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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2831624 on 2016/01/17 by Marcus.Wassmer Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986 #rb none #test none #codereview Michael.Noland,James.Golding Change 2831402 on 2016/01/17 by Marcus.Wassmer HLOD priority and streamout changes. Give texture pool an extra 200MB which we can afford thanks to James/Michael #rb Chris.Gagnon #test run agora, notice nice textures. #lockdown Andrew.Grant Change 2831398 on 2016/01/17 by Marcus.Wassmer Fix 3 logic bugs with Relocate #rb chris.gagnon #test run game, look for corruption. #lockdown Andrew.Grant Change 2831372 on 2016/01/16 by Marcus.Wassmer Update param.sfo's and lockdown version in prep for good PS4 playtest build. #rb none #test build from last night... #lockdown Andrew.Grant Change 2831274 on 2016/01/16 by Graeme.Thornton Disable platform file cache wrapper on PS4 #codereview James.Golding #rb none #tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small) Change 2831237 on 2016/01/16 by Sammy.James Fix PS4 compile error #codereview Andrew.Grant #rb none #tests none Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt Fix possible invalid access to shared movie player resource across threads causing startup crash. #codereview marcus.wassmer #rb none, #tests initial load Change 2831218 on 2016/01/16 by Marcus.Wassmer Fix bad warning case. #codereview Martin.Mittring #rb none #test none Change 2831201 on 2016/01/16 by Andrew.Grant Added extra info about referencer to missing asset reference message #rb none #tests cooked, ran editor Change 2831183 on 2016/01/16 by David.Nikdel #OSS #PS4 #Purchasing #StoreV2 - Force failure if we have no receipts after a "successful" checkout. - Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level - Convert productIds to skuIds at checkout time - Added PS4 Implementation of IOnlineStoreV2 - Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails - Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase #RB: Paul.Moore #TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC Change 2831129 on 2016/01/16 by David.Nikdel #MCP - Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult). #RB: none #TESTS: frontend Change 2830986 on 2016/01/15 by Michael.Noland PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads #rb marcus.wassmer #tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load #lockdown andrew.grant Change 2830943 on 2016/01/15 by Max.Chen Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance. #tests Master sequence trailer plays without crashing #rb none Change 2830912 on 2016/01/15 by Michael.Noland Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise) #rb mieszko.zielinski #tests Tested printing the value out #codereview martin.mittring Change 2830910 on 2016/01/15 by Michael.Noland Rendering: Improved GPU driver detection logic to handle more cases #codereview martin.mittring #rb mieszko.zielinski #tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder Change 2830776 on 2016/01/15 by Martin.Mittring from Dev-Rendering added ensure to track down multiple issues like OR-11771 CRASH: User Crashed when pressing the Play button OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef() #rb:Gil.Gribb #code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
245 lines
9.6 KiB
C#
245 lines
9.6 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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using EpicGames.Localization;
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[Help("Updates the OneSky localization data using the arguments provided.")]
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[Help("UEProjectDirectory", "Sub-path to the project we're gathering for (relative to CmdEnv.LocalRoot).")]
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[Help("UEProjectName", "Optional name of the project we're gathering for (should match its .uproject file, eg QAGame).")]
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[Help("LocalizationProjectNames", "Comma separated list of the projects to gather text from.")]
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[Help("LocalizationBranch", "Optional suffix to use when uploading the new data to the localization provider.")]
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[Help("LocalizationProvider", "Optional localization provide override (default is OneSky).")]
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[Help("AdditionalCommandletArguments", "Optional arguments to pass to the gather process.")]
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class Localise : BuildCommand
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{
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public override void ExecuteBuild()
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{
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var EditorExe = CombinePaths(CmdEnv.LocalRoot, @"Engine/Binaries/Win64/UE4Editor-Cmd.exe");
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// Parse out the required command line arguments
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var UEProjectDirectory = ParseParamValue("UEProjectDirectory");
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if (UEProjectDirectory == null)
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{
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throw new AutomationException("Missing required command line argument: 'UEProjectDirectory'");
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}
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var UEProjectName = ParseParamValue("UEProjectName");
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if (UEProjectName == null)
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{
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UEProjectName = "";
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}
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var LocalizationProjectNames = new List<string>();
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{
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var LocalizationProjectNamesStr = ParseParamValue("LocalizationProjectNames");
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if (LocalizationProjectNamesStr == null)
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{
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throw new AutomationException("Missing required command line argument: 'LocalizationProjectNames'");
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}
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foreach (var ProjectName in LocalizationProjectNamesStr.Split(','))
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{
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LocalizationProjectNames.Add(ProjectName.Trim());
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}
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}
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var LocalizationProviderName = ParseParamValue("LocalizationProvider");
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if (LocalizationProviderName == null)
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{
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LocalizationProviderName = "OneSky";
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}
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var AdditionalCommandletArguments = ParseParamValue("AdditionalCommandletArguments");
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if (AdditionalCommandletArguments == null)
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{
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AdditionalCommandletArguments = "";
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}
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var RootWorkingDirectory = CombinePaths(CmdEnv.LocalRoot, UEProjectDirectory);
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// Try and find our localization provider
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LocalizationProvider LocProvider = null;
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{
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LocalizationProvider.LocalizationProviderArgs LocProviderArgs;
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LocProviderArgs.RootWorkingDirectory = RootWorkingDirectory;
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LocProviderArgs.CommandUtils = this;
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LocProvider = LocalizationProvider.GetLocalizationProvider(LocalizationProviderName, LocProviderArgs);
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}
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// Make sure the Localization configs and content is up-to-date to ensure we don't get errors later on
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if (P4Enabled)
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{
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Log("Sync necessary content to head revision");
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P4.Sync(P4Env.BuildRootP4 + "/" + UEProjectDirectory + "/Config/Localization/...");
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P4.Sync(P4Env.BuildRootP4 + "/" + UEProjectDirectory + "/Content/Localization/...");
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}
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// Generate the info we need to gather for each project
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var ProjectInfos = new List<ProjectInfo>();
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foreach (var ProjectName in LocalizationProjectNames)
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{
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ProjectInfos.Add(GenerateProjectInfo(RootWorkingDirectory, ProjectName));
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}
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// Export all text from OneSky
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foreach (var ProjectInfo in ProjectInfos)
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{
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LocProvider.DownloadProjectFromLocalizationProvider(ProjectInfo.ProjectName, ProjectInfo.ImportInfo);
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}
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// Setup editor arguments for SCC.
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string EditorArguments = String.Empty;
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if (P4Enabled)
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{
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EditorArguments = String.Format("-SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Passwd={4}", "Perforce", P4Env.P4Port, P4Env.User, P4Env.Client, P4.GetAuthenticationToken());
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}
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else
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{
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EditorArguments = String.Format("-SCCProvider={0}", "None");
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}
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// Setup commandlet arguments for SCC.
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string CommandletSCCArguments = String.Empty;
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if (P4Enabled) { CommandletSCCArguments += (String.IsNullOrEmpty(CommandletSCCArguments) ? "" : " ") + "-EnableSCC"; }
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if (!AllowSubmit) { CommandletSCCArguments += (String.IsNullOrEmpty(CommandletSCCArguments) ? "" : " ") + "-DisableSCCSubmit"; }
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// Execute commandlet for each config in each project.
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foreach (var ProjectInfo in ProjectInfos)
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{
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foreach (var LocalizationConfigFile in ProjectInfo.LocalizationConfigFiles)
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{
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var CommandletArguments = String.Format("-config={0}", LocalizationConfigFile) + (String.IsNullOrEmpty(CommandletSCCArguments) ? "" : " " + CommandletSCCArguments);
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if (!String.IsNullOrEmpty(AdditionalCommandletArguments))
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{
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CommandletArguments += " " + AdditionalCommandletArguments;
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}
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Log("Localization for {0} {1}", EditorArguments, CommandletArguments);
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Log("Running UE4Editor to generate localization data");
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string Arguments = String.Format("{0} -run=GatherText {1} {2}", UEProjectName, EditorArguments, CommandletArguments);
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var RunResult = Run(EditorExe, Arguments);
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if (RunResult.ExitCode != 0)
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{
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Console.WriteLine("[ERROR] Error while executing localization commandlet '{0}'", Arguments);
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}
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}
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}
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// Upload all text to OneSky
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foreach (var ProjectInfo in ProjectInfos)
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{
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LocProvider.UploadProjectToLocalizationProvider(ProjectInfo.ProjectName, ProjectInfo.ExportInfo);
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}
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}
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private ProjectInfo GenerateProjectInfo(string RootWorkingDirectory, string ProjectName)
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{
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var ProjectInfo = new ProjectInfo();
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ProjectInfo.ProjectName = ProjectName;
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ProjectInfo.LocalizationConfigFiles = new List<string>();
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// Projects generated by the localization dashboard will use multiple config files that must be run in a specific order
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// Older projects (such as the Engine) would use a single config file containing all the steps
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// Work out which kind of project we're dealing with...
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var MonolithicConfigFile = String.Format(@"Config/Localization/{0}.ini", ProjectName);
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var IsMonolithicConfig = File.Exists(CombinePaths(RootWorkingDirectory, MonolithicConfigFile));
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if (IsMonolithicConfig)
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{
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ProjectInfo.LocalizationConfigFiles.Add(MonolithicConfigFile);
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ProjectInfo.ImportInfo = GenerateProjectImportExportInfo(RootWorkingDirectory, MonolithicConfigFile);
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ProjectInfo.ExportInfo = ProjectInfo.ImportInfo;
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}
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else
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{
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var FileSuffixes = new[] {
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new { Suffix = "Gather", Required = true },
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new { Suffix = "Import", Required = true },
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new { Suffix = "Export", Required = true },
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new { Suffix = "Compile", Required = true },
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new { Suffix = "GenerateReports", Required = false }
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};
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foreach (var FileSuffix in FileSuffixes)
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{
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var ModularConfigFile = String.Format(@"Config/Localization/{0}_{1}.ini", ProjectName, FileSuffix.Suffix);
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if (File.Exists(CombinePaths(RootWorkingDirectory, ModularConfigFile)))
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{
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ProjectInfo.LocalizationConfigFiles.Add(ModularConfigFile);
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if (FileSuffix.Suffix == "Import")
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{
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ProjectInfo.ImportInfo = GenerateProjectImportExportInfo(RootWorkingDirectory, ModularConfigFile);
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}
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else if (FileSuffix.Suffix == "Export")
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{
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ProjectInfo.ExportInfo = GenerateProjectImportExportInfo(RootWorkingDirectory, ModularConfigFile);
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}
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}
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else if (FileSuffix.Required)
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{
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throw new AutomationException("Failed to find a required config file! '{0}'", ModularConfigFile);
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}
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}
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}
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return ProjectInfo;
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}
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private ProjectImportExportInfo GenerateProjectImportExportInfo(string RootWorkingDirectory, string LocalizationConfigFile)
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{
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var ProjectImportExportInfo = new ProjectImportExportInfo();
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var LocalizationConfig = new ConfigCacheIni(new FileReference(CombinePaths(RootWorkingDirectory, LocalizationConfigFile)));
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if (!LocalizationConfig.GetString("CommonSettings", "DestinationPath", out ProjectImportExportInfo.DestinationPath))
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{
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throw new AutomationException("Failed to find a required config key! Section: 'CommonSettings', Key: 'DestinationPath', File: '{0}'", LocalizationConfigFile);
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}
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if (!LocalizationConfig.GetString("CommonSettings", "ManifestName", out ProjectImportExportInfo.ManifestName))
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{
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throw new AutomationException("Failed to find a required config key! Section: 'CommonSettings', Key: 'ManifestName', File: '{0}'", LocalizationConfigFile);
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}
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if (!LocalizationConfig.GetString("CommonSettings", "ArchiveName", out ProjectImportExportInfo.ArchiveName))
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{
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throw new AutomationException("Failed to find a required config key! Section: 'CommonSettings', Key: 'ArchiveName', File: '{0}'", LocalizationConfigFile);
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}
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if (!LocalizationConfig.GetString("CommonSettings", "PortableObjectName", out ProjectImportExportInfo.PortableObjectName))
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{
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throw new AutomationException("Failed to find a required config key! Section: 'CommonSettings', Key: 'PortableObjectName', File: '{0}'", LocalizationConfigFile);
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}
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if (!LocalizationConfig.GetString("CommonSettings", "NativeCulture", out ProjectImportExportInfo.NativeCulture))
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{
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throw new AutomationException("Failed to find a required config key! Section: 'CommonSettings', Key: 'NativeCulture', File: '{0}'", LocalizationConfigFile);
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}
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if (!LocalizationConfig.GetArray("CommonSettings", "CulturesToGenerate", out ProjectImportExportInfo.CulturesToGenerate))
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{
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throw new AutomationException("Failed to find a required config key! Section: 'CommonSettings', Key: 'CulturesToGenerate', File: '{0}'", LocalizationConfigFile);
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}
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if (!LocalizationConfig.GetBool("CommonSettings", "bUseCultureDirectory", out ProjectImportExportInfo.bUseCultureDirectory))
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{
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// bUseCultureDirectory is optional, default is true
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ProjectImportExportInfo.bUseCultureDirectory = true;
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}
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return ProjectImportExportInfo;
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}
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}
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