Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/ModuleDescriptor.cs
Ben Marsh 6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00

552 lines
17 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Diagnostics;
using System.Linq;
using EpicGames.Core;
namespace UnrealBuildTool
{
/// <summary>
/// The type of host that can load a module
/// </summary>
public enum ModuleHostType
{
/// <summary>
///
/// </summary>
Default,
/// <summary>
/// Any target using the UE4 runtime
/// </summary>
Runtime,
/// <summary>
/// Any target except for commandlet
/// </summary>
RuntimeNoCommandlet,
/// <summary>
/// Any target or program
/// </summary>
RuntimeAndProgram,
/// <summary>
/// Loaded only in cooked builds
/// </summary>
CookedOnly,
/// <summary>
/// Loaded only in uncooked builds
/// </summary>
UncookedOnly,
/// <summary>
/// Loaded only when the engine has support for developer tools enabled
/// </summary>
Developer,
/// <summary>
/// Loads on any targets where bBuildDeveloperTools is enabled
/// </summary>
DeveloperTool,
/// <summary>
/// Loaded only by the editor
/// </summary>
Editor,
/// <summary>
/// Loaded only by the editor, except when running commandlets
/// </summary>
EditorNoCommandlet,
/// <summary>
/// Loaded by the editor or program targets
/// </summary>
EditorAndProgram,
/// <summary>
/// Loaded only by programs
/// </summary>
Program,
/// <summary>
/// Loaded only by servers
/// </summary>
ServerOnly,
/// <summary>
/// Loaded only by clients, and commandlets, and editor....
/// </summary>
ClientOnly,
/// <summary>
/// Loaded only by clients and editor (editor can run PIE which is kinda a commandlet)
/// </summary>
ClientOnlyNoCommandlet,
}
/// <summary>
/// Indicates when the engine should attempt to load this module
/// </summary>
public enum ModuleLoadingPhase
{
/// <summary>
/// Loaded at the default loading point during startup (during engine init, after game modules are loaded.)
/// </summary>
Default,
/// <summary>
/// Right after the default phase
/// </summary>
PostDefault,
/// <summary>
/// Right before the default phase
/// </summary>
PreDefault,
/// <summary>
/// Loaded as soon as plugins can possibly be loaded (need GConfig)
/// </summary>
EarliestPossible,
/// <summary>
/// Loaded before the engine is fully initialized, immediately after the config system has been initialized. Necessary only for very low-level hooks
/// </summary>
PostConfigInit,
/// <summary>
/// The first screen to be rendered after system splash screen
/// </summary>
PostSplashScreen,
/// <summary>
/// After PostConfigInit and before coreUobject initialized. used for early boot loading screens before the uobjects are initialized
/// </summary>
PreEarlyLoadingScreen,
/// <summary>
/// Loaded before the engine is fully initialized for modules that need to hook into the loading screen before it triggers
/// </summary>
PreLoadingScreen,
/// <summary>
/// After the engine has been initialized
/// </summary>
PostEngineInit,
/// <summary>
/// Do not automatically load this module
/// </summary>
None,
}
/// <summary>
/// Class containing information about a code module
/// </summary>
[DebuggerDisplay("Name={Name}")]
public class ModuleDescriptor
{
/// <summary>
/// Name of this module
/// </summary>
public readonly string Name;
/// <summary>
/// Usage type of module
/// </summary>
public ModuleHostType Type;
/// <summary>
/// When should the module be loaded during the startup sequence? This is sort of an advanced setting.
/// </summary>
public ModuleLoadingPhase LoadingPhase = ModuleLoadingPhase.Default;
/// <summary>
/// List of allowed platforms
/// </summary>
public List<UnrealTargetPlatform>? WhitelistPlatforms;
/// <summary>
/// List of disallowed platforms
/// </summary>
public List<UnrealTargetPlatform>? BlacklistPlatforms;
/// <summary>
/// List of allowed targets
/// </summary>
public TargetType[]? WhitelistTargets;
/// <summary>
/// List of disallowed targets
/// </summary>
public TargetType[]? BlacklistTargets;
/// <summary>
/// List of allowed target configurations
/// </summary>
public UnrealTargetConfiguration[]? WhitelistTargetConfigurations;
/// <summary>
/// List of disallowed target configurations
/// </summary>
public UnrealTargetConfiguration[]? BlacklistTargetConfigurations;
/// <summary>
/// List of allowed programs
/// </summary>
public string[]? WhitelistPrograms;
/// <summary>
/// List of disallowed programs
/// </summary>
public string[]? BlacklistPrograms;
/// <summary>
/// List of additional dependencies for building this module.
/// </summary>
public string[]? AdditionalDependencies;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InName">Name of the module</param>
/// <param name="InType">Type of target that can host this module</param>
public ModuleDescriptor(string InName, ModuleHostType InType)
{
Name = InName;
Type = InType;
}
/// <summary>
/// Constructs a ModuleDescriptor from a Json object
/// </summary>
/// <param name="InObject"></param>
/// <returns>The new module descriptor</returns>
public static ModuleDescriptor FromJsonObject(JsonObject InObject)
{
ModuleDescriptor Module = new ModuleDescriptor(InObject.GetStringField("Name"), InObject.GetEnumField<ModuleHostType>("Type"));
ModuleLoadingPhase LoadingPhase;
if (InObject.TryGetEnumField<ModuleLoadingPhase>("LoadingPhase", out LoadingPhase))
{
Module.LoadingPhase = LoadingPhase;
}
try
{
string[] WhitelistPlatforms;
// it's important we default to null, and don't have an empty whitelist by default, because that will indicate that no
// platforms should be compiled (see IsCompiledInConfiguration(), it only checks for null, not length)
Module.WhitelistPlatforms = null;
if (InObject.TryGetStringArrayField("WhitelistPlatforms", out WhitelistPlatforms))
{
Module.WhitelistPlatforms = new List<UnrealTargetPlatform>();
foreach (string TargetPlatformName in WhitelistPlatforms)
{
UnrealTargetPlatform Platform;
if (UnrealTargetPlatform.TryParse(TargetPlatformName, out Platform))
{
Module.WhitelistPlatforms.Add(Platform);
}
else
{
Log.TraceWarning("Unknown platform {0} while parsing whitelist for module descriptor {1}", TargetPlatformName, Module.Name);
}
}
}
string[] BlacklistPlatforms;
if (InObject.TryGetStringArrayField("BlacklistPlatforms", out BlacklistPlatforms))
{
Module.BlacklistPlatforms = new List<UnrealTargetPlatform>();
foreach (string TargetPlatformName in BlacklistPlatforms)
{
UnrealTargetPlatform Platform;
if (UnrealTargetPlatform.TryParse(TargetPlatformName, out Platform))
{
Module.BlacklistPlatforms.Add(Platform);
}
else
{
Log.TraceWarning("Unknown platform {0} while parsing blacklist for module descriptor {1}", TargetPlatformName, Module.Name);
}
}
}
}
catch (BuildException Ex)
{
ExceptionUtils.AddContext(Ex, "while parsing module descriptor '{0}'", Module.Name);
throw;
}
TargetType[] WhitelistTargets;
if (InObject.TryGetEnumArrayField<TargetType>("WhitelistTargets", out WhitelistTargets))
{
Module.WhitelistTargets = WhitelistTargets;
}
TargetType[] BlacklistTargets;
if (InObject.TryGetEnumArrayField<TargetType>("BlacklistTargets", out BlacklistTargets))
{
Module.BlacklistTargets = BlacklistTargets;
}
UnrealTargetConfiguration[] WhitelistTargetConfigurations;
if (InObject.TryGetEnumArrayField<UnrealTargetConfiguration>("WhitelistTargetConfigurations", out WhitelistTargetConfigurations))
{
Module.WhitelistTargetConfigurations = WhitelistTargetConfigurations;
}
UnrealTargetConfiguration[] BlacklistTargetConfigurations;
if (InObject.TryGetEnumArrayField<UnrealTargetConfiguration>("BlacklistTargetConfigurations", out BlacklistTargetConfigurations))
{
Module.BlacklistTargetConfigurations = BlacklistTargetConfigurations;
}
string[] WhitelistPrograms;
if (InObject.TryGetStringArrayField("WhitelistPrograms", out WhitelistPrograms))
{
Module.WhitelistPrograms = WhitelistPrograms;
}
string[] BlacklistPrograms;
if (InObject.TryGetStringArrayField("BlacklistPrograms", out BlacklistPrograms))
{
Module.BlacklistPrograms = BlacklistPrograms;
}
string[] AdditionalDependencies;
if (InObject.TryGetStringArrayField("AdditionalDependencies", out AdditionalDependencies))
{
Module.AdditionalDependencies = AdditionalDependencies;
}
return Module;
}
/// <summary>
/// Write this module to a JsonWriter
/// </summary>
/// <param name="Writer">Writer to output to</param>
void Write(JsonWriter Writer)
{
Writer.WriteObjectStart();
Writer.WriteValue("Name", Name);
Writer.WriteValue("Type", Type.ToString());
Writer.WriteValue("LoadingPhase", LoadingPhase.ToString());
// important note: we don't check the length of the whitelist platforms, because if an unknown platform was read in, but was not valid, the
// list will exist but be empty. We don't want to remove the whitelist completely, because that would allow this module on all platforms,
// which will not be the desired effect
if (WhitelistPlatforms != null)
{
Writer.WriteArrayStart("WhitelistPlatforms");
foreach (UnrealTargetPlatform WhitelistPlatform in WhitelistPlatforms)
{
Writer.WriteValue(WhitelistPlatform.ToString());
}
Writer.WriteArrayEnd();
}
if (BlacklistPlatforms != null && BlacklistPlatforms.Count > 0)
{
Writer.WriteArrayStart("BlacklistPlatforms");
foreach (UnrealTargetPlatform BlacklistPlatform in BlacklistPlatforms)
{
Writer.WriteValue(BlacklistPlatform.ToString());
}
Writer.WriteArrayEnd();
}
if (WhitelistTargets != null && WhitelistTargets.Length > 0)
{
Writer.WriteArrayStart("WhitelistTargets");
foreach (TargetType WhitelistTarget in WhitelistTargets)
{
Writer.WriteValue(WhitelistTarget.ToString());
}
Writer.WriteArrayEnd();
}
if (BlacklistTargets != null && BlacklistTargets.Length > 0)
{
Writer.WriteArrayStart("BlacklistTargets");
foreach (TargetType BlacklistTarget in BlacklistTargets)
{
Writer.WriteValue(BlacklistTarget.ToString());
}
Writer.WriteArrayEnd();
}
if (WhitelistTargetConfigurations != null && WhitelistTargetConfigurations.Length > 0)
{
Writer.WriteArrayStart("WhitelistTargetConfigurations");
foreach (UnrealTargetConfiguration WhitelistTargetConfiguration in WhitelistTargetConfigurations)
{
Writer.WriteValue(WhitelistTargetConfiguration.ToString());
}
Writer.WriteArrayEnd();
}
if (BlacklistTargetConfigurations != null && BlacklistTargetConfigurations.Length > 0)
{
Writer.WriteArrayStart("BlacklistTargetConfigurations");
foreach (UnrealTargetConfiguration BlacklistTargetConfiguration in BlacklistTargetConfigurations)
{
Writer.WriteValue(BlacklistTargetConfiguration.ToString());
}
Writer.WriteArrayEnd();
}
if(WhitelistPrograms != null && WhitelistPrograms.Length > 0)
{
Writer.WriteStringArrayField("WhitelistPrograms", WhitelistPrograms);
}
if(BlacklistPrograms != null && BlacklistPrograms.Length > 0)
{
Writer.WriteStringArrayField("BlacklistPrograms", BlacklistPrograms);
}
if (AdditionalDependencies != null && AdditionalDependencies.Length > 0)
{
Writer.WriteArrayStart("AdditionalDependencies");
foreach (string AdditionalDependency in AdditionalDependencies)
{
Writer.WriteValue(AdditionalDependency);
}
Writer.WriteArrayEnd();
}
Writer.WriteObjectEnd();
}
/// <summary>
/// Write an array of module descriptors
/// </summary>
/// <param name="Writer">The Json writer to output to</param>
/// <param name="Name">Name of the array</param>
/// <param name="Modules">Array of modules</param>
public static void WriteArray(JsonWriter Writer, string Name, ModuleDescriptor[]? Modules)
{
if (Modules != null && Modules.Length > 0)
{
Writer.WriteArrayStart(Name);
foreach (ModuleDescriptor Module in Modules)
{
Module.Write(Writer);
}
Writer.WriteArrayEnd();
}
}
/// <summary>
/// Produces any warnings and errors for the module settings
/// </summary>
/// <param name="File">File containing the module declaration</param>
public void Validate(FileReference File)
{
if(Type == ModuleHostType.Developer)
{
Log.TraceWarningOnce("The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)");
Log.TraceWarningOnce(File, "The 'Developer' module type has been deprecated in 4.24.");
}
}
/// <summary>
/// Determines whether the given plugin module is part of the current build.
/// </summary>
/// <param name="Platform">The platform being compiled for</param>
/// <param name="Configuration">The target configuration being compiled for</param>
/// <param name="TargetName">Name of the target being built</param>
/// <param name="TargetType">The type of the target being compiled</param>
/// <param name="bBuildDeveloperTools">Whether the configuration includes developer tools (typically UEBuildConfiguration.bBuildDeveloperTools for UBT callers)</param>
/// <param name="bBuildRequiresCookedData">Whether the configuration requires cooked content (typically UEBuildConfiguration.bBuildRequiresCookedData for UBT callers)</param>
public bool IsCompiledInConfiguration(UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, string TargetName, TargetType TargetType, bool bBuildDeveloperTools, bool bBuildRequiresCookedData)
{
// Check the platform is whitelisted
// important note: we don't check the length of the whitelist platforms, because if an unknown platform was read in, but was not valid, the
// list will exist but be empty. In this case, we need to disallow all platforms from building, otherwise, build errors will occur when
// it starts compiling for _all_ platforms
if (WhitelistPlatforms != null && !WhitelistPlatforms.Contains(Platform))
{
return false;
}
// Check the platform is not blacklisted
if (BlacklistPlatforms != null && BlacklistPlatforms.Contains(Platform))
{
return false;
}
// Check the target is whitelisted
if (WhitelistTargets != null && WhitelistTargets.Length > 0 && !WhitelistTargets.Contains(TargetType))
{
return false;
}
// Check the target is not blacklisted
if (BlacklistTargets != null && BlacklistTargets.Contains(TargetType))
{
return false;
}
// Check the target configuration is whitelisted
if (WhitelistTargetConfigurations != null && WhitelistTargetConfigurations.Length > 0 && !WhitelistTargetConfigurations.Contains(Configuration))
{
return false;
}
// Check the target configuration is not blacklisted
if (BlacklistTargetConfigurations != null && BlacklistTargetConfigurations.Contains(Configuration))
{
return false;
}
// Special checks just for programs
if(TargetType == TargetType.Program)
{
// Check the program name is whitelisted. Note that this behavior is slightly different to other whitelist/blacklist checks; we will whitelist a module of any type if it's explicitly allowed for this program.
if(WhitelistPrograms != null && WhitelistPrograms.Length > 0)
{
return WhitelistPrograms.Contains(TargetName);
}
// Check the program name is not blacklisted
if(BlacklistPrograms != null && BlacklistPrograms.Contains(TargetName))
{
return false;
}
}
// Check the module is compatible with this target.
switch (Type)
{
case ModuleHostType.Runtime:
case ModuleHostType.RuntimeNoCommandlet:
return TargetType != TargetType.Program;
case ModuleHostType.RuntimeAndProgram:
return true;
case ModuleHostType.CookedOnly:
return bBuildRequiresCookedData;
case ModuleHostType.UncookedOnly:
return !bBuildRequiresCookedData;
case ModuleHostType.Developer:
return TargetType == TargetType.Editor || TargetType == TargetType.Program;
case ModuleHostType.DeveloperTool:
return bBuildDeveloperTools;
case ModuleHostType.Editor:
case ModuleHostType.EditorNoCommandlet:
return TargetType == TargetType.Editor;
case ModuleHostType.EditorAndProgram:
return TargetType == TargetType.Editor || TargetType == TargetType.Program;
case ModuleHostType.Program:
return TargetType == TargetType.Program;
case ModuleHostType.ServerOnly:
return TargetType != TargetType.Program && TargetType != TargetType.Client;
case ModuleHostType.ClientOnly:
case ModuleHostType.ClientOnlyNoCommandlet:
return TargetType != TargetType.Program && TargetType != TargetType.Server;
}
return false;
}
}
}