Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Tasks/CopyTask.cs
Ben Marsh a59ef99c07 BuildGraph: New mechanism for declaring graphs using C# code (WIP).
Nodes can now be implemented by arbitary C# methods. Graph structure is specified through expression trees implemented using Bg* types, which are not substituted with values until execution time. Doing so allows determination of node and option dependencies for a particular target, allowing us to generate dynamic UI for presenting relevant settings to the user.

Includes partial implementation of Installed Build script as an example implementation.

#preflight 61bb85d46c2686e86322eec9

[CL 18477305 by Ben Marsh in ue5-main branch]
2021-12-16 13:55:22 -05:00

252 lines
7.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using AutomationTool;
using EpicGames.BuildGraph;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Xml;
using EpicGames.Core;
using UnrealBuildTool;
using UnrealBuildBase;
using Microsoft.Extensions.Logging;
namespace AutomationTool.Tasks
{
/// <summary>
/// Parameters for a copy task
/// </summary>
public class CopyTaskParameters
{
/// <summary>
/// Optional filter to be applied to the list of input files.
/// </summary>
[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.FileSpec)]
public string Files;
/// <summary>
/// The pattern(s) to copy from (for example, Engine/*.txt).
/// </summary>
[TaskParameter(ValidationType = TaskParameterValidationType.FileSpec)]
public string From;
/// <summary>
/// The directory to copy to.
/// </summary>
[TaskParameter(ValidationType = TaskParameterValidationType.FileSpec)]
public string To;
/// <summary>
/// Whether or not to overwrite existing files.
/// </summary>
[TaskParameter(Optional = true)]
public bool Overwrite = true;
/// <summary>
/// Tag to be applied to build products of this task.
/// </summary>
[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.TagList)]
public string Tag;
/// <summary>
/// Whether or not to throw an error if no files were found to copy
/// </summary>
[TaskParameter(Optional = true)]
public bool ErrorIfNotFound = false;
}
/// <summary>
/// Copies files from one directory to another.
/// </summary>
[TaskElement("Copy", typeof(CopyTaskParameters))]
public class CopyTask : BgTaskImpl
{
/// <summary>
/// Parameters for this task
/// </summary>
CopyTaskParameters Parameters;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InParameters">Parameters for this task</param>
public CopyTask(CopyTaskParameters InParameters)
{
Parameters = InParameters;
}
/// <summary>
/// Execute the task.
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="BuildProducts">Set of build products produced by this node.</param>
/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
public override async Task ExecuteAsync(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Parse all the source patterns
FilePattern SourcePattern = new FilePattern(Unreal.RootDirectory, Parameters.From);
// Parse the target pattern
FilePattern TargetPattern = new FilePattern(Unreal.RootDirectory, Parameters.To);
// Apply the filter to the source files
HashSet<FileReference> Files = null;
if (!String.IsNullOrEmpty(Parameters.Files))
{
SourcePattern = SourcePattern.AsDirectoryPattern();
Files = ResolveFilespec(SourcePattern.BaseDirectory, Parameters.Files, TagNameToFileSet);
}
// Build the file mapping
Dictionary<FileReference, FileReference> TargetFileToSourceFile = FilePattern.CreateMapping(Files, ref SourcePattern, ref TargetPattern);
// Check we got some files
if (TargetFileToSourceFile.Count == 0)
{
if (Parameters.ErrorIfNotFound)
{
CommandUtils.LogError("No files found matching '{0}'", SourcePattern);
}
else
{
CommandUtils.LogInformation("No files found matching '{0}'", SourcePattern);
}
return;
}
// Run the copy
CommandUtils.LogInformation("Copying {0} file{1} from {2} to {3}...", TargetFileToSourceFile.Count, (TargetFileToSourceFile.Count == 1) ? "" : "s", SourcePattern.BaseDirectory, TargetPattern.BaseDirectory);
await ExecuteAsync(TargetFileToSourceFile, Parameters.Overwrite);
// Update the list of build products
BuildProducts.UnionWith(TargetFileToSourceFile.Keys);
// Apply the optional output tag to them
foreach (string TagName in FindTagNamesFromList(Parameters.Tag))
{
FindOrAddTagSet(TagNameToFileSet, TagName).UnionWith(TargetFileToSourceFile.Keys);
}
}
public static Task ExecuteAsync(Dictionary<FileReference, FileReference> TargetFileToSourceFile, bool Overwrite)
{
// If we're not overwriting, remove any files where the destination file already exists.
if (!Overwrite)
{
TargetFileToSourceFile = TargetFileToSourceFile.Where(File =>
{
if (FileReference.Exists(File.Key))
{
CommandUtils.LogInformation("Not copying existing file {0}", File.Key);
return false;
}
return true;
}).ToDictionary(Pair => Pair.Key, Pair => Pair.Value);
}
// If the target is on a network share, retry creating the first directory until it succeeds
DirectoryReference FirstTargetDirectory = TargetFileToSourceFile.First().Key.Directory;
if(!DirectoryReference.Exists(FirstTargetDirectory))
{
const int MaxNumRetries = 15;
for(int NumRetries = 0;;NumRetries++)
{
try
{
DirectoryReference.CreateDirectory(FirstTargetDirectory);
if(NumRetries == 1)
{
Log.TraceInformation("Created target directory {0} after 1 retry.", FirstTargetDirectory);
}
else if(NumRetries > 1)
{
Log.TraceInformation("Created target directory {0} after {1} retries.", FirstTargetDirectory, NumRetries);
}
break;
}
catch(Exception Ex)
{
if(NumRetries == 0)
{
Log.TraceInformation("Unable to create directory '{0}' on first attempt. Retrying {1} times...", FirstTargetDirectory, MaxNumRetries);
}
Log.TraceLog(" {0}", Ex);
if(NumRetries >= 15)
{
throw new AutomationException(Ex, "Unable to create target directory '{0}' after {1} retries.", FirstTargetDirectory, NumRetries);
}
Thread.Sleep(2000);
}
}
}
// Copy them all
KeyValuePair<FileReference, FileReference>[] FilePairs = TargetFileToSourceFile.ToArray();
foreach(KeyValuePair<FileReference, FileReference> FilePair in FilePairs)
{
CommandUtils.LogLog(" {0} -> {1}", FilePair.Value, FilePair.Key);
}
CommandUtils.ThreadedCopyFiles(FilePairs.Select(x => x.Value.FullName).ToList(), FilePairs.Select(x => x.Key.FullName).ToList(), bQuiet: true, bRetry: true);
return Task.CompletedTask;
}
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public override void Write(XmlWriter Writer)
{
Write(Writer, Parameters);
}
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public override IEnumerable<string> FindConsumedTagNames()
{
foreach(string TagName in FindTagNamesFromFilespec(Parameters.Files))
{
yield return TagName;
}
}
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public override IEnumerable<string> FindProducedTagNames()
{
return FindTagNamesFromList(Parameters.Tag);
}
}
public static partial class BgStateExtensions
{
/// <summary>
/// Copy files from one location to another
/// </summary>
/// <param name="Files">The files to copy</param>
/// <param name="TargetDir"></param>
/// <param name="Overwrite">Whether or not to overwrite existing files.</param>
public static async Task<FileSet> CopyToAsync(this FileSet Files, DirectoryReference TargetDir, bool? Overwrite = null)
{
// Run the copy
Dictionary<FileReference, FileReference> TargetFileToSourceFile = Files.Flatten(TargetDir);
if (TargetFileToSourceFile.Count == 0)
{
return FileSet.Empty;
}
Log.Logger.LogInformation("Copying {NumFiles} file(s) to {TargetDir}...", TargetFileToSourceFile.Count, TargetDir);
await CopyTask.ExecuteAsync(TargetFileToSourceFile, Overwrite ?? true);
return FileSet.FromFiles(TargetFileToSourceFile.Keys.Select(x => (x.MakeRelativeTo(TargetDir), x)));
}
}
}