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UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/Distcc.cs

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Diagnostics;
using System.Xml;
using System.Text.RegularExpressions;
using System.Linq;
using System.Reflection;
namespace UnrealBuildTool
{
public class Distcc
{
public static bool ExecuteActions(List<Action> Actions)
{
bool bDistccResult = true;
if (Actions.Count > 0)
{
// Time to sleep after each iteration of the loop in order to not busy wait.
const float LoopSleepTime = 0.1f;
int MaxActionsToExecuteInParallel = 0;
string UserDir = Environment.GetEnvironmentVariable("HOME");
string HostsInfo = UserDir + "/.dmucs/hosts-info";
System.IO.StreamReader File = new System.IO.StreamReader(HostsInfo);
string Line = null;
while((Line = File.ReadLine()) != null)
{
var HostInfo = Line.Split(' ');
if (HostInfo.Count () == 3)
{
int NumCPUs = 0;
if (System.Int32.TryParse (HostInfo [1], out NumCPUs))
{
MaxActionsToExecuteInParallel += NumCPUs;
}
}
}
File.Close();
if (BuildConfiguration.bAllowDistccLocalFallback == false)
{
Environment.SetEnvironmentVariable("DISTCC_FALLBACK", "0");
}
string DistccExecutable = BuildConfiguration.DistccExecutablesPath + "/distcc";
string GetHostExecutable = BuildConfiguration.DistccExecutablesPath + "/gethost";
Log.TraceInformation("Performing {0} actions ({1} in parallel)", Actions.Count, MaxActionsToExecuteInParallel, DistccExecutable, GetHostExecutable);
Dictionary<Action, ActionThread> ActionThreadDictionary = new Dictionary<Action, ActionThread>();
int JobNumber = 1;
using(ProgressWriter ProgressWriter = new ProgressWriter("Compiling source code...", false))
{
int ProgressValue = 0;
while(true)
{
// Count the number of pending and still executing actions.
int NumUnexecutedActions = 0;
int NumExecutingActions = 0;
foreach (Action Action in Actions)
{
ActionThread ActionThread = null;
bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionThread);
if (bFoundActionProcess == false)
{
NumUnexecutedActions++;
}
else if (ActionThread != null)
{
if (ActionThread.bComplete == false)
{
NumUnexecutedActions++;
NumExecutingActions++;
}
}
}
// Update the current progress
int NewProgressValue = Actions.Count + 1 - NumUnexecutedActions;
if (ProgressValue != NewProgressValue)
{
ProgressWriter.Write(ProgressValue, Actions.Count + 1);
ProgressValue = NewProgressValue;
}
// If there aren't any pending actions left, we're done executing.
if (NumUnexecutedActions == 0)
{
break;
}
// If there are fewer actions executing than the maximum, look for pending actions that don't have any outdated
// prerequisites.
foreach (Action Action in Actions)
{
ActionThread ActionProcess = null;
bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionProcess);
if (bFoundActionProcess == false)
{
if (NumExecutingActions < Math.Max(1,MaxActionsToExecuteInParallel))
{
// Determine whether there are any prerequisites of the action that are outdated.
bool bHasOutdatedPrerequisites = false;
bool bHasFailedPrerequisites = false;
foreach (FileItem PrerequisiteItem in Action.PrerequisiteItems)
{
if (PrerequisiteItem.ProducingAction != null && Actions.Contains(PrerequisiteItem.ProducingAction))
{
ActionThread PrerequisiteProcess = null;
bool bFoundPrerequisiteProcess = ActionThreadDictionary.TryGetValue( PrerequisiteItem.ProducingAction, out PrerequisiteProcess );
if (bFoundPrerequisiteProcess == true)
{
if (PrerequisiteProcess == null)
{
bHasFailedPrerequisites = true;
}
else if (PrerequisiteProcess.bComplete == false)
{
bHasOutdatedPrerequisites = true;
}
else if (PrerequisiteProcess.ExitCode != 0)
{
bHasFailedPrerequisites = true;
}
}
else
{
bHasOutdatedPrerequisites = true;
}
}
}
// If there are any failed prerequisites of this action, don't execute it.
if (bHasFailedPrerequisites)
{
// Add a null entry in the dictionary for this action.
ActionThreadDictionary.Add( Action, null );
}
// If there aren't any outdated prerequisites of this action, execute it.
else if (!bHasOutdatedPrerequisites)
{
if ((Action.ActionType == ActionType.Compile || Action.ActionType == ActionType.Link) && DistccExecutable != null && GetHostExecutable != null)
{
string NewCommandArguments = "--wait -1 \"" + DistccExecutable + "\" " + Action.CommandPath + " " + Action.CommandArguments;
Action.CommandPath = GetHostExecutable;
Action.CommandArguments = NewCommandArguments;
}
ActionThread ActionThread = new ActionThread(Action, JobNumber, Actions.Count);
JobNumber++;
ActionThread.Run();
ActionThreadDictionary.Add(Action, ActionThread);
NumExecutingActions++;
}
}
}
}
System.Threading.Thread.Sleep(TimeSpan.FromSeconds(LoopSleepTime));
}
}
Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats, TraceEventType.Information, "-------- Begin Detailed Action Stats ----------------------------------------------------------");
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats, TraceEventType.Information, "^Action Type^Duration (seconds)^Tool^Task^Using PCH");
double TotalThreadSeconds = 0;
// Check whether any of the tasks failed and log action stats if wanted.
foreach (KeyValuePair<Action, ActionThread> ActionProcess in ActionThreadDictionary)
{
Action Action = ActionProcess.Key;
ActionThread ActionThread = ActionProcess.Value;
// Check for pending actions, preemptive failure
if (ActionThread == null)
{
bDistccResult = false;
continue;
}
// Check for executed action but general failure
if (ActionThread.ExitCode != 0)
{
bDistccResult = false;
}
// Log CPU time, tool and task.
double ThreadSeconds = Action.Duration.TotalSeconds;
Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats,
TraceEventType.Information,
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
"^{0}^{1:0.00}^{2}^{3}^{4}",
Action.ActionType.ToString(),
ThreadSeconds,
Path.GetFileName(Action.CommandPath),
Action.StatusDescription,
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
Action.bIsUsingPCH);
// Update statistics
switch (Action.ActionType)
{
case ActionType.BuildProject:
UnrealBuildTool.TotalBuildProjectTime += ThreadSeconds;
break;
case ActionType.Compile:
UnrealBuildTool.TotalCompileTime += ThreadSeconds;
break;
case ActionType.CreateAppBundle:
UnrealBuildTool.TotalCreateAppBundleTime += ThreadSeconds;
break;
case ActionType.GenerateDebugInfo:
UnrealBuildTool.TotalGenerateDebugInfoTime += ThreadSeconds;
break;
case ActionType.Link:
UnrealBuildTool.TotalLinkTime += ThreadSeconds;
break;
default:
UnrealBuildTool.TotalOtherActionsTime += ThreadSeconds;
break;
}
// Keep track of total thread seconds spent on tasks.
TotalThreadSeconds += ThreadSeconds;
}
Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats || BuildConfiguration.bPrintDebugInfo,
TraceEventType.Information,
"-------- End Detailed Actions Stats -----------------------------------------------------------");
// Log total CPU seconds and numbers of processors involved in tasks.
Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats || BuildConfiguration.bPrintDebugInfo,
TraceEventType.Information, "Cumulative thread seconds ({0} processors): {1:0.00}", System.Environment.ProcessorCount, TotalThreadSeconds);
}
return bDistccResult;
}
}
}