2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2015-01-27 16:31:40 -05:00
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#include "LocalizationCommandletExecution.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "HAL/FileManager.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "HAL/Runnable.h"
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#include "HAL/RunnableThread.h"
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#include "Misc/ScopeLock.h"
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#include "Layout/Visibility.h"
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#include "Layout/Margin.h"
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#include "Widgets/SNullWidget.h"
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#include "Styling/SlateColor.h"
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#include "Input/Reply.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/SOverlay.h"
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#include "Widgets/SWindow.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Notifications/SProgressBar.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Layout/SScrollBar.h"
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#include "Widgets/Text/SMultiLineEditableText.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Views/SHeaderRow.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/Views/SListView.h"
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2015-01-27 18:24:26 -05:00
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#include "EditorStyleSet.h"
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2015-03-11 18:51:00 -04:00
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#include "UnrealEdMisc.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "LocalizationSettings.h"
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#include "LocalizationConfigurationScript.h"
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#include "DesktopPlatformModule.h"
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#include "Widgets/Images/SThrobber.h"
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#include "Commandlets/CommandletHelpers.h"
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2015-03-12 19:41:56 -04:00
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#include "SourceControlHelpers.h"
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2015-01-27 18:24:26 -05:00
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#define LOCTEXT_NAMESPACE "LocalizationCommandletExecutor"
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2015-01-27 16:31:40 -05:00
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namespace
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{
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2015-01-29 18:00:46 -05:00
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class SLocalizationCommandletExecutor : public SCompoundWidget
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2015-01-27 16:31:40 -05:00
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{
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2015-01-29 18:00:46 -05:00
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SLATE_BEGIN_ARGS(SLocalizationCommandletExecutor) {}
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SLATE_END_ARGS()
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2015-01-27 16:31:40 -05:00
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private:
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struct FTaskListModel
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{
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enum class EState
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{
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Queued,
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InProgress,
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Failed,
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Succeeded
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};
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FTaskListModel()
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: State(EState::Queued)
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{
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}
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LocalizationCommandletExecution::FTask Task;
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EState State;
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FString LogOutput;
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2015-03-11 18:05:38 -04:00
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FString ProcessArguments;
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2015-01-27 16:31:40 -05:00
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};
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friend class STaskRow;
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public:
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SLocalizationCommandletExecutor();
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~SLocalizationCommandletExecutor();
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2015-01-29 18:00:46 -05:00
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void Construct(const FArguments& Arguments, const TSharedRef<SWindow>& ParentWindow, const TArray<LocalizationCommandletExecution::FTask>& Tasks);
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void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) override;
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bool WasSuccessful() const;
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void Log(const FString& String);
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private:
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void ExecuteCommandlet(const TSharedRef<FTaskListModel>& TaskListModel);
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void OnCommandletProcessCompletion(const int32 ReturnCode);
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void CancelCommandlet();
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void CleanUpProcessAndPump();
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bool HasCompleted() const;
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FText GetProgressMessageText() const;
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TOptional<float> GetProgressPercentage() const;
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TSharedRef<ITableRow> OnGenerateTaskListRow(TSharedPtr<FTaskListModel> TaskListModel, const TSharedRef<STableViewBase>& Table);
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TSharedPtr<FTaskListModel> GetCurrentTaskToView() const;
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2015-03-11 18:05:38 -04:00
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FText GetCurrentTaskProcessArguments() const;
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FText GetLogString() const;
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FReply OnCopyLogClicked();
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void CopyLogToClipboard();
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FReply OnSaveLogClicked();
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FText GetCloseButtonText() const;
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FReply OnCloseButtonClicked();
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private:
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int32 CurrentTaskIndex;
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TArray< TSharedPtr<FTaskListModel> > TaskListModels;
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TSharedPtr<SProgressBar> ProgressBar;
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TSharedPtr< SListView< TSharedPtr<FTaskListModel> > > TaskListView;
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struct
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{
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FCriticalSection CriticalSection;
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FString String;
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2015-02-23 19:39:54 -05:00
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} PendingLogData;
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2015-01-27 16:31:40 -05:00
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2015-01-29 18:00:46 -05:00
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TSharedPtr<SWindow> ParentWindow;
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TSharedPtr<FLocalizationCommandletProcess> CommandletProcess;
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FRunnable* Runnable;
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FRunnableThread* RunnableThread;
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};
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SLocalizationCommandletExecutor::SLocalizationCommandletExecutor()
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: CurrentTaskIndex(INDEX_NONE)
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, Runnable(nullptr)
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, RunnableThread(nullptr)
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{
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}
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SLocalizationCommandletExecutor::~SLocalizationCommandletExecutor()
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{
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CancelCommandlet();
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}
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2015-01-29 18:00:46 -05:00
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void SLocalizationCommandletExecutor::Construct(const FArguments& Arguments, const TSharedRef<SWindow>& InParentWindow, const TArray<LocalizationCommandletExecution::FTask>& Tasks)
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{
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2015-01-29 18:00:46 -05:00
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ParentWindow = InParentWindow;
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2015-01-27 16:31:40 -05:00
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for (const LocalizationCommandletExecution::FTask& Task : Tasks)
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{
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const TSharedRef<FTaskListModel> Model = MakeShareable(new FTaskListModel());
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Model->Task = Task;
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TaskListModels.Add(Model);
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}
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TSharedPtr<SScrollBar> VerticalScrollBar;
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TSharedPtr<SScrollBar> HorizontalScrollBar;
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2015-01-29 18:00:46 -05:00
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ChildSlot
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2015-01-27 16:31:40 -05:00
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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.Padding(8.0, 16.0, 16.0, 0.0)
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(STextBlock)
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.Text(this, &SLocalizationCommandletExecutor::GetProgressMessageText)
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]
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+ SVerticalBox::Slot()
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.AutoHeight()
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.Padding(0.0, 4.0, 0.0, 0.0)
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[
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SAssignNew(ProgressBar, SProgressBar)
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.Percent(this, &SLocalizationCommandletExecutor::GetProgressPercentage)
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]
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]
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+ SVerticalBox::Slot()
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.FillHeight(0.5)
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.Padding(0.0, 32.0, 8.0, 0.0)
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[
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SNew(SBorder)
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.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
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.Padding(0.0f)
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[
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SAssignNew(TaskListView, SListView< TSharedPtr<FTaskListModel> >)
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.HeaderRow
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(
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SNew(SHeaderRow)
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+ SHeaderRow::Column("StatusIcon")
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.DefaultLabel(FText::GetEmpty())
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.FixedWidth(20.0)
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+ SHeaderRow::Column("TaskName")
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2015-01-27 18:24:26 -05:00
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.DefaultLabel(LOCTEXT("TaskListNameColumnLabel", "Task"))
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2015-01-27 16:31:40 -05:00
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.FillWidth(1.0)
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)
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.ListItemsSource(&TaskListModels)
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.OnGenerateRow(this, &SLocalizationCommandletExecutor::OnGenerateTaskListRow)
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.ItemHeight(24.0)
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.SelectionMode(ESelectionMode::Single)
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]
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]
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+ SVerticalBox::Slot()
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.FillHeight(0.5)
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.Padding(0.0, 32.0, 8.0, 0.0)
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[
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SNew(SBorder)
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.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
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.Padding(0.0f)
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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[
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SNew(SVerticalBox)
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+SVerticalBox::Slot()
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.FillHeight(1.0f)
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[
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SNew(SMultiLineEditableText)
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.TextStyle(FEditorStyle::Get(), "LocalizationDashboard.CommandletLog.Text")
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.Text(this, &SLocalizationCommandletExecutor::GetLogString)
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.IsReadOnly(true)
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.HScrollBar(HorizontalScrollBar)
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.VScrollBar(VerticalScrollBar)
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]
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+SVerticalBox::Slot()
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2015-03-12 19:41:56 -04:00
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.AutoHeight()
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[
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SAssignNew(HorizontalScrollBar, SScrollBar)
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.Orientation(EOrientation::Orient_Horizontal)
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]
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2015-01-27 16:31:40 -05:00
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]
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+SHorizontalBox::Slot()
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2015-03-12 19:41:56 -04:00
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.AutoWidth()
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[
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SAssignNew(VerticalScrollBar, SScrollBar)
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.Orientation(EOrientation::Orient_Vertical)
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]
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2015-01-27 16:31:40 -05:00
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]
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]
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+ SVerticalBox::Slot()
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.AutoHeight()
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.Padding(0.0f, 5.0f, 0.0f, 0.0f)
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.AutoWidth()
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[
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SNew(SButton)
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.ContentPadding(FMargin(6.0f, 2.0f))
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2015-01-27 18:24:26 -05:00
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.Text(LOCTEXT("CopyLogButtonText", "Copy Log"))
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.ToolTipText(LOCTEXT("CopyLogButtonTooltip", "Copy the logged text to the clipboard."))
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2015-01-27 16:31:40 -05:00
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.OnClicked(this, &SLocalizationCommandletExecutor::OnCopyLogClicked)
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]
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+ SHorizontalBox::Slot()
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.AutoWidth()
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[
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SNew(SButton)
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.ContentPadding(FMargin(6.0f, 2.0f))
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.IsEnabled(false)
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2015-01-27 18:24:26 -05:00
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.Text(LOCTEXT("SaveLogButtonText", "Save Log..."))
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.ToolTipText(LOCTEXT("SaveLogButtonToolTip", "Save the logged text to a file."))
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2015-01-27 16:31:40 -05:00
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.OnClicked(this, &SLocalizationCommandletExecutor::OnSaveLogClicked)
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]
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+ SHorizontalBox::Slot()
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.AutoWidth()
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[
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SNew(SButton)
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|
.ContentPadding(FMargin(6.0f, 2.0f))
|
|
|
|
|
.OnClicked(this, &SLocalizationCommandletExecutor::OnCloseButtonClicked)
|
|
|
|
|
[
|
|
|
|
|
SNew(STextBlock)
|
|
|
|
|
.Text(this, &SLocalizationCommandletExecutor::GetCloseButtonText)
|
|
|
|
|
]
|
|
|
|
|
]
|
|
|
|
|
]
|
2015-01-29 18:00:46 -05:00
|
|
|
];
|
2015-01-27 16:31:40 -05:00
|
|
|
|
|
|
|
|
if(TaskListModels.Num() > 0)
|
|
|
|
|
{
|
|
|
|
|
CurrentTaskIndex = 0;
|
|
|
|
|
ExecuteCommandlet(TaskListModels[CurrentTaskIndex].ToSharedRef());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
|
|
|
|
|
{
|
|
|
|
|
SCompoundWidget::Tick(AllottedGeometry, InCurrentTime, InDeltaTime);
|
|
|
|
|
|
|
|
|
|
// Poll for log output data.
|
2015-02-23 19:39:54 -05:00
|
|
|
if (!PendingLogData.String.IsEmpty())
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
|
|
|
|
FString String;
|
|
|
|
|
|
|
|
|
|
// Copy the pending data string to the local string
|
|
|
|
|
{
|
2015-02-23 19:39:54 -05:00
|
|
|
FScopeLock ScopeLock(&PendingLogData.CriticalSection);
|
|
|
|
|
String = PendingLogData.String;
|
|
|
|
|
PendingLogData.String.Empty();
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Forward string to proper log.
|
|
|
|
|
const TSharedPtr<FTaskListModel> CurrentTaskModel = TaskListModels[CurrentTaskIndex];
|
|
|
|
|
CurrentTaskModel->LogOutput.Append(String);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// On Task Completed.
|
|
|
|
|
if (CommandletProcess.IsValid())
|
|
|
|
|
{
|
|
|
|
|
FProcHandle CurrentProcessHandle = CommandletProcess->GetHandle();
|
|
|
|
|
int32 ReturnCode;
|
|
|
|
|
if (CurrentProcessHandle.IsValid() && FPlatformProcess::GetProcReturnCode(CurrentProcessHandle, &ReturnCode))
|
|
|
|
|
{
|
|
|
|
|
OnCommandletProcessCompletion(ReturnCode);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool SLocalizationCommandletExecutor::WasSuccessful() const
|
|
|
|
|
{
|
|
|
|
|
return HasCompleted() && !TaskListModels.ContainsByPredicate([](const TSharedPtr<FTaskListModel>& TaskListModel){return TaskListModel->State != FTaskListModel::EState::Succeeded;});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::Log(const FString& String)
|
|
|
|
|
{
|
2015-02-23 19:39:54 -05:00
|
|
|
FScopeLock ScopeLock(&PendingLogData.CriticalSection);
|
|
|
|
|
PendingLogData.String += String;
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::OnCommandletProcessCompletion(const int32 ReturnCode)
|
|
|
|
|
{
|
|
|
|
|
CleanUpProcessAndPump();
|
|
|
|
|
|
|
|
|
|
// Handle return code.
|
|
|
|
|
TSharedPtr<FTaskListModel> CurrentTaskModel = TaskListModels[CurrentTaskIndex];
|
2015-03-12 19:41:56 -04:00
|
|
|
|
|
|
|
|
// Restore engine's source control settings if necessary.
|
|
|
|
|
if (!CurrentTaskModel->Task.ShouldUseProjectFile)
|
|
|
|
|
{
|
|
|
|
|
const FString& EngineIniFile = SourceControlHelpers::GetGlobalSettingsIni();
|
|
|
|
|
const FString BackupEngineIniFile = FPaths::EngineSavedDir() / FPaths::GetCleanFilename(EngineIniFile) + TEXT(".bak");
|
|
|
|
|
if(!IFileManager::Get().Move(*EngineIniFile, *BackupEngineIniFile))
|
|
|
|
|
{
|
|
|
|
|
// TODO: Error failed to restore engine source control settings INI.
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-01-27 16:31:40 -05:00
|
|
|
// Zero code is successful.
|
|
|
|
|
if (ReturnCode == 0)
|
|
|
|
|
{
|
|
|
|
|
CurrentTaskModel->State = FTaskListModel::EState::Succeeded;
|
|
|
|
|
|
|
|
|
|
++CurrentTaskIndex;
|
|
|
|
|
|
|
|
|
|
// Begin new task if possible.
|
|
|
|
|
if (TaskListModels.IsValidIndex(CurrentTaskIndex))
|
|
|
|
|
{
|
|
|
|
|
CurrentTaskModel = TaskListModels[CurrentTaskIndex];
|
|
|
|
|
ExecuteCommandlet(CurrentTaskModel.ToSharedRef());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Non-zero is a failure.
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
CurrentTaskModel->State = FTaskListModel::EState::Failed;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::ExecuteCommandlet(const TSharedRef<FTaskListModel>& TaskListModel)
|
|
|
|
|
{
|
2015-03-12 19:41:56 -04:00
|
|
|
// Handle source control settings if not using project file for commandlet executable process.
|
|
|
|
|
if (!TaskListModel->Task.ShouldUseProjectFile)
|
|
|
|
|
{
|
|
|
|
|
const FString& EngineIniFile = SourceControlHelpers::GetGlobalSettingsIni();
|
|
|
|
|
|
|
|
|
|
// Backup engine's source control settings.
|
|
|
|
|
const FString BackupEngineIniFile = FPaths::EngineSavedDir() / FPaths::GetCleanFilename(EngineIniFile) + TEXT(".bak");
|
|
|
|
|
if (COPY_OK == IFileManager::Get().Copy(*BackupEngineIniFile, *EngineIniFile))
|
|
|
|
|
{
|
|
|
|
|
// Replace engine's source control settings with project's.
|
|
|
|
|
const FString& ProjectIniFile = SourceControlHelpers::GetSettingsIni();
|
|
|
|
|
if (COPY_OK == IFileManager::Get().Copy(*EngineIniFile, *ProjectIniFile))
|
|
|
|
|
{
|
|
|
|
|
// TODO: Error failed to overwrite engine source control settings INI.
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// TODO: Error failed to backup engine source control settings INI.
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CommandletProcess = FLocalizationCommandletProcess::Execute(TaskListModel->Task.ScriptPath, TaskListModel->Task.ShouldUseProjectFile);
|
2015-01-27 16:31:40 -05:00
|
|
|
if (CommandletProcess.IsValid())
|
|
|
|
|
{
|
|
|
|
|
TaskListModel->State = FTaskListModel::EState::InProgress;
|
2015-03-11 18:05:38 -04:00
|
|
|
TaskListModel->ProcessArguments = CommandletProcess->GetProcessArguments();
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
TaskListModel->State = FTaskListModel::EState::Failed;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class FCommandletLogPump : public FRunnable
|
|
|
|
|
{
|
|
|
|
|
public:
|
2015-02-23 19:39:54 -05:00
|
|
|
FCommandletLogPump(void* const InReadPipe, const FProcHandle& InCommandletProcessHandle, SLocalizationCommandletExecutor& InCommandletWidget)
|
2015-01-27 16:31:40 -05:00
|
|
|
: ReadPipe(InReadPipe)
|
|
|
|
|
, CommandletProcessHandle(InCommandletProcessHandle)
|
2015-02-23 19:39:54 -05:00
|
|
|
, CommandletWidget(&InCommandletWidget)
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32 Run() override
|
|
|
|
|
{
|
|
|
|
|
for(;;)
|
|
|
|
|
{
|
|
|
|
|
// Read from pipe.
|
|
|
|
|
const FString PipeString = FPlatformProcess::ReadPipe(ReadPipe);
|
|
|
|
|
|
|
|
|
|
// Process buffer.
|
|
|
|
|
if (!PipeString.IsEmpty())
|
|
|
|
|
{
|
|
|
|
|
// Add strings to log.
|
2015-02-23 19:39:54 -05:00
|
|
|
if (CommandletWidget)
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
2015-02-23 19:39:54 -05:00
|
|
|
CommandletWidget->Log(PipeString);
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If the process isn't running and there's no data in the pipe, we're done.
|
|
|
|
|
if (!FPlatformProcess::IsProcRunning(CommandletProcessHandle) && PipeString.IsEmpty())
|
|
|
|
|
{
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sleep.
|
|
|
|
|
FPlatformProcess::Sleep(0.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int32 ReturnCode = 0;
|
|
|
|
|
return FPlatformProcess::GetProcReturnCode(CommandletProcessHandle, &ReturnCode) ? ReturnCode : -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
void* const ReadPipe;
|
|
|
|
|
FProcHandle CommandletProcessHandle;
|
2015-02-23 19:39:54 -05:00
|
|
|
SLocalizationCommandletExecutor* const CommandletWidget;
|
2015-01-27 16:31:40 -05:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Launch runnable thread.
|
2015-02-23 19:39:54 -05:00
|
|
|
Runnable = new FCommandletLogPump(CommandletProcess->GetReadPipe(), CommandletProcess->GetHandle(), *this);
|
2015-01-27 16:31:40 -05:00
|
|
|
RunnableThread = FRunnableThread::Create(Runnable, TEXT("Localization Commandlet Log Pump Thread"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::CancelCommandlet()
|
|
|
|
|
{
|
|
|
|
|
CleanUpProcessAndPump();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::CleanUpProcessAndPump()
|
|
|
|
|
{
|
|
|
|
|
if (CommandletProcess.IsValid())
|
|
|
|
|
{
|
|
|
|
|
FProcHandle CommandletProcessHandle = CommandletProcess->GetHandle();
|
|
|
|
|
if (CommandletProcessHandle.IsValid() && FPlatformProcess::IsProcRunning(CommandletProcessHandle))
|
|
|
|
|
{
|
|
|
|
|
FPlatformProcess::TerminateProc(CommandletProcessHandle, true);
|
|
|
|
|
}
|
|
|
|
|
CommandletProcess.Reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (RunnableThread)
|
|
|
|
|
{
|
|
|
|
|
RunnableThread->WaitForCompletion();
|
|
|
|
|
delete RunnableThread;
|
|
|
|
|
RunnableThread = nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Runnable)
|
|
|
|
|
{
|
|
|
|
|
delete Runnable;
|
|
|
|
|
Runnable = nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool SLocalizationCommandletExecutor::HasCompleted() const
|
|
|
|
|
{
|
|
|
|
|
return CurrentTaskIndex == TaskListModels.Num();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FText SLocalizationCommandletExecutor::GetProgressMessageText() const
|
|
|
|
|
{
|
|
|
|
|
return TaskListModels.IsValidIndex(CurrentTaskIndex) ? TaskListModels[CurrentTaskIndex]->Task.Name : FText::GetEmpty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TOptional<float> SLocalizationCommandletExecutor::GetProgressPercentage() const
|
|
|
|
|
{
|
|
|
|
|
return TOptional<float>(float(CurrentTaskIndex) / float(TaskListModels.Num()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class STaskRow : public SMultiColumnTableRow< TSharedPtr<SLocalizationCommandletExecutor::FTaskListModel> >
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
void Construct(const FTableRowArgs& InArgs, const TSharedRef<STableViewBase>& OwnerTableView, const TSharedRef<SLocalizationCommandletExecutor::FTaskListModel>& InTaskListModel);
|
|
|
|
|
TSharedRef<SWidget> GenerateWidgetForColumn(const FName& ColumnName);
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
FSlateColor HandleIconColorAndOpacity() const;
|
|
|
|
|
const FSlateBrush* HandleIconImage() const;
|
|
|
|
|
EVisibility HandleThrobberVisibility() const;
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
TSharedPtr<SLocalizationCommandletExecutor::FTaskListModel> TaskListModel;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
void STaskRow::Construct(const FTableRowArgs& InArgs, const TSharedRef<STableViewBase>& OwnerTableView, const TSharedRef<SLocalizationCommandletExecutor::FTaskListModel>& InTaskListModel)
|
|
|
|
|
{
|
|
|
|
|
TaskListModel = InTaskListModel;
|
|
|
|
|
|
|
|
|
|
FSuperRowType::Construct(InArgs, OwnerTableView);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TSharedRef<SWidget> STaskRow::GenerateWidgetForColumn(const FName& ColumnName)
|
|
|
|
|
{
|
|
|
|
|
if (ColumnName == "StatusIcon")
|
|
|
|
|
{
|
|
|
|
|
return SNew(SOverlay)
|
|
|
|
|
|
|
|
|
|
+ SOverlay::Slot()
|
|
|
|
|
.HAlign(HAlign_Center)
|
|
|
|
|
.VAlign(VAlign_Center)
|
|
|
|
|
[
|
|
|
|
|
SNew(SThrobber)
|
|
|
|
|
.Animate(SThrobber::VerticalAndOpacity)
|
|
|
|
|
.NumPieces(1)
|
|
|
|
|
.Visibility(this, &STaskRow::HandleThrobberVisibility)
|
|
|
|
|
]
|
|
|
|
|
+ SOverlay::Slot()
|
|
|
|
|
.HAlign(HAlign_Center)
|
|
|
|
|
.VAlign(VAlign_Center)
|
|
|
|
|
[
|
|
|
|
|
SNew(SImage)
|
|
|
|
|
.ColorAndOpacity(this, &STaskRow::HandleIconColorAndOpacity)
|
|
|
|
|
.Image(this, &STaskRow::HandleIconImage)
|
|
|
|
|
];
|
|
|
|
|
}
|
|
|
|
|
else if (ColumnName == "TaskName")
|
|
|
|
|
{
|
|
|
|
|
return SNew(STextBlock)
|
2015-03-11 18:05:38 -04:00
|
|
|
.Text(TaskListModel->Task.Name)
|
|
|
|
|
.ToolTipText_Lambda( [this]{ return FText::FromString(TaskListModel->ProcessArguments); } );
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return SNullWidget::NullWidget;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FSlateColor STaskRow::HandleIconColorAndOpacity( ) const
|
|
|
|
|
{
|
|
|
|
|
if (TaskListModel.IsValid())
|
|
|
|
|
{
|
|
|
|
|
switch(TaskListModel->State)
|
|
|
|
|
{
|
|
|
|
|
case SLocalizationCommandletExecutor::FTaskListModel::EState::InProgress:
|
|
|
|
|
return FLinearColor::Yellow;
|
|
|
|
|
break;
|
|
|
|
|
case SLocalizationCommandletExecutor::FTaskListModel::EState::Succeeded:
|
|
|
|
|
return FLinearColor::Green;
|
|
|
|
|
break;
|
|
|
|
|
case SLocalizationCommandletExecutor::FTaskListModel::EState::Failed:
|
|
|
|
|
return FLinearColor::Red;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return FSlateColor::UseForeground();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const FSlateBrush* STaskRow::HandleIconImage( ) const
|
|
|
|
|
{
|
|
|
|
|
if (TaskListModel.IsValid())
|
|
|
|
|
{
|
|
|
|
|
switch(TaskListModel->State)
|
|
|
|
|
{
|
|
|
|
|
case SLocalizationCommandletExecutor::FTaskListModel::EState::Succeeded:
|
|
|
|
|
return FEditorStyle::GetBrush("Symbols.Check");
|
|
|
|
|
break;
|
|
|
|
|
case SLocalizationCommandletExecutor::FTaskListModel::EState::Failed:
|
|
|
|
|
return FEditorStyle::GetBrush("Icons.Cross");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
EVisibility STaskRow::HandleThrobberVisibility( ) const
|
|
|
|
|
{
|
|
|
|
|
if (TaskListModel.IsValid())
|
|
|
|
|
{
|
|
|
|
|
switch(TaskListModel->State)
|
|
|
|
|
{
|
|
|
|
|
case SLocalizationCommandletExecutor::FTaskListModel::EState::InProgress:
|
|
|
|
|
return EVisibility::Visible;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return EVisibility::Hidden;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TSharedRef<ITableRow> SLocalizationCommandletExecutor::OnGenerateTaskListRow(TSharedPtr<FTaskListModel> TaskListModel, const TSharedRef<STableViewBase>& Table)
|
|
|
|
|
{
|
|
|
|
|
return SNew(STaskRow, Table, TaskListModel.ToSharedRef());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TSharedPtr<SLocalizationCommandletExecutor::FTaskListModel> SLocalizationCommandletExecutor::GetCurrentTaskToView() const
|
|
|
|
|
{
|
|
|
|
|
if (TaskListView.IsValid())
|
|
|
|
|
{
|
|
|
|
|
const TArray< TSharedPtr<FTaskListModel> > Selection = TaskListView->GetSelectedItems();
|
|
|
|
|
return Selection.Num() > 0 ? Selection.Top() : nullptr;
|
|
|
|
|
}
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-11 18:05:38 -04:00
|
|
|
FText SLocalizationCommandletExecutor::GetCurrentTaskProcessArguments() const
|
|
|
|
|
{
|
|
|
|
|
const TSharedPtr<SLocalizationCommandletExecutor::FTaskListModel> TaskToView = GetCurrentTaskToView();
|
|
|
|
|
return TaskToView.IsValid() ? FText::FromString(TaskToView->ProcessArguments) : FText::GetEmpty();
|
|
|
|
|
}
|
|
|
|
|
|
2015-01-27 16:31:40 -05:00
|
|
|
FText SLocalizationCommandletExecutor::GetLogString() const
|
|
|
|
|
{
|
|
|
|
|
const TSharedPtr<SLocalizationCommandletExecutor::FTaskListModel> TaskToView = GetCurrentTaskToView();
|
|
|
|
|
return TaskToView.IsValid() ? FText::FromString(TaskToView->LogOutput) : FText::GetEmpty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FReply SLocalizationCommandletExecutor::OnCopyLogClicked()
|
|
|
|
|
{
|
|
|
|
|
CopyLogToClipboard();
|
|
|
|
|
|
|
|
|
|
return FReply::Handled();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SLocalizationCommandletExecutor::CopyLogToClipboard()
|
|
|
|
|
{
|
|
|
|
|
FPlatformMisc::ClipboardCopy(*(GetLogString().ToString()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FReply SLocalizationCommandletExecutor::OnSaveLogClicked()
|
|
|
|
|
{
|
2015-01-27 18:24:26 -05:00
|
|
|
const FString TextFileDescription = LOCTEXT("TextFileDescription", "Text File").ToString();
|
2015-01-27 16:31:40 -05:00
|
|
|
const FString TextFileExtension = TEXT("txt");
|
|
|
|
|
const FString TextFileExtensionWildcard = FString::Printf(TEXT("*.%s"), *TextFileExtension);
|
|
|
|
|
const FString FileTypes = FString::Printf(TEXT("%s (%s)|%s"), *TextFileDescription, *TextFileExtensionWildcard, *TextFileExtensionWildcard);
|
|
|
|
|
const FString DefaultFilename = FString::Printf(TEXT("%s.%s"), TEXT("Log"), *TextFileExtension);
|
|
|
|
|
const FString DefaultPath = FPaths::GameSavedDir();
|
|
|
|
|
|
|
|
|
|
TArray<FString> SaveFilenames;
|
|
|
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
|
|
|
|
|
|
|
|
// Prompt the user for the filename
|
|
|
|
|
if (DesktopPlatform)
|
|
|
|
|
{
|
|
|
|
|
void* ParentWindowWindowHandle = NULL;
|
|
|
|
|
|
2015-04-10 11:23:49 -04:00
|
|
|
const TSharedPtr<SWindow>& ParentWindowPtr = FSlateApplication::Get().FindWidgetWindow(AsShared());
|
|
|
|
|
if (ParentWindowPtr.IsValid() && ParentWindowPtr->GetNativeWindow().IsValid())
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
2015-04-10 11:23:49 -04:00
|
|
|
ParentWindowWindowHandle = ParentWindowPtr->GetNativeWindow()->GetOSWindowHandle();
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (DesktopPlatform->SaveFileDialog(
|
|
|
|
|
ParentWindowWindowHandle,
|
2015-01-27 18:24:26 -05:00
|
|
|
LOCTEXT("SaveLogDialogTitle", "Save Log to File").ToString(),
|
2015-01-27 16:31:40 -05:00
|
|
|
DefaultPath,
|
|
|
|
|
DefaultFilename,
|
|
|
|
|
FileTypes,
|
|
|
|
|
EFileDialogFlags::None,
|
|
|
|
|
SaveFilenames
|
|
|
|
|
))
|
|
|
|
|
{
|
|
|
|
|
// Save to file.
|
|
|
|
|
FFileHelper::SaveStringToFile( GetLogString().ToString(), *(SaveFilenames.Last()) );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return FReply::Handled();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FText SLocalizationCommandletExecutor::GetCloseButtonText() const
|
|
|
|
|
{
|
2015-01-27 18:24:26 -05:00
|
|
|
return HasCompleted() ? LOCTEXT("OkayButtonText", "Okay") : LOCTEXT("CancelButtonText", "Cancel");
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FReply SLocalizationCommandletExecutor::OnCloseButtonClicked()
|
|
|
|
|
{
|
|
|
|
|
if (!HasCompleted())
|
|
|
|
|
{
|
|
|
|
|
CancelCommandlet();
|
|
|
|
|
}
|
2015-01-29 18:00:46 -05:00
|
|
|
ParentWindow->RequestDestroyWindow();
|
2015-01-27 16:31:40 -05:00
|
|
|
return FReply::Handled();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool LocalizationCommandletExecution::Execute(const TSharedRef<SWindow>& ParentWindow, const FText& Title, const TArray<FTask>& Tasks)
|
|
|
|
|
{
|
2015-01-29 18:00:46 -05:00
|
|
|
const TSharedRef<SWindow> CommandletWindow = SNew(SWindow)
|
|
|
|
|
.Title(Title)
|
|
|
|
|
.SupportsMinimize(false)
|
|
|
|
|
.AutoCenter(EAutoCenter::PreferredWorkArea)
|
|
|
|
|
.ClientSize(FVector2D(600,400))
|
Copying //UE4/Portal-Staging to Dev-Main (//UE4/Dev-Main) (Source: //Portal/Main @ 3352026)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3351920 on 2017/03/17 by Leigh.Swift
#jira OPP-6870: [Crash] Assertion failed: ctx->ReadOffset + length <= (uint32)ctx->CompressedData.Num() [File:D:\Build\++Portal+Release-Live+Compile\Sync\Engine\Source\Runtime\ImageWrapper\Private\PngImageWrapper.cpp] [Line: 420]
Instead of asserting for an incorrect data size for png image being loaded, set an error on the wrapper object.
This will result in the slate brush rendering as white box, and errors going to the log which include the png resource path.
Change 3350561 on 2017/03/16 by Justin.Sargent
Updated the Slate standalone D3D renderer to be more fault tolerant.
Added new HasLostDevice() function to SlateRenderer.
If the launcher detects that it has lost the device context it will attempt to perform a full rebuild of the UI and Presentation layers, but also a full reboot of slate application and the renderer.
The launcher will attempt to re-establish the device context for 5 minutes if not interrupted by the user. If the user interacts with the launcher while attempting to re-establish the device context it will instead pop up a system dialog explaining it is having issues with the video card and then will close the application.
Change 3341299 on 2017/03/10 by Richard.Fawcett
Validate JSON files as we're pushing to EMS
Added a flexible validation framework to the system files (EMS) sync operation.
Implemented a JSON validator which by default will validate .json files.
Adds a "ValidationRules" property to the EMS sync config file to allow each product to define its own regex patterns for filenames which should be validated with each validator.
Configured launcher's EMS to validate .product, .v?product, .layout, .sdmeta and .panel files as JSON.
The great news is that this validation actually discovered a minor syntactical issue with Wex.v2product during testing, which is also fixed with this submission. \o/
#epicfriday
Change 3336908 on 2017/03/08 by Leigh.Swift
#jira OPP-5126: All disk size checks for BPS installations should be handled internally to BPS, the Portal code should not need to check this and can only do so less accurately.
Removing disk space checks from portal code which block installers from running. NB: There is still a check in selective download code which provides tooltip information only.
Moving BuildPatchInstaller disk size check to the file constructor, which is the class that most accurately knows the required amount of space. The disk check now occurs after resume and just before we start to write data.
A secondary disk check is also made if a file fails to construct so that we can detect problems caused by change in available disk space.
Disk space error message extended to include useful information for the user.
Change 3323366 on 2017/02/27 by Richard.Fawcett
Fix reference to Newtonsoft in Publishing.Automation.
Change 3323205 on 2017/02/27 by Wes.Fudala
Adding language support to the windows installer.
Significantly expandes OneSky upload functionality.
OPP-5438 Launcher installer should support the same language set supported by the launcher.
Change 3316926 on 2017/02/22 by Richard.Fawcett
Prevent Amazon S3 download glitches from issuing warnings until half of the maximum retries have been attempted.
In practice, when we download thousands of files, we _do_ get failures which need to be retried. This means that pretty much all jobs result in warnings, which isn't appropriate. This should turn jobs green again, and only warn us when things look unusual.
#jira OPP-6607
Change 3315996 on 2017/02/21 by Justin.Sargent
Incrementing Portal version number
I'm incrementing this earlier than normal due to a need to depend on a new version number for EMS layout change versioning.
Change 3312760 on 2017/02/20 by Wes.Fudala
Users can now select desired environment/region from the UI.
New login screen.
Adds slid out settings menu to login screen.
Adds region and language selection to the settings menu.
Adds support for PortalRegions ini.
Adds DefaultPortalRegions ini.
Adds RegionRepository, RegionPublisher, RegionSelectService, and RegionIdentificationService.
Adds region select option in debugtools general section.
Adds RegionSelectService unit test with associated mocks.
Changes the way all backend connections are configured so that values are now pulled from config files.
Renames product region selector files to avoid some confusion with portal region files.
Updated EmsConfigUpdater and HotfixManager so they support optional overwrite and save of ini files.
Region publisher now restricts regions that require permissions in shipping builds.
Fixes a bug causing items to get stuck in the download queue UI after we failed to obtain a manifest when reaching out the the backend.
#jira OPP-6121, OPP-5809
Change 3311664 on 2017/02/20 by Andrew.Brown
Added GetTypeHash support for FDelegateHandle
Change 3311505 on 2017/02/20 by Richard.Fawcett
Rename/move file(s)
Change 3309004 on 2017/02/17 by Chad.Garyet
adding in additional platforms for the BuildPlugin commandline
Change 3299188 on 2017/02/13 by Leigh.Swift
#jira OPP-6711: [CRASH] Assertion failed: IsComplete()
Race condition in portal hack allowed an installer to attempt to execute complete delegate before being complete.
Change 3294197 on 2017/02/09 by Richard.Fawcett
Adding ValidPrereqIds.json
This is needed now because the script to enforce correct prereq ids reaches out to Perforce to access this file!
#jira OPP-6583
Change 3294059 on 2017/02/09 by Richard.Fawcett
Fix comment on PostBuild parameter to reference correct name of "Manifest" property.
Change 3293377 on 2017/02/08 by Richard.Fawcett
Remove need for a metadata file containing name of generated manifest when using randomized manifest filenames.
Change 3282865 on 2017/02/02 by Richard.Fawcett
Simplify params to BuildGraph's ChunkTask / PostBuildTask
Also, downgrade warnings to simple log messages when falling back to legacy manifest filename construction to ease transition into randomized manifest filenames for game teams.
#jira OPP-6435
Change 3282809 on 2017/02/02 by Leigh.Swift
#jira OPP-6564: BPT will crash if the FileIgnoreList input instructs the build streamer to ignore every build file.
A race condition for getting to the first scanner creation code, vs the build stream exiting with no data. If the former wins, a scanner will be created without enough data to scan.
Scanners are now no longer created if the buildstream provided no data.
Change 3280848 on 2017/02/01 by Leigh.Swift
#jira OPP-3864: BuildPatchServices will log a FATAL error on shutdown even if it's fine to be shutting down.
When BPS is shutdown, it will only set error states and cancellation logic if any installers are actually created.
Change 3280839 on 2017/02/01 by Leigh.Swift
Fixing whitespace damage incoming from Dev-Staging
Change 3280820 on 2017/02/01 by Andrew.Brown
Copying //Portal/Dev-Main-Staging to Main (//Portal/Main)
Change 3280797 on 2017/02/01 by Leigh.Swift
#jira OPP-6649: BPS sends undocumented analytics events.
Adding documentation for the following events:
Patcher.Error.Download
Patcher.Warning.ChunkAborted
Patcher.Error.Cache
Patcher.Error.Construction
Patcher.Error.Prerequisites
Change 3278887 on 2017/01/31 by Richard.Fawcett
Downgrade cleanup warnings to normal log output.
The conditions which used to trigger these warnings are now considered to be normal behavior, in a world in which we carry out cross-app game promotions.
This results in a perma-yellow state for cleanup, which is unhelpful.
#nojira
Change 3278738 on 2017/01/31 by Richard.Fawcett
Tweak Conan launch parameters
Change 3277066 on 2017/01/30 by Richard.Fawcett
Remove temporary code which cleans up P:\Builds\UnrealEngineLauncher\BuildGraph, as the location no longer exists.
Change 3274907 on 2017/01/27 by Leigh.Swift
#jira OPP-6615: Receiving a whisper while in game may minimize game client.
Refactoring SWindow ActivateOnFirstShown bool to be ActivationPolicy to give more accurate control.
This also allows fixing of misuses of previous ActivateOnFirstShown variables in the implementations, which appear to mostly be interpreting it as 'AlwaysActivate'.
The upgrade path is therefore ActivateOnFirstShown true/false becomes ActivationPolicy Always/Never.
Moving initial minimize and maximise logic for FWindowsWindow into the Show() call on first show to gain control of activation and respect the provided policy.
Refactoring existing uses to use the new variables/functions instead.
The refactor of existing code is focused on preserving current always activate behaviour as opposed to changing behaviour to actually only activate on first show.
Change 3273466 on 2017/01/26 by Alex.Fennell
New build of OpenSSL libraries #JIRA OPP-6408
PriceEngine configuration and fixes for bugs it introduced.
Change 3268045 on 2017/01/23 by Richard.Fawcett
Re-adding Funcom folk to Conan chunk notification emails
Change 3267709 on 2017/01/23 by Richard.Fawcett
Fix launch arguments for Conan Exiles editor.
Temporarily remove FunCom recipients from notification list to avoid spamming.
Change 3265774 on 2017/01/20 by Chad.Garyet
Merge of Engine/Build/Buildfarm over to //Portal from Dev-Build
Change 3264674 on 2017/01/19 by Alex.Fennell
On demand catalog requests
Change 3263654 on 2017/01/19 by Leigh.Swift
#jira OPP6562: Support looking up tagging and sdmeta info and using it in build diff output
Adding tag use understanding to the manifest diff tool of BPT.
Adding Selective Download feature support to PPT for it's diff tool, making use of portal's metadata for the feature.
Change 3263623 on 2017/01/19 by Richard.Fawcett
Fix issue where ManifestFilename is not always available at post build time.
#jira OPP-6606
Change 3262013 on 2017/01/18 by Richard.Fawcett
Remote potential for success email being sent on third party chunk failure
Change 3261914 on 2017/01/18 by Richard.Fawcett
Fix for user content generation job not specifying a manifest filename.
Change 3261800 on 2017/01/18 by Richard.Fawcett
Implement streaming S3 downloads to disk, rather than just to memory
This is needed because C# has a 2 billion maximum array dimension, so files > 2GB can't be downloaded using the existing code.
Change 3261675 on 2017/01/18 by Richard.Fawcett
Support for overriding, or generating randomized unique manifest filenames to avoid automated harvesting from CDN
BuildGraph's ChunkTask takes three new parameters ...
* ManifestFilename (string) - The filename of the manifest to produce. If omitted, the value of RandomizeManifestFilename will determine how the manifest filename is determined.
* RandomizeManifestFilename (bool) - If true, we'll generate a random, unique manifest filename. If false (default), we'll use legacy behavior of combining app name and build version.
* LocalManifestDir (string) - Required if RandomizedManifestFilename is true. This directory will receive local copies of any manifest file produced, and a metadata file containing the name of the most recently produced manifest
BuildGraph's PostBuildTask takes two new parameters ...
* ManifestFilename (string) - The filename of the manifest to post. If omitted, we'll use the value from the metadat file in LocalManifestDir is this is set, otherwise use legacy behavior.
* LocalManifestDir (string) - A directory containing local copies of manifest files, along with a metadata file containing the name of the manifest file produced by the most recent ChunkTask operation.
Support added to the launcher build script's to use the new parameters to randomize its manifest filename, and post the randomized filename to MCP.
Use of a contructor of BuildPatchToolStagingInfo which does not specify a manifest filename is now considered deprecated, and will output a warning.
Remove requirement of having a BuildPatchToolStagingInfo when performing a chunking operation, instead just passing in the specific values we need from it as parameters in their own right.
Remove support for non-chunk based manifests from C# wrapper, as these are no longer supported in BuildPatchTool itself.
#jira OPP-6432
Change 3261647 on 2017/01/18 by Leigh.Swift
Adding some cleanup to the end of some BPT functional tests so that they do not affect proceeding tests and cause red-herring warning output.
Change 3261639 on 2017/01/18 by Richard.Fawcett
Update app name of Conan to ConanExiles to match back-end catalog.
Fix Conan launch exe and args so that launcher can detect when product is running. Was previously using a batch file which terminates after launching editor.
Change 3258815 on 2017/01/16 by Wes.Fudala
UTM and product info will be parsed from installer name and passed to the launcher. UTM info will be passed along as part of all analytics events.
#jira OPP-6404: Add user funnel tracking
Change 3258809 on 2017/01/16 by Wes.Fudala
Back out changelist 3258800.
Backing out changes that were intended to be made in a different stream.
Change 3258800 on 2017/01/16 by Wes.Fudala
App version is now also appended to user agent string.
Change 3256999 on 2017/01/13 by Richard.Fawcett
Fix issue where JSON file included in Publishing csproj is not reliably copied to output folder on build farm.
Change 3256941 on 2017/01/13 by Richard.Fawcett
Move configuration for Third Party build pipeline out of code and into its own configuration file.
#epicfriday
Change 3255072 on 2017/01/12 by Richard.Fawcett
Add additional logging around multithreaded upload of files to S3.
Fix bug ensuring that the failure of any single part of multi-part upload results in the whole file being failed.
#jira OPP-6392
Change 3253672 on 2017/01/11 by Richard.Fawcett
Add support for third-party Conan editor.
Alter third party process so it doesn't crash if version.txt doesn't already exist in the third party S3 bucket, to allow us to setup in advance of third party publishing their first version.
Change 3251901 on 2017/01/10 by Barnabas.McManners
Compile fix on mac, fix for hidden method in AutomationTest define. Without this GoogleMock.spec.cpp wont compile on mac.
#nojira
#ReviewedBy Leigh.Swift
Change 3250907 on 2017/01/09 by Justin.Sargent
Changed the automation controller to uses a non-zero exit code when performing a 'quit' command if tests failed.
Change 3245328 on 2017/01/03 by Justin.Sargent
Enabling the logic to lowercase all C++ members exposed to javascript.
Added additional to-lowering behavior to UObject binding.
#jira OPP-6494
Change 3240667 on 2016/12/20 by Andrew.Brown
Copying //Tasks/Portal/Dev-OPP-6109-DedicatedServer to Dev-Main (//Portal/Dev-Main)
Change 3236972 on 2016/12/15 by Bob.Ferreira
Updating compliation changes for AutomationDriver
Change 3236567 on 2016/12/15 by Richard.Fawcett
Ensure that third party product chunking uses latest CL across our P4 depot in its version number.
Change 3236188 on 2016/12/15 by Richard.Fawcett
Combine all launcher purchases into single workflow using the new quickPurchase API call as the initial request.
#jira OPP-6257
Change 3231134 on 2016/12/12 by Alex.Fennell
Improving fail case handling for the waiting room service
#jira OPP-5648
Change 3228514 on 2016/12/09 by Richard.Fawcett
Change filetype
Change 3227080 on 2016/12/08 by Barnabas.McManners
Merging CL 3226840 from Dev Editor
Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself
#jira OPP-6485
Change 3219810 on 2016/12/02 by Ben.Marsh
UAT: Fix unzip output being completely discarded. Switch it to just be verbose instead.
Change 3219602 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
[CL 3355309 by Justin Sargent in Main branch]
2017-03-20 18:49:23 -04:00
|
|
|
.ActivationPolicy(EWindowActivationPolicy::Always)
|
2015-01-29 18:00:46 -05:00
|
|
|
.FocusWhenFirstShown(true);
|
|
|
|
|
const TSharedRef<SLocalizationCommandletExecutor> CommandletExecutor = SNew(SLocalizationCommandletExecutor, CommandletWindow, Tasks);
|
|
|
|
|
CommandletWindow->SetContent(CommandletExecutor);
|
|
|
|
|
|
2015-01-27 16:31:40 -05:00
|
|
|
FSlateApplication::Get().AddModalWindow(CommandletWindow, ParentWindow, false);
|
2015-01-29 18:00:46 -05:00
|
|
|
return CommandletExecutor->WasSuccessful();
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
|
2015-03-12 19:41:56 -04:00
|
|
|
TSharedPtr<FLocalizationCommandletProcess> FLocalizationCommandletProcess::Execute(const FString& ConfigFilePath, const bool UseProjectFile)
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
|
|
|
|
// Create pipes.
|
|
|
|
|
void* ReadPipe;
|
|
|
|
|
void* WritePipe;
|
|
|
|
|
if (!FPlatformProcess::CreatePipe(ReadPipe, WritePipe))
|
|
|
|
|
{
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create process.
|
|
|
|
|
FString CommandletArguments;
|
|
|
|
|
|
2015-03-12 19:41:56 -04:00
|
|
|
const FString ConfigFileRelativeToGameDir = LocalizationConfigurationScript::MakePathRelativeForCommandletProcess(ConfigFilePath, UseProjectFile);
|
2015-01-27 16:31:40 -05:00
|
|
|
CommandletArguments = FString::Printf( TEXT("-config=\"%s\""), *ConfigFileRelativeToGameDir );
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
|
|
|
if (FLocalizationSourceControlSettings::IsSourceControlEnabled())
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
|
|
|
CommandletArguments += TEXT(" -EnableSCC");
|
|
|
|
|
|
|
|
|
|
if (!FLocalizationSourceControlSettings::IsSourceControlAutoSubmitEnabled())
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
|
|
|
CommandletArguments += TEXT(" -DisableSCCSubmit");
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-05-20 13:58:55 -04:00
|
|
|
const FString ProjectFilePath = FString::Printf(TEXT("\"%s\""), *FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()));
|
|
|
|
|
const FString ProcessArguments = CommandletHelpers::BuildCommandletProcessArguments(TEXT("GatherText"), UseProjectFile ? *ProjectFilePath : nullptr, *CommandletArguments);
|
2015-03-11 18:05:38 -04:00
|
|
|
FProcHandle CommandletProcessHandle = FPlatformProcess::CreateProc(*FUnrealEdMisc::Get().GetExecutableForCommandlets(), *ProcessArguments, true, true, true, nullptr, 0, nullptr, WritePipe);
|
2015-01-27 16:31:40 -05:00
|
|
|
|
|
|
|
|
// Close pipes if process failed.
|
|
|
|
|
if (!CommandletProcessHandle.IsValid())
|
|
|
|
|
{
|
|
|
|
|
FPlatformProcess::ClosePipe(ReadPipe, WritePipe);
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-11 18:05:38 -04:00
|
|
|
return MakeShareable(new FLocalizationCommandletProcess(ReadPipe, WritePipe, CommandletProcessHandle, ProcessArguments));
|
2015-01-27 16:31:40 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FLocalizationCommandletProcess::~FLocalizationCommandletProcess()
|
|
|
|
|
{
|
2015-02-23 19:39:54 -05:00
|
|
|
if (ProcessHandle.IsValid() && FPlatformProcess::IsProcRunning(ProcessHandle))
|
2015-01-27 16:31:40 -05:00
|
|
|
{
|
|
|
|
|
FPlatformProcess::TerminateProc(ProcessHandle);
|
|
|
|
|
}
|
|
|
|
|
FPlatformProcess::ClosePipe(ReadPipe, WritePipe);
|
2015-01-27 18:24:26 -05:00
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
#undef LOCTEXT_NAMESPACE
|