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========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
589 lines
20 KiB
C#
589 lines
20 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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/// Diagnostic message from the graph script. These messages are parsed at startup, then culled along with the rest of the graph nodes before output. Doing so
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/// allows errors and warnings which are only output if a node is part of the graph being executed.
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/// </summary>
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class GraphDiagnostic
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{
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/// <summary>
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/// The diagnostic event type
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/// </summary>
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public LogEventType EventType;
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/// <summary>
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/// The message to display
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/// </summary>
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public string Message;
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/// <summary>
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/// The node which this diagnostic is declared in. If the node is culled from the graph, the message will not be displayed.
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/// </summary>
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public Node EnclosingNode;
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/// <summary>
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/// The agent that this diagnostic is declared in. If the entire agent is culled from the graph, the message will not be displayed.
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/// </summary>
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public Agent EnclosingAgent;
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/// <summary>
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/// The trigger that this diagnostic is declared in. If this trigger is not being run, the message will not be displayed.
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/// </summary>
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public ManualTrigger EnclosingTrigger;
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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 agents containing nodes to execute
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/// </summary>
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public List<Agent> Agents = new List<Agent>();
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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 from name to agent
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/// </summary>
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public Dictionary<string, Agent> NameToAgent = new Dictionary<string, Agent>(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 names to the corresponding report.
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/// </summary>
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public Dictionary<string, Report> NameToReport = new Dictionary<string, Report>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to their corresponding node output.
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/// </summary>
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public HashSet<string> LocalTagNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to their corresponding node output.
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/// </summary>
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public Dictionary<string, NodeOutput> TagNameToNodeOutput = new Dictionary<string,NodeOutput>(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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/// List of badges that can be displayed for this build
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/// </summary>
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public List<Badge> Badges = new List<Badge>();
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/// <summary>
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/// Diagnostic messages for this graph
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/// </summary>
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public List<GraphDiagnostic> Diagnostics = new List<GraphDiagnostic>();
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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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/// Checks whether a given name already exists
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/// </summary>
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/// <param name="Name">The name to check.</param>
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/// <returns>True if the name exists, false otherwise.</returns>
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public bool ContainsName(string Name)
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{
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return NameToNode.ContainsKey(Name) || NameToReport.ContainsKey(Name) || AggregateNameToNodes.ContainsKey(Name);
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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 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 an array of nodes and their output names</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 tag reference or node reference
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if(Name.StartsWith("#"))
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{
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// Check if it's a regular node or output name
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NodeOutput Output;
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if(TagNameToNodeOutput.TryGetValue(Name, out Output))
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{
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OutNodes = new Node[]{ Output.ProducingNode };
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return true;
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}
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}
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else
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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))
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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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}
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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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/// Tries to resolve the given name to one or more node outputs. Checks for 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="OutOutputs">If the name is a match, receives an array of nodes and their output names</param>
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/// <returns>True if the name was found, false otherwise.</returns>
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public bool TryResolveInputReference(string Name, out NodeOutput[] OutOutputs)
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{
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// Check if it's a tag reference or node reference
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if(Name.StartsWith("#"))
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{
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// Check if it's a regular node or output name
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NodeOutput Output;
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if(TagNameToNodeOutput.TryGetValue(Name, out Output))
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{
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OutOutputs = new NodeOutput[]{ Output };
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return true;
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}
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}
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else
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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))
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{
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OutOutputs = Node.Outputs.Union(Node.Inputs).ToArray();
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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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OutOutputs = Nodes.SelectMany(x => x.Outputs.Union(x.Inputs)).Distinct().ToArray();
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return true;
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}
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}
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// Otherwise fail
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OutOutputs = 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(Agent Agent in Agents)
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{
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Agent.Nodes = Agent.Nodes.Where(x => RetainNodes.Contains(x)).ToList();
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}
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// Remove all the empty agents
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Agents.RemoveAll(x => x.Nodes.Count == 0);
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// Trim down the list of nodes for each report to the ones that are being built
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foreach (Report Report in NameToReport.Values)
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{
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Report.Nodes.RemoveWhere(x => !RetainNodes.Contains(x));
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}
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// Remove all the empty reports
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NameToReport = NameToReport.Where(x => x.Value.Nodes.Count > 0).ToDictionary(Pair => Pair.Key, Pair => Pair.Value);
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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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// Create a new list of aggregates for everything that's left
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AggregateNameToNodes = AggregateNameToNodes.Where(x => x.Value.All(y => RetainNodes.Contains(y))).ToDictionary(Pair => Pair.Key, Pair => Pair.Value);
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// Remove any badges which do not have all their dependencies
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Badges.RemoveAll(x => x.Nodes.Any(y => !RetainNodes.Contains(y)));
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// Remove any diagnostics which are no longer part of the graph
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Diagnostics.RemoveAll(x => (x.EnclosingNode != null && !RetainNodes.Contains(x.EnclosingNode)) || (x.EnclosingAgent != null && !Agents.Contains(x.EnclosingAgent)));
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}
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/// <summary>
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/// Writes a preprocessed build graph to a script file
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/// </summary>
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/// <param name="File">The file to load</param>
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public void Write(FileReference File, FileReference SchemaFile)
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{
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XmlWriterSettings Settings = new XmlWriterSettings();
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Settings.Indent = true;
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Settings.IndentChars = "\t";
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using (XmlWriter Writer = XmlWriter.Create(File.FullName, Settings))
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{
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Writer.WriteStartElement("BuildGraph", "http://www.epicgames.com/BuildGraph");
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if (SchemaFile != null)
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{
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Writer.WriteAttributeString("schemaLocation", "http://www.w3.org/2001/XMLSchema-instance", "http://www.epicgames.com/BuildGraph " + SchemaFile.MakeRelativeTo(File.Directory));
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}
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foreach (Agent Agent in Agents)
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{
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Agent.Write(Writer, null);
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}
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foreach (ManualTrigger ControllingTrigger in Agents.SelectMany(x => x.Nodes).Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct())
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{
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Writer.WriteStartElement("Trigger");
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Writer.WriteAttributeString("Name", ControllingTrigger.QualifiedName);
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foreach (Agent Agent in Agents)
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{
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Agent.Write(Writer, ControllingTrigger);
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}
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Writer.WriteEndElement();
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}
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foreach (KeyValuePair<string, Node[]> Aggregate in AggregateNameToNodes)
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{
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Writer.WriteStartElement("Aggregate");
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Writer.WriteAttributeString("Name", Aggregate.Key);
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Writer.WriteAttributeString("Requires", String.Join(";", Aggregate.Value.Select(x => x.Name)));
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Writer.WriteEndElement();
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}
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foreach (Report Report in NameToReport.Values)
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{
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Writer.WriteStartElement("Report");
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Writer.WriteAttributeString("Name", Report.Name);
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Writer.WriteAttributeString("Requires", String.Join(";", Report.Nodes.Select(x => x.Name)));
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Writer.WriteEndElement();
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}
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foreach (Badge Badge in Badges)
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{
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Writer.WriteStartElement("Badge");
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Writer.WriteAttributeString("Name", Badge.Name);
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if (Badge.Project != null)
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{
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Writer.WriteAttributeString("Project", Badge.Project);
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}
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Writer.WriteAttributeString("Requires", String.Join(";", Badge.Nodes.Select(x => x.Name)));
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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}
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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 Agents.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 agents
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JsonWriter.WriteArrayStart("Groups");
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foreach(Agent Agent in Agents)
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{
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Node[] Nodes = Agent.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", Agent.Name);
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JsonWriter.WriteArrayStart("Agent Types");
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foreach(string AgentType in Agent.PossibleTypes)
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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 => NodesToExecute.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 badges
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JsonWriter.WriteArrayStart("Badges");
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foreach (Badge Badge in Badges)
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{
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Node[] Dependencies = Badge.Nodes.Where(x => NodesToExecute.Contains(x)).ToArray();
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if (Dependencies.Length > 0)
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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.OrderDependencies);
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}
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JsonWriter.WriteObjectStart();
|
|
JsonWriter.WriteValue("Name", Badge.Name);
|
|
if (!String.IsNullOrEmpty(Badge.Project))
|
|
{
|
|
JsonWriter.WriteValue("Project", Badge.Project);
|
|
}
|
|
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("DirectDependencies", String.Join(";", DirectDependencies.Select(x => x.Name)));
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
JsonWriter.WriteArrayEnd();
|
|
|
|
// Write all the triggers and reports.
|
|
JsonWriter.WriteArrayStart("Reports");
|
|
foreach (Report Report in NameToReport.Values)
|
|
{
|
|
Node[] Dependencies = Report.Nodes.Where(x => NodesToExecute.Contains(x)).ToArray();
|
|
if (Dependencies.Length > 0)
|
|
{
|
|
// Reduce that list to the smallest subset of direct dependencies
|
|
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
|
|
foreach (Node Dependency in Dependencies)
|
|
{
|
|
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
|
|
}
|
|
|
|
JsonWriter.WriteObjectStart();
|
|
JsonWriter.WriteValue("Name", Report.Name);
|
|
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("DirectDependencies", String.Join(";", DirectDependencies.Select(x => x.Name)));
|
|
JsonWriter.WriteValue("Notify", String.Join(";", Report.NotifyUsers));
|
|
JsonWriter.WriteValue("IsTrigger", false);
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
foreach (ManualTrigger Trigger in NameToTrigger.Values)
|
|
{
|
|
if(!ActivatedTriggers.Contains(Trigger) && NodesToExecute.Any(x => x.ControllingTrigger == Trigger.Parent))
|
|
{
|
|
// Find all the nodes that this trigger is dependent on
|
|
HashSet<Node> Dependencies = new HashSet<Node>();
|
|
foreach(Node Node in Agents.SelectMany(x => x.Nodes))
|
|
{
|
|
for(ManualTrigger ControllingTrigger = Node.ControllingTrigger; ControllingTrigger != null; ControllingTrigger = ControllingTrigger.Parent)
|
|
{
|
|
if(ControllingTrigger == Trigger)
|
|
{
|
|
Dependencies.UnionWith(Node.OrderDependencies.Where(x => x.ControllingTrigger != Trigger && NodesToExecute.Contains(x)));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reduce that list to the smallest subset of direct dependencies
|
|
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
|
|
foreach(Node Dependency in Dependencies)
|
|
{
|
|
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
|
|
}
|
|
|
|
// Write out the object
|
|
JsonWriter.WriteObjectStart();
|
|
JsonWriter.WriteValue("Name", Trigger.Name);
|
|
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("DirectDependencies", String.Join(";", Dependencies.Where(x => DirectDependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("Notify", String.Join(";", Trigger.NotifyUsers));
|
|
JsonWriter.WriteValue("IsTrigger", true);
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
JsonWriter.WriteArrayEnd();
|
|
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Print the contents of the graph
|
|
/// </summary>
|
|
/// <param name="NodeToState">Mapping of node to its current state</param>
|
|
/// <param name="Options">Options for how to print the graph</param>
|
|
public void Print(HashSet<Node> CompletedNodes, GraphPrintOptions Options)
|
|
{
|
|
// Get a list of all the triggers, including the null global one
|
|
List<ManualTrigger> AllTriggers = new List<ManualTrigger>();
|
|
AllTriggers.Add(null);
|
|
AllTriggers.AddRange(NameToTrigger.Values.OrderBy(x => x.QualifiedName));
|
|
|
|
// Output all the triggers in order
|
|
CommandUtils.Log("");
|
|
CommandUtils.Log("Graph:");
|
|
foreach(ManualTrigger Trigger in AllTriggers)
|
|
{
|
|
// Filter everything by this trigger
|
|
Dictionary<Agent, Node[]> FilteredAgentToNodes = new Dictionary<Agent,Node[]>();
|
|
foreach(Agent Agent in Agents)
|
|
{
|
|
Node[] Nodes = Agent.Nodes.Where(x => x.ControllingTrigger == Trigger).ToArray();
|
|
if(Nodes.Length > 0)
|
|
{
|
|
FilteredAgentToNodes[Agent] = Nodes;
|
|
}
|
|
}
|
|
|
|
// Skip this trigger if there's nothing to display
|
|
if(FilteredAgentToNodes.Count == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Print the trigger name
|
|
CommandUtils.Log(" Trigger: {0}", (Trigger == null)? "None" : Trigger.QualifiedName);
|
|
if(Trigger != null && Options.HasFlag(GraphPrintOptions.ShowNotifications))
|
|
{
|
|
foreach(string User in Trigger.NotifyUsers)
|
|
{
|
|
CommandUtils.Log(" notify> {0}", User);
|
|
}
|
|
}
|
|
|
|
// Output all the agents for this trigger
|
|
foreach(Agent Agent in Agents)
|
|
{
|
|
Node[] Nodes;
|
|
if(FilteredAgentToNodes.TryGetValue(Agent, out Nodes))
|
|
{
|
|
CommandUtils.Log(" Agent: {0} ({1})", Agent.Name, String.Join(";", Agent.PossibleTypes));
|
|
foreach(Node Node in Nodes)
|
|
{
|
|
CommandUtils.Log(" Node: {0}{1}", Node.Name, CompletedNodes.Contains(Node)? " (completed)" : "");
|
|
if(Options.HasFlag(GraphPrintOptions.ShowDependencies))
|
|
{
|
|
HashSet<Node> InputDependencies = new HashSet<Node>(Node.GetDirectInputDependencies());
|
|
foreach(Node InputDependency in InputDependencies)
|
|
{
|
|
CommandUtils.Log(" input> {0}", InputDependency.Name);
|
|
}
|
|
HashSet<Node> OrderDependencies = new HashSet<Node>(Node.GetDirectOrderDependencies());
|
|
foreach(Node OrderDependency in OrderDependencies.Except(InputDependencies))
|
|
{
|
|
CommandUtils.Log(" after> {0}", OrderDependency.Name);
|
|
}
|
|
}
|
|
if(Options.HasFlag(GraphPrintOptions.ShowNotifications))
|
|
{
|
|
string Label = Node.bNotifyOnWarnings? "warnings" : "errors";
|
|
foreach(string User in Node.NotifyUsers)
|
|
{
|
|
CommandUtils.Log(" {0}> {1}", Label, User);
|
|
}
|
|
foreach(string Submitter in Node.NotifySubmitters)
|
|
{
|
|
CommandUtils.Log(" {0}> submitters to {1}", Label, Submitter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
CommandUtils.Log("");
|
|
|
|
// Print out all the aggregates
|
|
string[] AggregateNames = AggregateNameToNodes.Keys.OrderBy(x => x).ToArray();
|
|
if(AggregateNames.Length > 0)
|
|
{
|
|
CommandUtils.Log("Aggregates:");
|
|
foreach(string AggregateName in AggregateNames)
|
|
{
|
|
CommandUtils.Log(" {0}", AggregateName);
|
|
}
|
|
CommandUtils.Log("");
|
|
}
|
|
}
|
|
}
|
|
}
|