Files
UnrealEngine/Engine/Source/Programs/UnrealBuildTool/System/RulesCompiler.cs
2025-05-18 13:04:45 +08:00

520 lines
28 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using OpenTracing.Util;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Class which compiles (and caches) rules assemblies for different folders.
/// </summary>
public class RulesCompiler
{
/// <summary>
///
/// </summary>
const string FrameworkAssemblyExtension = ".dll";
/// <summary>
///
/// </summary>
const BuildSettingsVersion DefaultEngineBuildSettingsVersion = BuildSettingsVersion.Latest;
/// <summary>
/// Find all the module rules files under a given directory
/// </summary>
/// <param name="BaseDirectory">The directory to search under</param>
/// <param name="ModuleContext">The module context for each found rules instance</param>
/// <param name="ModuleFileToContext">Map of module files to their context</param>
private static void AddModuleRulesWithContext(DirectoryReference BaseDirectory, ModuleRulesContext ModuleContext, Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext)
{
IReadOnlyList<FileReference> RulesFiles = Rules.FindAllRulesFiles(BaseDirectory, Rules.RulesFileType.Module);
foreach (FileReference RulesFile in RulesFiles)
{
ModuleFileToContext[RulesFile] = ModuleContext;
}
}
/// <summary>
/// Find all the module rules files under a given directory
/// </summary>
/// <param name="BaseDirectory">The directory to search under</param>
/// <param name="SubDirectoryName">Name of the subdirectory to look under</param>
/// <param name="BaseModuleContext">The module context for each found rules instance</param>
/// <param name="DefaultUHTModuleType">The UHT module type</param>
/// <param name="ModuleFileToContext">Map of module files to their context</param>
private static void AddEngineModuleRulesWithContext(DirectoryReference BaseDirectory, string SubDirectoryName, ModuleRulesContext BaseModuleContext, UHTModuleType? DefaultUHTModuleType, Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext)
{
DirectoryReference Directory = DirectoryReference.Combine(BaseDirectory, SubDirectoryName);
if (DirectoryLookupCache.DirectoryExists(Directory))
{
ModuleRulesContext ModuleContext = new ModuleRulesContext(BaseModuleContext) { DefaultUHTModuleType = DefaultUHTModuleType, bCanHotReload = true };
AddModuleRulesWithContext(Directory, ModuleContext, ModuleFileToContext);
}
}
/// <summary>
/// The cached rules assembly for engine modules and targets.
/// </summary>
private static RulesAssembly? EngineRulesAssembly;
/// <summary>
/// Map of assembly names we've already compiled and loaded to their Assembly and list of game folders. This is used to prevent
/// trying to recompile the same assembly when ping-ponging between different types of targets
/// </summary>
private static ConcurrentDictionary<FileReference, RulesAssembly> LoadedAssemblyMap = new ConcurrentDictionary<FileReference, RulesAssembly>();
/// <summary>
/// Creates the engine rules assembly
/// </summary>
/// <param name="bUsePrecompiled">Whether to use a precompiled engine</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="bForceCompile">Whether to always compile this assembly</param>
/// <param name="Logger">Logger for output</param>
/// <returns>New rules assembly</returns>
public static RulesAssembly CreateEngineRulesAssembly(bool bUsePrecompiled, bool bSkipCompile, bool bForceCompile, ILogger Logger)
{
// Prevent multiple conflicting processes building rules assembly at the same time
string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateTargetRulesAssembly", Unreal.EngineDirectory);
using (new GlobalSingleInstanceMutex(MutexName, true))
{
if (EngineRulesAssembly == null)
{
List<PluginInfo> EnginePlugins = new List<PluginInfo>();
List<PluginInfo> MarketplacePlugins = new List<PluginInfo>();
DirectoryReference MarketplaceDirectory = DirectoryReference.Combine(Unreal.EngineDirectory, "Plugins", "Marketplace");
foreach (PluginInfo PluginInfo in Plugins.ReadEnginePlugins(Unreal.EngineDirectory))
{
if (PluginInfo.File.IsUnderDirectory(MarketplaceDirectory))
{
MarketplacePlugins.Add(PluginInfo);
}
else
{
EnginePlugins.Add(PluginInfo);
}
}
EngineRulesAssembly = CreateEngineRulesAssemblyInternal(Unreal.GetExtensionDirs(Unreal.EngineDirectory), ProjectFileGenerator.EngineRulesAssemblyName, EnginePlugins, Unreal.IsEngineInstalled() || bUsePrecompiled, bSkipCompile, bForceCompile, null, Logger);
if (MarketplacePlugins.Count > 0)
{
EngineRulesAssembly = CreateMarketplaceRulesAssembly(MarketplacePlugins, Unreal.IsEngineInstalled() || bUsePrecompiled, bSkipCompile, bForceCompile, EngineRulesAssembly, Logger);
}
}
return EngineRulesAssembly;
}
}
/// <summary>
/// Creates a rules assembly
/// </summary>
/// <param name="RootDirectories">The root directories to create rules for</param>
/// <param name="AssemblyPrefix">A prefix for the assembly file name</param>
/// <param name="Plugins">List of plugins to include in this assembly</param>
/// <param name="bReadOnly">Whether the assembly should be marked as installed</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="bForceCompile">Whether to always compile this assembly</param>
/// <param name="Parent">The parent rules assembly</param>
/// <param name="Logger">Logger for output</param>
/// <returns>New rules assembly</returns>
private static RulesAssembly CreateEngineRulesAssemblyInternal(List<DirectoryReference> RootDirectories, string AssemblyPrefix, IReadOnlyList<PluginInfo> Plugins, bool bReadOnly, bool bSkipCompile, bool bForceCompile, RulesAssembly? Parent, ILogger Logger)
{
// Scope hierarchy
RulesScope Scope = new RulesScope("Engine", null);
RulesScope PluginsScope = new RulesScope("Engine Plugins", Scope);
RulesScope ProgramsScope = new RulesScope("Engine Programs", PluginsScope);
// Find the shared modules, excluding the programs directory. These are used to create an assembly with the bContainsEngineModules flag set to true.
Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext = new Dictionary<FileReference, ModuleRulesContext>();
ModuleRulesContext DefaultModuleContext = new ModuleRulesContext(Scope, RootDirectories[0]);
List<FileReference> ProgramTargetFiles = new List<FileReference>();
foreach (DirectoryReference RootDirectory in RootDirectories)
{
using (GlobalTracer.Instance.BuildSpan("Finding engine modules").StartActive())
{
DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source");
AddEngineModuleRulesWithContext(SourceDirectory, "Runtime", DefaultModuleContext, UHTModuleType.EngineRuntime, ModuleFileToContext);
AddEngineModuleRulesWithContext(SourceDirectory, "Developer", DefaultModuleContext, UHTModuleType.EngineDeveloper, ModuleFileToContext);
AddEngineModuleRulesWithContext(SourceDirectory, "Editor", DefaultModuleContext, UHTModuleType.EngineEditor, ModuleFileToContext);
AddEngineModuleRulesWithContext(SourceDirectory, "ThirdParty", DefaultModuleContext, UHTModuleType.EngineThirdParty, ModuleFileToContext);
AddEngineModuleRulesWithContext(RootDirectory, "Shaders", DefaultModuleContext, UHTModuleType.EngineThirdParty, ModuleFileToContext);
}
}
// Add all the plugin modules too (don't need to loop over RootDirectories since the plugins come in already found
using (GlobalTracer.Instance.BuildSpan("Finding plugin modules").StartActive())
{
ModuleRulesContext PluginsModuleContext = new ModuleRulesContext(PluginsScope, RootDirectories[0]);
PluginsModuleContext.bCanHotReload = true;
FindModuleRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext);
// Plugin test target rules only
FindTestRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext, ProgramTargetFiles);
}
// Create the assembly
DirectoryReference AssemblyDir = RootDirectories[0];
FileReference EngineAssemblyFileName = FileReference.Combine(AssemblyDir, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "Rules" + FrameworkAssemblyExtension);
RulesAssembly EngineAssembly = new RulesAssembly(Scope, RootDirectories, Plugins, ModuleFileToContext, new List<FileReference>(), EngineAssemblyFileName, bContainsEngineModules: true, DefaultBuildSettings: DefaultEngineBuildSettingsVersion, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
Dictionary<FileReference, ModuleRulesContext> ProgramModuleFiles = new Dictionary<FileReference, ModuleRulesContext>();
foreach (DirectoryReference RootDirectory in RootDirectories)
{
DirectoryReference SourceDirectory = DirectoryReference.Combine(RootDirectory, "Source");
DirectoryReference ProgramsDirectory = DirectoryReference.Combine(SourceDirectory, "Programs");
// Also create a scope for them, and update the UHT module type
ModuleRulesContext ProgramsModuleContext = new ModuleRulesContext(ProgramsScope, RootDirectory);
ProgramsModuleContext.DefaultUHTModuleType = UHTModuleType.Program;
using (GlobalTracer.Instance.BuildSpan("Finding program modules").StartActive())
{
// Find all the rules files
AddModuleRulesWithContext(ProgramsDirectory, ProgramsModuleContext, ProgramModuleFiles);
}
using (GlobalTracer.Instance.BuildSpan("Finding program targets").StartActive())
{
ProgramTargetFiles.AddRange(Rules.FindAllRulesFiles(SourceDirectory, Rules.RulesFileType.Target));
}
}
// Create a path to the assembly that we'll either load or compile
FileReference ProgramAssemblyFileName = FileReference.Combine(AssemblyDir, "Intermediate", "Build", "BuildRules", AssemblyPrefix + "ProgramRules" + FrameworkAssemblyExtension);
RulesAssembly ProgramAssembly = new RulesAssembly(ProgramsScope, RootDirectories, new List<PluginInfo>().AsReadOnly(), ProgramModuleFiles, ProgramTargetFiles, ProgramAssemblyFileName, bContainsEngineModules: false, DefaultBuildSettings: DefaultEngineBuildSettingsVersion, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: EngineAssembly, Logger: Logger);
// Return the combined assembly
return ProgramAssembly;
}
/// <summary>
/// Creates a rules assembly
/// </summary>
/// <param name="Plugins">List of plugins to include in this assembly</param>
/// <param name="bReadOnly">Whether the assembly should be marked as installed</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="bForceCompile">Whether to always compile this assembly</param>
/// <param name="Parent">The parent rules assembly</param>
/// <param name="Logger"></param>
/// <returns>New rules assembly</returns>
private static RulesAssembly CreateMarketplaceRulesAssembly(IReadOnlyList<PluginInfo> Plugins, bool bReadOnly, bool bSkipCompile, bool bForceCompile, RulesAssembly Parent, ILogger Logger)
{
RulesScope MarketplaceScope = new RulesScope("Marketplace", Parent.Scope);
// Add all the plugin modules too (don't need to loop over RootDirectories since the plugins come in already found
Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext = new Dictionary<FileReference, ModuleRulesContext>();
using (GlobalTracer.Instance.BuildSpan("Finding marketplace plugin modules").StartActive())
{
ModuleRulesContext PluginsModuleContext = new ModuleRulesContext(MarketplaceScope, Unreal.EngineDirectory);
FindModuleRulesForPlugins(Plugins, PluginsModuleContext, ModuleFileToContext);
}
// Create the assembly
RulesAssembly Result = Parent;
if (ModuleFileToContext.Count > 0)
{
FileReference AssemblyFileName = FileReference.Combine(Unreal.WritableEngineDirectory, "Intermediate", "Build", "BuildRules", "MarketplaceRules.dll");
Result = new RulesAssembly(MarketplaceScope, new List<DirectoryReference> { DirectoryReference.Combine(Unreal.EngineDirectory, "Plugins", "Marketplace") }, Plugins, ModuleFileToContext, new List<FileReference>(), AssemblyFileName, bContainsEngineModules: true, DefaultBuildSettings: null, bReadOnly: bReadOnly, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
}
return Result;
}
/// <summary>
/// Creates a rules assembly with the given parameters.
/// </summary>
/// <param name="ProjectFileName">The project file to create rules for. Null for the engine.</param>
/// <param name="bUsePrecompiled">Whether to use a precompiled engine</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="bForceCompile">Whether to always compile this assembly</param>
/// <param name="Logger">Logger for output</param>
/// <returns>New rules assembly</returns>
public static RulesAssembly CreateProjectRulesAssembly(FileReference ProjectFileName, bool bUsePrecompiled, bool bSkipCompile, bool bForceCompile, ILogger Logger)
{
// Prevent multiple conflicting processes building rules assembly at the same time
string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateTargetRulesAssembly", ProjectFileName);
using (new GlobalSingleInstanceMutex(MutexName, true))
{
// Check if there's an existing assembly for this project
return LoadedAssemblyMap.GetOrAdd(ProjectFileName, _ =>
{
Logger.LogTrace("Creating project rules assembly for {Project}...", ProjectFileName);
ProjectDescriptor Project = ProjectDescriptor.FromFile(ProjectFileName);
// Create the parent assembly
RulesAssembly Parent = CreateEngineRulesAssembly(bUsePrecompiled, bSkipCompile, bForceCompile, Logger);
DirectoryReference MainProjectDirectory = ProjectFileName.Directory;
//DirectoryReference MainProjectSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Source");
// Create a scope for things in this assembly
RulesScope Scope = new RulesScope("Project", Parent.Scope);
// Create a new context for modules created by this assembly
ModuleRulesContext DefaultModuleContext = new ModuleRulesContext(Scope, MainProjectDirectory);
DefaultModuleContext.bCanBuildDebugGame = true;
DefaultModuleContext.bCanHotReload = true;
DefaultModuleContext.bClassifyAsGameModuleForUHT = true;
DefaultModuleContext.bCanUseForSharedPCH = false;
// gather modules from project and platforms
Dictionary<FileReference, ModuleRulesContext> ModuleFiles = new Dictionary<FileReference, ModuleRulesContext>();
List<FileReference> TargetFiles = new List<FileReference>();
// Find all the project directories
List<DirectoryReference> ProjectDirectories = Unreal.GetExtensionDirs(ProjectFileName.Directory);
if (Project.AdditionalRootDirectories != null)
{
ProjectDirectories.AddRange(Project.AdditionalRootDirectories);
}
// Find all the rules/plugins under the project source directories
foreach (DirectoryReference ProjectDirectory in ProjectDirectories)
{
DirectoryReference ProjectSourceDirectory = DirectoryReference.Combine(ProjectDirectory, "Source");
AddModuleRulesWithContext(ProjectSourceDirectory, DefaultModuleContext, ModuleFiles);
TargetFiles.AddRange(Rules.FindAllRulesFiles(ProjectSourceDirectory, Rules.RulesFileType.Target));
}
// Find all the project plugins
List<PluginInfo> ProjectPlugins = new List<PluginInfo>();
ProjectPlugins.AddRange(Plugins.ReadProjectPlugins(MainProjectDirectory));
// Add the project's additional plugin directories plugins too
if (Project.AdditionalPluginDirectories != null)
{
foreach (DirectoryReference AdditionalPluginDirectory in Project.AdditionalPluginDirectories)
{
ProjectPlugins.AddRange(Plugins.ReadAdditionalPlugins(AdditionalPluginDirectory, Logger));
}
}
Logger.LogTrace(" Found {Count} Plugins:", ProjectPlugins.Count);
ProjectPlugins.ForEach(x => { Logger.LogTrace(" {Plugin}", x.File); });
// Find all the plugin module rules as well as plugin test target and module rules
FindModuleRulesForPlugins(ProjectPlugins, DefaultModuleContext, ModuleFiles);
FindTestRulesForPlugins(ProjectPlugins, DefaultModuleContext, ModuleFiles, TargetFiles);
Logger.LogTrace(" Found {Count} Modules:", ModuleFiles.Count);
foreach (KeyValuePair<FileReference, ModuleRulesContext> Item in ModuleFiles)
{
Logger.LogTrace(" {Module}", Item.Key);
}
// Add the games project's intermediate source folder
DirectoryReference ProjectIntermediateSourceDirectory = DirectoryReference.Combine(MainProjectDirectory, "Intermediate", "Source");
if (DirectoryReference.Exists(ProjectIntermediateSourceDirectory))
{
AddModuleRulesWithContext(ProjectIntermediateSourceDirectory, DefaultModuleContext, ModuleFiles);
TargetFiles.AddRange(Rules.FindAllRulesFiles(ProjectIntermediateSourceDirectory, Rules.RulesFileType.Target));
}
RulesAssembly ProjectRulesAssembly;
// Compile the assembly. If there are no module or target files, just use the parent assembly.
FileReference AssemblyFileName = FileReference.Combine(MainProjectDirectory, "Intermediate", "Build", "BuildRules", ProjectFileName.GetFileNameWithoutExtension() + "ModuleRules" + FrameworkAssemblyExtension);
if (ModuleFiles.Count == 0 && TargetFiles.Count == 0 && ProjectPlugins.Count == 0)
{
ProjectRulesAssembly = Parent;
}
else
{
ProjectRulesAssembly = new RulesAssembly(Scope, new List<DirectoryReference> { MainProjectDirectory }, ProjectPlugins, ModuleFiles, TargetFiles, AssemblyFileName, bContainsEngineModules: false, DefaultBuildSettings: null, bReadOnly: Unreal.IsProjectInstalled(), bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
}
return ProjectRulesAssembly;
});
}
}
/// <summary>
/// Creates a rules assembly with the given parameters.
/// </summary>
/// <param name="PluginFileName">The plugin file to create rules for</param>
/// <param name="bSkipCompile">Whether to skip compilation for this assembly</param>
/// <param name="bForceCompile">Whether to always compile this assembly</param>
/// <param name="Parent">The parent rules assembly</param>
/// <param name="bBuildPluginAsLocal">Whether the plugin should be built as though it is a local plugin.</param>
/// <param name="bContainsEngineModules">Whether the plugin contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule.</param>
/// <param name="Logger">Logger for ouptut</param>
/// <returns>The new rules assembly</returns>
public static RulesAssembly CreatePluginRulesAssembly(FileReference PluginFileName, bool bSkipCompile, bool bForceCompile, RulesAssembly Parent, bool bBuildPluginAsLocal, bool bContainsEngineModules, ILogger Logger)
{
// Prevent multiple conflicting processes building rules assembly at the same time
string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateTargetRulesAssembly", PluginFileName);
using (new GlobalSingleInstanceMutex(MutexName, true))
{
// Check if there's an existing assembly for this project
return LoadedAssemblyMap.GetOrAdd(PluginFileName, _ =>
{
Logger.LogTrace("Creating plugin rules assembly for {Plugin}...", PluginFileName);
// Find all the rules source files
Dictionary<FileReference, ModuleRulesContext> ModuleFiles = new Dictionary<FileReference, ModuleRulesContext>();
List<FileReference> TargetFiles = new List<FileReference>();
// Create a list of plugins for this assembly. We need to override the parent plugin, if it exists, due to overriding the
// setting for bClassifyAsGameModuleForUHT below.
List<PluginInfo> ForeignPlugins = new List<PluginInfo>();
if (!Parent.EnumeratePlugins().Any(x => x.ChoiceVersion != null && x.ChoiceVersion.File == PluginFileName && x.ChoiceVersion.Type == PluginType.Engine))
{
PluginInfo ForeignPluginInfo = new PluginInfo(PluginFileName, PluginType.External)
{
bExplicitPluginTarget = true
};
ForeignPlugins.Add(ForeignPluginInfo);
}
Logger.LogTrace(" Found {Count} ForeignPlugins:", ForeignPlugins.Count);
ForeignPlugins.ForEach(x => { Logger.LogTrace(" {ForeignPlugin}", x.File); });
// Create a new scope for the plugin. It should not reference anything else.
RulesScope Scope = new RulesScope("Plugin", Parent.Scope);
// Find all the modules
ModuleRulesContext PluginModuleContext = new ModuleRulesContext(Scope, PluginFileName.Directory);
PluginModuleContext.bClassifyAsGameModuleForUHT = !bContainsEngineModules;
if (bBuildPluginAsLocal)
{
PluginModuleContext.bCanBuildDebugGame = true;
PluginModuleContext.bCanHotReload = true;
PluginModuleContext.bClassifyAsGameModuleForUHT = true;
PluginModuleContext.bCanUseForSharedPCH = false;
}
FindModuleRulesForPlugins(ForeignPlugins, PluginModuleContext, ModuleFiles);
Logger.LogTrace(" Found {Count} Modules:", ModuleFiles.Count);
foreach (KeyValuePair<FileReference, ModuleRulesContext> Item in ModuleFiles)
{
Logger.LogTrace(" {Module}", Item.Key);
}
// Compile the assembly
FileReference AssemblyFileName = FileReference.Combine(PluginFileName.Directory, "Intermediate", "Build", "BuildRules", Path.GetFileNameWithoutExtension(PluginFileName.FullName) + "ModuleRules" + FrameworkAssemblyExtension);
return new RulesAssembly(Scope, new List<DirectoryReference> { PluginFileName.Directory }, ForeignPlugins, ModuleFiles, TargetFiles, AssemblyFileName, bContainsEngineModules, DefaultBuildSettings: null, bReadOnly: false, bSkipCompile: bSkipCompile, bForceCompile: bForceCompile, Parent: Parent, Logger: Logger);
});
}
}
/// <summary>
/// Compile a rules assembly for the current target
/// </summary>
/// <param name="ProjectFile">The project file being compiled</param>
/// <param name="TargetName">The target being built</param>
/// <param name="bSkipRulesCompile">Whether to skip compiling any rules assemblies</param>
/// <param name="bForceRulesCompile">Whether to always compile all rules assemblies</param>
/// <param name="bUsePrecompiled">Whether to use a precompiled engine build</param>
/// <param name="ForeignPlugin">Foreign plugin to be compiled</param>
/// <param name="bBuildPluginAsLocal">Whether the plugin should be built as though it is a local plugin</param>
/// <param name="Logger">Logger for output</param>
/// <returns>The compiled rules assembly</returns>
public static RulesAssembly CreateTargetRulesAssembly(FileReference? ProjectFile, string TargetName, bool bSkipRulesCompile, bool bForceRulesCompile, bool bUsePrecompiled, FileReference? ForeignPlugin, bool bBuildPluginAsLocal, ILogger Logger)
{
RulesAssembly RulesAssembly;
if (ProjectFile != null)
{
RulesAssembly = CreateProjectRulesAssembly(ProjectFile, bUsePrecompiled, bSkipRulesCompile, bForceRulesCompile, Logger);
}
else
{
RulesAssembly = CreateEngineRulesAssembly(bUsePrecompiled, bSkipRulesCompile, bForceRulesCompile, Logger);
}
if (ForeignPlugin != null)
{
RulesAssembly = CreatePluginRulesAssembly(ForeignPlugin, bSkipRulesCompile, bForceRulesCompile, RulesAssembly, bBuildPluginAsLocal, true, Logger);
}
return RulesAssembly;
}
/// <summary>
/// Finds all the module rules for plugins under the given directory.
/// </summary>
/// <param name="Plugins">The list of plugins to search modules for</param>
/// <param name="DefaultContext">The default context for any files that are enumerated</param>
/// <param name="ModuleFileToContext">Dictionary which is filled with mappings from the module file to its corresponding context</param>
private static void FindModuleRulesForPlugins(IReadOnlyList<PluginInfo> Plugins, ModuleRulesContext DefaultContext, Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext)
{
Rules.PrefetchRulesFiles(Plugins.Select(x => DirectoryReference.Combine(x.Directory, "Source")));
foreach (PluginInfo Plugin in Plugins)
{
FindModuleRulesForPluginInFolder(Plugin, "Source", DefaultContext, ModuleFileToContext);
}
}
/// <summary>
/// Finds all the module and target rules for plugins' tests.
/// </summary>
/// <param name="Plugins">The list of plugins to search test rules for</param>
/// <param name="DefaultContext">The default context for any files that are enumerated</param>
/// <param name="ModuleFileToContext">Dictionary which is filled with mappings from the module file to its corresponding context</param>
/// <param name="TargetFiles">List of target files to add test target rules to</param>
private static void FindTestRulesForPlugins(IReadOnlyList<PluginInfo> Plugins, ModuleRulesContext DefaultContext, Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext, List<FileReference> TargetFiles)
{
Rules.PrefetchRulesFiles(Plugins.Select(x => DirectoryReference.Combine(x.Directory, "Tests")));
foreach (PluginInfo Plugin in Plugins)
{
FindModuleRulesForPluginInFolder(Plugin, "Tests", DefaultContext, ModuleFileToContext);
TargetFiles.AddRange(Rules.FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, "Tests"), Rules.RulesFileType.Target));
}
}
/// <summary>
/// Finds all the module rules for a given plugin in a specified folder.
/// </summary>
/// <param name="Plugin">The plugin to search module rules for</param>
/// <param name="Folder">The folder relative to the plugin root to look into, usually "Source" or "Tests"</param>
/// <param name="DefaultContext">The default context for any files that are enumerated</param>
/// <param name="ModuleFileToContext">Dictionary which is filled with mappings from the module file to its corresponding context</param>
private static void FindModuleRulesForPluginInFolder(PluginInfo Plugin, string Folder, ModuleRulesContext DefaultContext, Dictionary<FileReference, ModuleRulesContext> ModuleFileToContext)
{
List<FileReference> PluginModuleFiles = Rules.FindAllRulesFiles(DirectoryReference.Combine(Plugin.Directory, Folder), Rules.RulesFileType.Module).ToList();
foreach (FileReference ChildFile in Plugin.ChildFiles)
{
PluginModuleFiles.AddRange(Rules.FindAllRulesFiles(DirectoryReference.Combine(ChildFile.Directory, Folder), Rules.RulesFileType.Module));
}
foreach (FileReference ModuleFile in PluginModuleFiles)
{
ModuleRulesContext PluginContext = new ModuleRulesContext(DefaultContext);
PluginContext.DefaultOutputBaseDir = Plugin.Directory;
PluginContext.Plugin = Plugin;
ModuleFileToContext[ModuleFile] = PluginContext;
}
}
/// <summary>
/// Gets the filename that declares the given type.
/// </summary>
/// <param name="ExistingType">The type to search for.</param>
/// <returns>The filename that declared the given type, or null</returns>
public static string? GetFileNameFromType(Type ExistingType)
{
FileReference? FileName;
if (EngineRulesAssembly != null && EngineRulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
foreach (RulesAssembly RulesAssembly in LoadedAssemblyMap.Values)
{
if (RulesAssembly.TryGetFileNameFromType(ExistingType, out FileName))
{
return FileName.FullName;
}
}
return null;
}
}
}