2018-01-02 15:30:26 -05:00
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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2016-01-07 04:39:47 -05:00
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using System;
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2015-09-01 08:51:32 -04:00
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
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namespace Tools.DotNETCommon
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{
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/// <summary>
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/// Base class for file system objects (files or directories).
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/// </summary>
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[Serializable]
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public abstract class FileSystemReference
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{
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/// <summary>
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/// The path to this object. Stored as an absolute path, with O/S preferred separator characters, and no trailing slash for directories.
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/// </summary>
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public readonly string FullName;
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/// <summary>
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/// The canonical full name for this object.
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/// </summary>
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public readonly string CanonicalName;
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/// <summary>
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3059740 on 2016/07/21 by Ben.Marsh
Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.
Change 3063115 on 2016/07/25 by Ben.Marsh
Add missing projects to Mono AutomationTool solution.
Change 3067125 on 2016/07/27 by Ben.Marsh
Clean up and document the engine versioning system.
* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.
Change 3067242 on 2016/07/27 by Ben.Marsh
Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.
Change 3068116 on 2016/07/28 by Ben.Marsh
Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.
Change 3068246 on 2016/07/28 by Ben.Marsh
UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.
Change 3068573 on 2016/07/28 by Ben.Marsh
Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.
Change 3068575 on 2016/07/28 by Ben.Marsh
Respect the -noxge command-line argument when compiling UHT.
Change 3068665 on 2016/07/28 by Ben.Marsh
Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
Change 3073316 on 2016/08/02 by Ben.Marsh
CoreUObject: Replace header guards with #pragma once directives.
Change 3073325 on 2016/08/02 by Ben.Marsh
CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.
Change 3074391 on 2016/08/02 by Ben.Marsh
GitHub #2646: Always allow programs to build as part of non-game solution configurations.
Change 3075123 on 2016/08/03 by Richard.Fawcett
Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles
Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.
Change 3075848 on 2016/08/03 by Ben.Marsh
UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.
Change 3075850 on 2016/08/03 by Ben.Marsh
UBT: Fix UHT failures when running with -nopch.
Change 3077058 by Ben.Marsh
UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.
[CL 3077308 by Ben Marsh in Main branch]
2016-08-04 10:41:07 -04:00
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/// Direct constructor for a path
|
2015-09-01 08:51:32 -04:00
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|
/// </summary>
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3059740 on 2016/07/21 by Ben.Marsh
Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.
Change 3063115 on 2016/07/25 by Ben.Marsh
Add missing projects to Mono AutomationTool solution.
Change 3067125 on 2016/07/27 by Ben.Marsh
Clean up and document the engine versioning system.
* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.
Change 3067242 on 2016/07/27 by Ben.Marsh
Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.
Change 3068116 on 2016/07/28 by Ben.Marsh
Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.
Change 3068246 on 2016/07/28 by Ben.Marsh
UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.
Change 3068573 on 2016/07/28 by Ben.Marsh
Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.
Change 3068575 on 2016/07/28 by Ben.Marsh
Respect the -noxge command-line argument when compiling UHT.
Change 3068665 on 2016/07/28 by Ben.Marsh
Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
Change 3073316 on 2016/08/02 by Ben.Marsh
CoreUObject: Replace header guards with #pragma once directives.
Change 3073325 on 2016/08/02 by Ben.Marsh
CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.
Change 3074391 on 2016/08/02 by Ben.Marsh
GitHub #2646: Always allow programs to build as part of non-game solution configurations.
Change 3075123 on 2016/08/03 by Richard.Fawcett
Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles
Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.
Change 3075848 on 2016/08/03 by Ben.Marsh
UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.
Change 3075850 on 2016/08/03 by Ben.Marsh
UBT: Fix UHT failures when running with -nopch.
Change 3077058 by Ben.Marsh
UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.
[CL 3077308 by Ben Marsh in Main branch]
2016-08-04 10:41:07 -04:00
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protected FileSystemReference(string InFullName)
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2015-09-01 08:51:32 -04:00
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{
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3059740 on 2016/07/21 by Ben.Marsh
Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.
Change 3063115 on 2016/07/25 by Ben.Marsh
Add missing projects to Mono AutomationTool solution.
Change 3067125 on 2016/07/27 by Ben.Marsh
Clean up and document the engine versioning system.
* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.
Change 3067242 on 2016/07/27 by Ben.Marsh
Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.
Change 3068116 on 2016/07/28 by Ben.Marsh
Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.
Change 3068246 on 2016/07/28 by Ben.Marsh
UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.
Change 3068573 on 2016/07/28 by Ben.Marsh
Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.
Change 3068575 on 2016/07/28 by Ben.Marsh
Respect the -noxge command-line argument when compiling UHT.
Change 3068665 on 2016/07/28 by Ben.Marsh
Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
Change 3073316 on 2016/08/02 by Ben.Marsh
CoreUObject: Replace header guards with #pragma once directives.
Change 3073325 on 2016/08/02 by Ben.Marsh
CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.
Change 3074391 on 2016/08/02 by Ben.Marsh
GitHub #2646: Always allow programs to build as part of non-game solution configurations.
Change 3075123 on 2016/08/03 by Richard.Fawcett
Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles
Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.
Change 3075848 on 2016/08/03 by Ben.Marsh
UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.
Change 3075850 on 2016/08/03 by Ben.Marsh
UBT: Fix UHT failures when running with -nopch.
Change 3077058 by Ben.Marsh
UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.
[CL 3077308 by Ben Marsh in Main branch]
2016-08-04 10:41:07 -04:00
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FullName = InFullName;
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CanonicalName = InFullName.ToLowerInvariant();
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2015-09-04 07:56:29 -04:00
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}
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|
2015-09-01 08:51:32 -04:00
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/// <summary>
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/// Direct constructor for a path
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/// </summary>
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2015-09-03 08:47:24 -04:00
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protected FileSystemReference(string InFullName, string InCanonicalName)
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2015-09-01 08:51:32 -04:00
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{
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FullName = InFullName;
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CanonicalName = InCanonicalName;
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}
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2015-09-03 08:47:24 -04:00
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/// <summary>
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/// Create a full path by concatenating multiple strings
|
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/// </summary>
|
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/// <returns></returns>
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static protected string CombineStrings(DirectoryReference BaseDirectory, params string[] Fragments)
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{
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// Get the initial string to append to, and strip any root directory suffix from it
|
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StringBuilder NewFullName = new StringBuilder(BaseDirectory.FullName);
|
2015-09-24 12:37:21 -04:00
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if (NewFullName.Length > 0 && NewFullName[NewFullName.Length - 1] == Path.DirectorySeparatorChar)
|
2015-09-03 08:47:24 -04:00
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{
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NewFullName.Remove(NewFullName.Length - 1, 1);
|
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}
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// Scan through the fragments to append, appending them to a string and updating the base length as we go
|
2015-09-24 12:37:21 -04:00
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foreach (string Fragment in Fragments)
|
2015-09-03 08:47:24 -04:00
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{
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// Check if this fragment is an absolute path
|
2016-07-25 10:26:34 -04:00
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if ((Fragment.Length >= 2 && Fragment[1] == ':') || (Fragment.Length >= 1 && (Fragment[0] == '\\' || Fragment[0] == '/')))
|
2015-09-03 08:47:24 -04:00
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{
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// It is. Reset the new name to the full version of this path.
|
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NewFullName.Clear();
|
2016-03-21 21:11:39 -04:00
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NewFullName.Append(Path.GetFullPath(Fragment).TrimEnd(Path.DirectorySeparatorChar));
|
2015-09-03 08:47:24 -04:00
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}
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else
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{
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// Append all the parts of this fragment to the end of the existing path.
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int StartIdx = 0;
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2015-09-24 12:37:21 -04:00
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while (StartIdx < Fragment.Length)
|
2015-09-03 08:47:24 -04:00
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|
{
|
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// Find the end of this fragment. We may have been passed multiple paths in the same string.
|
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int EndIdx = StartIdx;
|
2016-07-25 10:26:34 -04:00
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while (EndIdx < Fragment.Length && Fragment[EndIdx] != '\\' && Fragment[EndIdx] != '/')
|
2015-09-03 08:47:24 -04:00
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{
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|
EndIdx++;
|
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|
|
|
}
|
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|
|
|
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|
|
|
|
// Ignore any empty sections, like leading or trailing slashes, and '.' directory references.
|
|
|
|
|
|
int Length = EndIdx - StartIdx;
|
2015-09-24 12:37:21 -04:00
|
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|
|
if (Length == 0)
|
2015-09-03 08:47:24 -04:00
|
|
|
|
{
|
|
|
|
|
|
// Multiple directory separators in a row; illegal.
|
Copying //UE4/GamePlugins-Staging to //UE4/Dev-Main (Source: //GamePlugins/Main @ 3440529)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3439153 on 2017/05/15 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Fix xbox build in non-unity
- Also add a IsValid check to MatchmakingInterfaceLive
#ROBOMERGE-SOURCE: CL 3438293
Change 3439152 on 2017/05/15 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Merge Twitch login changes from Dev-FortniteTwitch
3423163 Add Twitch login widget
3424581 Move GetUrlDomain from HttpManager to GenericPlatformHttp
3425614 Expose the default cookies location
3425645 Add a delegate OnLoginFlowLogout to IOnlineIdentity to be executed when logout occurs so Login Flow Manager can perform any cleanup tasks.
3426310 Add a Reset function to login flow to clear registered OSSs and bound delegates
Bind to OnLoginFlowLogout and reset cookies for given domains on logout
CodeReview josh.markiewicz
3426320 On logout, forward login domains to login flow to clear cookies.
CodeReview josh.markiewicz
#twitch
3426373 Delete commented out block, intent fulfilled elsewhere in CL 3426320
3427994 Twitch OSS improvements after code review
codereview ian.fox, josh.markiewicz
3428911 Enable Twitch OSS plugin in Fortnite
3429303 Fix compile error from missing include
3435609 Add option to revoke a Twitch access token on Logout.
#jira OGS-694
3435669 Use web browser for Twitch login on consoles
#jira FORT-43425
#jira FORT-43428
3435685 Use Twitch's force_verify parameter to allow players to switch Twitch users instead of automatically completing the authorization flow
#ROBOMERGE-SOURCE: CL 3436301
Change 3439151 on 2017/05/15 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - missing checkin
#ROBOMERGE-SOURCE: CL 3435911
Change 3439150 on 2017/05/15 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - moved GetInputInterface to common location to fixed unity compiler error
[FYI] bob.tellez
#ROBOMERGE-SOURCE: CL 3435894
Change 3439145 on 2017/05/15 by josh.markiewicz
#UE4 - made common GetInputInterface funciton in ExternaUILive similar to IdentityLive for code sharing
#ryi ryan.gerleve
#ROBOMERGE-SOURCE: CL 3435378
Change 3437802 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
Fix issue where session visibility and party size would not get updated on PS4 if the player changed their party visibility from public to private.
[CODEREVIEW] ian.fox, sam.zamani
#ROBOMERGE-SOURCE: CL 3435079
Change 3437801 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - only do "platform environment check" when on PS4
- all other platforms don't need this feature
- prevents premature calls to Login() on platforms that need to pick a user
#ROBOMERGE-SOURCE: CL 3435076
Change 3437800 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemPS4 - Ignore entitlements with no name
- These may be deleted entilements?
[CODEREVIEW] Bart.Hawthorne
[FYI] Sam.Zamani
#ROBOMERGE-SOURCE: CL 3433650
Change 3437797 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: bob.tellez
[AUTOMERGE]
#UE4 IWYU fix
#JIRA FORT-43436
#ROBOMERGE-SOURCE: CL 3429743
Change 3437796 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: bob.tellez
[AUTOMERGE]
#UE4 Added a -NoAchievements command line option to disable achievement tracking on PS4 to override what is configured in ini
#JIRA FORT-43436
#ROBOMERGE-SOURCE: CL 3429601
Change 3437791 on 2017/05/12 by todd.eckert
Fixed Bug# FORT-43116 - FQA (Must Fix): Incorrect Brand Guideline displayed within the application when a network error occurs.
Fixed Bug# FORT-43109 - FQA (Must Fix): Incorrect reference to a Sony Entertainment Network account displayed within the application.
- Added ??? to Playstation???Network
#fortnite
#jira FORT-43116, FORT-43109
#ROBOMERGE-SOURCE: CL 3428764
#ROBOMERGE-SAYS: Unresolved conflicts. todd.eckert, please merge this change by hand.
//ROBOMERGE_OGS_Main/PluginTestGame/Plugins/Online/PS4/OnlineSubsystemPS4Server/Source/Private/OnlineSubsystemPS4Server.cpp
#CodeReview: todd.eckert, david.nikdel, greg.latcovich, sam.zamani
Change 3437788 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Merging Online plugins from Dev-FortniteTwitch task stream
#ROBOMERGE-SOURCE: CL 3428687
Change 3437786 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: bob.tellez
Back out revision 15 from OnlineSubsystemPS4.cpp
Same issue as was found in OnlineSubsystemPS4Server.cpp
[CODEREVIEW] Todd.Eckert
#ROBOMERGE-SOURCE: CL 3427016
Change 3437781 on 2017/05/12 by todd.eckert
Removed the ??? from the PS4 Server .cpp online sub system because it didn't compile on linux. Need to investigate further.
#fortnite
#ROBOMERGE-SOURCE: CL 3426537
#ROBOMERGE-SAYS: Unresolved conflicts. todd.eckert, please merge this change by hand.
//ROBOMERGE_OGS_Main/PluginTestGame/Plugins/Online/PS4/OnlineSubsystemPS4Server/Source/Private/OnlineSubsystemPS4Server.cpp
#CodeReview: todd.eckert, david.nikdel, greg.latcovich, sam.zamani
Change 3437770 on 2017/05/12 by todd.eckert
Fixed Bug# FORT-43116 - FQA (Must Fix): Incorrect Brand Guideline displayed within the application when a network error occurs.
Fixed Bug# FORT-43109 - FQA (Must Fix): Incorrect reference to a Sony Entertainment Network account displayed within the application.
- Added ??? to Playstation???Network
#fortnite
#jira FORT-43116, FORT-43109
[CODEREVIEW] ari.patrick
#ROBOMERGE-SOURCE: CL 3426422
#ROBOMERGE-SAYS: Unresolved conflicts. todd.eckert, please merge this change by hand.
//ROBOMERGE_OGS_Main/PluginTestGame/Plugins/Online/PS4/OnlineSubsystemPS4Server/Source/Private/OnlineSubsystemPS4Server.cpp
#CodeReview: todd.eckert, david.nikdel, greg.latcovich, sam.zamani
Change 3436843 on 2017/05/12 by robomerge
#ROBOMERGE-AUTHOR: peter.sauerbrei
accidentally disabled the wifi check
#jira none
#ROBOMERGE-SOURCE: CL 3436841 in ... via CL 3436842
Change 3436031 on 2017/05/11 by robomerge
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for some of the title files being missed when requesting chunk locations
#jira none
#ROBOMERGE-SOURCE: CL 3436029 in ... via CL 3436030
Change 3433725 on 2017/05/10 by peter.sauerbrei
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
#ROBOMERGE-SOURCE: CL 3433704 in ... via CL 3433707
Change 3431377 on 2017/05/09 by robomerge
#ROBOMERGE-AUTHOR: david.nikdel
#CatalogHelper #Analytics
- Go back to reporting all receipts in ECom.ClientInAppPurchase (no quantity check)
- Adjust PS4 Purchasing OSS to not return quantity <= 0 entitlements in the results from Checkout (since they definitely didn't come from this checkout). They'll still come back from QueryPurchases so we can restore
- Adjust MCP Purchase flow to enforce Quantity >= 1 on entitlements directly resulting from a purchase. This seems to be the case (Q=0) when purchasing a non-consumable entitlement
- Generate the PurchaseCorrelationId sooner and store it on the RealMoneyParams structure so it's available even in the absence of receipts.
[CODEREVIEW] Sam.Zamani, Ian.Fox
#JIRA: WEX-6060
#ROBOMERGE-SOURCE: CL 3431372 in ... via CL 3431373
Change 3426530 on 2017/05/05 by robomerge
#ROBOMERGE-AUTHOR: justin.sargent
Copying //Portal/Dev-Main-Staging to Main (//Portal/Main)
#ROBOMERGE-SOURCE: CL 3426526 in //Portal/Main/Portal/Plugins/...
Change 3425976 on 2017/05/05 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - changed unique ids to heap memory so they can be AsShared() externally
[CODEREVIEW] ian.fox, ryan.gerleve
#tests Fortnite profile switching
#ROBOMERGE-SOURCE: CL 3424004
Change 3424739 on 2017/05/04 by robomerge
#ROBOMERGE-AUTHOR: peter.knepley
OnlineBeacons should have bRelevantForNetworkReplays=false
#ROBOMERGE-SOURCE: CL 3424738 in //UT/Main/UnrealTournament/Plugins/...
Change 3422765 on 2017/05/04 by robomerge
#ROBOMERGE-AUTHOR: ben.marsh
Various fixes for CIS.
#ROBOMERGE-SOURCE: CL 3422763 in //UE4/Main/Engine/Plugins/...
Change 3421749 on 2017/05/03 by robomerge
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
#ROBOMERGE-SOURCE: CL 3421746 in ... via CL 3421747
Change 3421372 on 2017/05/03 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - separated out the canceled account picker state from the generic error state
- valid when the HOME button is pressed while in the account picker
- also valid when adding a new account to the account picker
[CODEREVIEW] ian.fox
#tests using Y account picker in Fortnite
#ROBOMERGE-SOURCE: CL 3421371
Change 3419554 on 2017/05/02 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
- Change the connection timeout value from 90 seconds to 30 and the initial connect value to 45, so that disconnections happen earlier (these are the same values as Paragon)
- Add a WebApiTimeoutInSeconds config value for the PS4 OSS for web requests made with the PS4 Web Api library. This matches the timeout in the Http module.
- Individual PS4 Web Api tasks can have their own timeout values as appropriate
[CODEREVIEW] carlos.cuello, sam.zamani
#jira FORT-42428
#ROBOMERGE-SOURCE: CL 3419551
Change 3418470 on 2017/05/02 by Sam.Zamani
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#OGF, #OnlineSubsystemLive, #OnlineSubsystemPS4 - Normalize epic-used authtypes to lowercase
- Revert OSS Live AuthType to "xbl" from "xbl_xtoken" (but still send xbl_xtoken as auth method)
- Add helper for XBL authtype to present the correct AuthMethod for xbox (and future other token auths)
- Fixes GetExternalIds api requests expecting "psn" instead of "PSN"
- Fixes a bunch of instances where we're expect GetAuthType to return the platform "xbl", not "xbl_xtoken"
[CODEREVIEW] Sam.Zamani
[FYI] Jamal.Fanaian
#ROBOMERGE-SOURCE: CL 3417624
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Change 3417581 on 2017/05/01 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemMCP - Remove bogus ensure
- This ensure doesn't make sense logically, as we can only be the inverse case in this branch
- Not sure what this was trying to prove?
[CODEREVIEW] Rob.Cannaday
#ROBOMERGE-SOURCE: CL 3417580
Change 3415425 on 2017/04/30 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Twitch External UI interface
#jira FORT-41161
Ian.Fox, Josh.MarkieWicz
#ROBOMERGE-SOURCE: CL 3415424
Change 3414181 on 2017/04/28 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Use TEXT macro
#ROBOMERGE-SOURCE: CL 3414180
Change 3414167 on 2017/04/28 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Add LeaderDisplayName to "Party Info" line for DumpPartyState
#jira FORT-42530
#ROBOMERGE-SOURCE: CL 3414166
Change 3412571 on 2017/04/27 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - fixed crash in UnregisterLocalTalkers when the User was null presumably because they were logged out while the game was constrained
[CODEREVIEW] ian.fox, ryan.gerleve
#ROBOMERGE-SOURCE: CL 3412564
Change 3411953 on 2017/04/27 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
Add comment to previous presence fix
#ROBOMERGE-SOURCE: CL 3411952
Change 3411815 on 2017/04/27 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
Use a different overload of PresenceService::GetPresenceForMultipleUsersAsync and specify the parameters to retrieve presence - even though the parameters we're using should match the defaults in the other overload, the other overload was not working.
[CODEREVIEW] ryan.gerleve, ian.fox
#jira FORT-41659
#ROBOMERGE-SOURCE: CL 3411814
Change 3410328 on 2017/04/26 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Twitch OSS improvements after code review
#ROBOMERGE-SOURCE: CL 3410326
Change 3410295 on 2017/04/26 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
Fix detailed presence not showing up in the friends list on PS4 - the API group changed after the SDK 4.0 upgrade.
[CODEREVIEW] sam.zamani
#ROBOMERGE-SOURCE: CL 3410294
Change 3409227 on 2017/04/26 by rob.cannaday
#fort #twitch
Twitch Online Subsystem
Implements Login with an existing client token. Next step will prompt the user to login if there is no existing token
#jira FORT-41158
#jira FORT-41160
#ROBOMERGE-SOURCE: CL 3409215
Change 3408719 on 2017/04/25 by Ian.Fox
#HTTPChunkInstaller - Fix bad merge
#CodeReview Peter.Sauerbrei
Change 3408245 on 2017/04/25 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - missing comments in mcp
#jira none
#ROBOMERGE-SOURCE: CL 3408241
Change 3408202 on 2017/04/25 by peter.sauerbrei
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
#ROBOMERGE-SOURCE: CL 3408187 in ... via CL 3408188
Change 3407037 on 2017/04/25 by robomerge
#ROBOMERGE-AUTHOR: james.hopkin
#oss #stomp Added the correct flow for requesting/refreshing auth for both user and client Stomp connections.
Logic follows the same pattern as ProcessRequestAsUser/Client in OnlineSubsystemMcp. Apart from obtaining the appropriate token, the main difference between the client and user code paths is:
- client connection attempts will request auth if there is no current token, even if previous auth requests failed
- user connections will refresh auth if a valid token has expired, but fail if there is no valid auth token for the user
In either case, Stomp connections wait for the response from a pending auth request before attempting to connect.
Note that the dedicated server-specific code has moved from the manager to the individual connection, since each connection keeps track of whether it is waiting on an auth request.
Also tightend up some TSharedPtrs to be TSharedRefs and replaced MakeShareables with MakeShared.
#jira OGS-633,FORT-41696
#ROBOMERGE-SOURCE: CL 3407036
Change 3406177 on 2017/04/24 by robomerge
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for not all pak files being mounted when trying to load items for the profile
#jira WEX-6065
#ROBOMERGE-SOURCE: CL 3406170 in ... via CL 3406173
Change 3406159 on 2017/04/24 by robomerge
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for crash on exit in OnlineSubsystem for IOS
#jira none
#ROBOMERGE-SOURCE: CL 3406156 in ... via CL 3406158
Change 3404579 on 2017/04/21 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#Fortnite - Set console parties not joinable when epic party is unjoinable
- This fixes the case where we're advertising our session during things like the tutorial
#jira FORT-40318
#ROBOMERGE-SOURCE: CL 3404578
Change 3404201 on 2017/04/21 by peter.sauerbrei
fix for paks not being mounted before attempting to use them
#jira WEX-6065
#ROBOMERGE-SOURCE: CL 3404179 in ... via CL 3404182
Change 3401877 on 2017/04/20 by robomerge
#ROBOMERGE-AUTHOR: alex.thurman
Theater Map Tiles cannot be clicked on while the Update Manager has an update in progress.
#JIRA FORT-42085
[CODEREVIEW] Ashley.Rog, Jennifer.Miller, Chris.Gagnon
#ROBOMERGE-SOURCE: CL 3401873
Change 3401737 on 2017/04/20 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - added Google error parsing now that I have an example
#jira none
#ROBOMERGE-SOURCE: CL 3401736
Change 3401142 on 2017/04/19 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemPS4 - Fix PS4 purchasing not copying product label into purchase
[CODEREVIEW] Luke.Thatcher
#jira FORT-41627
#ROBOMERGE-SOURCE: CL 3401141
Change 3401087 on 2017/04/19 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#Fortnite - Fix cancelling purchases as being an exceptional error
#jira FORT-41627
[CODEREVIEW] Saad.Nader
#ROBOMERGE-SOURCE: CL 3401086
Change 3401085 on 2017/04/19 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OGF, MCP - Rollback change to OnlineIdentity in favour of fix from Orion
[CODEREVIEW] Josh.Markiewicz, Sam.Zamani
#ROBOMERGE-SOURCE: CL 3401084
Change 3399421 on 2017/04/19 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
Set the cached presence in the presence interface for each friend after retrieving the friend list. Fixes an issue where the "Join Party" in-game button wouldn't join a friend's party because it was looking for the presence data from the friend's interface, which wasn't there.
#jira FORT-39724
#ROBOMERGE-SOURCE: CL 3399419
Change 3399065 on 2017/04/19 by ian.fox
#Fortnite - Fix headless account creation
- On successful headless account creation, pass new account id to game so it knows we were successful
- Added virtual SetPlatformUniqueNetId to store a logged in console users net id
- Moved storing of platform net id to OnLoginConsoleComplete as it's always called even if logged in (whereas OnLoginUIConsoleComplete is only called when not logged in)
- Removed virtual overrides in favour of just calling SetPlatforumUniqueNetId to do storing functionality
[CODEREVIEW] Adam.Szpakowski, Josh.Markiewicz
#jira FORT-41787
#ROBOMERGE-SOURCE: CL 3399061
Change 3398873 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemPS4 - Fix PS4 store products querying for SDK 4.500
- Our version of strncpy auto-nulls the last character, so we need to +1 the length (and ensure that fits with a static_assert)
- This worked before without the +1 because PRODUCT_ID_LEN was 47, whereas now PRODUCT_LABEL_MAX_LEN is 16 (same as our id)
[CODEREVIEW] Luke.Thatcher, Sam.Zamani
#jira FORT-42062
#ROBOMERGE-SOURCE: CL 3398872
Change 3398774 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemPS4 - Only report unconsumed entitlements
- This is the behaviour licensees likely want
- This fixes clients trying to reclaim already claimed entitlements after account resets
[CODEREVIEW] Sam.Zamani, David.Nikdel
#jira FORT-41757
#jira FORT-40836
#ROBOMERGE-SOURCE: CL 3398771
Change 3398480 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#Fortnite - Add ShowWebUrl blueprint function for handling whitelisted domains/embeded browser on consoles
- Fixed PS4 ShowWebURL to not use out-of-scope values from TCHAR_TO_UTF8
- We need to use the OSS implementation for all web browser stuff for PS4 website permissions
[CODEREVIEW] Saad.Nader, Saul.Abreu, Bart.Hawthorne
#jira FORT-39699
#ROBOMERGE-SOURCE: CL 3398478
Change 3398418 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: james.longstreet
#fortnite #jira FORT-28656 Fix PS4 trophies
I had PS4Engine.ini stashed in another changelist and missed checking it in. Changes to UnlockAchievementForQuest() for GameProgress on Xbox broke PS4 as well, so make the platform achievement ID mapping changes to PS4 as well.
#ROBOMERGE-SOURCE: CL 3398416
Change 3398378 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Session resiliency OGS-563
- all session events detect connection failures
- server is authoritative, continues to keep track of session state changes regardless of backend failures
-- game code will be alerted to problems however
- all subsequent events prior to a successful heartbeat immediately fail
-- prevents build up of session calls that will inevitably fail but take a long time due to http retry code
- first successful heartbeat after any number of failures will trigger a full update on the backend
-- only a successful full update will bring the session back to normal
- more logging of state of sessions while out of sync with backend
#tests charles tool to block calls to the server during empty state all the way through moba completion
#ROBOMERGE-SOURCE: CL 3398373
Change 3397666 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - async task manager comments
#tests none
#ROBOMERGE-SOURCE: CL 3397665
Change 3397243 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Error hresults now log as hex and error messages use the proper wide string formatter for wchar_t
#ROBOMERGE-SOURCE: CL 3397242
Change 3397241 on 2017/04/18 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Don't query session information for users we don't fully know about yet
- This helps ignore the first "stat updated" event we get when we initially listen to a user
#ROBOMERGE-SOURCE: CL 3397240
Change 3397233 on 2017/04/17 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Batch friend user stats requests
- We were hitting a cap requesting the entire friendslist at once on an account with 100+ friends
- Batch size is 50 for now; maximum is undocumented(?) but this is safe enough
- Moved multiplayersession friends query out from behind the presence query now that we're not squishing presence
[CODEREVIEW] Ryan.Gerleve
#jira FORT-41812
#ROBOMERGE-SOURCE: CL 3397232
Change 3397062 on 2017/04/17 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Remove spammy presence log
- This warning was a valid case when we subscribe to friends' status changes initially before querying friends is complete, so not worth logging
#ROBOMERGE-SOURCE: CL 3397061
Change 3396939 on 2017/04/17 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Fix error log typo while I'm at it
#ROBOMERGE-SOURCE: CL 3396938
Change 3396935 on 2017/04/17 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Fix error message to use TCHAR correctly instead of ansichar
#ROBOMERGE-SOURCE: CL 3396933
Change 3396593 on 2017/04/17 by Sam.Zamani
Unshelved from pending changelist '3396269':
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#UE4 Do not attempt to PS4 create subsystem multiple times if it failed to init. Multiple failed init requests cause system messages to get emitted that accumulate bad state that manifests in IME device logic failing and controller id management code failing.
#ROBOMERGE-SOURCE: CL 3396268
Change 3394908 on 2017/04/14 by robomerge
#ROBOMERGE-AUTHOR: james.longstreet
#fortnite #jira FORT-38142 Cross-platform achievement unlocking
In InitQuests, if a) a quest has a valid achievement unlock state, b) the quest is in its achievement unlock state, and c) the corresponding achievement exists and is not unlocked, then unlock the achievement. This covers unlocking achievements that were achieved on a different platform.
To support checking if the achievement is unlocked, change the behavior of FOnlineAchievementsLive::GetCachedAchievement()/GetCachedAchievementDescription() to treat the AchievementId passed in as the game-side achievement ID (in Fortnite's case, the quest ID), not the platform-side ID -- the client code shouldn't care about the platform ID.
#ROBOMERGE-SOURCE: CL 3394907
Change 3393149 on 2017/04/13 by robomerge
#ROBOMERGE-AUTHOR: ryan.gerleve
Clear cached XboxLiveContexts when resuming from suspend and re-subscribe to multiplayer events, since they are stale at this point.
#jira FORT-40115
#ROBOMERGE-SOURCE: CL 3393147
Change 3392843 on 2017/04/13 by robomerge
#ROBOMERGE-AUTHOR: eric.newman
Allow server to try to report match results for up to 15 minutes when connection issues are encountered. Configurable maximum retry count and retry time limit via INI.
#jira OR-37112
#tests Ran through several connection failure test cases with a local mcp. Rejecting port connections (stopping local mcp) triggers retries, timeouts (pausing debugger, socket still accepting data) correctly does not retry the call in case it has already been recorded
#ROBOMERGE-SOURCE: CL 3392842
Change 3391810 on 2017/04/12 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#Fortnite, #Xbox - Block mcp private chat to XB users (who are not on xbox)
#ROBOMERGE-SOURCE: CL 3391809
Change 3391610 on 2017/04/12 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Fix crash if you failed to join a session
- We were using the NamedSession pointer in TriggerDelegates after we deleted it in Finalize
- We now store the SessionName FName separately and use that everywhere
[CODEREVIEW] Ryan.Gerleve
#ROBOMERGE-SOURCE: CL 3391608
Change 3391595 on 2017/04/12 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Add logging for failing to parse xb invites
#ROBOMERGE-SOURCE: CL 3391594
Change 3391593 on 2017/04/12 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Change error format for HResults to always log as hex value
#ROBOMERGE-SOURCE: CL 3391592
Change 3391165 on 2017/04/12 by robomerge
#ROBOMERGE-AUTHOR: luke.thatcher
[FORTNITE] [PS4] [^] Merging PS4 SDK 4.500 upgrade from //UE4/Fortnite-Staging (CL 3390958) to //Fortnite/Main
- Resolves memory corruption crash bug when users sign out of PSN
#jira FORT-41496
#ROBOMERGE-SOURCE: CL 3391164
Change 3389595 on 2017/04/11 by robomerge
#ROBOMERGE-AUTHOR: ryan.gerleve
Duplicate CL 3386892 from Dev-Networking to prevent modifying an array during range-for iteration.
#jira FORT-40583
#ROBOMERGE-SOURCE: CL 3389288
Change 3388922 on 2017/04/11 by robomerge
#ROBOMERGE-AUTHOR: ryan.gerleve
PS4 voice interface always accesses the PS4 online subsystem explicity in case the default subsystem is not PS4.
#ROBOMERGE-SOURCE: CL 3388920
Change 3388393 on 2017/04/11 by robomerge
#ROBOMERGE-AUTHOR: james.longstreet
#fortnite #jira FORT-38507 Implement GameProgress for Xbox as a percentage of completed achievements.
FOnlineAchievementsLive did not handle the case where GetAchievementsForTitleIdAsync() does not return all of the achievements (Result->HasNext). It seems to return a maximum of 32, although this isn't documented. Change FOnlineAchievementsLive to query each new "page" of achievements until we've received all of them.
#ROBOMERGE-SOURCE: CL 3388392
Change 3388216 on 2017/04/11 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - forgot to compare against the url encoded login url (only the startswith element was preventing failure) (FB/Google)
- added parsing of facebook login failure to close browser window rather than allow it to go back to facebook homepage
#jira none
#ROBOMERGE-SOURCE: CL 3388213
Change 3388211 on 2017/04/11 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - added setting to persist cookies or force in memory only
- limited redirect URL delegate firing to just "before browse" call and not on on "url change"
-- also limited to main frame
- cleanup
#jira none
#ROBOMERGE-SOURCE: CL 3388210
Change 3388202 on 2017/04/11 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - removed Facebook access token from logs on shipping builds
#jira none
#ROBOMERGE-SOURCE: CL 3388200
Change 3387618 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - code support for moving Android Facebook SDK to NFL directory
#jira OGS-636
#ROBOMERGE-SOURCE: CL 3387614
Change 3387617 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
#ROBOMERGE-SOURCE: CL 3387613
Change 3387605 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - small fixup to GoogleLogin init function on Android
#JIRA none
#ROBOMERGE-SOURCE: CL 3387602
Change 3387577 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: jeff.campeau
Select MCP environment by sandbox id
#ROBOMERGE-SOURCE: CL 3387576
Change 3387460 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemMcp - Encode XMPP usernames so that splitting on ":" is safe
[CODEREVIEW] Rob.Cannaday
#ROBOMERGE-SOURCE: CL 3387458
Change 3386909 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
Temporary change to skip the rejoin check if we are handling an invite. Eventually we will delay handling the invite until after the player has a chance to choose whether to rejoin the session or not.
#ROBOMERGE-SOURCE: CL 3386904
Change 3386816 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: ryan.gerleve
Add ability for the Xbox Live presence and friends interfaces to retrieve configured stats as presence properties along with the default presence string.
Add support for uint32 parameters to Xbox Live events.
#ROBOMERGE-SOURCE: CL 3386813
Change 3386282 on 2017/04/10 by robomerge
#ROBOMERGE-AUTHOR: eric.newman
Changed MCP's verify auth to only return false if an explicit invalidation was received. Intent is more resiliency to temporary connection issues.
[CODEREVIEW] josh.markiewicz,sam.zamani
#tests Connected to a server after changing the verify URL to an invalid URL, and verified server allowed player to join despite timeout attempting to verify auth
#jira OGS-521
#ROBOMERGE-SOURCE: CL 3385935
Change 3385235 on 2017/04/07 by robomerge
#ROBOMERGE-AUTHOR: ryan.gerleve
[AUTOMERGE]
Rename OnlineSubsystemLiveDedicatedServer and OnlineSubsystemPS4DedicatedServer to mitigate Windows maximum path length issues.
#jira FORT-1
#ROBOMERGE-SOURCE: CL 3385231
Change 3385205 on 2017/04/07 by robomerge
#ROBOMERGE-AUTHOR: sam.zamani
fix for not properly detecting missing auth association
[CODEREVIEW] ian.fox
#tests PS4 run with an unlinked account
#ROBOMERGE-SOURCE: CL 3385204
Change 3383881 on 2017/04/06 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemMcp - Add warning information so you know what about a build is incompatible
[CODEREVIEW] Rob.Cannaday
#ROBOMERGE-SOURCE: CL 3383687
Change 3381205 on 2017/04/05 by Ian.Fox
#OnlineSubsystemLive, #OnlineSubsystemPS4 - Add unique namespaces for dedicated server OSS online service names
- This prevents any possible issues if these values change
Change 3380991 on 2017/04/05 by Ian.Fox
#OnlineSubsystemSwitch - Rename OnlineSubsystem Service name to Nintendo
Change 3380564 on 2017/04/05 by James.Hopkin
#gameplugins #facebook Fixed typo (wrong class name)
Change 3380520 on 2017/04/05 by robomerge
#ROBOMERGE-AUTHOR: james.hopkin
#mcp #profile
- Added specific notification type for profile update notifications instead of HTTP response type.
- Notifications are now finer grained: each Stomp notification is either a Notification (e.g. LootNotification), or an update for a single profile.
- Updates can be broken into chunks. Currently updates with more than 20 changes are broken into 20 change chunks. This is mostly for cheat commands, which sometimes bust the 128k limit on notification size.
- This change only affects profile notifications. HTTP responses have not changed and the handling code is the same.
Notifications changes tested extensively in Fortnite. Change smoke tested in Paragon and in Fortnite with notifications disabled to verify no changes.
#jira ogs-554
#ROBOMERGE-SOURCE: CL 3380519
Change 3380118 on 2017/04/04 by ian.fox
#OnlineSubsystem - Add Online Services name to every Online Subsystem
#jira FORT-34457
[CODEREVIEW] Josh.Markiewicz, Bart.Hawthrone, Ryan.Gerleve
I wasn't sure what we called our own online services, so I called them "Epic Services"; Mcp seemed wrong? Let me know what you think.
Bart, I'm not sure what Nintendo calls their Switch online services? I put "Nintendo Online" for now, used like "Failed to login to your Nintendo Online account"
#ROBOMERGE-SOURCE: CL 3380086
Change 3377890 on 2017/04/03 by Andrew.Grant
%^$#@!
Change 3377554 on 2017/04/03 by andrew.grant
Fix for non-unity compilation
#tests compiled non-unity
#ROBOMERGE-SOURCE: CL 3377495
#ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_OGS_Main/PluginTestGame/Plugins/Online/HTTPChunkInstaller/Source/Public/HTTPOnlineTitleFile.h
#CodeReview: andrew.grant, david.nikdel, greg.latcovich, sam.zamani
Change 3374349 on 2017/03/31 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - added missing initializers on OSS IOS
#jira none
#ROBOMERGE-SOURCE: CL 3374348
Change 3374138 on 2017/03/31 by robomerge
#ROBOMERGE-AUTHOR: james.hopkin
#oss Fixed hidden member warning
#ROBOMERGE-SOURCE: CL 3374137
Change 3374066 on 2017/03/31 by robomerge
#ROBOMERGE-AUTHOR: james.hopkin
#oss Fixed Stomp crash in PIE after unexpected disconnection from server and then stopping play
Also reduced fallback multiplier to 1.5x - was getting up to large delays too quickly
#ROBOMERGE-SOURCE: CL 3374065
Change 3373675 on 2017/03/30 by robomerge
#ROBOMERGE-AUTHOR: andrew.grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#tests #rb na
#ROBOMERGE-SOURCE: CL 3373674
Change 3373248 on 2017/03/30 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - missing initializer for heartbeat value caused possible race condition on heartbeat failure retries
- added some logging
#tests dedicated server launching with charles blocking access
#ROBOMERGE-SOURCE: CL 3373246
Change 3372907 on 2017/03/30 by robomerge
#ROBOMERGE-AUTHOR: rob.cannaday
Remove ensure in chatroom left completion
It's possible for the Chatroom object to be re-used while we are waiting for the completion delegate, for example when using Clumsy to delay XMPP traffic
#jira FORT-40691
#ROBOMERGE-SOURCE: CL 3372905
Change 3371739 on 2017/03/30 by andrew.grant
Merging //UE4/Main @ 3365166
#tests QA pass, preflighted
#ROBOMERGE-SOURCE: CL 3371635
#ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_OGS_Main/PluginTestGame/Plugins/Online/HTTPChunkInstaller/Source/Private/HTTPChunkInstaller.cpp
//ROBOMERGE_OGS_Main/PluginTestGame/Plugins/OnlineGameplayFramework/Source/Account/Private/OnlineAccountCommon.cpp
#CodeReview: andrew.grant, david.nikdel, greg.latcovich, sam.zamani
Change 3371704 on 2017/03/30 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - forget to add include directories for iOS Google
#jira none
#ROBOMERGE-SOURCE: CL 3371612
Change 3371137 on 2017/03/30 by Josh.Markiewicz
#UE4 - Back out changelist 3371123
- made things worse, not sure what the issue is atm
Change 3371125 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Android google subsystem clean up
#jira none
#ROBOMERGE-SOURCE: CL 3371124
Change 3371123 on 2017/03/29 by Josh.Markiewicz
#UE4 - speculative fix related to IWYU header errors on build machine
Change 3371116 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - missing Google source code for iOS stubs
- fixed init order in constructor
#jira none
#ROBOMERGE-SOURCE: CL 3371115
Change 3370994 on 2017/03/29 by Ian.Fox
#HTTPChunkInstaller - Mark HttpChunkInstaller PCH for both engine and game inclusion
- Fixes the build in non-engine builds
Change 3370985 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Correct comment
#ROBOMERGE-SOURCE: CL 3370984
Change 3370863 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Fix crash if you use an invalid localuser xuid for the show profile screen
[CODEREVIEW] Saad.Nadder
Saad, I'm going to fix the code calling this with an invalid ID as well, but just an FYI this is why this didn't work
#ROBOMERGE-SOURCE: CL 3370862
Change 3370861 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#Fortnite, #Xbox - Dedicated server now creates an additional game session for xbox clients
- This only happens if xbox clients actually connect to the server
- Only xbox clients are asked to join this session
- Xbox clients should leave this session anytime they leave the game session
- MCP manages creating the actual session for us
#jira FORT-36913
#ROBOMERGE-SOURCE: CL 3370857
Change 3370860 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Allow joining a session without making it your presense session
- bUsesPresence now controls whether or not a session will be advertised to friends as your active session
[CODEREVIEW] Ryan.Gerleve
#ROBOMERGE-SOURCE: CL 3370853
Change 3370859 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Add debug logging for xbox friend session presence
#ROBOMERGE-SOURCE: CL 3370836
Change 3370668 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - TPS for Google Sign In Android
#jira none
#ROBOMERGE-SOURCE: CL 3370666
Change 3370620 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - fixed crash in GooglePlay during client API connect because when the default online subsystem isn't GooglePlay
- added a little more logging
#jira none
[CODEREVIEW] david.nikdel, chris.babcock, ryan.gerleve
#ROBOMERGE-SOURCE: CL 3370618
Change 3370558 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: bart.hawthorne
- Fix issue where the PS4 Read Friends List request might never return on failure
- It is now possible to log back in from the login screen after a network disconnection and transition to the frontend properly
#ROBOMERGE-SOURCE: CL 3370553
Change 3369621 on 2017/03/29 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#Gamecircle - Fix compile error
#jira UE-43442
#ROBOMERGE-SOURCE: CL 3369599 in //UE4/Main/Engine/Plugins/...
Change 3369091 on 2017/03/28 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Fix joining dedicated server sessions never finishing correctly
#ROBOMERGE-SOURCE: CL 3369068
Change 3368884 on 2017/03/28 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - OnlineSubsystemGoogle for Android first pass
#jira none
#ROBOMERGE-SOURCE: CL 3368792
Change 3368883 on 2017/03/28 by robomerge
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - fixed typo in Facebook logout function
- added FacebookLogin.java to proguard just in case
#jira none
#ROBOMERGE-SOURCE: CL 3368779
Change 3367175 on 2017/03/28 by robomerge
#ROBOMERGE-AUTHOR: ian.fox
#OnlineSubsystemLive - Remove completed todo comment
- This feature is implemented above
#ROBOMERGE-SOURCE: CL 3367174
[CL 3453171 by Sam Zamani in Main branch]
2017-05-22 21:33:57 -04:00
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throw new ArgumentException(String.Format("Path fragment '{0}' contains invalid directory separators.", Fragment));
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2015-09-03 08:47:24 -04:00
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}
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2015-09-24 12:37:21 -04:00
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else if (Length == 2 && Fragment[StartIdx] == '.' && Fragment[StartIdx + 1] == '.')
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2015-09-03 08:47:24 -04:00
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{
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// Remove the last directory name
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2015-09-24 12:37:21 -04:00
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for (int SeparatorIdx = NewFullName.Length - 1; SeparatorIdx >= 0; SeparatorIdx--)
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2015-09-03 08:47:24 -04:00
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{
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2015-09-24 12:37:21 -04:00
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if (NewFullName[SeparatorIdx] == Path.DirectorySeparatorChar)
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2015-09-03 08:47:24 -04:00
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{
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NewFullName.Remove(SeparatorIdx, NewFullName.Length - SeparatorIdx);
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break;
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}
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}
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}
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2015-09-24 12:37:21 -04:00
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else if (Length != 1 || Fragment[StartIdx] != '.')
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{
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// Append this fragment
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NewFullName.Append(Path.DirectorySeparatorChar);
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NewFullName.Append(Fragment, StartIdx, Length);
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}
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// Move to the next part
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StartIdx = EndIdx + 1;
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}
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}
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}
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// Append the directory separator
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if (NewFullName.Length == 0 || (NewFullName.Length == 2 && NewFullName[1] == ':'))
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{
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NewFullName.Append(Path.DirectorySeparatorChar);
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}
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// Set the new path variables
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}
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/// <summary>
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/// Checks whether this name has the given extension.
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/// <param name="Extension">The extension to check</param>
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/// <returns>True if this name has the given extension, false otherwise</returns>
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public bool HasExtension(string Extension)
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{
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if (Extension.Length > 0 && Extension[0] != '.')
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{
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else
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{
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
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return CanonicalName.EndsWith(Extension, StringComparison.InvariantCultureIgnoreCase);
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2015-09-03 08:47:24 -04:00
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}
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}
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2015-09-01 08:51:32 -04:00
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/// <summary>
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/// Determines if the given object is at or under the given directory
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/// </summary>
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
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/// <param name="Other">Directory to check against</param>
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/// <returns>True if this path is under the given directory</returns>
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2015-09-03 08:47:24 -04:00
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public bool IsUnderDirectory(DirectoryReference Other)
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2015-09-01 08:51:32 -04:00
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{
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
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/// <summary>
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/// Searches the path fragments for the given name. Only complete fragments are considered a match.
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/// </summary>
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/// <param name="Name">Name to check for</param>
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/// <param name="Offset">Offset within the string to start the search</param>
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/// <returns>True if the given name is found within the path</returns>
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public bool ContainsName(FileSystemName Name, int Offset)
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{
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return ContainsName(Name, Offset, FullName.Length - Offset);
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}
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/// <summary>
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/// Searches the path fragments for the given name. Only complete fragments are considered a match.
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/// </summary>
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/// <param name="Name">Name to check for</param>
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/// <param name="Offset">Offset within the string to start the search</param>
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/// <param name="Length">Length of the substring to search</param>
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/// <returns>True if the given name is found within the path</returns>
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public bool ContainsName(FileSystemName Name, int Offset, int Length)
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{
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// Check the substring to search is at least long enough to contain a match
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if(Length < Name.CanonicalName.Length)
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{
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return false;
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}
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// Find each occurence of the name within the remaining string, then test whether it's surrounded by directory separators
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int MatchIdx = Offset;
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for(;;)
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{
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// Find the next occurrence
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MatchIdx = CanonicalName.IndexOf(Name.CanonicalName, MatchIdx, Offset + Length - MatchIdx);
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if(MatchIdx == -1)
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{
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return false;
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}
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// Check if the substring is a directory
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int MatchEndIdx = MatchIdx + Name.CanonicalName.Length;
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if(CanonicalName[MatchIdx - 1] == Path.DirectorySeparatorChar && (MatchEndIdx == CanonicalName.Length || CanonicalName[MatchEndIdx] == Path.DirectorySeparatorChar))
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{
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return true;
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}
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// Move past the string that didn't match
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MatchIdx += Name.CanonicalName.Length;
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}
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}
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/// <summary>
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/// Determines if the given object is under the given directory, within a subfolder of the given name. Useful for masking out directories by name.
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/// </summary>
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/// <param name="Name">Name of a subfolder to also check for</param>
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/// <param name="BaseDir">Base directory to check against</param>
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/// <returns>True if the path is under the given directory</returns>
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public bool ContainsName(FileSystemName Name, DirectoryReference BaseDir)
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{
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// Check that this is under the base directory
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if(!IsUnderDirectory(BaseDir))
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{
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return false;
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}
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else
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{
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return ContainsName(Name, BaseDir.FullName.Length);
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}
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}
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/// <summary>
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/// Determines if the given object is under the given directory, within a subfolder of the given name. Useful for masking out directories by name.
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/// </summary>
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/// <param name="Names">Names of subfolders to also check for</param>
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/// <param name="BaseDir">Base directory to check against</param>
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/// <returns>True if the path is under the given directory</returns>
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public bool ContainsAnyNames(FileSystemName[] Names, DirectoryReference BaseDir)
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{
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// Check that this is under the base directory
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if(!IsUnderDirectory(BaseDir))
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{
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return false;
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}
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else
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{
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return Names.Any(x => ContainsName(x, BaseDir.FullName.Length));
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}
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}
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2015-09-01 08:51:32 -04:00
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/// <summary>
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/// Creates a relative path from the given base directory
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/// </summary>
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/// <param name="Directory">The directory to create a relative path from</param>
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/// <returns>A relative path from the given directory</returns>
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2015-09-03 08:47:24 -04:00
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public string MakeRelativeTo(DirectoryReference Directory)
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2015-09-01 08:51:32 -04:00
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{
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// Find how much of the path is common between the two paths. This length does not include a trailing directory separator character.
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int CommonDirectoryLength = -1;
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2015-09-24 12:37:21 -04:00
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for (int Idx = 0; ; Idx++)
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2015-09-01 08:51:32 -04:00
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{
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2015-09-24 12:37:21 -04:00
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if (Idx == CanonicalName.Length)
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2015-09-01 08:51:32 -04:00
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{
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// The two paths are identical. Just return the "." character.
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2015-09-24 12:37:21 -04:00
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if (Idx == Directory.CanonicalName.Length)
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2015-09-01 08:51:32 -04:00
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{
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return ".";
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}
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// Check if we're finishing on a complete directory name
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2015-09-24 12:37:21 -04:00
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if (Directory.CanonicalName[Idx] == Path.DirectorySeparatorChar)
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2015-09-01 08:51:32 -04:00
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{
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CommonDirectoryLength = Idx;
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}
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break;
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}
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2015-09-24 12:37:21 -04:00
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else if (Idx == Directory.CanonicalName.Length)
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2015-09-01 08:51:32 -04:00
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{
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// Check whether the end of the directory name coincides with a boundary for the current name.
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2015-09-24 12:37:21 -04:00
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if (CanonicalName[Idx] == Path.DirectorySeparatorChar)
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2015-09-01 08:51:32 -04:00
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{
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CommonDirectoryLength = Idx;
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}
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break;
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}
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else
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{
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// Check the two paths match, and bail if they don't. Increase the common directory length if we've reached a separator.
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if (CanonicalName[Idx] != Directory.CanonicalName[Idx])
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{
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break;
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}
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if (CanonicalName[Idx] == Path.DirectorySeparatorChar)
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{
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CommonDirectoryLength = Idx;
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}
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}
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}
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// If there's no relative path, just return the absolute path
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2015-09-24 12:37:21 -04:00
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if (CommonDirectoryLength == -1)
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2015-09-01 08:51:32 -04:00
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{
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return FullName;
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}
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// Append all the '..' separators to get back to the common directory, then the rest of the string to reach the target item
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StringBuilder Result = new StringBuilder();
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2015-09-24 12:37:21 -04:00
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for (int Idx = CommonDirectoryLength + 1; Idx < Directory.CanonicalName.Length; Idx++)
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2015-09-01 08:51:32 -04:00
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{
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// Move up a directory
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Result.Append("..");
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Result.Append(Path.DirectorySeparatorChar);
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// Scan to the next directory separator
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2015-09-24 12:37:21 -04:00
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while (Idx < Directory.CanonicalName.Length && Directory.CanonicalName[Idx] != Path.DirectorySeparatorChar)
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2015-09-01 08:51:32 -04:00
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{
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Idx++;
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}
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}
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2015-09-24 12:37:21 -04:00
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if (CommonDirectoryLength + 1 < FullName.Length)
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2015-09-01 08:51:32 -04:00
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{
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Result.Append(FullName, CommonDirectoryLength + 1, FullName.Length - CommonDirectoryLength - 1);
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}
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return Result.ToString();
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}
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/// <summary>
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/// Returns a string representation of this filesystem object
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/// </summary>
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/// <returns>Full path to the object</returns>
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public override string ToString()
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{
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return FullName;
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}
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}
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}
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