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Disabled by default. gc.AllowIncrementalReachability controls if it's enabled or not. gc.IncrementalReachabilityTimeLimit controls time limit (defaults to 0.005 = 5ms) gc.VerifyNoUnrachableObjects (defaults to 0) controls additional GC assumption verification that no unreachable objects are reachable after RA is complete gc.ContinuousIncrementalGC (defaults to 0) is a new GC stress test that runs incremental GC continuously TObjectPtr barrier (Obj->MarkAsReachable()) is also currently disabled (compiled out with a macro) until we have all the places (ARO/BPVM) properly running barriers EngineTest tests can and will run Incremental Reachability Analysis tests even if all the above is disabled #rb Johan.Torp, Zousar.Shaker [CL 26252569 by robert manuszewski in ue5-main branch]
53 lines
1.1 KiB
C#
53 lines
1.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Linq;
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using UnrealBuildTool;
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public class SessionFrontend : ModuleRules
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{
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public SessionFrontend(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Slate",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"DesktopPlatform",
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"ApplicationCore",
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"InputCore",
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"Json",
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"SessionServices",
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"SlateCore",
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// @todo gmp: remove these dependencies by making the session front-end extensible
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"AutomationWindow",
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"ScreenShotComparison",
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"ScreenShotComparisonTools",
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"TargetPlatform",
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"WorkspaceMenuStructure",
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}
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);
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if (Target.GlobalDefinitions.Contains("UE_DEPRECATED_PROFILER_ENABLED=1"))
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{
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if (Target.Configuration != UnrealTargetConfiguration.Shipping)
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{
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PrivateDependencyModuleNames.Add("Profiler");
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}
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}
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PrivateIncludePathModuleNames.AddRange(
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new string[] {
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"Messaging",
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"TargetDeviceServices",
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}
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);
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}
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}
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