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172 lines
5.9 KiB
C#
172 lines
5.9 KiB
C#
// Copyright 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.Linq;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Xml;
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using EpicGames.Core;
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using UnrealBuildBase;
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using UnrealBuildTool;
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using Microsoft.Extensions.Logging;
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using static AutomationTool.CommandUtils;
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namespace AutomationTool.Tasks
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{
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/// <summary>
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/// Parameters for a task that uploads symbols to a symbol server
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/// </summary>
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public class SymStoreTaskParameters
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{
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/// <summary>
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/// The platform toolchain required to handle symbol files.
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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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/// List of output files. PDBs will be extracted from this list.
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/// </summary>
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[TaskParameter]
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public string Files;
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/// <summary>
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/// Output directory for the compressed symbols.
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/// </summary>
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[TaskParameter]
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public string StoreDir;
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/// <summary>
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/// Name of the product for the symbol store records.
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/// </summary>
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[TaskParameter]
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public string Product;
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/// <summary>
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/// Name of the Branch to base all the depot source files from.
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/// Used when IndexSources is true (may be used only on some platforms).
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Branch;
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/// <summary>
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/// Changelist to which all the depot source files have been synced to.
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/// Used when IndexSources is true (may be used only on some platforms).
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/// </summary>
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[TaskParameter(Optional = true)]
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public int Change;
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/// <summary>
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/// BuildVersion associated with these symbols. Used for clean-up in AgeStore by matching this version against a directory name in a build share.
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/// </summary>
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[TaskParameter(Optional = true)]
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public string BuildVersion;
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/// <summary>
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/// Whether to include the source code index in the uploaded symbols.
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/// When enabled, the task will generate data required by a source server (only some platforms and source control servers are supported).
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/// The source server allows debuggers to automatically fetch the matching source code when debbugging builds or analyzing dumps.
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/// </summary>
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[TaskParameter(Optional = true)]
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public bool IndexSources = false;
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/// <summary>
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/// Filter for the depot source files that are to be indexed.
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/// It's a semicolon-separated list of perforce filter e.g. Engine/....cpp;Engine/....h.
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/// It may also be a name of a previously defined tag e.g. "#SourceFiles
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/// Used when IndexSources is true (may be used only on some platforms).
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/// </summary>
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[TaskParameter(Optional = true)]
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public string SourceFiles;
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}
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/// <summary>
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/// Task that strips symbols from a set of files.
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/// </summary>
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[TaskElement("SymStore", typeof(SymStoreTaskParameters))]
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public class SymStoreTask : BgTaskImpl
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{
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/// <summary>
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/// Parameters for this task
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/// </summary>
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SymStoreTaskParameters Parameters;
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/// <summary>
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/// Construct a spawn task
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/// </summary>
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/// <param name="InParameters">Parameters for the task</param>
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public SymStoreTask(SymStoreTaskParameters InParameters)
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{
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Parameters = InParameters;
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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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public override Task ExecuteAsync(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Find the matching files
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List<FileReference> Files = ResolveFilespec(Unreal.RootDirectory, Parameters.Files, TagNameToFileSet).ToList();
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// Get the symbol store directory
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DirectoryReference StoreDir = ResolveDirectory(Parameters.StoreDir);
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// Take the lock before accessing the symbol server, if required by the platform
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Platform TargetPlatform = Platform.GetPlatform(Parameters.Platform);
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List<FileReference> SourceFiles = new List<FileReference>();
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if (Parameters.IndexSources && TargetPlatform.SymbolServerSourceIndexingRequiresListOfSourceFiles)
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{
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Logger.LogInformation("Discovering source code files...");
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SourceFiles = ResolveFilespec(Unreal.RootDirectory, Parameters.SourceFiles, TagNameToFileSet).ToList();
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}
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CommandUtils.OptionallyTakeLock(TargetPlatform.SymbolServerRequiresLock, StoreDir, TimeSpan.FromMinutes(60), () =>
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{
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if (!TargetPlatform.PublishSymbols(StoreDir, Files, Parameters.IndexSources, SourceFiles,
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Parameters.Product, Parameters.Branch, Parameters.Change, Parameters.BuildVersion))
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{
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throw new AutomationException("Failure publishing symbol files.");
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}
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});
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return Task.CompletedTask;
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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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Write(Writer, Parameters);
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}
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/// <summary>
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/// Find all the tags which are used as inputs to this task
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/// </summary>
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/// <returns>The tag names which are read by this task</returns>
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public override IEnumerable<string> FindConsumedTagNames()
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{
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return FindTagNamesFromFilespec(Parameters.Files);
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}
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/// <summary>
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/// Find all the tags which are modified by this task
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/// </summary>
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/// <returns>The tag names which are modified by this task</returns>
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public override IEnumerable<string> FindProducedTagNames()
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{
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yield break;
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}
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}
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}
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