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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool ;
using System.Collections.Generic ;
public class CrashReportClientTarget : TargetRules
{
public CrashReportClientTarget ( TargetInfo Target )
{
Type = TargetType . Program ;
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UndecoratedConfiguration = UnrealTargetConfiguration . Shipping ;
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}
//
// TargetRules interface.
//
public override bool GetSupportedPlatforms ( ref List < UnrealTargetPlatform > OutPlatforms )
{
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OutPlatforms . Add ( UnrealTargetPlatform . Win32 ) ;
OutPlatforms . Add ( UnrealTargetPlatform . Win64 ) ;
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OutPlatforms . Add ( UnrealTargetPlatform . Mac ) ;
OutPlatforms . Add ( UnrealTargetPlatform . Linux ) ;
return true ;
}
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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]
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if ( bIncludeTestAndShippingConfigs )
{
OutConfigurations . Add ( UnrealTargetConfiguration . Shipping ) ;
}
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OutConfigurations . Add ( UnrealTargetConfiguration . Debug ) ;
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return true ;
}
else
{
return false ;
}
}
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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" ) ;
}
}
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public override bool ShouldCompileMonolithic ( UnrealTargetPlatform InPlatform , UnrealTargetConfiguration InConfiguration )
{
return true ;
}
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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 ;
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UEBuildConfiguration . bCompileAgainstCoreUObject = true ;
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UEBuildConfiguration . bUseLoggingInShipping = true ;
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UEBuildConfiguration . bCompileSteamOSS = false ;
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UEBuildConfiguration . bIncludeADO = false ;
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// 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 ;
}
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// 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
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UEBuildConfiguration . bUseChecksInShipping = true ;
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// Epic Games Launcher needs to run on OS X 10.9, so CrashReportClient needs this as well
OutCPPEnvironmentConfiguration . bEnableOSX109Support = true ;
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}
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public override bool GUBP_AlwaysBuildWithTools ( UnrealTargetPlatform InHostPlatform , out bool bInternalToolOnly , out bool SeparateNode , out bool CrossCompile )
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{
bInternalToolOnly = false ;
SeparateNode = false ;
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CrossCompile = true ;
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return true ;
}
public override List < UnrealTargetPlatform > GUBP_ToolPlatforms ( UnrealTargetPlatform InHostPlatform )
{
if ( InHostPlatform = = UnrealTargetPlatform . Win64 )
{
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return new List < UnrealTargetPlatform > { UnrealTargetPlatform . Win64 , UnrealTargetPlatform . Win32 } ;
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}
return base . GUBP_ToolPlatforms ( InHostPlatform ) ;
}
public override List < UnrealTargetConfiguration > GUBP_ToolConfigs ( UnrealTargetPlatform InHostPlatform )
{
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return new List < UnrealTargetConfiguration > { UnrealTargetConfiguration . Shipping } ;
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}
}