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C# UEBuildTarget.GetTargetInfo方法代码示例

本文整理汇总了C#中UnrealBuildTool.UEBuildTarget.GetTargetInfo方法的典型用法代码示例。如果您正苦于以下问题:C# UEBuildTarget.GetTargetInfo方法的具体用法?C# UEBuildTarget.GetTargetInfo怎么用?C# UEBuildTarget.GetTargetInfo使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnrealBuildTool.UEBuildTarget的用法示例。


在下文中一共展示了UEBuildTarget.GetTargetInfo方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: IsActionOutdated


//.........这里部分代码省略.........
                bool bFindCPPIncludePrerequisites = false;
                if( RootAction.ActionType == ActionType.Compile )
                {
                    // Outdated targets don't need their headers scanned yet, because presumably they would already be out of dated based on already-cached
                    // includes before getting this far.  However, if we find them to be outdated after processing includes, we'll do a deep scan later
                    // on and cache all of the includes so that we have them for a quick outdatedness check the next run.
                    if( !bIsOutdated &&
                        BuildConfiguration.bUseExperimentalFastBuildIteration &&
                        UnrealBuildTool.IsAssemblingBuild &&
                        RootAction.ActionType == ActionType.Compile )
                    {
                        bFindCPPIncludePrerequisites = true;
                    }

                    // Were we asked to force an update of our cached includes BEFORE we try to build?  This may be needed if our cache can no longer
                    // be trusted and we need to fill it with perfectly valid data (even if we're in assembler only mode)
                    if( BuildConfiguration.bUseExperimentalFastDependencyScan &&
                        UnrealBuildTool.bNeedsFullCPPIncludeRescan )
                    {
                        bFindCPPIncludePrerequisites = true;
                    }
                }

                if( bFindCPPIncludePrerequisites )
                {
                    // Scan this file for included headers that may be out of date.  Note that it's OK if we break out early because we found
                    // the action to be outdated.  For outdated actions, we kick off a separate include scan in a background thread later on to
                    // catch all of the other includes and form an exhaustive set.
                    foreach (FileItem PrerequisiteItem in RootAction.PrerequisiteItems)
                    {
                        // @todo ubtmake: Make sure we are catching RC files here too.  Anything that the toolchain would have tried it on.  Logic should match the CACHING stuff below
                        if( PrerequisiteItem.CachedCPPIncludeInfo != null )
                        {
                            var BuildPlatform = UEBuildPlatform.GetBuildPlatform( Target.GetTargetInfo().Platform );
                            var IncludedFileList = CPPEnvironment.FindAndCacheAllIncludedFiles( Target, PrerequisiteItem, BuildPlatform, PrerequisiteItem.CachedCPPIncludeInfo, bOnlyCachedDependencies:BuildConfiguration.bUseExperimentalFastDependencyScan );
                            foreach( var IncludedFile in IncludedFileList )	// @todo fastubt: @todo ubtmake: Optimization: This is "retesting" a lot of the same files over and over in a single run (common indirect includes)
                            {
                                if( IncludedFile.bExists )
                                {
                                    // allow a 1 second slop for network copies
                                    TimeSpan TimeDifference = IncludedFile.LastWriteTime - LastExecutionTime;
                                    bool bPrerequisiteItemIsNewerThanLastExecution = TimeDifference.TotalSeconds > 1;
                                    if (bPrerequisiteItemIsNewerThanLastExecution)
                                    {
                                        Log.TraceVerbose(
                                            "{0}: Included file {1} is newer than the last execution of the action: {2} vs {3}",
                                            RootAction.StatusDescription,
                                            Path.GetFileName(IncludedFile.AbsolutePath),
                                            IncludedFile.LastWriteTime.LocalDateTime,
                                            LastExecutionTime.LocalDateTime
                                            );
                                        bIsOutdated = true;

                                        // Don't bother checking every single include if we've found one that is out of date
                                        break;
                                    }
                                }
                            }
                        }

                        if( bIsOutdated )
                        {
                            break;
                        }
                    }
                }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:67,代码来源:ActionGraph.cs


注:本文中的UnrealBuildTool.UEBuildTarget.GetTargetInfo方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。