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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
330 lines
11 KiB
C#
330 lines
11 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.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 System.Reflection;
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using System.Xml;
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using System.Linq;
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using System.Diagnostics;
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namespace AutomationTool
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{
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/// <summary>
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/// Options for how the graph should be printed
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/// </summary>
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enum GraphPrintOptions
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{
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/// <summary>
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/// Includes the list of dependencies for each node
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/// </summary>
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ShowDependencies = 0x1,
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/// <summary>
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/// Includes the list of notifiers for each node
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/// </summary>
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ShowNotifications = 0x2,
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}
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/// <summary>
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/// Definition of a graph.
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/// </summary>
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class Graph
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{
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/// <summary>
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/// List of nodes grouped by the agent they will be executed on
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/// </summary>
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public List<AgentGroup> Groups = new List<AgentGroup>();
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/// <summary>
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/// All manual triggers that are part of this graph
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/// </summary>
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public Dictionary<string, ManualTrigger> NameToTrigger = new Dictionary<string, ManualTrigger>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to the corresponding node.
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/// </summary>
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public Dictionary<string, Node> NameToNode = new Dictionary<string,Node>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of output names to their respective node
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/// </summary>
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public Dictionary<string, Node> OutputNameToNode = new Dictionary<string,Node>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of aggregate names to their respective nodes
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/// </summary>
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public Dictionary<string, Node[]> AggregateNameToNodes = new Dictionary<string,Node[]>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Default constructor
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/// </summary>
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public Graph()
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{
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}
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/// <summary>
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/// Tries to resolve the given name to one or more nodes. Checks for output names, aggregates, and actual nodes.
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/// </summary>
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/// <param name="Name">The name to search for</param>
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/// <param name="OutNodes">If the name is a match, receives the corresponding array of nodes</param>
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/// <returns>True if the name was found, false otherwise.</returns>
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public bool TryResolveReference(string Name, out Node[] OutNodes)
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{
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// Check if it's a regular node or output name
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Node Node;
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if(NameToNode.TryGetValue(Name, out Node) || OutputNameToNode.TryGetValue(Name, out Node))
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{
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OutNodes = new Node[]{ Node };
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return true;
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}
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// Check if it's an aggregate name
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Node[] Nodes;
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if(AggregateNameToNodes.TryGetValue(Name, out Nodes))
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{
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OutNodes = Nodes;
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return true;
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}
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// Otherwise fail
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OutNodes = null;
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return false;
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}
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/// <summary>
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/// Cull the graph to only include the given nodes and their dependencies
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/// </summary>
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/// <param name="TargetNodes">A set of target nodes to build</param>
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public void Select(IEnumerable<Node> TargetNodes)
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{
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// Find this node and all its dependencies
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HashSet<Node> RetainNodes = new HashSet<Node>(TargetNodes);
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foreach(Node TargetNode in TargetNodes)
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{
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RetainNodes.UnionWith(TargetNode.InputDependencies);
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}
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// Remove all the nodes which are not marked to be kept
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foreach(AgentGroup Group in Groups)
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{
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Group.Nodes = Group.Nodes.Where(x => RetainNodes.Contains(x)).ToList();
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}
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// Remove all the empty groups
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Groups.RemoveAll(x => x.Nodes.Count == 0);
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// Remove all the order dependencies which are no longer part of the graph. Since we don't need to build them, we don't need to wait for them
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foreach(Node Node in RetainNodes)
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{
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Node.OrderDependencies = Node.OrderDependencies.Where(x => RetainNodes.Contains(x)).ToArray();
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}
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// Create a new list of triggers from all the nodes which are left
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NameToTrigger = RetainNodes.Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct().ToDictionary(x => x.Name, x => x, StringComparer.InvariantCultureIgnoreCase);
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}
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/// <summary>
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/// Export the build graph to a Json file, for parallel execution by the build system
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/// </summary>
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/// <param name="File">Output file to write</param>
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/// <param name="ActivatedTriggers">Set of triggers which have been activated</param>
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/// <param name="CompletedNodes">Set of nodes which have been completed</param>
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public void Export(FileReference File, HashSet<ManualTrigger> ActivatedTriggers, HashSet<Node> CompletedNodes)
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{
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// Find all the nodes which we're actually going to execute. We'll use this to filter the graph.
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HashSet<Node> NodesToExecute = new HashSet<Node>();
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foreach(Node Node in Groups.SelectMany(x => x.Nodes))
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{
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if(!CompletedNodes.Contains(Node))
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{
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if(Node.ControllingTrigger == null || ActivatedTriggers.Contains(Node.ControllingTrigger))
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{
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NodesToExecute.Add(Node);
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}
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}
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}
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// Open the output file
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using(JsonWriter JsonWriter = new JsonWriter(File.FullName))
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{
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JsonWriter.WriteObjectStart();
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// Write all the agent groups
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JsonWriter.WriteArrayStart("Groups");
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foreach(AgentGroup Group in Groups)
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{
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Node[] Nodes = Group.Nodes.Where(x => NodesToExecute.Contains(x)).ToArray();
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if(Nodes.Length > 0)
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{
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JsonWriter.WriteObjectStart();
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JsonWriter.WriteValue("Name", Group.Name);
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JsonWriter.WriteArrayStart("Agent Types");
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foreach(string AgentType in Group.AgentTypes)
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{
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JsonWriter.WriteValue(AgentType);
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}
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JsonWriter.WriteArrayEnd();
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JsonWriter.WriteArrayStart("Nodes");
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foreach(Node Node in Nodes)
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{
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JsonWriter.WriteObjectStart();
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JsonWriter.WriteValue("Name", Node.Name);
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JsonWriter.WriteValue("DependsOn", String.Join(";", Node.GetDirectOrderDependencies().Where(x => !CompletedNodes.Contains(x))));
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JsonWriter.WriteObjectStart("Notify");
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JsonWriter.WriteValue("Default", String.Join(";", Node.NotifyUsers));
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JsonWriter.WriteValue("Submitters", String.Join(";", Node.NotifySubmitters));
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JsonWriter.WriteValue("Warnings", Node.bNotifyOnWarnings);
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JsonWriter.WriteObjectEnd();
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JsonWriter.WriteObjectEnd();
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}
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JsonWriter.WriteArrayEnd();
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JsonWriter.WriteObjectEnd();
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}
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}
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JsonWriter.WriteArrayEnd();
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// Write all the triggers
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JsonWriter.WriteArrayStart("Triggers");
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foreach (ManualTrigger Trigger in NameToTrigger.Values)
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{
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if(!ActivatedTriggers.Contains(Trigger) && NodesToExecute.Any(x => x.ControllingTrigger == Trigger.Parent))
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{
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// Find all the nodes that this trigger is dependent on
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HashSet<Node> Dependencies = new HashSet<Node>();
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foreach(Node Node in Groups.SelectMany(x => x.Nodes))
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{
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for(ManualTrigger ControllingTrigger = Node.ControllingTrigger; ControllingTrigger != null; ControllingTrigger = ControllingTrigger.Parent)
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{
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if(ControllingTrigger == Trigger)
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{
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Dependencies.UnionWith(Node.InputDependencies.Where(x => x.ControllingTrigger != Trigger && NodesToExecute.Contains(x)));
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break;
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}
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}
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}
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// Reduce that list to the smallest subset of direct dependencies
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HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
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foreach(Node Dependency in Dependencies)
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{
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DirectDependencies.ExceptWith(Dependency.InputDependencies);
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}
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// Write out the object
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JsonWriter.WriteObjectStart();
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JsonWriter.WriteValue("Name", Trigger.Name);
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JsonWriter.WriteValue("AllDependencies", String.Join(";", Groups.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
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JsonWriter.WriteValue("DirectDependencies", String.Join(";", Dependencies.Where(x => DirectDependencies.Contains(x)).Select(x => x.Name)));
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JsonWriter.WriteValue("Notify", String.Join(";", Trigger.NotifyUsers));
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JsonWriter.WriteObjectEnd();
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}
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}
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JsonWriter.WriteArrayEnd();
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JsonWriter.WriteObjectEnd();
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}
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}
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/// <summary>
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/// Print the contents of the graph
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/// </summary>
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/// <param name="NodeToState">Mapping of node to its current state</param>
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/// <param name="Options">Options for how to print the graph</param>
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public void Print(HashSet<Node> CompletedNodes, GraphPrintOptions Options)
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{
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// Get a list of all the triggers, including the null global one
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List<ManualTrigger> AllTriggers = new List<ManualTrigger>();
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AllTriggers.Add(null);
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AllTriggers.AddRange(NameToTrigger.Values.OrderBy(x => x.QualifiedName));
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// Output all the triggers in order
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CommandUtils.Log("");
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CommandUtils.Log("Graph:");
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foreach(ManualTrigger Trigger in AllTriggers)
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{
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// Filter everything by this trigger
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Dictionary<AgentGroup, Node[]> FilteredGroupToNodes = new Dictionary<AgentGroup,Node[]>();
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foreach(AgentGroup Group in Groups)
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{
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Node[] Nodes = Group.Nodes.Where(x => x.ControllingTrigger == Trigger).ToArray();
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if(Nodes.Length > 0)
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{
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FilteredGroupToNodes[Group] = Nodes;
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}
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}
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// Skip this trigger if there's nothing to display
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if(FilteredGroupToNodes.Count == 0)
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{
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continue;
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}
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// Print the trigger name
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CommandUtils.Log(" Trigger: {0}", (Trigger == null)? "None" : Trigger.QualifiedName);
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if(Trigger != null && Options.HasFlag(GraphPrintOptions.ShowNotifications))
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{
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foreach(string User in Trigger.NotifyUsers)
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{
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CommandUtils.Log(" notify> {0}", User);
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}
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}
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// Output all the groups for this trigger
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foreach(AgentGroup Group in Groups)
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{
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Node[] Nodes;
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if(FilteredGroupToNodes.TryGetValue(Group, out Nodes))
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{
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CommandUtils.Log(" Group: {0} ({1})", Group.Name, String.Join(";", Group.AgentTypes));
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foreach(Node Node in Nodes)
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{
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CommandUtils.Log(" Node: {0}{1}", Node.Name, CompletedNodes.Contains(Node)? " (completed)" : "");
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if(Options.HasFlag(GraphPrintOptions.ShowDependencies))
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{
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HashSet<Node> InputDependencies = new HashSet<Node>(Node.GetDirectInputDependencies());
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foreach(Node InputDependency in InputDependencies)
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{
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CommandUtils.Log(" input> {0}", InputDependency.Name);
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}
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HashSet<Node> OrderDependencies = new HashSet<Node>(Node.GetDirectOrderDependencies());
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foreach(Node OrderDependency in OrderDependencies.Except(InputDependencies))
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{
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CommandUtils.Log(" after> {0}", OrderDependency.Name);
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}
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}
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if(Options.HasFlag(GraphPrintOptions.ShowNotifications))
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{
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string Label = Node.bNotifyOnWarnings? "warnings" : "errors";
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foreach(string User in Node.NotifyUsers)
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{
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CommandUtils.Log(" {0}> {1}", Label, User);
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}
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foreach(string Submitter in Node.NotifySubmitters)
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{
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CommandUtils.Log(" {0}> submitters to {1}", Label, Submitter);
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}
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}
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}
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}
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}
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}
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CommandUtils.Log("");
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// Print out all the aggregates
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string[] AggregateNames = AggregateNameToNodes.Keys.OrderBy(x => x).ToArray();
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if(AggregateNames.Length > 0)
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{
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CommandUtils.Log("Aggregates:");
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foreach(string AggregateName in AggregateNames)
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{
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CommandUtils.Log(" {0}", AggregateName);
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}
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CommandUtils.Log("");
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}
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}
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}
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}
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