287 lines
11 KiB
C#
287 lines
11 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using EpicGames.Core;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Global settings for building. Should not contain any target-specific settings.
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/// </summary>
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "UnrealBuildTool naming style")]
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internal sealed class BuildConfiguration
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{
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/// <summary>
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/// Whether to ignore import library files that are out of date when building targets. Set this to true to improve iteration time.
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/// By default, we do not bother re-linking targets if only a dependent .lib has changed, as chances are that
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/// the import library was not actually different unless a dependent header file of this target was also changed,
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/// in which case the target would automatically be rebuilt.
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/// </summary>
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[XmlConfigFile]
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public bool bIgnoreOutdatedImportLibraries { get; set; } = true;
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/// <summary>
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/// Use existing static libraries for all engine modules in this target.
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/// </summary>
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[CommandLine("-UsePrecompiled")]
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public bool bUsePrecompiled { get; set; } = false;
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/// <summary>
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/// Whether debug info should be written to the console.
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-PrintDebugInfo", Value = "true")]
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public bool bPrintDebugInfo { get; set; } = false;
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/// <summary>
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/// Whether the hybrid executor will be used (a remote executor and local executor). No longer supported.
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/// </summary>
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[XmlConfigFile(Deprecated = true)]
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[Obsolete("HybridExecutor is no longer supported")]
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public bool bAllowHybridExecutor { get; set; } = false;
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/// <summary>
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/// Priority order for remote executors (XGE, SNDBS, FASTBuild, UBA)
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/// </summary>
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[XmlConfigFile]
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public string[] RemoteExecutorPriority { get; set; } = ["XGE", "SNDBS", "FASTBuild", "UBA"];
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/// <summary>
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/// Whether the UnrealBuildAccelerator executor will be used.
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-UBA", Value = "true")]
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[CommandLine("-NoUBA", Value = "false")]
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public bool bAllowUBAExecutor { get; set; } = true;
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/// <summary>
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/// Whether the UnrealBuildAccelerator (local only) executor will be used.
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/// </summary>
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[XmlConfigFile(Deprecated = true)]
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[Obsolete("Replace with bAllowUBAExecutor")]
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public bool bAllowUBALocalExecutor
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{
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get => bAllowUBAExecutor;
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set => bAllowUBAExecutor = value;
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}
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/// <summary>
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/// Whether XGE may be used if available, default is true.
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-NoXGE", Value = "false")]
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public bool bAllowXGE { get; set; } = true;
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/// <summary>
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/// Whether FASTBuild may be used if available, default is true.
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-NoFASTBuild", Value = "false")]
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public bool bAllowFASTBuild { get; set; } = true;
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/// <summary>
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/// Whether SN-DBS may be used if available, default is true.
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-NoSNDBS", Value = "false")]
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public bool bAllowSNDBS { get; set; } = true;
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/// <summary>
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/// Enables support for very fast iterative builds by caching target data. Turning this on causes Unreal Build Tool to emit
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/// 'UBT Makefiles' for targets when they are built the first time. Subsequent builds will load these Makefiles and begin
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/// outdatedness checking and build invocation very quickly. The caveat is that if source files are added or removed to
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/// the project, UBT will need to gather information about those in order for your build to complete successfully. Currently,
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/// you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
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///
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/// Events that can invalidate the 'UBT Makefile':
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/// - Adding/removing .cpp files
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/// - Adding/removing .h files with UObjects
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/// - Adding new UObject types to a file that did not previously have any
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/// - Changing global build settings (most settings in this file qualify)
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/// - Changed code that affects how Unreal Header Tool works
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///
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/// You can force regeneration of the 'UBT Makefile' by passing the '-gather' argument, or simply regenerating project files.
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///
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/// This also enables the fast include file dependency scanning and caching system that allows Unreal Build Tool to detect out
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/// of date dependencies very quickly. When enabled, a deep C++ include graph does not have to be generated, and instead,
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/// we only scan and cache indirect includes for after a dependent build product was already found to be out of date. During the
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/// next build, we will load those cached indirect includes and check for outdatedness.
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-NoUBTMakefiles", Value = "false")]
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public bool bUseUBTMakefiles { get; set; } = true;
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/// <summary>
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/// Number of actions that can be executed in parallel. If 0 then code will pick a default based
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/// on the number of cores and memory available. Applies to the ParallelExecutor, HybridExecutor, and LocalExecutor
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/// </summary>
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[XmlConfigFile]
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[CommandLine("-MaxParallelActions")]
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public int MaxParallelActions { get; set; } = 0;
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/// <summary>
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/// Consider logical cores when determining how many total cpu cores are available.
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/// </summary>
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[XmlConfigFile(Name = "bAllCores")]
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[CommandLine("-AllCores")]
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public bool bAllCores { get; set; } = false;
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/// <summary>
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/// If true, force header regeneration. Intended for the build machine.
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/// </summary>
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[CommandLine("-ForceHeaderGeneration")]
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[XmlConfigFile(Category = "UEBuildConfiguration")]
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public bool bForceHeaderGeneration { get; set; } = false;
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/// <summary>
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/// If true, do not build UHT, assume it is already built.
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/// </summary>
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[Obsolete]
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[XmlConfigFile(Category = "UEBuildConfiguration", Deprecated = true)]
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public bool bDoNotBuildUHT { get; set; } = false;
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/// <summary>
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/// If true, fail if any of the generated header files is out of date.
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/// </summary>
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[CommandLine("-FailIfGeneratedCodeChanges")]
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[XmlConfigFile(Category = "UEBuildConfiguration")]
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public bool bFailIfGeneratedCodeChanges { get; set; } = false;
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/// <summary>
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/// True if hot-reload from IDE is allowed.
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/// </summary>
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[CommandLine("-NoHotReloadFromIDE", Value = "false")]
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[XmlConfigFile(Category = "UEBuildConfiguration")]
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public bool bAllowHotReloadFromIDE { get; set; } = true;
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/// <summary>
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/// If true, the Debug version of UnrealHeaderTool will be built and run instead of the Development version.
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/// </summary>
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[Obsolete]
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[XmlConfigFile(Category = "UEBuildConfiguration", Deprecated = true)]
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public bool bForceDebugUnrealHeaderTool { get; set; } = false;
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/// <summary>
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/// If true, use C# UHT internal to UBT
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/// </summary>
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[Obsolete]
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[XmlConfigFile(Category = "UEBuildConfiguration", Deprecated = true)]
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public bool bUseBuiltInUnrealHeaderTool { get; set; } = true;
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/// <summary>
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/// If true, generate warnings when C++ UHT is used
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/// </summary>
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[Obsolete]
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[XmlConfigFile(Category = "UEBuildConfiguration", Deprecated = true)]
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public bool bWarnOnCppUnrealHeaderTool { get; set; } = true;
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/// <summary>
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/// Whether to skip compiling rules assemblies and just assume they are valid
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/// </summary>
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[CommandLine("-SkipRulesCompile")]
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public bool bSkipRulesCompile { get; set; } = false;
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/// <summary>
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/// Whether to force compiling rules assemblies, regardless of whether they are valid
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/// </summary>
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[CommandLine("-ForceRulesCompile")]
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public bool bForceRulesCompile { get; set; } = false;
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/// <summary>
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/// Maximum recommended root path length.
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/// </summary>
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[XmlConfigFile(Category = "WindowsPlatform")]
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public int MaxRootPathLength { get; set; } = 50;
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/// <summary>
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/// Maximum length of a path relative to the root directory. Used on Windows to ensure paths are portable between machines.
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/// </summary>
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[XmlConfigFile(Category = "WindowsPlatform")]
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public int MaxNestedPathLength { get; set; } = 200;
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/// <summary>
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/// When single file targets are specified, via -File=, -SingleFile=, or -FileList=
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/// If this option is set, no error will be produced if the source file is not included in the target.
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/// Additionally, if any file or file list is specified, the target will not be built if none of the specified files are part of that target,
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/// including the case where a file specified via -FileList= is empty.
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/// </summary>
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[CommandLine("-IgnoreInvalidFiles")]
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public bool bIgnoreInvalidFiles { get; set; } = false;
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/// <summary>
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/// Instruct the executor to write compact output e.g. only errors, if supported by the executor.
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/// This field is used to hold the value when specified from the command line or XML
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/// </summary>
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[XmlConfigFile(Name = "bCompactOutput")]
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[CommandLine("-CompactOutput")]
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private bool bCompactOutputCommandLine { get; set; } = false;
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/// <summary>
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/// If set, artifacts will be read
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/// </summary>
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[XmlConfigFile(Category = "BuildConfiguration")]
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[CommandLine("-ArtifactReads", Value = "True")]
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[CommandLine("-NoArtifactReads", Value = "False")]
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public bool bArtifactRead { get; set; } = true;
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/// <summary>
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/// If set, artifacts will be written
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/// </summary>
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[XmlConfigFile(Category = "BuildConfiguration")]
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[CommandLine("-ArtifactWrites", Value = "True")]
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[CommandLine("-NoArtifactWrites", Value = "False")]
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public bool bArtifactWrites { get; set; } = true;
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/// <summary>
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/// If true, log all artifact cache misses as informational messages
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/// </summary>
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[XmlConfigFile(Category = "BuildConfiguration")]
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[CommandLine("-LogArtifactCacheMisses", Value = "True")]
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public bool bLogArtifactCacheMisses { get; set; } = false;
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/// <summary>
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/// Location to store the artifacts.
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/// </summary>
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[XmlConfigFile(Category = "BuildConfiguration")]
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[CommandLine("-ArtifactDirectory=")]
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public string ArtifactDirectory { get; set; } = String.Empty;
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/// <summary>
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/// Instruct the executor to write compact output e.g. only errors, if supported by the executor,
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/// and only if output is not being redirected e.g. during a build from within Visual Studio
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/// </summary>
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public bool bCompactOutput => bCompactOutputCommandLine && !Console.IsOutputRedirected;
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/// <summary>
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/// Whether to unify C++ code into larger files for faster compilation.
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/// </summary>
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[XmlConfigFile(Category = "BuildConfiguration")]
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public bool? bUseUnityBuild { get; set; }
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/// <summary>
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/// Whether to force C++ source files to be combined into larger files for faster compilation.
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/// </summary>
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[XmlConfigFile(Category = "BuildConfiguration")]
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public bool? bForceUnityBuild { get; set; }
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/// <summary>
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/// Intermediate environment. Determines if the intermediates end up in a different folder than normal.
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/// </summary>
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public UnrealIntermediateEnvironment? IntermediateEnvironment
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{
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get
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{
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if (bForceUnityBuild == true)
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{
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return UnrealIntermediateEnvironment.Default;
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}
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else if (bUseUnityBuild == false)
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{
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return UnrealIntermediateEnvironment.NonUnity;
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}
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return null;
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}
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}
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}
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}
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