Counter Strike : Global Offensive Source Code
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//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef DEPENDENCIES_H
#define DEPENDENCIES_H
#ifdef _WIN32
#pragma once
#endif
enum EDependencyType
{
k_eDependencyType_SourceFile, // .cpp, .cxx, .h, .hxx
k_eDependencyType_Project, // this is a project file WITHOUT the target-specific extension (.mak, .vpj, .vcproj).
k_eDependencyType_Library, // this is a library file
k_eDependencyType_Unknown // Unrecognized file extension (probably .ico or .rc2 or somesuch).
};
class CProjectDependencyGraph;
enum k_EDependsOnFlags
{
k_EDependsOnFlagCheckNormalDependencies = 0x01,
k_EDependsOnFlagCheckAdditionalDependencies = 0x02,
k_EDependsOnFlagRecurse = 0x04,
k_EDependsOnFlagTraversePastLibs = 0x08
};
// Flags to CProjectDependencyGraph::BuildProjectDependencies.
#define BUILDPROJDEPS_FULL_DEPENDENCY_SET 0x01 // This tells it to build a graph of all projects in the source tree _including_ all games.
#define BUILDPROJDEPS_CHECK_ALL_PROJECTS 0x02 // If this is set, then it reads all .vpc files.
// If this is not set, then it only includes the files from the command line with the "vpc +tier0 *bitmap +client /tf" syntax
class CDependency
{
friend class CProjectDependencyGraph;
friend class CSingleProjectScanner;
public:
CDependency( CProjectDependencyGraph *pDependencyGraph );
virtual ~CDependency();
// Flags are a combination of k_EDependsOnFlags.
bool DependsOn( CDependency *pTest, int flags=k_EDependsOnFlagCheckNormalDependencies | k_EDependsOnFlagRecurse );
const char* GetName() const;
// Returns true if the absolute filename of this thing (CDependency::m_Filename) matches the absolute path specified.
bool CompareAbsoluteFilename( const char *pAbsPath ) const;
private:
bool FindDependency_Internal( CUtlVector<CUtlBuffer> &callTreeOutputStack, CDependency *pTest, int flags, int depth );
void Mark();
bool HasBeenMarked();
public:
CUtlString m_Filename; // Full paths (slashes are platform dependent).
// This is the VPC filename for a project (use CDependency_Project::m_ProjectFilename for the VCPROJ/VPJ filename).
EDependencyType m_Type;
// Files that this guy depends on.
CUtlVector<CDependency*> m_Dependencies;
// Files added by $AdditionalProjectDependencies. This is in a separate list because we don't
// always want DependsOn() to check this.
CUtlVector<CDependency*> m_AdditionalDependencies;
private:
CProjectDependencyGraph *m_pDependencyGraph;
unsigned int m_iDependencyMark;
bool m_bCheckedIncludes; // Set to true when we have checked all the includes for this.
// Cache info.
int64 m_nCacheFileSize;
int64 m_nCacheModificationTime;
// Used by the cache.
bool m_bCacheDirty; // File size or modification time don't match.
};
// This represents a project (.vcproj) file, NOT a project like a projectIndex_t.
// There can be separate .vcproj files (and thus separate CDependency_Project) for each game and platform of a projectIndex_t.
// If m_Type == k_eDependencyType_Project, then you can cast to this.
class CDependency_Project : public CDependency
{
public:
typedef CDependency BaseClass;
CDependency_Project( CProjectDependencyGraph *pDependencyGraph );
// These functions read/write g_pVPC->GetOutputFilename() and such (all the m_xxStoredXXXX vars below).
void StoreProjectParameters( const char *szScriptName );
void ExportProjectParameters();
// Does a case-insensitive string compare against m_ProjectName.
// Returns -1 if not found or the index into projects.
static int FindByProjectName( CUtlVector<CDependency_Project*> &projects, const char *pTestName );
public:
// Include directories for the project.
CUtlVector<CUtlString> m_IncludeDirectories;
// Straight out of the $AdditionalProjectDependencies key (split on semicolons).
CUtlVector<CUtlString> m_AdditionalProjectDependencies;
// Straight out of the $AdditionalOutputFiles key (split on semicolons).
CUtlVector<CUtlString> m_AdditionalOutputFiles;
CUtlString m_ProjectName; // This comes from the $Project key in the .vpc file.
CUtlString m_ProjectFilename; // Absolute path to the VCPROJ file (g_pVPC->GetOutputFilename() - see CDependency::m_Filename for the VPC filename).
CUtlString m_ImportLibrary;
// Note that there can be multiple CDependency_Projects with the same m_iProjectIndex.
projectIndex_t m_iProjectIndex;
// This is used by /p4sln. It uses this to call into VPC_ParseProjectScript. These are the values of g_pVPC->GetOutputFilename(), szScriptName,
// and the defines at the time of building this project.
CUtlString m_StoredOutputFilename;
char m_szStoredScriptName[MAX_PATH];
char m_szStoredCurrentDirectory[MAX_PATH];
CUtlVector<bool> m_StoredConditionalsActive;
};
// This class builds a graph of all dependencies, starting at the projects.
class CProjectDependencyGraph : public IProjectIterator
{
friend class CDependency;
public:
CProjectDependencyGraph();
// This is the main function to generate dependencies.
// nBuildProjectDepsFlags is a combination of BUILDPROJDEPS_ flags.
void BuildProjectDependencies( int nBuildProjectDepsFlags );
bool HasGeneratedDependencies() const;
CDependency* FindDependency( const char *pFilename );
CDependency* FindOrCreateDependency( const char *pFilename );
// Look for all projects (that we've scanned during BuildProjectDependencies) that depend on the specified project.
// If bDownwards is true, then it adds iProject and all projects that _it depends on_.
// If bDownwards is false, then it adds iProject and all projects that _depend on it_.
void GetProjectDependencyTree( projectIndex_t iProject, CUtlVector<projectIndex_t> &dependentProjects, bool bDownwards );
// This solves the central mismatch between the way VPC references projects and the way the CDependency stuff does.
//
// - VPC uses projectIndex_t, but a single projectIndex_t can turn into multiple games (server_tf, server_episodic, etc) in VPC_IterateTargetProjects.
// - The dependency code has a separate CDependency_Project for each game.
//
// This takes a bunch of project indices (usually m_targetProjects, which comes from the command line's "+this -that *theother" syntax),
// which are game-agnostic, and based on what games were specified on the command line, it builds the list of CDependency_Project*s.
void TranslateProjectIndicesToDependencyProjects( CUtlVector<projectIndex_t> &projectList, CUtlVector<CDependency_Project*> &out );
// IProjectIterator overrides.
protected:
virtual bool VisitProject( projectIndex_t iProject, const char *szProjectName );
private:
void ClearAllDependencyMarks();
// Functions for the vpc.cache file management.
bool LoadCache( const char *pFilename );
bool SaveCache( const char *pFilename );
void WriteString( FILE *fp, CUtlString &utlString );
CUtlString ReadString( FILE *fp );
void CheckCacheEntries();
void RemoveDirtyCacheEntries();
void MarkAllCacheEntriesValid();
void ResolveAdditionalProjectDependencies();
public:
// Projects and everything they depend on.
CUtlVector<CDependency_Project*> m_Projects;
CUtlDict<CDependency*,int> m_AllFiles; // All files go in here. They should never be duplicated. These are indexed by the full filename (except .lib files, which have that stripped off).
bool m_bFullDependencySet; // See bFullDepedencySet passed into BuildProjectDependencies.
int m_nFilesParsedForIncludes;
private:
// Used when sweeping the dependency graph to prevent looping around forever.
unsigned int m_iDependencyMark;
bool m_bHasGeneratedDependencies; // Set to true after finishing BuildProjectDependencies.
};
bool IsLibraryFile( const char *pFilename );
bool IsSharedLibraryFile( const char *pFilename );
#endif // DEPENDENCIES_H