Files
UnrealEngineUWP/Engine/Source/Programs/DerivedDataBuildWorker/DerivedDataBuildWorker.Build.cs
zousar shaker b8bb77e28d DDC2 remote execution cleanup:
-use newer FCompressedBuffer::Compress method when providing buffers for worker executable files
-use the preferred *.action and *.output file extensions over *.uddba and *.uddbo
-use the preferred "-Build=" commandline argument over "-b="

#rb devin.doucette

#ROBOMERGE-SOURCE: CL 16938228 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16938260 by zousar shaker in ue5-release-engine-test branch]
2021-07-23 12:17:08 -04:00

82 lines
3.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
// Abstract base class for worker targets. Not a valid target by itself, hence it is not put into a *.target.cs file.
[SupportedPlatforms(UnrealPlatformClass.Desktop)]
public abstract class DerivedDataBuildWorkerTarget : TargetRules
{
public DerivedDataBuildWorkerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
SolutionDirectory = "Programs/BuildWorker";
// TODO: This is temporary to allow DDCUtils to not cause build errors when referenced
// by the build workers. In the future the use of DDC should strip out backends
// and DDCUTils, so it will no longer be required to set bLegalToDistributeBinary.
bLegalToDistributeBinary = true;
bUseXGEController = false;
bCompileFreeType = false;
bLoggingToMemoryEnabled = true;
bUseLoggingInShipping = true;
bCompileWithAccessibilitySupport= false;
bWithServerCode = false;
bCompileNavmeshClusterLinks = false;
bCompileNavmeshSegmentLinks = false;
bCompileRecast = false;
bCompileICU = false;
bCompileChaos = false;
bUseChaos = false;
bWithLiveCoding = false;
bBuildDeveloperTools = false;
bUseMallocProfiler = false;
bBuildWithEditorOnlyData = true;
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = false;
bCompileAgainstApplicationCore = false;
bUsesSlate = false;
bIsBuildingConsoleApplication = true;
// TODO: I want to use static CRT in the future, but it causes link issues today likely due to 3rd party libraries
//bUseStaticCRT = true;
WindowsPlatform.bUseBundledDbgHelp = false;
WindowsPlatform.bPixProfilingEnabled = false;
WindowsPlatform.bMergeIdenticalCOMDATs = true;
WindowsPlatform.bStripUnreferencedSymbols = true;
// Disable logging, as the workers are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
// Disable external profiling in TextureBuilder to improve startup time
GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
}
}
public class DerivedDataBuildWorker : ModuleRules
{
public DerivedDataBuildWorker(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.Add("Runtime/Launch/Public");
PublicIncludePaths.Add("Developer/DerivedDataCache/Public");
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"DerivedDataCache",
"Projects",
});
if (Target.bCompileAgainstApplicationCore)
{
PrivateDependencyModuleNames.Add("ApplicationCore");
}
// This needs to match the version defined in TargetReceiptBuildWorkerFactory.cpp
AdditionalPropertiesForReceipt.Add("DerivedDataBuildWorkerReceiptVersion", "dab5352e-a5a7-4793-a7a3-1d4acad6aff2");
}
}