Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/RocketBuild.Automation.cs
Josh Adams d81e0f1653 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2945165)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2764244 on 2015/11/12 by Keith.Judge

	Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead.

Change 2936695 on 2016/04/07 by Mark.Satterthwaite

	Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4.

Change 2936701 on 2016/04/07 by Mark.Satterthwaite

	Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet.

Change 2936702 on 2016/04/07 by Mark.Satterthwaite

	Enable capsule shadows on Metal SM5 for Mac Paragon.

Change 2936704 on 2016/04/07 by Mark.Satterthwaite

	Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared...

Change 2936706 on 2016/04/07 by Mark.Satterthwaite

	Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering.

Change 2936708 on 2016/04/07 by Mark.Satterthwaite

	Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU.

Change 2936737 on 2016/04/07 by Mark.Satterthwaite

	Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels:
	- When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion.
	- Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory.

Change 2936741 on 2016/04/07 by Mark.Satterthwaite

	For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind.

Change 2936753 on 2016/04/07 by Mark.Satterthwaite

	Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads.

Change 2936758 on 2016/04/07 by Mark.Satterthwaite

	Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD...

Change 2936762 on 2016/04/07 by Mark.Satterthwaite

	Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend.

Change 2936765 on 2016/04/07 by Mark.Satterthwaite

	Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data.

Change 2936767 on 2016/04/07 by Mark.Satterthwaite

	Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves.

Change 2936773 on 2016/04/07 by Mark.Satterthwaite

	Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems.

Change 2936777 on 2016/04/07 by Mark.Satterthwaite

	In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted.

Change 2936788 on 2016/04/07 by Daniel.Lamb

	PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist)

Change 2936799 on 2016/04/07 by Mark.Satterthwaite

	Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled.

Change 2936923 on 2016/04/07 by Peter.Sauerbrei

	add exception when trying to access an ini section which we don't cache

Change 2937839 on 2016/04/08 by Lee.Clark

	PS4 - BC6H and BC7 support

	#jira OR-14804

Change 2937841 on 2016/04/08 by Lee.Clark

	Fix media player not opening the same file that has just been closed.

Change 2937843 on 2016/04/08 by Lee.Clark

	PS4 - Fix Media player seek and duration

Change 2938272 on 2016/04/08 by Mark.Satterthwaite

	Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations  since Private memory is much more common than Managed.

Change 2938471 on 2016/04/08 by Nick.Shin

	load/save with "negative char size value" fixed

	two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)...

	C++ function shows these signatures:
	    \Engine\Source\Runtime\Engine\Public\SaveGameSystem.h
	    FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>);
	    FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>);

	javascript version was using signed operators...

	answerhub 386719 - broken load/save

Change 2938546 on 2016/04/08 by Nick.Shin

	upgrading zlib, openssl, libcurl & libwebsockets
	(part 1, for libwebsockets -- engine changes will be in part 2)

	and writting down all of the build instructions into a single script file

	future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one...

	#jira UEPLAT-1246 - Update libWebsockets
	#jira UEPLAT-1221 - update websocket library
	#jira UEPLAT-1223 - Arrange testing for 'update websocket library'
	#jira UEPLAT-1203 - Add Linux library for libwebsockets
	#jira UEPLAT-1204 - Rebuild libwebsockets with SSL

Change 2939402 on 2016/04/11 by Mark.Satterthwaite

	No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X.

Change 2939526 on 2016/04/11 by Daniel.Lamb

	Don't mark content as modified when garbage collecting.
	#PR2249
	#2249

Change 2940094 on 2016/04/11 by Michael.Trepka

	Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312

	#codereview Mark.Satterthwaite

Change 2940540 on 2016/04/12 by Jeff.Campeau

	Hardware decompress support for Xbox One.

Change 2940793 on 2016/04/12 by Lee.Clark

	PS4 - Fix file handle leaks

	#codereview Marcus.Wassmer

Change 2940903 on 2016/04/12 by Keith.Judge

	Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers).
	Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource.
	Moved associated deferred deletion logic out of FD3D11DynamicBuffer.

	Attempted fix for UE-28758, but doesn't actually fix it. :(

Change 2940959 on 2016/04/12 by Michael.Trepka

	Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac

	#codereview Ben.Marsh

Change 2940961 on 2016/04/12 by Michael.Trepka

	Updated GitHub readme for Mac with instructions for building ShaderCompileWorker

	#codereview Ben.Marsh

Change 2941010 on 2016/04/12 by Daniel.Lamb

	Added xboxone.projectsettings to the ini processer in UAT.
	#codereview Peter.Sauerbrei
	#jira UE-29344

Change 2941671 on 2016/04/12 by Jeff.Campeau

	March 2016 XDK update

Change 2941998 on 2016/04/13 by Mark.Satterthwaite

	In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime.

Change 2942008 on 2016/04/13 by Keith.Judge

	Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer.

	#jira UE-28758

Change 2942046 on 2016/04/13 by Lee.Clark

	Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015)

Change 2942095 on 2016/04/13 by Mark.Satterthwaite

	MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back.

Change 2942383 on 2016/04/13 by Mark.Satterthwaite

	When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access.

Change 2942419 on 2016/04/13 by Michael.Trepka

	Enabled IPv6 on iOS and Mac

	#jira UEPLAT-1168

Change 2942472 on 2016/04/13 by Daniel.Lamb

	Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing.
	#codereview Peter.Sauerbrei

Change 2942829 on 2016/04/13 by Nick.Shin

	removing unused emscripten - ThirdParty folder

	the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy

	tested with full rebuild, full cook, packaging and running QAGame

Change 2943110 on 2016/04/13 by Chris.Babcock

	Fix Oculus mobile binaries filtered (include the jars)
	#jira ue-29080
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943111 on 2016/04/13 by Chris.Babcock

	Fix GearVR plugin jar copy logic
	#jira UE-29108
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943579 on 2016/04/14 by Peter.Sauerbrei

	enable tvOS in the binary build

Change 2943587 on 2016/04/14 by Peter.Sauerbrei

	creation of xcode archives when using the archive command with iOS

Change 2943619 on 2016/04/14 by Mark.Satterthwaite

	Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve.

Change 2943869 on 2016/04/14 by Daniel.Lamb

	Turned duplicate stage of files into warning.
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams
	#jira UE-29487

Change 2943901 on 2016/04/14 by Keith.Judge

	Xbox One - Fix start up crash.

	#lockdown Josh.Adams

Change 2943981 on 2016/04/14 by Mark.Satterthwaite

	Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported.
	#jira UE-29492
	#lockdown josh.adams

Change 2944080 on 2016/04/14 by Peter.Sauerbrei

	temporarily remove code which removes passwords in ini files which reside in the pak file
	multiple defaultengine.ini files were being copied over one another
	#lockdown josh.adams

Change 2944249 on 2016/04/14 by Peter.Sauerbrei

	fix for writing out DefaulEngine.ini when deprecated items are not changed
	#codereview zabir.hoque
	#lockdown josh.adams

Change 2944454 on 2016/04/14 by Peter.Sauerbrei

	fix for incorrect archive directory and missing IPA
	#jira UE-29509
	#lockdown josh.adams

Change 2944834 on 2016/04/15 by Peter.Sauerbrei

	fix for crash on some iOS device due to resources being freed while still in use by the GPU
	#jira UE-29517
	#lockdown josh.adams

Change 2944915 on 2016/04/15 by Peter.Sauerbrei

	fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet
	#lockdown josh.adams

Change 2945164 on 2016/04/15 by Josh.Adams

	- Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs
	#lockdown nick.penwarden
	#codereview jeff.campeau

#lockdown nick.penwarden

[CL 2945174 by Josh Adams in Main branch]
2016-04-15 10:04:09 -04:00

1557 lines
62 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
namespace Rocket
{
public class RocketBuild : GUBP.GUBPNodeAdder
{
static readonly string[] CurrentTemplates =
{
"FP_FirstPerson",
"FP_FirstPersonBP",
"TP_FirstPerson",
"TP_FirstPersonBP",
"TP_Flying",
"TP_FlyingBP",
"TP_Rolling",
"TP_RollingBP",
"TP_SideScroller",
"TP_SideScrollerBP",
"TP_ThirdPerson",
"TP_ThirdPersonBP",
"TP_TopDown",
"TP_TopDownBP",
"TP_TwinStick",
"TP_TwinStickBP",
"TP_Vehicle",
"TP_VehicleBP",
"TP_Puzzle",
"TP_PuzzleBP",
"TP_2DSideScroller",
"TP_2DSideScrollerBP",
"TP_VehicleAdv",
"TP_VehicleAdvBP",
};
static readonly string[] CurrentFeaturePacks =
{
"FP_FirstPerson",
"FP_FirstPersonBP",
"TP_Flying",
"TP_FlyingBP",
"TP_Rolling",
"TP_RollingBP",
"TP_SideScroller",
"TP_SideScrollerBP",
"TP_ThirdPerson",
"TP_ThirdPersonBP",
"TP_TopDown",
"TP_TopDownBP",
"TP_TwinStick",
"TP_TwinStickBP",
"TP_Vehicle",
"TP_VehicleBP",
"TP_Puzzle",
"TP_PuzzleBP",
"TP_2DSideScroller",
"TP_2DSideScrollerBP",
"TP_VehicleAdv",
"TP_VehicleAdvBP",
"StarterContent",
"MobileStarterContent",
};
public RocketBuild()
{
}
public override void AddNodes(GUBP bp, GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ActivePlatforms)
{
if (!BranchConfig.BranchOptions.bNoInstalledEngine)
{
// Add the aggregate for making a rocket build
if(WaitToMakeRocketBuild.ShouldAddTrigger(BranchConfig) && !BranchConfig.HasNode(WaitToMakeRocketBuild.StaticGetFullName()))
{
BranchConfig.AddNode(new WaitToMakeRocketBuild(BranchConfig));
}
// Find all the target platforms for this host platform.
List<UnrealTargetPlatform> TargetPlatforms = GetTargetPlatforms(bp, HostPlatform);
// Remove any target platforms that aren't available
TargetPlatforms.RemoveAll(x => !IsTargetPlatformAvailable(BranchConfig, HostPlatform, x));
// Get the temp directory for stripped files for this host
string StrippedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString()));
// Get the temp directory for signed files for this host
string SignedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", "Signed", HostPlatform.ToString()));
// Strip the host platform
if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
BranchConfig.AddNode(new StripRocketToolsNode(BranchConfig, HostPlatform, StrippedDir));
BranchConfig.AddNode(new StripRocketEditorNode(BranchConfig, HostPlatform, StrippedDir));
}
BranchConfig.AddNode(new SignRocketToolsNode(BranchConfig, HostPlatform, SignedDir));
BranchConfig.AddNode(new SignRocketEditorNode(BranchConfig, HostPlatform, SignedDir));
// Strip all the target platforms that are built on this host
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
BranchConfig.AddNode(new StripRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, StrippedDir));
}
if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && SignRocketNode.IsRequiredForPlatform(TargetPlatform))
{
BranchConfig.AddNode(new SignRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, SignedDir));
}
}
// Build the DDC
BranchConfig.AddNode(new BuildDerivedDataCacheNode(BranchConfig, HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));
// Generate a list of files that needs to be copied for each target platform
BranchConfig.AddNode(new FilterRocketNode(BranchConfig, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));
// Copy the install to the output directory
string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
BranchConfig.AddNode(new GatherRocketNode(BranchConfig, HostPlatform, TargetPlatforms, LocalOutputDir));
// Add a node for GitHub promotions
if(HostPlatform == UnrealTargetPlatform.Win64 && !BranchConfig.JobInfo.IsPreflight)
{
string GitConfigRelativePath = "Engine/Build/Git/UnrealBot.ini";
if(CommandUtils.FileExists(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GitConfigRelativePath)))
{
string BranchName = null;
if (BranchConfig.BranchName == "//UE4/Main")
{
BranchName = "Main";
}
else if (BranchConfig.BranchName.StartsWith("//UE4/Release-4."))
{
int MinorVersion;
if(int.TryParse(BranchConfig.BranchName.Substring(BranchConfig.BranchName.IndexOf('.') + 1), out MinorVersion))
{
BranchName = "4." + MinorVersion.ToString();
}
}
if (BranchName != null)
{
BranchConfig.AddNode(new RunGithubPromotion(HostPlatform, BranchConfig.HostPlatforms, BranchName, CommandUtils.P4Env.Changelist));
}
}
}
// Get the output directory for the build zips
string PublishedEngineDir;
if (ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
}
else
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
}
// Publish the install to the network
BranchConfig.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
BranchConfig.AddNode(new PublishRocketSymbolsNode(BranchConfig, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));
}
}
public static string GetBuildLabel()
{
return FEngineVersionSupport.FromVersionFile(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, @"Engine\Source\Runtime\Launch\Resources\Version.h")).ToString();
}
public static bool IsTargetPlatformAvailable(GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
UnrealTargetPlatform SourceHostPlatform = GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = IsCodeTargetPlatform(HostPlatform, TargetPlatform);
if(!BranchConfig.HasNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, false, bIsCodeTargetPlatform)))
{
return false;
}
return true;
}
public static List<UnrealTargetPlatform> GetTargetPlatforms(BuildCommand Command, UnrealTargetPlatform HostPlatform)
{
List<UnrealTargetPlatform> TargetPlatforms = new List<UnrealTargetPlatform>();
if(!Command.ParseParam("NoTargetPlatforms"))
{
// Always support the host platform
TargetPlatforms.Add(HostPlatform);
// Add other target platforms for each host platform
if(HostPlatform == UnrealTargetPlatform.Win64)
{
TargetPlatforms.Add(UnrealTargetPlatform.Win32);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.Android);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.IOS);
}
if (HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac)
{
TargetPlatforms.Add(UnrealTargetPlatform.TVOS);
}
if (HostPlatform == UnrealTargetPlatform.Win64)
{
TargetPlatforms.Add(UnrealTargetPlatform.Linux);
}
if(HostPlatform == UnrealTargetPlatform.Win64 || HostPlatform == UnrealTargetPlatform.Mac )
{
TargetPlatforms.Add(UnrealTargetPlatform.HTML5);
}
// Remove any platforms that aren't enabled on the command line
string TargetPlatformFilter = Command.ParseParamValue("TargetPlatforms", null);
if(TargetPlatformFilter != null)
{
List<UnrealTargetPlatform> NewTargetPlatforms = new List<UnrealTargetPlatform>();
foreach (string TargetPlatformName in TargetPlatformFilter.Split(new char[]{ '+' }, StringSplitOptions.RemoveEmptyEntries))
{
UnrealTargetPlatform TargetPlatform;
if(!Enum.TryParse(TargetPlatformName, out TargetPlatform))
{
throw new AutomationException("Unknown target platform '{0}' specified on command line");
}
else if(TargetPlatforms.Contains(TargetPlatform))
{
NewTargetPlatforms.Add(TargetPlatform);
}
}
TargetPlatforms = NewTargetPlatforms;
}
}
return TargetPlatforms;
}
public static string GetCookPlatforms(UnrealTargetPlatform HostPlatform, IEnumerable<UnrealTargetPlatform> TargetPlatforms)
{
// Always include the editor platform for cooking
List<string> CookPlatforms = new List<string>();
CookPlatforms.Add(Platform.Platforms[HostPlatform].GetEditorCookPlatform());
// Add all the target platforms
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(TargetPlatform == UnrealTargetPlatform.Android)
{
CookPlatforms.Add(Platform.Platforms[TargetPlatform].GetCookPlatform(false, false, "ATC"));
}
else
{
CookPlatforms.Add(Platform.Platforms[TargetPlatform].GetCookPlatform(false, false, ""));
}
}
return CommandUtils.CombineCommandletParams(CookPlatforms.Distinct().ToArray());
}
public static bool ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(GUBP.GUBPBranchConfig BranchConfig)
{
return CommandUtils.P4Enabled && CommandUtils.AllowSubmit && !BranchConfig.JobInfo.IsPreflight; // we don't do serious things in a preflight
}
public static UnrealTargetPlatform GetSourceHostPlatform(List<UnrealTargetPlatform> HostPlatforms, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
if (TargetPlatform == UnrealTargetPlatform.HTML5 && HostPlatform == UnrealTargetPlatform.Mac && HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
return UnrealTargetPlatform.Win64;
}
if (TargetPlatform == UnrealTargetPlatform.Android && HostPlatform == UnrealTargetPlatform.Mac && HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
return UnrealTargetPlatform.Win64;
}
if(TargetPlatform == UnrealTargetPlatform.IOS && HostPlatform == UnrealTargetPlatform.Win64 && HostPlatforms.Contains(UnrealTargetPlatform.Mac))
{
return UnrealTargetPlatform.Mac;
}
if (TargetPlatform == UnrealTargetPlatform.TVOS && HostPlatform == UnrealTargetPlatform.Win64 && HostPlatforms.Contains(UnrealTargetPlatform.Mac))
{
return UnrealTargetPlatform.Mac;
}
return HostPlatform;
}
public static bool IsCodeTargetPlatform(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
{
if(TargetPlatform == UnrealTargetPlatform.Linux)
{
return false;
}
if(HostPlatform == UnrealTargetPlatform.Win64 && TargetPlatform == UnrealTargetPlatform.IOS)
{
return false;
}
if (HostPlatform == UnrealTargetPlatform.Win64 && TargetPlatform == UnrealTargetPlatform.TVOS)
{
return false;
}
return true;
}
}
public class WaitToMakeRocketBuild : GUBP.WaitForUserInput
{
public WaitToMakeRocketBuild(GUBP.GUBPBranchConfig BranchConfig)
{
foreach(UnrealTargetPlatform HostPlatform in BranchConfig.HostPlatforms)
{
AddPseudodependency(FilterRocketNode.StaticGetFullName(HostPlatform));
AddPseudodependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if(BuildPatchTool.Rules != null)
{
AddPseudodependency(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
}
}
}
public static bool ShouldAddTrigger(GUBP.GUBPBranchConfig BranchConfig)
{
return !BranchConfig.BranchName.StartsWith("//UE4/Release-");
}
public static string StaticGetFullName()
{
return "WaitToMakeRocketBuild";
}
public override string GetFullName()
{
return StaticGetFullName();
}
public override string GetTriggerDescText()
{
return "Ready to make Rocket build";
}
public override string GetTriggerActionText()
{
return "Make Rocket build";
}
}
public class RunGithubPromotion : GUBP.HostPlatformNode
{
string BranchName;
int Changelist;
public RunGithubPromotion(UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ForHostPlatforms, string InBranchName, int InChangelist) : base(HostPlatform)
{
BranchName = InBranchName;
Changelist = InChangelist;
foreach(UnrealTargetPlatform ForHostPlatform in ForHostPlatforms)
{
AddPseudodependency(GUBP.RootEditorNode.StaticGetFullName(ForHostPlatform));
AddPseudodependency(GUBP.ToolsNode.StaticGetFullName(ForHostPlatform));
AddPseudodependency(GUBP.InternalToolsNode.StaticGetFullName(ForHostPlatform));
}
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "RunGithubPromotion" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return 6;
}
public override void DoBuild(GUBP bp)
{
// Label everything in the branch at this changelist
if(CommandUtils.IsBuildMachine)
{
CommandUtils.Run("ectool.exe", String.Format("runProcedure GitHub --procedureName \"Run Promotion\" --actualParameter \"Branch={0}\" --actualParameter \"CL={1}\"", BranchName, Changelist), Options: CommandUtils.ERunOptions.None);
}
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public abstract class StripRocketNode : GUBP.HostPlatformNode
{
public GUBP.GUBPBranchConfig BranchConfig;
public UnrealTargetPlatform TargetPlatform;
public string StrippedDir;
public List<string> NodesToStrip = new List<string>();
public StripRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InStrippedDir) : base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatform = InTargetPlatform;
StrippedDir = InStrippedDir;
}
public override string[] GetAgentTypes()
{
return new string[]{ "Compile" + HostPlatform.ToString(), HostPlatform.ToString() };
}
public override abstract string GetFullName();
public void AddNodeToStrip(string NodeName)
{
NodesToStrip.Add(NodeName);
AddDependency(NodeName);
}
public static bool IsRequiredForPlatform(UnrealTargetPlatform Platform)
{
return Platform != UnrealTargetPlatform.HTML5;
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot);
string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini");
// Read the filter for files on this platform
FileFilter StripFilter = new FileFilter();
StripFilter.ReadRulesFromFile(RulesFileName, "StripSymbols." + TargetPlatform.ToString(), HostPlatform.ToString());
// Apply the filter to the build products
List<string> SourcePaths = new List<string>();
List<string> TargetPaths = new List<string>();
foreach(string NodeToStrip in NodesToStrip)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToStrip);
foreach(string DependencyBuildProduct in Node.BuildProducts)
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir);
if(StripFilter.Matches(RelativePath))
{
SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath));
TargetPaths.Add(CommandUtils.CombinePaths(StrippedDir, RelativePath));
}
}
}
// Strip the files and add them to the build products
StripSymbols(TargetPlatform, SourcePaths.ToArray(), TargetPaths.ToArray());
BuildProducts.AddRange(TargetPaths);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public static void StripSymbols(UnrealTargetPlatform TargetPlatform, string[] SourceFileNames, string[] TargetFileNames)
{
UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(TargetPlatform);
UEToolChain ToolChain = Platform.CreateContext(null).CreateToolChainForDefaultCppPlatform();
for (int Idx = 0; Idx < SourceFileNames.Length; Idx++)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(TargetFileNames[Idx]));
CommandUtils.Log("Stripping symbols: {0} -> {1}", SourceFileNames[Idx], TargetFileNames[Idx]);
ToolChain.StripSymbols(SourceFileNames[Idx], TargetFileNames[Idx]);
}
}
}
public class StripRocketToolsNode : StripRocketNode
{
public StripRocketToolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InStrippedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InStrippedDir)
{
AddNodeToStrip(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddNodeToStrip(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddNodeToStrip(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
AgentSharingGroup = "ToolsGroup" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Strip" + GUBP.ToolsNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class StripRocketEditorNode : StripRocketNode
{
public StripRocketEditorNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InStrippedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InStrippedDir)
{
AddNodeToStrip(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "Editor" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override float Priority()
{
return 1000000.0f;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Strip" + GUBP.RootEditorNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class StripRocketMonolithicsNode : StripRocketNode
{
BranchInfo.BranchUProject Project;
bool bIsCodeTargetPlatform;
public StripRocketMonolithicsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InStrippedDir) : base(InBranchConfig, InHostPlatform, InTargetPlatform, InStrippedDir)
{
Project = InBranchConfig.Branch.BaseEngineProject;
bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(InHostPlatform, InTargetPlatform);
GUBP.GUBPNode Node = InBranchConfig.FindNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, Project, InTargetPlatform, Precompiled: bIsCodeTargetPlatform));
if(String.IsNullOrEmpty(Node.AgentSharingGroup))
{
Node.AgentSharingGroup = BranchConfig.Branch.BaseEngineProject.GameName + "_MonolithicsGroup_" + InTargetPlatform + StaticGetHostPlatformSuffix(InHostPlatform);
}
AddNodeToStrip(Node.GetFullName());
AgentSharingGroup = Node.AgentSharingGroup;
}
public override float Priority()
{
return 1000000.0f;
}
public override string GetDisplayGroupName()
{
return Project.GameName + "_Monolithics" + (bIsCodeTargetPlatform? "_Precompiled" : "");
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InProject, UnrealTargetPlatform InTargetPlatform, bool bIsCodeTargetPlatform)
{
string Name = InProject.GameName + "_" + InTargetPlatform + "_Mono";
if(bIsCodeTargetPlatform)
{
Name += "_Precompiled";
}
return Name + "_Strip" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform, Project, TargetPlatform, bIsCodeTargetPlatform);
}
}
public abstract class SignRocketNode : GUBP.HostPlatformNode
{
public GUBP.GUBPBranchConfig BranchConfig;
public UnrealTargetPlatform TargetPlatform;
public string SignedDir;
public List<string> NodesToSign = new List<string>();
public SignRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InSignedDir)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatform = InTargetPlatform;
SignedDir = InSignedDir;
}
public override string[] GetAgentTypes()
{
return new string[]{ "Compile" + HostPlatform.ToString(), HostPlatform.ToString() };
}
public override abstract string GetFullName();
public void AddNodeToSign(string NodeName)
{
NodesToSign.Add(NodeName);
AddDependency(NodeName);
}
public static bool IsRequiredForPlatform(UnrealTargetPlatform Platform)
{
return Platform == UnrealTargetPlatform.Mac || Platform == UnrealTargetPlatform.Win64 || Platform == UnrealTargetPlatform.Win32;
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
string InputDir = Path.GetFullPath(CommandUtils.CmdEnv.LocalRoot);
// Read the filter for files on this platform
FileFilter SignFilter = new FileFilter();
if (HostPlatform == UnrealTargetPlatform.Mac)
{
SignFilter.AddRule("*.dylib");
SignFilter.AddRule("*.app");
}
else
{
SignFilter.AddRule("*.exe");
SignFilter.AddRule("*.dll");
}
// Apply the filter to the build products
List<string> SourcePaths = new List<string>();
List<string> TargetPaths = new List<string>();
foreach (string NodeToSign in NodesToSign)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeToSign);
foreach (string DependencyBuildProduct in Node.BuildProducts)
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(DependencyBuildProduct), InputDir);
if (SignFilter.Matches(RelativePath))
{
SourcePaths.Add(CommandUtils.CombinePaths(InputDir, RelativePath));
TargetPaths.Add(CommandUtils.CombinePaths(SignedDir, RelativePath));
}
}
}
// Strip the files and add them to the build products
SignFiles(bp, SourcePaths.ToArray(), TargetPaths.ToArray());
BuildProducts.AddRange(TargetPaths);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public void SignFiles(GUBP bp, string[] SourceFileNames, string[] TargetFileNames)
{
// copy the files from source to target
for (int Idx = 0; Idx < SourceFileNames.Length; Idx++)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(TargetFileNames[Idx]));
CommandUtils.Log("Signing code: {0} -> {1}", SourceFileNames[Idx], TargetFileNames[Idx]);
CommandUtils.CopyFile(SourceFileNames[Idx], TargetFileNames[Idx]);
}
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(bp, TargetFileNames.ToList());
}
}
public class SignRocketToolsNode : SignRocketNode
{
public SignRocketToolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InSignedDir)
{
AddNodeToSign(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddNodeToSign(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddNodeToSign(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "ToolsGroup" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Sign" + GUBP.ToolsNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class SignRocketEditorNode : SignRocketNode
{
public SignRocketEditorNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InHostPlatform, InSignedDir)
{
AddNodeToSign(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "Editor" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override float Priority()
{
return 1000000.0f;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "Sign" + GUBP.RootEditorNode.StaticGetFullName(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
}
public class SignRocketMonolithicsNode : SignRocketNode
{
BranchInfo.BranchUProject Project;
bool bIsCodeTargetPlatform;
public SignRocketMonolithicsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, UnrealTargetPlatform InTargetPlatform, string InSignedDir)
: base(InBranchConfig, InHostPlatform, InTargetPlatform, InSignedDir)
{
Project = InBranchConfig.Branch.BaseEngineProject;
bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(InHostPlatform, InTargetPlatform);
GUBP.GUBPNode Node = InBranchConfig.FindNode(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, Project, InTargetPlatform, Precompiled: bIsCodeTargetPlatform));
if (String.IsNullOrEmpty(Node.AgentSharingGroup))
{
Node.AgentSharingGroup = BranchConfig.Branch.BaseEngineProject.GameName + "_MonolithicsGroup_" + InTargetPlatform + StaticGetHostPlatformSuffix(InHostPlatform);
}
AddNodeToSign(Node.GetFullName());
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform));
AddDependency(StripNode);
AgentSharingGroup = Node.AgentSharingGroup;
}
public override float Priority()
{
return 1000000.0f;
}
public override string GetDisplayGroupName()
{
return Project.GameName + "_Monolithics" + (bIsCodeTargetPlatform ? "_Precompiled" : "");
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InProject, UnrealTargetPlatform InTargetPlatform, bool bIsCodeTargetPlatform)
{
string Name = InProject.GameName + "_" + InTargetPlatform + "_Mono";
if (bIsCodeTargetPlatform)
{
Name += "_Precompiled";
}
return Name + "_Sign" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform, Project, TargetPlatform, bIsCodeTargetPlatform);
}
}
public class FilterRocketNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
List<UnrealTargetPlatform> SourceHostPlatforms;
List<UnrealTargetPlatform> TargetPlatforms;
string[] CurrentFeaturePacks;
string[] CurrentTemplates;
public readonly string DepotManifestPath;
public Dictionary<string, string> StrippedNodeManifestPaths = new Dictionary<string, string>();
public Dictionary<string, string> SignedNodeManifestPaths = new Dictionary<string, string>();
public FilterRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InTargetPlatforms, string[] InCurrentFeaturePacks, string[] InCurrentTemplates)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = new List<UnrealTargetPlatform>(InTargetPlatforms);
CurrentFeaturePacks = InCurrentFeaturePacks;
CurrentTemplates = InCurrentTemplates;
DepotManifestPath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString(), "Filter.txt");
// Add the editor
AddDependency(GUBP.VersionFilesNode.StaticGetFullName());
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
if (BuildPatchTool.Rules == null)
{
throw new AutomationException("Could not find program BuildPatchTool.");
}
AddDependency(GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool));
// Add all the monolithic builds from their appropriate source host platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
// Also add stripped symbols for all the target platforms that require it
List<string> StrippedNodeNames = new List<string>();
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(StripNode);
StrippedNodeNames.Add(StripNode);
}
}
// Also add signed node for all the target platforms that require it
List<string> SignedNodeNames = new List<string>();
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (SignRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string SignNode = SignRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(SignNode);
SignedNodeNames.Add(SignNode);
}
}
// Add win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && BranchConfig.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddDependency(GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64));
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64));
}
// Add all the feature packs
AddDependency(GUBP.MakeFeaturePacksNode.StaticGetFullName(GUBP.MakeFeaturePacksNode.GetDefaultBuildPlatform(BranchConfig.HostPlatforms)));
// Find all the host platforms we need
SourceHostPlatforms = TargetPlatforms.Select(x => RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, x)).Distinct().ToList();
if(!SourceHostPlatforms.Contains(HostPlatform))
{
SourceHostPlatforms.Add(HostPlatform);
}
// Add the stripped host platforms
if(StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Add the signed host platforms
if (SignRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(SignRocketToolsNode.StaticGetFullName(HostPlatform));
SignedNodeNames.Add(SignRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(SignRocketEditorNode.StaticGetFullName(HostPlatform));
SignedNodeNames.Add(SignRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Set all the stripped manifest paths
foreach(string StrippedNodeName in StrippedNodeNames)
{
StrippedNodeManifestPaths.Add(StrippedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + StrippedNodeName + ".txt"));
}
// Set all the signed manifest paths
foreach (string SignedNodeName in SignedNodeNames)
{
SignedNodeManifestPaths.Add(SignedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + SignedNodeName + ".txt"));
}
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return base.CISFrequencyQuantumShift(BranchConfig) + 2;
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "FilterRocket" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
BuildProducts = new List<string>();
FileFilter Filter = new FileFilter();
// Include all the editor products
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.RootEditorNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsNode.StaticGetFullName(HostPlatform), FileFilterType.Include);
SingleTargetProperties BuildPatchTool = BranchConfig.Branch.FindProgram("BuildPatchTool");
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.SingleInternalToolsNode.StaticGetFullName(HostPlatform, BuildPatchTool), FileFilterType.Include);
// Include win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && BranchConfig.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64), FileFilterType.Include);
}
// Include the editor headers
UnzipAndAddRuleForHeaders(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), Filter, FileFilterType.Include);
// Include the build dependencies for every code platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
string FileListPath = GUBP.GamePlatformMonolithicsNode.StaticGetBuildDependenciesPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform);
Filter.AddRuleForFiles(UnrealBuildTool.Utils.ReadClass<UnrealBuildTool.ExternalFileList>(FileListPath).FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
UnzipAndAddRuleForHeaders(GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform), Filter, FileFilterType.Include);
}
}
// Add the monolithic binaries
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddRuleForBuildProducts(Filter, BranchConfig, GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform), FileFilterType.Include);
}
// Include the feature packs
foreach(string CurrentFeaturePack in CurrentFeaturePacks)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(CurrentFeaturePack);
Filter.AddRuleForFile(GUBP.MakeFeaturePacksNode.GetOutputFile(Project), CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
}
// Include all the templates
foreach (string Template in CurrentTemplates)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(Template);
Filter.Include("/" + Utils.StripBaseDirectory(Path.GetDirectoryName(Project.FilePath.FullName), CommandUtils.CmdEnv.LocalRoot).Replace('\\', '/') + "/...");
}
// Include all the standard rules
string RulesFileName = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini");
Filter.ReadRulesFromFile(RulesFileName, "CopyEditor", HostPlatform.ToString());
Filter.ReadRulesFromFile(RulesFileName, "CopyTargetPlatforms", HostPlatform.ToString());
// Custom rules for each target platform
foreach(UnrealTargetPlatform TargetPlaform in TargetPlatforms)
{
string SectionName = String.Format("CopyTargetPlatform.{0}", TargetPlaform.ToString());
Filter.ReadRulesFromFile(RulesFileName, SectionName, HostPlatform.ToString());
}
// Add the final exclusions for legal reasons.
Filter.ExcludeConfidentialPlatforms();
Filter.ExcludeConfidentialFolders();
// Run the filter on the stripped symbols, and remove those files from the copy filter
List<string> AllStrippedFiles = new List<string>();
foreach(KeyValuePair<string, string> StrippedNodeManifestPath in StrippedNodeManifestPaths)
{
List<string> StrippedFiles = new List<string>();
StripRocketNode StripNode = (StripRocketNode)BranchConfig.FindNode(StrippedNodeManifestPath.Key);
foreach(string BuildProduct in StripNode.BuildProducts)
{
if(Utils.IsFileUnderDirectory(BuildProduct, StripNode.StrippedDir))
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), StripNode.StrippedDir);
if(Filter.Matches(RelativePath))
{
StrippedFiles.Add(RelativePath);
AllStrippedFiles.Add(RelativePath);
Filter.Exclude("/" + RelativePath);
}
}
}
WriteManifest(StrippedNodeManifestPath.Value, StrippedFiles);
BuildProducts.Add(StrippedNodeManifestPath.Value);
}
// Run the filter on the signed code, and remove those files from the copy filter
List<string> AllSignedFiles = new List<string>();
foreach (KeyValuePair<string, string> SignedNodeManifestPath in SignedNodeManifestPaths)
{
List<string> SignedFiles = new List<string>();
SignRocketNode SignNode = (SignRocketNode)BranchConfig.FindNode(SignedNodeManifestPath.Key);
foreach (string BuildProduct in SignNode.BuildProducts)
{
if (Utils.IsFileUnderDirectory(BuildProduct, SignNode.SignedDir))
{
string RelativePath = CommandUtils.StripBaseDirectory(Path.GetFullPath(BuildProduct), SignNode.SignedDir);
if (Filter.Matches(RelativePath))
{
SignedFiles.Add(RelativePath);
AllSignedFiles.Add(RelativePath);
Filter.Exclude("/" + RelativePath);
}
}
}
WriteManifest(SignedNodeManifestPath.Value, SignedFiles);
BuildProducts.Add(SignedNodeManifestPath.Value);
}
// Write the filtered list of depot files to disk, removing any symlinks
List<string> DepotFiles = Filter.ApplyToDirectory(CommandUtils.CmdEnv.LocalRoot, true);
WriteManifest(DepotManifestPath, DepotFiles);
BuildProducts.Add(DepotManifestPath);
// Sort the list of output files
SortedDictionary<string, bool> SortedFiles = new SortedDictionary<string,bool>(StringComparer.InvariantCultureIgnoreCase);
foreach(string DepotFile in DepotFiles)
{
SortedFiles.Add(DepotFile, false);
}
foreach(string StrippedFile in AllStrippedFiles)
{
SortedFiles.Add(StrippedFile, true);
}
// Write the list to the log
CommandUtils.Log("Files to be included in Rocket build:");
foreach(KeyValuePair<string, bool> SortedFile in SortedFiles)
{
CommandUtils.Log(" {0}{1}", SortedFile.Key, SortedFile.Value ? " (stripped)" : "");
}
}
static void AddRuleForBuildProducts(FileFilter Filter, GUBP.GUBPBranchConfig BranchConfig, string NodeName, FileFilterType Type)
{
GUBP.GUBPNode Node = BranchConfig.FindNode(NodeName);
if(Node == null)
{
throw new AutomationException("Couldn't find node '{0}'", NodeName);
}
Filter.AddRuleForFiles(Node.BuildProducts, CommandUtils.CmdEnv.LocalRoot, Type);
AddRuleForRuntimeDependencies(Filter, Node.BuildProducts, Type);
}
/**
* Searches for receipts in a list of build products so that any Runtime Dependencies can be added from them
*/
public static void AddRuleForRuntimeDependencies(FileFilter Filter, List<string> BuildProducts, FileFilterType Type)
{
HashSet<string> RuntimeDependencyPaths = new HashSet<string>();
string EnginePath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine");
// Search for receipts in the Build Products
foreach (string BuildProduct in BuildProducts)
{
if (BuildProduct.EndsWith(".target"))
{
// Read the receipt
TargetReceipt Receipt;
if (!TargetReceipt.TryRead(BuildProduct, out Receipt))
{
//throw new AutomationException("Missing or invalid target receipt ({0})", BuildProduct);
continue;
}
// Convert the paths to absolute
Receipt.ExpandPathVariables(new DirectoryReference(EnginePath), new DirectoryReference(EnginePath));
foreach (var RuntimeDependency in Receipt.RuntimeDependencies)
{
RuntimeDependencyPaths.Add(RuntimeDependency.Path);
}
}
}
// Add rules for runtime dependencies if we found any
if (RuntimeDependencyPaths.Count > 0)
{
Filter.AddRuleForFiles(RuntimeDependencyPaths, CommandUtils.CmdEnv.LocalRoot, Type);
}
}
static void UnzipAndAddRuleForHeaders(string ZipFileName, FileFilter Filter, FileFilterType Type)
{
IEnumerable<string> FileNames = CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
Filter.AddRuleForFiles(FileNames, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
}
public static void WriteManifest(string FileName, IEnumerable<string> Files)
{
CommandUtils.CreateDirectory(Path.GetDirectoryName(FileName));
CommandUtils.WriteAllLines(FileName, Files.ToArray());
}
}
public class GatherRocketNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
public readonly string OutputDir;
public List<UnrealTargetPlatform> CodeTargetPlatforms;
public GatherRocketNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> InCodeTargetPlatforms, string InOutputDir) : base(HostPlatform)
{
BranchConfig = InBranchConfig;
OutputDir = InOutputDir;
CodeTargetPlatforms = new List<UnrealTargetPlatform>(InCodeTargetPlatforms);
AddDependency(FilterRocketNode.StaticGetFullName(HostPlatform));
AddDependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
if (WaitToMakeRocketBuild.ShouldAddTrigger(InBranchConfig))
{
AddPseudodependency(WaitToMakeRocketBuild.StaticGetFullName());
}
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "GatherRocket" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
CommandUtils.DeleteDirectoryContents(OutputDir);
// Extract the editor headers
CommandUtils.UnzipFiles(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), CommandUtils.CmdEnv.LocalRoot);
// Extract all the headers for code target platforms
foreach(UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, CodeTargetPlatform);
string ZipFileName = GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, BranchConfig.Branch.BaseEngineProject, CodeTargetPlatform);
CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
}
// Copy the depot files to the output directory
FilterRocketNode FilterNode = (FilterRocketNode)BranchConfig.FindNode(FilterRocketNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(FilterNode.DepotManifestPath, CommandUtils.CmdEnv.LocalRoot, OutputDir);
// Copy the stripped files to the output directory
foreach(KeyValuePair<string, string> StrippedManifestPath in FilterNode.StrippedNodeManifestPaths)
{
StripRocketNode StripNode = (StripRocketNode)BranchConfig.FindNode(StrippedManifestPath.Key);
CopyManifestFilesToOutput(StrippedManifestPath.Value, StripNode.StrippedDir, OutputDir);
}
// Copy the signed files to the output directory
foreach (KeyValuePair<string, string> SignedManifestPath in FilterNode.SignedNodeManifestPaths)
{
SignRocketNode SignNode = (SignRocketNode)BranchConfig.FindNode(SignedManifestPath.Key);
CopyManifestFilesToOutput(SignedManifestPath.Value, SignNode.SignedDir, OutputDir);
}
// Copy the DDC to the output directory
BuildDerivedDataCacheNode DerivedDataCacheNode = (BuildDerivedDataCacheNode)BranchConfig.FindNode(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(DerivedDataCacheNode.SavedManifestPath, DerivedDataCacheNode.SavedDir, OutputDir);
// Write InstalledBuild.txt to indicate Engine is installed
string InstalledBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledBuild.txt");
CommandUtils.WriteAllText(InstalledBuildFile, "");
WriteRocketSpecificConfigSettings();
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
static void CopyManifestFilesToOutput(string ManifestPath, string InputDir, string OutputDir)
{
// Read the files from the manifest
CommandUtils.Log("Reading manifest: '{0}'", ManifestPath);
string[] Files = CommandUtils.ReadAllLines(ManifestPath).Select(x => x.Trim()).Where(x => x.Length > 0).ToArray();
// Create lists of source and target files
CommandUtils.Log("Preparing file lists...");
var SourceFiles = Files.Select(x => CommandUtils.CombinePaths(InputDir, x)).ToList();
var TargetFiles = Files.Select(x => CommandUtils.CombinePaths(OutputDir, x)).ToList();
// Copy everything
CommandUtils.ThreadedCopyFiles(SourceFiles, TargetFiles);
}
public void WriteRocketSpecificConfigSettings()
{
string OutputEnginePath = Path.Combine(OutputDir, "Engine");
string OutputBaseEnginePath = Path.Combine(OutputEnginePath, "Config", "BaseEngine.ini");
FileAttributes OutputAttributes = FileAttributes.ReadOnly;
List<String> IniLines = new List<String>();
// Should always exist but if not, we don't need extra line
if (File.Exists(OutputBaseEnginePath))
{
OutputAttributes = File.GetAttributes(OutputBaseEnginePath);
IniLines.Add("");
}
// Create list of platform configurations installed in a Rocket build
List<InstalledPlatformInfo.InstalledPlatformConfiguration> InstalledConfigs = new List<InstalledPlatformInfo.InstalledPlatformConfiguration>();
foreach (UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
// Bit of a hack to mark these platforms as available in any type of project
EProjectType ProjectType = EProjectType.Content;
if (HostPlatform == UnrealTargetPlatform.Mac)
{
if (CodeTargetPlatform == UnrealTargetPlatform.Mac
|| CodeTargetPlatform == UnrealTargetPlatform.IOS
|| CodeTargetPlatform == UnrealTargetPlatform.TVOS
|| CodeTargetPlatform == UnrealTargetPlatform.Linux
|| CodeTargetPlatform == UnrealTargetPlatform.Android
|| CodeTargetPlatform == UnrealTargetPlatform.HTML5)
{
ProjectType = EProjectType.Any;
}
}
else
{
if (CodeTargetPlatform == UnrealTargetPlatform.Win32
|| CodeTargetPlatform == UnrealTargetPlatform.Win64
|| CodeTargetPlatform == UnrealTargetPlatform.Android
|| CodeTargetPlatform == UnrealTargetPlatform.HTML5)
{
ProjectType = EProjectType.Any;
}
}
// Allow Content only platforms to be shown as options in all projects
bool bCanBeDisplayed = ProjectType == EProjectType.Content;
foreach (UnrealTargetConfiguration CodeTargetConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration)))
{
// Need to check for development receipt as we use that for the Engine code in DebugGame
UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration;
string Architecture = "";
var BuildPlatform = UEBuildPlatform.GetBuildPlatform(CodeTargetPlatform, true);
if (BuildPlatform != null)
{
Architecture = BuildPlatform.CreateContext(null).GetActiveArchitecture();
}
string ReceiptFileName = TargetReceipt.GetDefaultPath(OutputEnginePath, "UE4Game", CodeTargetPlatform, EngineConfiguration, Architecture);
// Hack to write Android architecture until we retrieve it from build process -
// has to be after getting receipt path as one is shared for all architectures
if (string.IsNullOrEmpty(Architecture) && CodeTargetPlatform == UnrealTargetPlatform.Android)
{
Architecture = "-armv7-es2";
}
if (File.Exists(ReceiptFileName))
{
// Strip the output folder so that this can be used on any machine
ReceiptFileName = new FileReference(ReceiptFileName).MakeRelativeTo(new DirectoryReference(OutputDir));
InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Architecture, ReceiptFileName, ProjectType, bCanBeDisplayed));
}
}
}
UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(InstalledConfigs, ref IniLines);
// Write Rocket specific Analytics settings
IniLines.Add("");
IniLines.Add("[Analytics]");
IniLines.Add("UE4TypeOverride=Rocket");
// Make sure we can write to the the config file
File.SetAttributes(OutputBaseEnginePath, OutputAttributes & ~FileAttributes.ReadOnly);
File.AppendAllLines(OutputBaseEnginePath, IniLines);
File.SetAttributes(OutputBaseEnginePath, OutputAttributes);
}
}
public class PublishRocketNode : GUBP.HostPlatformNode
{
string LocalDir;
string PublishDir;
public PublishRocketNode(UnrealTargetPlatform HostPlatform, string InLocalDir, string InPublishDir) : base(HostPlatform)
{
LocalDir = InLocalDir;
PublishDir = InPublishDir;
AddDependency(GatherRocketNode.StaticGetFullName(HostPlatform));
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "PublishRocket" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
// Create a zip file containing the install
string FullZipFileName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "FullInstall" + StaticGetHostPlatformSuffix(HostPlatform) + ".zip");
CommandUtils.Log("Creating {0}...", FullZipFileName);
CommandUtils.ZipFiles(FullZipFileName, LocalDir, new FileFilter(FileFilterType.Include));
// Create a filter for the files we need just to run the editor
FileFilter EditorFilter = new FileFilter(FileFilterType.Include);
EditorFilter.Exclude("/Engine/Binaries/...");
EditorFilter.Include("/Engine/Binaries/DotNET/...");
EditorFilter.Include("/Engine/Binaries/ThirdParty/...");
EditorFilter.Include("/Engine/Binaries/" + HostPlatform.ToString() + "/...");
EditorFilter.Exclude("/Engine/Binaries/.../*.lib");
EditorFilter.Exclude("/Engine/Binaries/.../*.a");
EditorFilter.Exclude("/Engine/Extras/...");
EditorFilter.Exclude("/Engine/Source/.../Private/...");
EditorFilter.Exclude("/FeaturePacks/...");
EditorFilter.Exclude("/Samples/...");
EditorFilter.Exclude("/Templates/...");
EditorFilter.Exclude("*.pdb");
// Create a zip file containing the editor install
string EditorZipFileName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "EditorInstall" + StaticGetHostPlatformSuffix(HostPlatform) + ".zip");
CommandUtils.Log("Creating {0}...", EditorZipFileName);
CommandUtils.ZipFiles(EditorZipFileName, LocalDir, EditorFilter);
// Copy the files to their final location
CommandUtils.Log("Copying files to {0}", PublishDir);
InternalUtils.Robust_CopyFile(FullZipFileName, Path.Combine(PublishDir, Path.GetFileName(FullZipFileName)));
InternalUtils.Robust_CopyFile(EditorZipFileName, Path.Combine(PublishDir, Path.GetFileName(EditorZipFileName)));
CommandUtils.DeleteFile(FullZipFileName);
CommandUtils.DeleteFile(EditorZipFileName);
// Save a record of success
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public class PublishRocketSymbolsNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
string SymbolsOutputDir;
public PublishRocketSymbolsNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform HostPlatform, IEnumerable<UnrealTargetPlatform> TargetPlatforms, string InSymbolsOutputDir) : base(HostPlatform)
{
BranchConfig = InBranchConfig;
SymbolsOutputDir = InSymbolsOutputDir;
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
if (WaitToMakeRocketBuild.ShouldAddTrigger(InBranchConfig))
{
AddPseudodependency(WaitToMakeRocketBuild.StaticGetFullName());
}
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(HostPlatform == RocketBuild.GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform))
{
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(HostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
}
AgentSharingGroup = "RocketGroup" + StaticGetHostPlatformSuffix(HostPlatform);
}
public static string StaticGetFullName(UnrealTargetPlatform HostPlatform)
{
return "PublishRocketSymbols" + StaticGetHostPlatformSuffix(HostPlatform);
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
if (RocketBuild.ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
{
// Make a lookup for all the known debug extensions, and filter all the dependency build products against that
HashSet<string> DebugExtensions = new HashSet<string>(Platform.Platforms.Values.SelectMany(x => x.GetDebugFileExtentions()).Distinct().ToArray(), StringComparer.InvariantCultureIgnoreCase);
foreach(string InputFileName in AllDependencyBuildProducts)
{
string Extension = Path.GetExtension(InputFileName);
if(DebugExtensions.Contains(Extension) || Extension == ".exe" || Extension == ".dll") // Need all windows build products for crash reporter
{
string OutputFileName = CommandUtils.MakeRerootedFilePath(InputFileName, CommandUtils.CmdEnv.LocalRoot, SymbolsOutputDir);
InternalUtils.Robust_CopyFile(InputFileName, OutputFileName);
}
}
}
// Add a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
}
public class BuildDerivedDataCacheNode : GUBP.HostPlatformNode
{
GUBP.GUBPBranchConfig BranchConfig;
string TargetPlatforms;
string[] ProjectNames;
public readonly string SavedDir;
public readonly string SavedManifestPath;
public BuildDerivedDataCacheNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InTargetPlatforms, string[] InProjectNames)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = InTargetPlatforms;
ProjectNames = InProjectNames;
SavedDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString());
SavedManifestPath = CommandUtils.CombinePaths(SavedDir, "DerivedDataCacheManifest.txt");
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
}
public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform)
{
return "BuildDerivedDataCache" + StaticGetHostPlatformSuffix(InHostPlatform);
}
public override int CISFrequencyQuantumShift(GUBP.GUBPBranchConfig BranchConfig)
{
return base.CISFrequencyQuantumShift(BranchConfig) + 2;
}
public override string GetFullName()
{
return StaticGetFullName(HostPlatform);
}
public override void DoBuild(GUBP bp)
{
CommandUtils.CreateDirectory(SavedDir);
BuildProducts = new List<string>();
List<string> ManifestFiles = new List<string>();
if(!bp.ParseParam("NoDDC"))
{
// Find all the projects we're interested in
List<BranchInfo.BranchUProject> Projects = new List<BranchInfo.BranchUProject>();
foreach(string ProjectName in ProjectNames)
{
BranchInfo.BranchUProject Project = BranchConfig.Branch.FindGameChecked(ProjectName);
if(!Project.Properties.bIsCodeBasedProject)
{
Projects.Add(Project);
}
}
// Filter out the files we need to build DDC. Removing confidential folders can affect DDC keys, so we want to be sure that we're making DDC with a build that can use it.
FileFilter Filter = new FileFilter(FileFilterType.Exclude);
Filter.AddRuleForFiles(AllDependencyBuildProducts, CommandUtils.CmdEnv.LocalRoot, FileFilterType.Include);
FilterRocketNode.AddRuleForRuntimeDependencies(Filter, AllDependencyBuildProducts, FileFilterType.Include);
Filter.ReadRulesFromFile(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Build", "InstalledEngineFilters.ini"), "CopyEditor", HostPlatform.ToString());
Filter.Exclude("/Engine/Build/...");
Filter.Exclude("/Engine/Extras/...");
Filter.Exclude("/Engine/DerivedDataCache/...");
Filter.Exclude("/Samples/...");
Filter.Exclude("/Templates/...");
Filter.Include("/Templates/TemplateResources/...");
Filter.Exclude(".../Source/...");
Filter.Exclude(".../Intermediate/...");
Filter.ExcludeConfidentialPlatforms();
Filter.ExcludeConfidentialFolders();
Filter.Include("/Engine/Build/NotForLicensees/EpicInternal.txt");
Filter.Include("/Engine/Binaries/.../*DDCUtils*"); // Make sure we can use the shared DDC!
// Copy everything to a temporary directory
string TempDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketDDC", CommandUtils.GetGenericPlatformName(HostPlatform));
CommandUtils.DeleteDirectoryContents(TempDir);
CommandUtils.ThreadedCopyFiles(CommandUtils.CmdEnv.LocalRoot, TempDir, Filter, true);
// Get paths to everything within the temporary directory
string EditorExe = CommandUtils.GetEditorCommandletExe(TempDir, HostPlatform);
string RelativePakPath = "Engine/DerivedDataCache/Compressed.ddp";
string OutputPakFile = CommandUtils.CombinePaths(TempDir, RelativePakPath);
string OutputCsvFile = Path.ChangeExtension(OutputPakFile, ".csv");
// Generate DDC for all the non-code projects. We don't necessarily have editor DLLs for the code projects, but they should be the same as their blueprint counterparts.
List<string> ProjectPakFiles = new List<string>();
foreach(BranchInfo.BranchUProject Project in Projects)
{
CommandUtils.Log("Generating DDC data for {0} on {1}", Project.GameName, TargetPlatforms);
CommandUtils.DDCCommandlet(Project.FilePath, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak -ProjectOnly");
string ProjectPakFile = CommandUtils.CombinePaths(Path.GetDirectoryName(OutputPakFile), String.Format("Compressed-{0}.ddp", Project.GameName));
CommandUtils.DeleteFile(ProjectPakFile);
CommandUtils.RenameFile(OutputPakFile, ProjectPakFile);
string ProjectCsvFile = Path.ChangeExtension(ProjectPakFile, ".csv");
CommandUtils.DeleteFile(ProjectCsvFile);
CommandUtils.RenameFile(OutputCsvFile, ProjectCsvFile);
ProjectPakFiles.Add(Path.GetFileName(ProjectPakFile));
}
// Generate DDC for the editor, and merge all the other PAK files in
CommandUtils.Log("Generating DDC data for engine content on {0}", TargetPlatforms);
CommandUtils.DDCCommandlet(null, EditorExe, null, TargetPlatforms, "-fill -DDC=CreateInstalledEnginePak " + CommandUtils.MakePathSafeToUseWithCommandLine("-MergePaks=" + String.Join("+", ProjectPakFiles)));
// Copy the DDP file to the output path
string SavedPakFile = CommandUtils.CombinePaths(SavedDir, RelativePakPath);
CommandUtils.CopyFile(OutputPakFile, SavedPakFile);
BuildProducts.Add(SavedPakFile);
// Add the pak file to the list of files to copy
ManifestFiles.Add(RelativePakPath);
}
CommandUtils.WriteAllLines(SavedManifestPath, ManifestFiles.ToArray());
BuildProducts.Add(SavedManifestPath);
SaveRecordOfSuccessAndAddToBuildProducts();
}
public override float Priority()
{
return base.Priority() + 55.0f;
}
}
}