction.CommandArguments += "'";
}
else
{
ArchiveAction.CommandArguments += "\"";
}
// Only execute linking on the local PC.
ArchiveAction.bCanExecuteRemotely = false;
return OutputFile;
}
public FileItem FixDependencies(LinkEnvironment LinkEnvironment, FileItem Executable)
{
if (!LinkEnvironment.Config.bIsCrossReferenced)
{
return null;
}
Log.TraceVerbose("Adding postlink step");
bool bUseCmdExe = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win32;
string ShellBinary = bUseCmdExe ? "cmd.exe" : "/bin/sh";
string ExecuteSwitch = bUseCmdExe ? " /C" : ""; // avoid -c so scripts don't need +x
string ScriptName = bUseCmdExe ? "FixDependencies.bat" : "FixDependencies.sh";
FileItem FixDepsScript = FileItem.GetItemByFileReference(FileReference.Combine(LinkEnvironment.Config.LocalShadowDirectory, ScriptName));
Action PostLinkAction = new Action(ActionType.Link);
PostLinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
PostLinkAction.CommandPath = ShellBinary;
PostLinkAction.StatusDescription = string.Format("{0}", Path.GetFileName(Executable.AbsolutePath));
PostLinkAction.CommandDescription = "FixDeps";
PostLinkAction.bCanExecuteRemotely = false;
PostLinkAction.CommandArguments = ExecuteSwitch;
PostLinkAction.CommandArguments += bUseCmdExe ? " \"" : " -c '";
FileItem OutputFile = FileItem.GetItemByFileReference(FileReference.Combine(LinkEnvironment.Config.LocalShadowDirectory, Path.GetFileNameWithoutExtension(Executable.AbsolutePath) + ".link"));
// Make sure we don't run this script until the all executables and shared libraries
// have been built.
PostLinkAction.PrerequisiteItems.Add(Executable);
foreach (FileItem Dependency in BundleDependencies)
{
PostLinkAction.PrerequisiteItems.Add(Dependency);
}
PostLinkAction.CommandArguments += ShellBinary + ExecuteSwitch + " \"" + FixDepsScript.AbsolutePath + "\" && ";
string Touch = bUseCmdExe ? "echo \"\" >> \"{0}\" && copy /b \"{0}\" +,," : "touch \"{0}\"";
PostLinkAction.CommandArguments += String.Format(Touch, OutputFile.AbsolutePath);
PostLinkAction.CommandArguments += bUseCmdExe ? "\"" : "'";
System.Console.WriteLine("{0} {1}", PostLinkAction.CommandPath, PostLinkAction.CommandArguments);
PostLinkAction.ProducedItems.Add(OutputFile);
return OutputFile;
}
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly)
{
Debug.Assert(!bBuildImportLibraryOnly);
List<string> RPaths = new List<string>();
if (LinkEnvironment.Config.bIsBuildingLibrary || bBuildImportLibraryOnly)
{
return CreateArchiveAndIndex(LinkEnvironment);
}
// Create an action that invokes the linker.
Action LinkAction = new Action(ActionType.Link);
LinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
if (String.IsNullOrEmpty(ClangPath))
{
LinkAction.CommandPath = GCCPath;
}
else
{
LinkAction.CommandPath = ClangPath;
}
// Get link arguments.
LinkAction.CommandArguments = GetLinkArguments(LinkEnvironment);
// Tell the action that we're building an import library here and it should conditionally be
// ignored as a prerequisite for other actions
LinkAction.bProducesImportLibrary = LinkEnvironment.Config.bIsBuildingDLL;
// Add the output file as a production of the link action.
FileItem OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.Config.OutputFilePath);
LinkAction.ProducedItems.Add(OutputFile);
LinkAction.CommandDescription = "Link";
LinkAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
// Add the output file to the command-line.
LinkAction.CommandArguments += string.Format(" -o \"{0}\"", OutputFile.AbsolutePath);
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
InputFileNames.Add(string.Format("\"{0}\"", InputFile.AbsolutePath.Replace("\\", "/")));
LinkAction.PrerequisiteItems.Add(InputFile);
}
FileReference ResponseFileName = GetResponseFileName(LinkEnvironment, OutputFile);
LinkAction.CommandArguments += string.Format(" -Wl,@\"{0}\"", ResponseFile.Create(ResponseFileName, InputFileNames));
if (LinkEnvironment.Config.bIsBuildingDLL)
{
LinkAction.CommandArguments += string.Format(" -Wl,-soname={0}", OutputFile);
}
// Start with the configured LibraryPaths and also add paths to any libraries that
// we depend on (libraries that we've build ourselves).
List<string> AllLibraryPaths = LinkEnvironment.Config.LibraryPaths;
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
string PathToLib = Path.GetDirectoryName(AdditionalLibrary);
if (!String.IsNullOrEmpty(PathToLib))
{
// make path absolute, because FixDependencies script may be executed in a different directory
string AbsolutePathToLib = Path.GetFullPath(PathToLib);
if (!AllLibraryPaths.Contains(AbsolutePathToLib))
{
AllLibraryPaths.Add(AbsolutePathToLib);
}
}
if ((AdditionalLibrary.Contains("Plugins") || AdditionalLibrary.Contains("Binaries/ThirdParty") || AdditionalLibrary.Contains("Binaries\\ThirdParty")) && Path.GetDirectoryName(AdditionalLibrary) != Path.GetDirectoryName(OutputFile.AbsolutePath))
{
string RelativePath = Utils.MakePathRelativeTo(Path.GetDirectoryName(AdditionalLibrary), Path.GetDirectoryName(OutputFile.AbsolutePath));
if (!RPaths.Contains(RelativePath))
{
RPaths.Add(RelativePath);
LinkAction.CommandArguments += string.Format(" -Wl,-rpath=\"${{ORIGIN}}/{0}\"", RelativePath);
}
}
}
LinkAction.CommandArguments += string.Format(" -Wl,-rpath-link=\"{0}\"", Path.GetDirectoryName(OutputFile.AbsolutePath));
// Add the library paths to the argument list.
foreach (string LibraryPath in AllLibraryPaths)
{
// use absolute paths because of FixDependencies script again
LinkAction.CommandArguments += string.Format(" -L\"{0}\"", Path.GetFullPath(LibraryPath));
}
// add libraries in a library group
LinkAction.CommandArguments += string.Format(" -Wl,--start-group");
List<string> EngineAndGameLibraries = new List<string>();
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
if (String.IsNullOrEmpty(Path.GetDirectoryName(AdditionalLibrary)))
{
// library was passed just like "jemalloc", turn it into -ljemalloc
LinkAction.CommandArguments += string.Format(" -l{0}", AdditionalLibrary);
}
else if (Path.GetExtension(AdditionalLibrary) == ".a")
{
// static library passed in, pass it along but make path absolute, because FixDependencies script may be executed in a different directory
string AbsoluteAdditionalLibrary = Path.GetFullPath(AdditionalLibrary);
if (AbsoluteAdditionalLibrary.Contains(" "))
{
AbsoluteAdditionalLibrary = string.Format("\"{0}\"", AbsoluteAdditionalLibrary);
}
LinkAction.CommandArguments += (" " + AbsoluteAdditionalLibrary);
LinkAction.PrerequisiteItems.Add(FileItem.GetItemByPath(AdditionalLibrary));
}
else
{
// Skip over full-pathed library dependencies when building DLLs to avoid circular
// dependencies.
FileItem LibraryDependency = FileItem.GetItemByPath(AdditionalLibrary);
var LibName = Path.GetFileNameWithoutExtension(AdditionalLibrary);
if (LibName.StartsWith("lib"))
{
// Remove lib prefix
LibName = LibName.Remove(0, 3);
}
string LibLinkFlag = string.Format(" -l{0}", LibName);
if (LinkEnvironment.Config.bIsBuildingDLL && LinkEnvironment.Config.bIsCrossReferenced)
{
// We are building a cross referenced DLL so we can't actually include
// dependencies at this point. Instead we add it to the list of
// libraries to be used in the FixDependencies step.
EngineAndGameLibraries.Add(LibLinkFlag);
if (!LinkAction.CommandArguments.Contains("--allow-shlib-undefined"))
{
LinkAction.CommandArguments += string.Format(" -Wl,--allow-shlib-undefined");
}
}
else
{
LinkAction.PrerequisiteItems.Add(LibraryDependency);
LinkAction.CommandArguments += LibLinkFlag;
}
}
}
LinkAction.CommandArguments += " -lrt"; // needed for clock_gettime()
LinkAction.CommandArguments += " -lm"; // math
LinkAction.CommandArguments += string.Format(" -Wl,--end-group");
// Add the additional arguments specified by the environment.
LinkAction.CommandArguments += LinkEnvironment.Config.AdditionalArguments;
LinkAction.CommandArguments = LinkAction.CommandArguments.Replace("\\\\", "/");
LinkAction.CommandArguments = LinkAction.CommandArguments.Replace("\\", "/");
// prepare a linker script
FileReference LinkerScriptPath = FileReference.Combine(LinkEnvironment.Config.LocalShadowDirectory, "remove-sym.ldscript");
if (!LinkEnvironment.Config.LocalShadowDirectory.Exists())
{
LinkEnvironment.Config.LocalShadowDirectory.CreateDirectory();
}
if (LinkerScriptPath.Exists())
{
LinkerScriptPath.Delete();
}
using (StreamWriter Writer = File.CreateText(LinkerScriptPath.FullName))
{
Writer.WriteLine("UE4 {");
Writer.WriteLine(" global: *;");
Writer.WriteLine(" local: _Znwm;");
Writer.WriteLine(" _ZnwmRKSt9nothrow_t;");
Writer.WriteLine(" _Znam;");
Writer.WriteLine(" _ZnamRKSt9nothrow_t;");
Writer.WriteLine(" _ZdaPv;");
Writer.WriteLine(" _ZdaPvRKSt9nothrow_t;");
Writer.WriteLine(" _ZdlPv;");
Writer.WriteLine(" _ZdlPvRKSt9nothrow_t;");
// Hide OpenSSL symbols as they can collide with Steam runtime.
// @todo: hide all Steam runtime symbols
Writer.WriteLine(" DH_OpenSSL;");
Writer.WriteLine(" DSA_OpenSSL;");
Writer.WriteLine(" DSO_METHOD_openssl;");
Writer.WriteLine(" ECDH_OpenSSL;");
Writer.WriteLine(" ECDSA_OpenSSL;");
Writer.WriteLine(" OPENSSL_add_all_algorithms_noconf;");
Writer.WriteLine(" OpenSSL_add_all_ciphers;");
Writer.WriteLine(" OpenSSL_add_all_digests;");
Writer.WriteLine(" OPENSSL_asc2uni;");
Writer.WriteLine(" OPENSSL_atomic_add;");
Writer.WriteLine(" OPENSSL_cleanse;");
Writer.WriteLine(" OPENSSL_DIR_end;");
Writer.WriteLine(" OPENSSL_DIR_read;");
Writer.WriteLine(" openssl_dsa_meth;");
Writer.WriteLine(" openssl_ecdh_meth;");
Writer.WriteLine(" openssl_ecdsa_meth;");
Writer.WriteLine(" OPENSSL_gmtime;");
Writer.WriteLine(" OPENSSL_gmtime_adj;");
Writer.WriteLine(" OPENSSL_gmtime_diff;");
Writer.WriteLine(" OPENSSL_ia32_cpuid;");
Writer.WriteLine(" OPENSSL_ia32_rdrand;");
Writer.WriteLine(" OPENSSL_ia32_rdseed;");
Writer.WriteLine(" OPENSSL_ia32cap_loc;");
Writer.WriteLine(" OPENSSL_ia32cap_P;");
Writer.WriteLine(" OPENSSL_init;");
Writer.WriteLine(" OPENSSL_isservice;");
Writer.WriteLine(" OPENSSL_issetugid;");
Writer.WriteLine(" OPENSSL_load_builtin_modules;");
Writer.WriteLine(" OPENSSL_NONPIC_relocated;");
Writer.WriteLine(" OPENSSL_rdtsc;");
Writer.WriteLine(" OPENSSL_showfatal;");
Writer.WriteLine(" OPENSSL_stderr;");
Writer.WriteLine(" OPENSSL_uni2asc;");
Writer.WriteLine(" OPENSSL_wipe_cpu;");
Writer.WriteLine(" OpenSSLDie;");
Writer.WriteLine(" ui_openssl;");
Writer.WriteLine(" UI_OpenSSL;");
Writer.WriteLine("};");
};
LinkAction.CommandArguments += string.Format(" -Wl,--version-script=\"{0}\"", LinkerScriptPath);
// Only execute linking on the local PC.
LinkAction.bCanExecuteRemotely = false;
// Prepare a script that will run later, once all shared libraries and the executable
// are created. This script will be called by action created in FixDependencies()
if (LinkEnvironment.Config.bIsCrossReferenced && LinkEnvironment.Config.bIsBuildingDLL)
{
bool bUseCmdExe = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win32;
string ScriptName = bUseCmdExe ? "FixDependencies.bat" : "FixDependencies.sh";
string FixDepsScriptPath = Path.Combine(LinkEnvironment.Config.LocalShadowDirectory.FullName, ScriptName);
if (!bHasWipedFixDepsScript)
{
bHasWipedFixDepsScript = true;
Log.TraceVerbose("Creating script: {0}", FixDepsScriptPath);
StreamWriter Writer = File.CreateText(FixDepsScriptPath);
if (bUseCmdExe)
{
Writer.Write("@echo off\n");
Writer.Write("rem Automatically generated by UnrealBuildTool\n");
Writer.Write("rem *DO NOT EDIT*\n\n");
}
else
{
Writer.Write("#!/bin/sh\n");
Writer.Write("# Automatically generated by UnrealBuildTool\n");
Writer.Write("# *DO NOT EDIT*\n\n");
Writer.Write("set -o errexit\n");
}
Writer.Close();
}
StreamWriter FixDepsScript = File.AppendText(FixDepsScriptPath);
string EngineAndGameLibrariesString = "";
foreach (string Library in EngineAndGameLibraries)
{
EngineAndGameLibrariesString += Library;
}
FixDepsScript.Write(string.Format("echo Fixing {0}\n", Path.GetFileName(OutputFile.AbsolutePath)));
if (!bUseCmdExe)
{
FixDepsScript.Write(string.Format("TIMESTAMP=`stat --format %y \"{0}\"`\n", OutputFile.AbsolutePath));
}
string FixDepsLine = LinkAction.CommandPath + " " + LinkAction.CommandArguments;
string Replace = "-Wl,--allow-shlib-undefined";
FixDepsLine = FixDepsLine.Replace(Replace, EngineAndGameLibrariesString);
string OutputFileForwardSlashes = OutputFile.AbsolutePath.Replace("\\", "/");
FixDepsLine = FixDepsLine.Replace(OutputFileForwardSlashes, OutputFileForwardSlashes + ".fixed");
FixDepsLine = FixDepsLine.Replace("$", "\\$");
FixDepsScript.Write(FixDepsLine + "\n");
if (bUseCmdExe)
{
FixDepsScript.Write(string.Format("move /Y \"{0}.fixed\" \"{0}\"\n", OutputFile.AbsolutePath));
}
else
{
FixDepsScript.Write(string.Format("mv \"{0}.fixed\" \"{0}\"\n", OutputFile.AbsolutePath));
FixDepsScript.Write(string.Format("touch -d \"$TIMESTAMP\" \"{0}\"\n\n", OutputFile.AbsolutePath));
}
FixDepsScript.Close();
}
//LinkAction.CommandArguments += " -v";
return OutputFile;
}
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile)
{
throw new BuildException("Linux cannot compile C# files");
}
public override void SetupBundleDependencies(List<UEBuildBinary> Binaries, string GameName)
{
foreach (UEBuildBinary Binary in Binaries)
{
BundleDependencies.Add(FileItem.GetItemByFileReference(Binary.Config.OutputFilePath));
}
}
/// <summary>
/// Converts the passed in path from UBT host to compiler native format.
/// </summary>
public override string ConvertPath(string OriginalPath)
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return OriginalPath.Replace("\\", "/");
}
else
{
return OriginalPath;
}
}
public override ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment BinaryLinkEnvironment)
{
var OutputFiles = base.PostBuild(Executable, BinaryLinkEnvironment);
if (BinaryLinkEnvironment.Config.bIsBuildingDLL || BinaryLinkEnvironment.Config.bIsBuildingLibrary)
{
return OutputFiles;
}
FileItem FixDepsOutputFile = FixDependencies(BinaryLinkEnvironment, Executable);
if (FixDepsOutputFile != null)
{
OutputFiles.Add(FixDepsOutputFile);
}
return OutputFiles;
}
public override void StripSymbols(string SourceFileName, string TargetFileName)
{
File.Copy(SourceFileName, TargetFileName, true);
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = GetStripPath(PlatformContext.GetActiveArchitecture());
StartInfo.Arguments = "--strip-debug \"" + TargetFileName + "\"";
StartInfo.UseShellExecute = false;
StartInfo.CreateNoWindow = true;
Utils.RunLocalProcessAndLogOutput(StartInfo);
}
}
}