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BuildCache Build Status

This is a simple compiler accelerator that caches and reuses build results to avoid unnecessary re-compilations, and thereby speeding up the build process.

It is similar in spirit to ccache, sccache and clcache.

Features

  • Works on different operating systems:
    • Linux
    • macOS
    • Windows
    • Though untested, it probably works on most BSD:s
  • A modular compiler support system:
    • Built-in support for popular compilers.
    • Extensible via custom Lua scripts.
    • In addition to caching compilation results, BuildCache can be used for caching almost any reproducible program artifacts (e.g. test results, rendered images, etc).
  • A fast local file system cache.
  • Can optionally use a remote, shared server as a second level cache.
  • Optional compression with LZ4 or ZSTD (almost negligable overhead).

Status

BuildCache has been used daily in production environments for years with near zero issues (any problem that has emereged has of course been fixed), which gives it a good track record.

With that said, BuildCache is still considered to be under development.

Building

Use CMake and your favorite C++ compiler to build the BuildCache program:

$ mkdir build
$ cd build
$ cmake -DCMAKE_BUILD_TYPE=Release ../src
$ cmake --build .

Note: For S3 support on non-macOS/Windows systems you need OpenSSL (e.g. install libssl-dev on Ubuntu before running CMake).

Usage

To use BuildCache for your builds, simply prefix the build command with buildcache. For instance:

$ buildcache g++ -c -O2 hello.cpp -o hello.o

A convenient solution for bigger CMake-based projects is to use the RULE_LAUNCH_COMPILE property to use BuildCache for all compilation commands, like so:

find_program(buildcache_program buildcache)
if(buildcache_program)
  set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${buildcache_program}")
endif()

Another alternative is to create symbolic links that redirect invokations of your favourite compiler to go via BuildCache instead. For instance, if $HOME/bin is early in your PATH, you can do the following:

$ ln -s /path/to/buildcache $HOME/bin/cc
$ ln -s /path/to/buildcache $HOME/bin/c++
$ ln -s /path/to/buildcache $HOME/bin/gcc
$ ln -s /path/to/buildcache $HOME/bin/g++
…

You can check that it works by invoking the compiler with BuildCache debugging enabled:

$ BUILDCACHE_DEBUG=1 gcc
BuildCache[52286] (DEBUG) Invoked as symlink: gcc
…

Using with icecream

icecream (or ICECC) is a tool for distributed compilation. To use icecream you can set the environment variable BUILDCACHE_PREFIX to the icecc executable, e.g:

$ BUILDCACHE_PREFIX=/usr/bin/icecc buildcache g++ -c -O2 hello.cpp -o hello.o

Using a shared remote cache

To improve the cache hit ratio in a cluster of machines that often perform the same or similar build tasks, you can use a shared remote cache (in addition to the local cache).

To do so, set BUILDCACHE_REMOTE to a valid remote server address (see below).

Redis

Redis is a fast, in-memory data store with built in LRU eviction policies. It is suitable for build systems that produce many small object files, such as is typical for C/C++ compilation.

Example:

$ BUILDCACHE_REMOTE=redis://my-redis-server:6379 buildcache g++ -c -O2 hello.cpp -o hello.o

S3

S3 is an open HTTP based protocol that is often provided by object storage solutions. Amazon AWS is one such service. An open source alternative is MinIO.

Compared to a Redis cache, an S3 object store usually has a higher capacity and a slightly higher performance overhead. Thus it is better suited for larger build artifacts.

When using an S3 remote, you also need to define BUILDCACHE_S3_ACCESS and BUILDCACHE_S3_SECRET. You will also need to create a bucket for BuildCache in your S3 storage, and configure some retention policy (e.g. periodic LRU eviction).

Example:

$ BUILDCACHE_REMOTE=s3://my-minio-server:9000/my-buildcache-bucket BUILDCACHE_S3_ACCESS="ABCDEFGHIJKL01234567" BUILDCACHE_S3_SECRET="sOMloNgSecretKeyThatsh0uldnotBeshownatAll" buildcache g++ -c -O2 hello.cpp -o hello.o

Supported compilers and languages

Currently the following compilers and languages are supported:

Compiler Languages Support
GCC C, C++ Built-in
Clang C, C++ Built-in
Microsoft Visual C++ C, C++ Built-in
Green Hills Software C, C++ Built-in
scan-build static analyzer C, C++ Built-in
Texas Instruments TMS320C6000™ C, C++ Lua example

New backends are relatively easy to add, both as built-in wrappers in C++ and as Lua wrappers (see below).

Using custom Lua plugins

It is possible to extend the capabilities of BuildCache with Lua. See lua-examples for some examples of Lua wrappers.

BuildCache first searches for Lua scripts in the paths given in the environment variable BUILDCACHE_LUA_PATH (colon separated on POSIX systems, and semicolon separated on Windows), and then continues searching in $BUILDCACHE_DIR/lua. If no matching script file was found, BuildCache falls back to the built in compiler wrappers (as listed above).

Note: To use Lua standard libraries (coroutine, debug, io, math, os, package, string, table or utf8), you must first load them by calling require_std(name). For convenience it is possible to load all standard libraries with require_std("*"), but beware that it is slower than to load only the libraries that are actually used.

All program arguments are available in the global ARGS array (an array of strings).

The following methods can be implemented (see program_wrapper.hpp for a more detailed documentation):

Function Returns Default
can_handle_command () Can the wrapper handle this program? true
resolve_args () (nothing) -
get_capabilities () A list of supported capabilities An empty table
preprocess_source () The preprocessed source code (e.g. for C/C++) An empty string
get_relevant_arguments () Arguments that can affect the build output All arguments
get_relevant_env_vars () Environment variables that can affect the build output An empty table
get_program_id () A unique program identification The MD4 hash of the program binary
get_build_files () A table of build result files An empty table
run_for_miss () A sys::run_result_t compatible table See note*

*: run_for_miss, when defined, shall run the actual command (as specified by ARGS) if a cache miss occurs. The return value shall be a table consisting of std_out, std_err and return_code (see sys::run_result_t). The default implementation is equivalent to bcache.run(ARGS, false).

Configuration options

BuildCache can be configured via environment variables and a per-cache JSON configuration file. The optional configuration file is located in the cache root directory, and is called config.json (e.g. $HOME/.buildcache/config.json).

The following options control the behavior of BuildCache:

Env JSON Description Default
BUILDCACHE_DIR - The cache root directory $HOME/.buildcache
BUILDCACHE_PREFIX prefix Prefix command for cache misses None
BUILDCACHE_REMOTE remote Address of remote cache server (protocol://host:port/path, where protocol can be redis or s3, and port and path are optional) None
BUILDCACHE_S3_ACCESS s3_access S3 access key None
BUILDCACHE_S3_SECRET s3_secret S3 secret key None
BUILDCACHE_LUA_PATH lua_paths Extra path(s) to Lua wrappers None
BUILDCACHE_DEBUG debug Debug level None
BUILDCACHE_LOG_FILE log_file Log file path (empty for stdout) None
BUILDCACHE_MAX_CACHE_SIZE max_cache_size Cache size limit in bytes 5368709120
BUILDCACHE_MAX_LOCAL_ENTRY_SIZE max_local_entry_size Local cache entry size limit in bytes (uncompressed) 134217728
BUILDCACHE_MAX_REMOTE_ENTRY_SIZE max_remote_entry_size Remote cache entry size limit in bytes (uncompressed) 134217728
BUILDCACHE_HARD_LINKS hard_links Allow the use of hard links when caching false
BUILDCACHE_COMPRESS compress Allow the use of compression when caching (overrides hard links) false
BUILDCACHE_COMPRESS_FORMAT compress_format Cache compresion format (see below) DEFAULT
BUILDCACHE_COMPRESS_LEVEL compress_level Cache compresion level (see below) -1
BUILDCACHE_PERF perf Enable performance logging false
BUILDCACHE_DISABLE disable Disable caching (bypass BuildCache) false
BUILDCACHE_ACCURACY accuracy Caching accuracy (see below) DEFAULT

An example configuration file:

{
  "max_cache_size": 10000000000,
  "prefix": "icecc",
  "remote": "redis://my-server:6379",
  "debug": 3,
  "lua_paths": [
    "/home/myname/buildcache-lua",
    "/opt/buildcache-lua"
  ],
  "compress": true
}

To see the configuration options that are in effect, run:

$ buildcache -s

Debugging

To get debug output from a BuildCache run, set the environment variable BUILDCACHE_DEBUG to the desired debug level (debug output is disabled by default):

BUILDCACHE_DEBUG Level Comment
1 DEBUG Maximum printouts
2 INFO
3 ERROR
4 FATAL
-1 - Disable debug output

For instance:

$ BUILDCACHE_DEBUG=2 buildcache g++ -c -O2 hello.cpp -o hello.o

It is also possible to redirect the log output to a file using the BUILDCACHE_LOG_FILE setting.

Caching accuracy

With the caching accuracy setting, BUILDCACHE_ACCURACY, it is possible to control how strict BuildCache is when checking for cache hits. This gives an opportunity to trade correctness for performance.

BUILDCACHE_ACCURACY Comment
STRICT Maximum correctness
DEFAULT A balance between performance and correctness
SLOPPY Optimize for maximum cache hit ratio

The default accuracy mode is DEFAULT.

STRICT

In STRICT accuracy mode, the cache lookup will consider absolute file paths and line numbers whenever debugging symbols or coverage info is generated. This means that when your build includes debugging symbols or coverage info, you will get a cache miss if the absolute file path or any line number has changed.

This mode is suitable if you intend to use the final executable for running code coverage tests or for debugging. The downside is that you may often get cache misses, especially in a shared centralized cache that contains objects from different machines with different build paths.

DEFAULT

The DEFAULT mode is similar to the STRICT mode, except that it will ignore file path and line number information for debug builds.

Note that in many situations it is still possible to use the generated executables for debugging. For instance, with GDB you can specify a custom source code path during a debugging session.

Binaries built with this mode can be used for code coverage generation.

SLOPPY

With the SLOPPY mode, absolute file paths and line number information are always ignored during cache lookup, which improves cache hit ratio. The downside is that you may not be able to use the binaries for code coverage.

Cache compression format

With the cache compression format setting, BUILDCACHE_COMPRESS_FORMAT, it is possible to control how the generated caches are compressed.

Note: The "compress" setting must be set to true in order to utilize this setting.

BUILDCACHE_COMPRESS_FORMAT Comment
LZ4 Utilize LZ4 compression (faster compression, larger cache sizes)
ZSTD Utilize ZSTD compression (slower compression, smaller cache sizes)
DEFAULT Utilize LZ4 compresson

The default compression format is DEFAULT.

Cache compression level

With the cache compression level setting, BUILDCACHE_COMPRESS_LEVEL, it is possible to control the effort exerted by the compressor in order to produce smaller cache files. See the documentation of your chosen compressor for more information.

The default compression level is -1, which will utilize the default compression level for the compressor.

Note: The "compress" setting must be set to true in order to utilize this setting.

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  • C++ 90.4%
  • CMake 4.2%
  • Lua 3.9%
  • Shell 1.4%
  • C 0.1%