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- PerforceEnvironment class now allows querying the state of Perforce environment variables in a client agnostic way. (Supports system environment variables on Mac/Linux, and registry on Win32. Also reads settings from any P4ENVIRO file, and P4CONFIG files when initialized with a directory.) - Connection settings are now stored in a PerforceSettings object, with a read-only IPerforceSettings interface. Both clients can be initialized through the same parameter block. - A connection can be created using the PerforceConnection.CreateAsync() method. Specifying the IPerforceSettings.PreferNativeClient will create a NativePerforceConnection implementation where possible. [CL 18464429 by Ben Marsh in ue5-main branch]
47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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using EpicGames.Perforce;
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using Microsoft.Extensions.Logging;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace P4VUtils.Commands
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{
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class DescribeCommand : Command
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{
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public override string Description => "Prints out a description of the given changelist";
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public override CustomToolInfo CustomTool => new CustomToolInfo("Describe", "%c") { ShowConsole = true, RefreshUI = false};
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public override async Task<int> Execute(string[] Args, IReadOnlyDictionary<string, string> ConfigValues, ILogger Logger)
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{
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int Change;
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if (Args.Length < 2)
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{
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Logger.LogError("Missing changelist number");
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return 1;
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}
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else if (!int.TryParse(Args[1], out Change))
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{
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Logger.LogError("'{Argument}' is not a numbered changelist", Args[1]);
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return 1;
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}
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using PerforceConnection Perforce = new PerforceConnection(null, null, Logger);
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DescribeRecord DescribeRecord = await Perforce.DescribeAsync(Change, CancellationToken.None);
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foreach (string Line in DescribeRecord.Description.Split('\n'))
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{
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Console.WriteLine(Line);
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}
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return 0;
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}
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}
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}
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