Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/RebuildLightMapsCommand.Automation.cs
Andrew Grant 0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#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

Change 2927060 on 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

Change 2926908 on 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]
2016-03-31 15:18:30 -04:00

375 lines
12 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using System.Linq;
using System.Net.Mail;
using AutomationTool;
using UnrealBuildTool;
/// <summary>
/// Helper command used for rebuilding a projects light maps.
/// </summary>
/// <remarks>
/// Command line parameters used by this command:
/// -project - Absolute path to a .uproject file
/// -MapsToRebuildLightMaps - A list of '+' delimited maps we wish to build lightmaps for.
/// -CommandletTargetName - The Target used in running the commandlet
/// -StakeholdersEmailAddresses - Users to notify of completion
///
/// </remarks>
namespace AutomationScripts.Automation
{
[RequireP4]
public class RebuildLightMaps : BuildCommand
{
// The rebuild lighting process
#region RebuildLightMaps Command
public override void ExecuteBuild()
{
Log("********** REBUILD LIGHT MAPS COMMAND STARTED **********");
try
{
var Params = new ProjectParams
(
Command: this,
// Shared
RawProjectPath: ProjectPath
);
// Sync and build our targets required for the commandlet to run correctly.
// P4.Sync(String.Format("-f {0}/...#head", P4Env.BuildRootP4));
bool NoBuild = ParseParam("nobuild");
if (!NoBuild)
{
BuildNecessaryTargets();
}
CreateChangelist(Params);
RunRebuildLightmapsCommandlet(Params);
SubmitRebuiltMaps();
}
catch (Exception ProcessEx)
{
Log("********** REBUILD LIGHT MAPS COMMAND FAILED **********");
Log("Error message: {0}", ProcessEx.Message);
HandleFailure(ProcessEx.Message);
throw ProcessEx;
}
// The processes steps have completed successfully.
HandleSuccess();
Log("********** REBUILD LIGHT MAPS COMMAND COMPLETED **********");
}
#endregion
// Broken down steps used to run the process.
#region RebuildLightMaps Process Steps
private void BuildNecessaryTargets()
{
Log("Running Step:- RebuildLightMaps::BuildNecessaryTargets");
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
Agenda.AddTarget("UnrealHeaderTool", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("ShaderCompileWorker", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("UnrealLightmass", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget(CommandletTargetName, UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
try
{
UE4Build Builder = new UE4Build(this);
Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true, InForceNoXGE: false, InChangelistNumberOverride: GetLatestCodeChange());
UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
}
catch (AutomationException Ex)
{
LogError("Rebuild Light Maps has failed.");
throw Ex;
}
}
private int GetLatestCodeChange()
{
List<P4Connection.ChangeRecord> ChangeRecords;
if(!P4.Changes(out ChangeRecords, String.Format("-m 1 //{0}/....cpp@<{1} //{0}/....h@<{1} //{0}/....cs@<{1} //{0}/....usf@<{1}", P4Env.Client, P4Env.Changelist), WithClient: true))
{
throw new AutomationException("Couldn't enumerate latest change from branch");
}
return ChangeRecords.Max(x => x.CL);
}
private void CreateChangelist(ProjectParams Params)
{
Log("Running Step:- RebuildLightMaps::CheckOutMaps");
// Setup a P4 Cl we will use to submit the new lightmaps
WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} rebuilding lightmaps from changelist {1}\n#rb None\n#tests None", Params.ShortProjectName, P4Env.Changelist));
Log("Working in {0}", WorkingCL);
}
private void RunRebuildLightmapsCommandlet(ProjectParams Params)
{
Log("Running Step:- RebuildLightMaps::RunRebuildLightmapsCommandlet");
// Find the commandlet binary
string UE4EditorExe = HostPlatform.Current.GetUE4ExePath(Params.UE4Exe);
if (!FileExists(UE4EditorExe))
{
LogError("Missing " + UE4EditorExe + " executable. Needs to be built first.");
throw new AutomationException("Missing " + UE4EditorExe + " executable. Needs to be built first.");
}
// Now let's rebuild lightmaps for the project
try
{
var CommandletParams = IsBuildMachine ? "-unattended -buildmachine -fileopenlog" : "-fileopenlog";
CommandletParams += " -AutoCheckOutPackages";
if (P4Enabled)
{
CommandletParams += String.Format(" -SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Changelist={4} -P4Passwd={5}", "Perforce", P4Env.P4Port, P4Env.User, P4Env.Client, WorkingCL.ToString(), P4.GetAuthenticationToken());
}
RebuildLightMapsCommandlet(Params.RawProjectPath, Params.UE4Exe, Params.MapsToRebuildLightMaps.ToArray(), CommandletParams);
}
catch (Exception Ex)
{
string FinalLogLines = "No log file found";
AutomationException AEx = Ex as AutomationException;
if ( AEx != null )
{
string LogFile = AEx.LogFileName;
UnrealBuildTool.Log.TraceWarning("Attempting to load file {0}", LogFile);
if ( LogFile != "")
{
UnrealBuildTool.Log.TraceWarning("Attempting to read file {0}", LogFile);
try
{
string[] AllLogFile = ReadAllLines(LogFile);
FinalLogLines = "Important log entries\n";
foreach (string LogLine in AllLogFile)
{
if (LogLine.Contains("[REPORT]"))
{
FinalLogLines += LogLine + "\n";
}
}
}
catch (Exception)
{
// we don't care about this because if this is hit then there is no log file the exception probably has more info
LogError("Could not find log file " + LogFile);
}
}
}
// Something went wrong with the commandlet. Abandon this run, don't check in any updated files, etc.
LogError("Rebuild Light Maps has failed. because "+ Ex.ToString());
throw new AutomationException(ExitCode.Error_Unknown, Ex, "RebuildLightMaps failed. {0}", FinalLogLines);
}
}
private void SubmitRebuiltMaps()
{
Log("Running Step:- RebuildLightMaps::SubmitRebuiltMaps");
// Check everything in!
if (WorkingCL != -1)
{
Log("Running Step:- Submitting CL " + WorkingCL);
int SubmittedCL;
P4.Submit(WorkingCL, out SubmittedCL, true, true);
Log("INFO: Lightmaps successfully submitted in cl "+ SubmittedCL.ToString());
}
}
#endregion
// Helper functions and procedure steps necessary for running the commandlet successfully
#region RebuildLightMaps Helper Functions
/**
* Parse the P4 output for any errors that we really care about.
* e.g. umaps and assets are exclusive checkout files, if we cant check out a map for this reason
* then we need to stop.
*/
private bool FoundCheckOutErrorInP4Output(string Output)
{
bool bHadAnError = false;
var Lines = Output.Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
foreach (string Line in Lines)
{
// Check for log spew that matches exclusive checkout failure
// http://answers.perforce.com/articles/KB/3114
if (Line.Contains("can't edit exclusive file already opened"))
{
bHadAnError = true;
break;
}
}
return bHadAnError;
}
/**
* Cleanup anything this build may leave behind and inform the user
*/
private void HandleFailure(String FailureMessage)
{
try
{
if (WorkingCL != -1)
{
P4.RevertAll(WorkingCL);
P4.DeleteChange(WorkingCL);
}
SendCompletionMessage(false, FailureMessage);
}
catch (P4Exception P4Ex)
{
LogError("Failed to clean up P4 changelist: " + P4Ex.Message);
}
catch (Exception SendMailEx)
{
LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
}
}
/**
* Perform any post completion steps needed. I.e. Notify stakeholders etc.
*/
private void HandleSuccess()
{
try
{
SendCompletionMessage(true, "Successfully rebuilt lightmaps.");
}
catch (Exception SendMailEx)
{
LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
}
}
/**
* Notify stakeholders of the commandlet results
*/
void SendCompletionMessage(bool bWasSuccessful, String MessageBody)
{
MailMessage Message = new System.Net.Mail.MailMessage();
Message.Priority = MailPriority.High;
Message.From = new MailAddress("unrealbot@epicgames.com");
string Branch = "Unknown";
if ( P4Enabled )
{
Branch = P4Env.BuildRootP4;
}
foreach (String NextStakeHolder in StakeholdersEmailAddresses)
{
Message.To.Add(new MailAddress(NextStakeHolder));
}
Message.CC.Add(new MailAddress("Daniel.Lamb@epicgames.com"));
Message.CC.Add(new MailAddress("Andrew.Grant@epicgames.com"));
Message.Subject = String.Format("Nightly lightmap rebuild {0} for {1}", bWasSuccessful ? "[SUCCESS]" : "[FAILED]", Branch);
Message.Body = MessageBody;
/*Attachment Attach = new Attachment();
Message.Attachments.Add()*/
try
{
SmtpClient MailClient = new SmtpClient("smtp.epicgames.net");
MailClient.Send(Message);
}
catch (Exception Ex)
{
LogError("Failed to send notify email to {0} ({1})", String.Join(", ", StakeholdersEmailAddresses.ToArray()), Ex.Message);
}
}
#endregion
// Member vars used in multiple steps.
#region RebuildLightMaps Property Set-up
// Users to notify if the process fails or succeeds.
List<String> StakeholdersEmailAddresses
{
get
{
String UnprocessedEmailList = ParseParamValue("StakeholdersEmailAddresses");
if (String.IsNullOrEmpty(UnprocessedEmailList) == false)
{
return UnprocessedEmailList.Split('+').ToList();
}
else
{
return null;
}
}
}
// The Changelist used when doing the work.
private int WorkingCL = -1;
// The target name of the commandlet binary we wish to build and run.
private String CommandletTargetName
{
get
{
return ParseParamValue("CommandletTargetName", "");
}
}
// Process command-line and find a project file. This is necessary for the commandlet to run successfully
private FileReference ProjectFullPath;
public virtual FileReference ProjectPath
{
get
{
if (ProjectFullPath == null)
{
var OriginalProjectName = ParseParamValue("project", "");
var ProjectName = OriginalProjectName;
ProjectName = ProjectName.Trim(new char[] { '\"' });
if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
}
else if (!FileExists_NoExceptions(ProjectName))
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
}
if (FileExists_NoExceptions(ProjectName))
{
ProjectFullPath = new FileReference(ProjectName);
}
else
{
var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
var GameProj = Branch.FindGame(OriginalProjectName);
if (GameProj != null)
{
ProjectFullPath = GameProj.FilePath;
}
if (!FileExists_NoExceptions(ProjectFullPath.FullName))
{
throw new AutomationException("Could not find a project file {0}.", ProjectName);
}
}
}
return ProjectFullPath;
}
}
#endregion
}
}