Files
VoxelForge/Source/VoxelForge/VoxelForge.Build.cs
T
Claude 1de44af7cc chore(repo): archive historical docs under Docs/archive, drop tracked pycache
Move closed audits, task briefs, design rounds, perf reports, the OPSTACK
plan/progress logs and WORK-NEXT.md into Docs/archive/ (git mv, history kept).
Whitelist Docs/ in the strict .gitignore, ignore Tools/**/__pycache__/, and
remove the tracked .pyc. Repoint references in the kept docs and in non-test
source comments to the new paths.
2026-09-28 13:46:17 +00:00

89 lines
4.9 KiB
C#

// VoxelForge.Build.cs
// This file tells Unreal how to compile our plugin
using UnrealBuildTool;
public class VoxelForge : ModuleRules
{
public VoxelForge(ReadOnlyTargetRules Target) : base(Target)
{
// PCH = Precompiled Headers - speeds up compilation
// UseExplicitOrSharedPCHs is the modern recommended setting
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// ============================================================================
// FLOAT MODEL — pinned to Precise so Windows and Linux compute the SAME WORLD.
// ============================================================================
// Jahni, 2026-07-27: the game must be playable on both Linux and Windows, either side
// hosting. The MP design replicates the SEED and has every peer regenerate the terrain, so
// a Windows host and a Linux client must agree on the density field.
//
// They did not, by construction. UBT resolves FPSemanticsMode.Default differently per
// toolchain (verified in UE 5.7 source, not assumed):
// VCToolChain.cs:1264 Default/Imprecise -> "/fp:fast" (Windows/MSVC)
// ClangToolChain.cs:712 Default/Precise -> "-ffp-contract=off" (Linux/Mac/Clang)
// So the same source was compiled under OPPOSITE float rules depending on who built it.
//
// Precise resolves to "/fp:precise" on MSVC and "-ffp-contract=off" on Clang — both
// IEEE-754 compliant with no FMA contraction, so the two toolchains agree BY CONSTRUCTION
// rather than by luck. That is the fix for Docs/archive/AUDIT-2026-07.md C9.
//
// COST: /fp:precise forbids the reassociation and contraction /fp:fast allowed, on a
// noise-heavy hot path. Expect a measurable perf regression and check it against
// ARCHITECTURE 8.10 — determinism across platforms is worth paying for, but the price
// should be known, not assumed.
//
// VERIFY: run VoxelForge.Determinism.CrossPlatformDigest on both platforms and compare the
// SHAPE digest (sign of density = the world) and the FIELD digest (bit-for-bit). Pin the
// values in that test once they agree, and it guards this forever after.
FPSemantics = FPSemanticsMode.Precise;
// ============================================================================
// ⚠️ HISTORY — why this took a second attempt (kept: it explains the includes below)
// ============================================================================
// Setting FPSemantics (or any property that alters this module's compile environment)
// makes VoxelForge ineligible for the ENGINE'S SHARED PCH — UBT can only share a
// precompiled header between modules whose compile environments match. The first attempt
// (2026-07-27) was therefore reverted: it failed with ~30 "undefined type" errors that
// were not FP-related at all — UMaterialInterface, USoundBase, TSubclassOf<AActor>,
// ENABLE_DRAW_DEBUG — i.e. includes this plugin had always taken from the shared PCH for
// free. That is a latent IWYU debt, not an FP problem.
//
// ⚠️ SO IF YOU SEE "undefined type" ERRORS HERE, THEY ARE IWYU, NOT FLOAT SETTINGS.
// The fix is to add the missing include or forward declaration to the header that needs
// it — never to revert FPSemantics, which is now load-bearing for cross-platform play.
// Headers fixed on 2026-07-27: VoxelBiomeDefinition, VoxelSettings, VoxelStrateDefinition,
// VoxelStrateTypes, VoxelContentManager, VoxelAtmosphereManager, VoxelDensityVolume.
// Plus VoxelWorld.cpp (GameFramework/Pawn.h) — the .cpp files needed auditing too, not just
// the public headers. That was the whole residual tail: one site, found in one build.
// Expect a residual tail: the shared PCH hid these for years and only a build enumerates
// them all. VoxelDensityVolume's was the nasty one — ENABLE_DRAW_DEBUG is used in an #if,
// and an undefined macro there is silently 0 rather than an error.
// Modules we depend on:
// - Core: Basic types (TArray, FString, etc.)
// - CoreUObject: UObject system (UCLASS, UPROPERTY, etc.)
// - Engine: Game engine features (AActor, UWorld, etc.)
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"GameplayTags", // For FGameplayTagContainer on strate definitions
});
// RealtimeMeshComponent - the rendering library we'll use
// This is a third-party plugin you should have installed
PublicDependencyModuleNames.Add("RealtimeMeshComponent");
// Private dependencies - only used in our .cpp files, not exposed in headers
PrivateDependencyModuleNames.AddRange(new string[]
{
"Json", // Diffable Tier 5 promoted-record and season-manifest stores
"ImageWrapper", // PNG encode for the biome-map preview bake (BakeBiomePreview)
"RHI", // Texture3D create + RHIUpdateTexture3D for the density volume (mini-sun shadows)
"RenderCore", // ENQUEUE_RENDER_COMMAND for the volume upload
});
}
}