// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Linq;
using EpicGames.Core;
namespace UnrealBuildTool
{
///
/// Information about a target, passed along when creating a module descriptor
///
public class TargetInfo
{
///
/// Name of the target
///
public readonly string Name;
///
/// The platform that the target is being built for
///
public readonly UnrealTargetPlatform Platform;
///
/// The configuration being built
///
public readonly UnrealTargetConfiguration Configuration;
///
/// Architecture that the target is being built for
///
public readonly UnrealArchitectures Architectures;
///
/// Intermediate environment. Determines if the intermediates end up in a different folder than normal.
///
public UnrealIntermediateEnvironment IntermediateEnvironment;
///
/// The project containing the target
///
public readonly FileReference? ProjectFile;
///
/// The current build version
///
public ReadOnlyBuildVersion Version => ReadOnlyBuildVersion.Current;
///
/// Additional command line arguments for this target
///
public CommandLineArguments? Arguments;
///
/// Constructs a TargetInfo for passing to the TargetRules constructor.
///
/// Name of the target being built
/// The platform that the target is being built for
/// The configuration being built
/// The architectures being built for
/// Path to the project file containing the target
/// Additional command line arguments for this target
/// Intermediate environment to use
public TargetInfo(string Name, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, UnrealArchitectures? Architectures, FileReference? ProjectFile, CommandLineArguments? Arguments, UnrealIntermediateEnvironment IntermediateEnvironment = UnrealIntermediateEnvironment.Default)
{
this.Name = Name;
this.Platform = Platform;
this.Configuration = Configuration;
this.IntermediateEnvironment = IntermediateEnvironment;
this.ProjectFile = ProjectFile;
this.Arguments = Arguments;
if (Architectures == null)
{
this.Architectures = UnrealArchitectureConfig.ForPlatform(Platform).ActiveArchitectures(ProjectFile, Name);
}
else
{
this.Architectures = Architectures;
}
}
///
/// Construct a TargetInfo from an archive on disk
///
/// Archive to read from
public TargetInfo(BinaryArchiveReader Reader)
{
Name = Reader.ReadString()!;
Platform = UnrealTargetPlatform.Parse(Reader.ReadString()!);
string ConfigurationStr = Reader.ReadString()!;
Architectures = new UnrealArchitectures(Reader.ReadArray(() => Reader.ReadString()!)!);
ProjectFile = Reader.ReadFileReferenceOrNull();
string[]? ArgumentStrs = Reader.ReadArray(() => Reader.ReadString()!);
if (!UnrealTargetConfiguration.TryParse(ConfigurationStr, out Configuration))
{
throw new BuildException(String.Format("The configration name {0} is not a valid configration name. Valid names are ({1})", Name,
String.Join(",", Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast().Select(x => x.ToString()))));
}
string? IntermediateEnvironmentStr = Reader.ReadString();
if (IntermediateEnvironmentStr != null)
{
UnrealIntermediateEnvironment.TryParse(IntermediateEnvironmentStr, out IntermediateEnvironment);
}
Arguments = ArgumentStrs == null ? null : new CommandLineArguments(ArgumentStrs);
}
///
/// Write a TargetInfo to an archive on disk
///
/// Archive to write to
public void Write(BinaryArchiveWriter Writer)
{
Writer.WriteString(Name);
Writer.WriteString(Platform.ToString());
Writer.WriteString(Configuration.ToString());
Writer.WriteArray(Architectures.Architectures.ToArray(), Item => Writer.WriteString(Item.ToString()));
Writer.WriteFileReference(ProjectFile);
Writer.WriteArray(Arguments?.GetRawArray(), Item => Writer.WriteString(Item));
Writer.WriteString(IntermediateEnvironment.ToString());
}
}
}