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323 lines
9.6 KiB
C#
323 lines
9.6 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using System.Net.Mail;
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using AutomationTool;
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using UnrealBuildTool;
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/// <summary>
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/// Helper command used for rebuilding a projects light maps.
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/// </summary>
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/// <remarks>
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/// Command line parameters used by this command:
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/// -project - Absolute path to a .uproject file
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/// -MapsToRebuildLightMaps - A list of '+' delimited maps we wish to build lightmaps for.
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/// -CommandletTargetName - The Target used in running the commandlet
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/// -StakeholdersEmailAddresses - Users to notify of completion
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///
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/// </remarks>
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namespace AutomationScripts.Automation
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{
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[RequireP4]
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public class RebuildLightMaps : BuildCommand
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{
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// The rebuild lighting process
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#region RebuildLightMaps Command
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public override void ExecuteBuild()
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{
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Log("********** REBUILD LIGHT MAPS COMMAND STARTED **********");
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try
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{
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var Params = new ProjectParams
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(
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Command: this,
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// Shared
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RawProjectPath: ProjectPath
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);
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// Sync and build our targets required for the commandlet to run correctly.
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P4.Sync(String.Format("{0}/...#head", P4Env.BuildRootP4));
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BuildNecessaryTargets();
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CheckOutMaps(Params);
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RunRebuildLightmapsCommandlet(Params);
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SubmitRebuiltMaps();
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}
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catch (Exception ProcessEx)
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{
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Log("********** REBUILD LIGHT MAPS COMMAND FAILED **********");
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HandleFailure(ProcessEx.Message);
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throw ProcessEx;
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}
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// The processes steps have completed successfully.
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HandleSuccess();
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Log("********** REBUILD LIGHT MAPS COMMAND COMPLETED **********");
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}
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#endregion
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// Broken down steps used to run the process.
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#region RebuildLightMaps Process Steps
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private void BuildNecessaryTargets()
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{
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Log("Running Step:- RebuildLightMaps::BuildNecessaryTargets");
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UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
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Agenda.AddTarget("ShaderCompileWorker", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
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Agenda.AddTarget("UnrealLightmass", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
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Agenda.AddTarget(CommandletTargetName, UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
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try
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{
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UE4Build Builder = new UE4Build(this);
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Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true, InForceNoXGE: false);
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UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
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}
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catch (AutomationException Ex)
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{
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LogError("Rebuild Light Maps has failed.");
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throw Ex;
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}
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}
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private void CheckOutMaps(ProjectParams Params)
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{
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Log("Running Step:- RebuildLightMaps::CheckOutMaps");
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// Setup a P4 Cl we will use to submit the new lightmaps
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WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} rebuilding lightmaps from changelist {1}", Params.ShortProjectName, P4Env.Changelist));
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Log("Working in {0}", WorkingCL);
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string AllMapsWildcardCmdline = String.Format("{0}\\...\\*.umap", Params.RawProjectPath.Directory);
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string Output = "";
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P4.P4Output(out Output, String.Format("edit -c {0} {1}", WorkingCL, AllMapsWildcardCmdline));
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// We need to ensure that any error in the output log is observed.
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// P4 is still successful if it manages to run the operation.
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if (FoundCheckOutErrorInP4Output(Output) == true)
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{
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LogError("Failed to check out every one of the project maps.");
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throw new AutomationException("Failed to check out every one of the project maps.");
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}
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}
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private void RunRebuildLightmapsCommandlet(ProjectParams Params)
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{
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Log("Running Step:- RebuildLightMaps::RunRebuildLightmapsCommandlet");
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// Find the commandlet binary
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string UE4EditorExe = HostPlatform.Current.GetUE4ExePath(Params.UE4Exe);
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if (!FileExists(UE4EditorExe))
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{
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LogError("Missing " + UE4EditorExe + " executable. Needs to be built first.");
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throw new AutomationException("Missing " + UE4EditorExe + " executable. Needs to be built first.");
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}
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// Now let's rebuild lightmaps for the project
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try
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{
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var CommandletParams = IsBuildMachine ? "-unattended -buildmachine -fileopenlog" : "-fileopenlog";
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RebuildLightMapsCommandlet(Params.RawProjectPath, Params.UE4Exe, Params.MapsToRebuildLightMaps.ToArray(), CommandletParams);
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}
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catch (Exception Ex)
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{
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// Something went wrong with the commandlet. Abandon this run, don't check in any updated files, etc.
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LogError("Rebuild Light Maps has failed.");
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throw new AutomationException(ExitCode.Error_Unknown, Ex, "RebuildLightMaps failed.");
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}
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}
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private void SubmitRebuiltMaps()
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{
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Log("Running Step:- RebuildLightMaps::SubmitRebuiltMaps");
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// Check everything in!
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if (WorkingCL != -1)
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{
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int SubmittedCL;
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P4.Submit(WorkingCL, out SubmittedCL, true, true);
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Log("New lightmaps have been submitted in changelist {0}", SubmittedCL);
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}
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}
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#endregion
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// Helper functions and procedure steps necessary for running the commandlet successfully
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#region RebuildLightMaps Helper Functions
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/**
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* Parse the P4 output for any errors that we really care about.
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* e.g. umaps and assets are exclusive checkout files, if we cant check out a map for this reason
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* then we need to stop.
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*/
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private bool FoundCheckOutErrorInP4Output(string Output)
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{
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bool bHadAnError = false;
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var Lines = Output.Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
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foreach (string Line in Lines)
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{
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// Check for log spew that matches exclusive checkout failure
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// http://answers.perforce.com/articles/KB/3114
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if (Line.Contains("can't edit exclusive file already opened"))
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{
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bHadAnError = true;
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break;
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}
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}
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return bHadAnError;
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}
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/**
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* Cleanup anything this build may leave behind and inform the user
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*/
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private void HandleFailure(String FailureMessage)
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{
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try
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{
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if (WorkingCL != -1)
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{
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P4.RevertAll(WorkingCL);
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P4.DeleteChange(WorkingCL);
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}
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SendCompletionMessage(false, FailureMessage);
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}
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catch (P4Exception P4Ex)
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{
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LogError("Failed to clean up P4 changelist: " + P4Ex.Message);
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}
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catch (Exception SendMailEx)
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{
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LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
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}
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}
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/**
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* Perform any post completion steps needed. I.e. Notify stakeholders etc.
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*/
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private void HandleSuccess()
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{
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try
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{
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SendCompletionMessage(true, "Successfully rebuilt lightmaps.");
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}
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catch (Exception SendMailEx)
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{
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LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
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}
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}
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/**
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* Notify stakeholders of the commandlet results
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*/
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void SendCompletionMessage(bool bWasSuccessful, String MessageBody)
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{
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MailMessage Message = new System.Net.Mail.MailMessage();
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Message.Priority = MailPriority.High;
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Message.From = new MailAddress("unrealbot@epicgames.com");
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foreach (String NextStakeHolder in StakeholdersEmailAddresses)
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{
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Message.To.Add(new MailAddress(NextStakeHolder));
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}
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Message.CC.Add(new MailAddress("Terence.Burns@epicgames.com"));
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Message.Subject = String.Format("Nightly lightmap rebuild ", bWasSuccessful ? "[SUCCESS]" : "[FAILED]");
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Message.Body = MessageBody;
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try
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{
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SmtpClient MailClient = new SmtpClient("smtp.epicgames.net");
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MailClient.Send(Message);
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}
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catch (Exception Ex)
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{
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LogError("Failed to send notify email to {0} ({1})", String.Join(", ", StakeholdersEmailAddresses.ToArray()), Ex.Message);
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}
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}
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#endregion
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// Member vars used in multiple steps.
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#region RebuildLightMaps Property Set-up
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// Users to notify if the process fails or succeeds.
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List<String> StakeholdersEmailAddresses
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{
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get
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{
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String UnprocessedEmailList = ParseParamValue("StakeholdersEmailAddresses");
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if (String.IsNullOrEmpty(UnprocessedEmailList) == false)
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{
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return UnprocessedEmailList.Split('+').ToList();
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}
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else
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{
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return null;
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}
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}
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}
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// The Changelist used when doing the work.
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private int WorkingCL = -1;
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// The target name of the commandlet binary we wish to build and run.
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private String CommandletTargetName
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{
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get
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{
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return ParseParamValue("CommandletTargetName", "");
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}
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}
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// Process command-line and find a project file. This is necessary for the commandlet to run successfully
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private FileReference ProjectFullPath;
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public virtual FileReference ProjectPath
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{
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get
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{
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if (ProjectFullPath == null)
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{
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var OriginalProjectName = ParseParamValue("project", "");
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var ProjectName = OriginalProjectName;
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ProjectName = ProjectName.Trim(new char[] { '\"' });
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if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
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{
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ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
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}
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else if (!FileExists_NoExceptions(ProjectName))
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{
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ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
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}
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if (FileExists_NoExceptions(ProjectName))
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{
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ProjectFullPath = new FileReference(ProjectName);
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}
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else
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{
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var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
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var GameProj = Branch.FindGame(OriginalProjectName);
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if (GameProj != null)
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{
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ProjectFullPath = GameProj.FilePath;
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}
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if (!FileExists_NoExceptions(ProjectFullPath.FullName))
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{
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throw new AutomationException("Could not find a project file {0}.", ProjectName);
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}
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}
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}
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return ProjectFullPath;
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}
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}
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#endregion
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}
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} |