Files
UnrealEngineUWP/Engine/Source/Programs/BuildAgent/Workspace/PopulateCacheMode.cs
Ryan Durand 9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00

38 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using BuildAgent.Workspace.Common;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Tools.DotNETCommon;
namespace BuildAgent.Workspace
{
[ProgramMode("PopulateCache", "Populates the cache with the head revision of the given streams")]
class PopulateCacheMode : WorkspaceMode
{
[CommandLine("-ClientAndStream=")]
[Description("Specifies client and stream pairs, in the format Client:Stream")]
List<string> ClientAndStreamParams = new List<string>();
[CommandLine("-Filter=")]
[Description("Filters for the files to sync, in P4 syntax (eg. /Engine/...)")]
List<string> Filters = new List<string>();
[CommandLine("-FakeSync")]
[Description("Simulates the sync without actually fetching any files")]
bool bFakeSync = false;
protected override void Execute(Repository Repo)
{
List<string> ExpandedFilters = ExpandFilters(Filters);
List<KeyValuePair<string, string>> ClientAndStreams = ParseClientAndStreams(ClientAndStreamParams);
Repo.Populate(ClientAndStreams, Filters, bFakeSync);
}
}
}