Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/FileItem.cs
Mike Fricker 47381d84ea UnrealBuildTool: Cleaning up UBT Makefile support in preparation for wide testing
- Collapsed and renamed some of the new UBT settings for fast build iteration
- New 'BuildConfiguration.bUseUBTMakefiles' that replaces the old experimental settings (defaults to off in this changelist.)
- Cleaned up some comments
- No effective changes

[CL 2400071 by Mike Fricker in Main branch]
2015-01-07 14:16:46 -05:00

488 lines
14 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
{
/**
* Represents a file on disk that is used as an input or output of a build action.
* FileItems are created by calling FileItem.GetItemByPath, which creates a single FileItem for each unique file path.
*/
[Serializable]
public class FileItem : ISerializable
{
///
/// Preparation and Assembly (serialized)
///
/** The action that produces the file. */
public Action ProducingAction = null;
/** The absolute path of the file. */
public readonly string AbsolutePath;
/** True if any DLLs produced by this */
public bool bNeedsHotReloadNumbersDLLCleanUp = false;
/** Whether or not this is a remote file, in which case we can't access it directly */
public bool bIsRemoteFile = false;
/** 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. */
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)
///
/** 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. */
public string PCHHeaderNameInCode;
/** The PCH file that this file will use */
public string PrecompiledHeaderIncludeFilename;
///
/// Transients (not serialized)
///
/** The information about the file. */
public FileInfo Info;
/** This is true if this item is actually a directory. Consideration for Mac application bundles. Note that Info will be null if true! */
public bool IsDirectory;
/** Relative cost of action associated with producing this file. */
public long RelativeCost = 0;
/** The last write time of the file. */
public DateTimeOffset _LastWriteTime;
public DateTimeOffset LastWriteTime
{
get
{
if (bIsRemoteFile)
{
LookupOutstandingFiles();
}
return _LastWriteTime;
}
set { _LastWriteTime = value; }
}
/** Whether the file exists. */
public bool _bExists = false;
public bool bExists
{
get
{
if (bIsRemoteFile)
{
LookupOutstandingFiles();
}
return _bExists;
}
set { _bExists = value; }
}
/** Size of the file if it exists, otherwise -1 */
public long _Length = -1;
public long Length
{
get
{
if (bIsRemoteFile)
{
LookupOutstandingFiles();
}
return _Length;
}
set { _Length = value; }
}
///
/// Statics
///
/** Used for performance debugging */
public static long TotalFileItemCount = 0;
public static long MissingFileItemCount = 0;
/** A case-insensitive dictionary that's used to map each unique file name to a single FileItem object. */
static Dictionary<string, FileItem> UniqueSourceFileMap = new Dictionary<string, FileItem>();
/** 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 */
static List<FileItem> DelayedRemoteLookupFiles = new List<FileItem>();
/**
* Resolve any outstanding remote file info lookups
*/
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);
}
}
}
/** @return The FileItem that represents the given file path. */
public static FileItem GetItemByPath(string FilePath)
{
var FullPath = Path.GetFullPath( FilePath );
return GetItemByFullPath( FullPath );
}
/** @return The FileItem that represents the given a full file path. */
public static FileItem GetItemByFullPath( string FullPath )
{
FileItem Result = null;
if( UniqueSourceFileMap.TryGetValue( FullPath.ToLowerInvariant(), out Result ) )
{
return Result;
}
else
{
return new FileItem( FullPath );
}
}
/** @return The remote FileItem that represents the given file path. */
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);
}
string InvariantPath = AbsoluteRemotePath.ToLowerInvariant();
FileItem Result = null;
if (UniqueSourceFileMap.TryGetValue(InvariantPath, out Result))
{
return Result;
}
else
{
return new FileItem(AbsoluteRemotePath, true, Platform);
}
}
/** If the given file path identifies a file that already exists, returns the FileItem that represents it. */
public static FileItem GetExistingItemByPath(string Path)
{
FileItem Result = GetItemByPath(Path);
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.
return (Encoding.UTF8.GetByteCount(Str) == Str.Length) ? Encoding.ASCII : Encoding.UTF8;
}
/**
* 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.
*/
public static FileItem CreateIntermediateTextFile(string AbsolutePath, string Contents)
{
// Create the directory if it doesn't exist.
Directory.CreateDirectory(Path.GetDirectoryName(AbsolutePath));
// Only write the file if its contents have changed.
if (!File.Exists(AbsolutePath) || !String.Equals(Utils.ReadAllText(AbsolutePath), Contents, StringComparison.InvariantCultureIgnoreCase))
{
File.WriteAllText(AbsolutePath, Contents, GetEncodingForString(Contents));
}
return GetItemByPath(AbsolutePath);
}
/** Deletes the file. */
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 ) );
}
/** Initialization constructor. */
protected FileItem (string FileAbsolutePath)
{
AbsolutePath = FileAbsolutePath;
ResetFileInfo();
++TotalFileItemCount;
if (!_bExists)
{
++MissingFileItemCount;
// Log.TraceInformation( "Missing: " + FileAbsolutePath );
}
UniqueSourceFileMap[ AbsolutePath.ToLowerInvariant() ] = this;
}
/** ISerializable: Constructor called when this object is deserialized */
protected FileItem( SerializationInfo SerializationInfo, StreamingContext StreamingContext )
{
ProducingAction = (Action)SerializationInfo.GetValue( "pa", typeof( Action ) );
AbsolutePath = SerializationInfo.GetString( "ap" );
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[ AbsolutePath.ToLowerInvariant() ] = this;
}
}
}
/** ISerializable: Called when serialized to report additional properties that should be saved */
public void GetObjectData( SerializationInfo SerializationInfo, StreamingContext StreamingContext )
{
SerializationInfo.AddValue( "pa", ProducingAction );
SerializationInfo.AddValue( "ap", AbsolutePath );
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();
}
}
/** Initialization constructor for optionally remote files. */
protected FileItem(string InAbsolutePath, bool InIsRemoteFile, UnrealTargetPlatform Platform)
{
bIsRemoteFile = InIsRemoteFile;
AbsolutePath = InAbsolutePath;
// @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);
}
}
}