// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using EpicGames.Core;
using UnrealBuildBase;
namespace UnrealBuildTool
{
///
/// Encapsulates the environment that is used to link object files.
///
class LinkEnvironment
{
///
/// The platform to be compiled/linked for.
///
public readonly UnrealTargetPlatform Platform;
///
/// The configuration to be compiled/linked for.
///
public readonly CppConfiguration Configuration;
///
/// The architecture that is being compiled/linked (empty string by default)
///
public UnrealArchitectures Architectures;
///
/// Gets the Architecture in the normal case where there is a single Architecture in Architectures
///
public UnrealArch Architecture => Architectures.SingleArchitecture;
///
/// Root paths for this environment. Used for Clang VFS and UBA
///
public readonly CppRootPaths RootPaths;
///
/// On Mac, indicates the path to the target's application bundle
///
public DirectoryReference? BundleDirectory;
///
/// The directory to put the non-executable files in (PDBs, import library, etc)
///
public DirectoryReference? OutputDirectory;
///
/// Intermediate file directory
///
public DirectoryReference? IntermediateDirectory;
///
/// The directory to shadow source files in for syncing to remote compile servers
///
public DirectoryReference? LocalShadowDirectory = null;
///
/// The file path for the executable file that is output by the linker.
///
public List OutputFilePaths = new List();
///
/// Returns the OutputFilePath is there is only one entry in OutputFilePaths
///
public FileReference OutputFilePath
{
get
{
if (OutputFilePaths.Count != 1)
{
throw new BuildException("Attempted to use LinkEnvironmentConfiguration.OutputFilePath property, but there are multiple (or no) OutputFilePaths. You need to handle multiple in the code that called this (size = {0})", OutputFilePaths.Count);
}
return OutputFilePaths[0];
}
}
///
/// List of libraries to link in
///
public List Libraries = new List();
///
/// A list of additional libraries to link in (using the list of library search paths)
///
public List SystemLibraries = new List();
///
/// A list of the paths used to find libraries.
///
public List SystemLibraryPaths = new List();
///
/// A list of libraries to exclude from linking.
///
public List ExcludedLibraries = new List();
///
/// Paths to add as search paths for runtime libraries
///
public List RuntimeLibraryPaths = new List();
///
/// A list of additional frameworks to link in.
///
public List AdditionalFrameworks = new List();
///
/// The iOS/Mac frameworks to link in
///
public List Frameworks = new List();
public List WeakFrameworks = new List();
///
/// iOS/Mac resources that should be copied to the app bundle
///
public List AdditionalBundleResources = new List();
///
/// A list of the dynamically linked libraries that shouldn't be loaded until they are first called
/// into.
///
public List DelayLoadDLLs = new List();
///
/// Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this
///
public Dictionary> DependenciesToSkipPerArchitecture = new();
///
/// Additional arguments to pass to the linker.
///
public string AdditionalArguments = "";
///
/// True if debug info should be created.
///
public bool bCreateDebugInfo = true;
///
/// True if runtime symbols files should be generated as a post build step for some platforms.
/// These files are used by the engine to resolve symbol names of callstack backtraces in logs.
///
public bool bGenerateRuntimeSymbolFiles = true;
///
/// True if debug symbols that are cached for some platforms should not be created.
///
public bool bDisableSymbolCache = false;
///
/// True if we're compiling .cpp files that will go into a library (.lib file)
///
public bool bIsBuildingLibrary = false;
///
/// True if we're compiling a DLL
///
public bool bIsBuildingDLL = false;
///
/// The method of linking the target uses
///
public TargetLinkType LinkType;
///
/// Whether we should compile using the statically-linked CRT. This is not widely supported for the whole engine, but is required for programs that need to run without dependencies.
///
public bool bUseStaticCRT = false;
///
/// Whether to use the debug CRT in debug configurations
///
public bool bUseDebugCRT = false;
///
/// True if this is a console application that's being build
///
public bool bIsBuildingConsoleApplication = false;
///
/// If set, overrides the program entry function on Windows platform. This is used by the base Unreal
/// program so we can link in either command-line mode or windowed mode without having to recompile the Launch module.
///
public string WindowsEntryPointOverride = String.Empty;
///
/// True if we're building a EXE/DLL target with an import library, and that library is needed by a dependency that
/// we're directly dependent on.
///
public bool bIsCrossReferenced = false;
///
/// True if the application we're linking has any exports, and we should be expecting the linker to
/// generate a .lib and/or .exp file along with the target output file
///
public bool bHasExports = true;
///
/// True if we're building a .NET assembly (e.g. C# project)
///
public bool bIsBuildingDotNetAssembly = false;
///
/// The default stack memory size allocation
///
public int DefaultStackSize = 5000000;
///
/// The amount of the default stack size to commit initially. Set to 0 to allow the OS to decide.
///
public int DefaultStackSizeCommit = 0;
///
/// Wether to link code coverage / tracing libs
///
public bool bCodeCoverage = false;
///
/// Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC
///
public bool bOmitFramePointers = true;
///
/// Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles.
///
public bool bSupportEditAndContinue;
///
/// Whether to use incremental linking or not.
///
public bool bUseIncrementalLinking;
///
/// Whether to allow the use of LTCG (link time code generation)
///
public bool bAllowLTCG;
///
/// Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
///
public bool bPGOProfile;
///
/// Whether to optimize this build with Profile Guided Optimization (PGO).
///
public bool bPGOOptimize;
///
/// Platform specific directory where PGO profiling data is stored.
///
public string? PGODirectory;
///
/// Platform specific filename where PGO profiling data is saved.
///
public string? PGOFilenamePrefix;
///
/// Platform specific filename where pre-merged PGO profiling data is saved.
///
public string? PGOMergedFilenamePrefix;
///
/// Whether to request the linker create a map file as part of the build
///
public bool bCreateMapFile;
///
/// Whether PDB files should be used for Visual C++ builds.
///
public bool bUsePDBFiles;
///
/// Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs
///
public bool bUseFastPDBLinking;
///
/// Use Position Independent Executable (PIE). Has an overhead cost
///
public bool bUsePIE = false;
///
/// Whether to ignore dangling (i.e. unresolved external) symbols in modules
///
public bool bIgnoreUnresolvedSymbols;
///
/// Set flags for determinstic compiles.
///
public bool bDeterministic;
///
/// Whether to log detailed timing information
///
public bool bPrintTimingInfo;
///
/// Package full path (directory + filename) where to store input files used at link time
/// Normally used to debug a linker crash for platforms that support it
///
public string? PackagePath;
///
/// Directory where to put crash report files for platforms that support it
///
public string? CrashDiagnosticDirectory;
///
/// Directory where to put the ThinLTO cache for platforms that support it
///
public string? ThinLTOCacheDirectory;
///
/// Arguments that will be applied to prune the ThinLTO cache for platforms that support it.
/// The arguments will only be applied if ThinLTOCacheDirectory is set.
///
public string? ThinLTOCachePruningArguments;
///
/// Bundle version for Mac apps
///
public string? BundleVersion;
///
/// When building a dynamic library on Apple platforms, specifies the installed name for other binaries that link against it.
///
public string? InstallName;
///
/// A list of the object files to be linked.
///
public List InputFiles = new List();
///
/// The default resource file to link in to every binary if a custom one is not provided
///
public List DefaultResourceFiles = new List();
///
/// Resource files which should be compiled into every binary
///
public List CommonResourceFiles = new List();
///
/// List of functions that should be exported from this module
///
public List IncludeFunctions = new List();
///
/// Debugger visualizer files to build into debug info for this binary.
///
public List DebuggerVisualizerFiles = new List();
///
/// Provides a Module Definition File (.def) to the linker to describe various attributes of a DLL.
/// Necessary when exporting functions by ordinal values instead of by name.
///
public string? ModuleDefinitionFile;
///
/// All the additional properties from the modules linked into this binary
///
public List AdditionalProperties = new List();
///
/// List of all of the runtime dependencies.
///
public List RuntimeDependencies = new List();
///
/// Default constructor.
///
public LinkEnvironment(UnrealTargetPlatform Platform, CppConfiguration Configuration, UnrealArchitectures Architectures)
{
this.Platform = Platform;
this.Configuration = Configuration;
this.Architectures = new(Architectures);
RootPaths = new();
}
///
/// Copy constructor.
///
public LinkEnvironment(LinkEnvironment Other)
{
Platform = Other.Platform;
Configuration = Other.Configuration;
Architectures = Other.Architectures;
LinkType = Other.LinkType;
RootPaths = new(Other.RootPaths);
BundleDirectory = Other.BundleDirectory;
OutputDirectory = Other.OutputDirectory;
IntermediateDirectory = Other.IntermediateDirectory;
LocalShadowDirectory = Other.LocalShadowDirectory;
OutputFilePaths = Other.OutputFilePaths.ToList();
RuntimeDependencies.AddRange(Other.RuntimeDependencies);
Libraries.AddRange(Other.Libraries);
SystemLibraries.AddRange(Other.SystemLibraries);
SystemLibraryPaths.AddRange(Other.SystemLibraryPaths);
ExcludedLibraries.AddRange(Other.ExcludedLibraries);
RuntimeLibraryPaths.AddRange(Other.RuntimeLibraryPaths);
RuntimeDependencies.AddRange(Other.RuntimeDependencies);
Frameworks.AddRange(Other.Frameworks);
AdditionalFrameworks.AddRange(Other.AdditionalFrameworks);
WeakFrameworks.AddRange(Other.WeakFrameworks);
AdditionalBundleResources.AddRange(Other.AdditionalBundleResources);
DelayLoadDLLs.AddRange(Other.DelayLoadDLLs);
AdditionalArguments = Other.AdditionalArguments;
bCreateDebugInfo = Other.bCreateDebugInfo;
bGenerateRuntimeSymbolFiles = Other.bGenerateRuntimeSymbolFiles;
bIsBuildingLibrary = Other.bIsBuildingLibrary;
bDisableSymbolCache = Other.bDisableSymbolCache;
bIsBuildingDLL = Other.bIsBuildingDLL;
LinkType = Other.LinkType;
bUseStaticCRT = Other.bUseStaticCRT;
bUseDebugCRT = Other.bUseDebugCRT;
bIsBuildingConsoleApplication = Other.bIsBuildingConsoleApplication;
WindowsEntryPointOverride = Other.WindowsEntryPointOverride;
bIsCrossReferenced = Other.bIsCrossReferenced;
bHasExports = Other.bHasExports;
bIsBuildingDotNetAssembly = Other.bIsBuildingDotNetAssembly;
DefaultStackSize = Other.DefaultStackSize;
DefaultStackSizeCommit = Other.DefaultStackSizeCommit;
bCodeCoverage = Other.bCodeCoverage;
bOmitFramePointers = Other.bOmitFramePointers;
bSupportEditAndContinue = Other.bSupportEditAndContinue;
bUseIncrementalLinking = Other.bUseIncrementalLinking;
bAllowLTCG = Other.bAllowLTCG;
bPGOOptimize = Other.bPGOOptimize;
bPGOProfile = Other.bPGOProfile;
PGODirectory = Other.PGODirectory;
PGOFilenamePrefix = Other.PGOFilenamePrefix;
PGOMergedFilenamePrefix = Other.PGOMergedFilenamePrefix;
bCreateMapFile = Other.bCreateMapFile;
bUsePDBFiles = Other.bUsePDBFiles;
bUseFastPDBLinking = Other.bUseFastPDBLinking;
bUsePIE = Other.bUsePIE;
bIgnoreUnresolvedSymbols = Other.bIgnoreUnresolvedSymbols;
bDeterministic = Other.bDeterministic;
bPrintTimingInfo = Other.bPrintTimingInfo;
PackagePath = Other.PackagePath;
CrashDiagnosticDirectory = Other.CrashDiagnosticDirectory;
ThinLTOCacheDirectory = Other.ThinLTOCacheDirectory;
ThinLTOCachePruningArguments = Other.ThinLTOCachePruningArguments;
BundleVersion = Other.BundleVersion;
InstallName = Other.InstallName;
InputFiles.AddRange(Other.InputFiles);
DefaultResourceFiles.AddRange(Other.DefaultResourceFiles);
CommonResourceFiles.AddRange(Other.CommonResourceFiles);
IncludeFunctions.AddRange(Other.IncludeFunctions);
DebuggerVisualizerFiles.AddRange(Other.DebuggerVisualizerFiles);
ModuleDefinitionFile = Other.ModuleDefinitionFile;
AdditionalProperties.AddRange(Other.AdditionalProperties);
foreach (KeyValuePair> Pair in Other.DependenciesToSkipPerArchitecture)
{
DependenciesToSkipPerArchitecture[Pair.Key] = new HashSet(Pair.Value);
}
}
///
/// Construct a LinkEnvironment from another, and filter it down to only files/dependencies that apply to the given architecture
///
/// Parent LinkEnvironment to start with that may have been created from multiple architectures (arch1+arch2)
/// The single architecture to filter down to
public LinkEnvironment(LinkEnvironment Other, UnrealArch OverrideArchitecture)
: this(Other)
{
Architectures = new UnrealArchitectures(OverrideArchitecture);
// filter the input files
UnrealArchitectureConfig ArchConfig = UnrealArchitectureConfig.ForPlatform(Platform);
string IntermediateDirPart = ArchConfig.GetFolderNameForArchitectures(Architectures);
InputFiles = Other.InputFiles.Where(x => x.Location.ContainsName(IntermediateDirPart, 0)).ToList();
IntermediateDirectory = new DirectoryReference(Other.IntermediateDirectory!.FullName.Replace(
ArchConfig.GetFolderNameForArchitectures(Other.Architectures),
ArchConfig.GetFolderNameForArchitecture(OverrideArchitecture)));
if (DependenciesToSkipPerArchitecture.Count > 0)
{
// add more arrays here?
Libraries = Libraries.Where(x => !DependenciesToSkipPerArchitecture.ContainsKey(x.FullName) || !DependenciesToSkipPerArchitecture[x.FullName].Contains(Architecture)).ToList();
SystemLibraries = SystemLibraries.Where(x => !DependenciesToSkipPerArchitecture.ContainsKey(x) || !DependenciesToSkipPerArchitecture[x].Contains(Architecture)).ToList();
Frameworks = Frameworks.Where(x => !DependenciesToSkipPerArchitecture.ContainsKey(x) || !DependenciesToSkipPerArchitecture[x].Contains(Architecture)).ToList();
AdditionalFrameworks = AdditionalFrameworks.Where(x => !DependenciesToSkipPerArchitecture.ContainsKey(x.Name) || !DependenciesToSkipPerArchitecture[x.Name].Contains(Architecture)).ToList();
WeakFrameworks = WeakFrameworks.Where(x => !DependenciesToSkipPerArchitecture.ContainsKey(x) || !DependenciesToSkipPerArchitecture[x].Contains(Architecture)).ToList();
AdditionalBundleResources = AdditionalBundleResources.Where(x => x.ResourcePath == null || !DependenciesToSkipPerArchitecture.ContainsKey(x.ResourcePath) || !DependenciesToSkipPerArchitecture[x.ResourcePath].Contains(Architecture)).ToList();
DelayLoadDLLs = DelayLoadDLLs.Where(x => !DependenciesToSkipPerArchitecture.ContainsKey(x) || !DependenciesToSkipPerArchitecture[x].Contains(Architecture)).ToList();
}
}
}
}