Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Linux/LinuxToolChain.cs
Josh Adams 61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00

1331 lines
50 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.IO;
using System.Linq;
using Microsoft.Win32;
namespace UnrealBuildTool
{
class LinuxToolChain : UEToolChain
{
LinuxPlatformContext PlatformContext;
public LinuxToolChain(LinuxPlatformContext InPlatformContext)
: base(CPPTargetPlatform.Linux)
{
PlatformContext = InPlatformContext;
if (!CrossCompiling())
{
// use native linux toolchain
string[] ClangNames = { "clang++", "clang++-3.8", "clang++-3.7", "clang++-3.6", "clang++-3.5" };
foreach (var ClangName in ClangNames)
{
ClangPath = Which(ClangName);
if (!String.IsNullOrEmpty(ClangPath))
{
break;
}
}
GCCPath = Which("g++");
ArPath = Which("ar");
RanlibPath = Which("ranlib");
StripPath = Which("strip");
// if clang is available, zero out gcc (@todo: support runtime switching?)
if (!String.IsNullOrEmpty(ClangPath))
{
GCCPath = null;
}
}
else
{
// use cross linux toolchain if LINUX_ROOT is specified
BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
// don't register if we don't have an LINUX_ROOT specified
if (String.IsNullOrEmpty(BaseLinuxPath))
throw new BuildException("LINUX_ROOT environment variable is not set; cannot instantiate Linux toolchain");
BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
// set up the path to our toolchains
GCCPath = "";
ClangPath = Path.Combine(BaseLinuxPath, @"bin\clang++.exe");
// ar and ranlib will be switched later to match the architecture
ArPath = "ar.exe";
RanlibPath = "ranlib.exe";
StripPath = "strip.exe";
}
if (!DetermineCompilerVersion())
{
throw new BuildException("Could not determine version of the compiler, not registering Linux toolchain.");
}
// refuse to use compilers that we know won't work
// disable that only if you are a dev and you know what you are doing
if (!UsingClang())
{
throw new BuildException("This version of the engine can only be compiled by clang - refusing to register the Linux toolchain.");
}
else if (CompilerVersionMajor == 3 && CompilerVersionMinor == 4)
{
throw new BuildException("clang 3.4.x is known to miscompile the engine - refusing to register the Linux toolchain.");
}
// prevent unknown clangs since the build is likely to fail on too old or too new compilers
else if ((CompilerVersionMajor * 10 + CompilerVersionMinor) > 39 || (CompilerVersionMajor * 10 + CompilerVersionMinor) < 35)
{
throw new BuildException(
string.Format("This version of the Unreal Engine can only be compiled with clang 3.9, 3.8, 3.7, 3.6 and 3.5. clang {0} may not build it - please use a different version.",
CompilerVersionString)
);
}
}
protected static bool CrossCompiling()
{
return BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Linux;
}
protected static bool UsingClang()
{
return !String.IsNullOrEmpty(ClangPath);
}
private string Which(string name)
{
Process proc = new Process();
proc.StartInfo.FileName = "/bin/sh";
proc.StartInfo.Arguments = String.Format("-c 'which {0}'", name);
proc.StartInfo.UseShellExecute = false;
proc.StartInfo.CreateNoWindow = true;
proc.StartInfo.RedirectStandardOutput = true;
proc.StartInfo.RedirectStandardError = true;
proc.Start();
proc.WaitForExit();
string path = proc.StandardOutput.ReadLine();
Log.TraceVerbose(String.Format("which {0} result: ({1}) {2}", name, proc.ExitCode, path));
if (proc.ExitCode == 0 && String.IsNullOrEmpty(proc.StandardError.ReadToEnd()))
{
return path;
}
return null;
}
/// <summary>
/// Splits compiler version string into numerical components, leaving unchanged if not known
/// </summary>
private void DetermineCompilerMajMinPatchFromVersionString()
{
string[] Parts = CompilerVersionString.Split('.');
if (Parts.Length >= 1)
{
CompilerVersionMajor = Convert.ToInt32(Parts[0]);
}
if (Parts.Length >= 2)
{
CompilerVersionMinor = Convert.ToInt32(Parts[1]);
}
if (Parts.Length >= 3)
{
CompilerVersionPatch = Convert.ToInt32(Parts[2]);
}
}
/// <summary>
/// Queries compiler for the version
/// </summary>
private bool DetermineCompilerVersion()
{
CompilerVersionString = null;
CompilerVersionMajor = -1;
CompilerVersionMinor = -1;
CompilerVersionPatch = -1;
Process Proc = new Process();
Proc.StartInfo.UseShellExecute = false;
Proc.StartInfo.CreateNoWindow = true;
Proc.StartInfo.RedirectStandardOutput = true;
Proc.StartInfo.RedirectStandardError = true;
if (!String.IsNullOrEmpty(GCCPath) && File.Exists(GCCPath))
{
Proc.StartInfo.FileName = GCCPath;
Proc.StartInfo.Arguments = " -dumpversion";
Proc.Start();
Proc.WaitForExit();
if (Proc.ExitCode == 0)
{
// read just the first string
CompilerVersionString = Proc.StandardOutput.ReadLine();
DetermineCompilerMajMinPatchFromVersionString();
}
}
else if (!String.IsNullOrEmpty(ClangPath) && File.Exists(ClangPath))
{
Proc.StartInfo.FileName = ClangPath;
Proc.StartInfo.Arguments = " --version";
Proc.Start();
Proc.WaitForExit();
if (Proc.ExitCode == 0)
{
// read just the first string
string VersionString = Proc.StandardOutput.ReadLine();
Regex VersionPattern = new Regex("version \\d+(\\.\\d+)+");
Match VersionMatch = VersionPattern.Match(VersionString);
// version match will be like "version 3.3", so remove the "version"
if (VersionMatch.Value.StartsWith("version "))
{
CompilerVersionString = VersionMatch.Value.Replace("version ", "");
DetermineCompilerMajMinPatchFromVersionString();
}
}
}
else
{
// icl?
}
if (!CrossCompiling() && !ProjectFileGenerator.bGenerateProjectFiles)
{
Console.WriteLine("Using {0} version '{1}' (string), {2} (major), {3} (minor), {4} (patch)",
String.IsNullOrEmpty(ClangPath) ? "gcc" : "clang",
CompilerVersionString, CompilerVersionMajor, CompilerVersionMinor, CompilerVersionPatch);
}
return !String.IsNullOrEmpty(CompilerVersionString);
}
/// <summary>
/// Checks if compiler version matches the requirements
/// </summary>
private static bool CompilerVersionGreaterOrEqual(int Major, int Minor, int Patch)
{
return CompilerVersionMajor > Major ||
(CompilerVersionMajor == Major && CompilerVersionMinor > Minor) ||
(CompilerVersionMajor == Major && CompilerVersionMinor == Minor && CompilerVersionPatch >= Patch);
}
/// <summary>
/// Architecture-specific compiler switches
/// </summary>
static string ArchitectureSpecificSwitches(string Architecture)
{
string Result = "";
if (Architecture.StartsWith("arm"))
{
Result += " -fsigned-char";
// FreeType2's ftconfig.h will trigger this
Result += " -Wno-deprecated-register";
}
return Result;
}
static string ArchitectureSpecificDefines(string Architecture)
{
string Result = "";
if (Architecture.StartsWith("x86_64"))
{
Result += " -D_LINUX64";
}
return Result;
}
/// <summary>
/// Gets architecture-specific ar paths
/// </summary>
private static string GetArPath(string Architecture)
{
if (CrossCompiling())
{
return Path.Combine(Path.Combine(BaseLinuxPath, String.Format("bin/{0}-{1}", Architecture, ArPath)));
}
return ArPath;
}
/// <summary>
/// Gets architecture-specific ranlib paths
/// </summary>
private static string GetRanlibPath(string Architecture)
{
if (CrossCompiling())
{
return Path.Combine(Path.Combine(BaseLinuxPath, String.Format("bin/{0}-{1}", Architecture, RanlibPath)));
}
return RanlibPath;
}
/// <summary>
/// Gets architecture-specific strip path
/// </summary>
private static string GetStripPath(string Architecture)
{
if (CrossCompiling())
{
return Path.Combine(Path.Combine(BaseLinuxPath, String.Format("bin/{0}-{1}", Architecture, StripPath)));
}
return StripPath;
}
private static bool ShouldUseLibcxx(NativeBuildEnvironmentConfiguration.TargetInfo Target)
{
// set UE4_LINUX_USE_LIBCXX to either 0 or 1. If unset, defaults to 1.
string UseLibcxxEnvVarOverride = Environment.GetEnvironmentVariable("UE4_LINUX_USE_LIBCXX");
if (UseLibcxxEnvVarOverride != null && (UseLibcxxEnvVarOverride == "1"))
{
return true;
}
// at the moment only x86_64 is supported
return Target.Architecture.StartsWith("x86_64");
}
static string GetCLArguments_Global(CPPEnvironment CompileEnvironment)
{
string Result = "";
// build up the commandline common to C and C++
Result += " -c";
Result += " -pipe";
if (ShouldUseLibcxx(CompileEnvironment.Config.Target))
{
Result += " -nostdinc++";
Result += " -I" + UEBuildConfiguration.UEThirdPartySourceDirectory + "Linux/LibCxx/include/";
Result += " -I" + UEBuildConfiguration.UEThirdPartySourceDirectory + "Linux/LibCxx/include/c++/v1";
}
Result += " -Wall -Werror";
// test without this next line?
Result += " -funwind-tables"; // generate unwind tables as they seem to be needed for stack tracing (why??)
Result += " -Wsequence-point"; // additional warning not normally included in Wall: warns if order of operations is ambigious
//Result += " -Wunreachable-code"; // additional warning not normally included in Wall: warns if there is code that will never be executed - not helpful due to bIsGCC and similar
//Result += " -Wshadow"; // additional warning not normally included in Wall: warns if there variable/typedef shadows some other variable - not helpful because we have gobs of code that shadows variables
Result += ArchitectureSpecificSwitches(CompileEnvironment.Config.Target.Architecture);
Result += " -fno-math-errno"; // do not assume that math ops have side effects
Result += " -fno-rtti"; // no run-time type info
if (String.IsNullOrEmpty(ClangPath))
{
// GCC only option
Result += " -fno-strict-aliasing";
Result += " -Wno-sign-compare"; // needed to suppress: comparison between signed and unsigned integer expressions
Result += " -Wno-enum-compare"; // Stats2.h triggers this (ALIGNOF(int64) <= DATA_ALIGN)
Result += " -Wno-return-type"; // Variant.h triggers this
Result += " -Wno-unused-local-typedefs";
Result += " -Wno-multichar";
Result += " -Wno-unused-but-set-variable";
Result += " -Wno-strict-overflow"; // Array.h:518
}
else
{
// Clang only options
if (CrossCompiling())
{
Result += " -fdiagnostics-format=msvc"; // make diagnostics compatible with MSVC when cross-compiling
}
Result += " -Wno-unused-private-field"; // MultichannelTcpSocket.h triggers this, possibly more
// this hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
Result += " -Wno-tautological-compare";
// this switch is understood by clang 3.5.0, but not clang-3.5 as packaged by Ubuntu 14.04 atm
if (CompilerVersionGreaterOrEqual(3, 5, 0))
{
Result += " -Wno-undefined-bool-conversion"; // hides checking if 'this' pointer is null
}
if (CompilerVersionGreaterOrEqual(3, 6, 0))
{
Result += " -Wno-unused-local-typedef"; // clang is being overly strict here? PhysX headers trigger this.
Result += " -Wno-inconsistent-missing-override"; // these have to be suppressed for UE 4.8, should be fixed later.
}
}
Result += " -Wno-unused-variable";
// this will hide the warnings about static functions in headers that aren't used in every single .cpp file
Result += " -Wno-unused-function";
// this hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases
Result += " -Wno-switch";
Result += " -Wno-unknown-pragmas"; // Slate triggers this (with its optimize on/off pragmas)
// needed to suppress warnings about using offsetof on non-POD types.
Result += " -Wno-invalid-offsetof";
// we use this feature to allow static FNames.
Result += " -Wno-gnu-string-literal-operator-template";
if (CompileEnvironment.Config.bEnableShadowVariableWarning)
{
Result += " -Wshadow" + (BuildConfiguration.bShadowVariableErrors ? "" : " -Wno-error=shadow");
}
//Result += " -DOPERATOR_NEW_INLINE=FORCENOINLINE";
// shipping builds will cause this warning with "ensure", so disable only in those case
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Shipping)
{
Result += " -Wno-unused-value";
Result += " -fomit-frame-pointer";
}
// switches to help debugging
else if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -fno-inline"; // disable inlining for better debuggability (e.g. callstacks, "skip file" in gdb)
Result += " -fno-omit-frame-pointer"; // force not omitting fp
Result += " -fstack-protector"; // detect stack smashing
//Result += " -fsanitize=address"; // detect address based errors (support properly and link to libasan)
}
// debug info
// bCreateDebugInfo is normally set for all configurations, including Shipping - this is needed to enable callstack in Shipping builds (proper resolution: UEPLAT-205, separate files with debug info)
if (CompileEnvironment.Config.bCreateDebugInfo)
{
// libdwarf (from elftoolchain 0.6.1) doesn't support DWARF4
Result += " -gdwarf-3";
}
// optimization level
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -O0";
}
else
{
Result += " -O2"; // warning: as of now (2014-09-28), clang 3.5.0 miscompiles PlatformerGame with -O3 (bitfields?)
}
if (CompileEnvironment.Config.bIsBuildingDLL)
{
Result += " -fPIC";
// Use local-dynamic TLS model. This generates less efficient runtime code for __thread variables, but avoids problems of running into
// glibc/ld.so limit (DTV_SURPLUS) for number of dlopen()'ed DSOs with static TLS (see e.g. https://www.cygwin.com/ml/libc-help/2013-11/msg00033.html)
Result += " -ftls-model=local-dynamic";
}
if (CompileEnvironment.Config.bEnableExceptions || UEBuildConfiguration.bForceEnableExceptions)
{
Result += " -fexceptions";
Result += " -DPLATFORM_EXCEPTIONS_DISABLED=0";
}
else
{
Result += " -fno-exceptions"; // no exceptions
Result += " -DPLATFORM_EXCEPTIONS_DISABLED=1";
}
//Result += " -v"; // for better error diagnosis
Result += ArchitectureSpecificDefines(CompileEnvironment.Config.Target.Architecture);
if (CrossCompiling())
{
if (UsingClang())
{
Result += String.Format(" -target {0}", CompileEnvironment.Config.Target.Architecture); // Set target triple
}
Result += String.Format(" --sysroot=\"{0}\"", BaseLinuxPath);
}
return Result;
}
/// <summary>
/// Sanitizes a definition argument if needed.
/// </summary>
/// <param name="definition">A string in the format "foo=bar".</param>
/// <returns></returns>
internal static string EscapeArgument(string definition)
{
string[] splitData = definition.Split('=');
string myKey = splitData.ElementAtOrDefault(0);
string myValue = splitData.ElementAtOrDefault(1);
if (string.IsNullOrEmpty(myKey)) { return ""; }
if (!string.IsNullOrEmpty(myValue))
{
if (!myValue.StartsWith("\"") && (myValue.Contains(" ") || myValue.Contains("$")))
{
myValue = myValue.Trim('\"'); // trim any leading or trailing quotes
myValue = "\"" + myValue + "\""; // ensure wrap string with double quotes
}
// replace double quotes to escaped double quotes if exists
myValue = myValue.Replace("\"", "\\\"");
}
return myValue == null
? string.Format("{0}", myKey)
: string.Format("{0}={1}", myKey, myValue);
}
static string GetCompileArguments_CPP()
{
string Result = "";
Result += " -x c++";
Result += " -std=c++11";
return Result;
}
static string GetCompileArguments_C()
{
string Result = "";
Result += " -x c";
return Result;
}
static string GetCompileArguments_MM()
{
string Result = "";
Result += " -x objective-c++";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -fno-rtti";
Result += " -std=c++11";
return Result;
}
static string GetCompileArguments_M()
{
string Result = "";
Result += " -x objective-c";
Result += " -fobjc-abi-version=2";
Result += " -fobjc-legacy-dispatch";
Result += " -std=c++11";
return Result;
}
static string GetCompileArguments_PCH()
{
string Result = "";
Result += " -x c++-header";
Result += " -std=c++11";
return Result;
}
static string GetLinkArguments(LinkEnvironment LinkEnvironment)
{
string Result = "";
// debugging symbols
// Applying to all configurations @FIXME: temporary hack for FN to enable callstack in Shipping builds (proper resolution: UEPLAT-205)
Result += " -rdynamic"; // needed for backtrace_symbols()...
if (LinkEnvironment.Config.bIsBuildingDLL)
{
Result += " -shared";
}
else
{
// ignore unresolved symbols in shared libs
Result += string.Format(" -Wl,--unresolved-symbols=ignore-in-shared-libs");
}
// RPATH for third party libs
Result += " -Wl,-rpath=${ORIGIN}";
Result += " -Wl,-rpath-link=${ORIGIN}";
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/Linux";
Result += " -Wl,-rpath=${ORIGIN}/.."; // for modules that are in sub-folders of the main Engine/Binary/Linux folder
// FIXME: really ugly temp solution. Modules need to be able to specify this
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/ThirdParty/ICU/icu4c-53_1/Linux/x86_64-unknown-linux-gnu";
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/ThirdParty/Steamworks/Steamv132/Linux";
Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/ThirdParty/Qualcomm/Linux";
// Some OS ship ld with new ELF dynamic tags, which use DT_RUNPATH vs DT_RPATH. Since DT_RUNPATH do not propagate to dlopen()ed DSOs,
// this breaks the editor on such systems. See https://kenai.com/projects/maxine/lists/users/archive/2011-01/message/12 for details
Result += " -Wl,--disable-new-dtags";
// This severely improves dynamic linker performance, but affects iteration times. Do not do it in Debug,
// because taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating
if (LinkEnvironment.Config.Target.Configuration != CPPTargetConfiguration.Debug)
{
Result += " -Wl,--as-needed";
}
// Additionally speeds up editor startup by 1-2s
Result += " -Wl,--hash-style=gnu";
if (CrossCompiling())
{
if (UsingClang())
{
Result += String.Format(" -target {0}", LinkEnvironment.Config.Target.Architecture); // Set target triple
}
string SysRootPath = BaseLinuxPath.TrimEnd(new char[] { '\\', '/' });
Result += String.Format(" \"--sysroot={0}\"", SysRootPath);
}
return Result;
}
static string GetArchiveArguments(LinkEnvironment LinkEnvironment)
{
return " rc";
}
public static void CrossCompileOutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs e)
{
Debug.Assert(CrossCompiling());
string Output = e.Data;
if (String.IsNullOrEmpty(Output))
{
return;
}
// format the string so the output errors are clickable in Visual Studio
// Need to match following for clickable links
string RegexFilePath = @"^[A-Z]\:([\\\/][A-Za-z0-9_\-\.]*)+\.(cpp|c|mm|m|hpp|h)";
string RegexLineNumber = @"\:\d+\:\d+\:";
string RegexDescription = @"(\serror:\s|\swarning:\s|\snote:\s).*";
// Get Matches
string MatchFilePath = Regex.Match(Output, RegexFilePath).Value.Replace("Engine\\Source\\..\\..\\", "");
string MatchLineNumber = Regex.Match(Output, RegexLineNumber).Value;
string MatchDescription = Regex.Match(Output, RegexDescription).Value;
// If any of the above matches failed, do nothing
if (MatchFilePath.Length == 0 ||
MatchLineNumber.Length == 0 ||
MatchDescription.Length == 0)
{
Console.WriteLine(Output);
return;
}
// Convert Path
string RegexStrippedPath = @"\\Engine\\.*"; //@"(Engine\/|[A-Za-z0-9_\-\.]*\/).*";
string ConvertedFilePath = Regex.Match(MatchFilePath, RegexStrippedPath).Value;
ConvertedFilePath = Path.GetFullPath("..\\.." + ConvertedFilePath);
// Extract Line + Column Number
string ConvertedLineNumber = Regex.Match(MatchLineNumber, @"\d+").Value;
string ConvertedColumnNumber = Regex.Match(MatchLineNumber, @"(?<=:\d+:)\d+").Value;
// Write output
string ConvertedExpression = " " + ConvertedFilePath + "(" + ConvertedLineNumber + "," + ConvertedColumnNumber + "):" + MatchDescription;
Console.WriteLine(ConvertedExpression); // To create clickable vs link
}
// cache the location of NDK tools
static string BaseLinuxPath;
static string ClangPath;
static string GCCPath;
static string ArPath;
static string RanlibPath;
static string StripPath;
/// <summary>
/// Version string of the current compiler, whether clang or gcc or whatever
/// </summary>
static string CompilerVersionString;
/// <summary>
/// Major version of the current compiler, whether clang or gcc or whatever
/// </summary>
static int CompilerVersionMajor = -1;
/// <summary>
/// Minor version of the current compiler, whether clang or gcc or whatever
/// </summary>
static int CompilerVersionMinor = -1;
/// <summary>
/// Patch version of the current compiler, whether clang or gcc or whatever
/// </summary>
static int CompilerVersionPatch = -1;
/// <summary>
/// Track which scripts need to be deleted before appending to
/// </summary>
private bool bHasWipedFixDepsScript = false;
/// <summary>
/// Tracks that information about used C++ library is only printed once
/// </summary>
private bool bHasPrintedLibcxxInformation = false;
private static List<FileItem> BundleDependencies = new List<FileItem>();
public override CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName)
{
string Arguments = GetCLArguments_Global(CompileEnvironment);
string PCHArguments = "";
if (!bHasPrintedLibcxxInformation)
{
// inform the user which C++ library the engine is going to be compiled against - important for compatibility with third party code that uses STL
bool bUseLibCxx = ShouldUseLibcxx(CompileEnvironment.Config.Target);
Console.WriteLine("Using {0} standard C++ library.", bUseLibCxx ? "bundled libc++" : "compiler default (most likely libstdc++)");
bHasPrintedLibcxxInformation = true;
}
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
// Add the precompiled header file's path to the include path so Clang can find it.
// This needs to be before the other include paths to ensure Clang uses it instead of the source header file.
var PrecompiledFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Linux).GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
PCHArguments += string.Format(" -include \"{0}\"", CompileEnvironment.PrecompiledHeaderFile.AbsolutePath.Replace(PrecompiledFileExtension, ""));
}
// Add include paths to the argument list.
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.IncludePaths)
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths)
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
// Add preprocessor definitions to the argument list.
foreach (string Definition in CompileEnvironment.Config.Definitions)
{
Arguments += string.Format(" -D \"{0}\"", EscapeArgument(Definition));
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
// Create a compile action for each source file.
CPPOutput Result = new CPPOutput();
foreach (FileItem SourceFile in SourceFiles)
{
Action CompileAction = new Action(ActionType.Compile);
string FileArguments = "";
string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
// Add C or C++ specific compiler arguments.
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
FileArguments += GetCompileArguments_PCH();
}
else if (Extension == ".C")
{
// Compile the file as C code.
FileArguments += GetCompileArguments_C();
}
else if (Extension == ".CC")
{
// Compile the file as C++ code.
FileArguments += GetCompileArguments_CPP();
}
else if (Extension == ".MM")
{
// Compile the file as Objective-C++ code.
FileArguments += GetCompileArguments_MM();
}
else if (Extension == ".M")
{
// Compile the file as Objective-C code.
FileArguments += GetCompileArguments_M();
}
else
{
FileArguments += GetCompileArguments_CPP();
// only use PCH for .cpp files
FileArguments += PCHArguments;
}
// Add the C++ source file and its included files to the prerequisite item list.
AddPrerequisiteSourceFile(Target, BuildPlatform, CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems);
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
var PrecompiledFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Linux).GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
// Add the precompiled header file to the produced item list.
FileItem PrecompiledHeaderFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + PrecompiledFileExtension
)
);
CompileAction.ProducedItems.Add(PrecompiledHeaderFile);
Result.PrecompiledHeaderFile = PrecompiledHeaderFile;
// Add the parameters needed to compile the precompiled header file to the command-line.
FileArguments += string.Format(" -o \"{0}\"", PrecompiledHeaderFile.AbsolutePath, false);
}
else
{
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
CompileAction.bIsUsingPCH = true;
CompileAction.PrerequisiteItems.Add(CompileEnvironment.PrecompiledHeaderFile);
}
var ObjectFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Linux).GetBinaryExtension(UEBuildBinaryType.Object);
// Add the object file to the produced item list.
FileItem ObjectFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension
)
);
CompileAction.ProducedItems.Add(ObjectFile);
Result.ObjectFiles.Add(ObjectFile);
FileArguments += string.Format(" -o \"{0}\"", ObjectFile.AbsolutePath, false);
}
// Add the source file path to the command-line.
FileArguments += string.Format(" \"{0}\"", SourceFile.AbsolutePath);
CompileAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
if (!UsingClang())
{
CompileAction.CommandPath = GCCPath;
}
else
{
CompileAction.CommandPath = ClangPath;
}
CompileAction.CommandArguments = Arguments + FileArguments + CompileEnvironment.Config.AdditionalArguments;
CompileAction.CommandDescription = "Compile";
CompileAction.StatusDescription = Path.GetFileName(SourceFile.AbsolutePath);
CompileAction.bIsGCCCompiler = true;
// Don't farm out creation of pre-compiled headers as it is the critical path task.
CompileAction.bCanExecuteRemotely =
CompileEnvironment.Config.PrecompiledHeaderAction != PrecompiledHeaderAction.Create ||
BuildConfiguration.bAllowRemotelyCompiledPCHs;
// piping output through the handler during native builds is unnecessary and reportedly causes problems with tools like octobuild.
if (CrossCompiling())
{
CompileAction.OutputEventHandler = new DataReceivedEventHandler(CrossCompileOutputReceivedDataEventHandler);
}
}
return Result;
}
/// <summary>
/// Creates an action to archive all the .o files into single .a file
/// </summary>
public FileItem CreateArchiveAndIndex(LinkEnvironment LinkEnvironment)
{
// Create an archive action
Action ArchiveAction = new Action(ActionType.Link);
ArchiveAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
bool bUsingSh = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Win64 && BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Win32;
if (bUsingSh)
{
ArchiveAction.CommandPath = "/bin/sh";
ArchiveAction.CommandArguments = "-c '";
}
else
{
ArchiveAction.CommandPath = "cmd.exe";
ArchiveAction.CommandArguments = "/c \"";
}
// this will produce a final library
ArchiveAction.bProducesImportLibrary = true;
// Add the output file as a production of the link action.
FileItem OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.Config.OutputFilePath);
ArchiveAction.ProducedItems.Add(OutputFile);
ArchiveAction.CommandDescription = "Archive";
ArchiveAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
ArchiveAction.CommandArguments += string.Format("\"{0}\" {1} \"{2}\"", GetArPath(LinkEnvironment.Config.Target.Architecture), GetArchiveArguments(LinkEnvironment), OutputFile.AbsolutePath);
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
string InputAbsolutePath = InputFile.AbsolutePath.Replace("\\", "/");
InputFileNames.Add(string.Format("\"{0}\"", InputAbsolutePath));
ArchiveAction.PrerequisiteItems.Add(InputFile);
ArchiveAction.CommandArguments += string.Format(" \"{0}\"", InputAbsolutePath);
}
// add ranlib
ArchiveAction.CommandArguments += string.Format(" && \"{0}\" \"{1}\"", GetRanlibPath(LinkEnvironment.Config.Target.Architecture), OutputFile.AbsolutePath);
// Add the additional arguments specified by the environment.
ArchiveAction.CommandArguments += LinkEnvironment.Config.AdditionalArguments;
ArchiveAction.CommandArguments.Replace("\\", "/");
if (bUsingSh)
{
ArchiveAction.CommandArguments += "'";
}
else
{
ArchiveAction.CommandArguments += "\"";
}
// Only execute linking on the local PC.
ArchiveAction.bCanExecuteRemotely = false;
// piping output through the handler during native builds is unnecessary and reportedly causes problems with tools like octobuild.
if (CrossCompiling())
{
ArchiveAction.OutputEventHandler = new DataReceivedEventHandler(CrossCompileOutputReceivedDataEventHandler);
}
return OutputFile;
}
public FileItem FixDependencies(LinkEnvironment LinkEnvironment, FileItem Executable)
{
if (!LinkEnvironment.Config.bIsCrossReferenced)
{
return null;
}
Log.TraceVerbose("Adding postlink step");
bool bUseCmdExe = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win32;
string ShellBinary = bUseCmdExe ? "cmd.exe" : "/bin/sh";
string ExecuteSwitch = bUseCmdExe ? " /C" : ""; // avoid -c so scripts don't need +x
string ScriptName = bUseCmdExe ? "FixDependencies.bat" : "FixDependencies.sh";
FileItem FixDepsScript = FileItem.GetItemByFileReference(FileReference.Combine(LinkEnvironment.Config.LocalShadowDirectory, ScriptName));
Action PostLinkAction = new Action(ActionType.Link);
PostLinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
PostLinkAction.CommandPath = ShellBinary;
PostLinkAction.StatusDescription = string.Format("{0}", Path.GetFileName(Executable.AbsolutePath));
PostLinkAction.CommandDescription = "FixDeps";
PostLinkAction.bCanExecuteRemotely = false;
PostLinkAction.CommandArguments = ExecuteSwitch;
PostLinkAction.CommandArguments += bUseCmdExe ? " \"" : " -c '";
FileItem OutputFile = FileItem.GetItemByFileReference(FileReference.Combine(LinkEnvironment.Config.LocalShadowDirectory, Path.GetFileNameWithoutExtension(Executable.AbsolutePath) + ".link"));
// Make sure we don't run this script until the all executables and shared libraries
// have been built.
PostLinkAction.PrerequisiteItems.Add(Executable);
foreach (FileItem Dependency in BundleDependencies)
{
PostLinkAction.PrerequisiteItems.Add(Dependency);
}
PostLinkAction.CommandArguments += ShellBinary + ExecuteSwitch + " \"" + FixDepsScript.AbsolutePath + "\" && ";
string Touch = bUseCmdExe ? "echo \"\" >> \"{0}\" && copy /b \"{0}\" +,," : "touch \"{0}\"";
PostLinkAction.CommandArguments += String.Format(Touch, OutputFile.AbsolutePath);
PostLinkAction.CommandArguments += bUseCmdExe ? "\"" : "'";
System.Console.WriteLine("{0} {1}", PostLinkAction.CommandPath, PostLinkAction.CommandArguments);
// piping output through the handler during native builds is unnecessary and reportedly causes problems with tools like octobuild.
if (CrossCompiling())
{
PostLinkAction.OutputEventHandler = new DataReceivedEventHandler(CrossCompileOutputReceivedDataEventHandler);
}
PostLinkAction.ProducedItems.Add(OutputFile);
return OutputFile;
}
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly)
{
Debug.Assert(!bBuildImportLibraryOnly);
List<string> RPaths = new List<string>();
if (LinkEnvironment.Config.bIsBuildingLibrary || bBuildImportLibraryOnly)
{
return CreateArchiveAndIndex(LinkEnvironment);
}
// Create an action that invokes the linker.
Action LinkAction = new Action(ActionType.Link);
LinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
if (String.IsNullOrEmpty(ClangPath))
{
LinkAction.CommandPath = GCCPath;
}
else
{
LinkAction.CommandPath = ClangPath;
}
// Get link arguments.
LinkAction.CommandArguments = GetLinkArguments(LinkEnvironment);
// Tell the action that we're building an import library here and it should conditionally be
// ignored as a prerequisite for other actions
LinkAction.bProducesImportLibrary = LinkEnvironment.Config.bIsBuildingDLL;
// Add the output file as a production of the link action.
FileItem OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.Config.OutputFilePath);
LinkAction.ProducedItems.Add(OutputFile);
LinkAction.CommandDescription = "Link";
LinkAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
// Add the output file to the command-line.
LinkAction.CommandArguments += string.Format(" -o \"{0}\"", OutputFile.AbsolutePath);
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
InputFileNames.Add(string.Format("\"{0}\"", InputFile.AbsolutePath.Replace("\\", "/")));
LinkAction.PrerequisiteItems.Add(InputFile);
}
FileReference ResponseFileName = GetResponseFileName(LinkEnvironment, OutputFile);
LinkAction.CommandArguments += string.Format(" -Wl,@\"{0}\"", ResponseFile.Create(ResponseFileName, InputFileNames));
if (LinkEnvironment.Config.bIsBuildingDLL)
{
LinkAction.CommandArguments += string.Format(" -Wl,-soname={0}", OutputFile);
}
// Start with the configured LibraryPaths and also add paths to any libraries that
// we depend on (libraries that we've build ourselves).
List<string> AllLibraryPaths = LinkEnvironment.Config.LibraryPaths;
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
string PathToLib = Path.GetDirectoryName(AdditionalLibrary);
if (!String.IsNullOrEmpty(PathToLib))
{
// make path absolute, because FixDependencies script may be executed in a different directory
string AbsolutePathToLib = Path.GetFullPath(PathToLib);
if (!AllLibraryPaths.Contains(AbsolutePathToLib))
{
AllLibraryPaths.Add(AbsolutePathToLib);
}
}
if ((AdditionalLibrary.Contains("Plugins") || AdditionalLibrary.Contains("Binaries/ThirdParty") || AdditionalLibrary.Contains("Binaries\\ThirdParty")) && Path.GetDirectoryName(AdditionalLibrary) != Path.GetDirectoryName(OutputFile.AbsolutePath))
{
string RelativePath = Utils.MakePathRelativeTo(Path.GetDirectoryName(AdditionalLibrary), Path.GetDirectoryName(OutputFile.AbsolutePath));
if (!RPaths.Contains(RelativePath))
{
RPaths.Add(RelativePath);
LinkAction.CommandArguments += string.Format(" -Wl,-rpath=\"${{ORIGIN}}/{0}\"", RelativePath);
}
}
}
LinkAction.CommandArguments += string.Format(" -Wl,-rpath-link=\"{0}\"", Path.GetDirectoryName(OutputFile.AbsolutePath));
// Add the library paths to the argument list.
foreach (string LibraryPath in AllLibraryPaths)
{
// use absolute paths because of FixDependencies script again
LinkAction.CommandArguments += string.Format(" -L\"{0}\"", Path.GetFullPath(LibraryPath));
}
List<string> EngineAndGameLibraries = new List<string>();
// Pre-2.25 ld has symbol resolution problems when .so are mixed with .a in a single --start-group/--end-group
// when linking with --as-needed.
// Move external libraries to a separate --start-group/--end-group to fix it (and also make groups smaller and faster to link).
// See https://github.com/EpicGames/UnrealEngine/pull/2778 and https://github.com/EpicGames/UnrealEngine/pull/2793 for discussion
string ExternalLibraries = "";
// add libraries in a library group
LinkAction.CommandArguments += string.Format(" -Wl,--start-group");
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
if (String.IsNullOrEmpty(Path.GetDirectoryName(AdditionalLibrary)))
{
// library was passed just like "jemalloc", turn it into -ljemalloc
ExternalLibraries += string.Format(" -l{0}", AdditionalLibrary);
}
else if (Path.GetExtension(AdditionalLibrary) == ".a")
{
// static library passed in, pass it along but make path absolute, because FixDependencies script may be executed in a different directory
string AbsoluteAdditionalLibrary = Path.GetFullPath(AdditionalLibrary);
if (AbsoluteAdditionalLibrary.Contains(" "))
{
AbsoluteAdditionalLibrary = string.Format("\"{0}\"", AbsoluteAdditionalLibrary);
}
LinkAction.CommandArguments += (" " + AbsoluteAdditionalLibrary);
LinkAction.PrerequisiteItems.Add(FileItem.GetItemByPath(AdditionalLibrary));
}
else
{
// Skip over full-pathed library dependencies when building DLLs to avoid circular
// dependencies.
FileItem LibraryDependency = FileItem.GetItemByPath(AdditionalLibrary);
var LibName = Path.GetFileNameWithoutExtension(AdditionalLibrary);
if (LibName.StartsWith("lib"))
{
// Remove lib prefix
LibName = LibName.Remove(0, 3);
}
string LibLinkFlag = string.Format(" -l{0}", LibName);
if (LinkEnvironment.Config.bIsBuildingDLL && LinkEnvironment.Config.bIsCrossReferenced)
{
// We are building a cross referenced DLL so we can't actually include
// dependencies at this point. Instead we add it to the list of
// libraries to be used in the FixDependencies step.
EngineAndGameLibraries.Add(LibLinkFlag);
if (!LinkAction.CommandArguments.Contains("--allow-shlib-undefined"))
{
LinkAction.CommandArguments += string.Format(" -Wl,--allow-shlib-undefined");
}
}
else
{
LinkAction.PrerequisiteItems.Add(LibraryDependency);
ExternalLibraries += LibLinkFlag;
}
}
}
LinkAction.CommandArguments += " -Wl,--end-group";
LinkAction.CommandArguments += " -Wl,--start-group";
LinkAction.CommandArguments += ExternalLibraries;
LinkAction.CommandArguments += " -Wl,--end-group";
LinkAction.CommandArguments += " -lrt"; // needed for clock_gettime()
LinkAction.CommandArguments += " -lm"; // math
if (ShouldUseLibcxx(LinkEnvironment.Config.Target))
{
// libc++ and its abi lib
LinkAction.CommandArguments += " -nodefaultlibs";
LinkAction.CommandArguments += " -L" + UEBuildConfiguration.UEThirdPartySourceDirectory + "Linux/LibCxx/lib/Linux/" + LinkEnvironment.Config.Target.Architecture + "/";
LinkAction.CommandArguments += " " + UEBuildConfiguration.UEThirdPartySourceDirectory + "Linux/LibCxx/lib/Linux/" + LinkEnvironment.Config.Target.Architecture + "/libc++.a";
LinkAction.CommandArguments += " " + UEBuildConfiguration.UEThirdPartySourceDirectory + "Linux/LibCxx/lib/Linux/" + LinkEnvironment.Config.Target.Architecture + "/libc++abi.a";
LinkAction.CommandArguments += " -lm";
LinkAction.CommandArguments += " -lc";
LinkAction.CommandArguments += " -lgcc_s";
LinkAction.CommandArguments += " -lgcc";
}
// these can be helpful for understanding the order of libraries or library search directories
//LinkAction.CommandArguments += " -Wl,--verbose";
//LinkAction.CommandArguments += " -Wl,--trace";
//LinkAction.CommandArguments += " -v";
// Add the additional arguments specified by the environment.
LinkAction.CommandArguments += LinkEnvironment.Config.AdditionalArguments;
LinkAction.CommandArguments = LinkAction.CommandArguments.Replace("\\\\", "/");
LinkAction.CommandArguments = LinkAction.CommandArguments.Replace("\\", "/");
// prepare a linker script
FileReference LinkerScriptPath = FileReference.Combine(LinkEnvironment.Config.LocalShadowDirectory, "remove-sym.ldscript");
if (!LinkEnvironment.Config.LocalShadowDirectory.Exists())
{
LinkEnvironment.Config.LocalShadowDirectory.CreateDirectory();
}
if (LinkerScriptPath.Exists())
{
LinkerScriptPath.Delete();
}
using (StreamWriter Writer = File.CreateText(LinkerScriptPath.FullName))
{
Writer.WriteLine("UE4 {");
Writer.WriteLine(" global: *;");
Writer.WriteLine(" local: _Znwm;");
Writer.WriteLine(" _ZnwmRKSt9nothrow_t;");
Writer.WriteLine(" _Znam;");
Writer.WriteLine(" _ZnamRKSt9nothrow_t;");
Writer.WriteLine(" _ZdaPv;");
Writer.WriteLine(" _ZdaPvRKSt9nothrow_t;");
Writer.WriteLine(" _ZdlPv;");
Writer.WriteLine(" _ZdlPvRKSt9nothrow_t;");
// Hide ALL std:: symbols as they can collide
// with any c++ library out there (like LLVM)
// and this may lead to operator new/delete mismatches
Writer.WriteLine(" _ZNSt8*;");
// Hide OpenSSL symbols as they can collide with Steam runtime.
// @todo: hide all Steam runtime symbols
Writer.WriteLine(" DH_OpenSSL;");
Writer.WriteLine(" DSA_OpenSSL;");
Writer.WriteLine(" DSO_METHOD_openssl;");
Writer.WriteLine(" ECDH_OpenSSL;");
Writer.WriteLine(" ECDSA_OpenSSL;");
Writer.WriteLine(" OPENSSL_add_all_algorithms_noconf;");
Writer.WriteLine(" OpenSSL_add_all_ciphers;");
Writer.WriteLine(" OpenSSL_add_all_digests;");
Writer.WriteLine(" OPENSSL_asc2uni;");
Writer.WriteLine(" OPENSSL_atomic_add;");
Writer.WriteLine(" OPENSSL_cleanse;");
Writer.WriteLine(" OPENSSL_DIR_end;");
Writer.WriteLine(" OPENSSL_DIR_read;");
Writer.WriteLine(" openssl_dsa_meth;");
Writer.WriteLine(" openssl_ecdh_meth;");
Writer.WriteLine(" openssl_ecdsa_meth;");
Writer.WriteLine(" OPENSSL_gmtime;");
Writer.WriteLine(" OPENSSL_gmtime_adj;");
Writer.WriteLine(" OPENSSL_gmtime_diff;");
Writer.WriteLine(" OPENSSL_ia32_cpuid;");
Writer.WriteLine(" OPENSSL_ia32_rdrand;");
Writer.WriteLine(" OPENSSL_ia32_rdseed;");
Writer.WriteLine(" OPENSSL_ia32cap_loc;");
Writer.WriteLine(" OPENSSL_ia32cap_P;");
Writer.WriteLine(" OPENSSL_init;");
Writer.WriteLine(" OPENSSL_isservice;");
Writer.WriteLine(" OPENSSL_issetugid;");
Writer.WriteLine(" OPENSSL_load_builtin_modules;");
Writer.WriteLine(" OPENSSL_NONPIC_relocated;");
Writer.WriteLine(" OPENSSL_rdtsc;");
Writer.WriteLine(" OPENSSL_showfatal;");
Writer.WriteLine(" OPENSSL_stderr;");
Writer.WriteLine(" OPENSSL_uni2asc;");
Writer.WriteLine(" OPENSSL_wipe_cpu;");
Writer.WriteLine(" OpenSSLDie;");
Writer.WriteLine(" ui_openssl;");
Writer.WriteLine(" UI_OpenSSL;");
Writer.WriteLine("};");
};
LinkAction.CommandArguments += string.Format(" -Wl,--version-script=\"{0}\"", LinkerScriptPath);
// Only execute linking on the local PC.
LinkAction.bCanExecuteRemotely = false;
// Prepare a script that will run later, once all shared libraries and the executable
// are created. This script will be called by action created in FixDependencies()
if (LinkEnvironment.Config.bIsCrossReferenced && LinkEnvironment.Config.bIsBuildingDLL)
{
bool bUseCmdExe = BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64 || BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win32;
string ScriptName = bUseCmdExe ? "FixDependencies.bat" : "FixDependencies.sh";
string FixDepsScriptPath = Path.Combine(LinkEnvironment.Config.LocalShadowDirectory.FullName, ScriptName);
if (!bHasWipedFixDepsScript)
{
bHasWipedFixDepsScript = true;
Log.TraceVerbose("Creating script: {0}", FixDepsScriptPath);
StreamWriter Writer = File.CreateText(FixDepsScriptPath);
if (bUseCmdExe)
{
Writer.Write("@echo off\n");
Writer.Write("rem Automatically generated by UnrealBuildTool\n");
Writer.Write("rem *DO NOT EDIT*\n\n");
}
else
{
Writer.Write("#!/bin/sh\n");
Writer.Write("# Automatically generated by UnrealBuildTool\n");
Writer.Write("# *DO NOT EDIT*\n\n");
Writer.Write("set -o errexit\n");
}
Writer.Close();
}
StreamWriter FixDepsScript = File.AppendText(FixDepsScriptPath);
string EngineAndGameLibrariesString = "";
foreach (string Library in EngineAndGameLibraries)
{
EngineAndGameLibrariesString += Library;
}
FixDepsScript.Write(string.Format("echo Fixing {0}\n", Path.GetFileName(OutputFile.AbsolutePath)));
if (!bUseCmdExe)
{
FixDepsScript.Write(string.Format("TIMESTAMP=`stat --format %y \"{0}\"`\n", OutputFile.AbsolutePath));
}
string FixDepsLine = LinkAction.CommandPath + " " + LinkAction.CommandArguments;
string Replace = "-Wl,--allow-shlib-undefined";
FixDepsLine = FixDepsLine.Replace(Replace, EngineAndGameLibrariesString);
string OutputFileForwardSlashes = OutputFile.AbsolutePath.Replace("\\", "/");
FixDepsLine = FixDepsLine.Replace(OutputFileForwardSlashes, OutputFileForwardSlashes + ".fixed");
FixDepsLine = FixDepsLine.Replace("$", "\\$");
FixDepsScript.Write(FixDepsLine + "\n");
if (bUseCmdExe)
{
FixDepsScript.Write(string.Format("move /Y \"{0}.fixed\" \"{0}\"\n", OutputFile.AbsolutePath));
}
else
{
FixDepsScript.Write(string.Format("mv \"{0}.fixed\" \"{0}\"\n", OutputFile.AbsolutePath));
FixDepsScript.Write(string.Format("touch -d \"$TIMESTAMP\" \"{0}\"\n\n", OutputFile.AbsolutePath));
}
FixDepsScript.Close();
}
if (CrossCompiling())
{
LinkAction.OutputEventHandler = new DataReceivedEventHandler(CrossCompileOutputReceivedDataEventHandler);
}
return OutputFile;
}
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile)
{
throw new BuildException("Linux cannot compile C# files");
}
public override void SetupBundleDependencies(List<UEBuildBinary> Binaries, string GameName)
{
foreach (UEBuildBinary Binary in Binaries)
{
BundleDependencies.Add(FileItem.GetItemByFileReference(Binary.Config.OutputFilePath));
}
}
/// <summary>
/// Converts the passed in path from UBT host to compiler native format.
/// </summary>
public override string ConvertPath(string OriginalPath)
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return OriginalPath.Replace("\\", "/");
}
else
{
return OriginalPath;
}
}
public override ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment BinaryLinkEnvironment)
{
var OutputFiles = base.PostBuild(Executable, BinaryLinkEnvironment);
if (BinaryLinkEnvironment.Config.bIsBuildingDLL || BinaryLinkEnvironment.Config.bIsBuildingLibrary)
{
return OutputFiles;
}
FileItem FixDepsOutputFile = FixDependencies(BinaryLinkEnvironment, Executable);
if (FixDepsOutputFile != null)
{
OutputFiles.Add(FixDepsOutputFile);
}
return OutputFiles;
}
public override void StripSymbols(string SourceFileName, string TargetFileName)
{
File.Copy(SourceFileName, TargetFileName, true);
ProcessStartInfo StartInfo = new ProcessStartInfo();
StartInfo.FileName = GetStripPath(PlatformContext.GetActiveArchitecture());
StartInfo.Arguments = "--strip-debug \"" + TargetFileName + "\"";
StartInfo.UseShellExecute = false;
StartInfo.CreateNoWindow = true;
Utils.RunLocalProcessAndLogOutput(StartInfo);
}
}
}