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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/Tests.Automation.cs

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Security;
using System.Security.Principal;
using System.Security.Permissions;
using System.Runtime.InteropServices;
using System.Runtime.ConstrainedExecution;
using Microsoft.Win32.SafeHandles;
using AutomationTool;
using System.Threading;
using UnrealBuildTool;
[Help("Tests P4 functionality. Runs 'p4 info'.")]
[RequireP4]
[DoesNotNeedP4CL]
class TestP4_Info : BuildCommand
{
public override void ExecuteBuild()
{
Log("P4CLIENT={0}", GetEnvVar("P4CLIENT"));
Log("P4PORT={0}", GetEnvVar("P4PORT"));
var Result = P4.P4("info");
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
if (Result.ExitCode != 0)
{
throw new AutomationException("p4 info failed: {0}", Result.Output);
}
}
}
[Help("GitPullRequest")]
[Help("Dir=", "Directory of the Git repo.")]
[Help("PR=", "PR # to shelve, can use a range PR=5-25")]
[RequireP4]
[DoesNotNeedP4CL]
class GitPullRequest : BuildCommand
{
/// URL to our UnrealEngine repository on GitHub
static readonly string GitRepositoryURL_Engine = "https://github.com/EpicGames/UnrealEngine.git";
static readonly string GitRepositoryURL_UT = "https://github.com/EpicGames/UnrealTournament.git";
string GitRepositoryURL = null;
bool bDoingUT = false;
string FindExeFromPath(string ExeName, string ExpectedPathSubstring = null)
{
if (File.Exists(ExeName))
{
return Path.GetFullPath(ExeName);
}
foreach (string BasePath in Environment.GetEnvironmentVariable("PATH").Split(Path.PathSeparator))
{
var FullPath = Path.Combine(BasePath, ExeName);
if (ExpectedPathSubstring == null || FullPath.IndexOf(ExpectedPathSubstring, StringComparison.InvariantCultureIgnoreCase) != -1)
{
if (File.Exists(FullPath))
{
return FullPath;
}
}
}
return null;
}
string RunGit(string GitCommandLine)
{
string GitExePath = FindExeFromPath("Git.exe", "PortableGit");
if (GitExePath == null)
{
throw new AutomationException("Unable to find Git.exe in the system path under a 'PortableGit' subdirectory. Make sure the GitHub client is installed, and you are running this script from within a GitHub Command Shell. We want to make sure we're using the correct version of Git, in case multiple versions are on the computer, which is why we check for a PortableGit folder that the GitHub Shell uses.");
}
Log("Running {0} {1}", GitExePath, GitCommandLine);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
IProcessResult Result = Run(App: GitExePath, CommandLine: GitCommandLine, Options: (ERunOptions.NoLoggingOfRunCommand | ERunOptions.AllowSpew | ERunOptions.AppMustExist));
if (Result.ExitCode != 0)
{
throw new AutomationException(String.Format("Command failed (Result:{2}): {0} {1}", GitExePath, GitCommandLine, Result.ExitCode));
}
// Return the results (sans leading and trailing whitespace)
return Result.Output.Trim();
}
bool ScanForBranchAndCL_BaseVersion(string GitCommand, out string Depot, out int CL)
{
Depot = null;
CL = 0;
try
{
var Base = RunGit(GitCommand);
string BaseStart = "Engine source (";
string BaseEnd = ")";
if (Base.Contains(BaseStart) && Base.Contains(BaseEnd))
{
Base = Base.Substring(Base.IndexOf(BaseStart) + BaseStart.Length);
if (Base.StartsWith("4."))
{
Depot = "//depot/UE4-Releases/4." + Base.Substring(2, 1);
}
else if (Base.StartsWith("Main"))
{
Depot = "//depot/UE4";
}
else if (Base.StartsWith("UT"))
{
Depot = "//depot/UE4-UT";
}
else
{
throw new AutomationException("Unrecognized branch.");
}
Log("Depot {0}", Depot);
Base = Base.Substring(0, Base.IndexOf(BaseEnd));
if (!Base.Contains(" "))
{
throw new AutomationException("Unrecognized commit3.");
}
Base = Base.Substring(Base.LastIndexOf(" "));
Log("CL String {0}", Base);
CL = int.Parse(Base);
}
Log("CL int {0}", CL);
if (CL < 2000000 || String.IsNullOrWhiteSpace(Depot))
{
throw new AutomationException("Unrecognized commit3.");
}
return true;
}
catch (Exception)
{
CL = 0;
return false;
}
}
bool ScanForBranchAndCL_LiveVersion(string GitCommand, out string Depot, out int CL)
{
Depot = null;
CL = 0;
try
{
var Base = RunGit(GitCommand);
string LiveStart = "[CL ";
string LiveEnd = " branch]";
if (Base.Contains(LiveStart) && Base.Contains(LiveEnd))
{
var CLStuff = Base.Substring(Base.IndexOf(LiveStart) + LiveStart.Length);
if (CLStuff.IndexOf(" ") <= 0)
{
throw new AutomationException("Unrecognized commit5.");
}
CLStuff = CLStuff.Substring(0, CLStuff.IndexOf(" "));
Log("CL String {0}", CLStuff);
CL = int.Parse(CLStuff);
var BranchStuff = Base.Substring(Base.IndexOf(LiveStart) + LiveStart.Length, Base.IndexOf(LiveEnd) - Base.IndexOf(LiveStart) - LiveStart.Length);
if (BranchStuff.IndexOf(" ") <= 0)
{
throw new AutomationException("Unrecognized commit6.");
}
BranchStuff = BranchStuff.Substring(BranchStuff.LastIndexOf(" ") + 1);
Log("Branch String {0}", BranchStuff);
if (BranchStuff.StartsWith("4."))
{
Depot = "//depot/UE4-Releases/4." + BranchStuff.Substring(2, 1);
}
else if (BranchStuff.StartsWith("Main"))
{
Depot = "//depot/UE4";
}
else if (BranchStuff.StartsWith("UT"))
{
Depot = "//depot/UE4-UT";
}
else
{
throw new AutomationException("Unrecognized branch2.");
}
}
Log("CL int {0}", CL);
if (CL < 2000000 || String.IsNullOrWhiteSpace(Depot))
{
throw new AutomationException("Unrecognized commit3.");
}
return true;
}
catch (Exception)
{
CL = 0;
return false;
}
}
void ExecuteInner(string Dir, int PR)
{
string PRNum = PR.ToString();
// Discard any old changes we may have committed
RunGit("reset --hard");
// show-ref is just a double check that the PR exists
//var Refs = RunGit("show-ref");
/*if (!Refs.Contains("refs/remotes/origin/pr/" + PRNum))
{
throw new AutomationException("This is not among the refs: refs/remotes/origin/pr/{0}", PRNum);
}*/
RunGit(String.Format("fetch origin refs/pull/{0}/head:pr/{1}", PRNum, PRNum));
RunGit(String.Format("checkout pr/{0} --", PRNum));
int CLBase;
string DepotBase;
ScanForBranchAndCL_BaseVersion(String.Format("log --author=TimSweeney --author=UnrealBot -100 pr/{0} --", PRNum), out DepotBase, out CLBase);
int CLLive;
string DepotLive;
ScanForBranchAndCL_LiveVersion(String.Format("log -100 pr/{0} --", PRNum), out DepotLive, out CLLive);
if (CLLive == 0 && CLBase == 0)
{
throw new AutomationException("Could not find a base change and branch using either method.");
}
int CL = 0;
string Depot = "";
if (CLBase > CLLive)
{
CL = CLBase;
Depot = DepotBase;
}
else
{
CL = CLLive;
Depot = DepotLive;
}
if (CL < 2000000 || String.IsNullOrWhiteSpace(Depot))
{
throw new AutomationException("Could not find a base change and branch using either method.");
}
P4ClientInfo NewClient = P4.GetClientInfo(P4Env.Client);
foreach (var p in NewClient.View)
{
Log("{0} = {1}", p.Key, p.Value);
}
string TestClient = P4Env.User + "_" + Environment.MachineName + "_PullRequests_" + Depot.Replace("/", "_");
NewClient.Owner = P4Env.User;
NewClient.Host = Environment.MachineName;
NewClient.RootPath = Dir;
NewClient.Name = TestClient;
NewClient.View = new List<KeyValuePair<string, string>>();
NewClient.View.Add(new KeyValuePair<string, string>(Depot + "/...", "/..."));
NewClient.Stream = null;
if (!P4.DoesClientExist(TestClient))
{
P4.CreateClient(NewClient);
}
var P4Sub = new P4Connection(P4Env.User, TestClient, P4Env.P4Port);
P4Sub.Sync(String.Format("-f -k -q {0}/...@{1}", Depot, CL));
var Change = P4Sub.CreateChange(null, String.Format("GitHub pull request #{0}", PRNum));
P4Sub.ReconcileNoDeletes(Change, CommandUtils.MakePathSafeToUseWithCommandLine(CombinePaths(Dir, bDoingUT ? "UnrealTournament" : "Engine", "...")));
P4Sub.Shelve(Change);
P4Sub.Revert(Change, "-k //...");
}
public override void ExecuteBuild()
{
if (ParseParam("UT"))
{
bDoingUT = true;
GitRepositoryURL = GitRepositoryURL_UT;
}
else
{
bDoingUT = false;
GitRepositoryURL = GitRepositoryURL_Engine;
}
var Dir = ParseParamValue("Dir");
if (String.IsNullOrEmpty(Dir))
{
// No Git repo directory was specified, so we'll choose a directory automatically
Dir = Path.GetFullPath(Path.Combine(CmdEnv.LocalRoot, "Engine", "Intermediate", bDoingUT ? "PullRequestGitRepo_UT" : "PullRequestGitRepo"));
}
var PRNum = ParseParamValue("PR");
if (String.IsNullOrEmpty(PRNum))
{
throw new AutomationException("Must Provide PR arg, the number of the PR, or a range.");
}
int PRMin;
int PRMax;
if (PRNum.Contains("-"))
{
var Nums = PRNum.Split("-".ToCharArray());
PRMin = int.Parse(Nums[0]);
PRMax = int.Parse(Nums[1]);
}
else
{
PRMin = int.Parse(PRNum);
PRMax = PRMin;
}
var Failures = new List<string>();
// Setup Git repo
{
if (ParseParam("Clean"))
{
Console.WriteLine("Cleaning temporary Git repository folder... ");
// Wipe the Git repo directory
if (!InternalUtils.SafeDeleteDirectory(Dir))
{
throw new AutomationException("Unable to clean out temporary Git repo directory: " + Dir);
}
}
// Change directory to the Git repository
bool bRepoAlreadyExists = InternalUtils.SafeDirectoryExists(Dir);
if (!bRepoAlreadyExists)
{
InternalUtils.SafeCreateDirectory(Dir);
}
PushDir(Dir);
if (!bRepoAlreadyExists)
{
// Don't init Git if we didn't clean, because the old repo is probably still there.
// Create the Git repository
RunGit("init");
}
// Make sure that creating the repository worked OK
RunGit("status");
// Check to see if we already have a remote origin setup
{
string Result = RunGit("remote -v");
if (Result == "origin")
{
// OK, we already have an origin but no remote is associated with it. We'll do that now.
RunGit("remote set-url origin " + GitRepositoryURL);
}
else if (Result.IndexOf(GitRepositoryURL, StringComparison.InvariantCultureIgnoreCase) != -1)
{
// Origin is already setup! Nothing to do.
}
else
{
// No origin is set, so let's add it!
RunGit("remote add origin " + GitRepositoryURL);
}
}
// Fetch all of the remote branches/tags into our local index. This is needed so that we can figure out
// which branches exist already.
RunGit("fetch");
}
for (int PR = PRMin; PR <= PRMax; PR++)
{
try
{
ExecuteInner(Dir, PR);
}
catch (Exception Ex)
{
Log(" Exception was {0}", LogUtils.FormatException(Ex));
Failures.Add(String.Format("PR {0} Failed with {1}", PR, LogUtils.FormatException(Ex)));
}
}
PopDir();
foreach (var Failed in Failures)
{
Log("{0}", Failed);
}
}
}
[Help("Throws an automation exception.")]
class TestFail : BuildCommand
{
public override void ExecuteBuild()
{
throw new AutomationException("TestFail throwing an exception, cause that is what I do.");
}
}
[Help("Prints a message and returns success.")]
class TestSuccess : BuildCommand
{
public override void ExecuteBuild()
{
Log("TestSuccess message.");
}
}
[Help("Prints a message and returns success.")]
class TestMessage : BuildCommand
{
public override void ExecuteBuild()
{
Log("TestMessage message.");
Log("you must be in error");
Log("Behold the Error of you ways");
Log("ERROR, you are silly");
Log("ERROR: Something must be broken");
}
}
[Help("Calls UAT recursively with a given command line.")]
class TestRecursion : BuildCommand
{
public override void ExecuteBuild()
{
Log("TestRecursion *********************");
string Params = ParseParamValue("Cmd");
Log("Recursive Command: {0}", Params);
RunUAT(CmdEnv, Params);
}
}
[Help("Calls UAT recursively with a given command line.")]
class TestRecursionAuto : BuildCommand
{
public override void ExecuteBuild()
{
Log("TestRecursionAuto *********************");
RunUAT(CmdEnv, "TestMessage");
RunUAT(CmdEnv, "TestMessage");
RunUAT(CmdEnv, "TestRecursion -Cmd=TestMessage");
RunUAT(CmdEnv, "TestRecursion -Cmd=TestFail");
}
}
[Help("Makes a zip file in Rocket/QFE")]
class TestMacZip : BuildCommand
{
public override void ExecuteBuild()
{
Log("TestMacZip *********************");
if (UnrealBuildTool.Utils.IsRunningOnMono)
{
PushDir(CombinePaths(CmdEnv.LocalRoot, "Rocket/QFE"));
RunAndLog(CommandUtils.CmdEnv, "zip", "-r TestZip .");
PopDir();
}
else
{
throw new AutomationException("This probably only works on the mac.");
}
}
}
[Help("Tests P4 functionality. Creates a new changelist under the workspace %P4CLIENT%")]
[RequireP4]
class TestP4_CreateChangelist : BuildCommand
{
public override void ExecuteBuild()
{
Log("P4CLIENT={0}", GetEnvVar("P4CLIENT"));
Log("P4PORT={0}", GetEnvVar("P4PORT"));
var CLDescription = "AutomationTool TestP4";
Log("Creating new changelist \"{0}\" using client \"{1}\"", CLDescription, GetEnvVar("P4CLIENT"));
var ChangelistNumber = P4.CreateChange(Description: CLDescription);
Log("Created changelist {0}", ChangelistNumber);
}
}
[RequireP4]
class TestP4_StrandCheckout : BuildCommand
{
public override void ExecuteBuild()
{
int WorkingCL = P4.CreateChange(P4Env.Client, String.Format("TestP4_StrandCheckout, head={0}", P4Env.Changelist));
Log("Build from {0} Working in {1}", P4Env.Changelist, WorkingCL);
List<string> Sign = new List<string>();
Sign.Add(CombinePaths(CmdEnv.LocalRoot, @"\Engine\Binaries\DotNET\AgentInterface.dll"));
Log("Signing and adding {0} build products to changelist {1}...", Sign.Count, WorkingCL);
CodeSign.SignMultipleIfEXEOrDLL(this, Sign);
foreach (var File in Sign)
{
P4.Sync("-f -k " + File + "#head"); // sync the file without overwriting local one
if (!FileExists(File))
{
throw new AutomationException("BUILD FAILED {0} was a build product but no longer exists", File);
}
P4.ReconcileNoDeletes(WorkingCL, File);
}
}
}
[RequireP4]
class TestP4_LabelDescription : BuildCommand
{
public override void ExecuteBuild()
{
string Label = GetEnvVar("SBF_LabelFromUser");
string Desc;
Log("LabelDescription {0}", Label);
var Result = P4.LabelDescription(Label, out Desc);
if (!Result)
{
throw new AutomationException("Could not get label description");
}
Log("Result***\n{0}\n***\n", Desc);
}
}
[RequireP4]
class TestP4_ClientOps : BuildCommand
{
public override void ExecuteBuild()
{
string TemplateClient = "ue4_licensee_workspace";
var Clients = P4.GetClientsForUser("UE4_Licensee");
string TestClient = "UAT_Test_Client";
P4ClientInfo NewClient = null;
foreach (var Client in Clients)
{
if (Client.Name == TemplateClient)
{
NewClient = Client;
break;
}
}
if (NewClient == null)
{
throw new AutomationException("Could not find template");
}
NewClient.Owner = P4Env.User; // this is not right, we need the actual licensee user!
NewClient.Host = Environment.MachineName.ToLower();
NewClient.RootPath = @"C:\TestClient";
NewClient.Name = TestClient;
if (P4.DoesClientExist(TestClient))
{
P4.DeleteClient(TestClient);
}
P4.CreateClient(NewClient);
//P4CLIENT Name of client workspace p4 help client
//P4PASSWD User password passed to server p4 help passwd
string[] VarsToSave =
{
"P4CLIENT",
//"P4PASSWD",
};
var KeyValues = new Dictionary<string, string>();
foreach (var ToSave in VarsToSave)
{
KeyValues.Add(ToSave, GetEnvVar(ToSave));
}
SetEnvVar("P4CLIENT", NewClient.Name);
//SetEnv("P4PASSWD", ParseParamValue("LicenseePassword");
//Sync(CombinePaths(PathSeparator.Slash, P4Env.BuildRootP4, "UE4Games.uprojectdirs"));
string Output;
P4.P4Output(out Output, "files -m 10 " + CombinePaths(PathSeparator.Slash, P4Env.BuildRootP4, "..."));
var Lines = Output.Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
string SlashRoot = CombinePaths(PathSeparator.Slash, P4Env.BuildRootP4, "/");
string LocalRoot = CombinePaths(CmdEnv.LocalRoot, @"\");
foreach (string Line in Lines)
{
if (Line.Contains(" - ") && Line.Contains("#"))
{
string depot = Line.Substring(0, Line.IndexOf("#"));
if (!depot.Contains(SlashRoot))
{
throw new AutomationException("{0} does not contain {1} and it is supposed to.", depot, P4Env.BuildRootP4);
}
string local = CombinePaths(depot.Replace(SlashRoot, LocalRoot));
Log("{0}", depot);
Log(" {0}", local);
}
}
// should be used as a sanity check! make sure there are no files!
P4.LogP4Output(out Output, "files -m 10 " + CombinePaths(PathSeparator.Slash, P4Env.BuildRootP4, "...", "NoRedist", "..."));
// caution this doesn't actually use the client _view_ from the template at all!
// if you want that sync -f -k /...
// then use client syntax in the files command instead
// don't think we care, we don't rely on licensee _views_
foreach (var ToLoad in VarsToSave)
{
SetEnvVar(ToLoad, KeyValues[ToLoad]);
}
P4.DeleteClient(TestClient);
}
}
class CleanDDC : BuildCommand
{
public override void ExecuteBuild()
{
Log("*********************** Clean DDC");
bool DoIt = ParseParam("DoIt");
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
for (int k = 0; k < 10; k++)
{
string Dir = CombinePaths(String.Format(@"P:\UE4DDC\{0}\{1}\{2}", i, j, k));
if (!DirectoryExists_NoExceptions(Dir))
{
throw new AutomationException("Missing DDC dir {0}", Dir);
}
var files = FindFiles_NoExceptions("*.*", false, Dir);
foreach (var file in files)
{
if (FileExists_NoExceptions(file))
{
FileInfo Info = new FileInfo(file);
Log("{0}", file);
if ((DateTime.UtcNow - Info.LastWriteTimeUtc).TotalDays > 20)
{
Log(" is old.");
if (DoIt)
{
DeleteFile_NoExceptions(file);
}
}
else
{
Log(" is NOT old.");
}
}
}
}
}
}
}
}
class TestTestFarm : BuildCommand
{
public override void ExecuteBuild()
{
Log("*********************** TestTestFarm");
string Exe = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "Win64", "UE4Editor.exe");
string ClientLogFile = CombinePaths(CmdEnv.LogFolder, "HoverGameRun");
string CmdLine = " ../../../Samples/HoverShip/HoverShip.uproject -game -log -abslog=" + ClientLogFile;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
IProcessResult App = Run(Exe, CmdLine, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
LogFileReaderProcess(ClientLogFile, App, (string Output) =>
{
if (!String.IsNullOrEmpty(Output) &&
Output.Contains("Game Engine Initialized"))
{
Log("It looks started, let me kill it....");
App.StopProcess();
}
return true; //keep reading
});
}
}
[Help("Test command line argument parsing functions.")]
class TestArguments : BuildCommand
{
public override void ExecuteBuild()
{
Log("List of provided arguments: ");
for (int Index = 0; Index < Params.Length; ++Index)
{
Log("{0}={1}", Index, Params[Index].ToString());
}
object[] TestArgs = new object[] { "NoXGE", "SomeArg", "Map=AwesomeMap", "run=whatever", "Stuff" };
if (!ParseParam(TestArgs, "noxge"))
{
throw new AutomationException("ParseParam test failed.");
}
if (ParseParam(TestArgs, "Dude"))
{
throw new AutomationException("ParseParam test failed.");
}
if (!ParseParam(TestArgs, "Stuff"))
{
throw new AutomationException("ParseParam test failed.");
}
string Val = ParseParamValue(TestArgs, "map");
if (Val != "AwesomeMap")
{
throw new AutomationException("ParseParamValue test failed.");
}
Val = ParseParamValue(TestArgs, "run");
if (Val != "whatever")
{
throw new AutomationException("ParseParamValue test failed.");
}
}
}
[Help("Checks if combine paths works as excpected")]
public class TestCombinePaths : BuildCommand
{
public override void ExecuteBuild()
{
var Results = new string[]
{
CombinePaths("This/", "Is", "A", "Test"),
CombinePaths("This", "Is", "A", "Test"),
CombinePaths("This/", @"Is\A", "Test"),
CombinePaths(@"This\Is", @"A\Test"),
CombinePaths(@"This\Is\A\Test"),
CombinePaths("This/", @"Is\", "A", null, "Test", String.Empty),
CombinePaths(null, "This/", "Is", @"A\", "Test")
};
for (int Index = 0; Index < Results.Length; ++Index)
{
var CombinedPath = Results[Index];
Log(CombinedPath);
if (CombinedPath != Results[0])
{
throw new AutomationException("Path {0} does not match path 0: {1} (expected: {2})", Index, CombinedPath, Results[0]);
}
}
}
}
[Help("Tests file utility functions.")]
[Help("file=Filename", "Filename to perform the tests on.")]
class TestFileUtility : BuildCommand
{
public override void ExecuteBuild()
{
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
string DummyFilename = ParseParamValue("file", "");
DeleteFile(DummyFilename);
}
}
class TestLog : BuildCommand
{
public override void ExecuteBuild()
{
Log("************************* ShooterGameRun");
string MapToRun = ParseParamValue("map", "/game/maps/sanctuary");
PushDir(CombinePaths(CmdEnv.LocalRoot, @"Engine/Binaries/Win64/"));
// string GameServerExe = CombinePaths(CmdEnv.LocalRoot, @"ShooterGame/Binaries/Win64/ShooterGameServer.exe");
// string GameExe = CombinePaths(CmdEnv.LocalRoot, @"ShooterGame/Binaries/Win64/ShooterGame.exe");
string EditorExe = CombinePaths(CmdEnv.LocalRoot, @"Engine/Binaries/Win64/UE4Editor.exe");
string ServerLogFile = CombinePaths(CmdEnv.LogFolder, "Server.log");
string ServerApp = EditorExe;
string OtherArgs = String.Format("{0} -server -abslog={1} -log", MapToRun, ServerLogFile);
string StartArgs = "ShooterGame ";
string ServerCmdLine = StartArgs + OtherArgs;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
IProcessResult ServerProcess = Run(ServerApp, ServerCmdLine, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
LogFileReaderProcess(ServerLogFile, ServerProcess, (string Output) =>
{
if (String.IsNullOrEmpty(Output) == false)
{
Console.Write(Output);
}
return true; // keep reading
});
}
}
[Help("Tests P4 change filetype functionality.")]
[Help("File", "Binary file to change the filetype to writeable")]
[RequireP4]
class TestChangeFileType : BuildCommand
{
public override void ExecuteBuild()
{
var Filename = ParseParamValue("File", "");
if (P4.FStat(Filename).Type == P4FileType.Binary)
{
P4.ChangeFileType(Filename, P4FileAttributes.Writeable);
}
}
}
class TestGamePerf : BuildCommand
{
[DllImport("advapi32.dll", SetLastError = true)]
private static extern bool LogonUser(string UserName, string Domain, string Password, int LogonType, int LogonProvider, out SafeTokenHandle SafeToken);
public override void ExecuteBuild()
{
Log("*********************** TestGamePerf");
string UserName = "test.automation";
string Password = "JJGfh9CX";
string Domain = "epicgames.net";
string FileName = string.Format("UStats_{0:MM-d-yyyy_hh-mm-ss-tt}.csv", DateTime.Now);
string Exe = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "Win64", "UE4Editor.exe");
string ClientLogFile = "";
string CmdLine = "";
string UStatsPath = "";
string LevelParam = ParseParamValue("level", "");
#region Arguments
switch (LevelParam)
{
case "PerfShooterGame_Santuary":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "ShooterGame.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "ShooterGame", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "ShooterGame", "ShooterGame.uproject ") + CmdEnv.LocalRoot + @"/ShooterGame/Content/Maps/TestMaps/Sanctuary_PerfLoader.umap?game=ffa -game -novsync";
break;
case "PerfShooterGame_Highrise":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "ShooterGame.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "ShooterGame", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "ShooterGame", "ShooterGame.uproject ") + CmdEnv.LocalRoot + @"/ShooterGame/Content/Maps/TestMaps/Highrise_PerfLoader.umap?game=ffa -game -novsync";
break;
case "PerfHoverShip":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "HoverShip.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "SampleGames", "HoverShip", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "HoverShip", "HoverShip.uproject ") + CmdEnv.LocalRoot + @"/Samples/HoverShip/Content/Maps/HoverShip_01.umap -game -novsync";
break;
case "PerfInfiltrator":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "Infiltrator.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Infiltrator", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Infiltrator", "Infiltrator.uproject ") + CmdEnv.LocalRoot + @"/Samples/Showcases/Infiltrator/Content/Maps/TestMaps/Visuals/VIS_ArtDemo_PerfLoader.umap -game -novsync";
break;
case "PerfElemental":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "Elemental.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Elemental", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Elemental", "Elemental.uproject ") + CmdEnv.LocalRoot + @"/Samples/Showcases/Elemental/Content/Misc/Automated_Perf/Elemental_PerfLoader.umap -game -novsync";
break;
case "PerfStrategyGame":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "StrategyGame.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "StrategyGame", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "StrategyGame", "StrategyGame.uproject ") + CmdEnv.LocalRoot + @"/StrategyGame/Content/Maps/TestMaps/TowerDefenseMap_PerfLoader.umap -game -novsync";
break;
case "PerfVehicleGame":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "VehicleGame.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "VehicleGame", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "VehicleGame", "VehicleGame.uproject ") + CmdEnv.LocalRoot + @"/VehicleGame/Content/Maps/TestMaps/VehicleTrack_PerfLoader.umap -game -novsync";
break;
case "PerfPlatformerGame":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "PlatformerGame.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "PlatformerGame", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "PlatformerGame", "PlatformerGame.uproject ") + CmdEnv.LocalRoot + @"/PlatformerGame/Content/Maps/Platformer_StreetSection.umap -game -novsync";
break;
case "PerfLanderGame":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "LanderGame.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "LanderGame", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "LanderGame", "LanderGame.uproject ") + CmdEnv.LocalRoot + @"/LanderGame/Content/Maps/sphereworld.umap -game -novsync";
break;
case "PerfDemoLets_DynamicLighting":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_DynamicLighting.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/BasicMaterials/Content/Maps/Performance/Demolet_DynamicLighting_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_BasicMaterials":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_BasicMaterials.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/BasicMaterials_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_DemoRoom":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_DemoRoom.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/DemoRoom_Effects_hallway_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_Reflections":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_Reflections.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/DemoLet_Reflections_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_PostProcessing":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_PostProcessing.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/Demolet_PostProcessing_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_Physics":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_Physics.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/Demolet_Physics_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_ShadowMaps":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_ShadowMaps.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/Demolet_CascadingShadowMaps_PerfLoader.umap -game -novsync";
break;
case "PerfDemoLets_Weather":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "DemoLets_Weather.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "DemoLets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "DemoLets", "DemoLets.uproject ") + CmdEnv.LocalRoot + @"/EffectsGallery/Content/Maps/Performance/dynamic_weather_selector_PerfLoader.umap -game -novsync";
break;
case "PerfRealisticRendering_RoomNight":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "RealisticRendering_RoomNight.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "RealisticRendering", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "RealisticRendering", "RealisticRendering.uproject ") + CmdEnv.LocalRoot + @"/RealisticRendering/Content/Maps/Performance/RoomNight_PerfLoader.umap -game -novsync";
break;
case "PerfRealisticRendering_NoLight":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "RealisticRendering_NoLight.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "RealisticRendering", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "RealisticRendering", "RealisticRendering.uproject ") + CmdEnv.LocalRoot + @"/RealisticRendering/Content/Maps/Performance/RoomNightNoLights_PerfLoader.umap -game -novsync";
break;
case "PerfRealisticRendering_Room":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "RealisticRendering_Room.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "RealisticRendering", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "RealisticRendering", "RealisticRendering.uproject ") + CmdEnv.LocalRoot + @"/RealisticRendering/Content/Maps/Performance/Room_PerfLoader.umap -game -novsync";
break;
case "PerfMorphTargets":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "MorphTargets.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "MorphTargets", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "MorphTargets", "MorphTargets.uproject ") + CmdEnv.LocalRoot + @"/MorphTargets/Content/Maps/Performance/MorphTargets_PerfLoader.umap -game -novsync";
break;
case "PerfMatinee":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "Matinee.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "PostProcessMatinee", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "PostProcessMatinee", "PostProcessMatinee.uproject ") + CmdEnv.LocalRoot + @"/PostProcessMatinee/Content/Maps/Performance/PostProcessMatinee_PerfLoader.umap -game -novsync";
break;
case "PerfLandScape":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "LandScape.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "Landscape_WorldMachine", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Landscape_WorldMachine", "Landscape_WorldMap.uproject ") + CmdEnv.LocalRoot + @"/Landscape_WorldMachine/Content/Maps/Performance/LandscapeMap_PerfLoader.umap -game -novsync";
break;
case "PerfLandScape_Moutain":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "LandScape_Moutain.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "Landscape", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Landscape", "Landscape.uproject ") + CmdEnv.LocalRoot + @"/Landscape/Content/Maps/Performance/MoutainRange_PerfLoader.umap -game -novsync";
break;
case "PerfMobile":
ClientLogFile = CombinePaths(CmdEnv.LogFolder, "Mobile.txt");
UStatsPath = CombinePaths(CmdEnv.LocalRoot, "Samples", "ShowCases", "Mobile", "Saved", "Profiling", "UnrealStats");
CmdLine = CombinePaths(CmdEnv.LocalRoot, "Samples", "Showcases", "Mobile", "Mobile.uproject ") + CmdEnv.LocalRoot + @"/Mobile/Content/Maps/Performance/Testmap_PerfLoader.umap -game -novsync";
break;
case "PerfSampleGames":
ClientLogFile = CmdEnv.LogFolder;
break;
default:
break;
}
#endregion
try
{
SafeTokenHandle SafeToken;
int LogonInteractive = 2;
int ProviderDefualt = 0;
/*bool bLogonSuccess = */
LogonUser(UserName, Domain, Password, LogonInteractive, ProviderDefualt, out SafeToken);
using (SafeToken)
{
using (WindowsIdentity NewUser = new WindowsIdentity(SafeToken.DangerousGetHandle()))
{
using (WindowsImpersonationContext TestAccount = NewUser.Impersonate())
{
if (LevelParam == "PerfSampleGames")
{
}
else
{
if (!File.Exists(ClientLogFile))
{
Log("Creating log file");
File.Create(ClientLogFile).Close();
Log(ClientLogFile);
Log("Log file created");
}
RunAndLog(Exe, CmdLine, ClientLogFile);
}
DirectoryInfo[] UStatsDirectories = new DirectoryInfo(UStatsPath).GetDirectories();
DirectoryInfo CurrentUStatsDirectory = UStatsDirectories[0];
for (int i = 0; i < UStatsDirectories.Length; i++)
{
if (UStatsDirectories[i].LastWriteTime > CurrentUStatsDirectory.LastWriteTime)
{
CurrentUStatsDirectory = UStatsDirectories[i];
}
}
FileInfo[] UStatsFilePaths = new DirectoryInfo(CurrentUStatsDirectory.FullName).GetFiles();
FileInfo CurrentUStatsFilePath = UStatsFilePaths[0];
for (int i = 0; i < UStatsFilePaths.Length; i++)
{
if (UStatsFilePaths[i].LastWriteTime > CurrentUStatsFilePath.LastWriteTime)
{
CurrentUStatsFilePath = UStatsFilePaths[i];
}
}
try
{
string FrontEndExe = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "Win64", "UnrealFrontend.exe");
CmdLine = " -run=convert -infile=" + CurrentUStatsFilePath.FullName + @" -outfile=D:\" + FileName + " -statlist=GameThread+RenderThread+StatsThread+STAT_FrameTime+STAT_PhysicalAllocSize+STAT_VirtualAllocSize";
RunAndLog(FrontEndExe, CmdLine, ClientLogFile);
}
catch (Exception Err)
{
Log(Err.Message);
}
}
}
}
}
catch (Exception Err)
{
Log(Err.Message);
}
}
}
public sealed class SafeTokenHandle : SafeHandleZeroOrMinusOneIsInvalid
{
private SafeTokenHandle()
: base(true)
{
}
[DllImport("kernel32.dll")]
[ReliabilityContract(Consistency.WillNotCorruptState, Cer.Success)]
[SuppressUnmanagedCodeSecurity]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool CloseHandle(IntPtr Handle);
protected override bool ReleaseHandle()
{
return CloseHandle(handle);
}
}
[Help("Tests if UE4Build properly copies all relevent UAT build products to the Binaries folder.")]
public class TestUATBuildProducts : BuildCommand
{
public override void ExecuteBuild()
{
UE4Build Build = new UE4Build(this);
Build.AddUATFilesToBuildProducts();
Log("Build products:");
foreach (var Product in Build.BuildProductFiles)
{
Log(" " + Product);
}
}
}
[Help("Tests WatchdogTimer functionality. The correct result is to exit the application with ExitCode=1 after a few seconds.")]
public class TestWatchdogTimer : BuildCommand
{
public override void ExecuteBuild()
{
Log("Starting 1st timer (1s). This should not crash.");
using (var SafeTimer = new WatchdogTimer(1))
{
// Wait 500ms
Log("Started {0}", SafeTimer.GetProcessName());
Thread.Sleep(500);
}
Log("First timer disposed successfully.");
Log("Starting 2nd timer (2s). This should throw an exception after 1 second.");
try
{
using (var CrashTimer = new WatchdogTimer(2))
{
// Wait 5s (this will trigger the watchdog timer)
Log("Started {0}", CrashTimer.GetProcessName());
Thread.Sleep(1000);
throw new Exception("Test exceptions under WatchdogTimer");
}
}
catch (Exception Ex)
{
Log("Triggered exception guarded by WatchdogTimer:");
Log(Ex.Message);
}
Log("Starting 3rd timer (2s). This should crash after 2 seconds.");
using (var CrashTimer = new WatchdogTimer(2))
{
// Wait 5s (this will trigger the watchdog timer)
Log("Started {0}", CrashTimer.GetProcessName());
Thread.Sleep(5000);
}
}
}
class TestOSSCommands : BuildCommand
{
public override void ExecuteBuild()
{
string Exe = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "Win64", "UE4Editor.exe");
string CmdLine = "qagame automation-osscommands -game -log -logcmds=" + "\"" + "global none, logonline verbose, loghttp log, LogBlueprintUserMessages log" + "\"";
string ClientLogFile = CombinePaths(CmdEnv.LogFolder, String.Format("QALog_{0:yyyy-MM-dd_hh-mm-ss-tt}.txt", DateTime.Now));
string LogDirectory = CombinePaths(CmdEnv.LocalRoot, "Saved", "Logs");
if (!File.Exists(ClientLogFile))
{
File.Create(ClientLogFile).Close();
}
try
{
RunAndLog(Exe, CmdLine, ClientLogFile);
}
catch (Exception Err)
{
Log(Err.Message);
}
FileInfo[] LogFiles = new DirectoryInfo(LogDirectory).GetFiles();
FileInfo QALogFile = LogFiles[0];
for (int i = 0; i < LogFiles.Length; i++)
{
if (LogFiles[i].LastWriteTime > QALogFile.LastWriteTime)
{
QALogFile = LogFiles[i];
}
}
string[] Lines = File.ReadAllLines(QALogFile.FullName);
StreamWriter WriteErrors = new StreamWriter(new FileStream(ClientLogFile, FileMode.Append, FileAccess.Write, FileShare.ReadWrite));
# region Error List
/*
* online sub=amazon test friends - Warning: Failed to get friends interface for amazon
* online sub=amazon test identity - Error: RegisterUser() : OnlineSubsystemAmazon is improperly configured in DefaultEngine.ini
* ErrorCode 00002EE7 - http test <iterations> <url> - Desc: The server name or address could not be resolved
* Error/code 404 - online sub=mcp test validateaccount <email> <validation code> - Warning: MCP: Mcp validate Epic account request failed. Invalid response. Not found.
* Error/code 404 - online sub=mcp test deleteaccount <email> <password> - Warning: MCP: Mcp delete Epic account request failed. Not found.
* online sub=mcp test friends - Warning: Failed to get friends interface for mcp
* bSucess: 0 - online sub=mcp test sessionhost - LogOnline:Verbose: OnCreateSessionComplete Game bSuccess: 0
* Code 401 - online sub=mcp test time - Failed to query server time
* Error code 500 - online sub=mcp test entitlements - profile template not found
*/
#endregion
using (WriteErrors)
{
for (int i = 0; i < Lines.Length; i++)
{
if (Lines[i].Contains("error=404") || Lines[i].Contains("code=404"))
{
WriteErrors.WriteLine(Lines[i]);
}
else if (Lines[i].Contains("code=401"))
{
WriteErrors.WriteLine(Lines[i]);
}
else if (Lines[i].Contains("error=500"))
{
WriteErrors.WriteLine(Lines[i]);
}
else if (Lines[i].Contains("bSucess: 0"))
{
WriteErrors.WriteLine(Lines[i]);
}
else if (Lines[i].Contains("Warning: Failed to get friends interface"))
{
WriteErrors.WriteLine(Lines[i]);
}
else if (Lines[i].Contains("Error: RegisterUser() : OnlineSubsystemAmazon is improperly configured"))
{
WriteErrors.WriteLine(Lines[i]);
}
else if (Lines[i].Contains("ErrorCode 00002EE7"))
{
WriteErrors.WriteLine(Lines[i]);
}
}
}
}
}
[Help("Builds a project using UBT. Syntax is similar to UBT with the exception of '-', i.e. UBT -QAGame -Development -Win32")]
[Help("NoXGE", "Disable XGE")]
[Help("Clean", "Clean build products before building")]
public class UBT : BuildCommand
{
public override void ExecuteBuild()
{
var Build = new UE4Build(this);
var Agenda = new UE4Build.BuildAgenda();
var Platform = UnrealBuildTool.UnrealTargetPlatform.Win64;
var Configuration = UnrealBuildTool.UnrealTargetConfiguration.Development;
var Targets = new List<string>();
foreach (var ObjParam in Params)
{
var Param = (string)ObjParam;
UnrealBuildTool.UnrealTargetPlatform ParsePlatform;
if (Enum.TryParse<UnrealBuildTool.UnrealTargetPlatform>(Param, true, out ParsePlatform))
{
Platform = ParsePlatform;
continue;
}
UnrealBuildTool.UnrealTargetConfiguration ParseConfiguration;
if (Enum.TryParse<UnrealBuildTool.UnrealTargetConfiguration>(Param, true, out ParseConfiguration))
{
Configuration = ParseConfiguration;
continue;
}
if (String.Compare("NoXGE", Param, true) != 0 && String.Compare("Clean", Param, true) != 0)
{
Targets.Add(Param);
}
}
var Clean = ParseParam("Clean");
Agenda.AddTargets(Targets.ToArray(), Platform, Configuration);
Log("UBT Buid");
Log("Targets={0}", String.Join(",", Targets));
Log("Platform={0}", Platform);
Log("Configuration={0}", Configuration);
Log("Clean={0}", Clean);
Build.Build(Agenda, InUpdateVersionFiles: false);
Log("UBT Completed");
}
}
[Help("Helper command to sync only source code + engine files from P4.")]
[Help("Branch", "Optional branch depot path, default is: -Branch=//depot/UE4")]
[Help("CL", "Optional changelist to sync (default is latest), -CL=1234567")]
[Help("Sync", "Optional list of branch subforlders to always sync separated with '+', default is: -Sync=Engine/Binaries/ThirdParty+Engine/Content")]
[Help("Exclude", "Optional list of folder names to exclude from syncing, separated with '+', default is: -Exclude=Binaries+Content+Documentation+DataTables")]
[RequireP4]
public class SyncSource : BuildCommand
{
private void SafeSync(string SyncCmdLine)
{
try
{
P4.Sync(SyncCmdLine);
}
catch (Exception Ex)
{
LogError("Unable to sync {0}", SyncCmdLine);
LogError(Ex.Message);
}
}
public override void ExecuteBuild()
{
var Changelist = ParseParamValue("cl", "");
if (!String.IsNullOrEmpty(Changelist))
{
Changelist = "@" + Changelist;
}
var AlwaysSync = new List<string>(new string[]
{
"Engine/Binaries/ThirdParty",
"Engine/Content",
}
);
var AdditionalAlwaysSyncPaths = ParseParamValue("sync");
if (!String.IsNullOrEmpty(AdditionalAlwaysSyncPaths))
{
var AdditionalPaths = AdditionalAlwaysSyncPaths.Split(new string[] { "+" }, StringSplitOptions.RemoveEmptyEntries);
AlwaysSync.AddRange(AdditionalPaths);
}
var ExclusionList = new HashSet<string>(new string[]
{
"Binaries",
"Content",
"Documentation",
"DataTables",
},
StringComparer.InvariantCultureIgnoreCase
);
var AdditionalExlusionPaths = ParseParamValue("exclude");
if (!String.IsNullOrEmpty(AdditionalExlusionPaths))
{
var AdditionalPaths = AdditionalExlusionPaths.Split(new string[] { "+" }, StringSplitOptions.RemoveEmptyEntries);
foreach (var Dir in AdditionalPaths)
{
ExclusionList.Add(Dir);
}
}
var DepotPath = ParseParamValue("branch", "//depot/UE4/");
foreach (var AlwaysSyncSubFolder in AlwaysSync)
{
var SyncCmdLine = CombinePaths(PathSeparator.Depot, DepotPath, AlwaysSyncSubFolder, "...") + Changelist;
Log("Syncing {0}", SyncCmdLine, Changelist);
SafeSync(SyncCmdLine);
}
DepotPath = CombinePaths(PathSeparator.Depot, DepotPath, "*");
var ProjectDirectories = P4.Dirs(String.Format("-D {0}", DepotPath));
foreach (var ProjectDir in ProjectDirectories)
{
var ProjectDirPath = CombinePaths(PathSeparator.Depot, ProjectDir, "*");
var SubDirectories = P4.Dirs(ProjectDirPath);
foreach (var SubDir in SubDirectories)
{
var SubDirName = Path.GetFileNameWithoutExtension(GetDirectoryName(SubDir));
if (!ExclusionList.Contains(SubDirName))
{
var SyncCmdLine = CombinePaths(PathSeparator.Depot, SubDir, "...") + Changelist;
Log("Syncing {0}", SyncCmdLine);
SafeSync(SyncCmdLine);
}
}
}
}
}
[Help("Generates automation project based on a template.")]
[Help("project=ShortName", "Short name of the project, i.e. QAGame")]
[Help("path=FullPath", "Absolute path to the project root directory, i.e. C:\\UE4\\QAGame")]
public class GenerateAutomationProject : BuildCommand
{
public override void ExecuteBuild()
{
var ProjectName = ParseParamValue("project");
var ProjectPath = ParseParamValue("path");
{
var CSProjFileTemplate = ReadAllText(CombinePaths(CmdEnv.LocalRoot, "Engine", "Extras", "UnsupportedTools", "AutomationTemplate", "AutomationTemplate.Automation.xml"));
StringBuilder CSProjBuilder = new StringBuilder(CSProjFileTemplate);
CSProjBuilder.Replace("AutomationTemplate", ProjectName);
{
const string ProjectGuidTag = "<ProjectGuid>";
int ProjectGuidStart = CSProjFileTemplate.IndexOf(ProjectGuidTag) + ProjectGuidTag.Length;
int ProjectGuidEnd = CSProjFileTemplate.IndexOf("</ProjectGuid>", ProjectGuidStart);
string OldProjectGuid = CSProjFileTemplate.Substring(ProjectGuidStart, ProjectGuidEnd - ProjectGuidStart);
string NewProjectGuid = Guid.NewGuid().ToString("B");
CSProjBuilder.Replace(OldProjectGuid, NewProjectGuid);
}
{
const string OutputPathTag = "<OutputPath>";
var OutputPath = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "DotNET", "AutomationScripts");
int PathStart = CSProjFileTemplate.IndexOf(OutputPathTag) + OutputPathTag.Length;
int PathEnd = CSProjFileTemplate.IndexOf("</OutputPath>", PathStart);
string OldOutputPath = CSProjFileTemplate.Substring(PathStart, PathEnd - PathStart);
string NewOutputPath = ConvertSeparators(PathSeparator.Slash, UnrealBuildTool.Utils.MakePathRelativeTo(OutputPath, ProjectPath)) + "/";
CSProjBuilder.Replace(OldOutputPath, NewOutputPath);
}
if (!DirectoryExists(ProjectPath))
{
CreateDirectory(ProjectPath);
}
WriteAllText(CombinePaths(ProjectPath, ProjectName + ".Automation.csproj"), CSProjBuilder.ToString());
}
{
var PropertiesFileTemplate = ReadAllText(CombinePaths(CmdEnv.LocalRoot, "Engine", "Extras", "UnsupportedTools", "AutomationTemplate", "Properties", "AssemblyInfo.cs"));
StringBuilder PropertiesBuilder = new StringBuilder(PropertiesFileTemplate);
PropertiesBuilder.Replace("AutomationTemplate", ProjectName);
const string AssemblyGuidTag = "[assembly: Guid(\"";
int AssemblyGuidStart = PropertiesFileTemplate.IndexOf(AssemblyGuidTag) + AssemblyGuidTag.Length;
int AssemblyGuidEnd = PropertiesFileTemplate.IndexOf("\")]", AssemblyGuidStart);
string OldAssemblyGuid = PropertiesFileTemplate.Substring(AssemblyGuidStart, AssemblyGuidEnd - AssemblyGuidStart);
string NewAssemblyGuid = Guid.NewGuid().ToString("D");
PropertiesBuilder.Replace(OldAssemblyGuid, NewAssemblyGuid);
string PropertiesPath = CombinePaths(ProjectPath, "Properties");
if (!DirectoryExists(PropertiesPath))
{
CreateDirectory(PropertiesPath);
}
WriteAllText(CombinePaths(PropertiesPath, "AssemblyInfo.cs"), PropertiesBuilder.ToString());
}
}
}
class DumpBranch : BuildCommand
{
public override void ExecuteBuild()
{
Log("************************* DumpBranch");
var HostPlatforms = new List<UnrealTargetPlatform>();
HostPlatforms.Add(UnrealTargetPlatform.Win64);
HostPlatforms.Add(UnrealTargetPlatform.Mac);
new BranchInfo(HostPlatforms);
}
}
[Help("Sleeps for 20 seconds and then exits")]
public class DebugSleep : BuildCommand
{
public override void ExecuteBuild()
{
Thread.Sleep(20000);
}
}
[Help("Tests if Mcp configs loaded properly.")]
class TestMcpConfigs : BuildCommand
{
public override void ExecuteBuild()
{
EpicGames.MCP.Config.McpConfigHelper.Find("localhost");
}
}
[Help("Test Blame P4 command.")]
[Help("File", "(Optional) Filename of the file to produce a blame output for")]
[Help("Out", "(Optional) File to save the blame result to.")]
[Help("Timelapse", "If specified, will use Timelapse command instead of Blame")]
[RequireP4]
class TestBlame : BuildCommand
{
public override void ExecuteBuild()
{
var Filename = ParseParamValue("File", "//depot/UE4/Engine/Source/Runtime/PakFile/Public/IPlatformFilePak.h");
var OutFilename = ParseParamValue("Out");
Log("Creating blame file for {0}", Filename);
P4Connection.BlameLineInfo[] Result = null;
if (ParseParam("Timelapse"))
{
Result = P4.Timelapse(Filename);
}
else
{
Result = P4.Blame(Filename);
}
var BlameResult = new StringBuilder();
foreach (var BlameLine in Result)
{
var ResultLine = String.Format("#{0} in {1} by {2}: {3}", BlameLine.Revision.Revision, BlameLine.Revision.Changelist, BlameLine.Revision.User, BlameLine.Line);
Log(ResultLine);
BlameResult.AppendLine(ResultLine);
}
if (String.IsNullOrEmpty(OutFilename) == false)
{
WriteAllText(OutFilename, BlameResult.ToString());
}
}
}
[Help("Test P4 changes.")]
[RequireP4]
[DoesNotNeedP4CL]
class TestChanges : BuildCommand
{
public override void ExecuteBuild()
{
var CommandParam = ParseParamValue("CommandParam", "//depot/UE4-LauncherReleases/*/Source/...@2091742,2091950 //depot/UE4-LauncherReleases/*/Build/...@2091742,2091950");
{
List<P4Connection.ChangeRecord> ChangeRecords;
if (!P4.Changes(out ChangeRecords, CommandParam, true, true, LongComment: true))
{
throw new AutomationException("failed");
}
foreach (var Record in ChangeRecords)
{
Log("{0} {1} {2}", Record.CL, Record.UserEmail, Record.Summary);
}
}
{
List<P4Connection.ChangeRecord> ChangeRecords;
if (!P4.Changes(out ChangeRecords, "-L " + CommandParam, true, true, LongComment: false))
{
throw new AutomationException("failed");
}
foreach (var Record in ChangeRecords)
{
Log("{0} {1} {2}", Record.CL, Record.UserEmail, Record.Summary);
}
}
}
}
[Help("Spawns a process to test if UAT kills it automatically.")]
class TestKillAll : BuildCommand
{
public override void ExecuteBuild()
{
Log("*********************** TestKillAll");
string Exe = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "Win64", "UE4Editor.exe");
string ClientLogFile = CombinePaths(CmdEnv.LogFolder, "HoverGameRun");
string CmdLine = " ../../../Samples/Sandbox/HoverShip/HoverShip.uproject -game -log -abslog=" + ClientLogFile;
Run(Exe, CmdLine, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
Thread.Sleep(10000);
}
}
[Help("Tests CleanFormalBuilds.")]
class TestCleanFormalBuilds : BuildCommand
{
public override void ExecuteBuild()
{
Log("*********************** TestCleanFormalBuilds");
var Dir = ParseParamValue("Dir", @"P:\Builds\UE4\PackagedBuilds\++UE4+Release-4.11");
CleanFormalBuilds(Dir, "CL-*");
}
}
[Help("Spawns a process to test if it can be killed.")]
class TestStopProcess : BuildCommand
{
public override void ExecuteBuild()
{
Log("*********************** TestStopProcess");
string Exe = CombinePaths(CmdEnv.LocalRoot, "Engine", "Binaries", "Win64", "UE4Editor.exe");
string ClientLogFile = CombinePaths(CmdEnv.LogFolder, "HoverGameRun");
string CmdLine = " ../../../Samples/Sandbox/HoverShip/HoverShip.uproject -game -log -ddc=noshared -abslog=" + ClientLogFile;
for (int Attempt = 0; Attempt < 5; ++Attempt)
{
Log("Attempt: {0}", Attempt);
var Proc = Run(Exe, CmdLine, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
Thread.Sleep(10000);
Proc.StopProcess();
}
Log("One final attempt to test KillAll");
Run(Exe, CmdLine, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
Thread.Sleep(10000);
}
}
[Help("Looks through an XGE xml for overlapping obj files")]
[Help("Source", "full path of xml to look at")]
class LookForOverlappingBuildProducts : BuildCommand
{
public override void ExecuteBuild()
{
var SourcePath = ParseParamValue("Source=");
if (String.IsNullOrEmpty(SourcePath))
{
SourcePath = "D:\\UAT_XGE.xml";
}
if (!FileExists_NoExceptions(SourcePath))
{
throw new AutomationException("Source path not found, please use -source=Path");
}
var Objs = new HashSet<string>( StringComparer.InvariantCultureIgnoreCase );
// /Fo&quot;D:\BuildFarm\buildmachine_++depot+UE4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Projects\Module.Projects.cpp.obj&quot;
var FileText = ReadAllText(SourcePath);
string Start = "/Fo&quot;";
string End = "&quot;";
while (true)
{
var Index = FileText.IndexOf(Start);
if (Index >= 0)
{
FileText = FileText.Substring(Index + Start.Length);
Index = FileText.IndexOf(End);
if (Index >= 0)
{
var ObjFile = FileText.Substring(0, Index);
if (Objs.Contains(ObjFile))
{
LogError("Duplicate obj: {0}", ObjFile);
}
else
{
Objs.Add(ObjFile);
}
FileText = FileText.Substring(Index + End.Length);
}
else
{
break;
}
}
else
{
break;
}
}
}
}
[Help("Copies all files from source directory to destination directory using ThreadedCopyFiles")]
[Help("Source", "Source path")]
[Help("Dest", "Destination path")]
[Help("Threads", "Number of threads used to copy files (64 by default)")]
class TestThreadedCopyFiles : BuildCommand
{
public override void ExecuteBuild()
{
var SourcePath = ParseParamValue("Source=");
var DestPath = ParseParamValue("Dest=");
var Threads = ParseParamInt("Threads=", 64);
if (String.IsNullOrEmpty(SourcePath))
{
throw new AutomationException("Source path not specified, please use -source=Path");
}
if (String.IsNullOrEmpty(DestPath))
{
throw new AutomationException("Destination path not specified, please use -dest=Path");
}
if (!DirectoryExists(SourcePath))
{
throw new AutomationException("Source path {0} does not exist", SourcePath);
}
DeleteDirectory(DestPath);
using (var ScopedCopyTimer = new ScopedTimer("ThreadedCopyFiles"))
{
ThreadedCopyFiles(SourcePath, DestPath, Threads);
}
}
}