using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnrealBuildTool;
namespace AutomationTool.Tasks
{
///
/// Parameters for the version task
///
public class SetVersionTaskParameters
{
///
/// The changelist to set in the version files
///
[TaskParameter]
public int Change;
///
/// The branch string
///
[TaskParameter]
public string Branch;
///
/// Whether to set the IS_LICENSEE_VERSION flag to true
///
[TaskParameter(Optional = true)]
public bool Licensee;
///
/// If set, don't actually write to the files - just return the version files that would be updated. Useful for local builds.
///
[TaskParameter(Optional = true)]
public bool SkipWrite;
}
///
/// Task which updates the version files in the current branch
///
[TaskElement("SetVersion", typeof(SetVersionTaskParameters))]
public class SetVersionTask : CustomTask
{
///
/// Parameters for the task
///
SetVersionTaskParameters Parameters;
///
/// Construct a version task
///
/// Parameters for this task
public SetVersionTask(SetVersionTaskParameters InParameters)
{
Parameters = InParameters;
}
///
/// 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)
{
List FileNames = UE4Build.StaticUpdateVersionFiles(Parameters.Change, Parameters.Branch, Parameters.Licensee, !Parameters.SkipWrite);
BuildProducts.UnionWith(FileNames.Select(x => new FileReference(x)));
return true;
}
}
}