Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/BuildGraph.cs
Ben Marsh 7c77078af1 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3315219 on 2017/02/21 by Steve.Robb

	Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.

Change 3315285 on 2017/02/21 by Steve.Robb

	Explicitly pass string builder into code generation functions.

Change 3315341 on 2017/02/21 by Ben.Marsh

	UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.

Change 3315350 on 2017/02/21 by Ben.Marsh

	Fix shared resource files not being rebuilt if the version header changes.

Change 3315823 on 2017/02/21 by Ben.Marsh

	UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.

Change 3315826 on 2017/02/21 by Ben.Marsh

	UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.

Change 3315857 on 2017/02/21 by Ben.Marsh

	UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.

Change 3315942 on 2017/02/21 by Ben.Marsh

	UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.

Change 3316236 on 2017/02/22 by Maciej.Mroz

	#jira UE-42045

	Nativization
	Fixed Warning: TEnumAsByte is not intended for use with enum

Change 3316253 on 2017/02/22 by Robert.Manuszewski

	Fixes for the async log file writer hangs and crashes.

	- potential fix for the logging system hang when running out of disk space while flushing log
	- fix for unexpected concurrency assert when flushing the log buffer to disk

Change 3316293 on 2017/02/22 by Steve.Robb

	GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.

Change 3316342 on 2017/02/22 by Maciej.Mroz

	Nativization: Wrappers (stubs) required only by other wrappers are properly generated.

	#codereview: Mike.Beach

Change 3316344 on 2017/02/22 by Maciej.Mroz

	Fixed crash in nativized Odin
	Async loading properly handles nativized structs.

Change 3316359 on 2017/02/22 by Steve.Robb

	GitHub #3287 : Ignore #pragma in USTRUCTs

	#jira UE-42248

Change 3316389 on 2017/02/22 by Matthew.Griffin

	Switched Installed Engine Filters to multiline properties to make them more readable
	Added Oodle to list of excluded plugins
	#jira UE-42030

Change 3316392 on 2017/02/22 by Ben.Marsh

	UBT: Split out FileReference/DirectoryReference classes into their own file.

Change 3316394 on 2017/02/22 by Ben.Marsh

	UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.

Change 3316411 on 2017/02/22 by Ben.Marsh

	UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.

Change 3316446 on 2017/02/22 by Ben.Marsh

	UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.

Change 3316575 on 2017/02/22 by Ben.Marsh

	UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.

Change 3318481 on 2017/02/22 by Steve.Robb

	Use of FMath::IsPowerOfTwo in check.
	Static assert to ensure that an inline set allocator will have a hash size of a power of two.

Change 3318496 on 2017/02/22 by Steve.Robb

	Fix for TSet visualizers.

Change 3318919 on 2017/02/23 by Steve.Robb

	Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.

	#jira UE-42178

Change 3318942 on 2017/02/23 by Steve.Robb

	Removal of a redundant insertion which can cause problems on reallocation of the map.

Change 3319010 on 2017/02/23 by Ben.Marsh

	UBT: Fix exception when a file that was previously part of the working set is deleted.

Change 3319134 on 2017/02/23 by Robert.Manuszewski

	Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.

Change 3319249 on 2017/02/23 by Matthew.Griffin

	Added a function to check if running with debug game libs instead of checking command line in multiple places
	Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
	Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
	Removed -Shipping argument from VCProject generation as it's not used anymore

Change 3319253 on 2017/02/23 by Maciej.Mroz

	#jira UE-41846

	New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.

Change 3319591 on 2017/02/23 by Ben.Marsh

	Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.

Change 3320357 on 2017/02/23 by Steven.Hutton

	Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.

Change 3320361 on 2017/02/23 by Steven.Hutton

	Performance improvements subsequent to the recent database changes.

Change 3320446 on 2017/02/23 by Steven.Hutton

	adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.

Change 3320479 on 2017/02/23 by Ben.Marsh

	Fix CIS errors.

Change 3320576 on 2017/02/23 by Jin.Zhang

	Update CrashReporter to use AWS

Change 3320742 on 2017/02/23 by Jin.Zhang

	Merging crash caching

Change 3321119 on 2017/02/24 by Robert.Manuszewski

	DLL injection protection support for non-monolithic builds

Change 3323308 on 2017/02/27 by Matthew.Griffin

	Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future

Change 3323423 on 2017/02/27 by Chad.Garyet

	Adding a script to check and warn about csproj targeted .net versions being mismatched

	#JIRA UE-39624

Change 3323442 on 2017/02/27 by Ben.Marsh

	UBT: Output an error if an engine module references a game module.

Change 3323743 on 2017/02/27 by Ben.Marsh

	PR #3303: Resolved PVS scan issues (Contributed by projectgheist)

Change 3323748 on 2017/02/27 by Ben.Marsh

	Convert whitespace to tabs.

Change 3324851 on 2017/02/28 by Chris.Wood

	Add Odin symbol locations to engine config for MDD on CR server.

	NotForLicensees

Change 3324979 on 2017/02/28 by Gil.Gribb

	Fixed bad merge of priority change in the EDL.

Change 3326889 on 2017/03/01 by Steven.Hutton

	Update to buggs controller to generate faster queries.

Change 3326910 on 2017/03/01 by Robert.Manuszewski

	Removing legacy #if from PackageFileSummary.

Change 3327118 on 2017/03/01 by Gil.Gribb

	UE4 - Fixed race that resulted in a memory leak when reading compressed paks.

Change 3327633 on 2017/03/01 by Gil.Gribb

	UE4 - Added a cvar to control the pak precacher thottle.

Change 3327674 on 2017/03/01 by Steve.Robb

	Unified boilerplate between all generated code files.

Change 3328544 on 2017/03/01 by Chris.Wood

	CrashReportProcess.config update (CRP v1.2.17)

	Tweaks to a few values.
	Update website URL to explicitly point to old, non-cloud site on devweb-02.

Change 3328714 on 2017/03/01 by Chris.Wood

	Correct CRP config regression. Point website at new cloud site. Still v1.2.17

Change 3329192 on 2017/03/02 by Matthew.Griffin

	Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build

Change 3329285 on 2017/03/02 by Ben.Marsh

	UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.

Change 3330636 on 2017/03/02 by Ben.Marsh

	UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.

Change 3331262 on 2017/03/03 by Robert.Manuszewski

	Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)

	- Improved GC multithreading
	- Improved BeginDestroy performance
	- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
	- A few improvements to AddReferencedObjects functions
	- Misc improvements to GC code
	- Garbage Collector now properly handles clusters which had their objects marked as pending kill
	- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)

Change 3331285 on 2017/03/03 by Robert.Manuszewski

	A few fixes for the previous check-in.

Change 3332001 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.

Change 3332022 on 2017/03/03 by Ben.Marsh

	Update documentation for where to find the BuildConfiguration settings.

Change 3332031 on 2017/03/03 by Ben.Marsh

	Remove documentation for Windows XP support; it has been removed in the 4.16 release.

Change 3332256 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN page containing module and target settings.

Change 3332458 on 2017/03/03 by Ben.Marsh

	UBT: Improvements to generated documentation.

Change 3332459 on 2017/03/03 by Ben.Marsh

	Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.

Change 3332460 on 2017/03/03 by Ben.Marsh

	UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.

Change 3332899 on 2017/03/06 by Robert.Manuszewski

	Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)

	#jira UE-42548

Change 3332955 on 2017/03/06 by Maciej.Mroz

	Nativization distinguishes client and server platform:
	- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
	- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
	- Wrappers (for unconverted BPs) are created only when they are directly called.

	- Fortnite dedicated server can be nativized

Change 3332990 on 2017/03/06 by Ben.Marsh

	UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.

Change 3333032 on 2017/03/06 by Ben.Marsh

	Documentation for build tools

Change 3333037 on 2017/03/06 by Ben.Marsh

	Add a build step to extract UAT and UBT documentation from XML comments.

Change 3333089 on 2017/03/06 by Ben.Marsh

	UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.

Change 3333651 on 2017/03/06 by Gil.Gribb

	UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.

Change 3335236 on 2017/03/07 by Ben.Marsh

	UGS: Set the sync changelist separately to the compatibility changelist.

Change 3335261 on 2017/03/07 by Gil.Gribb

	UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.

Change 3335740 on 2017/03/07 by Gil.Gribb

	maybe fix static analysis warning

Change 3335945 on 2017/03/07 by Steve.Robb

	Move FFindInstancedReferenceSubobjectHelper code out of header.
	Add map/set property support to allow instanced members of these container types to be handled during CPFUO.

	https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html

Change 3336693 on 2017/03/07 by Ben.Marsh

	UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

Change 3336694 on 2017/03/07 by Steve.Robb

	Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
	Fixes to types which relied on implicit conversions when calling GetTypeHash.
	Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.

	#jira UE-42441

Change 3336698 on 2017/03/07 by Steve.Robb

	Hardcoded endpoint handling replaced with a generic string.
	Obsolete .proto and .java code generation removed.

Change 3336811 on 2017/03/07 by Wes.Hunt

	Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.

Change 3336973 on 2017/03/08 by Steve.Robb

	Fix for missing GetTypeHash in a plugin.

Change 3336996 on 2017/03/08 by Steve.Robb

	Significant refactor of code generation, to try and make data flow more apparent.

Change 3337571 on 2017/03/08 by Steve.Robb

	CIS fixes for missing GetTypeHash functions.
	Non-unity fix.

Change 3337588 on 2017/03/08 by Gil.Gribb

	UE4 - Fixed obscure check with flushing rhi resources.

Change 3337620 on 2017/03/08 by Steve.Robb

	WITH_HOT_RELOAD_CTORS macros removed.
	UseVTableConstructors config option removed.

Change 3339369 on 2017/03/09 by Steve.Robb

	GetTypeHash overload for nn::account::Uid.

Change 3339464 on 2017/03/09 by Daniel.Lamb

	Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
	#jira UE-42583
	#test Editor + Cook + Run shootergame

Change 3339465 on 2017/03/09 by Maciej.Mroz

	Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.

Change 3339469 on 2017/03/09 by Maciej.Mroz

	Fixed Nativization problem, when default value is passed as non-const reference.

Change 3340178 on 2017/03/09 by Daniel.Lamb

	Added support for in memory only packages.  The Cooker ignores these and added core functions to recognize these packages.
	Other systems will need to add support where nessisary.

Change 3341002 on 2017/03/10 by Maciej.Mroz

	Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.

Change 3341076 on 2017/03/10 by Steve.Robb

	Fix for FBakedTextureSourceInfo move semantics.

	#jira UE-42658

Change 3341160 on 2017/03/10 by Gil.Gribb

	UE4 - Fix hazard with SetMaterialUsage from a thread.

Change 3341409 on 2017/03/10 by Steve.Robb

	Reduction of the generated code size for StaticRegisterNatives functions.

Change 3341523 on 2017/03/10 by Steve.Robb

	Code generation simplified.

Change 3341800 on 2017/03/10 by Ben.Marsh

	UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.

Change 3342034 on 2017/03/10 by Ben.Marsh

	Fix compiler setting not being loaded correctly into the Windows target settings dialog.

	#jira UE-42746

Change 3342041 on 2017/03/10 by Ben.Marsh

	Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.

Change 3342094 on 2017/03/10 by Steve.Robb

	Fix to deteministic name order during code generation.

Change 3342251 on 2017/03/10 by Daniel.Lamb

	Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
	#thanks Tim.Hagberg

	#test None

Change 3342961 on 2017/03/13 by Robert.Manuszewski

	Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.

	#jira FORT-38977

Change 3343022 on 2017/03/13 by Steve.Robb

	GetTypeHash fixes for FUniqueNetIdLive.

	#jira UE-42788

Change 3343448 on 2017/03/13 by Steve.Robb

	Compiled-in defer object order fixed.
	Debuggability of the deferred registration map improved.

	#jira UE-42828

[CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00

942 lines
36 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnrealBuildTool;
using BuildGraph;
using System.Reflection;
using System.Collections;
using System.IO;
using System.Xml;
namespace AutomationTool
{
/// <summary>
/// Tool to execute build automation scripts for UE4 projects, which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system).
///
/// Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
///
/// - Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided ('Cook', 'Compile', 'Copy', 'Stage', 'Log', 'PakFile', etc...), and additional tasks may be
/// added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
/// - Nodes: A named sequence of tasks which are executed in order to produce outputs. Nodes may have dependencies on other nodes for their outputs before they can be executed. Declared with the 'Node' element.
/// - Agents: A machine which can execute a sequence of nodes, if running as part of a build system. Has no effect when building locally. Declared with the 'Agent' element.
/// - Triggers: Container for agents which should only be executed when explicitly triggered (using the -Trigger=... or -SkipTriggers command line argument). Declared with the 'Trigger' element.
/// - Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
///
/// Scripts may set properties with the &lt;Property Name="Foo" Value="Bar"/&gt; syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the
/// script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Properties may be sourced from environment variables or the command line using
/// the &lt;EnvVar&gt; and &lt;Option&gt; elements respectively.
///
/// Any elements can be conditionally defined via the "If" attribute. A full grammar for conditions is written up in Condition.cs.
///
/// File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a
/// full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the &lt;Tag&gt; Task, which also allows performing set union/difference
/// style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
///
/// Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=... argument (producing a JSON file listing the nodes
/// and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=... argument. Outputs from different nodes are transferred between
/// agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=... argument. Note that the allocation of machines, and coordination between
/// them, is assumed to be managed by an external system based on the contents of the script generated by -Export=....
///
/// A schema for the known set of tasks can be generated by running UAT with the -Schema=... option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete
/// elements as you type.
/// </summary>
[Help("Tool for creating extensible build processes in UE4 which can be run locally or in parallel across a build farm.")]
[Help("Script=<FileName>", "Path to the script describing the graph")]
[Help("Target=<Name>", "Name of the node or output tag to be built")]
[Help("Schema=<FileName>", "Generate a schema describing valid script documents, including all the known tasks")]
[Help("Set:<Property>=<Value>", "Sets a named property to the given value")]
[Help("Clean", "Cleans all cached state of completed build nodes before running")]
[Help("CleanNode=<Name>[+<Name>...]", "Cleans just the given nodes before running")]
[Help("ListOnly", "Shows the contents of the preprocessed graph, but does not execute it")]
[Help("ShowDeps", "Show node dependencies in the graph output")]
[Help("ShowNotifications", "Show notifications that will be sent for each node in the output")]
[Help("Trigger=<Name>", "Executes only nodes behind the given trigger")]
[Help("SkipTrigger=<Name>[+<Name>...]", "Skips the given triggers, including all the nodes behind them in the graph")]
[Help("SkipTriggers", "Skips all triggers")]
[Help("TokenSignature=<Name>", "Specifies the signature identifying the current job, to be written to tokens for nodes that require them. Tokens are ignored if this parameter is not specified.")]
[Help("SkipTargetsWithoutTokens", "Excludes targets which we can't acquire tokens for, rather than failing")]
[Help("Preprocess=<FileName>", "Writes the preprocessed graph to the given file")]
[Help("Export=<FileName>", "Exports a JSON file containing the preprocessed build graph, for use as part of a build system")]
[Help("PublicTasksOnly", "Only include built-in tasks in the schema, excluding any other UAT modules")]
[Help("SharedStorageDir=<DirName>", "Sets the directory to use to transfer build products between agents in a build farm")]
[Help("SingleNode=<Name>", "Run only the given node. Intended for use on a build system after running with -Export.")]
[Help("WriteToSharedStorage", "Allow writing to shared storage. If not set, but -SharedStorageDir is specified, build products will read but not written")]
public class BuildGraph : BuildCommand
{
/// <summary>
/// Main entry point for the BuildGraph command
/// </summary>
public override ExitCode Execute()
{
// Parse the command line parameters
string ScriptFileName = ParseParamValue("Script", null);
string TargetNames = ParseParamValue("Target", null);
string DocumentationFileName = ParseParamValue("Documentation", null);
string SchemaFileName = ParseParamValue("Schema", null);
string ExportFileName = ParseParamValue("Export", null);
string PreprocessedFileName = ParseParamValue("Preprocess", null);
string SharedStorageDir = ParseParamValue("SharedStorageDir", null);
string SingleNodeName = ParseParamValue("SingleNode", null);
string TriggerName = ParseParamValue("Trigger", null);
string[] SkipTriggerNames = ParseParamValue("SkipTrigger", "").Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).ToArray();
bool bSkipTriggers = ParseParam("SkipTriggers");
string TokenSignature = ParseParamValue("TokenSignature", null);
bool bSkipTargetsWithoutTokens = ParseParam("SkipTargetsWithoutTokens");
bool bClearHistory = ParseParam("Clean") || ParseParam("ClearHistory");
bool bListOnly = ParseParam("ListOnly");
bool bWriteToSharedStorage = ParseParam("WriteToSharedStorage") || CommandUtils.IsBuildMachine;
bool bPublicTasksOnly = ParseParam("PublicTasksOnly");
string ReportName = ParseParamValue("ReportName", null);
GraphPrintOptions PrintOptions = GraphPrintOptions.ShowCommandLineOptions;
if(ParseParam("ShowDeps"))
{
PrintOptions |= GraphPrintOptions.ShowDependencies;
}
if(ParseParam("ShowNotifications"))
{
PrintOptions |= GraphPrintOptions.ShowNotifications;
}
// Parse any specific nodes to clean
List<string> CleanNodes = new List<string>();
foreach(string NodeList in ParseParamValues("CleanNode"))
{
foreach(string NodeName in NodeList.Split('+', ';'))
{
CleanNodes.Add(NodeName);
}
}
// Set up the standard properties which build scripts might need
Dictionary<string, string> DefaultProperties = new Dictionary<string,string>(StringComparer.InvariantCultureIgnoreCase);
DefaultProperties["Branch"] = P4Enabled ? P4Env.BuildRootP4 : "Unknown";
DefaultProperties["EscapedBranch"] = P4Enabled ? P4Env.BuildRootEscaped : "Unknown";
DefaultProperties["Change"] = P4Enabled ? P4Env.Changelist.ToString() : "0";
DefaultProperties["CodeChange"] = P4Enabled ? P4Env.CodeChangelist.ToString() : "0";
DefaultProperties["RootDir"] = CommandUtils.RootDirectory.FullName;
DefaultProperties["IsBuildMachine"] = IsBuildMachine ? "true" : "false";
DefaultProperties["HostPlatform"] = HostPlatform.Current.HostEditorPlatform.ToString();
DefaultProperties["RestrictedFolderNames"] = String.Join(";", PlatformExports.RestrictedFolderNames);
DefaultProperties["RestrictedFolderFilter"] = String.Join(";", PlatformExports.RestrictedFolderNames.Select(x => String.Format(".../{0}/...", x)));
// Attempt to read existing Build Version information
BuildVersion Version;
if (BuildVersion.TryRead(FileReference.Combine(CommandUtils.RootDirectory, "Engine", "Build", "Build.version").FullName, out Version))
{
DefaultProperties["EngineMajorVersion"] = Version.MajorVersion.ToString();
DefaultProperties["EngineMinorVersion"] = Version.MinorVersion.ToString();
DefaultProperties["EnginePatchVersion"] = Version.PatchVersion.ToString();
}
// Add any additional custom arguments from the command line (of the form -Set:X=Y)
Dictionary<string, string> Arguments = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase);
foreach (string Param in Params)
{
const string Prefix = "set:";
if(Param.StartsWith(Prefix, StringComparison.InvariantCultureIgnoreCase))
{
int EqualsIdx = Param.IndexOf('=');
if(EqualsIdx >= 0)
{
Arguments[Param.Substring(Prefix.Length, EqualsIdx - Prefix.Length)] = Param.Substring(EqualsIdx + 1);
}
else
{
LogWarning("Missing value for '{0}'", Param.Substring(Prefix.Length));
}
}
}
// Find all the tasks from the loaded assemblies
Dictionary<string, ScriptTask> NameToTask = new Dictionary<string,ScriptTask>();
if(!FindAvailableTasks(NameToTask, bPublicTasksOnly))
{
return ExitCode.Error_Unknown;
}
// Generate documentation
if(DocumentationFileName != null)
{
GenerateDocumentation(NameToTask, new FileReference(DocumentationFileName));
return ExitCode.Success;
}
// Create a schema for the given tasks
ScriptSchema Schema = new ScriptSchema(NameToTask);
if(SchemaFileName != null)
{
FileReference FullSchemaFileName = new FileReference(SchemaFileName);
Log("Writing schema to {0}...", FullSchemaFileName.FullName);
Schema.Export(FullSchemaFileName);
if(ScriptFileName == null)
{
return ExitCode.Success;
}
}
// Check there was a script specified
if(ScriptFileName == null)
{
LogError("Missing -Script= parameter for BuildGraph");
return ExitCode.Error_Unknown;
}
// Read the script from disk
Graph Graph;
if(!ScriptReader.TryRead(new FileReference(ScriptFileName), Arguments, DefaultProperties, Schema, out Graph))
{
return ExitCode.Error_Unknown;
}
// Create the temp storage handler
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
TempStorage Storage = new TempStorage(RootDir, DirectoryReference.Combine(RootDir, "Engine", "Saved", "BuildGraph"), (SharedStorageDir == null)? null : new DirectoryReference(SharedStorageDir), bWriteToSharedStorage);
if(bClearHistory)
{
Storage.CleanLocal();
}
foreach(string CleanNode in CleanNodes)
{
Storage.CleanLocalNode(CleanNode);
}
// Convert the supplied target references into nodes
HashSet<Node> TargetNodes = new HashSet<Node>();
if(TargetNames == null)
{
if(!bListOnly)
{
LogError("Missing -Target= parameter for BuildGraph");
return ExitCode.Error_Unknown;
}
TargetNodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
}
else
{
foreach(string TargetName in TargetNames.Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).Select(x => x.Trim()))
{
Node[] Nodes;
if(!Graph.TryResolveReference(TargetName, out Nodes))
{
LogError("Target '{0}' is not in graph", TargetName);
return ExitCode.Error_Unknown;
}
TargetNodes.UnionWith(Nodes);
}
}
// Try to acquire tokens for all the target nodes we want to build
if(TokenSignature != null)
{
// Find all the lock files
HashSet<FileReference> RequiredTokens = new HashSet<FileReference>(TargetNodes.SelectMany(x => x.RequiredTokens));
// List out all the required tokens
if(SingleNodeName == null)
{
CommandUtils.Log("Required tokens:");
foreach(Node Node in TargetNodes)
{
foreach(FileReference RequiredToken in Node.RequiredTokens)
{
CommandUtils.Log(" '{0}' requires {1}", Node, RequiredToken);
}
}
}
// Try to create all the lock files
List<FileReference> CreatedTokens = new List<FileReference>();
if(!bListOnly)
{
CreatedTokens.AddRange(RequiredTokens.Where(x => WriteTokenFile(x, TokenSignature)));
}
// Find all the tokens that we don't have
Dictionary<FileReference, string> MissingTokens = new Dictionary<FileReference, string>();
foreach(FileReference RequiredToken in RequiredTokens)
{
string CurrentOwner = ReadTokenFile(RequiredToken);
if(CurrentOwner != null && CurrentOwner != TokenSignature)
{
MissingTokens.Add(RequiredToken, CurrentOwner);
}
}
// If we want to skip all the nodes with missing locks, adjust the target nodes to account for it
if(MissingTokens.Count > 0)
{
if(bSkipTargetsWithoutTokens)
{
// Find all the nodes we're going to skip
HashSet<Node> SkipNodes = new HashSet<Node>();
foreach(IGrouping<string, FileReference> MissingTokensForBuild in MissingTokens.GroupBy(x => x.Value, x => x.Key))
{
Log("Skipping the following nodes due to {0}:", MissingTokensForBuild.Key);
foreach(FileReference MissingToken in MissingTokensForBuild)
{
foreach(Node SkipNode in TargetNodes.Where(x => x.RequiredTokens.Contains(MissingToken) && SkipNodes.Add(x)))
{
Log(" {0}", SkipNode);
}
}
}
// Write a list of everything left over
if(SkipNodes.Count > 0)
{
TargetNodes.ExceptWith(SkipNodes);
Log("Remaining target nodes:");
foreach(Node TargetNode in TargetNodes)
{
Log(" {0}", TargetNode);
}
if(TargetNodes.Count == 0)
{
Log(" None.");
}
}
}
else
{
foreach(KeyValuePair<FileReference, string> Pair in MissingTokens)
{
List<Node> SkipNodes = TargetNodes.Where(x => x.RequiredTokens.Contains(Pair.Key)).ToList();
LogError("Cannot run {0} due to previous build: {1}", String.Join(", ", SkipNodes), Pair.Value);
}
foreach(FileReference CreatedToken in CreatedTokens)
{
FileReference.Delete(CreatedToken);
}
return ExitCode.Error_Unknown;
}
}
}
// Cull the graph to include only those nodes
Graph.Select(TargetNodes);
// Collapse any triggers in the graph which are marked to be skipped
HashSet<ManualTrigger> SkipTriggers = new HashSet<ManualTrigger>();
if(bSkipTriggers)
{
SkipTriggers.UnionWith(Graph.NameToTrigger.Values);
}
else
{
foreach(string SkipTriggerName in SkipTriggerNames)
{
ManualTrigger SkipTrigger;
if(!Graph.NameToTrigger.TryGetValue(TriggerName, out SkipTrigger))
{
LogError("Couldn't find trigger '{0}'", TriggerName);
return ExitCode.Error_Unknown;
}
SkipTriggers.Add(SkipTrigger);
}
}
Graph.SkipTriggers(SkipTriggers);
// If a report for the whole build was requested, insert it into the graph
if (ReportName != null)
{
Report NewReport = new Report(ReportName);
NewReport.Nodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
Graph.NameToReport.Add(ReportName, NewReport);
}
// Write out the preprocessed script
if (PreprocessedFileName != null)
{
Graph.Write(new FileReference(PreprocessedFileName), (SchemaFileName != null)? new FileReference(SchemaFileName) : null);
}
// Find the triggers which we are explicitly running.
ManualTrigger Trigger = null;
if(TriggerName != null && !Graph.NameToTrigger.TryGetValue(TriggerName, out Trigger))
{
LogError("Couldn't find trigger '{0}'", TriggerName);
return ExitCode.Error_Unknown;
}
// If we're just building a single node, find it
Node SingleNode = null;
if(SingleNodeName != null && !Graph.NameToNode.TryGetValue(SingleNodeName, out SingleNode))
{
LogError("Node '{0}' is not in the trimmed graph", SingleNodeName);
return ExitCode.Error_Unknown;
}
// If we just want to show the contents of the graph, do so and exit.
if(bListOnly)
{
HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
Graph.Print(CompletedNodes, PrintOptions);
return ExitCode.Success;
}
// Print out all the diagnostic messages which still apply, unless we're running a step as part of a build system or just listing the contents of the file.
if(SingleNode == null)
{
IEnumerable<GraphDiagnostic> Diagnostics = Graph.Diagnostics.Where(x => x.EnclosingTrigger == Trigger);
foreach(GraphDiagnostic Diagnostic in Diagnostics)
{
if(Diagnostic.EventType == LogEventType.Warning)
{
CommandUtils.LogWarning(Diagnostic.Message);
}
else
{
CommandUtils.LogError(Diagnostic.Message);
}
}
if(Diagnostics.Any(x => x.EventType == LogEventType.Error))
{
return ExitCode.Error_Unknown;
}
}
// Execute the command
if(ExportFileName != null)
{
HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
Graph.Print(CompletedNodes, PrintOptions);
Graph.Export(new FileReference(ExportFileName), Trigger, CompletedNodes);
}
else if(SingleNode != null)
{
if(!BuildNode(new JobContext(this), Graph, SingleNode, Storage, bWithBanner: true))
{
return ExitCode.Error_Unknown;
}
}
else
{
if(!BuildAllNodes(new JobContext(this), Graph, Storage))
{
return ExitCode.Error_Unknown;
}
}
return ExitCode.Success;
}
/// <summary>
/// Find all the tasks which are available from the loaded assemblies
/// </summary>
/// <param name="NameToTask">Mapping from task name to information about how to serialize it</param>
/// <param name="bPublicTasksOnly">Whether to include just public tasks, or all the tasks in any loaded assemblies</param>
static bool FindAvailableTasks(Dictionary<string, ScriptTask> NameToTask, bool bPublicTasksOnly)
{
Assembly[] LoadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
if(bPublicTasksOnly)
{
LoadedAssemblies = LoadedAssemblies.Where(x => IsPublicAssembly(new FileReference(x.Location))).ToArray();
}
foreach (Assembly LoadedAssembly in LoadedAssemblies)
{
Type[] Types;
try
{
Types = LoadedAssembly.GetTypes();
}
catch (ReflectionTypeLoadException ex)
{
LogWarning("Exception {0} while trying to get types from assembly {1}", ex, LoadedAssembly);
continue;
}
foreach(Type Type in Types)
{
foreach(TaskElementAttribute ElementAttribute in Type.GetCustomAttributes<TaskElementAttribute>())
{
if(!Type.IsSubclassOf(typeof(CustomTask)))
{
CommandUtils.LogError("Class '{0}' has TaskElementAttribute, but is not derived from 'Task'", Type.Name);
return false;
}
if(NameToTask.ContainsKey(ElementAttribute.Name))
{
CommandUtils.LogError("Found multiple handlers for task elements called '{0}'", ElementAttribute.Name);
return false;
}
NameToTask.Add(ElementAttribute.Name, new ScriptTask(ElementAttribute.Name, Type, ElementAttribute.ParametersType));
}
}
}
return true;
}
/// <summary>
/// Reads the contents of the given token
/// </summary>
/// <returns>Contents of the token, or null if it does not exist</returns>
public string ReadTokenFile(FileReference Location)
{
return FileReference.Exists(Location)? File.ReadAllText(Location.FullName) : null;
}
/// <summary>
/// Attempts to write an owner to a token file transactionally
/// </summary>
/// <returns>True if the lock was acquired, false otherwise</returns>
public bool WriteTokenFile(FileReference Location, string Signature)
{
// Check it doesn't already exist
if(FileReference.Exists(Location))
{
return false;
}
// Make sure the directory exists
DirectoryReference.CreateDirectory(Location.Directory);
// Create a temp file containing the owner name
string TempFileName;
for(int Idx = 0;;Idx++)
{
TempFileName = String.Format("{0}.{1}.tmp", Location.FullName, Idx);
try
{
byte[] Bytes = Encoding.UTF8.GetBytes(Signature);
using (FileStream Stream = File.Open(TempFileName, FileMode.CreateNew, FileAccess.Write, FileShare.None))
{
Stream.Write(Bytes, 0, Bytes.Length);
}
break;
}
catch(IOException)
{
if(!File.Exists(TempFileName))
{
throw;
}
}
}
// Try to move the temporary file into place.
try
{
File.Move(TempFileName, Location.FullName);
return true;
}
catch
{
if(!File.Exists(TempFileName))
{
throw;
}
return false;
}
}
/// <summary>
/// Checks whether the given assembly is a publically distributed engine assembly.
/// </summary>
/// <param name="File">Assembly location</param>
/// <returns>True if the assembly is distributed publically</returns>
static bool IsPublicAssembly(FileReference File)
{
DirectoryReference EngineDirectory = CommandUtils.EngineDirectory;
if(File.IsUnderDirectory(EngineDirectory))
{
string[] PathFragments = File.MakeRelativeTo(EngineDirectory).Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
if(PathFragments.All(x => !x.Equals("NotForLicensees", StringComparison.InvariantCultureIgnoreCase) && !x.Equals("NoRedist", StringComparison.InvariantCultureIgnoreCase)))
{
return true;
}
}
return false;
}
/// <summary>
/// Find all the nodes in the graph which are already completed
/// </summary>
/// <param name="Graph">The graph instance</param>
/// <param name="Storage">The temp storage backend which stores the shared state</param>
HashSet<Node> FindCompletedNodes(Graph Graph, TempStorage Storage)
{
HashSet<Node> CompletedNodes = new HashSet<Node>();
foreach(Node Node in Graph.Agents.SelectMany(x => x.Nodes))
{
if(Storage.IsComplete(Node.Name))
{
CompletedNodes.Add(Node);
}
}
return CompletedNodes;
}
/// <summary>
/// Builds all the nodes in the graph
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="Graph">The graph instance</param>
/// <param name="Storage">The temp storage backend which stores the shared state</param>
/// <returns>True if everything built successfully</returns>
bool BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage)
{
// Build a flat list of nodes to execute, in order
Node[] NodesToExecute = Graph.Agents.SelectMany(x => x.Nodes).ToArray();
// Check the integrity of any local nodes that have been completed. It's common to run formal builds locally between regular development builds, so we may have
// stale local state. Rather than failing later, detect and clean them up now.
HashSet<Node> CleanedNodes = new HashSet<Node>();
foreach(Node NodeToExecute in NodesToExecute)
{
if(NodeToExecute.InputDependencies.Any(x => CleanedNodes.Contains(x)) || !Storage.CheckLocalIntegrity(NodeToExecute.Name, NodeToExecute.Outputs.Select(x => x.TagName)))
{
Storage.CleanLocalNode(NodeToExecute.Name);
CleanedNodes.Add(NodeToExecute);
}
}
// Execute them in order
int NodeIdx = 0;
foreach(Node NodeToExecute in NodesToExecute)
{
Log("****** [{0}/{1}] {2}", ++NodeIdx, NodesToExecute.Length, NodeToExecute.Name);
if(!Storage.IsComplete(NodeToExecute.Name))
{
Log("");
if(!BuildNode(Job, Graph, NodeToExecute, Storage, false))
{
return false;
}
Log("");
}
}
return true;
}
/// <summary>
/// Build a node
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="Graph">The graph to which the node belongs. Used to determine which outputs need to be transferred to temp storage.</param>
/// <param name="Node">The node to build</param>
/// <param name="Storage">The temp storage backend which stores the shared state</param>
/// <param name="bWithBanner">Whether to write a banner before and after this node's log output</param>
/// <returns>True if the node built successfully, false otherwise.</returns>
bool BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, bool bWithBanner)
{
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
// Create the mapping of tag names to file sets
Dictionary<string, HashSet<FileReference>> TagNameToFileSet = new Dictionary<string,HashSet<FileReference>>();
// Read all the input tags for this node, and build a list of referenced input storage blocks
HashSet<TempStorageBlock> InputStorageBlocks = new HashSet<TempStorageBlock>();
foreach(NodeOutput Input in Node.Inputs)
{
TempStorageFileList FileList = Storage.ReadFileList(Input.ProducingNode.Name, Input.TagName);
TagNameToFileSet[Input.TagName] = FileList.ToFileSet(RootDir);
InputStorageBlocks.UnionWith(FileList.Blocks);
}
// Read all the input storage blocks, keeping track of which block each file came from
Dictionary<FileReference, TempStorageBlock> FileToStorageBlock = new Dictionary<FileReference, TempStorageBlock>();
foreach(TempStorageBlock InputStorageBlock in InputStorageBlocks)
{
TempStorageManifest Manifest = Storage.Retreive(InputStorageBlock.NodeName, InputStorageBlock.OutputName);
foreach(FileReference File in Manifest.Files.Select(x => x.ToFileReference(RootDir)))
{
TempStorageBlock CurrentStorageBlock;
if(FileToStorageBlock.TryGetValue(File, out CurrentStorageBlock))
{
LogError("File '{0}' was produced by {1} and {2}", File, InputStorageBlock, CurrentStorageBlock);
}
FileToStorageBlock[File] = InputStorageBlock;
}
}
// Add placeholder outputs for the current node
foreach(NodeOutput Output in Node.Outputs)
{
TagNameToFileSet.Add(Output.TagName, new HashSet<FileReference>());
}
// Execute the node
if(bWithBanner)
{
Console.WriteLine();
CommandUtils.Log("========== Starting: {0} ==========", Node.Name);
}
if(!Node.Build(Job, TagNameToFileSet))
{
return false;
}
if(bWithBanner)
{
CommandUtils.Log("========== Finished: {0} ==========", Node.Name);
Console.WriteLine();
}
// Determine all the output files which are required to be copied to temp storage (because they're referenced by nodes in another agent)
HashSet<FileReference> ReferencedOutputFiles = new HashSet<FileReference>();
foreach(Agent Agent in Graph.Agents)
{
bool bSameAgent = Agent.Nodes.Contains(Node);
foreach(Node OtherNode in Agent.Nodes)
{
if(!bSameAgent || Node.ControllingTrigger != OtherNode.ControllingTrigger)
{
foreach(NodeOutput Input in OtherNode.Inputs.Where(x => x.ProducingNode == Node))
{
ReferencedOutputFiles.UnionWith(TagNameToFileSet[Input.TagName]);
}
}
}
}
// Find a block name for all new outputs
Dictionary<FileReference, string> FileToOutputName = new Dictionary<FileReference, string>();
foreach(NodeOutput Output in Node.Outputs)
{
HashSet<FileReference> Files = TagNameToFileSet[Output.TagName];
foreach(FileReference File in Files)
{
if(!FileToStorageBlock.ContainsKey(File) && File.IsUnderDirectory(RootDir))
{
if(Output == Node.DefaultOutput)
{
if(!FileToOutputName.ContainsKey(File))
{
FileToOutputName[File] = "";
}
}
else
{
string OutputName;
if(FileToOutputName.TryGetValue(File, out OutputName) && OutputName.Length > 0)
{
FileToOutputName[File] = String.Format("{0}+{1}", OutputName, Output.TagName.Substring(1));
}
else
{
FileToOutputName[File] = Output.TagName.Substring(1);
}
}
}
}
}
// Invert the dictionary to make a mapping of storage block to the files each contains
Dictionary<string, HashSet<FileReference>> OutputStorageBlockToFiles = new Dictionary<string, HashSet<FileReference>>();
foreach(KeyValuePair<FileReference, string> Pair in FileToOutputName)
{
HashSet<FileReference> Files;
if(!OutputStorageBlockToFiles.TryGetValue(Pair.Value, out Files))
{
Files = new HashSet<FileReference>();
OutputStorageBlockToFiles.Add(Pair.Value, Files);
}
Files.Add(Pair.Key);
}
// Write all the storage blocks, and update the mapping from file to storage block
foreach(KeyValuePair<string, HashSet<FileReference>> Pair in OutputStorageBlockToFiles)
{
TempStorageBlock OutputBlock = new TempStorageBlock(Node.Name, Pair.Key);
foreach(FileReference File in Pair.Value)
{
FileToStorageBlock.Add(File, OutputBlock);
}
Storage.Archive(Node.Name, Pair.Key, Pair.Value.ToArray(), Pair.Value.Any(x => ReferencedOutputFiles.Contains(x)));
}
// Publish all the output tags
foreach(NodeOutput Output in Node.Outputs)
{
HashSet<FileReference> Files = TagNameToFileSet[Output.TagName];
HashSet<TempStorageBlock> StorageBlocks = new HashSet<TempStorageBlock>();
foreach(FileReference File in Files)
{
TempStorageBlock StorageBlock;
if(FileToStorageBlock.TryGetValue(File, out StorageBlock))
{
StorageBlocks.Add(StorageBlock);
}
}
Storage.WriteFileList(Node.Name, Output.TagName, Files, StorageBlocks.ToArray());
}
// Mark the node as succeeded
Storage.MarkAsComplete(Node.Name);
return true;
}
/// <summary>
/// Generate HTML documentation for all the tasks
/// </summary>
/// <param name="NameToTask">Map of task name to implementation</param>
/// <param name="OutputFile">Output file</param>
static void GenerateDocumentation(Dictionary<string, ScriptTask> NameToTask, FileReference OutputFile)
{
// Find all the assemblies containing tasks
Assembly[] TaskAssemblies = NameToTask.Values.Select(x => x.ParametersClass.Assembly).Distinct().ToArray();
// Read documentation for each of them
Dictionary<string, XmlElement> MemberNameToElement = new Dictionary<string, XmlElement>();
foreach(Assembly TaskAssembly in TaskAssemblies)
{
string XmlFileName = Path.ChangeExtension(TaskAssembly.Location, ".xml");
if(File.Exists(XmlFileName))
{
// Read the document
XmlDocument Document = new XmlDocument();
Document.Load(XmlFileName);
// Parse all the members, and add them to the map
foreach(XmlElement Element in Document.SelectNodes("/doc/members/member"))
{
string Name = Element.GetAttribute("name");
MemberNameToElement.Add(Name, Element);
}
}
}
// Create the output directory
DirectoryReference.CreateDirectory(OutputFile.Directory);
FileReference.MakeWriteable(OutputFile);
Log("Writing {0}...", OutputFile);
// Parse the engine version
BuildVersion Version;
if(!BuildVersion.TryRead(out Version))
{
throw new AutomationException("Couldn't read Build.version");
}
// Write the output file
using (StreamWriter Writer = new StreamWriter(OutputFile.FullName))
{
Writer.WriteLine("Availability: NoPublish");
Writer.WriteLine("Title: BuildGraph Predefined Tasks");
Writer.WriteLine("Crumbs: %ROOT%, Programming, Programming/Development, Programming/Development/BuildGraph, Programming/Development/BuildGraph/BuildGraphScriptTasks");
Writer.WriteLine("Description: This is a procedurally generated markdown page.");
Writer.WriteLine("version: {0}.{1}", Version.MajorVersion, Version.MinorVersion);
Writer.WriteLine("parent:Programming/Development/BuildGraph/BuildGraphScriptTasks");
Writer.WriteLine();
foreach(string TaskName in NameToTask.Keys.OrderBy(x => x))
{
// Get the task object
ScriptTask Task = NameToTask[TaskName];
// Get the documentation for this task
XmlElement TaskElement;
if(MemberNameToElement.TryGetValue("T:" + Task.TaskClass.FullName, out TaskElement))
{
// Write the task heading
Writer.WriteLine("### {0}", TaskName);
Writer.WriteLine();
Writer.WriteLine(ConvertToMarkdown(TaskElement.SelectSingleNode("summary")));
Writer.WriteLine();
// Document the parameters
List<string[]> Rows = new List<string[]>();
foreach(string ParameterName in Task.NameToParameter.Keys)
{
// Get the parameter data
ScriptTaskParameter Parameter = Task.NameToParameter[ParameterName];
// Get the documentation for this parameter
XmlElement ParameterElement;
if(MemberNameToElement.TryGetValue("F:" + Parameter.FieldInfo.DeclaringType.FullName + "." + Parameter.Name, out ParameterElement))
{
string TypeName = Parameter.FieldInfo.FieldType.Name;
if(Parameter.ValidationType != TaskParameterValidationType.Default)
{
StringBuilder NewTypeName = new StringBuilder(Parameter.ValidationType.ToString());
for(int Idx = 1; Idx < NewTypeName.Length; Idx++)
{
if(Char.IsLower(NewTypeName[Idx - 1]) && Char.IsUpper(NewTypeName[Idx]))
{
NewTypeName.Insert(Idx, ' ');
}
}
TypeName = NewTypeName.ToString();
}
string[] Columns = new string[4];
Columns[0] = ParameterName;
Columns[1] = TypeName;
Columns[2] = Parameter.bOptional? "Optional" : "Required";
Columns[3] = ConvertToMarkdown(ParameterElement.SelectSingleNode("summary"));
Rows.Add(Columns);
}
}
// Always include the "If" attribute
string[] IfColumns = new string[4];
IfColumns[0] = "If";
IfColumns[1] = "Condition";
IfColumns[2] = "Optional";
IfColumns[3] = "Whether to execute this task. It is ignored if this condition evaluates to false.";
Rows.Add(IfColumns);
// Get the width of each column
int[] Widths = new int[4];
for(int Idx = 0; Idx < 4; Idx++)
{
Widths[Idx] = Rows.Max(x => x[Idx].Length);
}
// Format the markdown table
string Format = String.Format("| {{0,-{0}}} | {{1,-{1}}} | {{2,-{2}}} | {{3,-{3}}} |", Widths[0], Widths[1], Widths[2], Widths[3]);
Writer.WriteLine(Format, "", "", "", "");
Writer.WriteLine(Format, new string('-', Widths[0]), new string('-', Widths[1]), new string('-', Widths[2]), new string('-', Widths[3]));
for(int Idx = 0; Idx < Rows.Count; Idx++)
{
Writer.WriteLine(Format, Rows[Idx][0], Rows[Idx][1], Rows[Idx][2], Rows[Idx][3]);
}
// Blank line before next task
Writer.WriteLine();
}
}
}
}
/// <summary>
/// Converts an XML documentation node to markdown
/// </summary>
/// <param name="Node">The node to read</param>
/// <returns>Text in markdown format</returns>
static string ConvertToMarkdown(XmlNode Node)
{
string Text = Node.InnerXml;
StringBuilder Result = new StringBuilder();
for(int Idx = 0; Idx < Text.Length; Idx++)
{
if(Char.IsWhiteSpace(Text[Idx]))
{
Result.Append(' ');
while(Idx + 1 < Text.Length && Char.IsWhiteSpace(Text[Idx + 1]))
{
Idx++;
}
}
else
{
Result.Append(Text[Idx]);
}
}
return Result.ToString().Trim();
}
}
/// <summary>
/// Legacy command name for compatibility.
/// </summary>
public class Build : BuildGraph
{
}
}