Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BuildCookRun.Automation.cs

348 lines
10 KiB
C#
Raw Normal View History

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using AutomationTool;
using UnrealBuildTool;
[Help(@"Builds/Cooks/Runs a project.
For non-uprojects project targets are discovered by compiling target rule files found in the project folder.
If -map is not specified, the command looks for DefaultMap entry in the project's DefaultEngine.ini and if not found, in BaseEngine.ini.
If no DefaultMap can be found, the command falls back to /Engine/Maps/Entry.")]
[Help("project=Path", @"Project path (required), i.e: -project=QAGame, -project=Samples\BlackJack\BlackJack.uproject, -project=D:\Projects\MyProject.uproject")]
[Help("destsample", "Destination Sample name")]
[Help("foreigndest", "Foreign Destination")]
[Help(typeof(ProjectParams))]
[Help(typeof(UE4Build))]
[Help(typeof(CodeSign))]
public class BuildCookRun : BuildCommand
{
#region BaseCommand interface
public override void ExecuteBuild()
{
// allow BCR functions to call UBT functions (especially .ini parsing)
UnrealBuildTool.UnrealBuildTool.SetupUBTFromUAT();
// these need to be done first
var bForeign = ParseParam("foreign");
var bForeignCode = ParseParam("foreigncode");
if (bForeign)
{
MakeForeignSample();
}
else if (bForeignCode)
{
MakeForeignCodeSample();
}
var Params = SetupParams();
DoBuildCookRun(Params);
}
#endregion
#region Setup
protected ProjectParams SetupParams()
{
Log("Setting up ProjectParams for {0}", ProjectPath);
var Params = new ProjectParams
(
Command: this,
// Shared
RawProjectPath: ProjectPath
);
var DirectoriesToCook = ParseParamValue("cookdir");
if (!String.IsNullOrEmpty(DirectoriesToCook))
{
Params.DirectoriesToCook = new ParamList<string>(DirectoriesToCook.Split('+'));
}
var InternationalizationPreset = ParseParamValue("i18npreset");
if (!String.IsNullOrEmpty(InternationalizationPreset))
{
Params.InternationalizationPreset = InternationalizationPreset;
}
var CulturesToCook = ParseParamValue("cookcultures");
if (!String.IsNullOrEmpty(CulturesToCook))
{
Params.CulturesToCook = new ParamList<string>(CulturesToCook.Split('+'));
}
if (Params.DedicatedServer)
{
foreach (var ServerPlatformInstance in Params.ServerTargetPlatformInstances)
{
ServerPlatformInstance.PlatformSetupParams(ref Params);
}
}
else
{
foreach (var ClientPlatformInstance in Params.ClientTargetPlatformInstances)
{
ClientPlatformInstance.PlatformSetupParams(ref Params);
}
}
Params.ValidateAndLog();
return Params;
}
/// <summary>
/// In case the command line specified multiple map names with a '+', selects the first map from the list.
/// </summary>
/// <param name="Maps">Map(s) specified in the commandline.</param>
/// <returns>First map or an empty string.</returns>
private static string GetFirstMap(string Maps)
{
string Map = String.Empty;
if (!String.IsNullOrEmpty(Maps))
{
var AllMaps = Maps.Split(new char[] { '+' }, StringSplitOptions.RemoveEmptyEntries);
if (!IsNullOrEmpty(AllMaps))
{
Map = AllMaps[0];
}
}
return Map;
}
private string GetTargetName(Type TargetRulesType)
{
const string TargetPostfix = "Target";
var Name = TargetRulesType.Name;
if (Name.EndsWith(TargetPostfix, StringComparison.InvariantCultureIgnoreCase))
{
Name = Name.Substring(0, Name.Length - TargetPostfix.Length);
}
return Name;
}
private string GetDefaultMap(ProjectParams Params)
{
const string EngineEntryMap = "/Engine/Maps/Entry";
Log("Trying to find DefaultMap in ini files");
string DefaultMap = null;
var ProjectFolder = GetDirectoryName(Params.RawProjectPath.FullName);
var DefaultGameEngineConfig = CombinePaths(ProjectFolder, "Config", "DefaultEngine.ini");
if (FileExists(DefaultGameEngineConfig))
{
Log("Looking for DefaultMap in {0}", DefaultGameEngineConfig);
DefaultMap = GetDefaultMapFromIni(DefaultGameEngineConfig, Params.DedicatedServer);
if (DefaultMap == null && Params.DedicatedServer)
{
DefaultMap = GetDefaultMapFromIni(DefaultGameEngineConfig, false);
}
}
else
{
var BaseEngineConfig = CombinePaths(CmdEnv.LocalRoot, "Config", "BaseEngine.ini");
if (FileExists(BaseEngineConfig))
{
Log("Looking for DefaultMap in {0}", BaseEngineConfig);
DefaultMap = GetDefaultMapFromIni(BaseEngineConfig, Params.DedicatedServer);
if (DefaultMap == null && Params.DedicatedServer)
{
DefaultMap = GetDefaultMapFromIni(BaseEngineConfig, false);
}
}
}
// We check for null here becase null == not found
if (DefaultMap == null)
{
Log("No DefaultMap found, assuming: {0}", EngineEntryMap);
DefaultMap = EngineEntryMap;
}
else
{
Log("Found DefaultMap={0}", DefaultMap);
}
return DefaultMap;
}
private string GetDefaultMapFromIni(string IniFilename, bool DedicatedServer)
{
var IniLines = ReadAllLines(IniFilename);
string DefaultMap = null;
string ConfigKeyStr = "GameDefaultMap";
if (DedicatedServer)
{
ConfigKeyStr = "ServerDefaultMap";
}
foreach (var Line in IniLines)
{
if (Line.StartsWith(ConfigKeyStr, StringComparison.InvariantCultureIgnoreCase))
{
var DefaultMapPair = Line.Split('=');
DefaultMap = DefaultMapPair[1].Trim();
}
if (DefaultMap != null)
{
break;
}
}
return DefaultMap;
}
#endregion
#region BuildCookRun
protected void DoBuildCookRun(ProjectParams Params)
{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
const ProjectBuildTargets ClientTargets = ProjectBuildTargets.ClientCooked | ProjectBuildTargets.ServerCooked;
bool bGenerateNativeScripts = Params.RunAssetNativization;
int WorkingCL = -1;
if (P4Enabled && AllowSubmit)
{
WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} build from changelist {1}", Params.ShortProjectName, P4Env.Changelist));
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Project.Build(this, Params, WorkingCL, bGenerateNativeScripts ? (ProjectBuildTargets.All & ~ClientTargets) : ProjectBuildTargets.All);
Project.Cook(Params);
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if (bGenerateNativeScripts)
{
Project.Build(this, Params, WorkingCL, ClientTargets);
}
Project.CopyBuildToStagingDirectory(Params);
Project.Package(Params, WorkingCL);
Project.Archive(Params);
Project.Deploy(Params);
PrintRunTime();
Project.Run(Params);
// Check everything in!
if (WorkingCL != -1)
{
int SubmittedCL;
P4.Submit(WorkingCL, out SubmittedCL, true, true);
}
}
private void MakeForeignSample()
{
string Sample = "BlankProject";
var DestSample = ParseParamValue("DestSample", "CopiedBlankProject");
var Src = CombinePaths(CmdEnv.LocalRoot, "Samples", "SampleGames", Sample);
if (!DirectoryExists(Src))
{
throw new AutomationException("Can't find source directory to make foreign sample {0}.", Src);
}
var Dest = ParseParamValue("ForeignDest", CombinePaths(@"C:\testue4\foreign\", DestSample + "_ _Dir"));
Log("Make a foreign sample {0} -> {1}", Src, Dest);
CloneDirectory(Src, Dest);
DeleteDirectory_NoExceptions(CombinePaths(Dest, "Intermediate"));
DeleteDirectory_NoExceptions(CombinePaths(Dest, "Saved"));
RenameFile(CombinePaths(Dest, Sample + ".uproject"), CombinePaths(Dest, DestSample + ".uproject"));
var IniFile = CombinePaths(Dest, "Config", "DefaultEngine.ini");
var Ini = new VersionFileUpdater(IniFile);
Ini.ReplaceLine("GameName=", DestSample);
Ini.Commit();
}
private void MakeForeignCodeSample()
{
string Sample = "PlatformerGame";
string DestSample = "PlatformerGame";
var Src = CombinePaths(CmdEnv.LocalRoot, Sample);
if (!DirectoryExists(Src))
{
throw new AutomationException("Can't find source directory to make foreign sample {0}.", Src);
}
var Dest = ParseParamValue("ForeignDest", CombinePaths(@"C:\testue4\foreign\", DestSample + "_ _Dir"));
Log("Make a foreign sample {0} -> {1}", Src, Dest);
CloneDirectory(Src, Dest);
DeleteDirectory_NoExceptions(CombinePaths(Dest, "Intermediate"));
DeleteDirectory_NoExceptions(CombinePaths(Dest, "Saved"));
DeleteDirectory_NoExceptions(CombinePaths(Dest, "Plugins", "FootIK", "Intermediate"));
//RenameFile(CombinePaths(Dest, Sample + ".uproject"), CombinePaths(Dest, DestSample + ".uproject"));
var IniFile = CombinePaths(Dest, "Config", "DefaultEngine.ini");
var Ini = new VersionFileUpdater(IniFile);
Ini.ReplaceLine("GameName=", DestSample);
Ini.Commit();
}
private FileReference ProjectFullPath;
public virtual FileReference ProjectPath
{
get
{
if (ProjectFullPath == null)
{
var bForeign = ParseParam("foreign");
var bForeignCode = ParseParam("foreigncode");
if (bForeign)
{
var DestSample = ParseParamValue("DestSample", "CopiedHoverShip");
var Dest = ParseParamValue("ForeignDest", CombinePaths(@"C:\testue4\foreign\", DestSample + "_ _Dir"));
ProjectFullPath = new FileReference(CombinePaths(Dest, DestSample + ".uproject"));
}
else if (bForeignCode)
{
var DestSample = ParseParamValue("DestSample", "PlatformerGame");
var Dest = ParseParamValue("ForeignDest", CombinePaths(@"C:\testue4\foreign\", DestSample + "_ _Dir"));
ProjectFullPath = new FileReference(CombinePaths(Dest, DestSample + ".uproject"));
}
else
{
var OriginalProjectName = ParseParamValue("project", "");
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
if (string.IsNullOrEmpty(OriginalProjectName))
{
throw new AutomationException("No project file specified. Use -project=<project>.");
}
var ProjectName = OriginalProjectName;
ProjectName = ProjectName.Trim(new char[] { '\"' });
if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
}
else if (!FileExists_NoExceptions(ProjectName))
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
}
if(FileExists_NoExceptions(ProjectName))
{
ProjectFullPath = new FileReference(ProjectName);
}
else
{
var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
var GameProj = Branch.FindGame(OriginalProjectName);
if (GameProj != null)
{
ProjectFullPath = GameProj.FilePath;
}
if (!FileExists_NoExceptions(ProjectFullPath.FullName))
{
throw new AutomationException("Could not find a project file {0}.", ProjectName);
}
}
}
}
return ProjectFullPath;
}
}
#endregion
}