Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Project.cs
Ben Marsh 30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00

494 lines
16 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using System.Xml.XPath;
using System.Xml.Linq;
using System.Linq;
using System.Text;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// A single target within a project. A project may have any number of targets within it, which are basically compilable projects
/// in themselves that the project wraps up.
/// </summary>
class ProjectTarget
{
/// The target rules file path on disk, if we have one
public FileReference TargetFilePath;
/// The project file path on disk
public FileReference ProjectFilePath;
/// <summary>
/// Path to the .uproject file on disk
/// </summary>
public FileReference UnrealProjectFilePath;
/// Optional target rules for this target. If the target came from a *.Target.cs file on disk, then it will have one of these.
/// For targets that are synthetic (like UnrealBuildTool or other manually added project files) we won't have a rules object for those.
public TargetRules TargetRules;
/// Platforms supported by the target
public UnrealTargetPlatform[] SupportedPlatforms;
/// Extra supported build platforms. Normally the target rules determines these, but for synthetic targets we'll add them here.
public List<UnrealTargetPlatform> ExtraSupportedPlatforms = new List<UnrealTargetPlatform>();
/// Extra supported build configurations. Normally the target rules determines these, but for synthetic targets we'll add them here.
public List<UnrealTargetConfiguration> ExtraSupportedConfigurations = new List<UnrealTargetConfiguration>();
/// If true, forces Development configuration regardless of which configuration is set as the Solution Configuration
public bool ForceDevelopmentConfiguration = false;
/// Whether the project requires 'Deploy' option set (VC projects)
public bool ProjectDeploys = false;
/// Delegate for creating a rules instance for a given platform/configuration
public Func<UnrealTargetPlatform, UnrealTargetConfiguration, TargetRules> CreateRulesDelegate = null;
public override string ToString()
{
return TargetFilePath.GetFileNameWithoutExtension();
}
}
/// <summary>
/// Class that stores info about aliased file.
/// </summary>
struct AliasedFile
{
public AliasedFile(string FileSystemPath, string ProjectPath)
{
this.FileSystemPath = FileSystemPath;
this.ProjectPath = ProjectPath;
}
// File system path.
public readonly string FileSystemPath;
// Project path.
public readonly string ProjectPath;
}
abstract class ProjectFile
{
/// <summary>
/// Represents a single source file (or other type of file) in a project
/// </summary>
public class SourceFile
{
/// <summary>
/// Constructor
/// </summary>
/// <param name="InReference">Path to the source file on disk</param>
/// <param name="InBaseFolder">The directory on this the path within the project will be relative to</param>
public SourceFile(FileReference InReference, DirectoryReference InBaseFolder)
{
Reference = InReference;
BaseFolder = InBaseFolder;
}
public SourceFile()
{
}
/// <summary>
/// File path to file on disk
/// </summary>
public FileReference Reference
{
get;
private set;
}
/// <summary>
/// Optional directory that overrides where files in this project are relative to when displayed in the IDE. If null, will default to the project's BaseFolder.
/// </summary>
public DirectoryReference BaseFolder
{
get;
private set;
}
/// <summary>
/// Define ToString() so the debugger can show the name in watch windows
/// </summary>
public override string ToString()
{
return Reference.ToString();
}
}
/// <summary>
/// Constructs a new project file object
/// </summary>
/// <param name="InProjectFilePath">The path to the project file, relative to the master project file</param>
protected ProjectFile(FileReference InProjectFilePath)
{
ProjectFilePath = InProjectFilePath;
ShouldBuildByDefaultForSolutionTargets = true;
}
/// Project file path
public FileReference ProjectFilePath
{
get;
protected set;
}
/// Returns true if this is a generated project (as opposed to an imported project)
public bool IsGeneratedProject
{
get;
set;
}
/// Returns true if this is a "stub" project. Stub projects function as dumb containers for source files
/// and are never actually "built" by the master project. Stub projects are always "generated" projects.
public bool IsStubProject
{
get;
set;
}
/// Returns true if this is a foreign project, and requires UBT to be passed the path to the .uproject file
/// on the command line.
public bool IsForeignProject
{
get;
set;
}
/// <summary>
/// For mod projects, contains the path to the plugin file
/// </summary>
public FileReference PluginFilePath
{
get;
set;
}
/// Whether this project should be built for all solution targets
public bool ShouldBuildForAllSolutionTargets
{
get;
set;
}
/// Whether this project should be built by default. Can still be built from the IDE through the context menu.
public bool ShouldBuildByDefaultForSolutionTargets
{
get;
set;
}
/// All of the targets in this project. All non-stub projects must have at least one target.
public readonly List<ProjectTarget> ProjectTargets = new List<ProjectTarget>();
/// <summary>
/// Adds a list of files to this project, ignoring dupes
/// </summary>
/// <param name="FilesToAdd">Files to add</param>
/// <param name="BaseFolder">The directory the path within the project will be relative to</param>
public void AddFilesToProject(List<FileReference> FilesToAdd, DirectoryReference BaseFolder)
{
foreach (FileReference CurFile in FilesToAdd)
{
AddFileToProject(CurFile, BaseFolder);
}
}
/// Aliased (i.e. files is custom filter tree) in this project
public readonly List<AliasedFile> AliasedFiles = new List<AliasedFile>();
/// <summary>
/// Adds aliased file to the project.
/// </summary>
/// <param name="File">Aliased file.</param>
public void AddAliasedFileToProject(AliasedFile File)
{
AliasedFiles.Add(File);
}
/// <summary>
/// Adds a file to this project, ignoring dupes
/// </summary>
/// <param name="FilePath">Path to the file on disk</param>
/// <param name="BaseFolder">The directory the path within the project will be relative to</param>
public void AddFileToProject(FileReference FilePath, DirectoryReference BaseFolder)
{
// Don't add duplicates
SourceFile ExistingFile = null;
if (SourceFileMap.TryGetValue(FilePath, out ExistingFile))
{
if (ExistingFile.BaseFolder != BaseFolder)
{
throw new BuildException("Trying to add file '" + FilePath + "' to project '" + ProjectFilePath + "' when the file already exists, but with a different relative base folder '" + BaseFolder + "' is different than the current file's '" + ExistingFile.BaseFolder + "'!");
}
}
else
{
SourceFile File = AllocSourceFile(FilePath, BaseFolder);
if (File != null)
{
SourceFileMap[FilePath] = File;
SourceFiles.Add(File);
}
}
}
/// <summary>
/// Splits the definition text into macro name and value (if any).
/// </summary>
/// <param name="Definition">Definition text</param>
/// <param name="Key">Out: The definition name</param>
/// <param name="Value">Out: The definition value or null if it has none</param>
/// <returns>Pair representing macro name and value.</returns>
private void SplitDefinitionAndValue(string Definition, out String Key, out String Value)
{
int EqualsIndex = Definition.IndexOf('=');
if (EqualsIndex >= 0)
{
Key = Definition.Substring(0, EqualsIndex);
Value = Definition.Substring(EqualsIndex + 1);
}
else
{
Key = Definition;
Value = "";
}
}
/// <summary>
/// Adds all of the specified preprocessor definitions to this VCProject's list of preprocessor definitions for all modules in the project
/// </summary>
/// <param name="NewPreprocessorDefinitions">List of preprocessor definitons to add</param>
public void AddIntelliSensePreprocessorDefinitions(List<string> NewPreprocessorDefinitions)
{
if (ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject == null ||
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject == this)
{
foreach (string CurDef in NewPreprocessorDefinitions)
{
// Don't add definitions and value combinations that have already been added for this project
if (KnownIntelliSensePreprocessorDefinitions.Add(CurDef))
{
// Go ahead and check to see if the definition already exists, but the value is different
bool AlreadyExists = false;
string Def, Value;
SplitDefinitionAndValue(CurDef, out Def, out Value);
for (int DefineIndex = 0; DefineIndex < IntelliSensePreprocessorDefinitions.Count; ++DefineIndex)
{
string ExistingDef, ExistingValue;
SplitDefinitionAndValue(IntelliSensePreprocessorDefinitions[DefineIndex], out ExistingDef, out ExistingValue);
if (ExistingDef == Def)
{
// Already exists, but the value is changing. We don't bother clobbering values for existing defines for this project.
AlreadyExists = true;
break;
}
}
if (!AlreadyExists)
{
IntelliSensePreprocessorDefinitions.Add(CurDef);
}
}
}
}
}
/// <summary>
/// Adds all of the specified include paths to this VCProject's list of include paths for all modules in the project
/// </summary>
/// <param name="NewIncludePaths">List of include paths to add</param>
/// <param name="bAddingSystemIncludes"></param>
public void AddInteliiSenseIncludePaths(HashSet<DirectoryReference> NewIncludePaths, bool bAddingSystemIncludes)
{
if (ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject == null ||
ProjectFileGenerator.OnlyGenerateIntelliSenseDataForProject == this)
{
foreach (DirectoryReference CurPath in NewIncludePaths)
{
if (bAddingSystemIncludes ? KnownIntelliSenseSystemIncludeSearchPaths.Add(CurPath.FullName) : KnownIntelliSenseIncludeSearchPaths.Add(CurPath.FullName))
{
// Incoming include paths are relative to the solution directory, but we need these paths to be
// relative to the project file's directory
string PathRelativeToProjectFile = NormalizeProjectPath(CurPath);
// Make sure that it doesn't exist already
bool AlreadyExists = false;
List<string> SearchPaths = bAddingSystemIncludes ? IntelliSenseSystemIncludeSearchPaths : IntelliSenseIncludeSearchPaths;
foreach (string ExistingPath in SearchPaths)
{
if (PathRelativeToProjectFile == ExistingPath)
{
AlreadyExists = true;
break;
}
}
if (!AlreadyExists)
{
SearchPaths.Add(PathRelativeToProjectFile);
}
}
}
}
}
/// <summary>
/// Add the given project to the DepondsOn project list.
/// </summary>
/// <param name="InProjectFile">The project this project is dependent on</param>
public void AddDependsOnProject(ProjectFile InProjectFile)
{
// Make sure that it doesn't exist already
bool AlreadyExists = false;
foreach (ProjectFile ExistingDependentOn in DependsOnProjects)
{
if (ExistingDependentOn == InProjectFile)
{
AlreadyExists = true;
break;
}
}
if (AlreadyExists == false)
{
DependsOnProjects.Add(InProjectFile);
}
}
/// <summary>
/// Writes a project file to disk
/// </summary>
/// <param name="InPlatforms">The platforms to write the project files for</param>
/// <param name="InConfigurations">The configurations to add to the project files</param>
/// <returns>True on success</returns>
public virtual bool WriteProjectFile(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
throw new BuildException("UnrealBuildTool cannot automatically generate this project type because WriteProjectFile() was not overridden.");
}
/// <summary>
/// If found writes a debug project file to disk
/// </summary>
/// <param name="InPlatforms">The platforms to write the project files for</param>
/// <param name="InConfigurations">The configurations to add to the project files</param>
/// <returns>List of project files written</returns>
public virtual List<Tuple<ProjectFile, string>> WriteDebugProjectFiles(List<UnrealTargetPlatform> InPlatforms, List<UnrealTargetConfiguration> InConfigurations)
{
return null;
}
public virtual void LoadGUIDFromExistingProject()
{
}
/// <summary>
/// Allocates a generator-specific source file object
/// </summary>
/// <param name="InitFilePath">Path to the source file on disk</param>
/// <param name="InitProjectSubFolder">Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file</param>
/// <returns>The newly allocated source file object</returns>
public virtual SourceFile AllocSourceFile(FileReference InitFilePath, DirectoryReference InitProjectSubFolder = null)
{
return new SourceFile(InitFilePath, InitProjectSubFolder);
}
/// <summary>
/// Takes the given path and tries to rebase it relative to the project or solution directory variables.
/// </summary>
public string NormalizeProjectPath(string InputPath)
{
// If the path is rooted in an environment variable, leave it be.
if (InputPath.StartsWith("$("))
{
return InputPath;
}
else if(InputPath.EndsWith("\\") || InputPath.EndsWith("/"))
{
return NormalizeProjectPath(new DirectoryReference(InputPath));
}
else
{
return NormalizeProjectPath(new FileReference(InputPath));
}
}
/// <summary>
/// Takes the given path and tries to rebase it relative to the project.
/// </summary>
public string NormalizeProjectPath(FileSystemReference InputPath)
{
// Try to make it relative to the solution directory.
if (InputPath.IsUnderDirectory(ProjectFileGenerator.MasterProjectPath))
{
return InputPath.MakeRelativeTo(ProjectFileGenerator.IntermediateProjectFilesPath);
}
else
{
return InputPath.FullName;
}
}
/// <summary>
/// Takes the given path, normalizes it, and quotes it if necessary.
/// </summary>
public string EscapePath(string InputPath)
{
string Result = InputPath;
if (Result.Contains(' '))
{
Result = "\"" + Result + "\"";
}
return Result;
}
/// <summary>
/// Visualizer for the debugger
/// </summary>
public override string ToString()
{
return ProjectFilePath.ToString();
}
/// Map of file paths to files in the project.
private readonly Dictionary<FileReference, SourceFile> SourceFileMap = new Dictionary<FileReference, SourceFile>();
/// Files in this project
public readonly List<SourceFile> SourceFiles = new List<SourceFile>();
/// Include paths for every single module in the project file, merged together
public readonly List<string> IntelliSenseIncludeSearchPaths = new List<string>();
public readonly List<string> IntelliSenseSystemIncludeSearchPaths = new List<string>();
public readonly HashSet<string> KnownIntelliSenseIncludeSearchPaths = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
public readonly HashSet<string> KnownIntelliSenseSystemIncludeSearchPaths = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// Preprocessor definitions for every single module in the project file, merged together
public readonly List<string> IntelliSensePreprocessorDefinitions = new List<string>();
public readonly HashSet<string> KnownIntelliSensePreprocessorDefinitions = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// Projects that this project is dependent on
public readonly List<ProjectFile> DependsOnProjects = new List<ProjectFile>();
}
}