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C# UEBuildTarget.ShouldCompileMonolithic方法代码示例

本文整理汇总了C#中UnrealBuildTool.UEBuildTarget.ShouldCompileMonolithic方法的典型用法代码示例。如果您正苦于以下问题:C# UEBuildTarget.ShouldCompileMonolithic方法的具体用法?C# UEBuildTarget.ShouldCompileMonolithic怎么用?C# UEBuildTarget.ShouldCompileMonolithic使用的例子?那么, 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.ShouldCompileMonolithic方法的6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: GeneratePathForTarget

 /// <summary>
 /// Generates a full path to action history file for the specified target.
 /// </summary>
 public static string GeneratePathForTarget(UEBuildTarget Target)
 {
     string Folder = null;
     if (Target.ShouldCompileMonolithic() || Target.Rules.Type == TargetRules.TargetType.Program)
     {
         // Monolithic configs and programs have their Action History stored in their respective project folders
         // or under engine intermediate folder + program name folder
         string RootDirectory = UnrealBuildTool.GetUProjectPath();
         if (String.IsNullOrEmpty(RootDirectory))
         {
             RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
         }
         Folder = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
     }
     else
     {
         // Shared action history (unless this is a rocket target)
         Folder = UnrealBuildTool.RunningRocket() ?
             Path.Combine(UnrealBuildTool.GetUProjectPath(), BuildConfiguration.BaseIntermediateFolder) :
             BuildConfiguration.BaseIntermediatePath;
     }
     return Path.Combine(Folder, "ActionHistory.bin").Replace("\\", "/");
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,代码来源:ActionHistory.cs

示例2: SetUpEnvironment

        /**
         *	Setup the target environment for building
         *	
         *	@param	InBuildTarget		The target being built
         */
        public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
        {
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WIN32=1");

			// Should we enable Windows XP support
			if ((InBuildTarget.TargetType == TargetRules.TargetType.Program) && (GetCPPTargetPlatform(InBuildTarget.Platform) == CPPTargetPlatform.Win32))
			{
				// Check if the target has requested XP support.
				if (String.Equals(InBuildTarget.Rules.PreferredSubPlatform, "WindowsXP", StringComparison.InvariantCultureIgnoreCase))
				{
					SupportWindowsXP = true;
				}
			}

			if (WindowsPlatform.bUseWindowsSDK10 && WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015)
			{
				if (SupportWindowsXP)
				{
					throw new NotSupportedException("Windows XP support is not possible when targeting the Windows 10 SDK");
				}
				// Windows 8 or higher required
				InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0602");
				InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0602");
			}
			else
			{
				if (SupportWindowsXP)
				{
					// Windows XP SP3 or higher required
					InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0502");
					InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0502");
				}
				else
				{
					// Windows Vista or higher required
					InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0600");
					InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0600");
				}
			}
			InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_WINDOWS=1");

            String MorpheusShaderPath = Path.Combine(BuildConfiguration.RelativeEnginePath, "Shaders/PS4/PostProcessHMDMorpheus.usf");
            //@todo: VS2015 currently does not have support for Morpheus
            if (File.Exists(MorpheusShaderPath) && WindowsPlatform.Compiler != WindowsCompiler.VisualStudio2015)
            {
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("HAS_MORPHEUS=1");                

				//on PS4 the SDK now handles distortion correction.  On PC we will still have to handle it manually,				
				InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("MORPHEUS_ENGINE_DISTORTION=1");				
            }

            if (InBuildTarget.Rules != null)
            {
                // Explicitly exclude the MS C++ runtime libraries we're not using, to ensure other libraries we link with use the same
                // runtime library as the engine.
				bool bUseDebugCRT = InBuildTarget.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT;
				if(!InBuildTarget.Rules.bUseStaticCRT || bUseDebugCRT)
				{
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMT");
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPMT");
				}
				if(!InBuildTarget.Rules.bUseStaticCRT || !bUseDebugCRT)
				{
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMTD");
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPMTD");
				}
				if (InBuildTarget.Rules.bUseStaticCRT || bUseDebugCRT)
				{
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCRT");
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCPRT");
				}
				if(InBuildTarget.Rules.bUseStaticCRT || !bUseDebugCRT)
				{
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCRTD");
					InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCPRTD");
				}
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBC");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCP");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCD");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPD");

                //@todo ATL: Currently, only VSAccessor requires ATL (which is only used in editor builds)
                // When compiling games, we do not want to include ATL - and we can't when compiling Rocket games
                // due to VS 2012 Express not including ATL.
                // If more modules end up requiring ATL, this should be refactored into a BuildTarget flag (bNeedsATL)
                // that is set by the modules the target includes to allow for easier tracking.
                // Alternatively, if VSAccessor is modified to not require ATL than we should always exclude the libraries.
                if (InBuildTarget.ShouldCompileMonolithic() && (InBuildTarget.Rules != null) &&
                    (TargetRules.IsGameType(InBuildTarget.TargetType)) && (TargetRules.IsEditorType(InBuildTarget.TargetType) == false))
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atl");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atls");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsd");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsn");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsnd");
//.........这里部分代码省略.........
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:101,代码来源:UEBuildWindows.cs

示例3: SetUpEnvironment

        /**
         *	Setup the target environment for building
         *
         *	@param	InBuildTarget		The target being built
         */
        public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
        {
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WIN32=1");
            if( SupportWindowsXP )
            {
                // Windows XP SP3 or higher required
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0502");
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0502");
            }
            else
            {
                // Windows Vista or higher required
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_WIN32_WINNT=0x0600");
                InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WINVER=0x0600");
            }
            InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_WINDOWS=1");

            if (InBuildTarget.Rules != null)
            {
                // Explicitly exclude the MS C++ runtime libraries we're not using, to ensure other libraries we link with use the same
                // runtime library as the engine.
                if (InBuildTarget.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCRT");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCPRT");
                }
                else
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCRTD");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("MSVCPRTD");
                }
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBC");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMT");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPMT");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCP");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCD");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCMTD");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPMTD");
                InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("LIBCPD");

                //@todo ATL: Currently, only VSAccessor requires ATL (which is only used in editor builds)
                // When compiling games, we do not want to include ATL - and we can't when compiling Rocket games
                // due to VS 2012 Express not including ATL.
                // If more modules end up requiring ATL, this should be refactored into a BuildTarget flag (bNeedsATL)
                // that is set by the modules the target includes to allow for easier tracking.
                // Alternatively, if VSAccessor is modified to not require ATL than we should always exclude the libraries.
                if (InBuildTarget.ShouldCompileMonolithic() && (InBuildTarget.Rules != null) &&
                    (TargetRules.IsGameType(InBuildTarget.Rules.Type)) && (TargetRules.IsEditorType(InBuildTarget.Rules.Type) == false))
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atl");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atls");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsd");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsn");
                    InBuildTarget.GlobalLinkEnvironment.Config.ExcludedLibraries.Add("atlsnd");
                }

                // Add the library used for the delayed loading of DLLs.
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("delayimp.lib");

                //@todo - remove once FB implementation uses Http module
                if (UEBuildConfiguration.bCompileAgainstEngine)
                {
                    // link against wininet (used by FBX and Facebook)
                    InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("wininet.lib");
                }

                // Compile and link with Win32 API libraries.
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("rpcrt4.lib");
                //InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("wsock32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("ws2_32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dbghelp.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("comctl32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("Winmm.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("kernel32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("user32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("gdi32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("winspool.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("comdlg32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("advapi32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("shell32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("ole32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("oleaut32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("uuid.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("odbc32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("odbccp32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("netapi32.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("iphlpapi.lib");
                InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("setupapi.lib"); //  Required for access monitor device enumeration

                // Windows Vista/7 Desktop Windows Manager API for Slate Windows Compliance
                if( !SupportWindowsXP )		// Windows XP does not support DWM
                {
                    InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("dwmapi.lib");
                }

//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:UEBuildWindows.cs

示例4: GetGeneratedCodeDirectoryForModule

        /// <summary>
        /// Determines where generated code files will be stored for this module
        /// </summary>
        /// <param name="ModuleDirectory">Module's base directory</param>
        /// <param name="ModuleName">Name of module</param>
        /// <returns></returns>
        public static string GetGeneratedCodeDirectoryForModule(UEBuildTarget Target, string ModuleDirectory, string ModuleName)
        {
            string BaseDirectory = null;
            if ((Target.ShouldCompileMonolithic() || Target.Rules.Type == TargetRules.TargetType.Program) &&
                (!UnrealBuildTool.BuildingRocket()) &&
                (!UnrealBuildTool.RunningRocket() || Utils.IsFileUnderDirectory(ModuleDirectory, UnrealBuildTool.GetUProjectPath())))
            {
                // Monolithic configurations and programs have their intermediate headers stored under their
                // respective project folders with the exception of rocket which always stores engine modules in the engine folder.
                string RootDirectory = UnrealBuildTool.GetUProjectPath();
                if (String.IsNullOrEmpty(RootDirectory))
                {
                    // Intermediates under Engine intermediate folder (program name will be appended later)
                    RootDirectory = Path.GetFullPath(BuildConfiguration.RelativeEnginePath);
                }
                BaseDirectory = Path.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
            }
            else if (Plugins.IsPluginModule(ModuleName))
            {
                // Plugin module
                BaseDirectory = Path.Combine(Plugins.GetPluginInfoForModule(ModuleName).Directory, BuildConfiguration.PlatformIntermediateFolder);
            }
            else
            {
                var AllProjectFolders = UEBuildTarget.DiscoverAllGameFolders();
                BaseDirectory = AllProjectFolders.Find(ProjectFolder => Utils.IsFileUnderDirectory( ModuleDirectory, ProjectFolder ));
                if (BaseDirectory == null)
                {
                    // Must be an engine module or program module
                    BaseDirectory = ProjectFileGenerator.EngineRelativePath;
                }

                BaseDirectory = Path.GetFullPath(Path.Combine(BaseDirectory, BuildConfiguration.PlatformIntermediateFolder));
            }

            // Construct the intermediate path.
            var GeneratedCodeDirectory = Path.Combine(BaseDirectory, "Inc", ModuleName);
            return GeneratedCodeDirectory + Path.DirectorySeparatorChar;
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:45,代码来源:UEBuildModule.cs

示例5: RecursivelyProcessUnboundModules

        public override void RecursivelyProcessUnboundModules(UEBuildTarget Target, ref Dictionary<string, UEBuildBinary> Binaries, UEBuildBinary ExecutableBinary)
        {
            // Make sure this module is bound to a binary
            if( !bIncludedInTarget )
            {
                throw new BuildException( "Module '{0}' should already have been bound to a binary!", Name );
            }

            var AllModuleNames = new List<string>();
            AllModuleNames.AddRange( PrivateDependencyModuleNames );
            AllModuleNames.AddRange( PublicDependencyModuleNames );
            AllModuleNames.AddRange( DynamicallyLoadedModuleNames );
            AllModuleNames.AddRange( PlatformSpecificDynamicallyLoadedModuleNames );

            foreach( var DependencyName in AllModuleNames )
            {
                var DependencyModule = Target.FindOrCreateModuleByName(DependencyName);

                // Skip modules that are included with the target (externals)
                if( !DependencyModule.bIncludedInTarget )
                {
                    if( !Binaries.ContainsKey( DependencyModule.Name ) )
                    {
                        UEBuildBinary BinaryToBindTo;
                        if (Target.ShouldCompileMonolithic())
                        {
                            // When linking monolithically, any unbound modules will be linked into the main executable
                            BinaryToBindTo = ExecutableBinary;
                        }
                        else
                        {
                            // Is this a Rocket module?
                            bool bIsRocketModule = RulesCompiler.IsRocketProjectModule(DependencyName);

                            // Is this a plugin module?
                            var PluginInfo = Plugins.GetPluginInfoForModule( DependencyName );

                            string OutputFilePath = Target.MakeBinaryPath(DependencyModule.Name, Target.GetAppName() + "-" + DependencyModule.Name, UEBuildBinaryType.DynamicLinkLibrary, Target.Rules.Type, bIsRocketModule, PluginInfo, "");

                            // If it's an engine module, output intermediates to the engine intermediates directory.
                            string IntermediateDirectory = Binary.Config.IntermediateDirectory;
                            if (PluginInfo == null && IntermediateDirectory != Target.EngineIntermediateDirectory && Path.GetFullPath(DependencyModule.ModuleDirectory).StartsWith(Path.GetFullPath(BuildConfiguration.RelativeEnginePath)))
                            {
                                IntermediateDirectory = Target.EngineIntermediateDirectory;
                            }

                            // When using modular linkage, unbound modules will be linked into their own DLL files
                            UEBuildBinaryConfiguration Config = new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.DynamicLinkLibrary,
                                                                                                InOutputFilePath: OutputFilePath,
                                                                                                InIntermediateDirectory: IntermediateDirectory,
                                                                                                bInAllowExports: true,
                                                                                                InModuleNames: new List<string> { DependencyModule.Name },
                                                                                                InTargetName: Target.GetAppName(),
                                                                                                bInIsCrossTarget: PlatformSpecificDynamicallyLoadedModuleNames.Contains(DependencyName) && !DynamicallyLoadedModuleNames.Contains(DependencyName),
                                                                                                InTargetConfiguration: Target.Configuration,
                                                                                                bInCompileMonolithic: Target.ShouldCompileMonolithic() );

                            // Fix up the binary path if this is module specifies an alternate output directory
                            Config.OutputFilePath = DependencyModule.FixupOutputPath(Config.OutputFilePath);

                            BinaryToBindTo = new UEBuildBinaryCPP( Target, Config );
                        }

                        Binaries[ DependencyModule.Name ] = BinaryToBindTo;

                        // Bind this module
                        DependencyModule.Binary = BinaryToBindTo;
                        DependencyModule.bIncludedInTarget = true;

                        // Also add binaries for this module's dependencies
                        DependencyModule.RecursivelyProcessUnboundModules( Target, ref Binaries, ExecutableBinary );
                    }
                }

                if (Target.ShouldCompileMonolithic() == false)
                {
                    // Check to see if there is a circular relationship between the module and it's referencer
                    if( DependencyModule.Binary != null )
                    {
                        if( CircularlyReferencedDependentModules.Contains( DependencyName ) )
                        {
                            DependencyModule.Binary.SetCreateImportLibrarySeparately( true );
                        }
                    }
                }
            }

            // Also make sure module entries are created for any module that is pulled in as an "include path" module.
            // These modules are never linked in unless they were referenced as an actual dependency of a different module,
            // but we still need to keep track of them so that we can find their include paths when setting up our
            // module's include paths.
            RecursivelyAddIncludePathModules( Target, bPublicIncludesOnly:false );
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:93,代码来源:UEBuildModule.cs

示例6: GeneratePathForTarget

		/// <summary>
		/// Generates a full path to action history file for the specified target.
		/// </summary>
		public static FileReference GeneratePathForTarget(UEBuildTarget Target)
		{
			DirectoryReference Folder = null;
			if (Target.ShouldCompileMonolithic() || Target.TargetType == TargetRules.TargetType.Program)
			{
				// Monolithic configs and programs have their Action History stored in their respective project folders
				// or under engine intermediate folder + program name folder
				DirectoryReference RootDirectory;
				if (Target.ProjectFile != null)
				{
					RootDirectory = Target.ProjectFile.Directory;
				}
				else
				{
					RootDirectory = UnrealBuildTool.EngineDirectory;
				}
				Folder = DirectoryReference.Combine(RootDirectory, BuildConfiguration.PlatformIntermediateFolder, Target.GetTargetName());
			}
			else
			{
				// Shared action history (unless this is an installed build target)
				Folder = (UnrealBuildTool.IsEngineInstalled() && Target.ProjectFile != null) ?
					DirectoryReference.Combine(Target.ProjectFile.Directory, BuildConfiguration.BaseIntermediateFolder) :
					DirectoryReference.Combine(UnrealBuildTool.EngineDirectory, BuildConfiguration.BaseIntermediateFolder);
			}
			return FileReference.Combine(Folder, "ActionHistory.bin");
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:30,代码来源:ActionHistory.cs


注:本文中的UnrealBuildTool.UEBuildTarget.ShouldCompileMonolithic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。