Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/RocketBuild.Automation.cs
Matthew Griffin a3a2d4d633 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2962397 on 2016/05/02 by Dmitriy.Dyomin

	Fixed: Crash generating LOD for a Landscape
	#jira UE-30144

Change 2962367 on 2016/05/01 by Zachary.Wilson

	Building lighting on QA-Effects

	#jira UE-29618

Change 2962363 on 2016/05/01 by Zachary.Wilson

	Updating Reflection Capture Test Content

	#jira UE-29618

Change 2962362 on 2016/05/01 by Benjamin.Hyder

	Built Lighting in QA-PostProcessing level

	#jira UE-29618

Change 2962361 on 2016/05/01 by Zachary.Wilson

	Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes.

	#jira UE-29618

Change 2962357 on 2016/05/01 by Benjamin.Hyder

	Built Lighting for Tm_SceneTexture

	#jira UE-29618

Change 2962356 on 2016/05/01 by Benjamin.Hyder

	Adding PlayerStart to TM-TranslucencyLghtingMode map

	#jira UE-29618

Change 2962351 on 2016/05/01 by Benjamin.Hyder

	Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels

	#jira UE-29618

Change 2962349 on 2016/05/01 by Benjamin.Hyder

	Correcting Planar Reflection in TM-Shadermodels

	#Jira UE-29618

Change 2962348 on 2016/05/01 by Benjamin.Hyder

	Adding Planar Reflection Test Case content to TM-Shadermodels

	#jira UE-29618

Change 2962347 on 2016/05/01 by Zachary.Wilson

	Adding testing content for Dual Normal Clfar Coat Material Expression

	#jira UE-29618

Change 2962340 on 2016/05/01 by Zachary.Wilson

	Adding testing content for engine scalability (WIP)

	#jira UE-29618

Change 2962173 on 2016/04/30 by Ben.Marsh

	Fix typo.

Change 2962172 on 2016/04/30 by Ben.Marsh

	Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB.

	#jira UE-30156

Change 2961782 on 2016/04/29 by Mike.Beach

	Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel.

	#jira UE-30110

Change 2961780 on 2016/04/29 by Mike.Beach

	Guarding against interface arrays with null entries (null checking in property editor processing code).

	#jira UE-30015

Change 2961580 on 2016/04/29 by Owen.Stupka

	#jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2

Change 2961531 on 2016/04/29 by Ryan.Gerleve

	Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay.

	#jira UE-22047

Change 2961499 on 2016/04/29 by Marc.Audy

	Use accessor instead of variable directly.
	#jira UE-00000

Change 2961492 on 2016/04/29 by Chris.Babcock

	Android Vulkan dynamic loader with fallback to ES2
	- works with either NDK r11c+ or VulkanSDK (does not require .so)
	#jira UEPLAT-1249
	#jira UEMOB-103
	#ue4
	#android

Change 2961462 on 2016/04/29 by Chris.Babcock

	Fix issue with stripping symbols for non-armv7 architectures
	#jira UE-30138
	#android
	#ue4

Change 2961442 on 2016/04/29 by Marc.Audy

	Fix undo/redo of attachment between an IWCE and blueprint constructed component not working
	#jira UE-28948

Change 2961400 on 2016/04/29 by Samuel.Proctor

	Test assets for FiB test cases.
	#jira UE-29618

Change 2961382 on 2016/04/29 by Daniel.Lamb

	Fix for shadowed variables.
	#jira UE-29470

Change 2961319 on 2016/04/29 by mitchell.wilson

	#jira UE-29618 - Adding TM-LandscapeFoliage map

Change 2961278 on 2016/04/29 by Chris.Babcock

	Fix 64-bit cast
	#jira UE-30132
	#ue4
	#android

Change 2961263 on 2016/04/29 by Daniel.Lamb

	Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps.
	#jira UE-29470

Change 2961227 on 2016/04/29 by Taizyd.Korambayil

	#jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini

Change 2961208 on 2016/04/29 by Nick.Darnell

	UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.

	#jira UE-29919

Change 2961190 on 2016/04/29 by Nick.Darnell

	UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.

	#jira UE-29919

Change 2961161 on 2016/04/29 by Gareth.Martin

	Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node.
	#jira UE-30032

Change 2961109 on 2016/04/29 by Keith.Judge

	Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was...

	#jira UEPLAT-1288

Change 2961055 on 2016/04/29 by Mike.Beach

	Mirroring CL 2961019:
	Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues.

	#jira UE-29940

Change 2961018 on 2016/04/29 by Rolando.Caloca

	UE4.12 - Compile fix for shipping
	#jira UE-30096

Change 2960921 on 2016/04/29 by Matthew.Griffin

	Updated AutoSDK used by Android so that arm64 will build

Change 2960920 on 2016/04/29 by Martin.Wilson

	Missing files from 2960847

	#jira ue-25715

Change 2960906 on 2016/04/29 by Peter.Sauerbrei

	added more explicit message when the deployment fails due to device not on provision
	#jira UE-19875

Change 2960869 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960847 on 2016/04/29 by Martin.Wilson

	Fix setting incorrect animation assets on anim player nodes.

	#jira ue-25715

Change 2960842 on 2016/04/29 by Keith.Judge

	Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them.

	#jira UEPLAT-1288

Change 2960841 on 2016/04/29 by Keith.Judge

	Xbox One - Make temporary buffers last for three frames.

	#jira UEPLAT-1288

Change 2960838 on 2016/04/29 by Keith.Judge

	Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it.

	#jira UEPLAT-1288

Change 2960834 on 2016/04/29 by Keith.Judge

	Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs.

	#jira UEPLAT-1288

Change 2960829 on 2016/04/29 by Keith.Judge

	Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr!

	#jira UEPLAT-1288

Change 2960826 on 2016/04/29 by Keith.Judge

	Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960820 on 2016/04/29 by Keith.Judge

	Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960819 on 2016/04/29 by Marc.Audy

	Owned components are once again referenced by their Owning actor for GC purposes
	#jira UE-29131

Change 2960817 on 2016/04/29 by Keith.Judge

	Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960814 on 2016/04/29 by Keith.Judge

	Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960805 on 2016/04/29 by Keith.Judge

	Fix .ini.ini filename issue (duplicated fix from Dev-Platform).

	#jira UES-2270

Change 2960797 on 2016/04/29 by Mason.Seay

	Deleting asset associated with crashing map, just to be safe (neither are needed anymore)

	#jira UE-25215

Change 2960793 on 2016/04/29 by Mason.Seay

	Deleting map that's causing a crash

	#jira UE-25215

Change 2960774 on 2016/04/29 by Robert.Manuszewski

	(temp) Fix for missing packages after cooking.

	#jira UE-29876

Change 2960747 on 2016/04/29 by Jurre.deBaare

	Mac build fixes

	#jira abc-123

Change 2960739 on 2016/04/29 by Benn.Gallagher

	Use mesh update mode to update cloth rather than whether or not it was rendered.
	#jira UE-25934

Change 2960707 on 2016/04/29 by Jurre.deBaare

	HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module)

	#jira UE-24378

Change 2960704 on 2016/04/29 by Matthew.Griffin

	Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line
	Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build
	Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now)
	Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one
	#jira UEB-560

Change 2960694 on 2016/04/29 by Robert.Manuszewski

	Log free disk space when DirectoryWatcher's File Cache fails to move a file.

	#jira UE-24660

Change 2960687 on 2016/04/29 by Benn.Gallagher

	Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook)
	#jira UE-30053

Change 2960381 on 2016/04/28 by Chris.Babcock

	Handle movie playback not covering full surface
	#jira UE-28705
	#ue4
	#android

Change 2960162 on 2016/04/28 by Ryan.Vance

	#jira UE-30099
	Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future.
	We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency).

Change 2960100 on 2016/04/28 by Andrew.Porter

	Removing old sub sequences.

	#jira UE-29618

Change 2959962 on 2016/04/28 by Peter.Sauerbrei

	fix for enabling InApp purchasing not enabling Online Subsystem IOS
	#jira UE-25512

Change 2959937 on 2016/04/28 by Patrick.Donovan

	Screen aligned UVs test material for QAGame for testing if they work in VR.
	#jira UE-29618

Change 2959914 on 2016/04/28 by Dan.Oconnor

	Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959859 on 2016/04/28 by Ryan.Gerleve

	Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE.

	#jira UE-26634

Change 2959856 on 2016/04/28 by Chris.Babcock

	Fix scaling on low-resolution devices in Match3
	#jira UE-28706
	#ue4
	#match3

Change 2959839 on 2016/04/28 by Dan.Oconnor

	Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959836 on 2016/04/28 by Dan.Oconnor

	Remove unused local variable, found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959829 on 2016/04/28 by Dan.Oconnor

	Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959817 on 2016/04/28 by Peter.Sauerbrei

	fix for parsing the IOS Device ID
	addition of iPhone SE (courtesy davidrpozesky, PR2307)
	addition of iPadPro 9.7
	#jira UE-21921

Change 2959808 on 2016/04/28 by Nick.Darnell

	UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using.

	#jira ue-none

Change 2959805 on 2016/04/28 by Chad.Taylor

	Merging

	//UE4/Dev-VR/Engine/...

	to //UE4/Release-4.12/Engine/...

	#jira UEBP-188

Change 2959798 on 2016/04/28 by Dan.Oconnor

	Manually integrate 2947850, also  found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959796 on 2016/04/28 by Aaron.McLeran

	Duplicating CL 2959785 from //UE4/Dev-Framework

	#jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

	#tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing

Change 2959793 on 2016/04/28 by Dan.Oconnor

	Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon.
	#jira UE-30058

Change 2959739 on 2016/04/28 by Ori.Cohen

	Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log.

	#JIRA UE-29932

Change 2959709 on 2016/04/28 by Nick.Darnell

	Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once.

	#jira UE-30087

Change 2959701 on 2016/04/28 by Nick.Darnell

	Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player.  Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied.

	#jira UE-30085

Change 2959691 on 2016/04/28 by Nick.Darnell

	UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders.

	#jira UE-30084

Change 2959678 on 2016/04/28 by mason.seay

	Updated test sound cue asset, as it appeared to be partially filled out.  Moved it out of developer folder.

	Also rebuilt lighting on associated test map.

	#jira UE-29618

Change 2959514 on 2016/04/28 by Aaron.McLeran

	Duplicating CL 2959506 from //UE4/Dev-Framework

	#jira UE-30000

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

	#tests Playing another looping sound on an audio component will stop the previous looping sound.

Change 2959486 on 2016/04/28 by Bob.Tellez

	Duplicating CL#2948431 from //Orion/Dev-General

	CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.

	#JIRA UE-29625
	#tests Ran editor

Change 2959414 on 2016/04/28 by Chad.Taylor

	IStereoLayers API and Oculus Rift implementation

	#jira UEBP-185

Change 2959395 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings

Change 2959386 on 2016/04/28 by Richard.TalbotWatkin

	Replicated from CL 2959360 in //UE4/Dev-Editor/

	Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
	#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]

Change 2959377 on 2016/04/28 by Matthew.Griffin

	Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build
	#jira UE-30024

Change 2959367 on 2016/04/28 by Alexis.Matte

	#jira OR-20622
	make sure LOD import Materials get map with LOD 0 material index

Change 2959302 on 2016/04/28 by Jamie.Dale

	Removed invalid assert

	#jira UE-30042

Change 2959263 on 2016/04/28 by Peter.Sauerbrei

	fix for virtual joysticks showing up on tvOS
	removed usage of ES2 define for tvOS
	#jira UE-26122

Change 2959235 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings

Change 2959177 on 2016/04/28 by Thomas.Sarkanen

	Fixed curve names getting incorrectly duplicated when DuplicateObject was called

	Fixes crash when trying to convert curves to metadata after newly importing a sequence.

	#jira UE-29988 - Crash when converting custom curve to metadata in persona

Change 2959170 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29683 Resaved Maps to Fix Build Warnings
	#jira UE-29685
	#jira UE-29679
	#jira UE-29684

Change 2959154 on 2016/04/28 by Dan.Bullard

	Added Media Player assets and added example to TM-ShaderModels.
	#jira UE-29618

Change 2959112 on 2016/04/28 by Jamie.Dale

	Fixed a long time IME crash that could happen under certain circumtances

	#jira OPP-5607

Change 2959086 on 2016/04/28 by Jamie.Dale

	Refreshing the editable text layout now makes sure the layout is up-to-date

	This addresses some update issues when the widget is being ticked, but not running a layout pass.

	#jira UE-30054

Change 2958927 on 2016/04/28 by Phillip.Kavan

	[UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set.

	#jira UE-30040

Change 2958730 on 2016/04/28 by Phillip.Kavan

	[UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport.

	#jira UE-23087

Change 2958566 on 2016/04/27 by Marcus.Wassmer

	Fix material preview and PostProcessAmbient
	#jira UE-29994

Change 2958459 on 2016/04/27 by mason.seay

	Test assets for Sound Class Override

	#jira UE-29618

Change 2958399 on 2016/04/27 by Owen.Stupka

	#jira UE-29924 Back out CL 2958355, change was in wrong position.

Change 2958395 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2950482  from //UE4/Dev-Framework

	#jira FORT-22973 SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

	#tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates.

Change 2958387 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2954865  from //UE4/Dev-Framework

	#jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

	#tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device

Change 2958381 on 2016/04/27 by Josh.Adams

	- Fixed compile error in IOSDeviceHelperMac.cpp
	#lockdown nick.penwarden
	#jira UE-30037

Change 2958355 on 2016/04/27 by Owen.Stupka

	#jira UE-29924 Fix for UAT issues on Mac.

Change 2958351 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2957953  from //UE4/Dev-Framework

	#jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

	#tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once

Change 2958344 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings

Change 2958342 on 2016/04/27 by mitchell.wilson

	#jira UE-29618  updating shot_002 to fix an issue with snapping.

Change 2958315 on 2016/04/27 by Marc.Audy

	No longer use component pooling, but instead spawn Actors for thumbnail display
	#jira UE-17453

Change 2958289 on 2016/04/27 by Marc.Audy

	Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component
	#jira UE-30033

Change 2958280 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29723 Resaved Maps and Audio Files

Change 2958237 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29687 Resaved Some Assets to Fix Build Warnings

Change 2958176 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29701 Resaved Some Assets to Fix Build Warnings

Change 2958172 on 2016/04/27 by Ori.Cohen

	Back out changelist 2955134

	#JIRA UE-30030

Change 2958121 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29706 Resaved Some Assets to Fix Build Warnings

Change 2958070 on 2016/04/27 by Peter.Sauerbrei

	fix for launch on to tvOS from PC
	properly filter out tvOS devices when launching to IOS and vice versa
	#jira UE-29928

Change 2958029 on 2016/04/27 by Andrew.Rodham

	Fixed SMenuAnchor::bIsCollapsedByParent not being respected

	#jira UE-30016

Change 2957962 on 2016/04/27 by Alexis.Matte

	#jira UE-29984
	Pixel inspector crash
	Fix the viewport id

Change 2957908 on 2016/04/27 by Andrew.Rodham

	Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer

	#jira UE-29171

Change 2957880 on 2016/04/27 by Peter.Sauerbrei

	fix for metal not being enabled in iOS 8
	added some checks for bSupportsResourceOptions in Lock/Unlock
	#jira UE-29268

Change 2957860 on 2016/04/27 by Gareth.Martin

	Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters
	#jira UE-29471

Change 2957833 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings

Change 2957805 on 2016/04/27 by Max.Chen

	Sequencer: Fix crash in UMG when a property changes and there's no movie scene.

	#jira UE-30008

Change 2957803 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings

Change 2957799 on 2016/04/27 by Max.Chen

	Sequencer: Fix visibility track name so that it says "Visibility"

	#jira UE-29996

Change 2957777 on 2016/04/27 by Allan.Bentham

	Workaround ES31 HQ DoF producing no effect with vulkan rhi.
	#jira UE-30006

Change 2957763 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29678 Resaved Maps to Fix Build Errors

Change 2957740 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29628 Resaved Maps to fix Build Warnings

Change 2957713 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29715 Resaved Maps to Fix Build Warnings

Change 2957678 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings

Change 2957627 on 2016/04/27 by Frank.Fella

	UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated

	#Jira UE-29319
	#Jira UE-29321

Change 2957625 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings

Change 2957603 on 2016/04/27 by mitchell.wilson

	#jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing

Change 2957577 on 2016/04/27 by Ben.Marsh

	EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out.

Change 2957569 on 2016/04/27 by Maciej.Mroz

	#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true

	merged from Dev-Blueprints 2957564

Change 2957565 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error

Change 2957558 on 2016/04/27 by Matthew.Griffin

	Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files
	#jira UE-29899

Change 2957504 on 2016/04/27 by Marc.Audy

	Persist component instance data cache through blueprint construction that results in "disaster recovery mode"
	#jira UE-20385

Change 2957162 on 2016/04/26 by Dmitriy.Dyomin

	Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device
	#jira UE-25861

Change 2957117 on 2016/04/26 by Dan.Oconnor

	PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi)
	Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend

	#jira UE-29563

Change 2957057 on 2016/04/26 by Dan.Oconnor

	Tweak logic used to make variable nodes more accessible
	Motivation was PR#2202 by Lucyberad
	#jira UE-28802

Change 2956884 on 2016/04/26 by Jamie.Dale

	Removed an assert that can be triggered by certain IMEs

	#jira UE-19744

Change 2956876 on 2016/04/26 by Dan.Oconnor

	PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays)

	#jira UE-29495

Change 2956860 on 2016/04/26 by Max.Preussner

	Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973)

	#jira: UE-29973

Change 2956801 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues
	#jira UE-28140

Change 2956679 on 2016/04/26 by Andrew.Rodham

	Editor: Fixed not being able to switch between cinematic/default viewport types

	#jira UE-29942

Change 2956674 on 2016/04/26 by James.Fox

	Updated Blueprint Bitmask test asset to include Bitwise OR.
	#jira UE-29618

Change 2956573 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing
	#jira UE-28140

Change 2956572 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added alignment to buffer offsets depending on usage
	#jira UE-28140

Change 2956502 on 2016/04/26 by Peter.Sauerbrei

	fix for missing particles on iPhone 5 when compiling for size
	re-enable compile for size for Match 3
	#jira UE-28721

Change 2956445 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29691 Resaved some Animation Assets to Fix Build Warnings

Change 2956382 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings

Change 2956332 on 2016/04/26 by Patrick.Donovan

	Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled.
	#jira UE-29618

Change 2956301 on 2016/04/26 by Ben.Marsh

	Disable notification emails for warnings in Rocket sample builds.

Change 2956264 on 2016/04/26 by Peter.Sauerbrei

	fix for binary release generation of bp-only project files for IOS on Mac
	#jira UE-29934

Change 2956247 on 2016/04/26 by Jurre.deBaare

	Fix for Mac compile

	#jira UE-123ABC

Change 2956192 on 2016/04/26 by Jurre.deBaare

	- Changed signatures for merging static mesh (LOD index now incorporated in merge data structure)
	- Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels)
	- Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure
	- LightMap Index for merged static meshes is now set correctly
	- Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct
	- Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc

	#jira UE-28319

Change 2956183 on 2016/04/26 by mitchell.wilson

	#jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing

Change 2956152 on 2016/04/26 by Lina.Halper

	- removed invalid ensure because it doesn't check recursive, it does have different value with validation

	#jira : UE-29945

Change 2956034 on 2016/04/26 by Andrew.Rodham

	Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present
	  - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state

	#jira UE-28073

Change 2956002 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29729 Resaved Blueprints to Fix Build Warnings

Change 2955999 on 2016/04/26 by Max.Chen

	Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.

	#jira UE-29841

Change 2955983 on 2016/04/26 by Andrew.Rodham

	Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project.

	#jira UE-29938

Change 2955979 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29728 Resaved Some assets to Fix Build Warnings

Change 2955941 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29730 Resaved Maps to Fix Build Warnings

Change 2955937 on 2016/04/26 by Andrew.Rodham

	Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class
	  - This fixes issues caused by undersiable state being saved into the spawnable defaults

	Merged from //UE4/Dev-Sequencer/...@2952610

	#jira UE-29774

Change 2955888 on 2016/04/26 by mitchell.wilson

	#jira UE-29618 Updating shots for sequencer testing

Change 2955635 on 2016/04/26 by Max.Chen

	Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.

	#jira UE-28213

[CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00

1586 lines
63 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 AutomationTool;
using UnrealBuildTool;
namespace Rocket
{
public class RocketBuild : GUBP.GUBPNodeAdder
{
static readonly string[] CurrentTemplates =
{
"FP_FirstPerson",
"FP_FirstPersonBP",
"TP_FirstPerson",
"TP_FirstPersonBP",
"TP_Flying",
"TP_FlyingBP",
"TP_Rolling",
"TP_RollingBP",
"TP_SideScroller",
"TP_SideScrollerBP",
"TP_ThirdPerson",
"TP_ThirdPersonBP",
"TP_TopDown",
"TP_TopDownBP",
"TP_TwinStick",
"TP_TwinStickBP",
"TP_Vehicle",
"TP_VehicleBP",
"TP_Puzzle",
"TP_PuzzleBP",
"TP_2DSideScroller",
"TP_2DSideScrollerBP",
"TP_VehicleAdv",
"TP_VehicleAdvBP",
};
static readonly string[] CurrentFeaturePacks =
{
"FP_FirstPerson",
"FP_FirstPersonBP",
"TP_Flying",
"TP_FlyingBP",
"TP_Rolling",
"TP_RollingBP",
"TP_SideScroller",
"TP_SideScrollerBP",
"TP_ThirdPerson",
"TP_ThirdPersonBP",
"TP_TopDown",
"TP_TopDownBP",
"TP_TwinStick",
"TP_TwinStickBP",
"TP_Vehicle",
"TP_VehicleBP",
"TP_Puzzle",
"TP_PuzzleBP",
"TP_2DSideScroller",
"TP_2DSideScrollerBP",
"TP_VehicleAdv",
"TP_VehicleAdvBP",
"StarterContent",
"MobileStarterContent",
};
public RocketBuild()
{
}
public override void AddNodes(GUBP bp, GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ActivePlatforms)
{
if (!BranchConfig.BranchOptions.bNoInstalledEngine)
{
// Add the aggregate for making a rocket build
if(WaitToMakeRocketBuild.ShouldAddTrigger(BranchConfig) && !BranchConfig.HasNode(WaitToMakeRocketBuild.StaticGetFullName()))
{
BranchConfig.AddNode(new WaitToMakeRocketBuild(BranchConfig));
}
// Find all the target platforms for this host platform.
List<UnrealTargetPlatform> TargetPlatforms = GetTargetPlatforms(bp, HostPlatform);
// Remove any target platforms that aren't available
TargetPlatforms.RemoveAll(x => !IsTargetPlatformAvailable(BranchConfig, HostPlatform, x));
// Get the temp directory for stripped files for this host
string StrippedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString()));
// Get the temp directory for signed files for this host
string SignedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", "Signed", HostPlatform.ToString()));
// Strip the host platform
if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
BranchConfig.AddNode(new StripRocketToolsNode(BranchConfig, HostPlatform, StrippedDir));
BranchConfig.AddNode(new StripRocketEditorNode(BranchConfig, HostPlatform, StrippedDir));
}
BranchConfig.AddNode(new SignRocketToolsNode(BranchConfig, HostPlatform, SignedDir));
BranchConfig.AddNode(new SignRocketEditorNode(BranchConfig, HostPlatform, SignedDir));
// Strip all the target platforms that are built on this host
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
BranchConfig.AddNode(new StripRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, StrippedDir));
}
if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && SignRocketNode.IsRequiredForPlatform(TargetPlatform))
{
BranchConfig.AddNode(new SignRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, SignedDir));
}
}
// Build the DDC
BranchConfig.AddNode(new BuildDerivedDataCacheNode(BranchConfig, HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));
// Generate a list of files that needs to be copied for each target platform
BranchConfig.AddNode(new FilterRocketNode(BranchConfig, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));
// Copy the install to the output directory
string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
BranchConfig.AddNode(new GatherRocketNode(BranchConfig, HostPlatform, TargetPlatforms, LocalOutputDir));
// Add a node for GitHub promotions
if(HostPlatform == UnrealTargetPlatform.Win64 && !BranchConfig.JobInfo.IsPreflight)
{
string GitConfigRelativePath = "Engine/Build/Git/UnrealBot.ini";
if(CommandUtils.FileExists(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GitConfigRelativePath)))
{
string BranchName = null;
if (BranchConfig.BranchName == "//UE4/Main")
{
BranchName = "Main";
}
else if (BranchConfig.BranchName.StartsWith("//UE4/Release-4."))
{
int MinorVersion;
if(int.TryParse(BranchConfig.BranchName.Substring(BranchConfig.BranchName.IndexOf('.') + 1), out MinorVersion))
{
BranchName = "4." + MinorVersion.ToString();
}
}
if (BranchName != null)
{
BranchConfig.AddNode(new RunGithubPromotion(HostPlatform, BranchConfig.HostPlatforms, BranchName, CommandUtils.P4Env.Changelist));
}
}
}
// Get the output directory for the build zips
string PublishedEngineDir;
if (ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
}
else
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
}
// Publish the install to the network
BranchConfig.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
BranchConfig.AddNode(new PublishRocketSymbolsNode(BranchConfig, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));
}
}
public static string GetBuildLabel()
{
return FEngineVersionSupport.FromVersionFile(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"Engine\Source\Runtime\Launch\Resources\Version.h")).ToString();
}
public static bool IsTargetPlatformAvailable(GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
UnrealTargetPlatform SourceHostPlatform = GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = IsCodeTargetPlatform(HostPlatform, TargetPlatform);
if(!BranchConfig.HasNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, false, bIsCodeTargetPlatform)))
{
return false;
}
return true;
}
public static List<UnrealTargetPlatform> GetTargetPlatforms(BuildCommand Command, UnrealTargetPlatform HostPlatform)
{
List<UnrealTargetPlatform> TargetPlatforms = new List<UnrealTargetPlatform>();
if(!Command.ParseParam("NoTargetPlatforms"))
{
// Always support the host platform
TargetPlatforms.Add(HostPlatform);
// Add other target platforms for each host platform
if(HostPlatform == UnrealTargetPlatform.Win64)
{
TargetPlatforms.Add(UnrealTargetPlatform.Win32);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.Android);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.IOS);
}
if (HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.TVOS);
}
if (HostPlatform == UnrealTargetPlatform.Win64)
{
TargetPlatforms.Add(UnrealTargetPlatform.Linux);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac )
{
TargetPlatforms.Add(UnrealTargetPlatform.HTML5);
}
// Remove any platforms that aren't enabled on the command line
string TargetPlatformFilter = Command.ParseParamValue("TargetPlatforms", null);
if(TargetPlatformFilter != null)
{
List<UnrealTargetPlatform> NewTargetPlatforms = new List<UnrealTargetPlatform>();
foreach (string TargetPlatformName in TargetPlatformFilter.Split(new char[]{ '+' }, StringSplitOptions.RemoveEmptyEntries))
{
UnrealTargetPlatform TargetPlatform;
if(!Enum.TryParse(TargetPlatformName, out TargetPlatform))
{
throw new AutomationException("Unknown target platform '{0}' specified on command line");
}
else if(TargetPlatforms.Contains(TargetPlatform))
{
NewTargetPlatforms.Add(TargetPlatform);
}
}
TargetPlatforms = NewTargetPlatforms;
}
}
return TargetPlatforms;
}
public static string GetCookPlatforms(UnrealTargetPlatform HostPlatform, IEnumerable<UnrealTargetPlatform> TargetPlatforms)
{
// Always include the editor platform for cooking
List<string> CookPlatforms = new List<string>();
CookPlatforms.Add(Platform.Platforms[HostPlatform].GetEditorCookPlatform());
// Add all the target platforms
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(TargetPlatform == UnrealTargetPlatform.Android)
{
CookPlatforms.Add(Platform.Platforms[TargetPlatform].GetCookPlatform(false, false, "ATC"));
}
else
{
CookPlatforms.Add(Platform.Platforms[TargetPlatform].GetCookPlatform(false, false, ""));
}
}
return CommandUtils.CombineCommandletParams(CookPlatforms.Distinct().ToArray());
}
public static bool ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(GUBP.GUBPBranchConfig BranchConfig)
{
return CommandUtils.P4Enabled && CommandUtils.AllowSubmit && !BranchConfig.JobInfo.IsPreflight; // we don't do serious things in a preflight
}
public static UnrealTargetPlatform GetSourceHostPlatform(List<UnrealTargetPlatform> HostPlatforms, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
if (TargetPlatform == UnrealTargetPlatform.HTML5 && HostPlatform == UnrealTargetPlatform.Mac && HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
return UnrealTargetPlatform.Win64;
}
if (TargetPlatform == UnrealTargetPlatform.Android && HostPlatform == UnrealTargetPlatform.Mac && HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
return UnrealTargetPlatform.Win64;
}
if(TargetPlatform == UnrealTargetPlatform.IOS && HostPlatform == UnrealTargetPlatform.Win64 && HostPlatforms.Contains(UnrealTargetPlatform.Mac))
{
return UnrealTargetPlatform.Mac;
}
if (TargetPlatform == UnrealTargetPlatform.TVOS && HostPlatform == UnrealTargetPlatform.Win64 && HostPlatforms.Contains(UnrealTargetPlatform.Mac))
{
return UnrealTargetPlatform.Mac;
}
return HostPlatform;
}
public static bool IsCodeTargetPlatform(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
if(TargetPlatform == UnrealTargetPlatform.Linux)
{
return false;
}
if(HostPlatform == UnrealTargetPlatform.Win64 && TargetPlatform == UnrealTargetPlatform.IOS)
{
return false;
}
if (HostPlatform == UnrealTargetPlatform.Win64 && TargetPlatform == UnrealTargetPlatform.TVOS)
{
return false;
}
return true;
}
}
public class WaitToMakeRocketBuild : GUBP.WaitForUserInput
{
public WaitToMakeRocketBuild(GUBP.GUBPBranchConfig BranchConfig)
{
foreach(UnrealTargetPlatform HostPlatform in BranchConfig.HostPlatforms)
{
AddPseudodependency(FilterRocketNode.StaticGetFullName(HostPlatform));
AddPseudodependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if(BuildPatchTool.Rules != null)
{
AddPseudodependency(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
}
}
}
public static bool ShouldAddTrigger(GUBP.GUBPBranchConfig BranchConfig)
{
return !BranchConfig.BranchName.StartsWith("//UE4/Release-");
}
public static string StaticGetFullName()
{
return "WaitToMakeRocketBuild";
}
public override string GetFullName()
{
return StaticGetFullName();
}
public override string GetTriggerDescText()
{
return "Ready to make Rocket build";
}
public override string GetTriggerActionText()
{
return "Make Rocket build";
}
}
public class RunGithubPromotion : GUBP.HostPlatformNode
{
string BranchName;
int Changelist;
public RunGithubPromotion(UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ForHostPlatforms, string InBranchName, int InChangelist) : base(HostPlatform)
{
BranchName = InBranchName;
Changelist = InChangelist;
foreach(UnrealTargetPlatform ForHostPlatform in ForHostPlatforms)
{
AddPseudodependency(GUBP.RootEditorNode.StaticGetFullName(ForHostPlatform));
AddPseudodependency(GUBP.ToolsNode.StaticGetFullName(ForHostPlatform));
AddPseudodependency(GUBP.InternalToolsNode.StaticGetFullName(ForHostPlatform));
}
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "RunGithubPromotion" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return 6;
}
public override void DoBuild(GUBP bp)
{
// Label everything in the branch at this changelist
if(CommandUtils.IsBuildMachine)
{
CommandUtils.Run("ectool.exe", String.Format("runProcedure GitHub --procedureName \"Run Promotion\" --actualParameter \"Branch={0}\" --actualParameter \"CL={1}\"", BranchName, Changelist), Options: CommandUtils.ERunOptions.None);
}
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public abstract class StripRocketNode : GUBP.HostPlatformNode
{
public GUBP.GUBPBranchConfig BranchConfig;
public UnrealTargetPlatform TargetPlatform;
public string StrippedDir;
public List<string> NodesToStrip = new List<string>();
public StripRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InStrippedDir) : base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatform = InTargetPlatform;
StrippedDir = InStrippedDir;
}
public override string[] GetAgentTypes()
{
return new string[]{ "Compile" + HostPlatform.ToString(), HostPlatform.ToString() };
}
public override abstract string GetFullName();
public void AddNodeToStrip(string NodeName)
{
NodesToStrip.Add(NodeName);
AddDependency(NodeName);
}
public static bool IsRequiredForPlatform(UnrealTargetPlatform Platform)
{
return Platform != UnrealTargetPlatform.HTML5;
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot);
string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini");
// Read the filter for files on this platform
FileFilter StripFilter = new FileFilter();
StripFilter.ReadRulesFromFile(RulesFileName, "StripSymbols." + TargetPlatform.ToString(), HostPlatform.ToString());
// Apply the filter to the build products
List<string> SourcePaths = new List<string>();
List<string> TargetPaths = new List<string>();
foreach(string NodeToStrip in NodesToStrip)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToStrip);
foreach(string DependencyBuildProduct in Node.BuildProducts)
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir);
if(StripFilter.Matches(RelativePath))
{
SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath));
TargetPaths.Add(CommandUtils.CombinePaths(StrippedDir, RelativePath));
}
}
}
// Strip the files and add them to the build products
StripSymbols(TargetPlatform, SourcePaths.ToArray(), TargetPaths.ToArray());
BuildProducts.AddRange(TargetPaths);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public static void StripSymbols(UnrealTargetPlatform TargetPlatform, string[] SourceFileNames, string[] TargetFileNames)
{
UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(TargetPlatform);
UEToolChain ToolChain = Platform.CreateContext(null).CreateToolChainForDefaultCppPlatform();
for (int Idx = 0; Idx < SourceFileNames.Length; Idx++)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(TargetFileNames[Idx]));
CommandUtils.Log("Stripping symbols: {0} -> {1}", SourceFileNames[Idx], TargetFileNames[Idx]);
ToolChain.StripSymbols(SourceFileNames[Idx], TargetFileNames[Idx]);
}
}
}
public class StripRocketToolsNode : StripRocketNode
{
public StripRocketToolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InStrippedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InStrippedDir)
{
AddNodeToStrip(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddNodeToStrip(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddNodeToStrip(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
AgentSharingGroup = "ToolsGroup" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Strip" + GUBP.ToolsNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class StripRocketEditorNode : StripRocketNode
{
public StripRocketEditorNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InStrippedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InStrippedDir)
{
AddNodeToStrip(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "Editor" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override float Priority()
{
return 1000000.0f;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Strip" + GUBP.RootEditorNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class StripRocketMonolithicsNode : StripRocketNode
{
BranchInfo.BranchUProject Project;
bool bIsCodeTargetPlatform;
public StripRocketMonolithicsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InStrippedDir) : base(InBranchConfig, InHostPlatform, InTargetPlatform, InStrippedDir)
{
Project = InBranchConfig.Branch.BaseEngineProject;
bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(InHostPlatform, InTargetPlatform);
GUBP.GUBPNode Node = InBranchConfig.FindNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, Project, InTargetPlatform, Precompiled: bIsCodeTargetPlatform));
if(String.IsNullOrEmpty(Node.AgentSharingGroup))
{
Node.AgentSharingGroup = BranchConfig.Branch.BaseEngineProject.GameName + "_MonolithicsGroup_" + InTargetPlatform + StaticGetHostPlatformSuffix(InHostPlatform);
}
AddNodeToStrip(Node.GetFullName());
AgentSharingGroup = Node.AgentSharingGroup;
}
public override float Priority()
{
return 1000000.0f;
}
public override string GetDisplayGroupName()
{
return Project.GameName + "_Monolithics" + (bIsCodeTargetPlatform? "_Precompiled" : "");
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InProject, UnrealTargetPlatform InTargetPlatform, bool bIsCodeTargetPlatform)
{
string Name = InProject.GameName + "_" + InTargetPlatform + "_Mono";
if(bIsCodeTargetPlatform)
{
Name += "_Precompiled";
}
return Name + "_Strip" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform, Project, TargetPlatform, bIsCodeTargetPlatform);
}
}
public abstract class SignRocketNode : GUBP.HostPlatformNode
{
public GUBP.GUBPBranchConfig BranchConfig;
public UnrealTargetPlatform TargetPlatform;
public string SignedDir;
public List<string> NodesToSign = new List<string>();
public SignRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InSignedDir)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatform = InTargetPlatform;
SignedDir = InSignedDir;
}
public override string[] GetAgentTypes()
{
return new string[]{ "Compile" + HostPlatform.ToString(), HostPlatform.ToString() };
}
public override abstract string GetFullName();
public void AddNodeToSign(string NodeName)
{
NodesToSign.Add(NodeName);
AddDependency(NodeName);
}
public static bool IsRequiredForPlatform(UnrealTargetPlatform Platform)
{
return Platform == UnrealTargetPlatform.Mac || Platform == UnrealTargetPlatform.Win64 || Platform == UnrealTargetPlatform.Win32;
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot);
// Read the filter for files on this platform
FileFilter SignFilter = new FileFilter();
if (HostPlatform == UnrealTargetPlatform.Mac)
{
SignFilter.AddRule("*.dylib");
SignFilter.AddRule("*.app");
}
else
{
SignFilter.AddRule("*.exe");
SignFilter.AddRule("*.dll");
}
// Apply the filter to the build products
List<string> SourcePaths = new List<string>();
List<string> TargetPaths = new List<string>();
foreach (string NodeToSign in NodesToSign)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToSign);
foreach (string DependencyBuildProduct in Node.BuildProducts)
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir);
if (SignFilter.Matches(RelativePath))
{
SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath));
TargetPaths.Add(CommandUtils.CombinePaths(SignedDir, RelativePath));
}
}
}
// Strip the files and add them to the build products
SignFiles(bp, SourcePaths.ToArray(), TargetPaths.ToArray());
BuildProducts.AddRange(TargetPaths);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public void SignFiles(GUBP bp, string[] SourceFileNames, string[] TargetFileNames)
{
// copy the files from source to target
for (int Idx = 0; Idx < SourceFileNames.Length; Idx++)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(TargetFileNames[Idx]));
CommandUtils.Log("Signing code: {0} -> {1}", SourceFileNames[Idx], TargetFileNames[Idx]);
CommandUtils.CopyFile(SourceFileNames[Idx], TargetFileNames[Idx]);
}
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(bp, TargetFileNames.ToList());
}
}
public class SignRocketToolsNode : SignRocketNode
{
public SignRocketToolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InSignedDir)
{
AddNodeToSign(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddNodeToSign(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddNodeToSign(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "ToolsGroup" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Sign" + GUBP.ToolsNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class SignRocketEditorNode : SignRocketNode
{
public SignRocketEditorNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InSignedDir)
{
AddNodeToSign(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "Editor" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override float Priority()
{
return 1000000.0f;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Sign" + GUBP.RootEditorNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class SignRocketMonolithicsNode : SignRocketNode
{
BranchInfo.BranchUProject Project;
bool bIsCodeTargetPlatform;
public SignRocketMonolithicsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InTargetPlatform, InSignedDir)
{
Project = InBranchConfig.Branch.BaseEngineProject;
bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(InHostPlatform, InTargetPlatform);
GUBP.GUBPNode Node = InBranchConfig.FindNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, Project, InTargetPlatform, Precompiled: bIsCodeTargetPlatform));
if (String.IsNullOrEmpty(Node.AgentSharingGroup))
{
Node.AgentSharingGroup = BranchConfig.Branch.BaseEngineProject.GameName + "_MonolithicsGroup_" + InTargetPlatform + StaticGetHostPlatformSuffix(InHostPlatform);
}
AddNodeToSign(Node.GetFullName());
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform));
AddDependency(StripNode);
AgentSharingGroup = Node.AgentSharingGroup;
}
public override float Priority()
{
return 1000000.0f;
}
public override string GetDisplayGroupName()
{
return Project.GameName + "_Monolithics" + (bIsCodeTargetPlatform ? "_Precompiled" : "");
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InProject, UnrealTargetPlatform InTargetPlatform, bool bIsCodeTargetPlatform)
{
string Name = InProject.GameName + "_" + InTargetPlatform + "_Mono";
if (bIsCodeTargetPlatform)
{
Name += "_Precompiled";
}
return Name + "_Sign" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform, Project, TargetPlatform, bIsCodeTargetPlatform);
}
}
public class FilterRocketNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
List<UnrealTargetPlatform> SourceHostPlatforms;
List<UnrealTargetPlatform> TargetPlatforms;
string[] CurrentFeaturePacks;
string[] CurrentTemplates;
public readonly string DepotManifestPath;
public Dictionary<string, string> StrippedNodeManifestPaths = new Dictionary<string, string>();
public Dictionary<string, string> SignedNodeManifestPaths = new Dictionary<string, string>();
public FilterRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InTargetPlatforms, string[] InCurrentFeaturePacks, string[] InCurrentTemplates)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = new List<UnrealTargetPlatform>(InTargetPlatforms);
CurrentFeaturePacks = InCurrentFeaturePacks;
CurrentTemplates = InCurrentTemplates;
DepotManifestPath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString(), "Filter.txt");
// Add the editor
AddDependency(GUBP.VersionFilesNode.StaticGetFullName());
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddDependency(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
// Add all the monolithic builds from their appropriate source host platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
// Also add stripped symbols for all the target platforms that require it
List<string> StrippedNodeNames = new List<string>();
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(StripNode);
StrippedNodeNames.Add(StripNode);
}
}
// Also add signed node for all the target platforms that require it
List<string> SignedNodeNames = new List<string>();
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (SignRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string SignNode = SignRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(SignNode);
SignedNodeNames.Add(SignNode);
}
}
// Add win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && BranchConfig.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddDependency(GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64));
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64));
}
// Add all the feature packs
AddDependency(GUBP.MakeFeaturePacksNode.StaticGetFullName(GUBP.MakeFeaturePacksNode.GetDefaultBuildPlatform(BranchConfig.HostPlatforms)));
// Find all the host platforms we need
SourceHostPlatforms = TargetPlatforms.Select(x => RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, x)).Distinct().ToList();
if(!SourceHostPlatforms.Contains(HostPlatform))
{
SourceHostPlatforms.Add(HostPlatform);
}
// Add the stripped host platforms
if(StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Add the signed host platforms
if (SignRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(SignRocketToolsNode.StaticGetFullName(HostPlatform));
SignedNodeNames.Add(SignRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(SignRocketEditorNode.StaticGetFullName(HostPlatform));
SignedNodeNames.Add(SignRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Set all the stripped manifest paths
foreach(string StrippedNodeName in StrippedNodeNames)
{
StrippedNodeManifestPaths.Add(StrippedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + StrippedNodeName + ".txt"));
}
// Set all the signed manifest paths
foreach (string SignedNodeName in SignedNodeNames)
{
SignedNodeManifestPaths.Add(SignedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + SignedNodeName + ".txt"));
}
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return base.CISFrequencyQuantumShift(BranchConfig) + 2;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "FilterRocket" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
FileFilter Filter = new FileFilter();
// Include all the editor products
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.RootEditorNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool), FileFilterType.Include);
// Include win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && BranchConfig.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include);
}
// Include the editor headers
UnzipAndAddRuleForHeaders(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), Filter, FileFilterType.Include);
// Include the build dependencies for every code platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string FileListPath = GUBP.GamePlatformMonolithicsNode.StaticGetBuildDependenciesPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform);
Filter.AddRuleForFiles(UnrealBuildTool.Utils.ReadClass<UnrealBuildTool.ExternalFileList>(FileListPath).FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
UnzipAndAddRuleForHeaders(GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform), Filter, FileFilterType.Include);
}
}
// Add the monolithic binaries
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform), FileFilterType.Include);
}
// Include the feature packs
foreach(string CurrentFeaturePack in CurrentFeaturePacks)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(CurrentFeaturePack);
Filter.AddRuleForFile(GUBP.MakeFeaturePacksNode.GetOutputFile(Project), CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
}
// Include all the templates
foreach (string Template in CurrentTemplates)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(Template);
Filter.Include("/" + Utils.StripBaseDirectory(Path.GetDirectoryName(Project.FilePath.FullName), CommandUtils.CmdEnv.LocalRoot).Replace('\\', '/') + "/...");
}
// Include all the standard rules
string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini");
Filter.ReadRulesFromFile(RulesFileName, "CopyEditor", HostPlatform.ToString());
Filter.ReadRulesFromFile(RulesFileName, "CopyTargetPlatforms", HostPlatform.ToString());
// Custom rules for each target platform
foreach(UnrealTargetPlatform TargetPlaform in TargetPlatforms)
{
string SectionName = String.Format("CopyTargetPlatform.{0}", TargetPlaform.ToString());
Filter.ReadRulesFromFile(RulesFileName, SectionName, HostPlatform.ToString());
}
// Add the final exclusions for legal reasons.
Filter.ExcludeConfidentialPlatforms();
Filter.ExcludeConfidentialFolders();
// Run the filter on the stripped symbols, and remove those files from the copy filter
List<string> AllStrippedFiles = new List<string>();
foreach(KeyValuePair<string, string> StrippedNodeManifestPath in StrippedNodeManifestPaths)
{
List<string> StrippedFiles = new List<string>();
StripRocketNode StripNode = (StripRocketNode)BranchConfig.FindNode(StrippedNodeManifestPath.Key);
foreach(string BuildProduct in StripNode.BuildProducts)
{
if(Utils.IsFileUnderDirectory(BuildProduct, StripNode.StrippedDir))
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), StripNode.StrippedDir);
if(Filter.Matches(RelativePath))
{
StrippedFiles.Add(RelativePath);
AllStrippedFiles.Add(RelativePath);
Filter.Exclude("/" + RelativePath);
}
}
}
WriteManifest(StrippedNodeManifestPath.Value, StrippedFiles);
BuildProducts.Add(StrippedNodeManifestPath.Value);
}
// Run the filter on the signed code, and remove those files from the copy filter
List<string> AllSignedFiles = new List<string>();
foreach (KeyValuePair<string, string> SignedNodeManifestPath in SignedNodeManifestPaths)
{
List<string> SignedFiles = new List<string>();
SignRocketNode SignNode = (SignRocketNode)BranchConfig.FindNode(SignedNodeManifestPath.Key);
foreach (string BuildProduct in SignNode.BuildProducts)
{
if (Utils.IsFileUnderDirectory(BuildProduct, SignNode.SignedDir))
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), SignNode.SignedDir);
if (Filter.Matches(RelativePath))
{
SignedFiles.Add(RelativePath);
AllSignedFiles.Add(RelativePath);
Filter.Exclude("/" + RelativePath);
}
}
}
WriteManifest(SignedNodeManifestPath.Value, SignedFiles);
BuildProducts.Add(SignedNodeManifestPath.Value);
}
// Write the filtered list of depot files to disk, removing any symlinks
List<string> DepotFiles = Filter.ApplyToDirectory(CommandUtils.CmdEnv.LocalRoot, true);
WriteManifest(DepotManifestPath, DepotFiles);
BuildProducts.Add(DepotManifestPath);
// Sort the list of output files
SortedDictionary<string, bool> SortedFiles = new SortedDictionary<string,bool>(StringComparer.InvariantCultureIgnoreCase);
foreach(string DepotFile in DepotFiles)
{
SortedFiles.Add(DepotFile, false);
}
foreach(string StrippedFile in AllStrippedFiles)
{
SortedFiles.Add(StrippedFile, true);
}
// Write the list to the log
CommandUtils.Log("Files to be included in Rocket build:");
foreach(KeyValuePair<string, bool> SortedFile in SortedFiles)
{
CommandUtils.Log(" {0}{1}", SortedFile.Key, SortedFile.Value ? " (stripped)" : "");
}
}
static void AddRuleForBuildProducts(FileFilter Filter, GUBP.GUBPBranchConfig BranchConfig, string NodeName, FileFilterType Type)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeName);
if(Node == null)
{
throw new AutomationException("Couldn't find node '{0}'", NodeName);
}
Filter.AddRuleForFiles(Node.BuildProducts, CommandUtils.CmdEnv.LocalRoot, Type);
AddRuleForRuntimeDependencies(Filter, Node.BuildProducts, Type);
}
/**
* Searches for receipts in a list of build products so that any Runtime Dependencies can be added from them
*/
public static void AddRuleForRuntimeDependencies(FileFilter Filter, List<string> BuildProducts, FileFilterType Type)
{
HashSet<string> RuntimeDependencyPaths = new HashSet<string>();
string EnginePath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine");
// Search for receipts in the Build Products
foreach (string BuildProduct in BuildProducts)
{
if (BuildProduct.EndsWith(".target"))
{
// Read the receipt
TargetReceipt Receipt;
if (!TargetReceipt.TryRead(BuildProduct, out Receipt))
{
//throw new AutomationException("Missing or invalid target receipt ({0})", BuildProduct);
continue;
}
// Convert the paths to absolute
Receipt.ExpandPathVariables(new DirectoryReference(EnginePath), new DirectoryReference(EnginePath));
foreach (var RuntimeDependency in Receipt.RuntimeDependencies)
{
RuntimeDependencyPaths.Add(RuntimeDependency.Path);
}
}
}
// Add rules for runtime dependencies if we found any
if (RuntimeDependencyPaths.Count > 0)
{
Filter.AddRuleForFiles(RuntimeDependencyPaths, CommandUtils.CmdEnv.LocalRoot, Type);
}
}
static void UnzipAndAddRuleForHeaders(string ZipFileName, FileFilter Filter, FileFilterType Type)
{
IEnumerable<string> FileNames = CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
Filter.AddRuleForFiles(FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
}
public static void WriteManifest(string FileName, IEnumerable<string> Files)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(FileName));
CommandUtils.WriteAllLines(FileName, Files.ToArray());
}
}
public class GatherRocketNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
public readonly string OutputDir;
public List<UnrealTargetPlatform> CodeTargetPlatforms;
public GatherRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> InCodeTargetPlatforms, string InOutputDir) : base(HostPlatform)
{
BranchConfig = InBranchConfig;
OutputDir = InOutputDir;
CodeTargetPlatforms = new List<UnrealTargetPlatform>(InCodeTargetPlatforms);
AddDependency(FilterRocketNode.StaticGetFullName(HostPlatform));
AddDependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
if (WaitToMakeRocketBuild.ShouldAddTrigger(InBranchConfig))
{
AddPseudodependency(WaitToMakeRocketBuild.StaticGetFullName());
}
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "GatherRocket" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
CommandUtils.DeleteDirectoryContents(OutputDir);
// Extract the editor headers
CommandUtils.UnzipFiles(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), CommandUtils.CmdEnv.LocalRoot);
// Extract all the headers for code target platforms
foreach(UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, CodeTargetPlatform);
string ZipFileName = GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, CodeTargetPlatform);
CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
}
// Copy the depot files to the output directory
FilterRocketNode FilterNode = (FilterRocketNode)BranchConfig.FindNode(FilterRocketNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(FilterNode.DepotManifestPath, CommandUtils.CmdEnv.LocalRoot, OutputDir);
// Copy the stripped files to the output directory
foreach(KeyValuePair<string, string> StrippedManifestPath in FilterNode.StrippedNodeManifestPaths)
{
StripRocketNode StripNode = (StripRocketNode)BranchConfig.FindNode(StrippedManifestPath.Key);
CopyManifestFilesToOutput(StrippedManifestPath.Value, StripNode.StrippedDir, OutputDir);
}
// Copy the signed files to the output directory
foreach (KeyValuePair<string, string> SignedManifestPath in FilterNode.SignedNodeManifestPaths)
{
SignRocketNode SignNode = (SignRocketNode)BranchConfig.FindNode(SignedManifestPath.Key);
CopyManifestFilesToOutput(SignedManifestPath.Value, SignNode.SignedDir, OutputDir);
}
// Copy the DDC to the output directory
BuildDerivedDataCacheNode DerivedDataCacheNode = (BuildDerivedDataCacheNode)BranchConfig.FindNode(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(DerivedDataCacheNode.SavedManifestPath, DerivedDataCacheNode.SavedDir, OutputDir);
// Write InstalledBuild.txt to indicate Engine is installed
string InstalledBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledBuild.txt");
CommandUtils.WriteAllText(InstalledBuildFile, "");
WriteRocketSpecificConfigSettings();
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
static void CopyManifestFilesToOutput(string ManifestPath, string InputDir, string OutputDir)
{
// Read the files from the manifest
CommandUtils.Log("Reading manifest: '{0}'", ManifestPath);
string[] Files = CommandUtils.ReadAllLines(ManifestPath).Select(x => x.Trim()).Where(x => x.Length > 0).ToArray();
// Create lists of source and target files
CommandUtils.Log("Preparing file lists...");
var SourceFiles = Files.Select(x => CommandUtils.CombinePaths(InputDir, x)).ToList();
var TargetFiles = Files.Select(x => CommandUtils.CombinePaths(OutputDir, x)).ToList();
// Copy everything
CommandUtils.ThreadedCopyFiles(SourceFiles, TargetFiles);
}
public void WriteRocketSpecificConfigSettings()
{
string OutputEnginePath = Path.Combine(OutputDir, "Engine");
string OutputBaseEnginePath = Path.Combine(OutputEnginePath, "Config", "BaseEngine.ini");
FileAttributes OutputAttributes = FileAttributes.ReadOnly;
List<String> IniLines = new List<String>();
// Should always exist but if not, we don't need extra line
if (File.Exists(OutputBaseEnginePath))
{
OutputAttributes = File.GetAttributes(OutputBaseEnginePath);
IniLines.Add("");
}
// Create list of platform configurations installed in a Rocket build
List<InstalledPlatformInfo.InstalledPlatformConfiguration> InstalledConfigs = new List<InstalledPlatformInfo.InstalledPlatformConfiguration>();
foreach (UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
// Build a list of precompiled architecture combinations for this platform if any
string[] Arches;
string[] GPUArches;
List<string> AllArchNames;
bool bFoundArches = GUBP.GamePlatformMonolithicsNode.PrecompiledArchitectures.TryGetValue(CodeTargetPlatform, out Arches);
bool bFoundGPUArches = GUBP.GamePlatformMonolithicsNode.PrecompiledGPUArchitectures.TryGetValue(CodeTargetPlatform, out GPUArches);
if (bFoundArches && Arches.Length > 0
&& bFoundGPUArches && GPUArches.Length > 0)
{
AllArchNames = (from Arch in Arches
from GPUArch in GPUArches
select "-" + Arch + "-" + GPUArch).ToList();
}
else if (bFoundArches && Arches.Length > 0)
{
AllArchNames = new List<string>(Arches);
}
else
{
AllArchNames = new List<string>();
}
// Bit of a hack to mark these platforms as available in any type of project
EProjectType ProjectType = EProjectType.Content;
if (HostPlatform == UnrealTargetPlatform.Mac)
{
if (CodeTargetPlatform == UnrealTargetPlatform.Mac
|| CodeTargetPlatform == UnrealTargetPlatform.IOS
|| CodeTargetPlatform == UnrealTargetPlatform.TVOS
|| CodeTargetPlatform == UnrealTargetPlatform.Linux
|| CodeTargetPlatform == UnrealTargetPlatform.Android
|| CodeTargetPlatform == UnrealTargetPlatform.HTML5)
{
ProjectType = EProjectType.Any;
}
}
else
{
if (CodeTargetPlatform == UnrealTargetPlatform.Win32
|| CodeTargetPlatform == UnrealTargetPlatform.Win64
|| CodeTargetPlatform == UnrealTargetPlatform.Android
|| CodeTargetPlatform == UnrealTargetPlatform.HTML5)
{
ProjectType = EProjectType.Any;
}
}
// Allow Content only platforms to be shown as options in all projects
bool bCanBeDisplayed = ProjectType == EProjectType.Content;
foreach (UnrealTargetConfiguration CodeTargetConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
// Need to check for development receipt as we use that for the Engine code in DebugGame
UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration;
string Architecture = "";
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(CodeTargetPlatform, true);
if (BuildPlatform != null)
{
Architecture = BuildPlatform.CreateContext(null).GetActiveArchitecture();
}
string ReceiptFileName = TargetReceipt.GetDefaultPath(OutputEnginePath, "UE4Game", CodeTargetPlatform, EngineConfiguration, Architecture);
if (File.Exists(ReceiptFileName))
{
// Strip the output folder so that this can be used on any machine
ReceiptFileName = new FileReference(ReceiptFileName).MakeRelativeTo(new DirectoryReference(OutputDir));
// If we have precompiled architectures for this platform then add an entry for each of these -
// there isn't a receipt for each architecture like some other platforms
if (AllArchNames.Count > 0)
{
foreach (string Arch in AllArchNames)
{
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Arch, ReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
else
{
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Architecture, ReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
}
}
UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(InstalledConfigs, ref IniLines);
// Write Rocket specific Analytics settings
IniLines.Add("");
IniLines.Add("[Analytics]");
IniLines.Add("UE4TypeOverride=Rocket");
// Make sure we can write to the the config file
File.SetAttributes(OutputBaseEnginePath, OutputAttributes & ~FileAttributes.ReadOnly);
File.AppendAllLines(OutputBaseEnginePath, IniLines);
File.SetAttributes(OutputBaseEnginePath, OutputAttributes);
}
}
public class PublishRocketNode : GUBP.HostPlatformNode
{
string LocalDir;
string PublishDir;
public PublishRocketNode(UnrealTargetPlatform HostPlatform, string InLocalDir, string InPublishDir) : base(HostPlatform)
{
LocalDir = InLocalDir;
PublishDir = InPublishDir;
AddDependency(GatherRocketNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "PublishRocket" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
// Create a zip file containing the install
string FullZipFileName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "FullInstall" + StaticGetHostPlatformSuffix(HostPlatform) + ".zip");
CommandUtils.Log("Creating {0}...", FullZipFileName);
CommandUtils.ZipFiles(FullZipFileName, LocalDir, new FileFilter(FileFilterType.Include));
// Create a filter for the files we need just to run the editor
FileFilter EditorFilter = new FileFilter(FileFilterType.Include);
EditorFilter.Exclude("/Engine/Binaries/...");
EditorFilter.Include("/Engine/Binaries/DotNET/...");
EditorFilter.Include("/Engine/Binaries/ThirdParty/...");
EditorFilter.Include("/Engine/Binaries/" + HostPlatform.ToString() + "/...");
EditorFilter.Exclude("/Engine/Binaries/.../*.lib");
EditorFilter.Exclude("/Engine/Binaries/.../*.a");
EditorFilter.Exclude("/Engine/Extras/...");
EditorFilter.Exclude("/Engine/Source/.../Private/...");
EditorFilter.Exclude("/FeaturePacks/...");
EditorFilter.Exclude("/Samples/...");
EditorFilter.Exclude("/Templates/...");
EditorFilter.Exclude("*.pdb");
// Create a zip file containing the editor install
string EditorZipFileName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "EditorInstall" + StaticGetHostPlatformSuffix(HostPlatform) + ".zip");
CommandUtils.Log("Creating {0}...", EditorZipFileName);
CommandUtils.ZipFiles(EditorZipFileName, LocalDir, EditorFilter);
// Copy the files to their final location
CommandUtils.Log("Copying files to {0}", PublishDir);
InternalUtils.Robust_CopyFile(FullZipFileName, Path.Combine(PublishDir, Path.GetFileName(FullZipFileName)));
InternalUtils.Robust_CopyFile(EditorZipFileName, Path.Combine(PublishDir, Path.GetFileName(EditorZipFileName)));
CommandUtils.DeleteFile(FullZipFileName);
CommandUtils.DeleteFile(EditorZipFileName);
// Save a record of success
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public class PublishRocketSymbolsNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
string SymbolsOutputDir;
public PublishRocketSymbolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform HostPlatform, IEnumerable<UnrealTargetPlatform> TargetPlatforms, string InSymbolsOutputDir) : base(HostPlatform)
{
BranchConfig = InBranchConfig;
SymbolsOutputDir = InSymbolsOutputDir;
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
if (WaitToMakeRocketBuild.ShouldAddTrigger(InBranchConfig))
{
AddPseudodependency(WaitToMakeRocketBuild.StaticGetFullName());
}
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(HostPlatform == RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform))
{
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
}
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "PublishRocketSymbols" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
if (RocketBuild.ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
{
// Make a lookup for all the known debug extensions, and filter all the dependency build products against that
HashSet<string> DebugExtensions = new HashSet<string>(Platform.Platforms.Values.SelectMany(x => x.GetDebugFileExtentions()).Distinct().ToArray(), StringComparer.InvariantCultureIgnoreCase);
foreach(string InputFileName in AllDependencyBuildProducts)
{
string Extension = Path.GetExtension(InputFileName);
if(DebugExtensions.Contains(Extension) || Extension == ".exe" || Extension == ".dll") // Need all windows build products for crash reporter
{
string OutputFileName = CommandUtils.MakeRerootedFilePath(InputFileName, CommandUtils.CmdEnv.LocalRoot, SymbolsOutputDir);
InternalUtils.Robust_CopyFile(InputFileName, OutputFileName);
}
}
}
// Add a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public class BuildDerivedDataCacheNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
string TargetPlatforms;
string[] ProjectNames;
public readonly string SavedDir;
public readonly string SavedManifestPath;
public BuildDerivedDataCacheNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InTargetPlatforms, string[] InProjectNames)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = InTargetPlatforms;
ProjectNames = InProjectNames;
SavedDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString());
SavedManifestPath = CommandUtils.CombinePaths(SavedDir, "DerivedDataCacheManifest.txt");
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "BuildDerivedDataCache" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return base.CISFrequencyQuantumShift(BranchConfig) + 2;
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
CommandUtils.CreateDirectory(SavedDir);
BuildProducts = new List<string>();
List<string> ManifestFiles = new List<string>();
if(!bp.ParseParam("NoDDC"))
{
// Find all the projects we're interested in
List<BranchInfo.BranchUProject> Projects = new List<BranchInfo.BranchUProject>();
foreach(string ProjectName in ProjectNames)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(ProjectName);
if(!Project.Properties.bIsCodeBasedProject)
{
Projects.Add(Project);
}
}
// Filter out the files we need to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it.
FileFilter Filter = new FileFilter(FileFilterType.Exclude);
Filter.AddRuleForFiles(AllDependencyBuildProducts, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
FilterRocketNode.AddRuleForRuntimeDependencies(Filter, AllDependencyBuildProducts, FileFilterType.Include);
Filter.ReadRulesFromFile(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini"), "CopyEditor", HostPlatform.ToString());
Filter.Exclude("/Engine/Build/...");
Filter.Exclude("/Engine/Extras/...");
Filter.Exclude("/Engine/DerivedDataCache/...");
Filter.Exclude("/Samples/...");
Filter.Exclude("/Templates/...");
Filter.Include("/Templates/TemplateResources/...");
Filter.Exclude(".../Source/...");
Filter.Exclude(".../Intermediate/...");
Filter.ExcludeConfidentialPlatforms();
Filter.ExcludeConfidentialFolders();
Filter.Include("/Engine/Build/NotForLicensees/EpicInternal.txt");
Filter.Include("/Engine/Binaries/.../*DDCUtils*"); // Make sure we can use the shared DDC!
// Copy everything to a temporary directory
string TempDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketDDC", CommandUtils.GetGenericPlatformName(HostPlatform));
CommandUtils.DeleteDirectoryContents(TempDir);
CommandUtils.ThreadedCopyFiles(CommandUtils.CmdEnv.LocalRoot, TempDir, Filter, true);
// Get paths to everything within the temporary directory
string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform);
string RelativePakPath = "Engine/DerivedDataCache/Compressed.ddp";
string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath);
string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv");
// Generate DDC for all the non-code projects. We don't necessarily have editor DLLs for the code projects, but they should be the same as their blueprint counterparts.
List<string> ProjectPakFiles = new List<string>();
foreach(BranchInfo.BranchUProject Project in Projects)
{
CommandUtils.Log("Generating DDC data for {0} on {1}", Project.GameName, TargetPlatforms);
CommandUtils.DDCCommandlet(Project.FilePath, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak -ProjectOnly");
string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), String.Format("Compressed-{0}.ddp", Project.GameName));
CommandUtils.DeleteFile(ProjectPakFile);
CommandUtils.RenameFile(OutputPakFile, ProjectPakFile);
string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv");
CommandUtils.DeleteFile(ProjectCsvFile);
CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile);
ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile));
}
// Generate DDC for the editor, and merge all the other PAK files in
CommandUtils.Log("Generating DDC data for engine content on {0}", TargetPlatforms);
CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak " + CommandUtils.MakePathSafeToUseWithCommandLine("-MergePaks=" + String.Join("+", ProjectPakFiles)));
// Copy the DDP file to the output path
string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath);
CommandUtils.CopyFile(OutputPakFile, SavedPakFile);
BuildProducts.Add(SavedPakFile);
// Add the pak file to the list of files to copy
ManifestFiles.Add(RelativePakPath);
}
CommandUtils.WriteAllLines(SavedManifestPath, ManifestFiles.ToArray());
BuildProducts.Add(SavedManifestPath);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public override float Priority()
{
return base.Priority() + 55.0f;
}
}
}