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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]
138 lines
4.9 KiB
C#
138 lines
4.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnrealBuildTool;
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using AutomationTool;
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namespace AutomationTool
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{
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/// <summary>
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/// Parameters for a compile task
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/// </summary>
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public class CompileTaskParameters
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{
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/// <summary>
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/// The target to compile
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/// </summary>
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[TaskParameter]
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public string Target;
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/// <summary>
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/// The configuration to compile
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/// </summary>
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[TaskParameter]
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public UnrealTargetConfiguration Configuration;
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/// <summary>
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/// The platform to compile for
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/// </summary>
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[TaskParameter]
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public UnrealTargetPlatform Platform;
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/// <summary>
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/// Additional arguments for UnrealBuildTool
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Arguments;
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/// <summary>
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/// Tag to be applied to build products of this task
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/// </summary>
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[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.Tag)]
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public string Tag;
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}
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/// <summary>
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/// Task which compiles a target with UnrealBuildTool
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/// </summary>
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[TaskElement("Compile", typeof(CompileTaskParameters))]
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public class CompileTask : CustomTask
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{
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/// <summary>
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/// List of targets to compile. As well as the target specifically added for this task, additional compile tasks may be merged with it.
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/// </summary>
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List<UE4Build.BuildTarget> Targets = new List<UE4Build.BuildTarget>();
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/// <summary>
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/// Mapping of receipt filename to its corresponding tag name
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/// </summary>
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Dictionary<UE4Build.BuildTarget, string> TargetToTagName = new Dictionary<UE4Build.BuildTarget,string>();
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/// <summary>
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/// Construct a compile task
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/// </summary>
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/// <param name="InParameters">Parameters for this task</param>
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public CompileTask(CompileTaskParameters Parameters)
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{
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UE4Build.BuildTarget Target = new UE4Build.BuildTarget { TargetName = Parameters.Target, Platform = Parameters.Platform, Config = Parameters.Configuration, UBTArgs = "-nobuilduht " + (Parameters.Arguments ?? "") };
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if(!String.IsNullOrEmpty(Parameters.Tag))
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{
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TargetToTagName.Add(Target, Parameters.Tag);
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}
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Targets.Add(Target);
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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. This can be useful to allow tasks to execute in parallel and reduce overheads.
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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 override void Merge(List<CustomTask> OtherTasks)
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{
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for (int Idx = 0; Idx < OtherTasks.Count; Idx++)
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{
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CompileTask OtherCompileTask = OtherTasks[Idx] as CompileTask;
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if (OtherCompileTask != null)
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{
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Targets.AddRange(OtherCompileTask.Targets);
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foreach(KeyValuePair<UE4Build.BuildTarget, string> TargetTagName in OtherCompileTask.TargetToTagName)
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{
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TargetToTagName.Add(TargetTagName.Key, TargetTagName.Value);
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}
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OtherTasks.RemoveAt(Idx);
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}
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}
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}
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/// <summary>
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/// Execute the task.
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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>True if the task succeeded</returns>
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public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Create the agenda
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UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
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Agenda.Targets.AddRange(Targets);
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// Build everything
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Dictionary<UE4Build.BuildTarget, BuildManifest> TargetToManifest = new Dictionary<UE4Build.BuildTarget,BuildManifest>();
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UE4Build Builder = new UE4Build(Job.OwnerCommand);
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Builder.Build(Agenda, InDeleteBuildProducts: false, InUpdateVersionFiles: false, InForceNoXGE: false, InUseParallelExecutor: true, InTargetToManifest: TargetToManifest);
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UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
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// Tag all the outputs
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foreach(KeyValuePair<UE4Build.BuildTarget, string> TargetTagName in TargetToTagName)
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{
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BuildManifest Manifest;
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if(!TargetToManifest.TryGetValue(TargetTagName.Key, out Manifest))
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{
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throw new AutomationException("Missing manifest for target {0} {1} {2}", TargetTagName.Key.TargetName, TargetTagName.Key.Platform, TargetTagName.Key.Config);
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}
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HashSet<FileReference> FileSet = FindOrAddTagSet(TagNameToFileSet, TargetTagName.Value);
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FileSet.UnionWith(Manifest.BuildProducts.Select(x => new FileReference(x)));
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FileSet.UnionWith(Manifest.LibraryBuildProducts.Select(x => new FileReference(x)));
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}
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// Add everything to the list of build products
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BuildProducts.UnionWith(Builder.BuildProductFiles.Select(x => new FileReference(x)));
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BuildProducts.UnionWith(Builder.LibraryBuildProductFiles.Select(x => new FileReference(x)));
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return true;
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}
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}
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}
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