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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2963214 on 2016/05/02 by Ben.Marsh
BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.
Change 2972295 on 2016/05/10 by Ben.Marsh
EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch.
Change 2976096 on 2016/05/12 by Ben.Marsh
EC: Store properties for the last succeeded builds, including the list of users that were notified about it.
Change 2976390 on 2016/05/12 by Ben.Marsh
EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status.
Change 2976441 on 2016/05/12 by Ben.Marsh
UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now.
Change 2976456 on 2016/05/12 by Ben.Marsh
BuildGraph: Catch exceptions thrown by child processes failing when building or running UAT commands, and return failure normally without dumping callstacks.
Change 2978440 on 2016/05/16 by Ben.Marsh
EC: Age out entries from the "latest builds" list after a week. There's no obvious way to tell if a node has been removed, but a periodic cleanup should keep the build notifications list in check.
Change 2979446 on 2016/05/16 by Ben.Marsh
Rename ambiguous headers which exist with the same name in different paths.
Change 2979839 on 2016/05/16 by Ben.Marsh
UE4: Renaming HTML5 SocketSubsystem files to eliminate ambiguities.
Change 2979852 on 2016/05/16 by Ben.Marsh
UE4: Use explicit relative paths for public headers in PortalServiceInterfaces modules which do not have unique names
Change 2980113 on 2016/05/17 by Ben.Marsh
UE4: Fix include paths for HTML5 SocketSubsystem files.
Change 2980117 on 2016/05/17 by Ben.Marsh
UE4: Remove reference to private PCH from Oculus common code.
Change 2980186 on 2016/05/17 by Ben.Marsh
UAT: Add a -StopOnErrors parameter to UE4Build, which is propagated to XGE.
Change 2980879 on 2016/05/17 by Ben.Marsh
UE4: Fixup Lightmass to use LightmassPCH.h rather than stdafx.h
Change 2981117 on 2016/05/17 by Ben.Marsh
Portal: Use a unique name for the Portal PCH, rather than just calling it PrivatePCH.h
Change 2981839 on 2016/05/18 by Ben.Marsh
Replace ambiguous D3D11/D3D12 includes with direct includes for the current platform.
#lockdown Nick.Penwarden
[CL 2982178 by Ben Marsh in Main branch]
169 lines
5.6 KiB
C#
169 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnrealBuildTool;
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using AutomationTool;
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using System.Xml;
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namespace AutomationTool
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{
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/// <summary>
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/// Parameters for a compile task
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/// </summary>
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public class CompileTaskParameters
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{
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/// <summary>
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/// The target to compile
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/// </summary>
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[TaskParameter]
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public string Target;
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/// <summary>
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/// The configuration to compile
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/// </summary>
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[TaskParameter]
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public UnrealTargetConfiguration Configuration;
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/// <summary>
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/// The platform to compile for
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/// </summary>
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[TaskParameter]
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public UnrealTargetPlatform Platform;
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/// <summary>
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/// Additional arguments for UnrealBuildTool
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Arguments;
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/// <summary>
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/// Tag to be applied to build products of this task
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/// </summary>
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[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.Tag)]
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public string Tag;
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}
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/// <summary>
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/// Task which compiles a target with UnrealBuildTool
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/// </summary>
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[TaskElement("Compile", typeof(CompileTaskParameters))]
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public class CompileTask : CustomTask
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{
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/// <summary>
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/// List of targets to compile. As well as the target specifically added for this task, additional compile tasks may be merged with it.
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/// </summary>
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List<UE4Build.BuildTarget> Targets = new List<UE4Build.BuildTarget>();
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/// <summary>
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/// Mapping of receipt filename to its corresponding tag name
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/// </summary>
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Dictionary<UE4Build.BuildTarget, string> TargetToTagName = new Dictionary<UE4Build.BuildTarget,string>();
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/// <summary>
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/// Construct a compile task
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/// </summary>
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/// <param name="InParameters">Parameters for this task</param>
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public CompileTask(CompileTaskParameters Parameters)
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{
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UE4Build.BuildTarget Target = new UE4Build.BuildTarget { TargetName = Parameters.Target, Platform = Parameters.Platform, Config = Parameters.Configuration, UBTArgs = "-nobuilduht " + (Parameters.Arguments ?? "") };
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if(!String.IsNullOrEmpty(Parameters.Tag))
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{
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TargetToTagName.Add(Target, Parameters.Tag);
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}
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Targets.Add(Target);
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}
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/// <summary>
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/// Allow this task to merge with other tasks within the same node. This can be useful to allow tasks to execute in parallel and reduce overheads.
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/// </summary>
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/// <param name="OtherTasks">Other tasks that this task can merge with. If a merge takes place, the other tasks should be removed from the list.</param>
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public override void Merge(List<CustomTask> OtherTasks)
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{
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for (int Idx = 0; Idx < OtherTasks.Count; Idx++)
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{
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CompileTask OtherCompileTask = OtherTasks[Idx] as CompileTask;
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if (OtherCompileTask != null)
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{
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Targets.AddRange(OtherCompileTask.Targets);
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foreach(KeyValuePair<UE4Build.BuildTarget, string> TargetTagName in OtherCompileTask.TargetToTagName)
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{
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TargetToTagName.Add(TargetTagName.Key, TargetTagName.Value);
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}
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OtherTasks.RemoveAt(Idx);
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}
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}
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}
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/// <summary>
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/// Execute the task.
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/// </summary>
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/// <param name="Job">Information about the current job</param>
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/// <param name="BuildProducts">Set of build products produced by this node.</param>
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/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
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/// <returns>True if the task succeeded</returns>
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public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Create the agenda
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UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
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Agenda.Targets.AddRange(Targets);
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// Build everything
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Dictionary<UE4Build.BuildTarget, BuildManifest> TargetToManifest = new Dictionary<UE4Build.BuildTarget,BuildManifest>();
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UE4Build Builder = new UE4Build(Job.OwnerCommand);
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try
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{
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Builder.Build(Agenda, InDeleteBuildProducts: null, InUpdateVersionFiles: false, InForceNoXGE: false, InUseParallelExecutor: true, InTargetToManifest: TargetToManifest);
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}
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catch (CommandUtils.CommandFailedException)
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{
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return false;
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}
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UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
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// Tag all the outputs
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foreach(KeyValuePair<UE4Build.BuildTarget, string> TargetTagName in TargetToTagName)
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{
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BuildManifest Manifest;
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if(!TargetToManifest.TryGetValue(TargetTagName.Key, out Manifest))
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{
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throw new AutomationException("Missing manifest for target {0} {1} {2}", TargetTagName.Key.TargetName, TargetTagName.Key.Platform, TargetTagName.Key.Config);
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}
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HashSet<FileReference> FileSet = FindOrAddTagSet(TagNameToFileSet, TargetTagName.Value);
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FileSet.UnionWith(Manifest.BuildProducts.Select(x => new FileReference(x)));
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FileSet.UnionWith(Manifest.LibraryBuildProducts.Select(x => new FileReference(x)));
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}
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// Add everything to the list of build products
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BuildProducts.UnionWith(Builder.BuildProductFiles.Select(x => new FileReference(x)));
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BuildProducts.UnionWith(Builder.LibraryBuildProductFiles.Select(x => new FileReference(x)));
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return true;
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}
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/// <summary>
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/// Output this task out to an XML writer.
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/// </summary>
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public override void Write(XmlWriter Writer)
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{
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foreach (UE4Build.BuildTarget Target in Targets)
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{
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CompileTaskParameters Parameters = new CompileTaskParameters();
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Parameters.Target = Target.TargetName;
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Parameters.Platform = Target.Platform;
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Parameters.Configuration = Target.Config;
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Parameters.Arguments = Target.UBTArgs;
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string TagName;
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if (TargetToTagName.TryGetValue(Target, out TagName))
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{
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Parameters.Tag = TagName;
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}
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Write(Writer, Parameters);
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}
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}
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}
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}
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