Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/TestTargetRules.cs
chris constantinescu a067ec8344 Modularized setup and teardown for LLTs + global setup preliminary.
Nightly LLTs preflight 6205328b4c6c33118fa85c3d
#rb Jerome.Delattre,Mark.Lintott
#preflight 62053298a155a4cddabf933f

[CL 18938635 by chris constantinescu in ue5-main branch]
2022-02-10 12:33:20 -05:00

99 lines
3.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using EpicGames.Core;
using System.IO;
namespace UnrealBuildTool
{
/// <summary>
/// TargetRules extension for low level tests.
/// </summary>
public class TestTargetRules : TargetRules
{
/// <summary>
/// Associated tested target of this test target.
/// </summary>
public TargetRules TestedTarget { get; private set; }
/// <summary>
/// TestTargetRules is setup as a program and is linked monolithically .
/// It removes a lot of default compilation behavior in order to produce a minimal test environment.
/// </summary>
public TestTargetRules(TargetRules TestedTarget, TargetInfo Target) : base(Target)
{
if (TestedTarget is TestTargetRules)
{
throw new BuildException("TestedTarget can't be of type TestTargetRules.");
}
this.TestedTarget = TestedTarget;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExeBinariesSubFolder = Name = TestedTarget.Name + "Tests";
TargetSourceFile = File = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "UnrealBuildTool", "Configuration", "TestTargetRules.cs");
LaunchModuleName = TestedTarget.LaunchModuleName + "Tests";
WindowsPlatform = TestedTarget.WindowsPlatform;
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
bBuildInSolutionByDefault = false;
bDeployAfterCompile = false;
bIsBuildingConsoleApplication = true;
// Disabling default true flags that aren't necessary for tests
// Lean and Mean mode
bBuildDeveloperTools = false;
// No localization
bCompileICU = false;
// No need for shaders by default
bForceBuildShaderFormats = false;
// Do not link against the engine, no Chromium Embedded Framework etc.
bCompileAgainstEngine = false;
bCompileCEF3 = false;
bCompileAgainstCoreUObject = false;
bCompileAgainstApplicationCore = false;
bUseLoggingInShipping = true;
bool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development;
bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bDebugOrDevelopment;
// Disable malloc profiling in tests
bUseMallocProfiler = false;
// Useful for debugging test failures
if (Target.Configuration == UnrealTargetConfiguration.Debug)
{
bDebugBuildsActuallyUseDebugCRT = true;
}
GlobalDefinitions.Add("STATS=0");
// Platform specific setup
if (Target.Platform == UnrealTargetPlatform.Android)
{
UndecoratedConfiguration = Target.Configuration;
string VersionScriptFile = Path.Combine(Directory.GetCurrentDirectory(), @"Developer\LowLevelTestsRunner\Private\Platform\Android\HideSymbols.ldscript");
AdditionalLinkerArguments = " -Wl,--version-script=" + VersionScriptFile;
GlobalDefinitions.Add("USE_ANDROID_INPUT=0");
GlobalDefinitions.Add("USE_ANDROID_OPENGL=0");
GlobalDefinitions.Add("USE_ANDROID_LAUNCH=0");
GlobalDefinitions.Add("USE_ANDROID_JNI=0");
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
GlobalDefinitions.Add("HAS_METAL=0");
}
}
}
}