Commit Graph

206 Commits

Author SHA1 Message Date
Bryan Johnson
cea4a933e1 Add the ability to filter based on extensions
#jira none
#rnx
#rb Ryan.Hummer
#preflight 63e15e06c2257e56f4f193b2

[CL 24036931 by Bryan Johnson in ue5-main branch]
2023-02-06 15:12:28 -05:00
Ben Marsh
aa97a75653 BuildGraph: Add a parameter to the cook task to disable tagging outputs. This can take a long time for large cooks.
#preflight none

[CL 23896963 by Ben Marsh in ue5-main branch]
2023-01-27 21:07:21 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
Tim Smith
a81434c74f Removed places where -nobuilduht is added to the command line.
#rb ryan.hummer
#preflight 63c7e95fac35a0e9dad8774d

[CL 23754222 by Tim Smith in ue5-main branch]
2023-01-18 08:01:18 -05:00
Wojciech Krywult
74cdb44436 Build: Symbol Server: Added support for source server (source code indexing) for consoles.
Source code indexing allows Visual Studio to automatically fetch the right source code files from Perforce when debugging builds/crashdumps.

Previously, we had this functionality available only on Windows in the form of SrcSrv build task (build graph). This task takes generated pdbs and embeds information about the source code used into them. However, this functionality doesn't translate well into similar features on other platforms.

Resolved by extending SymStore task to handle source indexing in additional to uploading symbols to the symbol store. SrcSrv remains functional, but it still works only on Windows. For this reason, SymStore becomes the preferred solution as it's more general.

Fixed a few additional problems, both in the task itself and our game's build graph.

#preflight 63727a48ee4d25f90ace140b
#rb Robert.Millar
#jira UE-70463

[CL 23123619 by Wojciech Krywult in ue5-main branch]
2022-11-14 14:37:48 -05:00
Ben Marsh
c7c2d972cc Horde: Add another class of blobs for storage tests (20,000 x 1mb).
#preflight none

[CL 22814386 by Ben Marsh in ue5-main branch]
2022-10-27 14:08:38 -04:00
Ben Marsh
150c7bc5d2 Horde: Clean up log output for storage tests.
#preflight none

[CL 22813991 by Ben Marsh in ue5-main branch]
2022-10-27 13:49:55 -04:00
Ben Marsh
0d7929d665 Horde: Add a temp storage test script which generates random data into a given directory.
#preflight none

[CL 22810754 by Ben Marsh in ue5-main branch]
2022-10-27 11:23:16 -04:00
Ryan Hummer
84a9b6f514 Adding an option to login to any repository by specifying a json with the user & token
#rnx
#jira none
#rb ??
#preflight none

[CL 22525427 by Ryan Hummer in ue5-main branch]
2022-10-14 09:00:31 -04:00
carl bystrom
f0302df3e2 BuildGraph: Allow overriding path to Docker executable through env var
Allows for using alternative but compatible Docker implementations.

#rb Ben.Marsh
#jira none
#preflight none

[CL 22332338 by carl bystrom in ue5-main branch]
2022-10-04 12:16:09 -04:00
ryan hummer
f6821c1631 Allow the CompileTask to enable AllCores for UBT
Turns on automatically if CommandUtils.IsBuildMachine is true or the CompileTask sets AllowAllCores to true

#rnx
#jira none
#rb none
#preflight 633b3aaf3629a1a4f92f3ef1

[CL 22323425 by ryan hummer in ue5-main branch]
2022-10-03 21:15:14 -04:00
UnrealBot
73409369c0 Branch snapshot for CL 21319338
[CL 21319338 in ue5-main branch]
2022-08-10 16:03:37 +00:00
Ben Marsh
6ac2c5b01f UAT: Add a systemic error code for Perforce submit failures.
#preflight none

[CL 21078813 by Ben Marsh in ue5-main branch]
2022-07-13 15:59:41 -04:00
Bryan Johnson
0ba12c9497 Add retry for notary-app calls
#jira UE-155720, UE-157669
#rnx
#rb Ryan.Hummer
#preflight 62c5c25e097ca6afc4f24202

[CL 20968956 by Bryan Johnson in ue5-main branch]
2022-07-06 13:18:50 -04:00
Ben Marsh
50a74d20ce BuildGraph: Add bytecode compiler and interpreter to allow graph evaluation outside UAT.
#preflight 62b606546067f280916744c8

[CL 20814909 by Ben Marsh in ue5-main branch]
2022-06-24 15:18:50 -04:00
Ben Marsh
64b6cb04f1 BuildGraph: Fix UDN documentation output.
#preflight none

[CL 20774471 by Ben Marsh in ue5-main branch]
2022-06-22 10:42:19 -04:00
Ben Marsh
ff46dfcfce BuildGraph: Various refactorings prior to adding bytecode executor.
* Moved XML script parsing into UAT. We don't need to evaluate this in Horde.
* Added custom node types for script and expression nodes, rather than wrapping native nodes with a custom script task.
#preflight 62b31b76650c9d58579b2ea6

[CL 20773724 by Ben Marsh in ue5-main branch]
2022-06-22 09:56:45 -04:00
Chad Garyet
8fc20701f1 Update copy task to exit gracefully if there aren't any files to copy when overwrite=false
#jira UE-155844
#rb ryan.hummer
#preflight none

[CL 20626362 by Chad Garyet in ue5-main branch]
2022-06-13 09:52:51 -04:00
Ben Marsh
79c05ae32b Back out EpicGames.Jupiter upgrade to NET 6
#preflight none
#fyi Joe.Kirchoff

[CL 20593495 by Ben Marsh in ue5-main branch]
2022-06-10 07:38:49 -04:00
Ben Marsh
3e3deac9d0 BuildGraph: Reformat output from Docker to allow regular pattern matchers to work correctly, and add an MSTest event matcher.
#preflight none

[CL 20580176 by Ben Marsh in ue5-main branch]
2022-06-09 13:18:32 -04:00
joe kirchoff
f9a78bdc2d EpicGames.Jupiter: net6.0 upgrade
#rnx
#rb none
#preflight 629e94911c7e8f9a18121cf8

[CL 20530671 by joe kirchoff in ue5-main branch]
2022-06-06 20:04:06 -04:00
Ben Marsh
cbb950c578 UBT: Use ILogger throughout UBT, rather than legacy EpicGames.Core.Log methods. All output going forwards should use structured logging rather than String.Format style logging.
#preflight 628e9dc6e746de4961f60032

[CL 20373777 by Ben Marsh in ue5-main branch]
2022-05-25 19:55:37 -04:00
carl bystrom
283ad82702 BuildGraph: Add more parameters to Docker-Build task
Supporting BuildKit and .dockerignore files will help improve performance without resorting to temporary staging of files.
#preflight 6275287ed8373707f211ffa8

[CL 20075007 by carl bystrom in ue5-main branch]
2022-05-06 09:58:56 -04:00
jonathan adamczewski
f515402a7a CsCompile: Don't use /restore when compiling with xbuild
#jira none
#fyi ryan.hummer
#rnx
#preflight 62697de92735a2c0ea8a153c

[CL 19943308 by jonathan adamczewski in ue5-main branch]
2022-04-27 14:04:02 -04:00
Ben Marsh
347784c8b8 BuildGraph: Add a parameter to the CsCompile task to allow using the system C# compiler rather than the UE-bundled version. Allows compiling Swarm et al correctly as part of installed build script.
#preflight none
#fyi Jonathan.Adamczewski

[CL 19772216 by Ben Marsh in ue5-main branch]
2022-04-15 12:25:18 -04:00