Files
UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.BuildGraph/BgAgentDef.cs
Ben Marsh bb0e506aac BuildGraph: Rename classes to reduce boilerplate when writing scripts.
* Expression classes (nodes, aggregates, graphs, etc...) are now called BgNode, BgAggregate, etc...
* Evaluated and instantiated objects used by BuildGraph internals are now called BgNodeDef, BgAggregateDef, etc...

#preflight 62b6374161016695a6545b08

[CL 20818158 by Ben Marsh in ue5-main branch]
2022-06-24 18:30:51 -04:00

49 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Xml;
namespace EpicGames.BuildGraph
{
/// <summary>
/// Stores a list of nodes which can be executed on a single agent
/// </summary>
[DebuggerDisplay("{Name}")]
public class BgAgentDef
{
/// <summary>
/// Name of this agent. Used for display purposes in a build system.
/// </summary>
public string Name { get; }
/// <summary>
/// Array of valid agent types that these nodes may run on. When running in the build system, this determines the class of machine that should
/// be selected to run these nodes. The first defined agent type for this branch will be used.
/// </summary>
public string[] PossibleTypes { get; }
/// <summary>
/// List of nodes in this agent group.
/// </summary>
public List<BgNodeDef> Nodes { get; set; } = new List<BgNodeDef>();
/// <summary>
/// Diagnostics to output if executing this agent
/// </summary>
public List<BgDiagnosticDef> Diagnostics { get; } = new List<BgDiagnosticDef>();
/// <summary>
/// Constructor
/// </summary>
/// <param name="inName">Name of this agent group</param>
/// <param name="inPossibleTypes">Array of valid agent types. See comment for AgentTypes member.</param>
public BgAgentDef(string inName, string[] inPossibleTypes)
{
Name = inName;
PossibleTypes = inPossibleTypes;
}
}
}