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UnrealEngineUWP/Engine/Source/Programs/CrashReporter/CrashReportClient/CrashReportClient.Target.cs

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class CrashReportClientTarget : TargetRules
{
public CrashReportClientTarget(TargetInfo Target)
{
Type = TargetType.Program;
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
OutPlatforms.Add(UnrealTargetPlatform.Win32);
OutPlatforms.Add(UnrealTargetPlatform.Win64);
OutPlatforms.Add(UnrealTargetPlatform.Mac);
OutPlatforms.Add(UnrealTargetPlatform.Linux);
return true;
}
public override bool GetSupportedConfigurations(ref List<UnrealTargetConfiguration> OutConfigurations, bool bIncludeTestAndShippingConfigs)
{
if( base.GetSupportedConfigurations( ref OutConfigurations, bIncludeTestAndShippingConfigs ) )
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
if( bIncludeTestAndShippingConfigs )
{
OutConfigurations.Add( UnrealTargetConfiguration.Shipping );
}
OutConfigurations.Add( UnrealTargetConfiguration.Debug );
return true;
}
else
{
return false;
}
}
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutBuildBinaryConfigurations.Add(
new UEBuildBinaryConfiguration( InType: UEBuildBinaryType.Executable,
InModuleNames: new List<string>() { "CrashReportClient" })
);
if (Target.Platform != UnrealTargetPlatform.Linux)
{
OutExtraModuleNames.Add("EditorStyle");
}
}
public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
{
return true;
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor
UEBuildConfiguration.bBuildEditor = false;
// CrashReportClient doesn't ever compile with the engine linked in
UEBuildConfiguration.bCompileAgainstEngine = false;
UEBuildConfiguration.bCompileAgainstCoreUObject = true;
UEBuildConfiguration.bUseLoggingInShipping = true;
UEBuildConfiguration.bCompileSteamOSS = false;
UEBuildConfiguration.bIncludeADO = false;
// Do not include ICU for Linux (this is a temporary workaround, separate headless CrashReportClient target should be created, see UECORE-14 for details).
if (Target.Platform == UnrealTargetPlatform.Linux)
{
UEBuildConfiguration.bCompileICU = false;
}
// CrashReportClient.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
UEBuildConfiguration.bUseChecksInShipping = true;
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2858478) ========================== MAJOR FEATURES + CHANGES ========================== Change 2853169 on 2016/02/02 by Stephen.Ellis #jira UE-26348 Updated GitHub readme page to include notice that Releases branch currently contains 4.11 Preview code. Change 2853250 on 2016/02/02 by Aaron.McLeran #jira UE-26305 No audio when melee minions attack in Orion Change 2853341 on 2016/02/02 by Chris.Babcock Fix compile issue with GearVR for x86 #jira UE-26382 #ue4 #android Change 2853785 on 2016/02/03 by Robert.Manuszewski Fixing UnrealFrontend failing to launch due to missing plugin if there's a program (UHT) plugin that's enabled by default. #jira UE-25593 Change 2854011 on 2016/02/03 by Benn.Gallagher Fix for crash reimporting skeletal meshes when they are currently open in Persona #rb Thomas.Sarkanen #jira UE-26336 Change 2854039 on 2016/02/03 by Lauren.Ridge Changing font in Unreal Match 3 from Pirata One to Averia Serif #jira UE-26398 Change 2854085 on 2016/02/03 by Taizyd.Korambayil #jira UE-10975 Adjusted Rocks to Cover Seams Change 2854182 on 2016/02/03 by Ben.Marsh Always add the 32-bit toolchain to the PATH environment variable. If we're VS2013 Express to cross-compile for a 64-bit target using a 32-bit toolchain, it needs the PATH environment variable updating to include the standard 32-bit toolchain so it can find MSPDB120.dll. Originally CL 2820925. #jira UE-25089 Change 2854402 on 2016/02/03 by Taizyd.Korambayil #jira UE-5479 Corrected Spelling Change 2854439 on 2016/02/03 by Taizyd.Korambayil #jira UE-13971 Added Validation Checks to Orary BP and Removed unused Actor references from LevelBP Change 2854469 on 2016/02/03 by Taizyd.Korambayil #jira UE-26023 Adjsuted Background Lighting settings to match 4.10 Change 2854549 on 2016/02/03 by Taizyd.Korambayil #jira UE-7043 Adjusted God Ray so that hard cutoff is not visible Change 2854554 on 2016/02/03 by Ian.Shadden #UE4 #match3 fixing potential divide by 0 #jira UEDOC-2869 Change 2854594 on 2016/02/03 by Rolando.Caloca UE4.11 - Integration from 2853796 #jira UE-24967 PC: Update D3D12 RHI - Fix more memory leaks upon device exit - Fix edge case where ResourceLocations were getting allocated in a pooled and un-pooled maner - Set ID3D12Object names with a utility function so we can easily disable naming if necessary - Update RHICreateRasterizerState to behave similarly to RHICreateDepthStencilState/RHICreateBlendState and avoid a copy of D3D12_RASTERIZER_DESC Change 2854599 on 2016/02/03 by Rolando.Caloca UE4.11 - Compile fix #jira UE-24967 Change 2854630 on 2016/02/03 by Taizyd.Korambayil #jira UE-26314 Adjusted Location of Backdrop Asset so that it doesnt appear to be floating Change 2854694 on 2016/02/03 by Taizyd.Korambayil #jira UE-26334 Corrected Spelling Error Change 2854710 on 2016/02/03 by Michael.Trepka Improved Mac trackpad and Magic Mouse support in UMG and Texture editor viewports #jira UE-1450 Change 2855018 on 2016/02/03 by mason.seay Test assets for 3D Stereo Spread #jira UE-24473 Change 2855154 on 2016/02/03 by Dan.Oconnor Fix for crash when a blueprint enum colides with a a details customization name #jira UE-23921 Change 2855350 on 2016/02/04 by Dmitriy.Dyomin Fixed: StrategyGame and Sun Temple levels render as black on the several Mobile devices Added workaround for GL_EXT_shader_framebuffer_fetch on Adreno devices Added support for framebuffer fetch in ES3.0 #jira UE-25747 Change 2855475 on 2016/02/04 by Jurre.deBaare UE-25235 incorrect #endif caused issue with colour for visible collision components #rb Thomas.Sarkanen [CL 2863046 by Matthew Griffin in Main branch]
2016-02-11 09:44:56 -05:00
// Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well
OutCPPEnvironmentConfiguration.bEnableOSX109Support = true;
}
public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
{
bInternalToolOnly = false;
SeparateNode = false;
CrossCompile = true;
return true;
}
public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
{
if (InHostPlatform == UnrealTargetPlatform.Win64)
{
return new List<UnrealTargetPlatform> { UnrealTargetPlatform.Win64, UnrealTargetPlatform.Win32};
}
return base.GUBP_ToolPlatforms(InHostPlatform);
}
public override List<UnrealTargetConfiguration> GUBP_ToolConfigs( UnrealTargetPlatform InHostPlatform )
{
return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Shipping };
}
}