Commit Graph

38 Commits

Author SHA1 Message Date
Wes Hunt
012e45b913 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
Ben Marsh
7766819000 Implement CommandUtils.UnzipFiles() on Mac without using Ionic.Zip.ExtractAll(). Seems to throw an exception under Mono, and there's obvious reason why.
[CL 2519572 by Ben Marsh in Main branch]
2015-04-21 13:43:16 -04:00
Ben Marsh
b7fe870052 Archive headers as part of building the root editor and precompiled monolithics, and extract them into the Rocket build.
[CL 2517897 by Ben Marsh in Main branch]
2015-04-20 13:43:49 -04:00
Ben Marsh
f0571f2a6b Re-enable Rocket as a part of CIS. Partial installs are no longer passed around as build products; filtering generates a manifest which is only used when the copy happens, and copying writes directly to the network share. Building samples takes a smaller subset of the install.
[CL 2508603 by Ben Marsh in Main branch]
2015-04-10 13:56:50 -04:00
Kellan Carr
d2db836ec8 build script, temp storage retries on mac
[CL 2507248 by Kellan Carr in Main branch]
2015-04-09 16:12:39 -04:00
Kellan Carr
40d789b12d build script, batch sign files rather than sign individually
[CL 2450688 by Kellan Carr in Main branch]
2015-02-18 15:38:20 -05:00
Ben Marsh
60a5bd4b3f Add CommandUtils.GetGenericPlatformName() to return the generic name for a given target platform (eg. "Windows" on Win32/Win64).
[CL 2447425 by Ben Marsh in Main branch]
2015-02-16 13:40:17 -05:00
Josh Adams
5f36c679ad - Stripping out some special .ini settings while staging (the change is lower level than it should be, but it's the fastest way to protect passwords) [UE-9113]
[CL 2434089 by Josh Adams in Main branch]
2015-02-05 15:19:39 -05:00
Ben Marsh
b321e6f43b Bit of housekeeping before adding list of dependencies into UBT's manifest:
* Renamed FileManifest to BuildManifest and FileManifestItems to BuildProducts, to more accurately reflect what they are.
* Removed ref qualifier when passing BuildManifest around; it's already a reference type, and not meant to be assigned to.
* Removed UAT's redundant copy of BuildManifest, since it already references the UBT assembly.

[CL 2406323 by Ben Marsh in Main branch]
2015-01-14 15:46:41 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Wes Fudala
d554bb95c3 Add description param to commandline for signing binaries.
OPP-1770

[CL 2376368 by Wes Fudala in Main branch]
2014-12-04 15:45:55 -05:00
Richard Fawcett
108cb618d6 Optionally allow incremental copy operations in UAT to skip files which exist in the destination folder
#jira OPP-1713

[CL 2370664 by Richard Fawcett in Main branch]
2014-11-26 05:51:02 -05:00
Ben Marsh
7bb3847361 Fix command line for signing executables where there's a space in the path.
[CL 2342682 by Ben Marsh in Main branch]
2014-10-28 15:33:33 -04:00
Bob Tellez
70aaf80117 Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using.  That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.

CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.

CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death

CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame

CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority.  while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.

Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)

CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.

CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899

CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.

CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens.  Removed code duplication.

CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface

CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search

CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).

They are separate options which can be used together or separately.

CL#2277344
fixed BT decorator indices for abort range preview in editor

CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853

CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor

CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.

Made the filter and score test types display "Filter Only" & "Score Only"

CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.

CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.

Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.

CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.

CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet

CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.

CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)

CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454

CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4

- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489

CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite

CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving

(Fixes ttp 344776)

CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374

CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations

CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.

Fixes TTPs 342221, 342634

CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.

CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE

CL#2284405
HotSpots auto expire #UE4

Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector

CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites

CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601

CL#2286127
fixed pathfinding eqs test

CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719

CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change

CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.

CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.

CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made.  (In Fortnite, Goal Manager queries all have the same name, and the data would never update.  In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)

CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"

CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.

CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.

CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.

CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions.  The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs

CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly

CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4

It was resulting in copied actions loosing parts of its configuration.
Also:
 - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior

CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4

CL#2290778
fixed invalid nav nodes in paths after offseting

CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment

CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).

CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4

CL#2292766
Fixed crash if touch event without valid MovieStreamer

CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.

NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.

CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.

CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle  where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient

CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)

CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)

CL#2293536
fixed updating parent chain in navoctree after removing last attached node

CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)

CL#2293952
Changes/improvements to curl http module:

- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.

CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking

[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
Michael Trepka
81a639cbaa Temporarily disabled code signing for Mac editor and games due to problems with signing Steamworks dylib in OS X 10.9.5/Xcode 6
#codereview Ben.Marsh, Kellan.Carr

[CL 2305535 by Michael Trepka in Main branch]
2014-09-22 10:12:50 -04:00
Marcus Wassmer
d3267165c0 Merge UE4-ShooterGame -> UE4
#codereview john.pollard,jeff.campeau,ryan.gerleve

[CL 2289995 by Marcus Wassmer in Main branch]
2014-09-09 12:12:38 -04:00
Ben Marsh
ebcff704c6 Fix warning building ShooterGame; probing for whether a directory is writeable or not is not a failure.
[CL 2276148 by Ben Marsh in Main branch]
2014-08-28 10:08:32 -04:00
Jeff Campeau
498bb8ad26 Use a local temp directory for GUBP packaging on Xbox One to avoid issues with remote drive and VHD. Resulting package is then copied into place.
[CL 2246228 by Jeff Campeau in Main branch]
2014-08-06 18:13:10 -04:00
Robert Manuszewski
e6072fb050 UnrealBuildTool: Added UnrealHeaderTool version checking when checking if it's up to date.
#change UBT will check for API version of all UnrealHeaderTool binaries to detect partial syncs
#change Added BuildHostPlatform class for runtime platform abstraction

[CL 2245408 by Robert Manuszewski in Main branch]
2014-08-06 07:05:15 -04:00
Richard Fawcett
87f66d2729 Fixes bug where AutomationTool's PushDir_NoExceptions achieved different result to PushDir in the success case.
Previously PushDir_NoExceptions would change the current working directory, and push the NEW working directory onto the stack,
thereby losing the ability to pop the final directory and return to the original working directory before anything was pushed.

This old behavior contradicted the method's comment, which reads "Pushes the current working directory onto a stack and sets CWD to a new value."

[CL 2236817 by Richard Fawcett in Main branch]
2014-07-30 04:56:10 -04:00
Peter Sauerbrei
bd3c1d9e75 compile fix and change it so it won't ignore XboxOne target dlls for verisign
#ue4
#xboxone

#codereview ben.marsh, josh.adams

[CL 2188186 by Peter Sauerbrei in Main branch]
2014-07-10 21:05:48 -04:00
Peter Sauerbrei
e59677ac56 fix to not sign the xboxone executables with Verisign.
check for XboxOne in the path
#ue4
#xboxone

#codereview ben.marsh, gil.gribb, josh.adams

[CL 2188120 by Peter Sauerbrei in Main branch]
2014-07-10 21:05:37 -04:00
Ben Marsh
efd5991bfb Only sign EXE files on Windows platforms.
#codereview Peter.Sauerbrei, Gil.Gribb

[CL 2182470 by Ben Marsh in Main branch]
2014-07-09 18:56:04 -04:00
Robert Manuszewski
6a47c72fb5 AutomationTool: Throw an exception when threaded copy fails
[CL 2181397 by Robert Manuszewski in Main branch]
2014-07-09 10:12:08 -04:00
Gil Gribb
65c7df3dad build script, mangle formal build archive directories in preflights
[CL 2124464 by Gil Gribb in Main branch]
2014-07-02 09:53:02 -04:00