Files
UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.BuildGraph/BgNode.cs
Ben Marsh 030034bb05 Horde: Add a generic way of attaching key/value settings to different nodes via BuildGraph.
The <Annotate> attribute allows specifying settings in the format "Key1=Value1;Key2=Value2" to be applied to individual nodes or entire targets, and this data is propagated through to Horde and stored on the job template.

#jira UE-150213
#preflight 62681589dd35c0d6cab2b984

[CL 19922586 by Ben Marsh in ue5-main branch]
2022-04-26 12:30:58 -04:00

223 lines
6.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml;
using EpicGames.Core;
namespace EpicGames.BuildGraph
{
/// <summary>
/// Reference to an output tag from a particular node
/// </summary>
public class BgNodeOutput
{
/// <summary>
/// The node which produces the given output
/// </summary>
public BgNode ProducingNode { get; }
/// <summary>
/// Name of the tag
/// </summary>
public string TagName { get; }
/// <summary>
/// Constructor
/// </summary>
/// <param name="inProducingNode">Node which produces the given output</param>
/// <param name="inTagName">Name of the tag</param>
public BgNodeOutput(BgNode inProducingNode, string inTagName)
{
ProducingNode = inProducingNode;
TagName = inTagName;
}
/// <summary>
/// Returns a string representation of this output for debugging purposes
/// </summary>
/// <returns>The name of this output</returns>
public override string ToString()
{
return String.Format("{0}: {1}", ProducingNode.Name, TagName);
}
}
/// <summary>
/// Defines a node, a container for tasks and the smallest unit of execution that can be run as part of a build graph.
/// </summary>
public class BgNode
{
/// <summary>
/// The node's name
/// </summary>
public string Name { get; }
/// <summary>
/// Array of inputs which this node requires to run
/// </summary>
public BgNodeOutput[] Inputs { get; }
/// <summary>
/// Array of outputs produced by this node
/// </summary>
public BgNodeOutput[] Outputs { get; }
/// <summary>
/// Nodes which this node has input dependencies on
/// </summary>
public BgNode[] InputDependencies { get; set; }
/// <summary>
/// Nodes which this node needs to run after
/// </summary>
public BgNode[] OrderDependencies { get; set; }
/// <summary>
/// Tokens which must be acquired for this node to run
/// </summary>
public FileReference[] RequiredTokens { get; }
/// <summary>
/// List of tasks to execute
/// </summary>
public List<BgTask> Tasks { get; } = new List<BgTask>();
/// <summary>
/// List of email addresses to notify if this node fails.
/// </summary>
public HashSet<string> NotifyUsers { get; set; } = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// If set, anyone that has submitted to one of the given paths will be notified on failure of this node
/// </summary>
public HashSet<string> NotifySubmitters { get; set; } = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// Whether to start this node as soon as its dependencies are satisfied, rather than waiting for all of its agent's dependencies to be met.
/// </summary>
public bool RunEarly { get; set; } = false;
/// <summary>
/// Whether to ignore warnings produced by this node
/// </summary>
public bool NotifyOnWarnings { get; set; } = true;
/// <summary>
/// Custom annotations for this node
/// </summary>
public Dictionary<string, string> Annotations { get; } = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
/// <summary>
/// Constructor
/// </summary>
/// <param name="inName">The name of this node</param>
/// <param name="inInputs">Inputs that this node depends on</param>
/// <param name="inOutputNames">Names of the outputs that this node produces</param>
/// <param name="inInputDependencies">Nodes which this node is dependent on for its inputs</param>
/// <param name="inOrderDependencies">Nodes which this node needs to run after. Should include all input dependencies.</param>
/// <param name="inRequiredTokens">Optional tokens which must be required for this node to run</param>
public BgNode(string inName, BgNodeOutput[] inInputs, string[] inOutputNames, BgNode[] inInputDependencies, BgNode[] inOrderDependencies, FileReference[] inRequiredTokens)
{
Name = inName;
Inputs = inInputs;
List<BgNodeOutput> allOutputs = new List<BgNodeOutput>();
allOutputs.Add(new BgNodeOutput(this, "#" + Name));
allOutputs.AddRange(inOutputNames.Where(x => String.Compare(x, Name, StringComparison.InvariantCultureIgnoreCase) != 0).Select(x => new BgNodeOutput(this, x)));
Outputs = allOutputs.ToArray();
InputDependencies = inInputDependencies;
OrderDependencies = inOrderDependencies;
RequiredTokens = inRequiredTokens;
}
/// <summary>
/// Returns the default output for this node, which includes all build products
/// </summary>
public BgNodeOutput DefaultOutput => Outputs[0];
/// <summary>
/// Determines the minimal set of direct input dependencies for this node to run
/// </summary>
/// <returns>Sequence of nodes that are direct inputs to this node</returns>
public IEnumerable<BgNode> GetDirectInputDependencies()
{
HashSet<BgNode> directDependencies = new HashSet<BgNode>(InputDependencies);
foreach (BgNode inputDependency in InputDependencies)
{
directDependencies.ExceptWith(inputDependency.InputDependencies);
}
return directDependencies;
}
/// <summary>
/// Determines the minimal set of direct order dependencies for this node to run
/// </summary>
/// <returns>Sequence of nodes that are direct order dependencies of this node</returns>
public IEnumerable<BgNode> GetDirectOrderDependencies()
{
HashSet<BgNode> directDependencies = new HashSet<BgNode>(OrderDependencies);
foreach (BgNode orderDependency in OrderDependencies)
{
directDependencies.ExceptWith(orderDependency.OrderDependencies);
}
return directDependencies;
}
/// <summary>
/// Write this node to an XML writer
/// </summary>
/// <param name="writer">The writer to output the node to</param>
public void Write(XmlWriter writer)
{
writer.WriteStartElement("Node");
writer.WriteAttributeString("Name", Name);
string[] requireNames = Inputs.Select(x => x.TagName).ToArray();
if (requireNames.Length > 0)
{
writer.WriteAttributeString("Requires", String.Join(";", requireNames));
}
string[] producesNames = Outputs.Where(x => x != DefaultOutput).Select(x => x.TagName).ToArray();
if (producesNames.Length > 0)
{
writer.WriteAttributeString("Produces", String.Join(";", producesNames));
}
string[] afterNames = GetDirectOrderDependencies().Except(InputDependencies).Select(x => x.Name).ToArray();
if (afterNames.Length > 0)
{
writer.WriteAttributeString("After", String.Join(";", afterNames));
}
if (!NotifyOnWarnings)
{
writer.WriteAttributeString("NotifyOnWarnings", NotifyOnWarnings.ToString());
}
if (RunEarly)
{
writer.WriteAttributeString("RunEarly", RunEarly.ToString());
}
foreach (BgTask task in Tasks)
{
task.Write(writer);
}
writer.WriteEndElement();
}
/// <summary>
/// Returns the name of this node
/// </summary>
/// <returns>The name of this node</returns>
public override string ToString()
{
return Name;
}
}
}