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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]
196 lines
6.5 KiB
C#
196 lines
6.5 KiB
C#
using AutomationTool;
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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.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 PakFileTaskParameters
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{
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/// <summary>
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/// List of files, wildcards and tag sets to add to the pak file, separated by ';' characters.
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/// </summary>
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[TaskParameter]
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public string Files;
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/// <summary>
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/// PAK file to output
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/// </summary>
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[TaskParameter]
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public string Output;
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/// <summary>
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/// Directories to rebase the files relative to. If specified, the shortest path under a listed directory will be used for each file.
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/// </summary>
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[TaskParameter(Optional = true)]
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public string RebaseDir;
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/// <summary>
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/// Script which gives the order of files
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Order;
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/// <summary>
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/// Encryption keys for this pak file
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Sign;
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/// <summary>
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/// Whether to compress files
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/// </summary>
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[TaskParameter(Optional = true)]
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public bool Compress = true;
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/// <summary>
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/// Additional arguments to be passed to UnrealPak
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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("PakFile", typeof(PakFileTaskParameters))]
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public class PakFileTask : 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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PakFileTaskParameters 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 PakFileTask(PakFileTaskParameters 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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// Find the directories we're going to rebase relative to
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HashSet<DirectoryReference> RebaseDirs = new HashSet<DirectoryReference>{ CommandUtils.RootDirectory };
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if(Parameters.RebaseDir != null)
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{
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RebaseDirs.UnionWith(SplitDelimitedList(Parameters.RebaseDir).Select(x => ResolveDirectory(x)));
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}
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// Get the output parameter
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FileReference OutputFile = ResolveFile(Parameters.Output);
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// Get a unique filename for the response file
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FileReference ResponseFile = FileReference.Combine(new DirectoryReference(CommandUtils.CmdEnv.LogFolder), String.Format("PakList_{0}.txt", OutputFile.GetFileNameWithoutExtension()));
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for(int Idx = 2; ResponseFile.Exists(); Idx++)
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{
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ResponseFile = FileReference.Combine(ResponseFile.Directory, String.Format("PakList_{0}_{1}.txt", OutputFile.GetFileNameWithoutExtension(), Idx));
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}
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// Write out the response file
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HashSet<FileReference> Files = ResolveFilespec(CommandUtils.RootDirectory, Parameters.Files, TagNameToFileSet);
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using(StreamWriter Writer = new StreamWriter(ResponseFile.FullName, false, new System.Text.UTF8Encoding(true)))
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{
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foreach(FileReference File in Files)
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{
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string RelativePath = FindShortestRelativePath(File, RebaseDirs);
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if(RelativePath == null)
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{
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CommandUtils.LogError("Couldn't find relative path for '{0}' - not under any rebase directories", File.FullName);
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return false;
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}
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Writer.WriteLine("\"{0}\" \"{1}\"{2}", File.FullName, RelativePath, Parameters.Compress? " -compress" : "");
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}
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}
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// Format the command line
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StringBuilder CommandLine = new StringBuilder();
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CommandLine.AppendFormat("{0} -create={1}", CommandUtils.MakePathSafeToUseWithCommandLine(OutputFile.FullName), CommandUtils.MakePathSafeToUseWithCommandLine(ResponseFile.FullName));
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if(Parameters.Sign != null)
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{
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CommandLine.AppendFormat(" -sign={0}", CommandUtils.MakePathSafeToUseWithCommandLine(ResolveFile(Parameters.Sign).FullName));
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}
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if(Parameters.Order != null)
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{
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CommandLine.AppendFormat(" -order={0}", CommandUtils.MakePathSafeToUseWithCommandLine(ResolveFile(Parameters.Order).FullName));
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}
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if (GlobalCommandLine.Installed)
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{
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CommandLine.Append(" -installed");
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}
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if (GlobalCommandLine.UTF8Output)
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{
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CommandLine.AppendFormat(" -UTF8Output");
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}
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// Get the executable path
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FileReference UnrealPakExe;
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if(HostPlatform.Current.HostEditorPlatform == UnrealTargetPlatform.Win64)
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{
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UnrealPakExe = ResolveFile("Engine/Binaries/Win64/UnrealPak.exe");
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}
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else
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{
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UnrealPakExe = ResolveFile(String.Format("Engine/Binaries/{0}/UnrealPak", HostPlatform.Current.HostEditorPlatform.ToString()));
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}
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// Run it
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CommandUtils.Log("Running '{0} {1}'", CommandUtils.MakePathSafeToUseWithCommandLine(UnrealPakExe.FullName), CommandLine.ToString());
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CommandUtils.RunAndLog(CommandUtils.CmdEnv, UnrealPakExe.FullName, CommandLine.ToString(), Options: CommandUtils.ERunOptions.Default | CommandUtils.ERunOptions.UTF8Output);
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BuildProducts.Add(OutputFile);
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// Apply the optional tag to the output file
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if(!String.IsNullOrEmpty(Parameters.Tag))
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{
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FindOrAddTagSet(TagNameToFileSet, Parameters.Tag).Add(OutputFile);
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}
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return true;
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}
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/// <summary>
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/// Find the shortest relative path of the given file from a set of base directories.
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/// </summary>
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/// <param name="File">Full path to a file</param>
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/// <param name="RebaseDirs">Possible base directories</param>
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/// <returns>The shortest relative path, or null if the file is not under any of them</returns>
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public static string FindShortestRelativePath(FileReference File, IEnumerable<DirectoryReference> RebaseDirs)
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{
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string RelativePath = null;
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foreach(DirectoryReference RebaseDir in RebaseDirs)
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{
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if(File.IsUnderDirectory(RebaseDir))
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{
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string NewRelativePath = File.MakeRelativeTo(RebaseDir);
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if(RelativePath == null || NewRelativePath.Length < RelativePath.Length)
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{
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RelativePath = NewRelativePath;
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}
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}
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}
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return RelativePath;
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}
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}
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}
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