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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]
127 lines
3.8 KiB
C#
127 lines
3.8 KiB
C#
using AutomationTool;
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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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namespace BuildGraph.Tasks
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{
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/// <summary>
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/// Parameters for a task that runs the cooker
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/// </summary>
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public class CookTaskParameters
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{
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/// <summary>
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/// Project file to be cooked
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/// </summary>
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[TaskParameter]
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public string Project;
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/// <summary>
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/// The cook platform to target (eg. WindowsNoEditor)
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/// </summary>
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[TaskParameter]
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public string Platform;
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/// <summary>
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/// List of maps to be cooked, separated by '+' characters
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Maps;
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/// <summary>
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/// Additional arguments to be passed to the cooker
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/// </summary>
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[TaskParameter(Optional = true)]
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public bool Versioned = false;
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/// <summary>
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/// Additional arguments to be passed to the cooker
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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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/// Cook a selection of maps for a certain platform
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/// </summary>
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[TaskElement("Cook", typeof(CookTaskParameters))]
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public class CookTask : CustomTask
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{
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/// <summary>
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/// Parameters for the task
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/// </summary>
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CookTaskParameters Parameters;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="InParameters">Parameters for this task</param>
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public CookTask(CookTaskParameters InParameters)
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{
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Parameters = InParameters;
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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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// Figure out the project that this target belongs to
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FileReference ProjectFile = null;
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if(Parameters.Project != null)
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{
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ProjectFile = new FileReference(Parameters.Project);
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if(!ProjectFile.Exists())
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{
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CommandUtils.LogError("Missing project file - {0}", ProjectFile.FullName);
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return false;
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}
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}
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// Execute the cooker
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using(TelemetryStopwatch CookStopwatch = new TelemetryStopwatch("Cook.{0}.{1}", (ProjectFile == null)? "UE4" : ProjectFile.GetFileNameWithoutExtension(), Parameters.Platform))
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{
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string[] Maps = (Parameters.Maps == null)? null : Parameters.Maps.Split(new char[]{ '+' });
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CommandUtils.CookCommandlet(ProjectFile, "UE4Editor-Cmd.exe", Maps, null, null, null, Parameters.Platform, (Parameters.Versioned? "" : "-Unversioned ") + Parameters.Arguments);
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}
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// Find all the cooked files
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DirectoryReference CookedDirectory = DirectoryReference.Combine(ProjectFile.Directory, "Saved", "Cooked", Parameters.Platform);
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if(!CookedDirectory.Exists())
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{
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CommandUtils.LogError("Cook output directory not found ({0})", CookedDirectory.FullName);
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return false;
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}
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List<FileReference> CookedFiles = CookedDirectory.EnumerateFileReferences("*", System.IO.SearchOption.AllDirectories).ToList();
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if(CookedFiles.Count == 0)
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{
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CommandUtils.LogError("Cooking did not produce any files in {0}", CookedDirectory.FullName);
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return false;
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}
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// Apply the optional tag to the build products
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if(!String.IsNullOrEmpty(Parameters.Tag))
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{
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FindOrAddTagSet(TagNameToFileSet, Parameters.Tag).UnionWith(CookedFiles);
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}
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// Add them to the set of build products
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BuildProducts.UnionWith(CookedFiles);
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return true;
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}
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}
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}
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