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

555 lines
15 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Diagnostics;
using System.Threading;
using System.Runtime.Serialization;
namespace UnrealBuildTool
{
/// <summary>
/// Represents a file on disk that is used as an input or output of a build action.
/// FileItems are created by calling FileItem.GetItemByFileReference, which creates a single FileItem for each unique file path.
/// </summary>
[Serializable]
public class FileItem : ISerializable
{
///
/// Preparation and Assembly (serialized)
///
/// <summary>
/// The action that produces the file.
/// </summary>
public Action ProducingAction = null;
/// <summary>
/// The file reference
/// </summary>
public FileReference Reference;
/// <summary>
/// True if any DLLs produced by this
/// </summary>
public bool bNeedsHotReloadNumbersDLLCleanUp = false;
/// <summary>
/// Whether or not this is a remote file, in which case we can't access it directly
/// </summary>
public bool bIsRemoteFile = false;
/// <summary>
/// Accessor for the absolute path to the file
/// </summary>
public string AbsolutePath
{
get { return Reference.FullName; }
}
/// <summary>
/// For C++ file items, this stores cached information about the include paths needed in order to include header files from these C++ files. This is part of UBT's dependency caching optimizations.
/// </summary>
public CPPIncludeInfo CachedCPPIncludeInfo
{
get
{
return _CachedCPPIncludeInfo;
}
set
{
if (value != null && _CachedCPPIncludeInfo != null && _CachedCPPIncludeInfo != value)
{
// Uh oh. We're clobbering our cached CompileEnvironment for this file with a different CompileEnvironment. This means
// that the same source file is being compiled into more than one module. (e.g. PCLaunch.rc)
// @todo ubtmake: The only expected offender here is PCLaunch.rc and friends, which are injected by UBT into every module when not compiling monolithic.
// PCLaunch.rc and ModuleVersionResource.rc.inl are "safe" because they do not include any headers that would be affected by include path order.
// ==> Ideally we would use a different "shared" CompileEnvironment for these injected .rc files, so their include paths would not change
// ==> OR, we can make an Intermediate copy of the .rc file for each module (easier)
if (!AbsolutePath.EndsWith("PCLaunch.rc", StringComparison.InvariantCultureIgnoreCase) &&
!AbsolutePath.EndsWith("ModuleVersionResource.rc.inl", StringComparison.InvariantCultureIgnoreCase))
{
// Let's make sure the include paths are the same
// @todo ubtmake: We have not seen examples of this actually firing off, so we could probably remove the check for matching includes and simply always make this an error case
var CachedIncludePathsToSearch = _CachedCPPIncludeInfo.GetIncludesPathsToSearch(this);
var NewIncludePathsToSearch = value.GetIncludesPathsToSearch(this);
bool bIncludesAreDifferent = false;
if (CachedIncludePathsToSearch.Count != NewIncludePathsToSearch.Count)
{
bIncludesAreDifferent = true;
}
else
{
for (var IncludeIndex = 0; IncludeIndex < CachedIncludePathsToSearch.Count; ++IncludeIndex)
{
if (!CachedIncludePathsToSearch[IncludeIndex].Equals(NewIncludePathsToSearch[IncludeIndex], StringComparison.InvariantCultureIgnoreCase))
{
bIncludesAreDifferent = true;
break;
}
}
}
if (bIncludesAreDifferent)
{
throw new BuildException("File '{0}' was included by multiple modules, but with different include paths", this.Info.FullName);
}
}
}
_CachedCPPIncludeInfo = value;
}
}
public CPPIncludeInfo _CachedCPPIncludeInfo;
///
/// Preparation only (not serialized)
///
/// <summary>
/// PCH header file name as it appears in an #include statement in source code (might include partial, or no relative path.)
/// This is needed by some compilers to use PCH features.
/// </summary>
public string PCHHeaderNameInCode;
/// <summary>
/// The PCH file that this file will use
/// </summary>
public FileReference PrecompiledHeaderIncludeFilename;
///
/// Transients (not serialized)
///
/// <summary>
/// The information about the file.
/// </summary>
public FileInfo Info;
/// <summary>
/// This is true if this item is actually a directory. Consideration for Mac application bundles. Note that Info will be null if true!
/// </summary>
public bool IsDirectory;
/// <summary>
/// Relative cost of action associated with producing this file.
/// </summary>
public long RelativeCost = 0;
/// <summary>
/// The last write time of the file.
/// </summary>
public DateTimeOffset _LastWriteTime;
public DateTimeOffset LastWriteTime
{
get
{
if (bIsRemoteFile)
{
LookupOutstandingFiles();
}
return _LastWriteTime;
}
set { _LastWriteTime = value; }
}
/// <summary>
/// Whether the file exists.
/// </summary>
public bool _bExists = false;
public bool bExists
{
get
{
if (bIsRemoteFile)
{
LookupOutstandingFiles();
}
return _bExists;
}
set { _bExists = value; }
}
/// <summary>
/// Size of the file if it exists, otherwise -1
/// </summary>
public long _Length = -1;
public long Length
{
get
{
if (bIsRemoteFile)
{
LookupOutstandingFiles();
}
return _Length;
}
set { _Length = value; }
}
///
/// Statics
///
/// <summary>
/// Used for performance debugging
/// </summary>
public static long TotalFileItemCount = 0;
public static long MissingFileItemCount = 0;
/// <summary>
/// A case-insensitive dictionary that's used to map each unique file name to a single FileItem object.
/// </summary>
static Dictionary<FileReference, FileItem> UniqueSourceFileMap = new Dictionary<FileReference, FileItem>();
/// <summary>
/// A list of remote file items that have been created but haven't needed the remote info yet, so we can gang up many into one request
/// </summary>
static List<FileItem> DelayedRemoteLookupFiles = new List<FileItem>();
/// <summary>
/// Clears the FileItem caches.
/// </summary>
public static void ClearCaches()
{
UniqueSourceFileMap.Clear();
DelayedRemoteLookupFiles.Clear();
}
/// <summary>
/// Resolve any outstanding remote file info lookups
/// </summary>
private void LookupOutstandingFiles()
{
// for remote files, look up any outstanding files
if (bIsRemoteFile)
{
FileItem[] Files = null;
lock (DelayedRemoteLookupFiles)
{
if (DelayedRemoteLookupFiles.Count > 0)
{
// make an array so we can clear the original array, just in case BatchFileInfo does something that uses
// DelayedRemoteLookupFiles, so we don't deadlock
Files = DelayedRemoteLookupFiles.ToArray();
DelayedRemoteLookupFiles.Clear();
}
}
if (Files != null)
{
RPCUtilHelper.BatchFileInfo(Files);
}
}
}
/// <returns>The FileItem that represents the given file path.</returns>
public static FileItem GetItemByPath(string FilePath)
{
return GetItemByFileReference(new FileReference(FilePath));
}
/// <returns>The FileItem that represents the given a full file path.</returns>
public static FileItem GetItemByFileReference(FileReference Reference)
{
FileItem Result = null;
if (UniqueSourceFileMap.TryGetValue(Reference, out Result))
{
return Result;
}
else
{
return new FileItem(Reference);
}
}
/// <returns>The remote FileItem that represents the given file path.</returns>
public static FileItem GetRemoteItemByPath(string AbsoluteRemotePath, UnrealTargetPlatform Platform)
{
if (AbsoluteRemotePath.StartsWith("."))
{
throw new BuildException("GetRemoteItemByPath must be passed an absolute path, not a relative path '{0}'", AbsoluteRemotePath);
}
FileReference RemoteFileReference = FileReference.MakeRemote(AbsoluteRemotePath);
FileItem Result = null;
if (UniqueSourceFileMap.TryGetValue(RemoteFileReference, out Result))
{
return Result;
}
else
{
return new FileItem(RemoteFileReference, true, Platform);
}
}
/// <summary>
/// If the given file path identifies a file that already exists, returns the FileItem that represents it.
/// </summary>
public static FileItem GetExistingItemByPath(string FileName)
{
return GetExistingItemByFileReference(new FileReference(FileName));
}
/// <summary>
/// If the given file path identifies a file that already exists, returns the FileItem that represents it.
/// </summary>
public static FileItem GetExistingItemByFileReference(FileReference FileRef)
{
FileItem Result = GetItemByFileReference(FileRef);
if (Result.bExists)
{
return Result;
}
else
{
return null;
}
}
/// <summary>
/// Determines the appropriate encoding for a string: either ASCII or UTF-8.
/// </summary>
/// <param name="Str">The string to test.</param>
/// <returns>Either System.Text.Encoding.ASCII or System.Text.Encoding.UTF8, depending on whether or not the string contains non-ASCII characters.</returns>
private static Encoding GetEncodingForString(string Str)
{
// If the string length is equivalent to the encoded length, then no non-ASCII characters were present in the string.
// Don't write BOM as it messes with clang when loading response files.
return (Encoding.UTF8.GetByteCount(Str) == Str.Length) ? Encoding.ASCII : new UTF8Encoding(false);
}
/// <summary>
/// Creates a text file with the given contents. If the contents of the text file aren't changed, it won't write the new contents to
/// the file to avoid causing an action to be considered outdated.
/// </summary>
public static FileItem CreateIntermediateTextFile(FileReference AbsolutePath, string Contents)
{
// Create the directory if it doesn't exist.
Directory.CreateDirectory(Path.GetDirectoryName(AbsolutePath.FullName));
// Only write the file if its contents have changed.
if (!AbsolutePath.Exists() || !String.Equals(Utils.ReadAllText(AbsolutePath.FullName), Contents, StringComparison.InvariantCultureIgnoreCase))
{
File.WriteAllText(AbsolutePath.FullName, Contents, GetEncodingForString(Contents));
}
return GetItemByFileReference(AbsolutePath);
}
/// <summary>
/// Deletes the file.
/// </summary>
public void Delete()
{
Debug.Assert(_bExists);
Debug.Assert(!bIsRemoteFile);
int MaxRetryCount = 3;
int DeleteTryCount = 0;
bool bFileDeletedSuccessfully = false;
do
{
// If this isn't the first time through, sleep a little before trying again
if (DeleteTryCount > 0)
{
Thread.Sleep(1000);
}
DeleteTryCount++;
try
{
// Delete the destination file if it exists
FileInfo DeletedFileInfo = new FileInfo(AbsolutePath);
if (DeletedFileInfo.Exists)
{
DeletedFileInfo.IsReadOnly = false;
DeletedFileInfo.Delete();
}
// Success!
bFileDeletedSuccessfully = true;
}
catch (Exception Ex)
{
Log.TraceInformation("Failed to delete file '" + AbsolutePath + "'");
Log.TraceInformation(" Exception: " + Ex.Message);
if (DeleteTryCount < MaxRetryCount)
{
Log.TraceInformation("Attempting to retry...");
}
else
{
Log.TraceInformation("ERROR: Exhausted all retries!");
}
}
}
while (!bFileDeletedSuccessfully && (DeleteTryCount < MaxRetryCount));
}
/// <summary>
/// Initialization constructor.
/// </summary>
protected FileItem(FileReference InFile)
{
Reference = InFile;
ResetFileInfo();
++TotalFileItemCount;
if (!_bExists)
{
++MissingFileItemCount;
// Log.TraceInformation( "Missing: " + FileAbsolutePath );
}
UniqueSourceFileMap[Reference] = this;
}
/// <summary>
/// ISerializable: Constructor called when this object is deserialized
/// </summary>
protected FileItem(SerializationInfo SerializationInfo, StreamingContext StreamingContext)
{
ProducingAction = (Action)SerializationInfo.GetValue("pa", typeof(Action));
Reference = (FileReference)SerializationInfo.GetValue("fi", typeof(FileReference));
bIsRemoteFile = SerializationInfo.GetBoolean("rf");
bNeedsHotReloadNumbersDLLCleanUp = SerializationInfo.GetBoolean("hr");
CachedCPPIncludeInfo = (CPPIncludeInfo)SerializationInfo.GetValue("ci", typeof(CPPIncludeInfo));
// Go ahead and init normally now
{
ResetFileInfo();
++TotalFileItemCount;
if (!_bExists)
{
++MissingFileItemCount;
// Log.TraceInformation( "Missing: " + FileAbsolutePath );
}
if (bIsRemoteFile)
{
lock (DelayedRemoteLookupFiles)
{
DelayedRemoteLookupFiles.Add(this);
}
}
else
{
UniqueSourceFileMap[Reference] = this;
}
}
}
/// <summary>
/// ISerializable: Called when serialized to report additional properties that should be saved
/// </summary>
public void GetObjectData(SerializationInfo SerializationInfo, StreamingContext StreamingContext)
{
SerializationInfo.AddValue("pa", ProducingAction);
SerializationInfo.AddValue("fi", Reference);
SerializationInfo.AddValue("rf", bIsRemoteFile);
SerializationInfo.AddValue("hr", bNeedsHotReloadNumbersDLLCleanUp);
SerializationInfo.AddValue("ci", CachedCPPIncludeInfo);
}
/// <summary>
/// (Re-)set file information for this FileItem
/// </summary>
public void ResetFileInfo()
{
if (Directory.Exists(AbsolutePath))
{
// path is actually a directory (such as a Mac app bundle)
_bExists = true;
LastWriteTime = Directory.GetLastWriteTimeUtc(AbsolutePath);
IsDirectory = true;
_Length = 0;
Info = null;
}
else
{
Info = new FileInfo(AbsolutePath);
_bExists = Info.Exists;
if (_bExists)
{
_LastWriteTime = Info.LastWriteTimeUtc;
_Length = Info.Length;
}
}
}
/// <summary>
/// Reset file information on all cached FileItems.
/// </summary>
public static void ResetInfos()
{
foreach (var Item in UniqueSourceFileMap)
{
Item.Value.ResetFileInfo();
}
}
/// <summary>
/// Initialization constructor for optionally remote files.
/// </summary>
protected FileItem(FileReference InReference, bool InIsRemoteFile, UnrealTargetPlatform Platform)
{
bIsRemoteFile = InIsRemoteFile;
Reference = InReference;
// @todo iosmerge: This doesn't handle remote directories (may be needed for compiling Mac from Windows)
if (bIsRemoteFile)
{
if (Platform == UnrealTargetPlatform.IOS || Platform == UnrealTargetPlatform.Mac)
{
lock (DelayedRemoteLookupFiles)
{
DelayedRemoteLookupFiles.Add(this);
}
}
else
{
throw new BuildException("Only IPhone and Mac support remote FileItems");
}
}
else
{
FileInfo Info = new FileInfo(AbsolutePath);
_bExists = Info.Exists;
if (_bExists)
{
_LastWriteTime = Info.LastWriteTimeUtc;
_Length = Info.Length;
}
++TotalFileItemCount;
if (!_bExists)
{
++MissingFileItemCount;
// Log.TraceInformation( "Missing: " + FileAbsolutePath );
}
}
// @todo iosmerge: This was in UE3, why commented out now?
//UniqueSourceFileMap[AbsolutePathUpperInvariant] = this;
}
public override string ToString()
{
return Path.GetFileName(AbsolutePath);
}
}
}