Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs
Wes Hunt 012e45b913 UBT Utils.cs (New logging system)
* Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting.
* Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system.
* Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform).
* No need for TraceEvent overloads, which saves us the extra parameter cruft.
* Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages).
* No longer needed VerbosityFilter and ConsoleListener classes.
* Avoid calling GetSource() if we aren't outputting the source.
* Avoid formatting the string if it won't pass the verbosity level.
* Consolidated all of UAT and UBT options into this class, so they could fully share the implementation.

UBT BuildConfiguration.cs
* Added LogFilename (and --log=<file> arg) that enables logging to a file.
* Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing!

UBT UEBuildConfiguration.cs
* Same static ctor guard as above.

UBT UnrealBuildTools.cs (initialization refactoring)
* In general I tried to de-mystify some of the rationale behind our startup code via fat comments.
* Broke main into 3 stages:
1. "early code" that should not try to read a config value.
  * Very little code here. Mostly setting the current directory.
  * Does an early init of logging to ensure logging is around, but config values won't be ready.
2. "Init Configuration code" that loads config files and parses command lines that may override them.
  * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time.
  * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose).
  * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful.
3. "Post Init code" that is actually the meat of UBT.
  * I left this code largely untouched.
  * Removed 2 of 3 different command line logging statements.
  * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags).
* Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex.
* There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them.

XmlConfigLoader.cs
* Add support for Properties in XmlConfigLoader.

AutomationTool Program.cs
* Guard logging shutdown code in try/finally so it can't be missed.

AutomationTool Log.cs
* Uses new logging system from UBT
* Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener)
* Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging.
* A custom TraceListener for file logging was unnecessary.
  * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener.
  * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function.
#codereview:robert.manuszewski,michael.trepka,kellan.carr

[CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00

649 lines
24 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.IO;
using System.Collections.Generic;
using System.Xml;
using System.Reflection;
namespace UnrealBuildTool
{
public class BuildConfiguration
{
static BuildConfiguration()
{
if (!UnrealBuildTool.bIsSafeToReferenceConfigurationValues)
{
throw new BuildException("UEBuildConfiguration was referenced before the XmlConfig files could be loaded.");
}
}
/// <summary>
/// Whether to unify C++ code into larger files for faster compilation.
/// </summary>
[XmlConfig]
public static bool bUseUnityBuild;
/// <summary>
/// Whether to _force_ unify C++ code into larger files for faster compilation.
/// </summary>
[XmlConfig]
public static bool bForceUnityBuild;
/// <summary>
/// The number of source files in a game module before unity build will be activated for that module. This
/// allows small game modules to have faster iterative compile times for single files, at the expense of slower full
/// rebuild times. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file.
/// </summary>
[XmlConfig]
public static int MinGameModuleSourceFilesForUnityBuild;
/// <summary>
/// New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions
/// </summary>
[XmlConfig]
public static bool bUseFastMonoCalls;
/// <summary>
/// An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file.
/// </summary>
[XmlConfig]
public static int NumIncludedBytesPerUnityCPP;
/// <summary>
/// Whether to stress test the C++ unity build robustness by including all C++ files files in a project from a single unified file.
/// </summary>
[XmlConfig]
public static bool bStressTestUnity;
/// <summary>
/// Whether headers in system paths should be checked for modification when determining outdated actions.
/// </summary>
[XmlConfig]
public static bool bCheckSystemHeadersForModification;
/// <summary>
/// Whether headers in the Development\External folder should be checked for modification when determining outdated actions.
/// </summary>
[XmlConfig]
public static bool bCheckExternalHeadersForModification;
/// <summary>
/// Whether to ignore import library files that are out of date when building targets. Set this to true to improve iteration time.
/// </summary>
[XmlConfig]
public static bool bIgnoreOutdatedImportLibraries;
/// <summary>
/// Whether to globally disable debug info generation; see DebugInfoHeuristics.cs for per-config and per-platform options.
/// </summary>
[XmlConfig]
public static bool bDisableDebugInfo;
/// <summary>
/// Whether to disable debug info on PC in development builds (for faster developer iteration, as link times are extremely fast with debug info disabled.)
/// </summary>
[XmlConfig]
public static bool bOmitPCDebugInfoInDevelopment;
/// <summary>
/// Whether shadow variable warning should be enabled
/// </summary>
[XmlConfig]
public static bool bEnableShadowVariableWarning;
/// <summary>
/// Whether PDB files should be used for Visual C++ builds.
/// </summary>
[XmlConfig]
public static bool bUsePDBFiles;
/// <summary>
/// Whether PCH files should be used.
/// </summary>
[XmlConfig]
public static bool bUsePCHFiles;
/// <summary>
/// Whether to generate command line dependencies for compile actions when requested
/// </summary>
[XmlConfig]
public static bool bUseActionHistory;
/// <summary>
/// The minimum number of files that must use a pre-compiled header before it will be created and used.
/// </summary>
[XmlConfig]
public static int MinFilesUsingPrecompiledHeader;
/// <summary>
/// When enabled, a precompiled header is always generated for game modules, even if there are only a few source files
/// in the module. This greatly improves compile times for iterative changes on a few files in the project, at the expense of slower
/// full rebuild times for small game projects. This can be overridden by setting MinFilesUsingPrecompiledHeaderOverride in
/// a module's Build.cs file
/// </summary>
[XmlConfig]
public static bool bForcePrecompiledHeaderForGameModules;
/// <summary>
/// Whether debug info should be written to the console.
/// </summary>
[XmlConfig]
public static bool bPrintDebugInfo;
/// <summary>
/// Allows logging to a file
/// </summary>
[XmlConfig]
public static string LogFilename;
/// <summary>
/// Prints performance diagnostics about include dependencies and other bits
/// </summary>
[XmlConfig]
public static bool bPrintPerformanceInfo;
/// <summary>
/// Whether to log detailed action stats. This forces local execution.
/// </summary>
[XmlConfig]
public static bool bLogDetailedActionStats;
/// <summary>
/// Whether to deploy the executable after compilation on platforms that require deployment.
/// </summary>
[XmlConfig]
public static bool bDeployAfterCompile;
/// <summary>
/// Whether to clean Builds directory on a remote Mac before building
/// </summary>
[XmlConfig]
public static bool bFlushBuildDirOnRemoteMac;
/// <summary>
/// Whether XGE may be used.
/// </summary>
[XmlConfig]
public static bool bAllowXGE;
/// <summary>
/// Whether we should just export the XGE XML and pretend it succeeded
/// </summary>
[XmlConfig]
public static bool bXGEExport;
/// <summary>
/// Whether to display the XGE build monitor.
/// </summary>
[XmlConfig]
public static bool bShowXGEMonitor;
/// <summary>
/// When enabled, XGE will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others.
/// </summary>
[XmlConfig]
public static bool bStopXGECompilationAfterErrors;
/// <summary>
/// When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally.
/// </summary>
[XmlConfig]
public static bool bAllowRemotelyCompiledPCHs;
/// <summary>
/// Whether SN-DBS may be used.
/// </summary>
[XmlConfig]
public static bool bAllowSNDBS;
/// <summary>
/// Whether or not to delete outdated produced items.
/// </summary>
[XmlConfig]
public static bool bShouldDeleteAllOutdatedProducedItems;
/// <summary>
/// Whether to use incremental linking or not.
/// </summary>
[XmlConfig]
public static bool bUseIncrementalLinking;
/// <summary>
/// Whether to allow the use of LTCG (link time code generation)
/// </summary>
[XmlConfig]
public static bool bAllowLTCG;
/// <summary>
/// Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles.
/// </summary>
[XmlConfig]
public static bool bSupportEditAndContinue;
/// <summary>
/// Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC
/// </summary>
[XmlConfig]
public static bool bOmitFramePointers;
/// <summary>
/// Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.
/// </summary>
[XmlConfig]
public static double ProcessorCountMultiplier;
/// <summary>
/// Maximum processor count for local execution.
/// </summary>
[XmlConfig]
public static int MaxProcessorCount;
/// <summary>
/// The intermediate folder - i.e. Intermediate/Build.
/// </summary>
[XmlConfig]
public static string BaseIntermediateFolder;
/// <summary>
/// Relative root engine path.
/// </summary>
private static string _RelativeEnginePath = "../../Engine/";
public static string RelativeEnginePath
{
get
{
return _RelativeEnginePath;
}
set
{
_RelativeEnginePath = value;
}
}
/// <summary>
/// The path to the intermediate folder, relative to Engine/Source.
/// </summary>
public static string BaseIntermediatePath
{
get
{
return RelativeEnginePath + BaseIntermediateFolder;
}
}
/// <summary>
/// The intermediate folder - i.e. Intermediate/Build/Platform[-Architecture] for the current platform
/// </summary>
private static string _PlatformIntermediateFolder = null;
public static string PlatformIntermediateFolder
{
get
{
if (_PlatformIntermediateFolder == null)
{
throw new BuildException("Attempted to use PlatformIntermediateFolder before it was initialized");
}
return _PlatformIntermediateFolder;
}
set { _PlatformIntermediateFolder = value; }
}
/// <summary>
/// The path to the platform intermediate folder, relative to Engine/Source.
/// </summary>
public static string PlatformIntermediatePath
{
get
{
return RelativeEnginePath + PlatformIntermediateFolder;
}
}
/// <summary>
/// Whether to generate a dSYM file or not.
/// </summary>
[XmlConfig]
public static bool bGeneratedSYMFile;
/// <summary>
/// Whether to strip iOS symbols or not (implied by bGeneratedSYMFile).
/// </summary>
[XmlConfig]
public static bool bStripSymbolsOnIOS;
/// <summary>
/// If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA)
/// </summary>
[XmlConfig]
public static bool bCreateStubIPA;
/// <summary>
/// If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA)
/// </summary>
[XmlConfig]
public static bool bCopyAppBundleBackToDevice;
/// <summary>
/// If true, then enable memory profiling in the build (defines USE_MALLOC_PROFILER=1 and forces bOmitFramePointers=false)
/// </summary>
[XmlConfig]
public static bool bUseMallocProfiler;
/// <summary>
/// Enables code analysis mode. Currently, this has specific requirements. It only works on Windows
/// platform with the MSVC compiler. Also, it requires a version of the compiler that supports the
/// /analyze option, such as Visual Studio 2013
/// </summary>
[XmlConfig]
public static bool bEnableCodeAnalysis;
/// <summary>
/// Enables "Shared PCHs", an experimental feature which may significantly speed up compile times by attempting to
/// share certain PCH files between modules that UBT detects is including those PCH's header files
/// </summary>
[XmlConfig]
public static bool bUseSharedPCHs;
/// <summary>
/// Whether the dependency cache includes pre-resolved include locations so UBT doesn't have to re-resolve each include location just to check the timestamp.
/// This is technically not fully correct because the dependency cache is global and each module could have a different set of include paths that could cause headers
/// to resolve files differently. In practice this is not the case, and significantly speeds up UBT when nothing is to be done.
/// </summary>
[XmlConfig]
public static bool bUseIncludeDependencyResolveCache;
/// <summary>
/// Used to test the dependency resolve cache. This will verify the resolve cache has no conflicts by resolving every time and checking against any previous resolve attempts.
/// </summary>
[XmlConfig]
public static bool bTestIncludeDependencyResolveCache;
/// <summary>
/// True if we should compile Debug builds using Debug CRT libs and Debug third party dependencies. Otherwise, we'll actually
/// compile against the Release CRT but leave optimizations turned off, so that it is still easy to debug. If you enable this
/// setting, actual Debug versions of third party static libraries will be needed when compiling in Debug.
/// </summary>
[XmlConfig]
public static bool bDebugBuildsActuallyUseDebugCRT;
/// <summary>
/// Tells the UBT to check if module currently being built is violating EULA.
/// </summary>
[XmlConfig]
public static bool bCheckLicenseViolations;
/// <summary>
/// Tells the UBT to break build if module currently being built is violating EULA.
/// </summary>
[XmlConfig]
public static bool bBreakBuildOnLicenseViolation;
/// <summary>
/// Enables support for very fast iterative builds by caching target data. Turning this on causes Unreal Build Tool to emit
/// 'UBT Makefiles' for targets when they're built the first time. Subsequent builds will load these Makefiles and begin
/// outdatedness checking and build invocation very quickly. The caveat is that if source files are added or removed to
/// the project, UBT will need to gather information about those in order for your build to complete successfully. Currently,
/// you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
///
/// Events that can invalidate the 'UBT Makefile':
/// - Adding/removing .cpp files
/// - Adding/removing .h files with UObjects
/// - Adding new UObject types to a file that didn't previously have any
/// - Changing global build settings (most settings in this file qualify.)
/// - Changed code that affects how Unreal Header Tool works
///
/// You can force regeneration of the 'UBT Makefile' by passing the '-gather' argument, or simply regenerating project files
///
/// This also enables the fast include file dependency scanning and caching system that allows Unreal Build Tool to detect out
/// of date dependencies very quickly. When enabled, a deep C++ include graph does not have to be generated, and instead
/// we only scan and cache indirect includes for after a dependent build product was already found to be out of date. During the
/// next build, we'll load those cached indirect includes and check for outdatedness.
/// </summary>
[XmlConfig]
public static bool bUseUBTMakefiles;
/// <summary>
/// Whether DMUCS/Distcc may be used.
/// </summary>
[XmlConfig]
public static bool bAllowDistcc;
/// <summary>
/// When enabled allows DMUCS/Distcc to fallback to local compilation when remote compiling fails. Defaults to true as separation of pre-process and compile stages can introduce non-fatal errors.
/// </summary>
[XmlConfig]
public static bool bAllowDistccLocalFallback;
/// <summary>
/// Path to the Distcc & DMUCS executables.
/// </summary>
[XmlConfig]
public static string DistccExecutablesPath;
/// <summary>
/// Run UnrealCodeAnalyzer instead of regular compilation.
/// </summary>
[XmlConfig]
public static bool bRunUnrealCodeAnalyzer;
/// <summary>
/// Percentage of cpp files in module where header must be included to get included in PCH.
/// </summary>
[XmlConfig]
public static float UCAUsageThreshold;
/// <summary>
/// If specified, UnrealCodeAnalyzer will analyze only specific module.
/// </summary>
[XmlConfig]
public static string UCAModuleToAnalyze;
/// <summary>
/// Sets the configuration back to defaults.
/// </summary>
public static void LoadDefaults()
{
bAllowLTCG = false;
bAllowRemotelyCompiledPCHs = false;
bAllowXGE = true;
bAllowSNDBS = true;
// Don't bother to check external (stable) headers for modification. It slows down UBT's dependency checking.
bCheckExternalHeadersForModification = false;
bCheckSystemHeadersForModification = false;
bCopyAppBundleBackToDevice = false;
bCreateStubIPA = true;
bDeployAfterCompile = false;
bDisableDebugInfo = false;
bEnableCodeAnalysis = false;
bFlushBuildDirOnRemoteMac = false;
bGeneratedSYMFile = false;
bStripSymbolsOnIOS = bGeneratedSYMFile;
// By default we don't bother relinking targets if only a dependent .lib has changed, as chances are that
// the import library wasn't actually different unless a dependent header file of this target was also changed,
// in which case the target would be rebuilt automatically.
bIgnoreOutdatedImportLibraries = true;
bLogDetailedActionStats = false;
bOmitFramePointers = true;
bOmitPCDebugInfoInDevelopment = false;
bPrintDebugInfo = false;
bPrintPerformanceInfo = false;
bShouldDeleteAllOutdatedProducedItems = false;
bShowXGEMonitor = false;
bStopXGECompilationAfterErrors = true;
bStressTestUnity = false;
bSupportEditAndContinue = false;
bUseActionHistory = true;
bEnableShadowVariableWarning = false;
// Incremental linking can yield faster iteration times when making small changes
// NOTE: We currently don't use incremental linking because it tends to behave a bit buggy on some computers (PDB-related compile errors)
bUseIncrementalLinking = false;
bUseMallocProfiler = false;
bUsePDBFiles = false;
bUsePCHFiles = true;
// Shared PCHs are necessary to avoid generating tons of private PCH files for every single little module. While
// these private PCHs do yield fastest incremental compiles for single files, it causes full rebuilds to
// take an inordinate amount of time, and intermediates will use up many gigabytes of disk space.
bUseSharedPCHs = true;
// Using unity build to coalesce source files allows for much faster full rebuild times. For fastest iteration times on single-file
// changes, consider turning this off. In some cases, unity builds can cause linker errors after iterative changes to files, because
// the synthesized file names for unity code files may change between builds.
bUseUnityBuild = true;
bForceUnityBuild = false;
// For programmers working on gameplay code, it's convenient to have fast iteration times when changing only single source
// files. We've set this default such that smaller gameplay modules will not use the unity build feature, allowing them
// the fastest possible iterative compile times at the expense of slower full rebuild times. For larger game modules, unity
// build will automatically be activated.
MinGameModuleSourceFilesForUnityBuild = 32;
// This controls how big unity files are. Use smaller values for faster iterative iteration times at the cost of slower full rebuild times.
// This setting can greatly affect how effective parallelized compilation can be.
NumIncludedBytesPerUnityCPP = 384 * 1024;
// This sets the number of source files (post-unity-combine) in a module before we'll bother to generate a precompiled header
// for that module. If you want the fastest iterative builds for non-header changes (at the expense of slower full rebuild times),
// set this to value to 1
MinFilesUsingPrecompiledHeader = 6;
// We want iterative changes to gameplay modules to be very fast! This makes full rebuilds for small game projects a bit slower,
// but changes to individual code files will compile quickly.
bForcePrecompiledHeaderForGameModules = true;
// When using the local executor (not XGE), run a single action on each CPU core. Note that you can set this to a larger value
// to get slightly faster build times in many cases, but your computer's responsiveness during compiling may be much worse.
ProcessorCountMultiplier = 1.0;
MaxProcessorCount = int.MaxValue;
bTestIncludeDependencyResolveCache = false;
// if we are testing the resolve cache, we require UBT to use it.
bUseIncludeDependencyResolveCache = true;
//IMPORTANT THIS IS THE MAIN SWITCH FOR MONO FAST CALLS
// if this is set to true, then fast calls will be on by default on Dingo, and if false it will be off by default on Dingo.
// This can be overridden by -fastmonocalls or -nofastmonocalls in the NMAKE params.
bUseFastMonoCalls = false;
// By default we use the Release C++ Runtime (CRT), even when compiling Debug builds. This is because the Debug C++
// Runtime isn't very useful when debugging Unreal Engine projects, and linking against the Debug CRT libraries forces
// our third party library dependencies to also be compiled using the Debug CRT (and often perform more slowly.) Often
// it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply
// so that you can debug your program's code.
bDebugBuildsActuallyUseDebugCRT = false;
// set up some paths
BaseIntermediateFolder = "Intermediate/Build/";
// By default check and stop the build on EULA violation
bCheckLicenseViolations = false;
bBreakBuildOnLicenseViolation = true;
// Enables support for fast include dependency scanning, as well as gathering data for 'UBT Makefiles', then quickly
// assembling builds in subsequent runs using data in those cached makefiles
// NOTE: This feature is new and has a number of known issues (search the code for '@todo ubtmake')
bUseUBTMakefiles = !Utils.IsRunningOnMono; // @todo ubtmake: Needs support for Mac
// Distcc requires some setup - so by default disable it so we don't break local or remote building
bAllowDistcc = false;
bAllowDistccLocalFallback = true;
// The normal Posix place to install distcc/dmucs would be /usr/local so start there
DistccExecutablesPath = "/usr/local/bin";
// By default compile code instead of analyzing it.
bRunUnrealCodeAnalyzer = false;
// If header is included in 30% or more cpp files in module it should be included in PCH.
UCAUsageThreshold = 0.3f;
// The default for normal Mac users should be to use DistCode which installs as an Xcode plugin and provides dynamic host management
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
string UserDir = Environment.GetEnvironmentVariable("HOME");
string MacDistccExecutablesPath = UserDir + "/Library/Application Support/Developer/Shared/Xcode/Plug-ins/Distcc 3.2.xcplugin/Contents/usr/bin";
// But we should use the standard Posix directory when not installed - a build farm would use a static .dmucs hosts file not DistCode.
if (System.IO.Directory.Exists (MacDistccExecutablesPath))
{
DistccExecutablesPath = MacDistccExecutablesPath;
}
}
}
/// <summary>
/// Validates the configuration. E.g. some options are mutually exclusive whereof some imply others. Also
/// some functionality is not available on all platforms.
/// @warning: the order of validation is important
/// </summary>
/// <param name="Configuration">Current configuration (e.g. development, debug, ...)</param>
/// <param name="Platform">Current platform (e.g. Win32, PS3, ...)</param>
/// <param name="bCreateDebugInfo">True if debug info should be created</param>
public static void ValidateConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
{
var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(Platform);
// E&C support.
if( bSupportEditAndContinue )
{
bUseIncrementalLinking = BuildPlatform.ShouldUseIncrementalLinking(Platform, Configuration);
}
// Incremental linking.
if (bUseIncrementalLinking)
{
bUsePDBFiles = BuildPlatform.ShouldUsePDBFiles(Platform, Configuration, bCreateDebugInfo);
}
// Detailed stats
if (bLogDetailedActionStats && bAllowXGE)
{
// Some build machines apparently have this turned on, so if you really want detailed stats, don't run with XGE
bLogDetailedActionStats = false;
}
// PDB
if (bUsePDBFiles)
{
// NOTE: Currently we allow XGE to run, even with PDBs, until we notice an issue with this
bool bDisallowXGEWithPDBFiles = false;
if (bDisallowXGEWithPDBFiles)
{
// Force local execution as we have one PDB for all files using the same PCH. This currently doesn't
// scale well with XGE due to required networking bandwidth. Xoreax mentioned that this was going to
// be fixed in a future version of the software.
bAllowXGE = false;
}
}
// Allow for the build platform to perform custom validation here...
// NOTE: This CAN modify the static BuildConfiguration settings!!!!
BuildPlatform.ValidateBuildConfiguration(Configuration, Platform, bCreateDebugInfo);
if (!BuildPlatform.CanUseXGE())
{
bAllowXGE = false;
}
if (!BuildPlatform.CanUseDistcc())
{
bAllowDistcc = false;
}
if (!BuildPlatform.CanUseSNDBS())
{
bAllowSNDBS = false;
}
}
}
}