Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/FlatCPPIncludeDepencencyCache.cs

325 lines
11 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.Serialization.Formatters.Binary;
namespace UnrealBuildTool
{
/// <summary>
/// Stores an ordered list of header files
/// </summary>
class FlatCPPIncludeDependencyInfo
{
/// The PCH header this file is dependent on.
public FileReference PCHName;
/// List of files this file includes, excluding headers that were included from a PCH.
public List<FileReference> Includes;
/// Transient cached list of FileItems for all of the includes for a specific files. This just saves a bunch of string
/// hash lookups as we locate FileItems for files that we've already requested dependencies for
public List<FileItem> IncludeFileItems;
}
/// <summary>
/// For a given target, caches all of the C++ source files and the files they are including
/// </summary>
public class FlatCPPIncludeDependencyCache
{
/** The version number for binary serialization */
const int FileVersion = 1;
/** The file signature for binary serialization */
const int FileSignature = ('F' << 24) | ('C' << 16) | FileVersion;
/// File name of this cache, should be unique for every includes context (e.g. target)
private FileReference BackingFile;
/// True if the cache needs to be saved
private bool bIsDirty = false;
/// Dependency lists, keyed (case-insensitively) on file's absolute path.
private Dictionary<FileReference, FlatCPPIncludeDependencyInfo> DependencyMap;
/// <summary>
/// Creates the cache object
/// </summary>
/// <param name="Target">The target to create the cache for</param>
/// <returns>The new instance</returns>
public static FlatCPPIncludeDependencyCache Create( UEBuildTarget Target )
{
FileReference CacheFile = FlatCPPIncludeDependencyCache.GetDependencyCachePathForTarget( Target );;
// See whether the cache file exists.
if (CacheFile.Exists())
{
if (BuildConfiguration.bPrintPerformanceInfo)
{
Log.TraceInformation("Loading existing FlatCPPIncludeDependencyCache: " + CacheFile.FullName);
}
var TimerStartTime = DateTime.UtcNow;
// Deserialize cache from disk if there is one.
FlatCPPIncludeDependencyCache Result = Load(CacheFile);
if (Result != null)
{
var TimerDuration = DateTime.UtcNow - TimerStartTime;
if (BuildConfiguration.bPrintPerformanceInfo)
{
Log.TraceInformation("Loading FlatCPPIncludeDependencyCache took " + TimerDuration.TotalSeconds + "s");
}
return Result;
}
}
bool bIsBuilding = (ProjectFileGenerator.bGenerateProjectFiles == false ) && (BuildConfiguration.bXGEExport == false) && (UEBuildConfiguration.bGenerateManifest == false) && (UEBuildConfiguration.bGenerateExternalFileList == false) && (UEBuildConfiguration.bCleanProject == false);
if( bIsBuilding && !UnrealBuildTool.bNeedsFullCPPIncludeRescan )
{
UnrealBuildTool.bNeedsFullCPPIncludeRescan = true;
Log.TraceInformation( "Performing full C++ include scan (no include cache file)" );
}
// Fall back to a clean cache on error or non-existence.
return new FlatCPPIncludeDependencyCache( CacheFile );
}
/// <summary>
/// Loads the cache from disk
/// </summary>
/// <param name="Cache">The file to load</param>
/// <returns>The loaded instance</returns>
public static FlatCPPIncludeDependencyCache Load(FileReference BackingFile)
{
FlatCPPIncludeDependencyCache Result = null;
try
{
string CacheBuildMutexPath = BackingFile.FullName + ".buildmutex";
// If the .buildmutex file for the cache is present, it means that something went wrong between loading
// and saving the cache last time (most likely the UBT process being terminated), so we don't want to load
// it.
if (!File.Exists(CacheBuildMutexPath))
{
using (File.Create(CacheBuildMutexPath))
{
}
using (BinaryReader Reader = new BinaryReader(new FileStream(BackingFile.FullName, FileMode.Open, FileAccess.Read)))
{
// @todo ubtmake: We can store the cache in a cheaper/smaller way using hash file names and indices into included headers, but it might actually slow down load times
// @todo ubtmake: If we can index PCHs here, we can avoid storing all of the PCH's included headers (PCH's action should have been invalidated, so we shouldn't even have to report the PCH's includes as our indirect includes)
if(Reader.ReadInt32() == FileSignature)
{
Result = Deserialize(Reader);
}
}
}
}
catch (Exception Ex)
{
Console.Error.WriteLine("Failed to read FlatCPPIncludeDependencyCache: {0}", Ex.Message);
}
return Result;
}
/// <summary>
/// Constructs a fresh cache, storing the file name that it should be saved as later on
/// </summary>
/// <param name="Cache">File name for this cache, usually unique per context (e.g. target)</param>
protected FlatCPPIncludeDependencyCache(FileReference InBackingFile)
{
BackingFile = InBackingFile;
DependencyMap = new Dictionary<FileReference, FlatCPPIncludeDependencyInfo>();
}
/// <summary>
/// Saves out the cache
/// </summary>
public void Save()
{
// Only save if we've made changes to it since load.
if (bIsDirty)
{
var TimerStartTime = DateTime.UtcNow;
// Serialize the cache to disk.
try
{
BackingFile.Directory.CreateDirectory();
using (BinaryWriter Writer = new BinaryWriter(new FileStream(BackingFile.FullName, FileMode.Create, FileAccess.Write)))
{
Writer.Write(FileSignature);
Serialize(Writer);
}
}
catch (Exception Ex)
{
Console.Error.WriteLine("Failed to write FlatCPPIncludeDependencyCache: {0}", Ex.Message);
}
if (BuildConfiguration.bPrintPerformanceInfo)
{
var TimerDuration = DateTime.UtcNow - TimerStartTime;
Log.TraceInformation("Saving FlatCPPIncludeDependencyCache took " + TimerDuration.TotalSeconds + "s");
}
}
else
{
if (BuildConfiguration.bPrintPerformanceInfo)
{
Log.TraceInformation("FlatCPPIncludeDependencyCache did not need to be saved (bIsDirty=false)");
}
}
if(File.Exists(BackingFile.FullName + ".buildmutex"))
{
try
{
File.Delete(BackingFile.FullName + ".buildmutex");
}
catch
{
// We don't care if we couldn't delete this file, as maybe it couldn't have been created in the first place.
}
}
}
/// <summary>
/// Serializes the dependency cache to a binary writer
/// </summary>
/// <param name="Writer">Writer to output to</param>
void Serialize(BinaryWriter Writer)
{
Dictionary<FileReference, int> FileToUniqueId = new Dictionary<FileReference,int>();
Writer.Write(BackingFile);
// Write out all the dependency info objects
Writer.Write(DependencyMap.Count);
foreach(KeyValuePair<FileReference, FlatCPPIncludeDependencyInfo> Pair in DependencyMap)
{
Writer.Write(Pair.Key);
FlatCPPIncludeDependencyInfo Info = Pair.Value;
Writer.Write(Info.PCHName, FileToUniqueId);
Writer.Write(Info.Includes.Count);
foreach(FileReference Include in Info.Includes)
{
Writer.Write(Include, FileToUniqueId);
}
}
}
/// <summary>
/// Deserialize the dependency cache from a binary reader
/// </summary>
/// <param name="Reader">Reader for the cache data</param>
/// <returns>New dependency cache object</returns>
static FlatCPPIncludeDependencyCache Deserialize(BinaryReader Reader)
{
FlatCPPIncludeDependencyCache Cache = new FlatCPPIncludeDependencyCache(Reader.ReadFileReference());
// Create the dependency map
int NumDependencyMapEntries = Reader.ReadInt32();
Cache.DependencyMap = new Dictionary<FileReference,FlatCPPIncludeDependencyInfo>(NumDependencyMapEntries);
// Read all the dependency map entries
List<FileReference> UniqueFiles = new List<FileReference>(NumDependencyMapEntries * 2);
for(int Idx = 0; Idx < NumDependencyMapEntries; Idx++)
{
FileReference File = Reader.ReadFileReference();
FlatCPPIncludeDependencyInfo Info = new FlatCPPIncludeDependencyInfo();
// Read the PCH name
Info.PCHName = Reader.ReadFileReference(UniqueFiles);
// Read the includes
int NumIncludes = Reader.ReadInt32();
Info.Includes = new List<FileReference>(NumIncludes);
for(int IncludeIdx = 0; IncludeIdx < NumIncludes; IncludeIdx++)
{
Info.Includes.Add(Reader.ReadFileReference(UniqueFiles));
}
// Add it to the map
Cache.DependencyMap.Add(File, Info);
}
return Cache;
}
/// <summary>
/// Sets the new dependencies for the specified file
/// </summary>
/// <param name="AbsoluteFilePath">File to set</param>
/// <param name="PCHName">The PCH for this file</param>
/// <param name="Dependencies">List of source dependencies</param>
public void SetDependenciesForFile( FileReference AbsoluteFilePath, FileReference PCHName, List<FileReference> Dependencies )
{
var DependencyInfo = new FlatCPPIncludeDependencyInfo();
DependencyInfo.PCHName = PCHName; // @todo ubtmake: Not actually used yet. The idea is to use this to reduce the number of indirect includes we need to store in the cache.
DependencyInfo.Includes = Dependencies;
DependencyInfo.IncludeFileItems = null;
// @todo ubtmake: We could shrink this file by not storing absolute paths (project and engine relative paths only, except for system headers.) May affect load times.
DependencyMap[ AbsoluteFilePath ] = DependencyInfo;
bIsDirty = true;
}
/// <summary>
/// Gets everything that this file includes from our cache (direct and indirect!)
/// </summary>
/// <param name="AbsoluteFilePath">Path to the file</param>
/// <returns>The list of includes</returns>
public List<FileItem> GetDependenciesForFile( FileReference AbsoluteFilePath )
{
FlatCPPIncludeDependencyInfo DependencyInfo;
if( DependencyMap.TryGetValue( AbsoluteFilePath, out DependencyInfo ) )
{
// Update our transient cache of FileItems for each of the included files
if( DependencyInfo.IncludeFileItems == null )
{
DependencyInfo.IncludeFileItems = new List<FileItem>( DependencyInfo.Includes.Count );
foreach( FileReference Dependency in DependencyInfo.Includes )
{
DependencyInfo.IncludeFileItems.Add( FileItem.GetItemByFileReference( Dependency ) );
}
}
return DependencyInfo.IncludeFileItems;
}
return null;
}
/// <summary>
/// Gets the dependency cache path and filename for the specified target.
/// </summary>
/// <param name="Target">Current build target</param>
/// <returns>Cache Path</returns>
public static FileReference GetDependencyCachePathForTarget(UEBuildTarget Target)
{
DirectoryReference PlatformIntermediatePath;
if (UnrealBuildTool.HasUProjectFile())
{
PlatformIntermediatePath = DirectoryReference.Combine(UnrealBuildTool.GetUProjectPath(), BuildConfiguration.PlatformIntermediateFolder);
}
else
{
PlatformIntermediatePath = new DirectoryReference(BuildConfiguration.PlatformIntermediatePath);
}
return FileReference.Combine(PlatformIntermediatePath, Target.GetTargetName(), "FlatCPPIncludes.bin" );
}
}
}