using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnrealBuildTool;
using AutomationTool;
namespace AutomationTool
{
///
/// Parameters for a compile task
///
public class CompileTaskParameters
{
///
/// The target to compile
///
[TaskParameter]
public string Target;
///
/// The configuration to compile
///
[TaskParameter]
public UnrealTargetConfiguration Configuration;
///
/// The platform to compile for
///
[TaskParameter]
public UnrealTargetPlatform Platform;
///
/// Additional arguments for UnrealBuildTool
///
[TaskParameter(Optional = true)]
public string Arguments;
}
///
/// Task which compiles a target with UnrealBuildTool
///
[TaskElement("Compile", typeof(CompileTaskParameters))]
public class CompileTask : CustomTask
{
///
/// List of targets to compile. As well as the target specifically added for this task, additional compile tasks may be merged with it.
///
List Targets = new List();
///
/// Construct a compile task
///
/// Parameters for this task
public CompileTask(CompileTaskParameters Parameters)
{
Targets.Add(new UE4Build.BuildTarget { TargetName = Parameters.Target, Platform = Parameters.Platform, Config = Parameters.Configuration, UBTArgs = "-nobuilduht " + (Parameters.Arguments ?? "") });
}
///
/// Allow this task to merge with other tasks within the same node. This can be useful to allow tasks to execute in parallel and reduce overheads.
///
/// Other tasks that this task can merge with. If a merge takes place, the other tasks should be removed from the list.
public override void Merge(List OtherTasks)
{
for (int Idx = 0; Idx < OtherTasks.Count; Idx++)
{
CompileTask OtherCompileTask = OtherTasks[Idx] as CompileTask;
if (OtherCompileTask != null)
{
Targets.AddRange(OtherCompileTask.Targets);
OtherTasks.RemoveAt(Idx);
}
}
}
///
/// Execute the task.
///
/// Information about the current job
/// Set of build products produced by this node.
/// Mapping from tag names to the set of files they include
/// True if the task succeeded
public override bool Execute(JobContext Job, HashSet BuildProducts, Dictionary> TagNameToFileSet)
{
UE4Build Builder = new UE4Build(Job.OwnerCommand);
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
Agenda.Targets.AddRange(Targets);
Builder.Build(Agenda, InDeleteBuildProducts: false, InUpdateVersionFiles: false, InForceNoXGE: CommandUtils.IsBuildMachine, InUseParallelExecutor: true);
UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
BuildProducts.UnionWith(Builder.BuildProductFiles.Select(x => new FileReference(x)));
return true;
}
}
}