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#rb Sebastian.Nordgren #rnx #jira UE-156436 #preflight 62c287f9a3568e30664eb94f ### VA Standalone Tool - We now plan to add much more functionality to the tool than just virtualizing and submitting changelists, so to make this easier I am moving the tool towards a design where it should be fairly easy to add new functionality. - Added FCommand, which is a base class for adding new functionality, simple derive from FCommand and hook it up at the appropriate locations. -- In the future it should be possible for new command types to automatically register themselves to be initiated from the command line. There should be no need to edit UnrealVirtualizationToolApp to add a new command but this will be done as an additional work item. -- At the moment FCommand comes with a number of utility methods to call that cover some common source control commands. -- The original functionality has not yet been moved to the command system and so the code is a little bit weird at the moment. Updating older code to the new system will be done as an additional work item. - FProject/FPlugin have been moved to their own code files. ### Rehydrate Command - The rehydrate command will take a number of packages, check them out of source control and then attempt to virtualize them. - At the moment the chekout logic is fairly basic, we just check out every package supplied, we don't check if the package is virtualized or not yet. This can be improved in additional work items. Ideally by the end of command the only packages that we have checked out should also be rehydrated. - At the moment the command can either take a path of a specific package, a path of a directory to find packages in, or a changelist containing packages that should be rehydrated. - A cleint spec (workspace) can optionally be provided, but if not supplied we will attempt to find a client spec for which to check out the packages. - Currently we will check out the packages to the default change list. ### Rehydrate process - Added the rehydration process in it's own code files in the virtualization module. Like the virtualization process this is exposed in a public header file and no via the Core interface which means it is very specific to our module/implementation. - The process expects that the caller will have checked out any required packages from source control. It will treat being unable to update a package file as an error. - Added PackageUtils.h/.cpp and moved some of the generic code from the virtualization process code there so that it can be shared by the rehydration process. ### Misc Moving away from the using things like FPackagePath as that requires that the correct mount points have been registered for a project and at the moment (with the flakiness of FConfig*) it seems that the best idea would be to prefer absolute file paths where possible. [CL 20982284 by paul chipchase in ue5-main branch]
186 lines
5.2 KiB
C++
186 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Commands/RehydrateCommand.h"
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#include "HAL/FileManager.h"
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#include "ISourceControlProvider.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/PackageName.h"
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#include "Misc/Parse.h"
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#include "Misc/ScopeExit.h"
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#include "ProjectFiles.h"
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#include "UnrealVirtualizationTool.h"
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#include "Virtualization/VirtualizationSystem.h"
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namespace UE::Virtualization
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{
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// Taken from UCommandlet
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static void ParseCommandLine(const TCHAR* CmdLine, TArray<FString>& Tokens, TArray<FString>& Switches)
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{
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FString NextToken;
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while (FParse::Token(CmdLine, NextToken, false))
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{
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if (**NextToken == TCHAR('-'))
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{
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new(Switches) FString(NextToken.Mid(1));
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}
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else
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{
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new(Tokens) FString(NextToken);
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}
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}
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}
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FRehydrateCommand::FRehydrateCommand(FStringView CommandName)
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: FCommand(CommandName)
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{
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}
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FRehydrateCommand::~FRehydrateCommand()
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{
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}
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void FRehydrateCommand::PrintCmdLineHelp()
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{
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UE_LOG(LogVirtualizationTool, Display, TEXT("UnrealVirtualizationTool -ClientSpecName=<name> [optional] -Mode=Rehydrate -Package=<string> [global options]"));
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UE_LOG(LogVirtualizationTool, Display, TEXT("\tRehyrates the given package"));
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UE_LOG(LogVirtualizationTool, Display, TEXT("UnrealVirtualizationTool -ClientSpecName=<name> [optional] -Mode=Rehydrate -PackageDir=<string> [global options]"));
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UE_LOG(LogVirtualizationTool, Display, TEXT("\tRehyrates all packages in the given directory and its subdirectories"));
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UE_LOG(LogVirtualizationTool, Display, TEXT("UnrealVirtualizationTool -ClientSpecName=<name> [optional] -Mode=Rehydrate -Changelist=<number> [global options]"));
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UE_LOG(LogVirtualizationTool, Display, TEXT("\tRehyrates all packages in the given changelist"));
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}
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bool FRehydrateCommand::Initialize(const TCHAR* CmdLine)
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{
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// Note that we haven't loaded any projects config files and so don't really have
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// any valid project mount points so we cannot use FPackagePath or FPackageName
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// and expect to find anything!
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TArray<FString> Tokens;
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TArray<FString> Switches;
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ParseCommandLine(CmdLine, Tokens, Switches);
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Packages.Reserve(32);
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for (const FString& Switch : Switches)
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{
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FString Path;
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FString ChangelistNumber;
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if (FParse::Value(*Switch, TEXT("ClientSpecName="), ClientSpecName))
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{
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UE_LOG(LogVirtualizationTool, Display, TEXT("\tWorkspace name provided '%s'"), *ClientSpecName);
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}
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else if (FParse::Value(*Switch, TEXT("Package="), Path))
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{
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FPaths::NormalizeFilename(Path);
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if (IFileManager::Get().FileExists(*Path))
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{
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Packages.Add(Path);
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}
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else
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{
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UE_LOG(LogVirtualizationTool, Error, TEXT("Could not find the requested package file '%s'"), *Path);
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return false;
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}
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}
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else if (FParse::Value(*Switch, TEXT("PackageDir="), Path) || FParse::Value(*Switch, TEXT("PackageFolder="), Path))
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{
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// Note that 'PackageFolder' is the switch used by the resave commandlet, so allowing it here for compatibility purposes
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FPaths::NormalizeFilename(Path);
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if (IFileManager::Get().DirectoryExists(*Path))
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{
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IFileManager::Get().IterateDirectoryRecursively(*Path, [this](const TCHAR* Path, bool bIsDirectory)
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{
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if (!bIsDirectory && FPackageName::IsPackageFilename(Path))
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{
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FString FilePath(Path);
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FPaths::NormalizeFilename(FilePath);
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this->Packages.Add(MoveTemp(FilePath));
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}
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return true; // Continue
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});
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return true;
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}
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else
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{
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UE_LOG(LogVirtualizationTool, Error, TEXT("Could not find the requested directory '%s'"), *Path);
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return false;
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}
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}
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else if (FParse::Value(*Switch, TEXT("Changelist="), ChangelistNumber))
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{
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return TryParseChangelist(ClientSpecName, ChangelistNumber, Packages);
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}
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}
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return true;
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}
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bool FRehydrateCommand::Run(const TArray<FProject>& Projects)
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{
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for (const FProject& Project : Projects)
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{
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TStringBuilder<128> ProjectName;
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ProjectName << Project.GetProjectName();
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UE_LOG(LogVirtualizationTool, Display, TEXT("\tProcessing package(s) for the project '%s'..."), ProjectName.ToString());
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FConfigFile EngineConfigWithProject;
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if (!Project.TryLoadConfig(EngineConfigWithProject))
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{
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return false;
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}
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Project.RegisterMountPoints();
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UE::Virtualization::FInitParams InitParams(ProjectName, EngineConfigWithProject);
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UE::Virtualization::Initialize(InitParams);
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ON_SCOPE_EXIT
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{
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UE::Virtualization::Shutdown();
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};
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const TArray<FString> ProjectPackages = Project.GetAllPackages();
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if (!TryCheckOutFilesForProject(ClientSpecName, Project.GetProjectRoot(), ProjectPackages))
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{
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return false;
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}
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UE_LOG(LogVirtualizationTool, Display, TEXT("\t\tAttempting to rehydrate packages..."), ProjectName.ToString());
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TArray<FText> Errors;
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UE::Virtualization::IVirtualizationSystem::Get().TryRehydratePackages(ProjectPackages, Errors);
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if (!Errors.IsEmpty())
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{
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UE_LOG(LogVirtualizationTool, Error, TEXT("The rehydration process failed with the following errors:"));
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for (const FText& Error : Errors)
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{
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UE_LOG(LogVirtualizationTool, Error, TEXT("\t%s"), *Error.ToString());
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}
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return false;
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}
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Project.UnRegisterMountPoints();
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UE_LOG(LogVirtualizationTool, Display, TEXT("\tRehyration of project packages complete"), ProjectName.ToString());
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}
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return true;
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}
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} // namespace UE::Virtualization
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