Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Linux/LinuxToolChain.cs
Andrew Grant c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00

1172 lines
42 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.IO;
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++-3.5", "clang++-3.3" };
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.");
}
}
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;
}
static string GetCLArguments_Global(CPPEnvironment CompileEnvironment)
{
string Result = "";
// build up the commandline common to C and C++
Result += " -c";
Result += " -pipe";
if (CrossCompiling())
{
// There are exceptions used in the code base (e.g. UnrealHeadTool). @todo: weed out exceptions
// So this flag cannot be used, at least not for native Linux builds.
Result += " -fno-exceptions"; // no exceptions
Result += " -DPLATFORM_EXCEPTIONS_DISABLED=1";
}
else
{
Result += " -DPLATFORM_EXCEPTIONS_DISABLED=0";
}
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";
// Not stripping debug info in Shipping @FIXME: temporary hack for FN to enable callstack in Shipping builds (proper resolution: UEPLAT-205)
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, and we don't want it to affect Shipping performance)
if (CompileEnvironment.Config.bCreateDebugInfo && CompileEnvironment.Config.Target.Configuration != CPPTargetConfiguration.Shipping)
{
Result += " -g3";
}
// Applying to all configurations, including Shipping @FIXME: temporary hack for FN to enable callstack in Shipping builds (proper resolution: UEPLAT-205)
else
{
Result += " -gline-tables-only"; // include debug info for meaningful callstacks
}
// 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)
{
Result += " -fexceptions";
}
//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;
}
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/LinuxNativeDialogs/Linux/x86_64-unknown-linux-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 CompileOutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs e)
{
string Output = e.Data;
if (String.IsNullOrEmpty(Output))
{
return;
}
if (CrossCompiling())
{
// 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
}
else
{
// native platform tools expect this in stderror
Console.Error.WriteLine(Output);
}
}
// 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;
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 (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}\"", 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;
CompileAction.OutputEventHandler = new DataReceivedEventHandler(CompileOutputReceivedDataEventHandler);
}
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;
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);
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));
}
// add libraries in a library group
LinkAction.CommandArguments += string.Format(" -Wl,--start-group");
List<string> EngineAndGameLibraries = new List<string>();
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
if (String.IsNullOrEmpty(Path.GetDirectoryName(AdditionalLibrary)))
{
// library was passed just like "jemalloc", turn it into -ljemalloc
LinkAction.CommandArguments += 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);
LinkAction.CommandArguments += LibLinkFlag;
}
}
}
LinkAction.CommandArguments += " -lrt"; // needed for clock_gettime()
LinkAction.CommandArguments += " -lm"; // math
LinkAction.CommandArguments += string.Format(" -Wl,--end-group");
// 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(" _Znam;");
Writer.WriteLine(" _ZdaPv;");
Writer.WriteLine(" _ZdlPv;");
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();
}
//LinkAction.CommandArguments += " -v";
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);
}
}
}