protected void AddPrerequisiteSourceFile(UEBuildTarget Target, IUEBuildPlatform BuildPlatform, CPPEnvironment CompileEnvironment, FileItem SourceFile, List <FileItem> PrerequisiteItems) { PrerequisiteItems.Add(SourceFile); var RemoteThis = this as RemoteToolChain; bool bAllowUploading = RemoteThis != null && BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac; // Don't use remote features when compiling from a Mac if (bAllowUploading) { RemoteThis.QueueFileForBatchUpload(SourceFile); } if (!BuildConfiguration.bUseExperimentalFastBuildIteration) // In fast build iteration mode, we'll gather includes later on { // @todo fastubt: What if one of the prerequisite files has become missing since it was updated in our cache? (usually, because a coder eliminated the source file) // -> Two CASES: // 1) NOT WORKING: Non-unity file went away (SourceFile in this context). That seems like an existing old use case. Compile params or Response file should have changed? // 2) WORKING: Indirect file went away (unity'd original source file or include). This would return a file that no longer exists and adds to the prerequiteitems list var IncludedFileList = CPPEnvironment.FindAndCacheAllIncludedFiles(Target, SourceFile, BuildPlatform, CompileEnvironment.Config.CPPIncludeInfo, bOnlyCachedDependencies: BuildConfiguration.bUseExperimentalFastDependencyScan); foreach (FileItem IncludedFile in IncludedFileList) { PrerequisiteItems.Add(IncludedFile); if (bAllowUploading && !BuildConfiguration.bUseExperimentalFastDependencyScan) // With fast dependency scanning, we will not have an exhaustive list of dependencies here. We rely on PostCodeGeneration() to upload these files. { RemoteThis.QueueFileForBatchUpload(IncludedFile); } } } }
public static List <FileItem> FindAndCacheAllIncludedFiles(UEBuildTarget Target, FileItem SourceFile, UEBuildPlatform BuildPlatform, CPPIncludeInfo CPPIncludeInfo, bool bOnlyCachedDependencies) { List <FileItem> Result = null; if (CPPIncludeInfo.IncludeFileSearchDictionary == null) { CPPIncludeInfo.IncludeFileSearchDictionary = new Dictionary <string, FileItem>(); } bool bUseFlatCPPIncludeDependencyCache = BuildConfiguration.bUseUBTMakefiles && UnrealBuildTool.IsAssemblingBuild; if (bOnlyCachedDependencies && bUseFlatCPPIncludeDependencyCache) { Result = FlatCPPIncludeDependencyCache[Target].GetDependenciesForFile(SourceFile.Reference); if (Result == null) { // Nothing cached for this file! It is new to us. This is the expected flow when our CPPIncludeDepencencyCache is missing. } } else { // @todo ubtmake: HeaderParser.h is missing from the include set for Module.UnrealHeaderTool.cpp (failed to find include using: FileItem DirectIncludeResolvedFile = CPPEnvironment.FindIncludedFile(DirectInclude.IncludeName, !BuildConfiguration.bCheckExternalHeadersForModification, IncludePathsToSearch, IncludeFileSearchDictionary );) // If we're doing an exhaustive include scan, make sure that we have our include dependency cache loaded and ready if (!bOnlyCachedDependencies) { if (!IncludeDependencyCache.ContainsKey(Target)) { IncludeDependencyCache.Add(Target, DependencyCache.Create(DependencyCache.GetDependencyCachePathForTarget(Target))); } } Result = new List <FileItem>(); IncludedFilesSet IncludedFileList = new IncludedFilesSet(); CPPEnvironment.FindAndCacheAllIncludedFiles(Target, SourceFile, BuildPlatform, CPPIncludeInfo, ref IncludedFileList, bOnlyCachedDependencies: bOnlyCachedDependencies); foreach (FileItem IncludedFile in IncludedFileList) { Result.Add(IncludedFile); } // Update cache if (bUseFlatCPPIncludeDependencyCache && !bOnlyCachedDependencies) { List <FileReference> Dependencies = new List <FileReference>(); foreach (FileItem IncludedFile in Result) { Dependencies.Add(IncludedFile.Reference); } FileReference PCHName = SourceFile.PrecompiledHeaderIncludeFilename; FlatCPPIncludeDependencyCache[Target].SetDependenciesForFile(SourceFile.Reference, PCHName, Dependencies); } } return(Result); }
public static List <FileItem> FindAndCacheAllIncludedFiles(UEBuildTarget Target, FileItem SourceFile, IUEBuildPlatform BuildPlatform, CPPIncludeInfo CPPIncludeInfo, bool bOnlyCachedDependencies) { var Result = new List <FileItem>(); if (CPPIncludeInfo.IncludeFileSearchDictionary == null) { CPPIncludeInfo.IncludeFileSearchDictionary = new Dictionary <string, FileItem>(); } bool bUseFlatCPPIncludeDependencyCache = (BuildConfiguration.bUseExperimentalFastDependencyScan && (!BuildConfiguration.bUseExperimentalFastBuildIteration || UnrealBuildTool.IsAssemblingBuild)); if (bUseFlatCPPIncludeDependencyCache && bOnlyCachedDependencies) { var Dependencies = FlatCPPIncludeDependencyCache[Target].GetDependenciesForFile(SourceFile.AbsolutePath); if (Dependencies != null) { foreach (string Dependency in Dependencies) { Result.Add(FileItem.GetItemByFullPath(Dependency)); // @todo fastubt: Make sure this is as fast as possible (convert to FileItem) } } else { // Nothing cached for this file! It is new to us. This is the expected flow when our CPPIncludeDepencencyCache is missing. } } else { // @todo fastubt: HeaderParser.h is missing from the include set for Module.UnrealHeaderTool.cpp (failed to find include using: FileItem DirectIncludeResolvedFile = CPPEnvironment.FindIncludedFile(DirectInclude.IncludeName, !BuildConfiguration.bCheckExternalHeadersForModification, IncludePathsToSearch, IncludeFileSearchDictionary );) var IncludedFileList = new IncludedFilesSet(); CPPEnvironment.FindAndCacheAllIncludedFiles(Target, SourceFile, BuildPlatform, CPPIncludeInfo, ref IncludedFileList, bOnlyCachedDependencies: bOnlyCachedDependencies); foreach (FileItem IncludedFile in IncludedFileList) { Result.Add(IncludedFile); } // Update cache if (bUseFlatCPPIncludeDependencyCache && !bOnlyCachedDependencies) { var Dependencies = new List <string>(); foreach (var IncludedFile in Result) { Dependencies.Add(IncludedFile.AbsolutePath); } string PCHName = SourceFile.PrecompiledHeaderIncludeFilename; FlatCPPIncludeDependencyCache[Target].SetDependenciesForFile(SourceFile.AbsolutePath, PCHName, Dependencies); } } return(Result); }