Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/AutomationUtils/Log.cs

269 lines
9.2 KiB
C#
Raw Normal View History

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.CompilerServices;
using System.Diagnostics;
namespace AutomationTool
{
#region LogUtils
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
//@todo: This class should be moved somewhere else or the file should be renamed LogUtils.cs
public class LogUtils
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
private static string LogFilename;
/// <summary>
/// Initializes trace logging.
/// </summary>
/// <param name="CommandLine">Command line.</param>
public static void InitLogging(string[] CommandLine)
{
// ensure UTF8Output flag is respected, since we are initializing logging early in the program.
if (CommandLine.Any(Arg => Arg.Equals("-utf8output", StringComparison.InvariantCultureIgnoreCase)))
{
Console.OutputEncoding = new System.Text.UTF8Encoding(false, false);
}
UnrealBuildTool.Log.InitLogging(
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
bLogTimestamps: CommandUtils.ParseParam(CommandLine, "-Timestamps"),
InLogLevel: (UnrealBuildTool.LogEventType)Enum.Parse(typeof(UnrealBuildTool.LogEventType), CommandUtils.ParseParamValue(CommandLine, "-Verbose=", "Log")),
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
bLogSeverity: true,
bLogSources: true,
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3315219 on 2017/02/21 by Steve.Robb Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr. Change 3315285 on 2017/02/21 by Steve.Robb Explicitly pass string builder into code generation functions. Change 3315341 on 2017/02/21 by Ben.Marsh UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines. Change 3315350 on 2017/02/21 by Ben.Marsh Fix shared resource files not being rebuilt if the version header changes. Change 3315823 on 2017/02/21 by Ben.Marsh UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class. Change 3315826 on 2017/02/21 by Ben.Marsh UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts. Change 3315857 on 2017/02/21 by Ben.Marsh UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects. Change 3315942 on 2017/02/21 by Ben.Marsh UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere. Change 3316236 on 2017/02/22 by Maciej.Mroz #jira UE-42045 Nativization Fixed Warning: TEnumAsByte is not intended for use with enum Change 3316253 on 2017/02/22 by Robert.Manuszewski Fixes for the async log file writer hangs and crashes. - potential fix for the logging system hang when running out of disk space while flushing log - fix for unexpected concurrency assert when flushing the log buffer to disk Change 3316293 on 2017/02/22 by Steve.Robb GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple. Change 3316342 on 2017/02/22 by Maciej.Mroz Nativization: Wrappers (stubs) required only by other wrappers are properly generated. #codereview: Mike.Beach Change 3316344 on 2017/02/22 by Maciej.Mroz Fixed crash in nativized Odin Async loading properly handles nativized structs. Change 3316359 on 2017/02/22 by Steve.Robb GitHub #3287 : Ignore #pragma in USTRUCTs #jira UE-42248 Change 3316389 on 2017/02/22 by Matthew.Griffin Switched Installed Engine Filters to multiline properties to make them more readable Added Oodle to list of excluded plugins #jira UE-42030 Change 3316392 on 2017/02/22 by Ben.Marsh UBT: Split out FileReference/DirectoryReference classes into their own file. Change 3316394 on 2017/02/22 by Ben.Marsh UBT: Move FileReference/DirectoryReference extension methods into the appropriate file. Change 3316411 on 2017/02/22 by Ben.Marsh UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code. Change 3316446 on 2017/02/22 by Ben.Marsh UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging. Change 3316575 on 2017/02/22 by Ben.Marsh UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup. Change 3318481 on 2017/02/22 by Steve.Robb Use of FMath::IsPowerOfTwo in check. Static assert to ensure that an inline set allocator will have a hash size of a power of two. Change 3318496 on 2017/02/22 by Steve.Robb Fix for TSet visualizers. Change 3318919 on 2017/02/23 by Steve.Robb Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them. #jira UE-42178 Change 3318942 on 2017/02/23 by Steve.Robb Removal of a redundant insertion which can cause problems on reallocation of the map. Change 3319010 on 2017/02/23 by Ben.Marsh UBT: Fix exception when a file that was previously part of the working set is deleted. Change 3319134 on 2017/02/23 by Robert.Manuszewski Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread. Change 3319249 on 2017/02/23 by Matthew.Griffin Added a function to check if running with debug game libs instead of checking command line in multiple places Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug' Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs Removed -Shipping argument from VCProject generation as it's not used anymore Change 3319253 on 2017/02/23 by Maciej.Mroz #jira UE-41846 New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies. Change 3319591 on 2017/02/23 by Ben.Marsh Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter. Change 3320357 on 2017/02/23 by Steven.Hutton Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons. Change 3320361 on 2017/02/23 by Steven.Hutton Performance improvements subsequent to the recent database changes. Change 3320446 on 2017/02/23 by Steven.Hutton adding my temporary performance tracker class - reports to a private slack channel with add crash performance data. Change 3320479 on 2017/02/23 by Ben.Marsh Fix CIS errors. Change 3320576 on 2017/02/23 by Jin.Zhang Update CrashReporter to use AWS Change 3320742 on 2017/02/23 by Jin.Zhang Merging crash caching Change 3321119 on 2017/02/24 by Robert.Manuszewski DLL injection protection support for non-monolithic builds Change 3323308 on 2017/02/27 by Matthew.Griffin Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future Change 3323423 on 2017/02/27 by Chad.Garyet Adding a script to check and warn about csproj targeted .net versions being mismatched #JIRA UE-39624 Change 3323442 on 2017/02/27 by Ben.Marsh UBT: Output an error if an engine module references a game module. Change 3323743 on 2017/02/27 by Ben.Marsh PR #3303: Resolved PVS scan issues (Contributed by projectgheist) Change 3323748 on 2017/02/27 by Ben.Marsh Convert whitespace to tabs. Change 3324851 on 2017/02/28 by Chris.Wood Add Odin symbol locations to engine config for MDD on CR server. NotForLicensees Change 3324979 on 2017/02/28 by Gil.Gribb Fixed bad merge of priority change in the EDL. Change 3326889 on 2017/03/01 by Steven.Hutton Update to buggs controller to generate faster queries. Change 3326910 on 2017/03/01 by Robert.Manuszewski Removing legacy #if from PackageFileSummary. Change 3327118 on 2017/03/01 by Gil.Gribb UE4 - Fixed race that resulted in a memory leak when reading compressed paks. Change 3327633 on 2017/03/01 by Gil.Gribb UE4 - Added a cvar to control the pak precacher thottle. Change 3327674 on 2017/03/01 by Steve.Robb Unified boilerplate between all generated code files. Change 3328544 on 2017/03/01 by Chris.Wood CrashReportProcess.config update (CRP v1.2.17) Tweaks to a few values. Update website URL to explicitly point to old, non-cloud site on devweb-02. Change 3328714 on 2017/03/01 by Chris.Wood Correct CRP config regression. Point website at new cloud site. Still v1.2.17 Change 3329192 on 2017/03/02 by Matthew.Griffin Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build Change 3329285 on 2017/03/02 by Ben.Marsh UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired. Change 3330636 on 2017/03/02 by Ben.Marsh UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files. Change 3331262 on 2017/03/03 by Robert.Manuszewski Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements) - Improved GC multithreading - Improved BeginDestroy performance - Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled) - A few improvements to AddReferencedObjects functions - Misc improvements to GC code - Garbage Collector now properly handles clusters which had their objects marked as pending kill - Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled) Change 3331285 on 2017/03/03 by Robert.Manuszewski A few fixes for the previous check-in. Change 3332001 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file. Change 3332022 on 2017/03/03 by Ben.Marsh Update documentation for where to find the BuildConfiguration settings. Change 3332031 on 2017/03/03 by Ben.Marsh Remove documentation for Windows XP support; it has been removed in the 4.16 release. Change 3332256 on 2017/03/03 by Ben.Marsh UBT: Add support for generating a UDN page containing module and target settings. Change 3332458 on 2017/03/03 by Ben.Marsh UBT: Improvements to generated documentation. Change 3332459 on 2017/03/03 by Ben.Marsh Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files. Change 3332460 on 2017/03/03 by Ben.Marsh UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs. Change 3332899 on 2017/03/06 by Robert.Manuszewski Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor) #jira UE-42548 Change 3332955 on 2017/03/06 by Maciej.Mroz Nativization distinguishes client and server platform: - Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config) - Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct. - Wrappers (for unconverted BPs) are created only when they are directly called. - Fortnite dedicated server can be nativized Change 3332990 on 2017/03/06 by Ben.Marsh UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference. Change 3333032 on 2017/03/06 by Ben.Marsh Documentation for build tools Change 3333037 on 2017/03/06 by Ben.Marsh Add a build step to extract UAT and UBT documentation from XML comments. Change 3333089 on 2017/03/06 by Ben.Marsh UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first. Change 3333651 on 2017/03/06 by Gil.Gribb UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only. Change 3335236 on 2017/03/07 by Ben.Marsh UGS: Set the sync changelist separately to the compatibility changelist. Change 3335261 on 2017/03/07 by Gil.Gribb UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands. Change 3335740 on 2017/03/07 by Gil.Gribb maybe fix static analysis warning Change 3335945 on 2017/03/07 by Steve.Robb Move FFindInstancedReferenceSubobjectHelper code out of header. Add map/set property support to allow instanced members of these container types to be handled during CPFUO. https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html Change 3336693 on 2017/03/07 by Ben.Marsh UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. Change 3336694 on 2017/03/07 by Steve.Robb Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash. Fixes to types which relied on implicit conversions when calling GetTypeHash. Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail. #jira UE-42441 Change 3336698 on 2017/03/07 by Steve.Robb Hardcoded endpoint handling replaced with a generic string. Obsolete .proto and .java code generation removed. Change 3336811 on 2017/03/07 by Wes.Hunt Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning. Change 3336973 on 2017/03/08 by Steve.Robb Fix for missing GetTypeHash in a plugin. Change 3336996 on 2017/03/08 by Steve.Robb Significant refactor of code generation, to try and make data flow more apparent. Change 3337571 on 2017/03/08 by Steve.Robb CIS fixes for missing GetTypeHash functions. Non-unity fix. Change 3337588 on 2017/03/08 by Gil.Gribb UE4 - Fixed obscure check with flushing rhi resources. Change 3337620 on 2017/03/08 by Steve.Robb WITH_HOT_RELOAD_CTORS macros removed. UseVTableConstructors config option removed. Change 3339369 on 2017/03/09 by Steve.Robb GetTypeHash overload for nn::account::Uid. Change 3339464 on 2017/03/09 by Daniel.Lamb Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages. #jira UE-42583 #test Editor + Cook + Run shootergame Change 3339465 on 2017/03/09 by Maciej.Mroz Fixed serialization issue, after UserDefinedEnum was used in EnumProperty. Change 3339469 on 2017/03/09 by Maciej.Mroz Fixed Nativization problem, when default value is passed as non-const reference. Change 3340178 on 2017/03/09 by Daniel.Lamb Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages. Other systems will need to add support where nessisary. Change 3341002 on 2017/03/10 by Maciej.Mroz Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included. Change 3341076 on 2017/03/10 by Steve.Robb Fix for FBakedTextureSourceInfo move semantics. #jira UE-42658 Change 3341160 on 2017/03/10 by Gil.Gribb UE4 - Fix hazard with SetMaterialUsage from a thread. Change 3341409 on 2017/03/10 by Steve.Robb Reduction of the generated code size for StaticRegisterNatives functions. Change 3341523 on 2017/03/10 by Steve.Robb Code generation simplified. Change 3341800 on 2017/03/10 by Ben.Marsh UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it. Change 3342034 on 2017/03/10 by Ben.Marsh Fix compiler setting not being loaded correctly into the Windows target settings dialog. #jira UE-42746 Change 3342041 on 2017/03/10 by Ben.Marsh Fix -ErrorOnEngineContentUse not being set in the cooker options correctly. Change 3342094 on 2017/03/10 by Steve.Robb Fix to deteministic name order during code generation. Change 3342251 on 2017/03/10 by Daniel.Lamb Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages. #thanks Tim.Hagberg #test None Change 3342961 on 2017/03/13 by Robert.Manuszewski Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed. #jira FORT-38977 Change 3343022 on 2017/03/13 by Steve.Robb GetTypeHash fixes for FUniqueNetIdLive. #jira UE-42788 Change 3343448 on 2017/03/13 by Steve.Robb Compiled-in defer object order fixed. Debuggability of the deferred registration map improved. #jira UE-42828 [CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
bLogSourcesToConsole: true,
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
bColorConsoleOutput: true,
TraceListeners: new TraceListener[]
{
new ConsoleTraceListener(),
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
// could return null, but InitLogging handles this gracefully.
CreateLogFileListener(out LogFilename),
//@todo - this is only used by GUBP nodes. Ideally we don't waste this 20MB if we are not running GUBP.
new AutomationMemoryLogListener(),
});
}
/// <summary>
/// Shuts down logging. This is a nothrow function as shutdown errors are ignored.
/// </summary>
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
public static void ShutdownLogging()
{
// from here we can copy the log file to its final resting place
try
{
// This closes all the output streams immediately, inside the Global Lock, so it's threadsafe.
Trace.Close();
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
// Try to copy the log file to the log folder. The reason why it's done here is that
// at the time the log file is being initialized the env var may not yet be set (this
// applies to local log folder in particular)
var LogFolder = Environment.GetEnvironmentVariable(EnvVarNames.LogFolder);
if (!String.IsNullOrEmpty(LogFolder) && Directory.Exists(LogFolder) &&
!String.IsNullOrEmpty(LogFilename) && File.Exists(LogFilename))
{
var DestFilename = CommandUtils.CombinePaths(LogFolder, "UAT_" + Path.GetFileName(LogFilename));
SafeCopyLogFile(LogFilename, DestFilename);
}
}
catch (Exception)
{
// Silently ignore, logging is pointless because eveything is shut down at this point
}
}
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
/// <summary>
/// Copies log file to the final log folder, does multiple attempts if the destination file could not be created.
/// </summary>
/// <param name="SourceFilename"></param>
/// <param name="DestFilename"></param>
private static void SafeCopyLogFile(string SourceFilename, string DestFilename)
{
const int MaxAttempts = 10;
int AttemptNo = 0;
var DestLogFilename = DestFilename;
bool Result = false;
do
{
try
{
File.Copy(SourceFilename, DestLogFilename, true);
Result = true;
}
catch (Exception)
{
var ModifiedFilename = String.Format("{0}_{1}{2}", Path.GetFileNameWithoutExtension(DestFilename), AttemptNo, Path.GetExtension(DestLogFilename));
DestLogFilename = CommandUtils.CombinePaths(Path.GetDirectoryName(DestFilename), ModifiedFilename);
AttemptNo++;
}
}
while (Result == false && AttemptNo <= MaxAttempts);
}
/// <summary>
/// Creates the TraceListener used for file logging.
/// We cannot simply use a TextWriterTraceListener because we need more flexibility when the file cannot be created.
/// TextWriterTraceListener lazily creates the file, silently failing when it cannot.
/// </summary>
/// <returns>The newly created TraceListener, or null if it could not be created.</returns>
private static TraceListener CreateLogFileListener(out string LogFilename)
{
const int MaxAttempts = 10;
int Attempt = 0;
var TempLogFolder = Path.GetTempPath();
do
{
LogFilename = CommandUtils.CombinePaths(TempLogFolder, Attempt == 0 ? "Log.txt" : string.Format("Log_{0}.txt", Attempt));
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
try
{
// We do not need to set AutoFlush on the StreamWriter because we set Trace.AutoFlush, which calls it for us.
// Not only would this be redundant, StreamWriter AutoFlush does not flush the encoder, while a direct call to
// StreamWriter.Flush() will, which is what the Trace system with AutoFlush = true will do.
// Internally, FileStream constructor opens the file with good arguments for writing to log files.
return new TextWriterTraceListener(new StreamWriter(LogFilename), "AutomationFileLogListener");
}
catch (Exception Ex)
{
if (Attempt == (MaxAttempts - 1))
{
// Clear out the LogFilename to indicate we were not able to write one.
UnrealBuildTool.Log.TraceWarning("Unable to create log file {0}: {1}", LogFilename, Ex);
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
LogFilename = null;
}
}
} while (++Attempt < MaxAttempts);
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
return null;
}
/// <summary>
/// Dumps exception info to log.
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// @todo: Remove this function as it doesn't do a good job printing the exception information.
/// </summary>
/// <param name="Ex">Exception</param>
public static string FormatException(Exception Ex)
{
var Message = String.Format("Exception in {0}: {1}{2}Stacktrace: {3}", Ex.Source, Ex.Message, Environment.NewLine, Ex.StackTrace);
if (Ex.InnerException != null)
{
Message += String.Format("InnerException in {0}: {1}{2}Stacktrace: {3}", Ex.InnerException.Source, Ex.InnerException.Message, Environment.NewLine, Ex.InnerException.StackTrace);
}
return Message;
}
/// <summary>
/// Returns a unique logfile name.
/// </summary>
/// <param name="Base">Base name for the logfile</param>
/// <returns>Unique logfile name.</returns>
public static string GetUniqueLogName(string Base)
{
const int MaxAttempts = 1000;
var Now = DateTime.Now;
int Attempt = 0;
string LogFilename;
for (;;)
{
var NowStr = Now.ToString("yyyy.MM.dd-HH.mm.ss");
LogFilename = String.Format("{0}-{1}.txt", Base, NowStr);
if (!File.Exists(LogFilename))
{
break;
}
++Attempt;
if (Attempt == MaxAttempts)
{
throw new AutomationException(String.Format("Failed to create logfile {0}.", LogFilename));
}
Now = Now.AddSeconds(1);
}
return LogFilename;
}
public static string GetLogTail(string Filename = null, int NumLines = 250)
{
List<string> Lines;
if (Filename == null)
{
Lines = new List<string>(AutomationMemoryLogListener.GetAccumulatedLog().Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries));
}
else
{
Lines = new List<string>(CommandUtils.ReadAllLines(Filename));
}
if (Lines.Count > NumLines)
{
Lines.RemoveRange(0, Lines.Count - NumLines);
}
string Result = "";
foreach (var Line in Lines)
{
Result += Line + Environment.NewLine;
}
return Result;
}
}
#endregion
#region AutomationMemoryLogListener
/// <summary>
/// Trace console listener.
/// </summary>
class AutomationMemoryLogListener : TraceListener
{
private static StringBuilder AccumulatedLog = new StringBuilder(1024 * 1024 * 20);
private static object SyncObject = new object();
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
public override bool IsThreadSafe { get { return true; } }
/// <summary>
/// Writes a formatted line to the console.
/// </summary>
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
private void WriteLinePrivate(string Message)
{
lock (SyncObject)
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
AccumulatedLog.AppendLine(Message);
}
}
public static string GetAccumulatedLog()
{
lock (SyncObject)
{
return AccumulatedLog.ToString();
}
}
#region TraceListener Interface
public override void Write(string message)
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
WriteLinePrivate(message);
}
public override void WriteLine(string message)
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
WriteLinePrivate(message);
}
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
#endregion
}
#endregion
}