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- Build now takes optional inputs for consistency with BuildAction. - BuildAction has been renamed to Build and works the same as Build except it starts from an action. - Build now takes a FBuildPolicy, which is implicitly constructible from EBuildPolicy, and allows setting the policy by payload. - FBuildContext and FBuildConfigContext now have policy masks that allow clearing flags across every payload in the build. - EBuildPolicy has CacheStore split into CacheStoreOnQuery and CacheStoreOnBuild for more control of cache behavior. - Builds now use consistent completion callback parameters, FBuildCompleteParams. - Build types now have debugger visualization. #rb Zousar.Shaker #rnx #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 17874670 in //UE5/Release-5.0/... via CL 17874724 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v883-17842818) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17874740 by devin doucette in ue5-release-engine-test branch]
133 lines
3.6 KiB
C++
133 lines
3.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DerivedDataBuildSession.h"
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#include "Containers/UnrealString.h"
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#include "DerivedDataBuildAction.h"
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#include "DerivedDataBuildDefinition.h"
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#include "DerivedDataBuildJob.h"
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#include "DerivedDataBuildOutput.h"
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#include "DerivedDataBuildPrivate.h"
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#include "DerivedDataPayload.h"
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namespace UE::DerivedData::Private
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{
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class FBuildSessionInternal final : public IBuildSessionInternal
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{
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public:
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FBuildSessionInternal(
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FStringView InName,
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ICache& InCache,
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IBuild& InBuildSystem,
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IBuildScheduler& InScheduler,
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IBuildInputResolver* InInputResolver)
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: Name(InName)
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, Cache(InCache)
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, BuildSystem(InBuildSystem)
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, Scheduler(InScheduler)
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, InputResolver(InInputResolver)
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{
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}
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FStringView GetName() const final { return Name; }
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void Build(
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const FBuildDefinition& Definition,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) final;
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void Build(
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const FBuildAction& Action,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete) final;
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void BuildPayload(
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const FBuildPayloadKey& Payload,
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EBuildPolicy Policy,
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IRequestOwner& Owner,
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FOnBuildPayloadComplete&& OnComplete) final;
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FString Name;
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ICache& Cache;
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IBuild& BuildSystem;
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IBuildScheduler& Scheduler;
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IBuildInputResolver* InputResolver;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void FBuildSessionInternal::Build(
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const FBuildDefinition& Definition,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Definition, Inputs, Policy,
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OnComplete ? MoveTemp(OnComplete) : [](FBuildCompleteParams&&){});
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}
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void FBuildSessionInternal::Build(
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const FBuildAction& Action,
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const FOptionalBuildInputs& Inputs,
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const FBuildPolicy& Policy,
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IRequestOwner& Owner,
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FOnBuildComplete&& OnComplete)
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{
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CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, Action, Inputs, Policy,
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OnComplete ? MoveTemp(OnComplete) : [](FBuildCompleteParams&&){});
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}
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void FBuildSessionInternal::BuildPayload(
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const FBuildPayloadKey& PayloadKey,
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EBuildPolicy Policy,
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IRequestOwner& Owner,
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FOnBuildPayloadComplete&& OnComplete)
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{
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// This requests the entire output to get one payload. It will be optimized later to request only one payload.
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FOnBuildComplete OnJobComplete;
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if (OnComplete)
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{
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OnJobComplete = [PayloadKey, OnComplete = MoveTemp(OnComplete)](FBuildCompleteParams&& Params)
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{
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FPayload Payload;
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EStatus Status = Params.Status;
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if (Status == EStatus::Ok)
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{
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Payload = Params.Output.GetPayload(PayloadKey.Id);
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Status = Payload ? EStatus::Ok : EStatus::Error;
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}
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if (!Payload)
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{
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Payload = FPayload(PayloadKey.Id);
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}
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OnComplete({PayloadKey.BuildKey, MoveTemp(Payload), Status});
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};
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}
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CreateBuildJob({Cache, BuildSystem, Scheduler, InputResolver, Owner}, PayloadKey.BuildKey, Policy, MoveTemp(OnJobComplete));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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FBuildSession CreateBuildSession(IBuildSessionInternal* Session)
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{
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return FBuildSession(Session);
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}
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FBuildSession CreateBuildSession(
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FStringView Name,
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ICache& Cache,
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IBuild& BuildSystem,
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IBuildScheduler& Scheduler,
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IBuildInputResolver* InputResolver)
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{
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return CreateBuildSession(new FBuildSessionInternal(Name, Cache, BuildSystem, Scheduler, InputResolver));
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}
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} // UE::DerivedData::Private
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