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path: root/ccache_executor.patch
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diff --git a/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs b/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs
index 0957ae99925..a20a95da3aa 100644
--- a/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs
@@ -61,6 +61,9 @@ namespace UnrealBuildTool
 		[CommandLine("-NoFASTBuild", Value = "false")]
 		public bool bAllowFASTBuild = true;
 
+		[XmlConfigFile] [CommandLine("-Noccache", Value = "false")]
+		public bool bAllowCCache = true;
+
 		/// <summary>
 		/// Whether SN-DBS may be used.
 		/// </summary>
diff --git a/Engine/Source/Programs/UnrealBuildTool/Executors/Experimental/CCache.cs b/Engine/Source/Programs/UnrealBuildTool/Executors/Experimental/CCache.cs
new file mode 100644
index 00000000000..4f00dc80bbf
--- /dev/null
+++ b/Engine/Source/Programs/UnrealBuildTool/Executors/Experimental/CCache.cs
@@ -0,0 +1,74 @@
+using System.Collections.Generic;
+using System.Diagnostics;
+using Tools.DotNETCommon;
+
+namespace UnrealBuildTool
+{
+	class CCache : LocalExecutor
+	{
+		private readonly string ClangPath;
+		private readonly string CCachePath;
+		
+		private string ClangCommand;
+		private string CompileCommand;
+		
+		public CCache()
+			:base(0)
+		{
+			ClangPath = LinuxCommon.WhichClang();
+			CCachePath = LinuxCommon.Which("ccache");
+		}
+		
+		public override string Name => "ccache";
+		public static bool IsAvailable()
+		{
+			if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
+			{
+				if (!string.IsNullOrEmpty(LinuxCommon.Which("ccache")))
+					return true;
+			}
+
+			return false;
+		}
+		public override bool ExecuteActions(List<Action> Actions, bool bLogDetailedActionStats)
+		{
+			Log.TraceInformation("Using CCache");
+			ClangCommand = ClangPath + " -fpch-preprocess -Xclang -fno-validate-pch ";
+			
+			return base.ExecuteActions(Actions, bLogDetailedActionStats);
+		}
+
+		protected override void Run(Action Action)
+		{
+			switch (Action.ActionType)
+			{
+				case ActionType.Compile:
+					if (Action.StatusDescription.EndsWith(".ispc"))
+						CompileCommand = Action.CommandPath.ToString() + " " + Action.CommandArguments;
+					else
+						CompileCommand = ClangCommand + Action.CommandArguments;
+					ProcessStartInfo CcacheStartInfo = new ProcessStartInfo(CCachePath, CompileCommand);
+					CcacheStartInfo.UseShellExecute = false;
+					CcacheStartInfo.WorkingDirectory = Action.WorkingDirectory.FullName;
+					CcacheStartInfo.RedirectStandardError = true;
+					CcacheStartInfo.RedirectStandardOutput = true;
+					
+					// Sloppiness Settings to try
+					// pch_defines,time_macros,file_stat_matches, file_stat_matches_ctime,include_file_ctime,include_file_mtime
+					CcacheStartInfo.EnvironmentVariables.Add("CCache_SLOPPINESS",
+						"pch_defines,modules,locale,time_macros");
+					base.Run(CcacheStartInfo, Action);
+					break;
+				case ActionType.Link:
+				case ActionType.WriteMetadata:
+				case ActionType.BuildProject:
+					base.Run(Action);
+					break;
+				default:
+					Log.TraceInformation("Action types not handled: {0}",
+						Action.ActionType.ToString());
+					break;
+			}
+		}
+	}
+}
\ No newline at end of file
diff --git a/Engine/Source/Programs/UnrealBuildTool/Executors/LocalExecutor.cs b/Engine/Source/Programs/UnrealBuildTool/Executors/LocalExecutor.cs
index 8f4f153bd75..0636a29be10 100644
--- a/Engine/Source/Programs/UnrealBuildTool/Executors/LocalExecutor.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/Executors/LocalExecutor.cs
@@ -63,6 +63,12 @@ namespace UnrealBuildTool
 		}
 
 
+		protected void ThreadFunc(ProcessStartInfo ActionStartInfo)
+		{
+			Action.StartTime = DateTimeOffset.Now;
+			ActionProgress(ActionStartInfo);
+			RunActionProcess(ActionStartInfo);
+		}
 		/// <summary>
 		/// The actual function to run in a thread. This is potentially long and blocking
 		/// </summary>
@@ -81,9 +87,15 @@ namespace UnrealBuildTool
 			ActionStartInfo.RedirectStandardOutput = false;
 			ActionStartInfo.RedirectStandardError = false;
 
+			ActionProgress(ActionStartInfo);
+			RunActionProcess(ActionStartInfo);
+			// Try to launch the action's process, and produce a friendly error message if it fails.
+		}
+
+		private void ActionProgress(ProcessStartInfo ActionStartInfo)
+		{
 			// Log command-line used to execute task if debug info printing is enabled.
 			Log.TraceVerbose("Executing: {0} {1}", ActionStartInfo.FileName, ActionStartInfo.Arguments);
-
 			// Log summary if wanted.
 			if (Action.bShouldOutputStatusDescription)
 			{
@@ -97,68 +109,14 @@ namespace UnrealBuildTool
 					Log.TraceInformation("[{0}/{1}] {2} {3}", JobNumber, TotalJobs, CommandDescription, Action.StatusDescription);
 				}
 			}
-
-			// Try to launch the action's process, and produce a friendly error message if it fails.
-			Process ActionProcess = null;
+		}
+		
+		private void RunActionProcess(ProcessStartInfo ActionStartInfo)
+		{
+			Process ActionProcess = LaunchActionProcess(ActionStartInfo);
 			try
 			{
-				try
-				{
-					ActionProcess = new Process();
-					ActionProcess.StartInfo = ActionStartInfo;
-					ActionStartInfo.RedirectStandardOutput = true;
-					ActionStartInfo.RedirectStandardError = true;
-					ActionProcess.OutputDataReceived += new DataReceivedEventHandler(ActionDebugOutput);
-					ActionProcess.ErrorDataReceived += new DataReceivedEventHandler(ActionDebugOutput);
-					ActionProcess.Start();
-
-					ActionProcess.BeginOutputReadLine();
-					ActionProcess.BeginErrorReadLine();
-				}
-				catch (Exception ex)
-				{
-					Log.TraceError("Failed to start local process for action: {0} {1}", Action.CommandPath, Action.CommandArguments);
-					Log.WriteException(ex, null);
-					ExitCode = 1;
-					bComplete = true;
-					return;
-				}
-
-				// wait for process to start
-				// NOTE: this may or may not be necessary; seems to depend on whether the system UBT is running on start the process in a timely manner.
-				int checkIterations = 0;
-				bool haveConfiguredProcess = false;
-				do
-				{
-					if (ActionProcess.HasExited)
-					{
-						if (haveConfiguredProcess == false)
-							Debug.WriteLine("Process for action exited before able to configure!");
-						break;
-					}
-
-					if (!haveConfiguredProcess)
-					{
-						try
-						{
-							ActionProcess.PriorityClass = ProcessPriorityClass.BelowNormal;
-							haveConfiguredProcess = true;
-						}
-						catch (Exception)
-						{
-						}
-						break;
-					}
-
-					Thread.Sleep(10);
-
-					checkIterations++;
-				} while (checkIterations < 100);
-				if (checkIterations == 100)
-				{
-					throw new BuildException("Failed to configure local process for action: {0} {1}", Action.CommandPath, Action.CommandArguments);
-				}
-
+				//CheckIterations(ActionProcess); Might be needed for Local Executor. Doesn't seem to do anything 
 				// block until it's complete
 				// @todo iosmerge: UBT had started looking at:	if (Utils.IsValidProcess(Process))
 				//    do we need to check that in the thread model?
@@ -181,8 +139,79 @@ namespace UnrealBuildTool
 
 			// we are done!!
 			bComplete = true;
+			
 		}
 
+		private void CheckIterations(Process ActionProcess)
+		{
+			// wait for process to start
+			// NOTE: this may or may not be necessary; seems to depend on whether the system UBT is running on start the process in a timely manner.
+			int checkIterations = 0;
+			bool haveConfiguredProcess = false;
+			do
+			{
+				if (ActionProcess.HasExited)
+				{
+					if (haveConfiguredProcess == false)
+						Debug.WriteLine("Process for action exited before able to configure!");
+					break;
+				}
+
+				if (!haveConfiguredProcess)
+				{
+					try
+					{
+						ActionProcess.PriorityClass = ProcessPriorityClass.BelowNormal;
+						haveConfiguredProcess = true;
+					}
+					catch (Exception)
+					{
+					}
+					break;
+				}
+
+				Thread.Sleep(10);
+
+				checkIterations++;
+			} while (checkIterations < 100);
+			if (checkIterations == 100)
+			{
+				throw new BuildException("Failed to configure local process for action: {0} {1}", Action.CommandPath, Action.CommandArguments);
+			}
+		}
+		
+		private Process LaunchActionProcess(ProcessStartInfo ActionStartInfo)
+		{
+			Process ActionProcess = null;
+			try
+			{
+				ActionProcess = new Process();
+				ActionProcess.StartInfo = ActionStartInfo;
+				ActionStartInfo.RedirectStandardOutput = true;
+				ActionStartInfo.RedirectStandardError = true;
+				ActionProcess.OutputDataReceived += new DataReceivedEventHandler(ActionDebugOutput);
+				ActionProcess.ErrorDataReceived += new DataReceivedEventHandler(ActionDebugOutput);
+				ActionProcess.Start();
+
+				ActionProcess.BeginOutputReadLine();
+				ActionProcess.BeginErrorReadLine();
+				return ActionProcess;
+			}
+			catch (Exception ex)
+			{
+				Log.TraceError("Failed to start local process for action: {0} {1}", Action.CommandPath, Action.CommandArguments);
+				Log.WriteException(ex, null);
+				ExitCode = 1;
+				bComplete = true;
+				return ActionProcess;
+			}
+		}
+
+		public void Run(ProcessStartInfo ActionStartInfo)
+		{
+			Thread T = new Thread(() => ThreadFunc(ActionStartInfo));
+			T.Start();
+		}
 		/// <summary>
 		/// Starts a thread and runs the action in that thread
 		/// </summary>
@@ -214,6 +243,10 @@ namespace UnrealBuildTool
 		/// </summary>
 		int NumParallelProcesses;
 
+		private int JobNumber;
+		private int TotalJobs;
+		private int ProgressValue;
+		
 		/// <summary>
 		/// Constructor
 		/// </summary>
@@ -304,43 +337,16 @@ namespace UnrealBuildTool
 			Log.TraceInformation("Performing {0} actions ({1} in parallel)", Actions.Count, NumParallelProcesses);
 
 			Dictionary<Action, ActionThread> ActionThreadDictionary = new Dictionary<Action, ActionThread>();
-			int JobNumber = 1;
+			JobNumber = 1;
+			TotalJobs = Actions.Count;
+			ProgressValue = 0;
 			using (ProgressWriter ProgressWriter = new ProgressWriter("Compiling C++ source code...", false))
 			{
-				int ProgressValue = 0;
 				while (true)
 				{
-					// Count the number of pending and still executing actions.
-					int NumUnexecutedActions = 0;
 					int NumExecutingActions = 0;
-					foreach (Action Action in Actions)
-					{
-						ActionThread ActionThread = null;
-						bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionThread);
-						if (bFoundActionProcess == false)
-						{
-							NumUnexecutedActions++;
-						}
-						else if (ActionThread != null)
-						{
-							if (ActionThread.bComplete == false)
-							{
-								NumUnexecutedActions++;
-								NumExecutingActions++;
-							}
-						}
-					}
-
-					// Update the current progress
-					int NewProgressValue = Actions.Count + 1 - NumUnexecutedActions;
-					if (ProgressValue != NewProgressValue)
-					{
-						ProgressWriter.Write(ProgressValue, Actions.Count + 1);
-						ProgressValue = NewProgressValue;
-					}
-
 					// If there aren't any pending actions left, we're done executing.
-					if (NumUnexecutedActions == 0)
+					if (ExecuteActionCount(Actions, ProgressWriter, ref NumExecutingActions))
 					{
 						break;
 					}
@@ -350,65 +356,14 @@ namespace UnrealBuildTool
 					foreach (Action Action in Actions)
 					{
 						ActionThread ActionProcess = null;
-						bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionProcess);
-						if (bFoundActionProcess == false)
+						if (!FoundActionProcess(Action))
 						{
 							if (NumExecutingActions < Math.Max(1, NumParallelProcesses))
 							{
-								// Determine whether there are any prerequisites of the action that are outdated.
-								bool bHasOutdatedPrerequisites = false;
-								bool bHasFailedPrerequisites = false;
-								foreach (Action PrerequisiteAction in Action.PrerequisiteActions)
-								{
-									if (Actions.Contains(PrerequisiteAction))
-									{
-										ActionThread PrerequisiteProcess = null;
-										bool bFoundPrerequisiteProcess = ActionThreadDictionary.TryGetValue(PrerequisiteAction, out PrerequisiteProcess);
-										if (bFoundPrerequisiteProcess == true)
-										{
-											if (PrerequisiteProcess == null)
-											{
-												bHasFailedPrerequisites = true;
-											}
-											else if (PrerequisiteProcess.bComplete == false)
-											{
-												bHasOutdatedPrerequisites = true;
-											}
-											else if (PrerequisiteProcess.ExitCode != 0)
-											{
-												bHasFailedPrerequisites = true;
-											}
-										}
-										else
-										{
-											bHasOutdatedPrerequisites = true;
-										}
-									}
-								}
-
-								// If there are any failed prerequisites of this action, don't execute it.
-								if (bHasFailedPrerequisites)
-								{
-									// Add a null entry in the dictionary for this action.
-									ActionThreadDictionary.Add(Action, null);
-								}
 								// If there aren't any outdated prerequisites of this action, execute it.
-								else if (!bHasOutdatedPrerequisites)
+								if (!ExecutePrerequisiteActions(Actions, Action))
 								{
-									ActionThread ActionThread = new ActionThread(Action, JobNumber, Actions.Count);
-									JobNumber++;
-
-									try
-									{
-										ActionThread.Run();
-									}
-									catch (Exception ex)
-									{
-										throw new BuildException(ex, "Failed to start thread for action: {0} {1}\r\n{2}", Action.CommandPath, Action.CommandArguments, ex.ToString());
-									}
-
-									ActionThreadDictionary.Add(Action, ActionThread);
-
+									Run(Action);
 									NumExecutingActions++;
 								}
 							}
@@ -512,5 +467,119 @@ namespace UnrealBuildTool
 
 			return bSuccess;
 		}
+
+		private ActionThread CreateActionThread(Action Action)
+		{
+			return new ActionThread(Action, JobNumber++, TotalJobs);
+		}
+		protected virtual void Run(ProcessStartInfo ProcessStartInfo, Action Action)
+		{
+			ActionThread ActionThread = CreateActionThread(Action);
+			try
+			{
+				ActionThread.Run(ProcessStartInfo);
+			}
+			catch (Exception ex)
+			{
+				throw new BuildException(ex, "Failed to start thread for action: {0} {1}\r\n{2}", Action.CommandPath, Action.CommandArguments, ex.ToString());
+			}
+			ActionThreadDictionary.Add(Action, ActionThread);
+		}
+		protected virtual void Run(Action Action)
+		{
+			ActionThread ActionThread = CreateActionThread(Action);
+			try
+			{
+				ActionThread.Run();
+			}
+			catch (Exception ex)
+			{
+				throw new BuildException(ex, "Failed to start thread for action: {0} {1}\r\n{2}", Action.CommandPath, Action.CommandArguments, ex.ToString());
+			}
+			ActionThreadDictionary.Add(Action, ActionThread);
+		}
+
+		private Dictionary<Action, ActionThread> ActionThreadDictionary = new Dictionary<Action, ActionThread>();
+		private bool FoundActionProcess(Action Action)
+		{
+			ActionThread ActionProcess = null;
+			return ActionThreadDictionary.TryGetValue(Action, out ActionProcess);
+		}
+
+		private bool ExecutePrerequisiteActions(List<Action> Actions, Action Action)
+		{
+			bool bHasOutdatedPrerequisites = false;
+			bool bHasFailedPrerequisites = false;                    
+			foreach (Action PrerequisiteAction in Action.PrerequisiteActions)
+			{
+				if (Actions.Contains(PrerequisiteAction))
+				{
+					ActionThread PrerequisiteProcess = null;
+					bool bFoundPrerequisiteProcess =
+						ActionThreadDictionary.TryGetValue(PrerequisiteAction,
+							out PrerequisiteProcess);
+					if (bFoundPrerequisiteProcess == true)
+					{
+						if (PrerequisiteProcess == null)
+						{
+							bHasFailedPrerequisites = true;
+						}
+						else if (PrerequisiteProcess.bComplete == false)
+						{
+							bHasOutdatedPrerequisites = true;
+						}
+						else if (PrerequisiteProcess.ExitCode != 0)
+						{
+							bHasFailedPrerequisites = true;
+						}
+					}
+					else
+					{
+						bHasOutdatedPrerequisites = true;
+					}
+				}
+			}
+			
+			
+			if (bHasFailedPrerequisites)
+			{
+				// Add a null entry in the dictionary for this action.
+				ActionThreadDictionary.Add(Action, null);
+			}
+
+			return bHasOutdatedPrerequisites;
+		}
+
+		private bool ExecuteActionCount(List<Action> Actions, ProgressWriter ProgressWriter, ref int NumExecutingActions)
+		{
+			int NumUnexecutedActions = 0;
+			foreach (Action Action in Actions)
+			{
+				ActionThread ActionThread = null;
+				bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionThread);
+				if (bFoundActionProcess == false)
+				{
+					NumUnexecutedActions++;
+				}
+				else if (ActionThread != null)
+				{
+					if (ActionThread.bComplete == false)
+					{
+						NumUnexecutedActions++;
+						NumExecutingActions++;
+					}
+				}
+			}
+			
+			int NewProgressValue = TotalJobs + 1 - NumUnexecutedActions;
+			if (ProgressValue != NewProgressValue)
+			{
+				ProgressWriter.Write(ProgressValue, TotalJobs + 1);
+				ProgressValue = NewProgressValue;
+			}
+			
+			// If there aren't any pending actions left, we're done executing.
+			return NumUnexecutedActions == 0;
+		}
 	};
 }
diff --git a/Engine/Source/Programs/UnrealBuildTool/System/ActionGraph.cs b/Engine/Source/Programs/UnrealBuildTool/System/ActionGraph.cs
index a1cdcdad1ed..27725550c87 100644
--- a/Engine/Source/Programs/UnrealBuildTool/System/ActionGraph.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/System/ActionGraph.cs
@@ -184,6 +184,10 @@ namespace UnrealBuildTool
 				{
 					Executor = new FASTBuild();
 				}
+				else if (BuildConfiguration.bAllowCCache && CCache.IsAvailable())
+				{
+					Executor = new CCache();
+				}
 				else if (BuildConfiguration.bAllowDistcc)
 				{
 					Executor = new Distcc();
diff --git a/Engine/Source/Programs/UnrealBuildTool/ToolChain/UEToolChain.cs b/Engine/Source/Programs/UnrealBuildTool/ToolChain/UEToolChain.cs
index 7f1baf9a147..fc7c9ae84cc 100644
--- a/Engine/Source/Programs/UnrealBuildTool/ToolChain/UEToolChain.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/ToolChain/UEToolChain.cs
@@ -420,12 +420,10 @@ namespace UnrealBuildTool
 					}
 				}
 
-				// Build target triplet
 				Arguments.Add(String.Format("--target-os={0}", GetISPCOSTarget(CompileEnvironment.Platform)));
 				Arguments.Add(String.Format("--arch={0}", GetISPCArchTarget(CompileEnvironment.Platform, null)));
 				Arguments.Add(String.Format("--target={0}", TargetString));
-
-				// PIC is needed for modular builds except on Windows
+				
 				if ((CompileEnvironment.bIsBuildingDLL ||
 					CompileEnvironment.bIsBuildingLibrary) &&
 					!UEBuildPlatform.IsPlatformInGroup(CompileEnvironment.Platform, UnrealPlatformGroup.Windows))
@@ -433,6 +431,8 @@ namespace UnrealBuildTool
 					Arguments.Add("--pic");
 				}
 
+				// PIC is needed for modular builds except on Windows
+
 				// Include paths. Don't use AddIncludePath() here, since it uses the full path and exceeds the max command line length.
 				// Because ISPC response files don't support white space in arguments, paths with white space need to be passed to the command line directly.
 				foreach (DirectoryReference IncludePath in CompileEnvironment.UserIncludePaths)
diff --git a/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj b/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj
index 2736ef225e2..453153cc0cc 100644
--- a/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj
+++ b/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj
@@ -142,6 +142,7 @@
   </Choose>
   <ItemGroup>
     <Compile Include="Configuration\ModuleRulesContext.cs" />
+    <Compile Include="Executors\Experimental\CCache.cs" />
     <Compile Include="Executors\HybridExecutor.cs" />
     <Compile Include="Modes\BuildMode.cs" />
     <Compile Include="Modes\CleanMode.cs" />