Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/AutomationUtils/Automation.cs
Matthew Griffin d9f2a9fd85 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2864843 on 2016/02/12 by Ben.Marsh

	Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.

Change 2865161 on 2016/02/12 by Ben.Marsh

	Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.

Change 2865643 on 2016/02/12 by Ben.Marsh

	Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.

Change 2874408 on 2016/02/19 by Ben.Marsh

	Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.

Change 2879572 on 2016/02/24 by Ben.Marsh

	Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.

Change 2883216 on 2016/02/26 by Ben.Marsh

	Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.

Change 2883755 on 2016/02/26 by Ben.Marsh

	Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.

Change 2886223 on 2016/02/29 by Ben.Marsh

	Ignore SignTool errors - we can recover from them.

Change 2887414 on 2016/03/01 by Ben.Marsh

	Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2888235 on 2016/03/01 by Ben.Marsh

	Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.

Change 2889602 on 2016/03/02 by Ben.Marsh

	Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.

Change 2889610 on 2016/03/02 by Ben.Marsh

	Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.

Change 2891866 on 2016/03/03 by Matthew.Griffin

	Removed Rocket specific batch files and made sure installed build won't try to include them
	Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead

Change 2893349 on 2016/03/03 by Ben.Marsh

	Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.

Change 2894703 on 2016/03/04 by Ben.Marsh

	Include *.usf when looking for the last code changelist. Also update version to 1.68.

Change 2897991 on 2016/03/07 by Ben.Marsh

	Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.

Change 2898005 on 2016/03/07 by Ben.Marsh

	Minor changes to support BuildGraph:

	* UE4Build now has a static function that can update version files.
	* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
	* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".

Change 2898095 on 2016/03/07 by Ben.Marsh

	UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.

Change 2898248 on 2016/03/07 by Ben.Marsh

	UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.

Change 2898615 on 2016/03/08 by Matthew.Griffin

	Removed last uses of RunningRocket function
	All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.

Change 2898681 on 2016/03/08 by Matthew.Griffin

	Removed Automation.RunningRocket function as there are no more uses
	Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.

#lockdown Nick.Penwarden

[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00

686 lines
22 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Reflection;
using System.Diagnostics;
using UnrealBuildTool;
using Tools.DotNETCommon.CaselessDictionary;
namespace AutomationTool
{
#region Command info
/// <summary>
/// Command to execute info.
/// </summary>
class CommandInfo
{
public string CommandName;
public List<string> Arguments = new List<string>();
public override string ToString()
{
string Result = CommandName;
Result += "(";
for (int Index = 0; Index < Arguments.Count; ++Index)
{
if (Index > 0)
{
Result += ", ";
}
Result += Arguments[Index];
}
Result += ")";
return Result;
}
}
#endregion
#region Command Line helpers
/// <summary>
/// Helper class for automatically registering command line params.
/// </summary>
public class CommandLineArg
{
public delegate void OnSetDelegate();
public string Name;
public OnSetDelegate SetDelegate;
/// <summary>
/// True of this arg was set in the command line.
/// </summary>
public bool IsSet { get; private set; }
public CommandLineArg(string InName, OnSetDelegate InSet = null)
{
Name = InName;
SetDelegate = InSet;
GlobalCommandLine.RegisteredArgs.Add(Name, this);
}
public void Set()
{
IsSet = true;
if (SetDelegate != null)
{
SetDelegate();
}
}
public override string ToString()
{
return String.Format("{0}, {1}", Name, IsSet);
}
/// <summary>
/// Returns true of this arg was set in the command line.
/// </summary>
public static implicit operator bool(CommandLineArg Arg)
{
return Arg.IsSet;
}
}
/// <summary>
/// Global command line parameters.
/// </summary>
public static class GlobalCommandLine
{
/// <summary>
/// List of all registered command line parameters (global, not command-specific)
/// </summary>
public static CaselessDictionary<CommandLineArg> RegisteredArgs = new CaselessDictionary<CommandLineArg>();
public static CommandLineArg CompileOnly = new CommandLineArg("-CompileOnly");
public static CommandLineArg Verbose = new CommandLineArg("-Verbose");
public static CommandLineArg Submit = new CommandLineArg("-Submit");
public static CommandLineArg NoSubmit = new CommandLineArg("-NoSubmit");
public static CommandLineArg ForceLocal = new CommandLineArg("-ForceLocal");
public static CommandLineArg NoP4 = new CommandLineArg("-NoP4");
public static CommandLineArg P4 = new CommandLineArg("-P4");
public static CommandLineArg Preprocess = new CommandLineArg("-Preprocess");
public static CommandLineArg Compile = new CommandLineArg("-Compile");
/// <summary>
/// This command is LEGACY because we used to run UAT.exe to compile scripts by default.
/// Now we only compile by default when run via RunUAT.bat, which still understands -nocompile.
/// However, the batch file simply passes on all arguments, so UAT will choke when encountering -nocompile.
/// Keep this CommandLineArg around so that doesn't happen.
/// </summary>
public static CommandLineArg NoCompileLegacyDontUse = new CommandLineArg("-NoCompile");
public static CommandLineArg NoCompileEditor = new CommandLineArg("-NoCompileEditor");
public static CommandLineArg Help = new CommandLineArg("-Help");
public static CommandLineArg List = new CommandLineArg("-List");
public static CommandLineArg VS2015 = new CommandLineArg("-2015");
public static CommandLineArg NoKill = new CommandLineArg("-NoKill");
public static CommandLineArg Installed = new CommandLineArg("-Installed");
public static CommandLineArg UTF8Output = new CommandLineArg("-UTF8Output");
public static CommandLineArg AllowStdOutLogVerbosity = new CommandLineArg("-AllowStdOutLogVerbosity");
public static CommandLineArg NoAutoSDK = new CommandLineArg("-NoAutoSDK");
public static CommandLineArg IgnoreJunk = new CommandLineArg("-ignorejunk");
/// <summary>
/// Allows you to use local storage for your root build storage dir (default of P:\Builds (on PC) is changed to Engine\Saved\LocalBuilds). Used for local testing.
/// </summary>
public static CommandLineArg UseLocalBuildStorage = new CommandLineArg("-UseLocalBuildStorage");
public static CommandLineArg InstalledEngine = new CommandLineArg("-InstalledEngine");
public static CommandLineArg NotInstalledEngine = new CommandLineArg("-NotInstalledEngine");
/// <summary>
/// Force initialize static members by calling this.
/// </summary>
public static void Init()
{
Log.TraceVerbose("Registered {0} command line parameters.", RegisteredArgs.Count);
}
}
#endregion
[Help(
@"Executes scripted commands
AutomationTool.exe [-verbose] [-compileonly] [-p4] Command0 [-Arg0 -Arg1 -Arg2 …] Command1 [-Arg0 -Arg1 …] Command2 [-Arg0 …] Commandn … [EnvVar0=MyValue0 … EnvVarn=MyValuen]"
)]
[Help("verbose", "Enables verbose logging")]
[Help("nop4", "Disables Perforce functionality (default if not run on a build machine)")]
[Help("p4", "Enables Perforce functionality (default if run on a build machine)")]
[Help("compileonly", "Does not run any commands, only compiles them")]
[Help("compile", "Dynamically compiles all commands (otherwise assumes they are already built)")]
[Help("forcelocal", "Forces local execution")]
[Help("help", "Displays help")]
[Help("list", "Lists all available commands")]
[Help("submit", "Allows UAT command to submit changes")]
[Help("nosubmit", "Prevents any submit attempts")]
[Help("nokill", "Does not kill any spawned processes on exit")]
[Help("ignorejunk", "Prevents UBT from cleaning junk files")]
[Help("UseLocalBuildStorage", @"Allows you to use local storage for your root build storage dir (default of P:\Builds (on PC) is changed to Engine\Saved\LocalBuilds). Used for local testing.")]
public static class Automation
{
#region Command line parsing
/// <summary>
/// Parses command line parameter.
/// </summary>
/// <param name="ParamIndex">Parameter index</param>
/// <param name="CommandLine">Command line</param>
/// <param name="CurrentCommand">Recently parsed command</param>
/// <param name="OutScriptsForProjectFileName">The only project to build scripts for</param>
/// <param name="OutAdditionalScriptsFolders">Additional script locations</param>
/// <returns>True if the parameter has been successfully parsed.</returns>
private static void ParseParam(string CurrentParam, CommandInfo CurrentCommand, ref string OutScriptsForProjectFileName, List<string> OutAdditionalScriptsFolders)
{
bool bGlobalParam = false;
foreach (var RegisteredParam in GlobalCommandLine.RegisteredArgs)
{
if (String.Compare(CurrentParam, RegisteredParam.Key, StringComparison.InvariantCultureIgnoreCase) == 0)
{
// Register and exit, we're done here.
RegisteredParam.Value.Set();
bGlobalParam = true;
break;
}
}
// The parameter was not found in the list of global parameters, continue looking...
if (CurrentParam.StartsWith("-ScriptsForProject=", StringComparison.InvariantCultureIgnoreCase))
{
if(OutScriptsForProjectFileName != null)
{
throw new AutomationException("The -ProjectScripts argument may only be specified once");
}
var ProjectFileName = CurrentParam.Substring(CurrentParam.IndexOf('=') + 1).Replace("\"", "");
if(!File.Exists(ProjectFileName))
{
throw new AutomationException("Project '{0}' does not exist", ProjectFileName);
}
OutScriptsForProjectFileName = Path.GetFullPath(ProjectFileName);
}
else if (CurrentParam.StartsWith("-ScriptDir=", StringComparison.InvariantCultureIgnoreCase))
{
var ScriptDir = CurrentParam.Substring(CurrentParam.IndexOf('=') + 1);
if (Directory.Exists(ScriptDir))
{
OutAdditionalScriptsFolders.Add(ScriptDir);
Log.TraceVerbose("Found additional script dir: {0}", ScriptDir);
}
else
{
throw new AutomationException("Specified ScriptDir doesn't exist: {0}", ScriptDir);
}
}
else if (CurrentParam.StartsWith("-"))
{
if (CurrentCommand != null)
{
CurrentCommand.Arguments.Add(CurrentParam.Substring(1));
}
else if (!bGlobalParam)
{
throw new AutomationException("Unknown parameter {0} in the command line that does not belong to any command.", CurrentParam);
}
}
else if (CurrentParam.Contains("="))
{
// Environment variable
int ValueStartIndex = CurrentParam.IndexOf('=') + 1;
string EnvVarName = CurrentParam.Substring(0, ValueStartIndex - 1);
if (String.IsNullOrEmpty(EnvVarName))
{
throw new AutomationException("Unable to parse environment variable that has no name. Error when parsing command line param {0}", CurrentParam);
}
string EnvVarValue = CurrentParam.Substring(ValueStartIndex);
CommandUtils.SetEnvVar(EnvVarName, EnvVarValue);
}
}
private static string ParseString(string Key, string Value)
{
if (!String.IsNullOrEmpty(Key))
{
if (Value == "true" || Value == "false")
{
return "-" + Key;
}
else
{
string param = "-" + Key + "=";
if (Value.Contains(" "))
{
param += "\"" + Value + "\"";
}
else
{
param += Value;
}
return param;
}
}
else
{
return Value;
}
}
private static string ParseList(string Key, List<object> Value)
{
string param = "-" + Key + "=";
bool bStart = true;
foreach (var Val in Value)
{
if (!bStart)
{
param += "+";
}
param += Val as string;
bStart = false;
}
return param;
}
private static void ParseDictionary(Dictionary<string, object> Value, List<string> Arguments)
{
foreach (var Pair in Value)
{
if ((Pair.Value as string) != null && !string.IsNullOrEmpty(Pair.Value as string))
{
Arguments.Add(ParseString(Pair.Key, Pair.Value as string));
}
else if (Pair.Value.GetType() == typeof(bool))
{
if ((bool)Pair.Value)
{
Arguments.Add("-" + Pair.Key);
}
}
else if ((Pair.Value as List<object>) != null)
{
Arguments.Add(ParseList(Pair.Key, Pair.Value as List<object>));
}
else if ((Pair.Value as Dictionary<string, object>) != null)
{
string param = "-" + Pair.Key + "=\"";
List<string> Args = new List<string>();
ParseDictionary(Pair.Value as Dictionary<string, object>, Args);
bool bStart = true;
foreach (var Arg in Args)
{
if (!bStart)
{
param += " ";
}
Arg.Replace("\"", "\'");
param += Arg;
bStart = false;
}
param += "\"";
Arguments.Add(param);
}
}
}
private static void ParseProfile(ref string[] CommandLine)
{
// find if there is a profile file to read
string Profile = "";
List<string> Arguments = new List<string>();
for (int Index = 0; Index < CommandLine.Length; ++Index)
{
if (CommandLine[Index].StartsWith("-profile="))
{
Profile = CommandLine[Index].Substring(CommandLine[Index].IndexOf('=') + 1);
}
else
{
Arguments.Add(CommandLine[Index]);
}
}
if (!string.IsNullOrEmpty(Profile))
{
if (File.Exists(Profile))
{
// find if the command has been specified
var text = File.ReadAllText(Profile);
var RawObject = fastJSON.JSON.Instance.Parse(text) as Dictionary<string, object>;
var Params = RawObject["scripts"] as List<object>;
foreach (var Script in Params)
{
string ScriptName = (Script as Dictionary<string, object>)["script"] as string;
if (!string.IsNullOrEmpty(ScriptName) && !Arguments.Contains(ScriptName))
{
Arguments.Add(ScriptName);
}
(Script as Dictionary<string, object>).Remove("script");
ParseDictionary((Script as Dictionary<string, object>), Arguments);
}
}
}
CommandLine = Arguments.ToArray();
}
/// <summary>
/// Parse the command line and create a list of commands to execute.
/// </summary>
/// <param name="CommandLine">Command line</param>
/// <param name="OutCommandsToExecute">List containing the names of commands to execute</param>
/// <param name="OutAdditionalScriptsFolders">Optional list of additional paths to look for scripts in</param>
private static void ParseCommandLine(string[] CommandLine, List<CommandInfo> OutCommandsToExecute, out string OutScriptsForProjectFileName, List<string> OutAdditionalScriptsFolders)
{
// Initialize global command line parameters
GlobalCommandLine.Init();
ParseProfile(ref CommandLine);
Log.TraceInformation("Parsing command line: {0}", String.Join(" ", CommandLine));
OutScriptsForProjectFileName = null;
CommandInfo CurrentCommand = null;
for (int Index = 0; Index < CommandLine.Length; ++Index)
{
var Param = CommandLine[Index];
if (Param.StartsWith("-") || Param.Contains("="))
{
ParseParam(CommandLine[Index], CurrentCommand, ref OutScriptsForProjectFileName, OutAdditionalScriptsFolders);
}
else
{
CurrentCommand = new CommandInfo();
CurrentCommand.CommandName = CommandLine[Index];
OutCommandsToExecute.Add(CurrentCommand);
}
}
// Validate
var Result = OutCommandsToExecute.Count > 0 || GlobalCommandLine.Help || GlobalCommandLine.CompileOnly || GlobalCommandLine.List;
if (OutCommandsToExecute.Count > 0)
{
Log.TraceVerbose("Found {0} scripts to execute:", OutCommandsToExecute.Count);
foreach (var Command in OutCommandsToExecute)
{
Log.TraceVerbose(" " + Command.ToString());
}
}
else if (!Result)
{
throw new AutomationException("Failed to find scripts to execute in the command line params.");
}
if (GlobalCommandLine.NoP4 && GlobalCommandLine.P4)
{
throw new AutomationException("{0} and {1} can't be set simultaneously.", GlobalCommandLine.NoP4.Name, GlobalCommandLine.P4.Name);
}
if (GlobalCommandLine.NoSubmit && GlobalCommandLine.Submit)
{
throw new AutomationException("{0} and {1} can't be set simultaneously.", GlobalCommandLine.NoSubmit.Name, GlobalCommandLine.Submit.Name);
}
}
#endregion
#region Main Program
/// <summary>
/// Main method.
/// </summary>
/// <param name="CommandLine">Command line</param>
public static ExitCode Process(string[] CommandLine)
{
// Initial check for local or build machine runs BEFORE we parse the command line (We need this value set
// in case something throws the exception while parsing the command line)
IsBuildMachine = !String.IsNullOrEmpty(Environment.GetEnvironmentVariable("uebp_LOCAL_ROOT"));
// Scan the command line for commands to execute.
var CommandsToExecute = new List<CommandInfo>();
string OutScriptsForProjectFileName;
var AdditionalScriptsFolders = new List<string>();
ParseCommandLine(CommandLine, CommandsToExecute, out OutScriptsForProjectFileName, AdditionalScriptsFolders);
// Check for build machine override (force local)
IsBuildMachine = GlobalCommandLine.ForceLocal ? false : IsBuildMachine;
Log.TraceVerbose("IsBuildMachine={0}", IsBuildMachine);
Environment.SetEnvironmentVariable("IsBuildMachine", IsBuildMachine ? "1" : "0");
// should we kill processes on exit
ShouldKillProcesses = !GlobalCommandLine.NoKill;
Log.TraceVerbose("ShouldKillProcesses={0}", ShouldKillProcesses);
if (CommandsToExecute.Count == 0 && GlobalCommandLine.Help)
{
DisplayHelp();
return ExitCode.Success;
}
// Disable AutoSDKs if specified on the command line
if (GlobalCommandLine.NoAutoSDK)
{
UEBuildPlatformSDK.bAllowAutoSDKSwitching = false;
}
// Setup environment
Log.TraceInformation("Setting up command environment.");
CommandUtils.InitCommandEnvironment();
// Change CWD to UE4 root.
Environment.CurrentDirectory = CommandUtils.CmdEnv.LocalRoot;
// Fill in the project info
UnrealBuildTool.UProjectInfo.FillProjectInfo();
// Clean rules folders up
ProjectUtils.CleanupFolders();
// Compile scripts.
ScriptCompiler Compiler = new ScriptCompiler();
using(TelemetryStopwatch ScriptCompileStopwatch = new TelemetryStopwatch("ScriptCompile"))
{
Compiler.FindAndCompileAllScripts(OutScriptsForProjectFileName, AdditionalScriptsFolders);
}
if (GlobalCommandLine.CompileOnly)
{
Log.TraceInformation("Compilation successful, exiting (CompileOnly)");
return ExitCode.Success;
}
if (GlobalCommandLine.List)
{
ListAvailableCommands(Compiler.Commands);
return ExitCode.Success;
}
if (GlobalCommandLine.Help)
{
DisplayHelp(CommandsToExecute, Compiler.Commands);
return ExitCode.Success;
}
// Enable or disable P4 support
CommandUtils.InitP4Support(CommandsToExecute, Compiler.Commands);
if (CommandUtils.P4Enabled)
{
Log.TraceInformation("Setting up Perforce environment.");
CommandUtils.InitP4Environment();
CommandUtils.InitDefaultP4Connection();
}
// Find and execute commands.
return Execute(CommandsToExecute, Compiler.Commands);
}
/// <summary>
/// Execute commands specified in the command line.
/// </summary>
/// <param name="CommandsToExecute"></param>
/// <param name="Commands"></param>
private static ExitCode Execute(List<CommandInfo> CommandsToExecute, CaselessDictionary<Type> Commands)
{
for (int CommandIndex = 0; CommandIndex < CommandsToExecute.Count; ++CommandIndex)
{
var CommandInfo = CommandsToExecute[CommandIndex];
Log.TraceVerbose("Attempting to execute {0}", CommandInfo.ToString());
Type CommandType;
if (!Commands.TryGetValue(CommandInfo.CommandName, out CommandType))
{
throw new AutomationException("Failed to find command {0}", CommandInfo.CommandName);
}
BuildCommand Command = (BuildCommand)Activator.CreateInstance(CommandType);
Command.Params = CommandInfo.Arguments.ToArray();
try
{
ExitCode Result = Command.Execute();
if(Result != ExitCode.Success)
{
return Result;
}
CommandUtils.Log("BUILD SUCCESSFUL");
}
finally
{
// dispose of the class if necessary
var CommandDisposable = Command as IDisposable;
if (CommandDisposable != null)
{
CommandDisposable.Dispose();
}
}
// Make sure there's no directories on the stack.
CommandUtils.ClearDirStack();
}
return ExitCode.Success;
}
#endregion
#region Help
/// <summary>
/// Display help for the specified commands (to execute)
/// </summary>
/// <param name="CommandsToExecute">List of commands specified in the command line.</param>
/// <param name="Commands">All discovered command objects.</param>
private static void DisplayHelp(List<CommandInfo> CommandsToExecute, CaselessDictionary<Type> Commands)
{
for (int CommandIndex = 0; CommandIndex < CommandsToExecute.Count; ++CommandIndex)
{
var CommandInfo = CommandsToExecute[CommandIndex];
Type CommandType;
if (Commands.TryGetValue(CommandInfo.CommandName, out CommandType) == false)
{
Log.TraceError("Help: Failed to find command {0}", CommandInfo.CommandName);
}
else
{
CommandUtils.Help(CommandType);
}
}
}
/// <summary>
/// Display AutomationTool.exe help.
/// </summary>
private static void DisplayHelp()
{
CommandUtils.LogHelp(typeof(Automation));
}
/// <summary>
/// List all available commands.
/// </summary>
/// <param name="Commands">All vailable commands.</param>
private static void ListAvailableCommands(CaselessDictionary<Type> Commands)
{
string Message = Environment.NewLine;
Message += "Available commands:" + Environment.NewLine;
foreach (var AvailableCommand in Commands)
{
Message += String.Format(" {0}{1}", AvailableCommand.Key, Environment.NewLine);
}
CommandUtils.Log(Message);
}
#endregion
#region HelperFunctions
/// <summary>
/// Returns true if AutomationTool is running using installed Engine components
/// </summary>
/// <returns>True if running using installed Engine components</returns>
static public bool IsEngineInstalled()
{
if (!bIsEngineInstalled.HasValue)
{
bIsEngineInstalled = GlobalCommandLine.Installed;
string InstalledBuildFile = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledBuild.txt");
bIsEngineInstalled |= File.Exists(InstalledBuildFile);
if (bIsEngineInstalled.Value)
{
bIsEngineInstalled = !GlobalCommandLine.NotInstalledEngine;
}
else
{
bIsEngineInstalled = GlobalCommandLine.InstalledEngine;
}
}
return bIsEngineInstalled.Value;
}
static private bool? bIsEngineInstalled;
#endregion
#region Properties
/// <summary>
/// True if this process is running on a build machine, false if locally.
/// </summary>
/// <remarks>
/// The reason one this property exists in Automation class and not BuildEnvironment is that
/// it's required long before BuildEnvironment is initialized.
/// </remarks>
public static bool IsBuildMachine
{
get
{
if (!bIsBuildMachine.HasValue)
{
throw new AutomationException("Trying to access IsBuildMachine property before it was initialized.");
}
return (bool)bIsBuildMachine;
}
private set
{
bIsBuildMachine = value;
}
}
private static bool? bIsBuildMachine;
public static bool ShouldKillProcesses
{
get
{
if (!bShouldKillProcesses.HasValue)
{
throw new AutomationException("Trying to access ShouldKillProcesses property before it was initialized.");
}
return (bool)bShouldKillProcesses;
}
private set
{
bShouldKillProcesses = value;
}
}
private static bool? bShouldKillProcesses;
#endregion
}
}