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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change2927060on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change2926908on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
284 lines
11 KiB
C#
284 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml;
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using UnrealBuildTool;
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namespace AutomationTool
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{
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/// <summary>
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/// Specifies validation that should be performed on a task parameter.
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/// </summary>
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public enum TaskParameterValidationType
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{
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/// <summary>
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/// Allow any valid values for the field type.
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/// </summary>
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Default,
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/// <summary>
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/// A standard name; alphanumeric characters, plus underscore and space. Spaces at the start or end, or more than one in a row are prohibited.
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/// </summary>
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Name,
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/// <summary>
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/// A list of names separated by semicolons
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/// </summary>
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NameList,
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/// <summary>
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/// A tag name (a regular name with '#' prefix)
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/// </summary>
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Tag,
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/// <summary>
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/// A list of tag names separated by semicolons
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/// </summary>
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TagList,
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/// <summary>
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/// A standard name or tag name
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/// </summary>
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NameOrTag,
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/// <summary>
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/// A list of standard name or tag names separated by semicolons
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/// </summary>
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NameOrTagList,
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}
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/// <summary>
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/// Attribute to mark parameters to a task, which should be read as XML attributes from the script file.
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/// </summary>
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[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
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public class TaskParameterAttribute : Attribute
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{
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/// <summary>
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/// Whether the parameter can be omitted
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/// </summary>
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public bool Optional
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{
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get;
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set;
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}
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/// <summary>
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/// Sets additional restrictions on how this field is validated in the schema. Default is to allow any valid field type.
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/// </summary>
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public TaskParameterValidationType ValidationType
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{
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get;
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set;
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}
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}
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/// <summary>
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/// Attribute used to associate an XML element name with a parameter block that can be used to construct tasks
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class TaskElementAttribute : Attribute
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{
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/// <summary>
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/// Name of the XML element that can be used to denote this class
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/// </summary>
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public string Name;
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/// <summary>
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/// Type to be constructed from the deserialized element
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/// </summary>
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public Type ParametersType;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="InName">Name of the XML element used to denote this object</param>
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/// <param name="InParametersType">Type to be constructed from this object</param>
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public TaskElementAttribute(string InName, Type InParametersType)
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{
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Name = InName;
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ParametersType = InParametersType;
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}
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}
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/// <summary>
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/// Base class for all custom build tasks
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/// </summary>
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public abstract class CustomTask
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{
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/// <summary>
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/// Allow this task to merge with other tasks within the same node if it can. This can be useful to allow tasks to execute in parallel.
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/// </summary>
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/// <param name="OtherTasks">Other tasks that this task can merge with. If a merge takes place, the other tasks should be removed from the list.</param>
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public virtual void Merge(List<CustomTask> OtherTasks)
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{
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}
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/// <summary>
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/// Execute this node.
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/// </summary>
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/// <param name="Job">Information about the current job</param>
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/// <param name="BuildProducts">Set of build products produced by this node.</param>
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/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
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/// <returns>Whether the task succeeded or not. Exiting with an exception will be caught and treated as a failure.</returns>
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public abstract bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet);
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/// <summary>
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/// Resolves a single name to a file reference, resolving relative paths to the root of the current path.
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/// </summary>
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/// <param name="Name">Name of the file</param>
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/// <returns>Fully qualified file reference</returns>
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public static FileReference ResolveFile(string Name)
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{
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if(Path.IsPathRooted(Name))
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{
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return new FileReference(Name);
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}
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else
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{
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return new FileReference(Path.Combine(CommandUtils.CmdEnv.LocalRoot, Name));
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}
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}
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/// <summary>
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/// Resolves a directory reference from the given string. Assumes the root directory is the root of the current branch.
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/// </summary>
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/// <param name="Name">Name of the directory. May be null or empty.</param>
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/// <returns>The resolved directory</returns>
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public static DirectoryReference ResolveDirectory(string Name)
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{
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if(String.IsNullOrEmpty(Name))
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{
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return CommandUtils.RootDirectory;
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}
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else if(Path.IsPathRooted(Name))
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{
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return new DirectoryReference(Name);
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}
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else
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{
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return DirectoryReference.Combine(CommandUtils.RootDirectory, Name);
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}
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}
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/// <summary>
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/// Finds or adds a set containing files with the given tag
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/// </summary>
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/// <param name="Name">The tag name to return a set for. An leading '#' character is optional.</param>
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/// <returns>Set of files</returns>
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public static HashSet<FileReference> FindOrAddTagSet(Dictionary<string, HashSet<FileReference>> TagNameToFileSet, string Name)
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{
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// Get the clean tag name, without the leading '#' character
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string TagName = Name.StartsWith("#")? Name.Substring(1) : Name;
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// Find the files which match this tag
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HashSet<FileReference> Files;
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if(!TagNameToFileSet.TryGetValue(TagName, out Files))
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{
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Files = new HashSet<FileReference>();
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TagNameToFileSet.Add(TagName, Files);
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}
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// If we got a null reference, it's because the tag is not listed as an input for this node (see RunGraph.BuildSingleNode). Fill it in, but only with an error.
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if(Files == null)
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{
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CommandUtils.LogError("Attempt to reference tag '{0}', which is not listed as a dependency of this node.", Name);
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Files = new HashSet<FileReference>();
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TagNameToFileSet.Add(TagName, Files);
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}
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return Files;
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}
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/// <summary>
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/// Resolve a list of files, tag names or file specifications separated by semicolons. Supported entries may be:
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/// a) The name of a tag set (eg. #CompiledBinaries)
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/// b) Relative or absolute filenames
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/// c) A simple file pattern (eg. Foo/*.cpp)
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/// d) A full directory wildcard (eg. Engine/...)
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/// Note that wildcards may only match the last fragment in a pattern, so matches like "/*/Foo.txt" and "/.../Bar.txt" are illegal.
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/// </summary>
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/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
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/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
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/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
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/// <returns>Set of matching files.</returns>
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public static HashSet<FileReference> ResolveFilespec(DirectoryReference DefaultDirectory, string DelimitedPatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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List<string> ExcludePatterns = new List<string>();
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return ResolveFilespecWithExcludePatterns(DefaultDirectory, DelimitedPatterns, ExcludePatterns, TagNameToFileSet);
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}
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/// <summary>
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/// Resolve a list of files, tag names or file specifications separated by semicolons as above, but preserves any directory references for further processing.
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/// </summary>
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/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
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/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
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/// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param>
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/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
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/// <returns>Set of matching files.</returns>
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public static HashSet<FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, string DelimitedPatterns, List<string> ExcludePatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Split the argument into a list of patterns
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string[] Patterns = SplitDelimitedList(DelimitedPatterns);
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// Parse each of the patterns, and add the results into the given sets
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HashSet<FileReference> Files = new HashSet<FileReference>();
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foreach(string Pattern in Patterns)
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{
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// Check if it's a tag name
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if(Pattern.StartsWith("#"))
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{
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Files.UnionWith(FindOrAddTagSet(TagNameToFileSet, Pattern.Substring(1)));
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continue;
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}
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// If it doesn't contain any wildcards, just add the pattern directly
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int WildcardIdx = FileFilter.FindWildcardIndex(Pattern);
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if(WildcardIdx == -1)
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{
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Files.Add(FileReference.Combine(DefaultDirectory, Pattern));
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continue;
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}
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// Find the base directory for the search. We construct this in a very deliberate way including the directory separator itself, so matches
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// against the OS root directory will resolve correctly both on Mac (where / is the filesystem root) and Windows (where / refers to the current drive).
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int LastDirectoryIdx = Pattern.LastIndexOfAny(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, WildcardIdx);
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DirectoryReference BaseDir = DirectoryReference.Combine(DefaultDirectory, Pattern.Substring(0, LastDirectoryIdx + 1));
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// Construct the absolute include pattern to match against, re-inserting the resolved base directory to construct a canonical path.
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string IncludePattern = BaseDir.FullName.TrimEnd(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }) + "/" + Pattern.Substring(LastDirectoryIdx + 1);
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// Construct a filter and apply it to the directory
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if(BaseDir.Exists())
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{
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FileFilter Filter = new FileFilter();
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Filter.AddRule(IncludePattern, FileFilterType.Include);
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Filter.AddRules(ExcludePatterns, FileFilterType.Exclude);
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Files.UnionWith(Filter.ApplyToDirectory(BaseDir, BaseDir.FullName, true));
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}
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}
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// If we have exclude rules, create and run a filter against all the output files to catch things that weren't added from an include
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if(ExcludePatterns.Count > 0)
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{
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FileFilter Filter = new FileFilter(FileFilterType.Include);
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Filter.AddRules(ExcludePatterns, FileFilterType.Exclude);
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Files.RemoveWhere(x => !Filter.Matches(x.FullName));
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}
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return Files;
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}
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/// <summary>
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/// Splits a string separated by semicolons into a list, removing empty entries
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/// </summary>
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/// <param name="Text">The input string</param>
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/// <returns>Array of the parsed items</returns>
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public static string[] SplitDelimitedList(string Text)
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{
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return Text.Split(';').Select(x => x.Trim()).Where(x => x.Length > 0).ToArray();
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}
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}
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}
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