Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Aggregate.cs
Ben Marsh 7e81fb3f9c Reintroduce support for adding BuildGraph labels separately to aggregates. Syntax is:
<Label Category="Clients" Name="Windows" Requires="Compile UE4Client Win64" Exclude="Compile UnrealHeaderTool Win64"/>

#rb none

[CL 13765754 by Ben Marsh in ue5-main branch]
2020-06-24 19:54:03 -04:00

45 lines
985 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace AutomationTool
{
/// <summary>
/// Defines a agggregate within a graph, which give the combined status of one or more job steps, and allow building several steps at once.
/// </summary>
class Aggregate
{
/// <summary>
/// Name of this badge
/// </summary>
public readonly string Name;
/// <summary>
/// Set of nodes that must be run for this label to be shown.
/// </summary>
public HashSet<Node> RequiredNodes = new HashSet<Node>();
/// <summary>
/// Constructor
/// </summary>
/// <param name="InName">Name of this aggregate</param>
public Aggregate(string InName)
{
Name = InName;
}
/// <summary>
/// Get the name of this label
/// </summary>
/// <returns>The name of this label</returns>
public override string ToString()
{
return Name;
}
}
}