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* Added option to shelve the build result to the workspace of a specific user (skipping the submit) * Created a generic WorldPartitionBuilder BuildGraph command that will allow this kind of operation on any WP builder * Added a P4.UpdateChange() overload that takes a client (workspace) argument * Renamed the HLOD_Submit step to HLOD_Finalize, as it can either: gather files from multiple builders locally without submitting / submit the result / shelve the result #rb richard.malo #preflight 61376e1fd9c85a000127042c #ROBOMERGE-AUTHOR: sebastien.lussier #ROBOMERGE-SOURCE: CL 17444676 via CL 17446080 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17446098 by sebastien lussier in ue5-release-engine-test branch]
65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using AutomationTool;
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using EpicGames.Core;
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using System;
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using System.Diagnostics;
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using System.Threading;
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namespace AutomationScripts.Automation
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{
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public class WorldPartitionBuilder : BuildCommand
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{
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public override void ExecuteBuild()
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{
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string Builder = ParseRequiredStringParam("Builder");
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string CommandletArgs = ParseOptionalStringParam("CommandletArgs");
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bool bSubmit = ParseParam("Submit");
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string ShelveUser = ParseOptionalStringParam("ShelveUser");
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string ShelveWorkspace = ParseOptionalStringParam("ShelveWorkspace");
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bool bShelveResult = !String.IsNullOrEmpty(ShelveUser) && !String.IsNullOrEmpty(ShelveWorkspace);
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if (!P4Enabled && (bSubmit || bShelveResult))
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{
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LogError("P4 required to submit or shelve build results");
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return;
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}
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CommandletArgs = "-Builder=" + Builder + " " + CommandletArgs;
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if (bSubmit)
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{
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CommandletArgs += " -Submit";
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}
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string EditorExe = "UnrealEditor-Cmd.exe";
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EditorExe = AutomationTool.HostPlatform.Current.GetUE4ExePath(EditorExe);
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FileReference ProjectPath = ParseProjectParam();
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RunCommandlet(ProjectPath, EditorExe, "WorldPartitionBuilderCommandlet", CommandletArgs);
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if (bShelveResult)
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{
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LogInformation("### Shelving build results ###");
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// Create a new changelist and move all checked out files to it
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LogInformation("Creating pending changelist to shelve builder changes");
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int PendingCL = P4.CreateChange(P4Env.Client);
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P4.LogP4("", $"reopen -c {PendingCL} //...", AllowSpew: true);
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// Shelve changelist & revert changes
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LogInformation("Shelving changes...");
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P4.Shelve(PendingCL);
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LogInformation("Reverting local changes...");
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P4.Revert($"-w -c {PendingCL} //...");
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// Assign shelve to the provided user+workspace
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LogInformation($"Changing ownership of CL {PendingCL} to user {ShelveUser}, workspace {ShelveWorkspace}");
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P4.UpdateChange(PendingCL, ShelveUser, ShelveWorkspace, null, true);
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LogInformation("### Shelving completed ###");
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}
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}
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}
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} |