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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change 2826131 on 2016/01/12 by Michael.Noland
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General
Change 2826128 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main
Change 2826116 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
#lockdown andrew.grant
#codereview josh.markiewicz
Change 2825772 on 2016/01/12 by Dmitry.Rekman
Linux signal handling improvements.
- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
- Remove unnecessary memory allocations from graceful termination handler.
#rb none
#tests Run the Linux server and crashed it a few times.
#codereview David.Vossel, Michael.Trepka
Change 2825768 on 2016/01/12 by Josh.Markiewicz
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Change 2825703 on 2016/01/12 by Brian.Karis
Switched on new motion blur. Set temporal AA sharpness to 1.
#rb none
#TESTS editor
Change 2825689 on 2016/01/12 by Lina.Halper
Fix for get animation notify crash
https://jira.ol.epicgames.net/browse/OR-12248
https://jira.ol.epicgames.net/browse/OR-12348
- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
- Also fixed blend space player to reinitialize cache data
- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.
#rb : Laurent.Delayen
#tests: 10 Sparrows bot match for long time
#code review: Martin.Wilson
#lockdown: Andrew.Grant
Change 2825680 on 2016/01/12 by Martin.Mittring
fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
#rb:Olaf.Piesche, David.Hill
#test: PC, many cases
Change 2825579 on 2016/01/12 by Chris.Bunner
Force shadow shape bone indices on the required update list.
#rb Lina.Halper, Rolando.Caloca
#tests Editor
#codereview Daniel.Wright
#jira OR-12339
Change 2825443 on 2016/01/12 by Martin.Mittring
324 lines
9.7 KiB
C#
324 lines
9.7 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using System.Net.Mail;
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using AutomationTool;
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using UnrealBuildTool;
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/// <summary>
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/// Helper command used for rebuilding a projects light maps.
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/// </summary>
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/// <remarks>
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/// Command line parameters used by this command:
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/// -project - Absolute path to a .uproject file
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/// -MapsToRebuildLightMaps - A list of '+' delimited maps we wish to build lightmaps for.
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/// -CommandletTargetName - The Target used in running the commandlet
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/// -StakeholdersEmailAddresses - Users to notify of completion
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///
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/// </remarks>
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namespace AutomationScripts.Automation
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{
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[RequireP4]
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public class RebuildLightMaps : BuildCommand
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{
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// The rebuild lighting process
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#region RebuildLightMaps Command
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public override void ExecuteBuild()
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{
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Log("********** REBUILD LIGHT MAPS COMMAND STARTED **********");
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try
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{
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var Params = new ProjectParams
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(
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Command: this,
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// Shared
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RawProjectPath: ProjectPath
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);
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// Sync and build our targets required for the commandlet to run correctly.
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// P4.Sync(String.Format("-f {0}/...#head", P4Env.BuildRootP4));
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bool NoBuild = ParseParam("nobuild");
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if (!NoBuild)
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{
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BuildNecessaryTargets();
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}
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CreateChangelist(Params);
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RunRebuildLightmapsCommandlet(Params);
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SubmitRebuiltMaps();
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}
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catch (Exception ProcessEx)
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{
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Log("********** REBUILD LIGHT MAPS COMMAND FAILED **********");
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HandleFailure(ProcessEx.Message);
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throw ProcessEx;
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}
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// The processes steps have completed successfully.
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HandleSuccess();
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Log("********** REBUILD LIGHT MAPS COMMAND COMPLETED **********");
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}
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#endregion
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// Broken down steps used to run the process.
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#region RebuildLightMaps Process Steps
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private void BuildNecessaryTargets()
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{
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Log("Running Step:- RebuildLightMaps::BuildNecessaryTargets");
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UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
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Agenda.AddTarget("ShaderCompileWorker", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
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Agenda.AddTarget("UnrealLightmass", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
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Agenda.AddTarget(CommandletTargetName, UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
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try
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{
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UE4Build Builder = new UE4Build(this);
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Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true, InForceNoXGE: false);
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UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
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}
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catch (AutomationException Ex)
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{
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LogError("Rebuild Light Maps has failed.");
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throw Ex;
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}
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}
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private void CreateChangelist(ProjectParams Params)
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{
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Log("Running Step:- RebuildLightMaps::CheckOutMaps");
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// Setup a P4 Cl we will use to submit the new lightmaps
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WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} rebuilding lightmaps from changelist {1}\n#rb None\n#tests None", Params.ShortProjectName, P4Env.Changelist));
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Log("Working in {0}", WorkingCL);
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}
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private void RunRebuildLightmapsCommandlet(ProjectParams Params)
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{
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Log("Running Step:- RebuildLightMaps::RunRebuildLightmapsCommandlet");
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// Find the commandlet binary
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string UE4EditorExe = HostPlatform.Current.GetUE4ExePath(Params.UE4Exe);
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if (!FileExists(UE4EditorExe))
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{
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LogError("Missing " + UE4EditorExe + " executable. Needs to be built first.");
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throw new AutomationException("Missing " + UE4EditorExe + " executable. Needs to be built first.");
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}
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// Now let's rebuild lightmaps for the project
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try
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{
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var CommandletParams = IsBuildMachine ? "-unattended -buildmachine -fileopenlog" : "-fileopenlog";
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CommandletParams += " -AutoCheckOutPackages";
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if (P4Enabled)
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{
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CommandletParams += String.Format(" -SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Changelist={4} -P4Passwd={5}", "Perforce", P4Env.P4Port, P4Env.User, P4Env.Client, WorkingCL.ToString(), P4.GetAuthenticationToken());
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}
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RebuildLightMapsCommandlet(Params.RawProjectPath, Params.UE4Exe, Params.MapsToRebuildLightMaps.ToArray(), CommandletParams);
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}
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catch (Exception Ex)
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{
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// Something went wrong with the commandlet. Abandon this run, don't check in any updated files, etc.
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LogError("Rebuild Light Maps has failed. because "+ Ex.ToString());
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throw new AutomationException(ExitCode.Error_Unknown, Ex, "RebuildLightMaps failed.");
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}
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}
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private void SubmitRebuiltMaps()
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{
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Log("Running Step:- RebuildLightMaps::SubmitRebuiltMaps");
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// Check everything in!
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if (WorkingCL != -1)
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{
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Log("Running Step:- Submitting CL " + WorkingCL);
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int SubmittedCL;
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P4.Submit(WorkingCL, out SubmittedCL, true, true);
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Log("INFO: Lightmaps successfully submitted in cl "+ SubmittedCL.ToString());
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}
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}
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#endregion
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// Helper functions and procedure steps necessary for running the commandlet successfully
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#region RebuildLightMaps Helper Functions
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/**
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* Parse the P4 output for any errors that we really care about.
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* e.g. umaps and assets are exclusive checkout files, if we cant check out a map for this reason
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* then we need to stop.
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*/
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private bool FoundCheckOutErrorInP4Output(string Output)
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{
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bool bHadAnError = false;
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var Lines = Output.Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
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foreach (string Line in Lines)
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{
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// Check for log spew that matches exclusive checkout failure
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// http://answers.perforce.com/articles/KB/3114
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if (Line.Contains("can't edit exclusive file already opened"))
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{
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bHadAnError = true;
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break;
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}
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}
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return bHadAnError;
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}
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/**
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* Cleanup anything this build may leave behind and inform the user
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*/
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private void HandleFailure(String FailureMessage)
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{
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try
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{
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if (WorkingCL != -1)
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{
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P4.RevertAll(WorkingCL);
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P4.DeleteChange(WorkingCL);
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}
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SendCompletionMessage(false, FailureMessage);
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}
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catch (P4Exception P4Ex)
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{
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LogError("Failed to clean up P4 changelist: " + P4Ex.Message);
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}
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catch (Exception SendMailEx)
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{
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LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
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}
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}
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/**
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* Perform any post completion steps needed. I.e. Notify stakeholders etc.
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*/
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private void HandleSuccess()
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{
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try
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{
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SendCompletionMessage(true, "Successfully rebuilt lightmaps.");
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}
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catch (Exception SendMailEx)
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{
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LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
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}
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}
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/**
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* Notify stakeholders of the commandlet results
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*/
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void SendCompletionMessage(bool bWasSuccessful, String MessageBody)
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{
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MailMessage Message = new System.Net.Mail.MailMessage();
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Message.Priority = MailPriority.High;
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Message.From = new MailAddress("unrealbot@epicgames.com");
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foreach (String NextStakeHolder in StakeholdersEmailAddresses)
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{
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Message.To.Add(new MailAddress(NextStakeHolder));
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}
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Message.CC.Add(new MailAddress("Terence.Burns@epicgames.com"));
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Message.Subject = String.Format("Nightly lightmap rebuild ", bWasSuccessful ? "[SUCCESS]" : "[FAILED]");
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Message.Body = MessageBody;
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try
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{
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SmtpClient MailClient = new SmtpClient("smtp.epicgames.net");
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MailClient.Send(Message);
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}
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catch (Exception Ex)
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{
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LogError("Failed to send notify email to {0} ({1})", String.Join(", ", StakeholdersEmailAddresses.ToArray()), Ex.Message);
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}
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}
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#endregion
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// Member vars used in multiple steps.
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#region RebuildLightMaps Property Set-up
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// Users to notify if the process fails or succeeds.
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List<String> StakeholdersEmailAddresses
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{
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get
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{
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String UnprocessedEmailList = ParseParamValue("StakeholdersEmailAddresses");
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if (String.IsNullOrEmpty(UnprocessedEmailList) == false)
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{
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return UnprocessedEmailList.Split('+').ToList();
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}
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else
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{
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return null;
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}
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}
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}
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// The Changelist used when doing the work.
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private int WorkingCL = -1;
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// The target name of the commandlet binary we wish to build and run.
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private String CommandletTargetName
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{
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get
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{
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return ParseParamValue("CommandletTargetName", "");
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}
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}
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// Process command-line and find a project file. This is necessary for the commandlet to run successfully
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private FileReference ProjectFullPath;
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public virtual FileReference ProjectPath
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{
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get
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{
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if (ProjectFullPath == null)
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{
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var OriginalProjectName = ParseParamValue("project", "");
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var ProjectName = OriginalProjectName;
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ProjectName = ProjectName.Trim(new char[] { '\"' });
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if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
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{
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ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
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}
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else if (!FileExists_NoExceptions(ProjectName))
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{
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ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
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}
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if (FileExists_NoExceptions(ProjectName))
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{
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ProjectFullPath = new FileReference(ProjectName);
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}
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else
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{
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var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
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var GameProj = Branch.FindGame(OriginalProjectName);
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if (GameProj != null)
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{
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ProjectFullPath = GameProj.FilePath;
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}
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if (!FileExists_NoExceptions(ProjectFullPath.FullName))
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{
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throw new AutomationException("Could not find a project file {0}.", ProjectName);
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}
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}
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}
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return ProjectFullPath;
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}
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}
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#endregion
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}
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} |