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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/AutomationUtils/CommandUtils.cs

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Net;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Json;
using System.Text;
using System.Threading;
using Tools.DotNETCommon.XmlHandler;
using UnrealBuildTool;
using System.Runtime.CompilerServices;
using System.Linq;
using System.Reflection;
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
using System.Threading.Tasks;
using Tools.DotNETCommon;
using Tools.DotNETCommon.CaselessDictionary;
using Tools.DotNETCommon.HarvestEnvVars;
namespace AutomationTool
{
#region ParamList
/// <summary>
/// Wrapper around List with support for multi parameter constructor, i.e:
/// var Maps = new ParamList<string>("Map1", "Map2");
/// </summary>
/// <typeparam name="T"></typeparam>
public class ParamList<T> : List<T>
{
public ParamList(params T[] Args)
{
AddRange(Args);
}
public ParamList(ICollection<T> Collection)
: base(Collection != null ? Collection : new T[] {})
{
}
public override string ToString()
{
var Text = "";
for (int Index = 0; Index < Count; ++Index)
{
if (Index > 0)
{
Text += ", ";
}
Text += this[Index].ToString();
}
return Text;
}
}
#endregion
#region PathSeparator
public enum PathSeparator
{
Default = 0,
Slash,
Backslash,
Depot,
Local
}
#endregion
/// <summary>
/// Base utility function for script commands.
/// </summary>
public partial class CommandUtils
{
#region Environment Setup
static private CommandEnvironment CmdEnvironment;
/// <summary>
/// BuildEnvironment to use for this buildcommand. This is initialized by InitBuildEnvironment. As soon
/// as the script execution in ExecuteBuild begins, the BuildEnv is set up and ready to use.
/// </summary>
static public CommandEnvironment CmdEnv
{
get
{
if (CmdEnvironment == null)
{
throw new AutomationException("Attempt to use CommandEnvironment before it was initialized.");
}
return CmdEnvironment;
}
}
/// <summary>
/// Initializes build environment. If the build command needs a specific env-var mapping or
/// has an extended BuildEnvironment, it must implement this method accordingly.
/// </summary>
/// <returns>Initialized and ready to use BuildEnvironment</returns>
static internal void InitCommandEnvironment()
{
CmdEnvironment = Automation.IsBuildMachine ? new CommandEnvironment() : new LocalCommandEnvironment(); ;
}
#endregion
#region Logging
/// <summary>
/// Writes formatted text to log (with LogEventType.Console).
/// </summary>
/// <param name="Format">Format string</param>
/// <param name="Args">Parameters</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void Log(string Format, params object[] Args)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Console, Format, Args);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Console).
/// </summary>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void Log(string Message)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Console, Message);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Error).
/// </summary>
/// <param name="Format">Format string</param>
/// <param name="Args">Parameters</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogError(string Format, params object[] Args)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Error, Format, Args);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Error).
/// </summary>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogError(string Message)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Error, Message);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Warning).
/// </summary>
/// <param name="Format">Format string</param>
/// <param name="Args">Parameters</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogWarning(string Format, params object[] Args)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Warning, Format, Args);
}
/// <summary>
/// Writes a message to log (with LogEventType.Warning).
/// </summary>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogWarning(string Message)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Warning, Message);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Verbose).
/// </summary>
/// <param name="Foramt">Format string</param>
/// <param name="Args">Arguments</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogVerbose(string Format, params object[] Args)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Verbose, Format, Args);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Verbose).
/// </summary>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogVerbose(string Message)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Verbose, Message);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.VeryVerbose).
/// </summary>
/// <param name="Foramt">Format string</param>
/// <param name="Args">Arguments</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogVeryVerbose(string Format, params object[] Args)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.VeryVerbose, Format, Args);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.VeryVerbose).
/// </summary>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogVeryVerbose(string Message)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.VeryVerbose, Message);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Log).
/// </summary>
/// <param name="Foramt">Format string</param>
/// <param name="Args">Arguments</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogLog(string Format, params object[] Args)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Log, Format, Args);
}
/// <summary>
/// Writes formatted text to log (with LogEventType.Log).
/// </summary>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogLog(string Message)
{
UnrealBuildTool.Log.WriteLine(1, null, UnrealBuildTool.LogEventType.Log, Message);
}
/// <summary>
/// Writes formatted text to log.
/// </summary>
/// <param name="Verbosity">Verbosity</param>
/// <param name="Format">Format string</param>
/// <param name="Args">Arguments</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogWithVerbosity(UnrealBuildTool.LogEventType Verbosity, string Format, params object[] Args)
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
UnrealBuildTool.Log.WriteLine(1, null, Verbosity, Format, Args);
}
/// <summary>
/// Writes formatted text to log.
/// </summary>
/// <param name="Verbosity">Verbosity</param>
/// <param name="Message">Text</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogWithVerbosity(UnrealBuildTool.LogEventType Verbosity, string Message)
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
UnrealBuildTool.Log.WriteLine(1, null, Verbosity, Message);
}
/// <summary>
/// Dumps exception to log.
/// </summary>
/// <param name="Verbosity">Verbosity</param>
/// <param name="Ex">Exception</param>
[MethodImplAttribute(MethodImplOptions.NoInlining)]
public static void LogWithVerbosity(UnrealBuildTool.LogEventType Verbosity, Exception Ex)
{
UBT Utils.cs (New logging system) * Allows us to use built-in Trace providers (console, file, etc) directly and still use our custom formatting. * Fat comments explaining why Trace.WriteXXX functions should not be used directly in our system. * Fixes thread safety by using Trace.WriteXXX under the hood after formatting, which uses a global lock (except on Mono, where a bug appears to be preventing this. Simulating the call on that platform). * No need for TraceEvent overloads, which saves us the extra parameter cruft. * Removed non-varargs overloads of Log functions (technically a bit slower, but these are already small messages). * No longer needed VerbosityFilter and ConsoleListener classes. * Avoid calling GetSource() if we aren't outputting the source. * Avoid formatting the string if it won't pass the verbosity level. * Consolidated all of UAT and UBT options into this class, so they could fully share the implementation. UBT BuildConfiguration.cs * Added LogFilename (and --log=<file> arg) that enables logging to a file. * Added static ctor guard that asserts if someone tries to read a config before we have loaded config files and parsed config-override commandlines. It's a poor man's hack, but better than nothing! UBT UEBuildConfiguration.cs * Same static ctor guard as above. UBT UnrealBuildTools.cs (initialization refactoring) * In general I tried to de-mystify some of the rationale behind our startup code via fat comments. * Broke main into 3 stages: 1. "early code" that should not try to read a config value. * Very little code here. Mostly setting the current directory. * Does an early init of logging to ensure logging is around, but config values won't be ready. 2. "Init Configuration code" that loads config files and parses command lines that may override them. * I isolated two locations in startup that parsed long sets of switches and moved ones that trivially affected BuildConfiguration and UEBuildConfiguration in here. Those two locations seemed to have mostly copies of the same switches, indicating serious param parsing issues at some point in time. * This allows switches to override config files more easily than the patchwork of re-parsing that was currently used (particularly for -verbose). * I did a cursory examination of later code that indicated this double (actually, triple) parsing was no longer necessary with the refactors above. Any insight into why things may have ended up this way would be helpful. 3. "Post Init code" that is actually the meat of UBT. * I left this code largely untouched. * Removed 2 of 3 different command line logging statements. * Removed two redundant parses of config overrides (ParseBuildConfigurationFlags). * Guarded all of main in a try/catch block to ensure no exceptions can leak from UBT without returning a valid error code. It ALMOST already did this, but only covered the part surrounded by the Mutex. * There was a perplexing bit that redundantly called XmlConfigLoader.Reset<> (line 683) that I struggled to understand. It turns out UEBuildConfiguration was sensitive to the current directory being set before files were loaded, and the old code called XmlConfigLoader.Init() super early, which required it to be called again after the current directory was set (see UEBuldConfiguration.UEThirdPartySourceDirectory for the cause). After my changes, I verified as best I could that these calls are no longer needed and removed them. XmlConfigLoader.cs * Add support for Properties in XmlConfigLoader. AutomationTool Program.cs * Guard logging shutdown code in try/finally so it can't be missed. AutomationTool Log.cs * Uses new logging system from UBT * Removed unnecessary classes (VerbosityFilter, AutomationConsoleTraceListener, and AutomationFileTraceListener) * Console trace logic is handled by UBT code now, moved UTF8Output handling to InitLogging. * A custom TraceListener for file logging was unnecessary. * Logic to handle creating the log file and retry loops was move into InitLogging, and the result passed to a regular TextFileTraceListener. * Logic to handle copying the log on shutdown was moved to a ShutdownLogging function. #codereview:robert.manuszewski,michael.trepka,kellan.carr [CL 2526245 by Wes Hunt in Main branch]
2015-04-26 18:19:28 -04:00
UnrealBuildTool.Log.WriteLine(1, null, Verbosity, LogUtils.FormatException(Ex));
}
#endregion
#region Progress Logging
public static void LogPushProgress(bool bShowProgress, int Numerator, int Denominator)
{
if(bShowProgress)
{
Log("[@progress push {0}/{1} skipline]", Numerator, Denominator);
}
}
public static void LogPopProgress(bool bShowProgress)
{
if(bShowProgress)
{
Log("[@progress pop skipline]");
}
}
public static void LogIncrementProgress(bool bShowProgress, int Numerator, int Denominator)
{
if(bShowProgress)
{
Log("[@progress increment {0}/{1} skipline]", Numerator, Denominator);
}
}
public static void LogSetProgress(bool bShowProgress, string Format, params string[] Args)
{
if(bShowProgress)
{
Log("[@progress '{0}' skipline]", String.Format(Format, Args));
}
}
public static void LogSetProgress(bool bShowProgress, int Numerator, int Denominator, string Format, params string[] Args)
{
if(bShowProgress)
{
Log("[@progress {0}/{1} '{2}' skipline]", Numerator, Denominator, String.Format(Format, Args));
}
}
#endregion
#region IO
/// <summary>
/// Finds files in specified paths.
/// </summary>
/// <param name="SearchPattern">Pattern</param>
/// <param name="Recursive">Recursive search</param>
/// <param name="Paths">Paths to search</param>
/// <returns>An array of files found in the specified paths</returns>
public static string[] FindFiles(string SearchPattern, bool Recursive, params string[] Paths)
{
List<string> FoundFiles = new List<string>();
foreach (var PathToSearch in Paths)
{
var NormalizedPath = ConvertSeparators(PathSeparator.Default, PathToSearch);
if (DirectoryExists(NormalizedPath))
{
var FoundInPath = InternalUtils.SafeFindFiles(NormalizedPath, SearchPattern, Recursive);
if (FoundInPath == null)
{
throw new AutomationException(String.Format("Failed to find files in '{0}'", NormalizedPath));
}
FoundFiles.AddRange(FoundInPath);
}
}
return FoundFiles.ToArray();
}
/// <summary>
/// Finds files in specified paths.
/// </summary>
/// <param name="SearchPattern">Pattern</param>
/// <param name="Recursive">Recursive search</param>
/// <param name="Paths">Paths to search</param>
/// <returns>An array of files found in the specified paths</returns>
public static string[] FindFiles_NoExceptions(string SearchPattern, bool Recursive, params string[] Paths)
{
List<string> FoundFiles = new List<string>();
foreach (var PathToSearch in Paths)
{
var NormalizedPath = ConvertSeparators(PathSeparator.Default, PathToSearch);
if (DirectoryExists(NormalizedPath))
{
var FoundInPath = InternalUtils.SafeFindFiles(NormalizedPath, SearchPattern, Recursive);
if (FoundInPath != null)
{
FoundFiles.AddRange(FoundInPath);
}
}
}
return FoundFiles.ToArray();
}
/// <summary>
/// Finds files in specified paths.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="SearchPattern">Pattern</param>
/// <param name="Recursive">Recursive search</param>
/// <param name="Paths">Paths to search</param>
/// <returns>An array of files found in the specified paths</returns>
public static string[] FindFiles_NoExceptions(bool bQuiet, string SearchPattern, bool Recursive, params string[] Paths)
{
List<string> FoundFiles = new List<string>();
foreach (var PathToSearch in Paths)
{
var NormalizedPath = ConvertSeparators(PathSeparator.Default, PathToSearch);
if (DirectoryExists(NormalizedPath))
{
var FoundInPath = InternalUtils.SafeFindFiles(NormalizedPath, SearchPattern, Recursive, bQuiet);
if (FoundInPath != null)
{
FoundFiles.AddRange(FoundInPath);
}
}
}
return FoundFiles.ToArray();
}
/// <summary>
/// Finds files in specified paths.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="SearchPattern">Pattern</param>
/// <param name="Recursive">Recursive search</param>
/// <param name="Paths">Paths to search</param>
/// <returns>An array of files found in the specified paths</returns>
public static string[] FindDirectories(bool bQuiet, string SearchPattern, bool Recursive, params string[] Paths)
{
List<string> FoundDirs = new List<string>();
foreach (var PathToSearch in Paths)
{
var NormalizedPath = ConvertSeparators(PathSeparator.Default, PathToSearch);
if (DirectoryExists(NormalizedPath))
{
var FoundInPath = InternalUtils.SafeFindDirectories(NormalizedPath, SearchPattern, Recursive, bQuiet);
if (FoundInPath == null)
{
throw new AutomationException(String.Format("Failed to find directories in '{0}'", NormalizedPath));
}
FoundDirs.AddRange(FoundInPath);
}
}
return FoundDirs.ToArray();
}
/// <summary>
/// Finds Directories in specified paths.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="SearchPattern">Pattern</param>
/// <param name="Recursive">Recursive search</param>
/// <param name="Paths">Paths to search</param>
/// <returns>An array of files found in the specified paths</returns>
public static string[] FindDirectories_NoExceptions(bool bQuiet, string SearchPattern, bool Recursive, params string[] Paths)
{
List<string> FoundDirs = new List<string>();
foreach (var PathToSearch in Paths)
{
var NormalizedPath = ConvertSeparators(PathSeparator.Default, PathToSearch);
if (DirectoryExists(NormalizedPath))
{
var FoundInPath = InternalUtils.SafeFindDirectories(NormalizedPath, SearchPattern, Recursive, bQuiet);
if (FoundInPath != null)
{
FoundDirs.AddRange(FoundInPath);
}
}
}
return FoundDirs.ToArray();
}
/// <summary>
/// Deletes a file(s).
/// If the file does not exist, silently succeeds.
/// If the deletion of the file fails, this function throws an Exception.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Filenames">Filename</param>
public static void DeleteFile(params string[] Filenames)
{
foreach (var Filename in Filenames)
{
var NormalizedFilename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeDeleteFile(NormalizedFilename))
{
throw new AutomationException(String.Format("Failed to delete file '{0}'", NormalizedFilename));
}
}
}
/// <summary>
/// Deletes a file(s).
/// If the file does not exist, silently succeeds.
/// If the deletion of the file fails, this function throws an Exception.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="Filenames">Filename</param>
public static void DeleteFile(bool bQuiet, params string[] Filenames)
{
foreach (var Filename in Filenames)
{
var NormalizedFilename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeDeleteFile(NormalizedFilename, bQuiet))
{
throw new AutomationException(String.Format("Failed to delete file '{0}'", NormalizedFilename));
}
}
}
/// <summary>
/// Deletes a file(s).
/// If the deletion of the file fails, prints a warning.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Filenames">Filename</param>
public static bool DeleteFile_NoExceptions(params string[] Filenames)
{
bool Result = true;
foreach (var Filename in Filenames)
{
var NormalizedFilename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeDeleteFile(NormalizedFilename))
{
LogWarning("Failed to delete file '{0}'", NormalizedFilename);
Result = false;
}
}
return Result;
}
/// <summary>
/// Deletes a file(s).
/// If the deletion of the file fails, prints a warning.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="bQuiet">if true, then don't retry and don't print much.</param>
public static bool DeleteFile_NoExceptions(string Filename, bool bQuiet = false)
{
bool Result = true;
var NormalizedFilename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeDeleteFile(NormalizedFilename, bQuiet))
{
LogWithVerbosity(bQuiet ? LogEventType.Log : LogEventType.Warning, "Failed to delete file '{0}'", NormalizedFilename);
Result = false;
}
return Result;
}
/// <summary>
/// Deletes a directory(or directories) including its contents (recursively, will delete read-only files).
/// If the deletion of the directory fails, this function throws an Exception.
/// </summary>
/// <param name="bQuiet">Suppresses log output if true</param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
public static void DeleteDirectory(bool bQuiet, params string[] Directories)
{
foreach (var Directory in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, Directory);
if (!InternalUtils.SafeDeleteDirectory(NormalizedDirectory, bQuiet))
{
throw new AutomationException(String.Format("Failed to delete directory '{0}'", NormalizedDirectory));
}
}
}
/// <summary>
/// Deletes a directory(or directories) including its contents (recursively, will delete read-only files).
/// If the deletion of the directory fails, this function throws an Exception.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
public static void DeleteDirectory(params string[] Directories)
{
DeleteDirectory(false, Directories);
}
/// <summary>
/// Deletes a directory(or directories) including its contents (recursively, will delete read-only files).
/// If the deletion of the directory fails, prints a warning.
/// </summary>
/// <param name="bQuiet">Suppresses log output if true</param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
public static bool DeleteDirectory_NoExceptions(bool bQuiet, params string[] Directories)
{
bool Result = true;
foreach (var Directory in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, Directory);
try
{
if (!InternalUtils.SafeDeleteDirectory(NormalizedDirectory, bQuiet))
{
LogWarning("Failed to delete directory '{0}'", NormalizedDirectory);
Result = false;
}
}
catch (Exception Ex)
{
if (!bQuiet)
{
LogWarning("Failed to delete directory, exception '{0}'", NormalizedDirectory);
LogWarning(Ex.Message);
}
Result = false;
}
}
return Result;
}
/// <summary>
/// Deletes a directory(or directories) including its contents (recursively, will delete read-only files).
/// If the deletion of the directory fails, prints a warning.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
public static bool DeleteDirectory_NoExceptions(params string[] Directories)
{
return DeleteDirectory_NoExceptions(false, Directories);
}
/// <summary>
/// Attempts to delete a directory, if that fails deletes all files and folder from the specified directory.
/// This works around the issue when the user has a file open in a notepad from that directory. Somehow deleting the file works but
/// deleting the directory with the file that's open, doesn't.
/// </summary>
/// <param name="DirectoryName"></param>
public static void DeleteDirectoryContents(string DirectoryName)
{
LogVerbose("DeleteDirectoryContents({0})", DirectoryName);
const bool bQuiet = true;
var Files = CommandUtils.FindFiles_NoExceptions(bQuiet, "*", false, DirectoryName);
foreach (var Filename in Files)
{
CommandUtils.DeleteFile_NoExceptions(Filename);
}
var Directories = CommandUtils.FindDirectories_NoExceptions(bQuiet, "*", false, DirectoryName);
foreach (var SubDirectoryName in Directories)
{
CommandUtils.DeleteDirectory_NoExceptions(bQuiet, SubDirectoryName);
}
}
/// <summary>
/// Checks if a directory(or directories) exists.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
/// <returns>True if the directory exists, false otherwise.</returns>
public static bool DirectoryExists(params string[] Directories)
{
bool bExists = Directories.Length > 0;
foreach (var DirectoryName in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, DirectoryName);
bExists = System.IO.Directory.Exists(NormalizedDirectory) && bExists;
}
return bExists;
}
/// <summary>
/// Checks if a directory(or directories) exists.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
/// <returns>True if the directory exists, false otherwise.</returns>
public static bool DirectoryExists_NoExceptions(params string[] Directories)
{
bool bExists = Directories.Length > 0;
foreach (var DirectoryName in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, DirectoryName);
try
{
bExists = System.IO.Directory.Exists(NormalizedDirectory) && bExists;
}
catch (Exception Ex)
{
LogWarning("Unable to check if directory exists: {0}", NormalizedDirectory);
LogWarning(Ex.Message);
bExists = false;
break;
}
}
return bExists;
}
/// <summary>
/// Creates a directory(or directories).
/// If the creation of the directory fails, this function throws an Exception.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
public static void CreateDirectory(params string[] Directories)
{
foreach (var DirectoryName in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, DirectoryName);
if (!InternalUtils.SafeCreateDirectory(NormalizedDirectory))
{
throw new AutomationException(String.Format("Failed to create directory '{0}'", NormalizedDirectory));
}
}
}
/// <summary>
/// Creates a directory(or directories).
/// If the creation of the directory fails, this function throws an Exception.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="Directories">Directories</param>
public static void CreateDirectory(bool bQuiet, params string[] Directories)
{
foreach (var DirectoryName in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, DirectoryName);
if (!InternalUtils.SafeCreateDirectory(NormalizedDirectory, bQuiet))
{
throw new AutomationException(String.Format("Failed to create directory '{0}'", NormalizedDirectory));
}
}
}
/// <summary>
/// Creates a directory (or directories).
/// If the creation of the directory fails, this function prints a warning.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Directories">Directories</param>
public static bool CreateDirectory_NoExceptions(params string[] Directories)
{
bool Result = true;
foreach (var DirectoryName in Directories)
{
var NormalizedDirectory = ConvertSeparators(PathSeparator.Default, DirectoryName);
if (!InternalUtils.SafeCreateDirectory(NormalizedDirectory))
{
LogWarning("Failed to create directory '{0}'", NormalizedDirectory);
Result = false;
}
}
return Result;
}
/// <summary>
/// Renames/moves a file.
/// If the rename of the file fails, this function throws an Exception.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="OldName">Old name</param>
/// <param name="NewName">new name</param>
public static void RenameFile(string OldName, string NewName, bool bQuiet = false)
{
var OldNormalized = ConvertSeparators(PathSeparator.Default, OldName);
var NewNormalized = ConvertSeparators(PathSeparator.Default, NewName);
if (!InternalUtils.SafeRenameFile(OldNormalized, NewNormalized, bQuiet))
{
throw new AutomationException(String.Format("Failed to rename/move file '{0}' to '{1}'", OldNormalized, NewNormalized));
}
}
/// <summary>
/// Renames/moves a file.
/// If the rename of the file fails, this function prints a warning.
/// </summary>
/// <param name="OldName">Old name</param>
/// <param name="NewName">new name</param>
public static bool RenameFile_NoExceptions(string OldName, string NewName)
{
var OldNormalized = ConvertSeparators(PathSeparator.Default, OldName);
var NewNormalized = ConvertSeparators(PathSeparator.Default, NewName);
var Result = InternalUtils.SafeRenameFile(OldNormalized, NewNormalized);
if (!Result)
{
LogWarning("Failed to rename/move file '{0}' to '{1}'", OldName, NewName);
}
return Result;
}
/// <summary>
/// Checks if a file(s) exists.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Filenames">Filename.</param>
/// <returns>True if the file exists, false otherwise.</returns>
public static bool FileExists(params string[] Filenames)
{
bool bExists = Filenames.Length > 0;
foreach (var Filename in Filenames)
{
var NormalizedFilename = ConvertSeparators(PathSeparator.Default, Filename);
bExists = InternalUtils.SafeFileExists(NormalizedFilename) && bExists;
}
return bExists;
}
/// <summary>
/// Checks if a file(s) exists.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Filenames">Filename.</param>
/// <returns>True if the file exists, false otherwise.</returns>
public static bool FileExists_NoExceptions(params string[] Filenames)
{
// Standard version doesn't throw, but keep this function for consistency.
return FileExists(Filenames);
}
/// <summary>
/// Checks if a file(s) exists.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="Filenames">Filename.</param>
/// <returns>True if the file exists, false otherwise.</returns>
public static bool FileExists(bool bQuiet, params string[] Filenames)
{
bool bExists = Filenames.Length > 0;
foreach (var Filename in Filenames)
{
var NormalizedFilename = ConvertSeparators(PathSeparator.Default, Filename);
bExists = InternalUtils.SafeFileExists(NormalizedFilename, bQuiet) && bExists;
}
return bExists;
}
/// <summary>
/// Checks if a file(s) exists.
/// </summary>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <param name="Filenames">Filename.</param>
/// <returns>True if the file exists, false otherwise.</returns>
public static bool FileExists_NoExceptions(bool bQuiet, params string[] Filenames)
{
// Standard version doesn't throw, but keep this function for consistency.
return FileExists(bQuiet, Filenames);
}
static Stack<string> WorkingDirectoryStack = new Stack<string>();
/// <summary>
/// Pushes the current working directory onto a stack and sets CWD to a new value.
/// </summary>
/// <param name="WorkingDirectory">New working direcotry.</param>
public static void PushDir(string WorkingDirectory)
{
string OrigCurrentDirectory = Environment.CurrentDirectory;
WorkingDirectory = ConvertSeparators(PathSeparator.Default, WorkingDirectory);
try
{
Environment.CurrentDirectory = WorkingDirectory;
}
catch (Exception Ex)
{
throw new AutomationException(Ex, "Unable to change current directory to {0}", WorkingDirectory);
}
WorkingDirectoryStack.Push(OrigCurrentDirectory);
}
/// <summary>
/// Pushes the current working directory onto a stack and sets CWD to a new value.
/// </summary>
/// <param name="WorkingDirectory">New working direcotry.</param>
public static bool PushDir_NoExceptions(string WorkingDirectory)
{
bool Result = true;
string OrigCurrentDirectory = Environment.CurrentDirectory;
WorkingDirectory = ConvertSeparators(PathSeparator.Default, WorkingDirectory);
try
{
Environment.CurrentDirectory = WorkingDirectory;
WorkingDirectoryStack.Push(OrigCurrentDirectory);
}
catch
{
LogWarning("Unable to change current directory to {0}", WorkingDirectory);
Result = false;
}
return Result;
}
/// <summary>
/// Pops the last working directory from a stack and sets it as the current working directory.
/// </summary>
public static void PopDir()
{
if (WorkingDirectoryStack.Count > 0)
{
Environment.CurrentDirectory = WorkingDirectoryStack.Pop();
}
else
{
throw new AutomationException("Unable to PopDir. WorkingDirectoryStack is empty.");
}
}
/// <summary>
/// Pops the last working directory from a stack and sets it as the current working directory.
/// </summary>
public static bool PopDir_NoExceptions()
{
bool Result = true;
if (WorkingDirectoryStack.Count > 0)
{
Environment.CurrentDirectory = WorkingDirectoryStack.Pop();
}
else
{
LogWarning("Unable to PopDir. WorkingDirectoryStack is empty.");
Result = false;
}
return Result;
}
/// <summary>
/// Clears the directory stack
/// </summary>
public static void ClearDirStack()
{
while (WorkingDirectoryStack.Count > 0)
{
PopDir();
}
}
/// <summary>
/// Changes the current working directory.
/// </summary>
/// <param name="WorkingDirectory">New working directory.</param>
public static void ChDir(string WorkingDirectory)
{
WorkingDirectory = ConvertSeparators(PathSeparator.Default, WorkingDirectory);
try
{
Environment.CurrentDirectory = WorkingDirectory;
}
catch (Exception Ex)
{
throw new ArgumentException(String.Format("Unable to change current directory to {0}", WorkingDirectory), Ex);
}
}
/// <summary>
/// Changes the current working directory.
/// </summary>
/// <param name="WorkingDirectory">New working directory.</param>
public static bool ChDir_NoExceptions(string WorkingDirectory)
{
bool Result = true;
WorkingDirectory = ConvertSeparators(PathSeparator.Default, WorkingDirectory);
try
{
Environment.CurrentDirectory = WorkingDirectory;
}
catch
{
LogWarning("Unable to change current directory to {0}", WorkingDirectory);
Result = false;
}
return Result;
}
/// <summary>
/// Updates a file with the specified modified and access date, creating the file if it does not already exist.
/// An exception will be thrown if the directory does not already exist.
/// </summary>
/// <param name="Filename">The filename to touch, will be created if it does not exist.</param>
/// <param name="UtcDate">The accessed and modified date to set. If not specified, defaults to the current date and time.</param>
public static void TouchFile(string Filename, DateTime? UtcDate = null)
{
var Date = UtcDate ?? DateTime.UtcNow;
Filename = ConvertSeparators(PathSeparator.Slash, Filename);
if (!File.Exists(Filename))
{
var Dir = GetDirectoryName(Filename);
if (!DirectoryExists_NoExceptions(Dir))
{
throw new AutomationException(new DirectoryNotFoundException("Directory not found: " + Dir), "Unable to create file {0} as directory does not exist.", Filename);
}
File.Create(Filename).Dispose();
}
File.SetLastAccessTimeUtc(Filename, Date);
File.SetLastWriteTimeUtc(Filename, Date);
}
/// <summary>
/// Sets file attributes. Will not change attributes that have not been specified.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="ReadOnly">Read-only attribute</param>
/// <param name="Hidden">Hidden attribute.</param>
/// <param name="Archive">Archive attribute.</param>
public static void SetFileAttributes(string Filename, bool? ReadOnly = null, bool? Hidden = null, bool? Archive = null)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
if (!File.Exists(Filename))
{
throw new AutomationException(new FileNotFoundException("File not found.", Filename), "Unable to set attributes for a non-existing file.");
}
FileAttributes Attributes = File.GetAttributes(Filename);
Attributes = InternalSetAttributes(ReadOnly, Hidden, Archive, Attributes);
File.SetAttributes(Filename, Attributes);
}
/// <summary>
/// Sets file attributes. Will not change attributes that have not been specified.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="ReadOnly">Read-only attribute</param>
/// <param name="Hidden">Hidden attribute.</param>
/// <param name="Archive">Archive attribute.</param>
public static bool SetFileAttributes_NoExceptions(string Filename, bool? ReadOnly = null, bool? Hidden = null, bool? Archive = null)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
if (!File.Exists(Filename))
{
LogWarning("Unable to set attributes for a non-exisiting file ({0})", Filename);
return false;
}
bool Result = true;
try
{
FileAttributes Attributes = File.GetAttributes(Filename);
Attributes = InternalSetAttributes(ReadOnly, Hidden, Archive, Attributes);
File.SetAttributes(Filename, Attributes);
}
catch (Exception Ex)
{
LogWarning("Error trying to set file attributes for: {0}", Filename);
LogWarning(Ex.Message);
Result = false;
}
return Result;
}
private static FileAttributes InternalSetAttributes(bool? ReadOnly, bool? Hidden, bool? Archive, FileAttributes Attributes)
{
if (ReadOnly != null)
{
if ((bool)ReadOnly)
{
Attributes |= FileAttributes.ReadOnly;
}
else
{
Attributes &= ~FileAttributes.ReadOnly;
}
}
if (Hidden != null)
{
if ((bool)Hidden)
{
Attributes |= FileAttributes.Hidden;
}
else
{
Attributes &= ~FileAttributes.Hidden;
}
}
if (Archive != null)
{
if ((bool)Archive)
{
Attributes |= FileAttributes.Archive;
}
else
{
Attributes &= ~FileAttributes.Archive;
}
}
return Attributes;
}
/// <summary>
/// Writes a line of formatted string to a file. Creates the file if it does not exists.
/// If the file does exists, appends a new line.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="Text">Text to write</param>
public static void WriteToFile(string Filename, string Text)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
try
{
File.AppendAllText(Filename, Text + Environment.NewLine);
}
catch (Exception Ex)
{
throw new AutomationException(Ex, "Failed to Write to file {0}", Filename);
}
}
/// <summary>
/// Reads all text lines from a file.
/// </summary>
/// <param name="Filename">Filename</param>
/// <returns>Array of lines of text read from the file. null if the file did not exist or could not be read.</returns>
public static string[] ReadAllLines(string Filename)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
return InternalUtils.SafeReadAllLines(Filename);
}
/// <summary>
/// Reads all text from a file.
/// </summary>
/// <param name="Filename">Filename</param>
/// <returns>All text read from the file. null if the file did not exist or could not be read.</returns>
public static string ReadAllText(string Filename)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
return InternalUtils.SafeReadAllText(Filename);
}
/// <summary>
/// Writes lines to a file.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="Lines">Text</param>
public static void WriteAllLines(string Filename, string[] Lines)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeWriteAllLines(Filename, Lines))
{
throw new AutomationException("Unable to write to file: {0}", Filename);
}
}
/// <summary>
/// Writes lines to a file.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="Lines">Text</param>
public static bool WriteAllLines_NoExceptions(string Filename, string[] Lines)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
return InternalUtils.SafeWriteAllLines(Filename, Lines);
}
/// <summary>
/// Writes text to a file.
/// </summary>
/// <param name="Filename">Filename</param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Text">Text</param>
public static void WriteAllText(string Filename, string Text)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeWriteAllText(Filename, Text))
{
throw new AutomationException("Unable to write to file: {0}", Filename);
}
}
/// <summary>
/// Writes text to a file.
/// </summary>
/// <param name="Filename">Filename</param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="Text">Text</param>
public static bool WriteAllText_NoExceptions(string Filename, string Text)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
return InternalUtils.SafeWriteAllText(Filename, Text);
}
/// <summary>
/// Writes byte array to a file.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="Bytes">Byte array</param>
public static void WriteAllBytes(string Filename, byte[] Bytes)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
if (!InternalUtils.SafeWriteAllBytes(Filename, Bytes))
{
throw new AutomationException("Unable to write to file: {0}", Filename);
}
}
/// <summary>
/// Writes byte array to a file.
/// </summary>
/// <param name="Filename">Filename</param>
/// <param name="Bytes">Byte array</param>
public static bool WriteAllBytes_NoExceptions(string Filename, byte[] Bytes)
{
Filename = ConvertSeparators(PathSeparator.Default, Filename);
return InternalUtils.SafeWriteAllBytes(Filename, Bytes);
}
/// <summary>
/// Gets a character representing the specified separator type.
/// </summary>
/// <param name="SeparatorType">Separator type.</param>
/// <returns>Separator character</returns>
public static char GetPathSeparatorChar(PathSeparator SeparatorType)
{
char Separator;
switch (SeparatorType)
{
case PathSeparator.Slash:
case PathSeparator.Depot:
Separator = '/';
break;
case PathSeparator.Backslash:
Separator = '\\';
break;
default:
Separator = Path.DirectorySeparatorChar;
break;
}
return Separator;
}
/// <summary>
/// Checks if the character is one of the two sperator types ('\' or '/')
/// </summary>
/// <param name="Character">Character to check.</param>
/// <returns>True if the character is a separator, false otherwise.</returns>
public static bool IsPathSeparator(char Character)
{
return (Character == '/' || Character == '\\');
}
/// <summary>
/// Combines paths and replaces all path separators with the system default separator.
/// </summary>
/// <param name="Paths"></param>
/// <returns>Combined Path</returns>
public static string CombinePaths(params string[] Paths)
{
return CombinePaths(PathSeparator.Default, Paths);
}
/// <summary>
/// Combines paths and replaces all path separators wth the system specified separator.
/// </summary>
/// <param name="SeparatorType">Type of separartor to use when combining paths.</param>
/// <param name="Paths"></param>
/// <returns>Combined Path</returns>
public static string CombinePaths(PathSeparator SeparatorType, params string[] Paths)
{
// Pick a separator to use.
var SeparatorToUse = GetPathSeparatorChar(SeparatorType);
var SeparatorToReplace = SeparatorToUse == '/' ? '\\' : '/';
// Allocate string builder
int CombinePathMaxLength = 0;
foreach (var PathPart in Paths)
{
CombinePathMaxLength += (PathPart != null) ? PathPart.Length : 0;
}
CombinePathMaxLength += Paths.Length;
var CombinedPath = new StringBuilder(CombinePathMaxLength);
// Combine all paths
CombinedPath.Append(Paths[0]);
for (int PathIndex = 1; PathIndex < Paths.Length; ++PathIndex)
{
var NextPath = Paths[PathIndex];
if (String.IsNullOrEmpty(NextPath) == false)
{
int NextPathStartIndex = 0;
if (CombinedPath.Length != 0)
{
var LastChar = CombinedPath[CombinedPath.Length - 1];
var NextChar = NextPath[0];
var IsLastCharPathSeparator = IsPathSeparator(LastChar);
var IsNextCharPathSeparator = IsPathSeparator(NextChar);
// Check if a separator between paths is required
if (!IsLastCharPathSeparator && !IsNextCharPathSeparator)
{
CombinedPath.Append(SeparatorToUse);
}
// Check if one of the saprators needs to be skipped.
else if (IsLastCharPathSeparator && IsNextCharPathSeparator)
{
NextPathStartIndex = 1;
}
}
CombinedPath.Append(NextPath, NextPathStartIndex, NextPath.Length - NextPathStartIndex);
}
}
// Make sure there's only one separator type used.
CombinedPath.Replace(SeparatorToReplace, SeparatorToUse);
return CombinedPath.ToString();
}
/// <summary>
/// Converts all separators in path to the specified separator type.
/// </summary>
/// <param name="ToSperatorType">Desired separator type.</param>
/// <param name="PathToConvert">Path</param>
/// <returns>Path where all separators have been converted to the specified type.</returns>
public static string ConvertSeparators(PathSeparator ToSperatorType, string PathToConvert)
{
return CombinePaths(ToSperatorType, PathToConvert);
}
/// <summary>
/// Copies a file.
/// </summary>
/// <param name="Source"></param>
/// <param name="Dest"></param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <returns>True if the operation was successful, false otherwise.</returns>
public static void CopyFile(string Source, string Dest, bool bQuiet = false)
{
Source = ConvertSeparators(PathSeparator.Default, Source);
Dest = ConvertSeparators(PathSeparator.Default, Dest);
String DestDirName = "";
try
{
DestDirName = Path.GetDirectoryName(Dest);
}
catch (Exception Ex)
{
throw new AutomationException(String.Format("Failed to get directory name for dest: {0}, {1}", Dest, Ex.Message));
}
if (InternalUtils.SafeFileExists(Dest, true))
{
InternalUtils.SafeDeleteFile(Dest, bQuiet);
}
else if (!InternalUtils.SafeDirectoryExists(DestDirName, true))
{
if (!InternalUtils.SafeCreateDirectory(DestDirName, bQuiet))
{
throw new AutomationException("Failed to create directory {0} for copy", DestDirName);
}
}
if (InternalUtils.SafeFileExists(Dest, true))
{
throw new AutomationException("Failed to delete {0} for copy", Dest);
}
if (!InternalUtils.SafeCopyFile(Source, Dest, bQuiet))
{
throw new AutomationException("Failed to copy {0} to {1}", Source, Dest);
}
}
/// <summary>
/// Copies a file. Does not throw exceptions.
/// </summary>
/// <param name="Source"></param>
/// <param name="Dest"></param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <returns>True if the operation was successful, false otherwise.</returns>
public static bool CopyFile_NoExceptions(string Source, string Dest, bool bQuiet = false)
{
Source = ConvertSeparators(PathSeparator.Default, Source);
Dest = ConvertSeparators(PathSeparator.Default, Dest);
if (InternalUtils.SafeFileExists(Dest, true))
{
InternalUtils.SafeDeleteFile(Dest, bQuiet);
}
else if (!InternalUtils.SafeDirectoryExists(Path.GetDirectoryName(Dest), true))
{
if (!InternalUtils.SafeCreateDirectory(Path.GetDirectoryName(Dest)))
{
return false;
}
}
if (InternalUtils.SafeFileExists(Dest, true))
{
return false;
}
return InternalUtils.SafeCopyFile(Source, Dest, bQuiet);
}
/// <summary>
/// Copies a file if the dest doesn't exist or (optionally) if the dest timestamp is different; after a copy, copies the timestamp
/// </summary>
/// <param name="Source">The full path to the source file</param>
/// <param name="Dest">The full path to the destination file</param>
/// <param name="bAllowDifferingTimestamps">If true, will always skip a file if the destination exists, even if timestamp differs; defaults to false</param>
/// <returns>True if the operation was successful, false otherwise.</returns>
public static void CopyFileIncremental(string Source, string Dest, bool bAllowDifferingTimestamps = false, bool bFilterSpecialLinesFromIniFiles = false)
{
Source = ConvertSeparators(PathSeparator.Default, Source);
Dest = ConvertSeparators(PathSeparator.Default, Dest);
if (InternalUtils.SafeFileExists(Dest, true))
{
if (bAllowDifferingTimestamps == true)
{
LogVerbose("CopyFileIncremental Skipping {0}, already exists", Dest);
return;
}
TimeSpan Diff = File.GetLastWriteTimeUtc(Dest) - File.GetLastWriteTimeUtc(Source);
if (Diff.TotalSeconds > -1 && Diff.TotalSeconds < 1)
{
LogVerbose("CopyFileIncremental Skipping {0}, up to date.", Dest);
return;
}
InternalUtils.SafeDeleteFile(Dest);
}
else if (!InternalUtils.SafeDirectoryExists(Path.GetDirectoryName(Dest), true))
{
if (!InternalUtils.SafeCreateDirectory(Path.GetDirectoryName(Dest)))
{
throw new AutomationException("Failed to create directory {0} for copy", Path.GetDirectoryName(Dest));
}
}
if (InternalUtils.SafeFileExists(Dest, true))
{
throw new AutomationException("Failed to delete {0} for copy", Dest);
}
if (!InternalUtils.SafeCopyFile(Source, Dest, bFilterSpecialLinesFromIniFiles:bFilterSpecialLinesFromIniFiles))
{
throw new AutomationException("Failed to copy {0} to {1}", Source, Dest);
}
FileAttributes Attributes = File.GetAttributes(Dest);
if ((Attributes & FileAttributes.ReadOnly) != 0)
{
File.SetAttributes(Dest, Attributes & ~FileAttributes.ReadOnly);
}
File.SetLastWriteTimeUtc(Dest, File.GetLastWriteTimeUtc(Source));
}
/// <summary>
/// Copies a directory and all of it's contents recursively. Does not throw exceptions.
/// </summary>
/// <param name="Source"></param>
/// <param name="Dest"></param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <param name="bQuiet">When true, logging is suppressed.</param>
/// <returns>True if the operation was successful, false otherwise.</returns>
public static bool CopyDirectory_NoExceptions(string Source, string Dest, bool bQuiet = false)
{
Source = ConvertSeparators(PathSeparator.Default, Source);
Dest = ConvertSeparators(PathSeparator.Default, Dest);
Dest.TrimEnd(PathSeparator.Default.ToString().ToCharArray());
if (InternalUtils.SafeDirectoryExists(Dest))
{
InternalUtils.SafeDeleteDirectory(Dest, bQuiet);
if (InternalUtils.SafeDirectoryExists(Dest, true))
{
return false;
}
}
if (!InternalUtils.SafeCreateDirectory(Dest, bQuiet))
{
return false;
}
foreach (var SourceSubDirectory in Directory.GetDirectories(Source))
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
string DestPath = Dest + GetPathSeparatorChar(PathSeparator.Default) + GetLastDirectoryName(SourceSubDirectory + GetPathSeparatorChar(PathSeparator.Default));
if (!CopyDirectory_NoExceptions(SourceSubDirectory, DestPath, bQuiet))
{
return false;
}
}
foreach (var SourceFile in Directory.GetFiles(Source))
{
int FilenameStart = SourceFile.LastIndexOf(GetPathSeparatorChar(PathSeparator.Default));
string DestPath = Dest + SourceFile.Substring(FilenameStart);
if (!CopyFile_NoExceptions(SourceFile, DestPath, bQuiet))
{
return false;
}
}
return true;
}
/// <summary>
/// Returns directory name without filename.
/// The difference between this and Path.GetDirectoryName is that this
/// function will not throw away the last name if it doesn't have an extension, for example:
/// D:\Project\Data\Asset -> D:\Project\Data\Asset
/// D:\Project\Data\Asset.ussset -> D:\Project\Data
/// </summary>
/// <param name="FilePath"></param>
/// <returns></returns>
public static string GetDirectoryName(string FilePath)
{
var LastSeparatorIndex = Math.Max(FilePath.LastIndexOf('/'), FilePath.LastIndexOf('\\'));
var ExtensionIndex = FilePath.LastIndexOf('.');
if (ExtensionIndex > LastSeparatorIndex || LastSeparatorIndex == (FilePath.Length - 1))
{
return FilePath.Substring(0, LastSeparatorIndex);
}
else
{
return FilePath;
}
}
/// <summary>
/// Returns the last directory name in the path string.
/// For example: D:\Temp\Project\File.txt -> Project, Data\Samples -> Samples
/// </summary>
/// <param name="FilePath"></param>
/// <returns></returns>
public static string GetLastDirectoryName(string FilePath)
{
var LastDir = GetDirectoryName(FilePath);
var LastSeparatorIndex = Math.Max(LastDir.LastIndexOf('/'), LastDir.LastIndexOf('\\'));
if (LastSeparatorIndex >= 0)
{
LastDir = LastDir.Substring(LastSeparatorIndex + 1);
}
return LastDir;
}
/// <summary>
/// Removes multi-dot extensions from a filename (i.e. *.automation.csproj)
/// </summary>
/// <param name="Filename">Filename to remove the extensions from</param>
/// <returns>Clean filename.</returns>
public static string GetFilenameWithoutAnyExtensions(string Filename)
{
do
{
Filename = Path.GetFileNameWithoutExtension(Filename);
}
while (Filename.IndexOf('.') >= 0);
return Filename;
}
/// <summary>
/// Reads a file manifest and returns it
/// </summary>
/// <param name="ManifestName">ManifestName</param>
/// <returns></returns>
public static UnrealBuildTool.BuildManifest ReadManifest(string ManifestName)
{
return XmlHandler.ReadXml<UnrealBuildTool.BuildManifest>(ManifestName);
}
private static void CloneDirectoryRecursiveWorker(string SourcePathBase, string TargetPathBase, List<string> ClonedFiles)
{
if (!InternalUtils.SafeCreateDirectory(TargetPathBase))
{
throw new AutomationException("Failed to create directory {0} for copy", TargetPathBase);
}
DirectoryInfo SourceDirectory = new DirectoryInfo(SourcePathBase);
DirectoryInfo[] SourceSubdirectories = SourceDirectory.GetDirectories();
// Copy the files
FileInfo[] SourceFiles = SourceDirectory.GetFiles();
foreach (FileInfo SourceFI in SourceFiles)
{
string TargetFilename = CommandUtils.CombinePaths(TargetPathBase, SourceFI.Name);
SourceFI.CopyTo(TargetFilename);
if (ClonedFiles != null)
{
ClonedFiles.Add(TargetFilename);
}
}
// Recurse into subfolders
foreach (DirectoryInfo SourceSubdir in SourceSubdirectories)
{
string NewSourcePath = CommandUtils.CombinePaths(SourcePathBase, SourceSubdir.Name);
string NewTargetPath = CommandUtils.CombinePaths(TargetPathBase, SourceSubdir.Name);
CloneDirectoryRecursiveWorker(NewSourcePath, NewTargetPath, ClonedFiles);
}
}
/// <summary>
/// Clones a directory.
/// Warning: Will delete all of the existing files in TargetPath
/// This is recursive, copying subfolders too.
/// </summary>
/// <param name="SourcePath">Source directory.</param>
/// <param name="TargetPath">Target directory.</param>
/// <param name="ClonedFiles">List of cloned files.</param>
public static void CloneDirectory(string SourcePath, string TargetPath, List<string> ClonedFiles = null)
{
DeleteDirectory_NoExceptions(TargetPath);
CloneDirectoryRecursiveWorker(SourcePath, TargetPath, ClonedFiles);
}
#endregion
#region Threaded Copy
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <summary>
/// Copies files using multiple threads
/// </summary>
/// <param name="SourceDirectory"></param>
/// <param name="DestDirectory"></param>
/// <param name="MaxThreads"></param>
public static void ThreadedCopyFiles(string SourceDirectory, string DestDirectory, int MaxThreads = 64)
{
CreateDirectory(DestDirectory);
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
var SourceFiles = Directory.EnumerateFiles(SourceDirectory, "*", SearchOption.AllDirectories).ToList();
var DestFiles = SourceFiles.Select(SourceFile => CommandUtils.MakeRerootedFilePath(SourceFile, SourceDirectory, DestDirectory)).ToList();
ThreadedCopyFiles(SourceFiles, DestFiles, MaxThreads);
}
/// <summary>
/// Copies files using multiple threads
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// </summary>
/// <param name="Source"></param>
/// <param name="Dest"></param>
/// <param name="MaxThreads"></param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
public static void ThreadedCopyFiles(List<string> Source, List<string> Dest, int MaxThreads = 64)
{
Log("Copying {0} file(s) using max {1} thread(s)", Source.Count, MaxThreads);
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
if (Source.Count != Dest.Count)
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
throw new AutomationException("Source count ({0}) does not match Dest count ({1})", Source.Count, Dest.Count);
}
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
try
{
Parallel.ForEach(Source.Zip(Dest, (Src, Dst) => new { SourceFile = Src, DestFile = Dst }), new ParallelOptions { MaxDegreeOfParallelism = MaxThreads }, (Pair) =>
{
CommandUtils.CopyFile(Pair.SourceFile, Pair.DestFile, true);
});
}
catch (AggregateException Ex)
{
throw new AutomationException(Ex, "Failed to thread-copy files.");
}
}
/// <summary>
/// Copies a set of files from one folder to another
/// </summary>
/// <param name="SourceDir">Source directory</param>
/// <param name="TargetDir">Target directory</param>
/// <param name="RelativePaths">Paths relative to the source directory to copy</param>
/// <param name="MaxThreads">Maximum number of threads to create</param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <returns>List of filenames copied to the target directory</returns>
public static List<string> ThreadedCopyFiles(string SourceDir, string TargetDir, List<string> RelativePaths, int MaxThreads = 64)
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
var SourceFileNames = RelativePaths.Select(RelativePath => CommandUtils.CombinePaths(SourceDir, RelativePath)).ToList();
var TargetFileNames = RelativePaths.Select(RelativePath => CommandUtils.CombinePaths(TargetDir, RelativePath)).ToList();
CommandUtils.ThreadedCopyFiles(SourceFileNames, TargetFileNames, MaxThreads);
return TargetFileNames;
}
/// <summary>
/// Copies a set of files from one folder to another
/// </summary>
/// <param name="SourceDir">Source directory</param>
/// <param name="TargetDir">Target directory</param>
/// <param name="Filter">Filter which selects files from the source directory to copy</param>
/// <param name="bIgnoreSymlinks">Whether to ignore symlinks during the copy</param>
/// <param name="MaxThreads">Maximum number of threads to create</param>
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <returns>List of filenames copied to the target directory</returns>
public static List<string> ThreadedCopyFiles(string SourceDir, string TargetDir, FileFilter Filter, bool bIgnoreSymlinks, int MaxThreads = 64)
{
// Filter all the relative paths
Log("Applying filter to {0}...", SourceDir);
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
var RelativePaths = Filter.ApplyToDirectory(SourceDir, bIgnoreSymlinks);
return ThreadedCopyFiles(SourceDir, TargetDir, RelativePaths);
}
#endregion
#region Environment variables
/// <summary>
/// Gets environment variable value.
/// </summary>
/// <param name="Name">Name of the environment variable</param>
/// <returns>Environment variable value as string.</returns>
public static string GetEnvVar(string Name)
{
return InternalUtils.GetEnvironmentVariable(Name, "");
}
/// <summary>
/// Gets environment variable value.
/// </summary>
/// <param name="Name">Name of the environment variable</param>
/// <param name="DefaultValue">Default value of the environment variable if the variable is not set.</param>
/// <returns>Environment variable value as string.</returns>
public static string GetEnvVar(string Name, string DefaultValue)
{
return InternalUtils.GetEnvironmentVariable(Name, DefaultValue);
}
/// <summary>
/// Sets environment variable.
/// </summary>
/// <param name="Name">Variable name.</param>
/// <param name="Value">Variable value.</param>
/// <returns>True if the value has been set, false otherwise.</returns>
public static void SetEnvVar(string Name, object Value)
{
try
{
LogLog("SetEnvVar {0}={1}", Name, Value);
Environment.SetEnvironmentVariable(Name, Value.ToString());
}
catch (Exception Ex)
{
throw new AutomationException(Ex, "Failed to set environment variable {0} to {1}", Name, Value);
}
}
/// <summary>
/// Sets the environment variable if it hasn't been already.
/// </summary>
/// <param name="VarName">Environment variable name</param>
/// <param name="Value">New value</param>
public static void ConditionallySetEnvVar(string VarName, string Value)
{
if (String.IsNullOrEmpty(CommandUtils.GetEnvVar(VarName)))
{
Environment.SetEnvironmentVariable(VarName, Value);
}
}
/// <summary>
/// Gets environment variables set by a batch file.
/// </summary>
/// <param name="BatchFileName">Filename that sets the environment variables</param>
/// <param name="AlsoSet">True if found variables should be automatically set withing this process.</param>
/// <returns>Dictionary of environment variables set by the batch file.</returns>
public static CaselessDictionary<string> GetEnvironmentVariablesFromBatchFile(string BatchFileName, bool AlsoSet = false)
{
CaselessDictionary<string> Result;
try
{
Result = HarvestEnvVars.HarvestEnvVarsFromBatchFile(BatchFileName, "", HarvestEnvVars.EPathOverride.User);
}
catch (Exception Ex)
{
throw new AutomationException(Ex, "Failed to harvest environment variables");
}
if (AlsoSet)
{
// Set the environment variables
foreach (var Envvar in Result)
{
Environment.SetEnvironmentVariable(Envvar.Key, Envvar.Value);
}
}
return Result;
}
#endregion
#region CommandLine
/// <summary>
/// Converts a list of arguments to a string where each argument is separated with a space character.
/// </summary>
/// <param name="Args">Arguments</param>
/// <returns>Single string containing all arguments separated with a space.</returns>
public static string ArgsToCommandLine(params object[] Args)
{
string Arguments = "";
if (Args != null)
{
for (int Index = 0; Index < Args.Length; ++Index)
{
Arguments += Args[Index].ToString();
if (Index < (Args.Length - 1))
{
Arguments += " ";
}
}
}
return Arguments;
}
/// <summary>
/// Parses the argument list for a parameter and returns whether it is defined or not.
/// </summary>
/// <param name="ArgList">Argument list.</param>
/// <param name="Param">Param to check for.</param>
/// <returns>True if param was found, false otherwise.</returns>
public static bool ParseParam(object[] ArgList, string Param)
{
foreach (object Arg in ArgList)
{
if (Arg.ToString().Equals(Param, StringComparison.InvariantCultureIgnoreCase))
{
return true;
}
}
return false;
}
/// <summary>
/// Parses the command's Params list for a parameter and returns whether it is defined or not.
/// </summary>
/// <param name="Param">Param to check for.</param>
/// <returns>True if param was found, false otherwise.</returns>
public bool ParseParam(string Param)
{
return ParseParam(Params, Param);
}
/// <summary>
/// Parses the argument list for a parameter and reads its value.
/// Ex. ParseParamValue(Args, "map=")
/// </summary>
/// <param name="ArgList">Argument list.</param>
/// <param name="Param">Param to read its value.</param>
/// <returns>Returns the value or Default if the parameter was not found.</returns>
public static string ParseParamValue(object[] ArgList, string Param, string Default = null)
{
if (!Param.EndsWith("="))
{
Param += "=";
}
foreach (object Arg in ArgList)
{
string ArgStr = Arg.ToString();
if (ArgStr.StartsWith(Param, StringComparison.InvariantCultureIgnoreCase))
{
return ArgStr.Substring(Param.Length);
}
}
return Default;
}
/// <summary>
/// Parses the command's Params list for a parameter and reads its value.
/// Ex. ParseParamValue(Args, "map=")
/// </summary>
/// <param name="Param">Param to read its value.</param>
/// <returns>Returns the value or Default if the parameter was not found.</returns>
public string ParseParamValue(string Param, string Default = null)
{
return ParseParamValue(Params, Param, Default);
}
/// <summary>
/// Parses the argument list for any number of parameters.
/// </summary>
/// <param name="ArgList">Argument list.</param>
/// <param name="Param">Param to read its value.</param>
/// <returns>Returns an array of values for this parameter (or an empty array if one was not found.</returns>
public static string[] ParseParamValues(object[] ArgList, string Param)
{
string ParamEquals = Param;
if (!ParamEquals.EndsWith("="))
{
ParamEquals += "=";
}
List<string> Values = new List<string>();
foreach (object Arg in ArgList)
{
string ArgStr = Arg.ToString();
if (ArgStr.StartsWith(ParamEquals, StringComparison.InvariantCultureIgnoreCase))
{
Values.Add(ArgStr.Substring(ParamEquals.Length));
}
}
return Values.ToArray();
}
/// <summary>
/// Parses the argument list for any number of parameters.
/// </summary>
/// <param name="ArgList">Argument list.</param>
/// <param name="Param">Param to read its value.</param>
/// <returns>Returns an array of values for this parameter (or an empty array if one was not found.</returns>
public string[] ParseParamValues(string Param)
{
return ParseParamValues(Params, Param);
}
/// <summary>
/// Parses the command's Params list for a parameter and reads its value.
/// Ex. ParseParamValue(Args, "map=")
/// </summary>
/// <param name="Param">Param to read its value.</param>
/// <returns>Returns the value or Default if the parameter was not found.</returns>
public int ParseParamInt(string Param, int Default = 0)
{
string num = ParseParamValue(Params, Param, Default.ToString());
return int.Parse(num);
}
/// <summary>
/// Makes sure path can be used as a command line param (adds quotes if it contains spaces)
/// </summary>
/// <param name="InPath">Path to convert</param>
/// <returns></returns>
public static string MakePathSafeToUseWithCommandLine(string InPath)
{
if (InPath.Contains(' ') && InPath[0] != '\"')
{
InPath = "\"" + InPath + "\"";
}
return InPath;
}
#endregion
#region Other
public static string EscapePath(string InPath)
{
return InPath.Replace(":", "").Replace("/", "+").Replace("\\", "+").Replace(" ", "+");
}
/// <summary>
/// Checks if collection is either null or empty.
/// </summary>
/// <param name="Collection">Collection to check.</param>
/// <returns>True if the collection is either nur or empty.</returns>
public static bool IsNullOrEmpty(ICollection Collection)
{
return Collection == null || Collection.Count == 0;
}
/// <summary>
/// List of available target platforms.
/// </summary>
public static UnrealBuildTool.UnrealTargetPlatform[] KnownTargetPlatforms
{
get
{
if (UBTTargetPlatforms == null || UBTTargetPlatforms.Length == 0)
{
UBTTargetPlatforms = UnrealBuildTool.UEBuildPlatform.GetRegisteredPlatforms().ToArray();
}
return UBTTargetPlatforms;
}
}
private static UnrealBuildTool.UnrealTargetPlatform[] UBTTargetPlatforms;
#endregion
#region Properties
/// <summary>
/// Command line parameters for this command (empty by non-null by default)
/// </summary>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
private string[] CommandLineParams = new string[0];
public string[] Params
{
get { return CommandLineParams; }
set { CommandLineParams = value; }
}
/// <summary>
/// Checks if this command is running on a build machine.
/// </summary>
public static bool IsBuildMachine
{
get { return Automation.IsBuildMachine; }
}
#endregion
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <summary>
/// Cached location of the build root storage because the logic to compute it is a little non-trivial.
/// </summary>
private static string CachedRootBuildStorageDirectory;
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
/// <summary>
/// "P:\Builds" or "/Volumes/Builds". Root Folder for all build storage.
/// </summary>
/// <returns>"P:\Builds" or "/Volumes/Builds" unless overridden by -UseLocalBuildStorage from the commandline, where is uses Engine\Saved\LocalBuilds\.</returns>
public static string RootBuildStorageDirectory()
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
if (string.IsNullOrEmpty(CachedRootBuildStorageDirectory))
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
if (GlobalCommandLine.UseLocalBuildStorage)
{
CachedRootBuildStorageDirectory = CombinePaths(CmdEnv.LocalRoot, "Engine", "Saved", "LocalBuilds");
// Must create the directory because much of the system assumes it is already there.
CreateDirectory(CombinePaths(CachedRootBuildStorageDirectory, "UE4"));
}
else
{
CachedRootBuildStorageDirectory = Utils.IsRunningOnMono ? "/Volumes/Builds" : CombinePaths("P:", "Builds");
}
}
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
return CachedRootBuildStorageDirectory;
}
public static bool DirectoryExistsAndIsWritable_NoExceptions(string Dir)
{
if (!DirectoryExists_NoExceptions(Dir))
{
LogLog("Directory {0} does not exist", Dir);
return false;
}
try
{
string Filename = CombinePaths(Dir, Guid.NewGuid().ToString() + ".Temp.txt");
string NativeFilename = ConvertSeparators(PathSeparator.Default, Filename);
using(StreamWriter Writer = new StreamWriter(NativeFilename))
{
Writer.Write("Test");
}
if(File.Exists(NativeFilename))
{
DeleteFile_NoExceptions(Filename, true);
LogLog("Directory {0} is writable", Dir);
return true;
}
}
catch(Exception)
{
}
LogLog("Directory {0} is not writable", Dir);
return false;
}
public static void CleanFormalBuilds(string ParentDir, string SearchPattern, int MaximumDaysToKeepTempStorage = 4)
{
if (!IsBuildMachine || !ParentDir.StartsWith(RootBuildStorageDirectory()))
{
return;
}
try
{
DirectoryInfo DirInfo = new DirectoryInfo(ParentDir);
Log("Looking for directories to delete in {0}", ParentDir);
foreach (DirectoryInfo ThisDirInfo in DirInfo.EnumerateDirectories(SearchPattern))
{
double AgeDays = (DateTime.UtcNow - ThisDirInfo.CreationTimeUtc).TotalDays;
if (AgeDays > MaximumDaysToKeepTempStorage)
{
Log("Deleting formal build directory {0}, because it is {1} days old (maximum {2}).", ThisDirInfo.FullName, (int)AgeDays, MaximumDaysToKeepTempStorage);
DeleteDirectory_NoExceptions(true, ThisDirInfo.FullName);
}
else
{
LogVerbose("Not deleting formal build directory {0}, because it is {1} days old (maximum {2}).", ThisDirInfo.FullName, (int)AgeDays, MaximumDaysToKeepTempStorage);
}
}
}
catch (Exception Ex)
{
LogWarning("Unable to clean formal builds from directory: {0}", ParentDir);
LogWarning(" Exception was {0}", LogUtils.FormatException(Ex));
}
}
/// <summary>
/// Returns the generic name for a given platform (eg. "Windows" for Win32/Win64)
/// </summary>
/// <param name="Platform">Specific platform</param>
public static string GetGenericPlatformName(UnrealBuildTool.UnrealTargetPlatform Platform)
{
if(Platform == UnrealTargetPlatform.Win32 || Platform == UnrealTargetPlatform.Win64)
{
return "Windows";
}
else
{
return Enum.GetName(typeof(UnrealBuildTool.UnrealTargetPlatform), Platform);
}
}
/// <summary>
/// Creates a zip file containing the given input files
/// </summary>
/// <param name="ZipFileName">Filename for the zip</param>
/// <param name="Filter">Filter which selects files to be included in the zip</param>
/// <param name="BaseDirectory">Base directory to store relative paths in the zip file to</param>
public static void ZipFiles(string ZipFileName, string BaseDirectory, FileFilter Filter)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
// Ionic.Zip.Zip64Option.Always option produces broken archives on Mono, so we use system zip tool instead
if (Utils.IsRunningOnMono)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
CommandUtils.CreateDirectory(Path.GetDirectoryName(ZipFileName));
CommandUtils.PushDir(BaseDirectory);
string FilesList = "";
foreach(string FilteredFile in Filter.ApplyToDirectory(BaseDirectory, true))
{
FilesList += " \"" + FilteredFile + "\"";
if (FilesList.Length > 32000)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CommandUtils.RunAndLog(CommandUtils.CmdEnv, "zip", "-g -q \"" + ZipFileName + "\"" + FilesList);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
FilesList = "";
}
}
if (FilesList.Length > 0)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CommandUtils.RunAndLog(CommandUtils.CmdEnv, "zip", "-g -q \"" + ZipFileName + "\"" + FilesList);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
}
CommandUtils.PopDir();
}
else
{
Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile();
Zip.UseZip64WhenSaving = Ionic.Zip.Zip64Option.Always;
foreach(string FilteredFile in Filter.ApplyToDirectory(BaseDirectory, true))
{
Zip.AddFile(Path.Combine(BaseDirectory, FilteredFile), Path.GetDirectoryName(FilteredFile));
}
CommandUtils.CreateDirectory(Path.GetDirectoryName(ZipFileName));
Zip.Save(ZipFileName);
}
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
/// <summary>
/// Creates a zip file containing the given input files
/// </summary>
/// <param name="ZipFile">Filename for the zip</param>
/// <param name="BaseDirectory">Base directory to store relative paths in the zip file to</param>
/// <param name="Files">Files to include in the archive</param>
public static void ZipFiles(FileReference ZipFile, DirectoryReference BaseDirectory, IEnumerable<FileReference> Files)
{
// Ionic.Zip.Zip64Option.Always option produces broken archives on Mono, so we use system zip tool instead
if (Utils.IsRunningOnMono)
{
CommandUtils.CreateDirectory(ZipFile.Directory.FullName);
CommandUtils.PushDir(BaseDirectory.FullName);
string FilesList = "";
foreach(FileReference File in Files)
{
FilesList += " \"" + File.MakeRelativeTo(BaseDirectory) + "\"";
if (FilesList.Length > 32000)
{
CommandUtils.RunAndLog(CommandUtils.CmdEnv, "zip", "-g -q \"" + ZipFile.FullName + "\"" + FilesList);
FilesList = "";
}
}
if (FilesList.Length > 0)
{
CommandUtils.RunAndLog(CommandUtils.CmdEnv, "zip", "-g -q \"" + ZipFile.FullName + "\"" + FilesList);
}
CommandUtils.PopDir();
}
else
{
Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile();
Zip.UseZip64WhenSaving = Ionic.Zip.Zip64Option.Always;
foreach(FileReference File in Files)
{
Zip.AddFile(File.FullName, Path.GetDirectoryName(File.MakeRelativeTo(BaseDirectory)));
}
CommandUtils.CreateDirectory(ZipFile.Directory.FullName);
Zip.Save(ZipFile.FullName);
}
}
/// <summary>
/// Extracts the contents of a zip file
/// </summary>
/// <param name="ZipFileName">Name of the zip file</param>
/// <param name="BaseDirectory">Output directory</param>
/// <returns>List of files written</returns>
public static IEnumerable<string> UnzipFiles(string ZipFileName, string BaseDirectory)
{
TempStorage Refactor GUBP High Level * Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead. * Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure). * Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through. GUBP Mid Level * Removed -Store= and -StoreSuffix= test parameters. * Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary. * Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage. * Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node. * Fully XML commented TempStorage.cs, and commented internals all major functions. * Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage. UAT Mid Level * Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs. * Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\... GUBP Low Level * Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things. * CullNodesForPreflight is only called for preflight builds. * Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs(). * Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks. * Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end. * Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary. * Removed unused single-threaded copy code from temp storage. * Updated Temp Storage unit test, and fully commented the logic behind it. UAT Low Level * UAT top level exception handler is now a single log line now to help parsers find the error. * Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter. * Removed ExceptionToString as it used FormatException, which was not a good precedent. * Fixed several cases of exception propagation that was not properly chaining the inner exception. * Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain. * Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions! * Added a bunch of XML doc comments to CommandUtils. * Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately. * Added several @todos for other minor cleanup stuff that should happen eventually. * Fixed some uses of String.Compare to use invariant culture. #codereview:ben.marsh [CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
// manually extract the files. There was a problem with the Ionic.Zip library that required this on non-PC at one point,
// but that problem is now fixed. Leaving this code as is as we need to return the list of created files and fix up their permissions anyway.
using (Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile(ZipFileName))
{
List<string> OutputFileNames = new List<string>();
foreach(Ionic.Zip.ZipEntry Entry in Zip.Entries)
{
string OutputFileName = Path.Combine(BaseDirectory, Entry.FileName);
Directory.CreateDirectory(Path.GetDirectoryName(OutputFileName));
using(FileStream OutputStream = new FileStream(OutputFileName, FileMode.Create, FileAccess.Write))
{
Entry.Extract(OutputStream);
}
if (UnrealBuildTool.Utils.IsRunningOnMono && CommandUtils.IsProbablyAMacOrIOSExe(OutputFileName))
{
FixUnixFilePermissions(OutputFileName);
}
OutputFileNames.Add(OutputFileName);
}
return OutputFileNames;
}
}
}
/// <summary>
/// Timer class used for telemetry reporting.
/// </summary>
public class TelemetryStopwatch : IDisposable
{
string Name;
DateTime StartTime;
bool bFinished;
public TelemetryStopwatch(string Format, params object[] Args)
{
Name = String.Format(Format, Args);
StartTime = DateTime.Now;
}
public void Cancel()
{
bFinished = true;
}
/// <summary>
/// Flushes the time to <see cref="CmdEnv.CSVFile"/> if we are the build machine and that environment variable is specified.
/// Call Finish manually with an alternate name to use that one instead. Useful for dynamically generated names that you can't specify at construction.
/// </summary>
/// <param name="AlternateName">Used in place of the Name specified during construction.</param>
public void Finish(string AlternateName = null)
{
if(!bFinished)
{
if (!String.IsNullOrEmpty(AlternateName))
{
Name = AlternateName;
}
var OutputStr = String.Format("UAT,{0},{1},{2}" + Environment.NewLine, Name, StartTime, DateTime.Now);
CommandUtils.LogVerbose(OutputStr);
if (CommandUtils.IsBuildMachine && !String.IsNullOrEmpty(CommandUtils.CmdEnv.CSVFile) && CommandUtils.CmdEnv.CSVFile != "nul")
{
try
{
File.AppendAllText(CommandUtils.CmdEnv.CSVFile, OutputStr);
}
catch (Exception Ex)
{
CommandUtils.LogWarning("Could not append to csv file ({0}) : {1}", CommandUtils.CmdEnv.CSVFile, Ex.ToString());
}
}
}
bFinished = true;
}
public void Dispose()
{
Finish();
}
}
/// <summary>
/// Stopwatch that uses DateTime.UtcNow for timing. Not hi-res, but also not subject to short time limitations of System.Diagnostics.Stopwatch.
/// </summary>
public class DateTimeStopwatch
{
public static DateTimeStopwatch Start()
{
return new DateTimeStopwatch();
}
/// <summary>
/// Hide public ctor.
/// </summary>
private DateTimeStopwatch() { }
readonly DateTime StartTime = DateTime.UtcNow;
public TimeSpan ElapsedTime { get { return DateTime.UtcNow - StartTime; } }
}
/// <summary>
/// Use with "using" syntax to push and pop directories in a convenient, exception-safe way
/// </summary>
public class PushedDirectory : IDisposable
{
public PushedDirectory(string DirectoryName)
{
CommandUtils.PushDir(DirectoryName);
}
public void Dispose()
{
CommandUtils.PopDir();
GC.SuppressFinalize(this);
}
}
/// <summary>
/// Use with "using" syntax to temporarily set and environment variable in a convenient, exception-safe way
/// </summary>
public class ScopedEnvVar : IDisposable
{
private string StoredEnvVar = null;
public ScopedEnvVar(string EnvVar, string Value)
{
StoredEnvVar = EnvVar;
CommandUtils.SetEnvVar(StoredEnvVar, Value);
}
public void Dispose()
{
CommandUtils.SetEnvVar(StoredEnvVar, "");
GC.SuppressFinalize(this);
}
}
/// <summary>
/// Helper class to associate a file and its contents
/// </summary>
public class EMSFileInfo
{
public string FileName { get; set; }
public byte[] Bytes { get; set; }
}
/// <summary>
/// Wrapper class for the enumerate files JSON response from MCP
/// </summary>
[DataContract]
public sealed class EnumerationResponse
{
[DataMember(Name = "doNotCache", IsRequired = true)]
public Boolean DoNotCache { get; set; }
[DataMember(Name = "uniqueFilename", IsRequired = true)]
public string UniqueFilename { get; set; }
[DataMember(Name = "filename", IsRequired = true)]
public string Filename { get; set; }
[DataMember(Name = "hash", IsRequired = true)]
public string Hash { get; set; }
[DataMember(Name = "length", IsRequired = true)]
public long Length { get; set; }
[DataMember(Name = "uploaded", IsRequired = true)]
public string Uploaded { get; set; }
}
/// <summary>
/// Code signing
/// </summary>
[Help("NoSign", "Skips signing of code/content files.")]
public class CodeSign
{
/// <summary>
/// If so, what is the signing identity to search for?
/// </summary>
public static string SigningIdentity = "Epic Games";
/// <summary>
/// Should we use the machine store?
/// </summary>
public static bool bUseMachineStoreInsteadOfUserStore = false;
/// <summary>
/// How long to keep re-trying code signing for
/// </summary>
public static TimeSpan CodeSignTimeOut = new TimeSpan(0, 3, 0); // Keep trying to sign one file for up to 3 minutes
/// <summary>
/// Code signs the specified file
/// </summary>
public static void SignSingleExecutableIfEXEOrDLL(string Filename, bool bIgnoreExtension = false)
{
if (UnrealBuildTool.Utils.IsRunningOnMono)
{
CommandUtils.LogLog(String.Format("Can't sign '{0}', we are running under mono.", Filename));
return;
}
if (!CommandUtils.FileExists(Filename))
{
throw new AutomationException("Can't sign '{0}', file does not exist.", Filename);
}
// Make sure the file isn't read-only
FileInfo TargetFileInfo = new FileInfo(Filename);
// Executable extensions
List<string> Extensions = new List<string>();
Extensions.Add(".dll");
Extensions.Add(".exe");
bool IsExecutable = bIgnoreExtension;
foreach (var Ext in Extensions)
{
if (TargetFileInfo.FullName.EndsWith(Ext, StringComparison.InvariantCultureIgnoreCase))
{
IsExecutable = true;
break;
}
}
if (!IsExecutable)
{
CommandUtils.LogLog(String.Format("Won't sign '{0}', not an executable.", TargetFileInfo.FullName));
return;
}
string SignToolName = null;
if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
//@todo: Get these paths from the registry
if (WindowsPlatform.bUseWindowsSDK10)
{
SignToolName = "C:/Program Files (x86)/Windows Kits/10/bin/x86/SignTool.exe";
}
else
{
SignToolName = "C:/Program Files (x86)/Windows Kits/8.1/bin/x86/SignTool.exe";
}
}
else if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2013)
{
SignToolName = "C:/Program Files (x86)/Windows Kits/8.1/bin/x86/SignTool.exe";
}
if (!File.Exists(SignToolName))
{
throw new AutomationException("SignTool not found at '{0}' (are you missing the Windows SDK?)", SignToolName);
}
TargetFileInfo.IsReadOnly = false;
// Code sign the executable
string[] TimestampServer = { "http://timestamp.verisign.com/scripts/timestamp.dll",
"http://timestamp.globalsign.com/scripts/timstamp.dll",
"http://timestamp.comodoca.com/authenticode",
"http://www.startssl.com/timestamp"
};
int TimestampServerIndex = 0;
string SpecificStoreArg = bUseMachineStoreInsteadOfUserStore ? " /sm" : "";
DateTime StartTime = DateTime.Now;
int NumTrials = 0;
for (; ; )
{
//@TODO: Verbosity choosing
// /v will spew lots of info
// /q does nothing on success and minimal output on failure
string CodeSignArgs = String.Format("sign{0} /a /n \"{1}\" /t {2} /d \"{3}\" /v \"{4}\"", SpecificStoreArg, SigningIdentity, TimestampServer[TimestampServerIndex], TargetFileInfo.Name, TargetFileInfo.FullName);
ProcessResult Result = CommandUtils.Run(SignToolName, CodeSignArgs, null, CommandUtils.ERunOptions.AllowSpew);
++NumTrials;
if (Result.ExitCode != 1)
{
if (Result.ExitCode == 2)
{
CommandUtils.LogError(String.Format("Signtool returned a warning."));
}
// Success!
break;
}
else
{
// try another timestamp server on the next iteration
TimestampServerIndex++;
if (TimestampServerIndex >= TimestampServer.Count())
{
// loop back to the first timestamp server
TimestampServerIndex = 0;
}
// Keep retrying until we run out of time
TimeSpan RunTime = DateTime.Now - StartTime;
if (RunTime > CodeSignTimeOut)
{
throw new AutomationException("Failed to sign executable '{0}' {1} times over a period of {2}", TargetFileInfo.FullName, NumTrials, RunTime);
}
}
}
}
/// <summary>
/// Code signs the specified file or folder
/// </summary>
public static void SignMacFileOrFolder(string InPath, bool bIgnoreExtension = false)
{
bool bExists = CommandUtils.FileExists(InPath) || CommandUtils.DirectoryExists(InPath);
if (!bExists)
{
throw new AutomationException("Can't sign '{0}', file or folder does not exist.", InPath);
}
// Executable extensions
List<string> Extensions = new List<string>();
Extensions.Add(".dylib");
Extensions.Add(".app");
Extensions.Add(".framework");
bool IsExecutable = bIgnoreExtension || (Path.GetExtension(InPath) == "" && !InPath.EndsWith("PkgInfo"));
foreach (var Ext in Extensions)
{
if (InPath.EndsWith(Ext, StringComparison.InvariantCultureIgnoreCase))
{
IsExecutable = true;
break;
}
}
if (!IsExecutable)
{
CommandUtils.LogLog(String.Format("Won't sign '{0}', not an executable.", InPath));
return;
}
string SignToolName = "/usr/bin/codesign";
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
string CodeSignArgs = String.Format("-f --deep -s \"{0}\" -v \"{1}\" --no-strict", "Developer ID Application", InPath);
DateTime StartTime = DateTime.Now;
int NumTrials = 0;
for (; ; )
{
ProcessResult Result = CommandUtils.Run(SignToolName, CodeSignArgs, null, CommandUtils.ERunOptions.AllowSpew);
int ExitCode = Result.ExitCode;
++NumTrials;
if (ExitCode == 0)
{
// Success!
break;
}
else
{
// Keep retrying until we run out of time
TimeSpan RunTime = DateTime.Now - StartTime;
if (RunTime > CodeSignTimeOut)
{
throw new AutomationException("Failed to sign '{0}' {1} times over a period of {2}", InPath, NumTrials, RunTime);
}
}
}
}
/// <summary>
/// Codesigns multiple files, but skips anything that's not an EXE or DLL file
/// Will automatically skip signing if -NoSign is specified in the command line.
/// </summary>
/// <param name="Files">List of files to sign</param>
public static void SignMultipleIfEXEOrDLL(BuildCommand Command, List<string> Files)
{
if (!Command.ParseParam("NoSign"))
{
CommandUtils.Log("Signing up to {0} files...", Files.Count);
UnrealBuildTool.UnrealTargetPlatform TargetPlatform = UnrealBuildTool.BuildHostPlatform.Current.Platform;
if (TargetPlatform == UnrealBuildTool.UnrealTargetPlatform.Mac)
{
foreach (var File in Files)
{
SignMacFileOrFolder(File);
}
}
else
{
List<string> FilesToSign = new List<string>();
foreach (string File in Files)
{
if (!(Path.GetDirectoryName(File).Replace("\\", "/")).Contains("Binaries/XboxOne"))
{
FilesToSign.Add(File);
}
}
SignMultipleFilesIfEXEOrDLL(FilesToSign);
}
}
else
{
CommandUtils.LogLog("Skipping signing {0} files due to -nosign.", Files.Count);
}
}
public static void SignListFilesIfEXEOrDLL(string FilesToSign)
{
string SignToolName = null;
if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
//@todo: Get these paths from the registry
if (WindowsPlatform.bUseWindowsSDK10)
{
SignToolName = "C:/Program Files (x86)/Windows Kits/10/bin/x86/SignTool.exe";
}
else
{
SignToolName = "C:/Program Files (x86)/Windows Kits/8.1/bin/x86/SignTool.exe";
}
}
else if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2013)
{
SignToolName = "C:/Program Files (x86)/Windows Kits/8.1/bin/x86/SignTool.exe";
}
if (!File.Exists(SignToolName))
{
throw new AutomationException("SignTool not found at '{0}' (are you missing the Windows SDK?)", SignToolName);
}
// nothing to sign
if (String.IsNullOrEmpty(FilesToSign))
{
return;
}
// Code sign the executable
string[] TimestampServer = { "http://timestamp.verisign.com/scripts/timestamp.dll",
"http://timestamp.globalsign.com/scripts/timstamp.dll",
"http://timestamp.comodoca.com/authenticode",
"http://www.startssl.com/timestamp"
};
int TimestampServerIndex = 0;
string SpecificStoreArg = bUseMachineStoreInsteadOfUserStore ? " /sm" : "";
DateTime StartTime = DateTime.Now;
int NumTrials = 0;
for (; ; )
{
//@TODO: Verbosity choosing
// /v will spew lots of info
// /q does nothing on success and minimal output on failure
string CodeSignArgs = String.Format("sign{0} /a /n \"{1}\" /t {2} /v {3}", SpecificStoreArg, SigningIdentity, TimestampServer[TimestampServerIndex], FilesToSign);
ProcessResult Result = CommandUtils.Run(SignToolName, CodeSignArgs, null, CommandUtils.ERunOptions.AllowSpew);
++NumTrials;
if (Result.ExitCode != 1)
{
if (Result.ExitCode == 2)
{
CommandUtils.LogError(String.Format("Signtool returned a warning."));
}
// Success!
break;
}
else
{
// try another timestamp server on the next iteration
TimestampServerIndex++;
if (TimestampServerIndex >= TimestampServer.Count())
{
// loop back to the first timestamp server
TimestampServerIndex = 0;
}
// Keep retrying until we run out of time
TimeSpan RunTime = DateTime.Now - StartTime;
if (RunTime > CodeSignTimeOut)
{
throw new AutomationException("Failed to sign executables {0} times over a period of {1}", NumTrials, RunTime);
}
}
}
}
public static void SignMultipleFilesIfEXEOrDLL(List<string> Files, bool bIgnoreExtension = false)
{
if (UnrealBuildTool.Utils.IsRunningOnMono)
{
CommandUtils.LogLog(String.Format("Can't sign we are running under mono."));
return;
}
List<string> FinalFiles = new List<string>();
foreach (string Filename in Files)
{
// Make sure the file isn't read-only
FileInfo TargetFileInfo = new FileInfo(Filename);
// Executable extensions
List<string> Extensions = new List<string>();
Extensions.Add(".dll");
Extensions.Add(".exe");
bool IsExecutable = bIgnoreExtension;
foreach (var Ext in Extensions)
{
if (TargetFileInfo.FullName.EndsWith(Ext, StringComparison.InvariantCultureIgnoreCase))
{
IsExecutable = true;
break;
}
}
if (IsExecutable && CommandUtils.FileExists(Filename))
{
FinalFiles.Add(Filename);
}
}
StringBuilder FilesToSignBuilder = new StringBuilder();
List<string> FinalListSignStrings = new List<string>();
foreach(string File in FinalFiles)
{
FilesToSignBuilder.Append("\"" + File + "\" ");
if(FilesToSignBuilder.Length > 1900)
{
string AddFilesToFinalList = FilesToSignBuilder.ToString();
FinalListSignStrings.Add(AddFilesToFinalList);
FilesToSignBuilder.Clear();
}
}
FinalListSignStrings.Add(FilesToSignBuilder.ToString());
foreach(string FilesToSign in FinalListSignStrings)
{
SignListFilesIfEXEOrDLL(FilesToSign);
}
}
}
}