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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2799478 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added Dev Stream custom versions.
- Each stream now has its own custom version
- Developers working in a stream should only modify their respective version
Change 2789867 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
UnrealHeaderTool plugins no longer need to be a separate plugin and don't require UnrealHeaderTool source code changes to work.
- Merged ScriptGeneratorPlugin with ScriptPlugin
- Introduced the concept of UHT plugin support for plugins so that UHT's source files don't need to be modified to make it work with external plugins
- Added RuntimeNoProgram module type (module that can be used at runtime but not by program targets).
- Fixed logic with project file path setting in the engine. It will no longer try to crate a full path from an already rooted path.
Change 2796114 on 2015/12/09 by Steve.Robb@Dev-Core
TEnumRange - enabled ranged-based for iteration over enum values.
Change 2789843 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
More thorough way of verifying GC cluster assumptions.
Change 2794221 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Don't merge GC clusters by default
Change 2797824 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added the option to load all symbols for stack walking in non-monolithic builds.
Change 2790539 on 2015/12/04 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Stats/Profiler - Better handling for live connection, using the same path as file profiles, added FStatsLoadedState to separate runtime stats state from the loaded one
Change 2794183 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Always reset events when returning them to pool.
Change 2794406 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Fixing -unversioned flag being completely ignored when cooking
Change 2794563 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Making sure string referenced assets don't get cooked if referenced by editor-only properties.
Change 2795124 on 2015/12/08 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Fixed bad data in min/max/avg inclusive times, added min/max/avg num calls, fixed event graph tooltip not displaying correct values
Change 2796208 on 2015/12/09 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Remove support for multiple instances in the profiler (game thread is always visible, a few crash fixes, cleaned code a bit)
Change 2797658 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Allocation verification helpers. Helps with tracking down memory stomps, freeing the same pointers multiple times.
Change 2797699 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fix incorrect asset loading in Cooked game data (by bozaro)
PR #1844
Change 2798173 on 2015/12/10 by Steve.Robb@Dev-Core
Migration of Fortnite to use engine's TEnumRange.
Change 2798217 on 2015/12/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1331
[Core] Added a stomp allocator that allows finding memory overruns, underruns, and read/write after free. (Contributed by Pablo Zurita)
Change 2799605 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fixing a crash when cancelling async loading caused by detaching linker from objects that had RF_NeedLoad flag set.
Change 2799849 on 2015/12/11 by Steve.Robb@Dev-Core
Migration of Ocean to use engine's TEnumRange.
Change 2803144 on 2015/12/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Changed export tagging archive to also serialize class default objects using the normal Serialize path so that it can collect all custom versions used by exports.
Change 2803206 on 2015/12/15 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
#jira UE-24177
Audit ôshippingö defines in engine
Change 2804868 on 2015/12/16 by Steve.Robb@Dev-Core
Removal of stats from MallocBinned2, to be readded later.
#lockdown Nick.Penwarden
[CL 2805158 by Robert Manuszewski in Main branch]
205 lines
6.1 KiB
C#
205 lines
6.1 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Diagnostics;
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using System.Linq;
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namespace UnrealBuildTool
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{
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public enum ModuleHostType
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{
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Default,
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Runtime,
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RuntimeNoCommandlet,
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RuntimeNoProgram,
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Developer,
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Editor,
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EditorNoCommandlet,
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Program,
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ServerOnly,
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}
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public enum ModuleLoadingPhase
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{
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Default,
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PostDefault,
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PreDefault,
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PostConfigInit,
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PreLoadingScreen,
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PostEngineInit,
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}
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[DebuggerDisplay("Name={Name}")]
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public class ModuleDescriptor
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{
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// Name of this module
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public readonly string Name;
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// Usage type of module
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public ModuleHostType Type;
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// When should the module be loaded during the startup sequence? This is sort of an advanced setting.
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public ModuleLoadingPhase LoadingPhase = ModuleLoadingPhase.Default;
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// List of allowed platforms
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public UnrealTargetPlatform[] WhitelistPlatforms;
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// List of disallowed platforms
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public UnrealTargetPlatform[] BlacklistPlatforms;
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// List of additional dependencies for building this module.
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public string[] AdditionalDependencies;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="InName">Name of the module</param>
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/// <param name="InType">Type of target that can host this module</param>
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public ModuleDescriptor(string InName, ModuleHostType InType)
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{
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Name = InName;
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Type = InType;
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}
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/// <summary>
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/// Constructs a ModuleDescriptor from a Json object
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/// </summary>
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/// <param name="InObject"></param>
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/// <returns>The new module descriptor</returns>
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public static ModuleDescriptor FromJsonObject(JsonObject InObject)
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{
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ModuleDescriptor Module = new ModuleDescriptor(InObject.GetStringField("Name"), InObject.GetEnumField<ModuleHostType>("Type"));
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ModuleLoadingPhase LoadingPhase;
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if (InObject.TryGetEnumField<ModuleLoadingPhase>("LoadingPhase", out LoadingPhase))
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{
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Module.LoadingPhase = LoadingPhase;
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}
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UnrealTargetPlatform[] WhitelistPlatforms;
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if (InObject.TryGetEnumArrayField<UnrealTargetPlatform>("WhitelistPlatforms", out WhitelistPlatforms))
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{
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Module.WhitelistPlatforms = WhitelistPlatforms;
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}
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UnrealTargetPlatform[] BlacklistPlatforms;
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if (InObject.TryGetEnumArrayField<UnrealTargetPlatform>("BlacklistPlatforms", out BlacklistPlatforms))
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{
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Module.BlacklistPlatforms = BlacklistPlatforms;
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}
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string[] AdditionalDependencies;
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if (InObject.TryGetStringArrayField("AdditionalDependencies", out AdditionalDependencies))
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{
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Module.AdditionalDependencies = AdditionalDependencies;
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}
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return Module;
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}
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/// <summary>
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/// Write this module to a JsonWriter
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/// </summary>
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/// <param name="Writer">Writer to output to</param>
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void Write(JsonWriter Writer)
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{
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Writer.WriteObjectStart();
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Writer.WriteValue("Name", Name);
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Writer.WriteValue("Type", Type.ToString());
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Writer.WriteValue("LoadingPhase", LoadingPhase.ToString());
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if (WhitelistPlatforms != null && WhitelistPlatforms.Length > 0)
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{
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Writer.WriteArrayStart("WhitelistPlatforms");
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foreach (UnrealTargetPlatform WhitelistPlatform in WhitelistPlatforms)
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{
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Writer.WriteValue(WhitelistPlatform.ToString());
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}
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Writer.WriteArrayEnd();
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}
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if (BlacklistPlatforms != null && BlacklistPlatforms.Length > 0)
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{
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Writer.WriteArrayStart("BlacklistPlatforms");
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foreach (UnrealTargetPlatform BlacklistPlatform in BlacklistPlatforms)
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{
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Writer.WriteValue(BlacklistPlatform.ToString());
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}
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Writer.WriteArrayEnd();
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}
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if (AdditionalDependencies != null && AdditionalDependencies.Length > 0)
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{
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Writer.WriteArrayStart("AdditionalDependencies");
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foreach (string AdditionalDependency in AdditionalDependencies)
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{
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Writer.WriteValue(AdditionalDependency);
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}
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Writer.WriteArrayEnd();
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}
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Writer.WriteObjectEnd();
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}
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/// <summary>
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/// Write an array of module descriptors
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/// </summary>
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/// <param name="Writer">The Json writer to output to</param>
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/// <param name="Name">Name of the array</param>
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/// <param name="Modules">Array of modules</param>
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public static void WriteArray(JsonWriter Writer, string Name, ModuleDescriptor[] Modules)
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{
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if (Modules.Length > 0)
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{
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Writer.WriteArrayStart(Name);
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foreach (ModuleDescriptor Module in Modules)
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{
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Module.Write(Writer);
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}
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Writer.WriteArrayEnd();
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}
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}
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/// <summary>
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/// Determines whether the given plugin module is part of the current build.
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/// </summary>
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/// <param name="Platform">The platform being compiled for</param>
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/// <param name="TargetType">The type of the target being compiled</param>
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/// <param name="bBuildDeveloperTools">Whether the configuration includes developer tools (typically UEBuildConfiguration.bBuildDeveloperTools for UBT callers)</param>
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/// <param name="bBuildEditor">Whether the configuration includes the editor (typically UEBuildConfiguration.bBuildEditor for UBT callers)</param>
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public bool IsCompiledInConfiguration(UnrealTargetPlatform Platform, TargetRules.TargetType TargetType, bool bBuildDeveloperTools, bool bBuildEditor)
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{
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// Check the platform is whitelisted
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if (WhitelistPlatforms != null && WhitelistPlatforms.Length > 0 && !WhitelistPlatforms.Contains(Platform))
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{
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return false;
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}
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// Check the platform is not blacklisted
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if (BlacklistPlatforms != null && BlacklistPlatforms.Contains(Platform))
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{
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return false;
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}
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// Check the module is compatible with this target.
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switch (Type)
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{
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case ModuleHostType.Runtime:
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case ModuleHostType.RuntimeNoCommandlet:
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return true;
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case ModuleHostType.RuntimeNoProgram:
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return TargetType != TargetRules.TargetType.Program;
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case ModuleHostType.Developer:
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return bBuildDeveloperTools;
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case ModuleHostType.Editor:
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case ModuleHostType.EditorNoCommandlet:
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return TargetType == TargetRules.TargetType.Editor || bBuildEditor;
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case ModuleHostType.Program:
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return TargetType == TargetRules.TargetType.Program;
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case ModuleHostType.ServerOnly:
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return TargetType != TargetRules.TargetType.Client;
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}
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return false;
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}
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}
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}
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