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#rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3345860 on 2017/03/14 by Daniel.Lamb Fixed crash when building DLC #test Cook paragon. Change 3347324 on 2017/03/15 by Gil.Gribb UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme. Change 3347331 on 2017/03/15 by Robert.Manuszewski Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill. #jira UE-42732 Change 3347371 on 2017/03/15 by Graeme.Thornton Fix for runtime asset cache not invalidating files with an outdated version number Change 3349161 on 2017/03/16 by Steve.Robb Generated UFUNCTION FNames no longer exported. Misc refactors of code generation. Change 3349167 on 2017/03/16 by Steve.Robb Unused TBoolConstant removed (the more general TIntegralConstant should be used instead). Change 3349274 on 2017/03/16 by Gil.Gribb UE4 - Fix loading a package that is already loaded. Change 3349534 on 2017/03/16 by Ben.Marsh UBT: Check that the SN-DBS service is running before attempting to use it. Change 3349612 on 2017/03/16 by Gil.Gribb UE4 - Increased estimate of summary size. Change 3350021 on 2017/03/16 by Gil.Gribb UE4 - Fixed crash in signature checks when mounting pak files. Change 3350052 on 2017/03/16 by Ben.Marsh Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name. Change 3350360 on 2017/03/16 by Ben.Marsh UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes. Change 3351670 on 2017/03/17 by Ben.Marsh UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them. Change 3352289 on 2017/03/17 by Ben.Marsh Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits. Change 3352390 on 2017/03/17 by Ben.Marsh Remove unused/out of date binaries for CrashReporter. Change 3352392 on 2017/03/17 by Ben.Marsh Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now. Change 3352410 on 2017/03/17 by Ben.Marsh Remove P4ChangeReporter. I don't believe this is used any more. Change 3352450 on 2017/03/17 by Ben.Marsh Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects. Change 3352455 on 2017/03/17 by Ben.Marsh Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more. Change 3352940 on 2017/03/17 by Wes.Hunt Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute. #codereview: jin.zhang Change 3353658 on 2017/03/20 by Steve.Robb Fix for crash when importing a BP which has a populated TMap with an enum class key. Change 3354056 on 2017/03/20 by Steve.Robb TAssetPtr<T> can now be constructed from a nullptr without a full definition of T. Change 3356111 on 2017/03/21 by Graeme.Thornton Fix for UE-34131 - Support double and fname stat types in UFE stat export to CSV #jira UE-34131 Change 3358584 on 2017/03/22 by Daniel.Lamb Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking. #test Cook shootergame Change 3360379 on 2017/03/23 by Gil.Gribb UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance. Change 3360623 on 2017/03/23 by Gil.Gribb UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy. Change 3360627 on 2017/03/23 by Gil.Gribb UE4 - Optimized UObject hash tables for speed and space. Change 3361183 on 2017/03/23 by Gil.Gribb UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor. Change 3361906 on 2017/03/23 by Steve.Robb Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements. #jira UE-43272 Change 3362839 on 2017/03/24 by Gil.Gribb UE4 - Fixed hash table lock optimization. Change 3367348 on 2017/03/28 by Robert.Manuszewski Making sure streamed-in SoundWaves get added to GC clusters. Change 3367386 on 2017/03/28 by Ben.Marsh EC: Pass the Semaphores property from a build type as a parameter to new build jobs. Change 3367422 on 2017/03/28 by Ben.Marsh EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually. Change 3367469 on 2017/03/28 by Ben.Marsh EC: Prevent multiple incremental jobs running at once. Change 3367640 on 2017/03/28 by Ben.Marsh Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override. Change 3367836 on 2017/03/28 by Uriel.Doyon Improved handled of references in the streaming manager Change 3369354 on 2017/03/29 by Graeme.Thornton Added AES encrypt/decrypt functions that take a byte array for the key Change 3369804 on 2017/03/29 by Ben.Marsh Remove incorrect "EngineVersion" settings from plugin descriptors. Change 3370462 on 2017/03/29 by Ben.Marsh Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator. #jira UE-43467 Change 3371598 on 2017/03/30 by Ben.Marsh UBT: Fix message for missing toolchain in VS2017. Change 3372827 on 2017/03/30 by Ben.Marsh BuildGraph: Output an error at the end of each step if any previous build products have been modified. Change 3372947 on 2017/03/30 by Ben.Marsh [Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT. Change 3372958 on 2017/03/30 by Ben.Marsh [Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT. Change 3372981 on 2017/03/30 by Ben.Marsh [Merge] Modular game fixes for UAT * Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination * Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine * Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start Change 3373024 on 2017/03/30 by Ben.Marsh [Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep. Change 3373041 on 2017/03/30 by Ben.Marsh [Merge] Added UAT script to replace assets with another source Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files Change 3373052 on 2017/03/30 by Ben.Marsh [Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet Change 3373092 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash attempting to load cooked static mesh in editor Change 3373112 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels Change 3373132 on 2017/03/30 by Ben.Marsh [Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet Change 3373138 on 2017/03/30 by Ben.Marsh [Merge] Fixed code issue with playback of cooked SoundCues Skip over code using editor only data when editor data has been stripped Change 3373143 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash when attempting to open multiple cooked assets Change 3373156 on 2017/03/30 by Ben.Marsh [Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement) Change 3373161 on 2017/03/30 by Ben.Marsh [Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data Change 3373168 on 2017/03/30 by Ben.Marsh [Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file). Change 3373204 on 2017/03/30 by Ben.Marsh [Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around. Change 3373209 on 2017/03/30 by Ben.Marsh [Merge] Fix missing material in mod editor for cooked assets. Change 3373388 on 2017/03/30 by Ben.Marsh [Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall. Change 3374200 on 2017/03/31 by Ben.Marsh [Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics. Change 3374279 on 2017/03/31 by Ben.Marsh PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist) Change 3374331 on 2017/03/31 by Ben.Marsh UBT: Disable warning pragmas on Mono; not supported on current compiler. #jira UE-43451 Change 3375108 on 2017/03/31 by Ben.Marsh Removing another plugin EngineVersion property. Change 3375126 on 2017/03/31 by Ben.Marsh Fix incorrect executable paths being generated for Windows. Change 3375159 on 2017/03/31 by Graeme.Thornton Pak Index Encryption - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key - Added "-encryptpakindex" option to UAT to force on index encryption - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor Change 3375197 on 2017/03/31 by Graeme.Thornton Enable pak index encryption in shootergame Change 3375377 on 2017/03/31 by Ben.Marsh Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries". Change 3376418 on 2017/04/03 by Ben.Marsh BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build. Change 3376447 on 2017/04/03 by Ben.Marsh Build: Remove some unused stream settings Change 3376469 on 2017/04/03 by Ben.Marsh Build: Add a customizable field for the script to use for custom builds in every branch. Change 3376654 on 2017/04/03 by Ben.Marsh Add a fatal error message containing the module with an outstanding reference when trying to unload it. #jira UE-42423 Change 3376747 on 2017/04/03 by Gil.Gribb UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL. Change 3377173 on 2017/04/03 by Ben.Marsh Make sure callstacks are written to stdout following a crash on a background thread. Change 3377183 on 2017/04/03 by Ben.Marsh Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument). Change 3377280 on 2017/04/03 by Ben.Marsh Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/... Change3377311on 2017/04/03 by Ben.Marsh Build: Set the 'Semaphores' parameter for any jobs started from a schedule. Change 3377326 on 2017/04/03 by Ben.Marsh UGS: Show badges which match an entire subtree if the project field ends with "...". Change 3377392 on 2017/04/03 by Ben.Marsh Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them. Change 3377895 on 2017/04/03 by Ben.Marsh EC: Send notification emails whenever UAT fails to compile. Change 3377923 on 2017/04/03 by Ben.Marsh Build: Use a different semaphore for the common editors build target to the incremental compile build target. Change 3378297 on 2017/04/04 by Graeme.Thornton Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT Change 3378301 on 2017/04/04 by Ben.Marsh UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes. Change 3378460 on 2017/04/04 by Graeme.Thornton Remove dependency preloading system from sync and async loading paths Change 3378535 on 2017/04/04 by Robert.Manuszewski Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324 #jira UE-43544 Change 3378575 on 2017/04/04 by Robert.Manuszewski Making sure actor clusters are not created in non-cooked builds #jira UE-43617 #jira UE-43614 Change 3378589 on 2017/04/04 by Robert.Manuszewski Disabling debug GC cluster logging #jira UE-43617 Change 3379118 on 2017/04/04 by Robert.Manuszewski Disabling actor clustering by default, keeping it on in Orion and Ocean Change 3379815 on 2017/04/04 by Ben.Marsh Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures. Change 3380811 on 2017/04/05 by Gil.Gribb UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it. Change 3383313 on 2017/04/06 by Uriel.Doyon Integrated CL 3372436 33727653373272from Dev-Rendering #JIRA UE-43669 Change 3383531 on 2017/04/06 by Ben.Marsh UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory. Change 3383786 on 2017/04/06 by Ben.Zeigler Back out changelist 3382694 and replace with CL #3383757 from bob.tellez: Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing Change 3385089 on 2017/04/07 by Gil.Gribb UE4 - Critical. Fixed memory leak in pak precacher. [CL 3386123 by Ben Marsh in Main branch]
448 lines
14 KiB
C#
448 lines
14 KiB
C#
// Copyright 1998-2017 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.IO;
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using System.Diagnostics;
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using System.Xml;
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using System.Text.RegularExpressions;
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using System.Linq;
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using System.Management;
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using System.Reflection;
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using System.Threading;
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using System.ServiceProcess;
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namespace UnrealBuildTool
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{
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class SNDBS : ActionExecutor
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{
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/// <summary>
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/// Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.
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/// </summary>
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[XmlConfigFile]
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public double ProcessorCountMultiplier = 1.0;
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/// <summary>
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/// Maximum processor count for local execution.
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/// </summary>
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[XmlConfigFile]
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public int MaxProcessorCount = int.MaxValue;
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/// <summary>
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/// The number of actions to execute in parallel is trying to keep the CPU busy enough in presence of I/O stalls.
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/// </summary>
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int MaxActionsToExecuteInParallel;
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/// <summary>
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/// Unique id for new jobs
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/// </summary>
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int JobNumber;
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public SNDBS()
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{
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XmlConfig.ApplyTo(this);
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}
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public override string Name
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{
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get { return "SNDBS"; }
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}
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/// <summary>
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/// Used when debugging Actions outputs all action return values to debug out
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/// </summary>
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/// <param name="sender"> Sending object</param>
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/// <param name="e"> Event arguments (In this case, the line of string output)</param>
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static protected void ActionDebugOutput(object sender, DataReceivedEventArgs e)
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{
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string Output = e.Data;
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if (Output == null)
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{
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return;
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}
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Log.TraceInformation(Output);
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}
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internal bool ExecuteLocalActions(List<Action> InLocalActions, Dictionary<Action, ActionThread> InActionThreadDictionary, int TotalNumJobs)
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{
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// Time to sleep after each iteration of the loop in order to not busy wait.
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const float LoopSleepTime = 0.1f;
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bool LocalActionsResult = true;
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while (true)
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{
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// Count the number of pending and still executing actions.
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int NumUnexecutedActions = 0;
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int NumExecutingActions = 0;
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foreach (Action Action in InLocalActions)
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{
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ActionThread ActionThread = null;
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bool bFoundActionProcess = InActionThreadDictionary.TryGetValue(Action, out ActionThread);
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if (bFoundActionProcess == false)
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{
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NumUnexecutedActions++;
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}
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else if (ActionThread != null)
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{
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if (ActionThread.bComplete == false)
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{
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NumUnexecutedActions++;
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NumExecutingActions++;
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}
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}
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}
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// If there aren't any pending actions left, we're done executing.
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if (NumUnexecutedActions == 0)
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{
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break;
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}
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// If there are fewer actions executing than the maximum, look for pending actions that don't have any outdated
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// prerequisites.
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foreach (Action Action in InLocalActions)
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{
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ActionThread ActionProcess = null;
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bool bFoundActionProcess = InActionThreadDictionary.TryGetValue(Action, out ActionProcess);
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if (bFoundActionProcess == false)
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{
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if (NumExecutingActions < Math.Max(1, MaxActionsToExecuteInParallel))
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{
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// Determine whether there are any prerequisites of the action that are outdated.
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bool bHasOutdatedPrerequisites = false;
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bool bHasFailedPrerequisites = false;
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foreach (FileItem PrerequisiteItem in Action.PrerequisiteItems)
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{
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if (PrerequisiteItem.ProducingAction != null && InLocalActions.Contains(PrerequisiteItem.ProducingAction))
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{
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ActionThread PrerequisiteProcess = null;
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bool bFoundPrerequisiteProcess = InActionThreadDictionary.TryGetValue(PrerequisiteItem.ProducingAction, out PrerequisiteProcess);
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if (bFoundPrerequisiteProcess == true)
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{
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if (PrerequisiteProcess == null)
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{
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bHasFailedPrerequisites = true;
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}
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else if (PrerequisiteProcess.bComplete == false)
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{
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bHasOutdatedPrerequisites = true;
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}
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else if (PrerequisiteProcess.ExitCode != 0)
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{
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bHasFailedPrerequisites = true;
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}
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}
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else
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{
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bHasOutdatedPrerequisites = true;
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}
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}
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}
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// If there are any failed prerequisites of this action, don't execute it.
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if (bHasFailedPrerequisites)
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{
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// Add a null entry in the dictionary for this action.
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InActionThreadDictionary.Add(Action, null);
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}
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// If there aren't any outdated prerequisites of this action, execute it.
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else if (!bHasOutdatedPrerequisites)
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{
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ActionThread ActionThread = new ActionThread(Action, JobNumber, TotalNumJobs);
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ActionThread.Run();
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InActionThreadDictionary.Add(Action, ActionThread);
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NumExecutingActions++;
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JobNumber++;
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}
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}
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}
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}
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System.Threading.Thread.Sleep(TimeSpan.FromSeconds(LoopSleepTime));
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}
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return LocalActionsResult;
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}
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internal bool ExecuteActions(List<Action> InActions, Dictionary<Action, ActionThread> InActionThreadDictionary)
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{
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// Build the script file that will be executed by SN-DBS
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StreamWriter ScriptFile;
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string ScriptFilename = Path.Combine(UnrealBuildTool.EngineDirectory.FullName, "Intermediate", "Build", "SNDBS.bat");
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FileStream ScriptFileStream = new FileStream(ScriptFilename, FileMode.Create, FileAccess.ReadWrite, FileShare.Read);
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ScriptFile = new StreamWriter(ScriptFileStream);
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ScriptFile.AutoFlush = true;
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int NumScriptedActions = 0;
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List<Action> LocalActions = new List<Action>();
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ActionThread DummyActionThread = new ActionThread(null, 1, 1);
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foreach (Action Action in InActions)
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{
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ActionThread ActionProcess = null;
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bool bFoundActionProcess = InActionThreadDictionary.TryGetValue(Action, out ActionProcess);
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if (bFoundActionProcess == false)
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{
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// Determine whether there are any prerequisites of the action that are outdated.
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bool bHasOutdatedPrerequisites = false;
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bool bHasFailedPrerequisites = false;
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foreach (FileItem PrerequisiteItem in Action.PrerequisiteItems)
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{
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if (PrerequisiteItem.ProducingAction != null && InActions.Contains(PrerequisiteItem.ProducingAction))
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{
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ActionThread PrerequisiteProcess = null;
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bool bFoundPrerequisiteProcess = InActionThreadDictionary.TryGetValue(PrerequisiteItem.ProducingAction, out PrerequisiteProcess);
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if (bFoundPrerequisiteProcess == true)
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{
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if (PrerequisiteProcess == null)
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{
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bHasFailedPrerequisites = true;
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}
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else if (PrerequisiteProcess.bComplete == false)
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{
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bHasOutdatedPrerequisites = true;
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}
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else if (PrerequisiteProcess.ExitCode != 0)
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{
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bHasFailedPrerequisites = true;
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}
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}
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else
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{
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bHasOutdatedPrerequisites = true;
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}
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}
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}
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// If there are any failed prerequisites of this action, don't execute it.
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if (bHasFailedPrerequisites)
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{
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// Add a null entry in the dictionary for this action.
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InActionThreadDictionary.Add(Action, null);
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}
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// If there aren't any outdated prerequisites of this action, execute it.
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else if (!bHasOutdatedPrerequisites)
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{
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if (Action.bCanExecuteRemotely == false || Action.bCanExecuteRemotelyWithSNDBS == false)
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{
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// Execute locally
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LocalActions.Add(Action);
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}
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else
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{
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// Add to script for execution by SN-DBS
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string NewCommandArguments = "\"" + Action.CommandPath + "\"" + " " + Action.CommandArguments;
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ScriptFile.WriteLine(ActionThread.ExpandEnvironmentVariables(NewCommandArguments));
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InActionThreadDictionary.Add(Action, DummyActionThread);
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Action.StartTime = Action.EndTime = DateTimeOffset.Now;
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Log.TraceInformation("[{0}/{1}] {2} {3}", JobNumber, InActions.Count, Action.CommandDescription, Action.StatusDescription);
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JobNumber++;
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NumScriptedActions++;
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}
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}
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}
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}
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ScriptFile.Flush();
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ScriptFile.Close();
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ScriptFile.Dispose();
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ScriptFile = null;
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if (NumScriptedActions > 0)
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{
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// Create the process
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string SCERoot = Environment.GetEnvironmentVariable("SCE_ROOT_DIR");
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string SNDBSExecutable = Path.Combine(SCERoot, "Common/SN-DBS/bin/dbsbuild.exe");
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ProcessStartInfo PSI = new ProcessStartInfo(SNDBSExecutable, String.Format("-q -p UE4 -s \"{0}\"", FileReference.Combine(UnrealBuildTool.EngineDirectory, "Intermediate", "Build", "sndbs.bat").FullName));
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PSI.RedirectStandardOutput = true;
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PSI.RedirectStandardError = true;
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PSI.UseShellExecute = false;
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PSI.CreateNoWindow = true;
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PSI.WorkingDirectory = Path.GetFullPath("."); ;
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Process NewProcess = new Process();
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NewProcess.StartInfo = PSI;
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NewProcess.OutputDataReceived += new DataReceivedEventHandler(ActionDebugOutput);
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NewProcess.ErrorDataReceived += new DataReceivedEventHandler(ActionDebugOutput);
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DateTimeOffset StartTime = DateTimeOffset.Now;
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NewProcess.Start();
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NewProcess.BeginOutputReadLine();
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NewProcess.BeginErrorReadLine();
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NewProcess.WaitForExit();
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TimeSpan Duration;
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DateTimeOffset EndTime = DateTimeOffset.Now;
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if (EndTime == DateTimeOffset.MinValue)
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{
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Duration = DateTimeOffset.Now - StartTime;
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}
|
|
else
|
|
{
|
|
Duration = EndTime - StartTime;
|
|
}
|
|
|
|
DummyActionThread.bComplete = true;
|
|
int ExitCode = NewProcess.ExitCode;
|
|
if (ExitCode != 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Execute local tasks
|
|
if (LocalActions.Count > 0)
|
|
{
|
|
return ExecuteLocalActions(LocalActions, InActionThreadDictionary, InActions.Count);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public static bool IsAvailable()
|
|
{
|
|
string SCERoot = Environment.GetEnvironmentVariable("SCE_ROOT_DIR");
|
|
if(SCERoot == null)
|
|
{
|
|
return false;
|
|
}
|
|
if (!File.Exists(Path.Combine(SCERoot, "Common/SN-DBS/bin/dbsbuild.exe")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ServiceController[] services = ServiceController.GetServices();
|
|
foreach (ServiceController service in services)
|
|
{
|
|
if (service.ServiceName.StartsWith("SNDBS") && service.Status == ServiceControllerStatus.Running)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public override bool ExecuteActions(List<Action> Actions, bool bLogDetailedActionStats)
|
|
{
|
|
bool SNDBSResult = true;
|
|
if (Actions.Count > 0)
|
|
{
|
|
// Use WMI to figure out physical cores, excluding hyper threading.
|
|
int NumCores = 0;
|
|
if (!Utils.IsRunningOnMono)
|
|
{
|
|
try
|
|
{
|
|
using (ManagementObjectSearcher Mos = new System.Management.ManagementObjectSearcher("Select * from Win32_Processor"))
|
|
{
|
|
ManagementObjectCollection MosCollection = Mos.Get();
|
|
foreach (ManagementBaseObject Item in MosCollection)
|
|
{
|
|
NumCores += int.Parse(Item["NumberOfCores"].ToString());
|
|
}
|
|
}
|
|
}
|
|
catch (Exception Ex)
|
|
{
|
|
Log.TraceWarning("Unable to get the number of Cores: {0}", Ex.ToString());
|
|
Log.TraceWarning("Falling back to processor count.");
|
|
}
|
|
}
|
|
// On some systems this requires a hot fix to work so we fall back to using the (logical) processor count.
|
|
if (NumCores == 0)
|
|
{
|
|
NumCores = System.Environment.ProcessorCount;
|
|
}
|
|
// The number of actions to execute in parallel is trying to keep the CPU busy enough in presence of I/O stalls.
|
|
MaxActionsToExecuteInParallel = 0;
|
|
// The CPU has more logical cores than physical ones, aka uses hyper-threading.
|
|
if (NumCores < System.Environment.ProcessorCount)
|
|
{
|
|
MaxActionsToExecuteInParallel = (int)(NumCores * ProcessorCountMultiplier);
|
|
}
|
|
// No hyper-threading. Only kicking off a task per CPU to keep machine responsive.
|
|
else
|
|
{
|
|
MaxActionsToExecuteInParallel = NumCores;
|
|
}
|
|
MaxActionsToExecuteInParallel = Math.Min(MaxActionsToExecuteInParallel, MaxProcessorCount);
|
|
|
|
JobNumber = 1;
|
|
Dictionary<Action, ActionThread> ActionThreadDictionary = new Dictionary<Action, ActionThread>();
|
|
|
|
while (true)
|
|
{
|
|
bool bUnexecutedActions = false;
|
|
foreach (Action Action in Actions)
|
|
{
|
|
ActionThread ActionThread = null;
|
|
bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionThread);
|
|
if (bFoundActionProcess == false)
|
|
{
|
|
bUnexecutedActions = true;
|
|
if(!ExecuteActions(Actions, ActionThreadDictionary))
|
|
{
|
|
return false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (bUnexecutedActions == false)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
Log.WriteLineIf(bLogDetailedActionStats, LogEventType.Console, "-------- Begin Detailed Action Stats ----------------------------------------------------------");
|
|
Log.WriteLineIf(bLogDetailedActionStats, LogEventType.Console, "^Action Type^Duration (seconds)^Tool^Task^Using PCH");
|
|
|
|
double TotalThreadSeconds = 0;
|
|
|
|
// Check whether any of the tasks failed and log action stats if wanted.
|
|
foreach (KeyValuePair<Action, ActionThread> ActionProcess in ActionThreadDictionary)
|
|
{
|
|
Action Action = ActionProcess.Key;
|
|
ActionThread ActionThread = ActionProcess.Value;
|
|
|
|
// Check for pending actions, preemptive failure
|
|
if (ActionThread == null)
|
|
{
|
|
SNDBSResult = false;
|
|
continue;
|
|
}
|
|
// Check for executed action but general failure
|
|
if (ActionThread.ExitCode != 0)
|
|
{
|
|
SNDBSResult = false;
|
|
}
|
|
// Log CPU time, tool and task.
|
|
double ThreadSeconds = Action.Duration.TotalSeconds;
|
|
|
|
Log.WriteLineIf(bLogDetailedActionStats,
|
|
LogEventType.Console,
|
|
"^{0}^{1:0.00}^{2}^{3}^{4}",
|
|
Action.ActionType.ToString(),
|
|
ThreadSeconds,
|
|
Path.GetFileName(Action.CommandPath),
|
|
Action.StatusDescription,
|
|
Action.bIsUsingPCH);
|
|
|
|
// Keep track of total thread seconds spent on tasks.
|
|
TotalThreadSeconds += ThreadSeconds;
|
|
}
|
|
|
|
Log.TraceInformation("-------- End Detailed Actions Stats -----------------------------------------------------------");
|
|
|
|
// Log total CPU seconds and numbers of processors involved in tasks.
|
|
Log.WriteLineIf(bLogDetailedActionStats || UnrealBuildTool.bPrintDebugInfo,
|
|
LogEventType.Console, "Cumulative thread seconds ({0} processors): {1:0.00}", System.Environment.ProcessorCount, TotalThreadSeconds);
|
|
}
|
|
return SNDBSResult;
|
|
}
|
|
}
|
|
}
|