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https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
87 lines
2.2 KiB
C#
87 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using UnrealBuildTool;
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namespace AutomationTool
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{
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public class LegacyNodeTemplate : BuildNodeTemplate
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{
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public GUBP Owner;
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public GUBP.GUBPNode Node;
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public LegacyNodeTemplate(GUBP InOwner, GUBP.GUBPNode InNode)
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{
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Owner = InOwner;
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Node = InNode;
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SetStandardProperties(InNode, this);
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}
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public static void SetStandardProperties(GUBP.GUBPNode Node, BuildNodeTemplate Definition)
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{
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Definition.Name = Node.GetFullName();
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Definition.AgentRequirements = Node.ECAgentString();
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Definition.AgentSharingGroup = Node.AgentSharingGroup;
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Definition.AgentMemoryRequirement = Node.AgentMemoryRequirement();
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Definition.TimeoutInMinutes = Node.TimeoutInMinutes();
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Definition.SendSuccessEmail = Node.SendSuccessEmail();
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Definition.Priority = Node.Priority();
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Definition.IsSticky = Node.IsSticky();
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Definition.InputDependencyNames = String.Join(";", Node.FullNamesOfDependencies);
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Definition.OrderDependencyNames = String.Join(";", Node.FullNamesOfPseudodependencies);
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Definition.IsTest = Node.IsTest();
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Definition.DisplayGroupName = Node.GetDisplayGroupName();
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Definition.GameNameIfAnyForFullGameAggregateNode = Node.GameNameIfAnyForFullGameAggregateNode();
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}
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public override BuildNode Instantiate()
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{
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return new LegacyNode(this);
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}
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}
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public class LegacyNode : BuildNode
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{
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GUBP Owner;
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GUBP.GUBPNode Node;
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public LegacyNode(LegacyNodeTemplate Template)
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: base(Template)
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{
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Owner = Template.Owner;
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Node = Template.Node;
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}
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public override void RetrieveBuildProducts(TempStorageNodeInfo TempStorageNodeInfo)
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{
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base.RetrieveBuildProducts(TempStorageNodeInfo);
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Node.BuildProducts = BuildProducts;
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}
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public override void DoBuild()
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{
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Node.AllDependencyBuildProducts = new List<string>();
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foreach (BuildNode InputDependency in InputDependencies)
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{
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foreach (string BuildProduct in InputDependency.BuildProducts)
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{
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Node.AddDependentBuildProduct(BuildProduct);
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}
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}
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Node.DoBuild(Owner);
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BuildProducts = Node.BuildProducts;
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}
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public override void DoFakeBuild()
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{
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Node.DoFakeBuild(Owner);
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BuildProducts = Node.BuildProducts;
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}
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}
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}
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