Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBuildJob.cpp
devin doucette dd8df40e87 DDC: Fixed a crash when creating the build context fails
#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 16883576 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16883585 by devin doucette in ue5-release-engine-test branch]
2021-07-19 10:51:53 -04:00

1357 lines
44 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuildJob.h"
#include "Algo/Find.h"
#include "Compression/CompressedBuffer.h"
#include "DerivedDataBuild.h"
#include "DerivedDataBuildAction.h"
#include "DerivedDataBuildDefinition.h"
#include "DerivedDataBuildFunction.h"
#include "DerivedDataBuildFunctionRegistry.h"
#include "DerivedDataBuildInputResolver.h"
#include "DerivedDataBuildInputs.h"
#include "DerivedDataBuildJobContext.h"
#include "DerivedDataBuildKey.h"
#include "DerivedDataBuildOutput.h"
#include "DerivedDataBuildPolicy.h"
#include "DerivedDataBuildPrivate.h"
#include "DerivedDataBuildScheduler.h"
#include "DerivedDataBuildWorker.h"
#include "DerivedDataBuildWorkerRegistry.h"
#include "DerivedDataCache.h"
#include "DerivedDataCacheRecord.h"
#include "DerivedDataPayload.h"
#include "HAL/CriticalSection.h"
#include "HAL/Event.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformProcess.h"
#include "HAL/PlatformMath.h"
#include "Misc/CommandLine.h"
#include "Misc/Guid.h"
#include "Misc/Parse.h"
#include "Misc/Paths.h"
#include "Misc/PathViews.h"
#include "Misc/ScopeExit.h"
#include "Misc/ScopeRWLock.h"
#include "Misc/StringBuilder.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
#include "Serialization/CompactBinary.h"
#include "Serialization/CompactBinaryWriter.h"
#include "String/ParseTokens.h"
#include "Templates/Function.h"
#include "Templates/RefCounting.h"
#include <atomic>
namespace UE::DerivedData::Private
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/** A build job proceeds through these states in order and may skip states. */
enum class EBuildJobState : uint32
{
/** A new job that has not been scheduled. */
NotStarted,
/** Resolve the key to a definition. */
ResolveKey,
/** Wait for the input resolver to resolve the key. */
ResolveKeyWait,
/** Resolve each input to its raw hash and raw size. */
ResolveInputMeta,
/** Wait for the input resolver to resolve the metadata. */
ResolveInputMetaWait,
/** Query the cache for the action. */
CacheQuery,
/** Wait for the cache query to finish. */
CacheQueryWait,
/** Try to execute remotely without loading additional inputs. */
ExecuteRemote,
/** Wait for the remote execution request to finish. */
ExecuteRemoteWait,
/** Resolve each input that was missing from remote execution. */
ResolveRemoteInputData,
/** Wait for the input resolver to resolve the data. */
ResolveRemoteInputDataWait,
/** Try to execute remotely after resolving missing inputs. */
ExecuteRemoteRetry,
/** Wait for the remote execution request to finish. */
ExecuteRemoteRetryWait,
/** Resolve each input that is not yet resolved. */
ResolveInputData,
/** Wait for the input resolver to resolve the data. */
ResolveInputDataWait,
/** Execute the function locally to build the output. */
ExecuteLocal,
/** Wait for the async function to finish executing locally. */
ExecuteLocalWait,
/** Store the output in the cache. */
CacheStore,
/** Wait for the cache store to finish. */
CacheStoreWait,
/** Complete. */
Complete,
};
class FBuildJob final : public IBuildJob
{
public:
/** Resolve the key to a definition, then build like the definition constructor. */
FBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildKey& Key);
/** Resolve the definition to an action, then build like the action constructor. */
FBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildDefinition& Definition);
/** Query the cache, attempt remote execution, resolve inputs, fall back to local execution, store to the cache. */
FBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildAction& Action, const FOptionalBuildInputs& Inputs);
/** Destroy the job, which must be complete or not started. */
~FBuildJob();
// IBuildJob Interface
inline FStringView GetName() const final { return Name; }
inline FStringView GetFunction() const final { return FunctionName; }
inline EBuildPolicy GetPolicy() const final { return BuildPolicy; }
inline EPriority GetPriority() const final { return Priority; }
inline ICache& GetCache() const final { return Cache; }
inline IBuild& GetBuild() const final { return BuildSystem; }
void Start(IBuildScheduler& Scheduler, EBuildPolicy Policy, EPriority Priority, FOnBuildJobComplete&& OnComplete) final;
void Schedule() final;
// IRequest Interface
void SetPriority(EPriority Priority) final;
void Cancel() final;
void Wait() final;
bool Poll() final;
void AddRef() const final;
void Release() const final;
private:
void BeginJob();
void EndJob();
void CreateContext();
void EnterCacheQuery();
void EnterCacheStore();
void EnterResolveKey();
void EnterResolveInputMeta();
void EnterResolveInputData();
void EnterExecuteRemote();
void EnterExecuteLocal();
void BeginCacheQuery();
void BeginCacheStore();
void BeginResolveKey();
void BeginResolveInputMeta();
void BeginResolveInputData();
void BeginExecuteRemote();
void BeginExecuteLocal();
void EndCacheQuery(FCacheGetCompleteParams&& Params);
void EndCacheStore(FCachePutCompleteParams&& Params);
void EndResolveKey(FBuildKeyResolvedParams&& Params);
void EndResolveInputMeta(FBuildInputMetaResolvedParams&& Params);
void EndResolveInputData(FBuildInputDataResolvedParams&& Params);
void EndExecuteRemote(FBuildWorkerActionCompleteParams&& Params);
void EndExecuteLocal();
void SkipExecuteRemote() final;
void CreateAction(TConstArrayView<FBuildInputMetaByKey> InputMeta);
void SetDefinition(FBuildDefinition&& Definition);
void SetAction(FBuildAction&& Action);
void SetInputs(FBuildInputs&& Inputs);
void SetOutput(const FBuildOutput& Output) final;
void SetOutputNoCheck(FBuildOutput&& Output);
/** Terminate the job and send the error to the output complete callback. */
void CompleteWithError(FStringView Error);
/** Start execution of an async operation that is managed by a request. */
void ExecuteAsync(TFunctionRef<FRequest ()> Operation);
/** Advance to the new state, dispatching to the scheduler and invoking callbacks as appropriate. */
void AdvanceToState(EBuildJobState NewState);
/** Execute a transition from the old state to the new state. */
void ExecuteTransition(EBuildJobState OldState, EBuildJobState NewState);
/** Execute the new state. */
void ExecuteState(EBuildJobState NewState);
/** Exports the action and inputs for this build to disk. */
void ExportBuild() const;
/** Determine whether the action and inputs for this build should be exported to disk. */
bool ShouldExportBuild() const;
/** Parse the types to export from the command line. Sorted by FNameFastLess. */
static TArray<FName> ParseExportBuildTypes(bool& bOutExportAll);
private:
FString Name;
FString FunctionName{TEXT("Unknown")};
/** Active state for the job. Always moves through states in order. */
EBuildJobState State{EBuildJobState::NotStarted};
/** Next state for the job. Used to handle re-entrant calls to AdvanceToState. */
EBuildJobState NextState{EBuildJobState::NotStarted};
EBuildPolicy BuildPolicy{};
EPriority Priority{};
/** True if the build was canceled before it was complete. */
bool bIsCanceled{};
/** True if the build was retrieved from or stored to the cache. */
bool bIsCached{};
/** True if AdvanceToState is executing. */
bool bInAdvanceToState{};
/** True if remote execution was attempted, whether or not it failed. */
bool bTriedRemoteExecution{};
/** True if the build action and inputs are being exported. */
bool bIsExportingBuild{};
mutable std::atomic<uint32> ReferenceCount{0};
/** Available in [ResolveKey, Complete] for jobs created from a key or definition. */
FBuildKey DefinitionKey;
/** Available in [ResolveAction, ExecuteLocal) for jobs created from a key or definition. */
FOptionalBuildDefinition Definition;
/** Available in [CacheQuery, CacheStore). */
FOptionalBuildAction Action;
/** Available in [ExecuteLocal, CacheStore) for jobs with non-constant inputs. */
FOptionalBuildInputs Inputs;
/** Available in [CacheStore, Complete). */
FOptionalBuildOutput Output;
/** Available in [NotStarted, CacheStore). */
FBuildOutputBuilder OutputBuilder;
/** Available in [CacheQuery, CacheStoreWait). Context used by IBuildFunction. */
TRefCountPtr<FBuildJobContext> Context;
FBuildSchedulerParams SchedulerParams;
/** Lock to synchronize writes to State, NextState, bIsCanceled, Event, WaitRequest, Scheduler. */
FRWLock Lock;
/** Event used by and created by Wait(). Null until Wait() has been called on an incomplete job. */
FEvent* Event{};
/** Request that the job is waiting on in its wait states. Null outside of states that use it. */
FRequest WaitRequest;
/** Scheduler that the job is scheduled on. Null before Schedule() and after completion. */
IBuildScheduler* Scheduler{};
/** Resolver for definitions and inputs. May be null for a job with nothing to resolve. */
IBuildInputResolver* InputResolver{};
/** Worker to use for remote execution. Available in [ExecuteRemote, ExecuteRemoteRetryWait]. */
FBuildWorker* Worker{};
/** Worker executor to use for remote execution. Available in [ExecuteRemote, ExecuteRemoteRetryWait]. */
IBuildWorkerExecutor* WorkerExecutor{};
/** Invoked exactly once when the output is complete or when the job fails. */
FOnBuildJobComplete OnComplete;
/** Keys for missing inputs. */
TArray<FString> MissingInputs;
ICache& Cache;
IBuild& BuildSystem;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const TCHAR* LexToString(EBuildJobState State)
{
switch (State)
{
case EBuildJobState::NotStarted: return TEXT("NotStarted");
case EBuildJobState::ResolveKey: return TEXT("ResolveKey");
case EBuildJobState::ResolveKeyWait: return TEXT("ResolveKeyWait");
case EBuildJobState::ResolveInputMeta: return TEXT("ResolveInputMeta");
case EBuildJobState::ResolveInputMetaWait: return TEXT("ResolveInputMetaWait");
case EBuildJobState::CacheQuery: return TEXT("CacheQuery");
case EBuildJobState::CacheQueryWait: return TEXT("CacheQueryWait");
case EBuildJobState::ExecuteRemote: return TEXT("ExecuteRemote");
case EBuildJobState::ExecuteRemoteWait: return TEXT("ExecuteRemoteWait");
case EBuildJobState::ResolveRemoteInputData: return TEXT("ResolveRemoteInputData");
case EBuildJobState::ResolveRemoteInputDataWait: return TEXT("ResolveRemoteInputDataWait");
case EBuildJobState::ExecuteRemoteRetry: return TEXT("ExecuteRemoteRetry");
case EBuildJobState::ExecuteRemoteRetryWait: return TEXT("ExecuteRemoteRetryWait");
case EBuildJobState::ResolveInputData: return TEXT("ResolveInputData");
case EBuildJobState::ResolveInputDataWait: return TEXT("ResolveInputDataWait");
case EBuildJobState::ExecuteLocal: return TEXT("ExecuteLocal");
case EBuildJobState::ExecuteLocalWait: return TEXT("ExecuteLocalWait");
case EBuildJobState::CacheStore: return TEXT("CacheStore");
case EBuildJobState::CacheStoreWait: return TEXT("CacheStoreWait");
case EBuildJobState::Complete: return TEXT("Complete");
default: checkNoEntry(); return TEXT("Unknown");
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildJob::FBuildJob(
ICache& InCache,
IBuild& InBuildSystem,
IBuildInputResolver* InInputResolver,
const FBuildKey& InKey)
: Name(WriteToString<64>(TEXT("Resolve: "_SV), InKey))
, DefinitionKey(InKey)
, OutputBuilder(InBuildSystem.CreateOutput(Name, FunctionName))
, InputResolver(InInputResolver)
, Cache(InCache)
, BuildSystem(InBuildSystem)
{
}
FBuildJob::FBuildJob(
ICache& InCache,
IBuild& InBuildSystem,
IBuildInputResolver* InInputResolver,
const FBuildDefinition& InDefinition)
: Name(InDefinition.GetName())
, FunctionName(InDefinition.GetFunction())
, DefinitionKey(InDefinition.GetKey())
, Definition(InDefinition)
, OutputBuilder(InBuildSystem.CreateOutput(Name, FunctionName))
, InputResolver(InInputResolver)
, Cache(InCache)
, BuildSystem(InBuildSystem)
{
}
FBuildJob::FBuildJob(
ICache& InCache,
IBuild& InBuildSystem,
IBuildInputResolver* InInputResolver,
const FBuildAction& InAction,
const FOptionalBuildInputs& InInputs)
: Name(InAction.GetName())
, FunctionName(InAction.GetFunction())
, Action(InAction)
, Inputs(InInputs)
, OutputBuilder(InBuildSystem.CreateOutput(Name, FunctionName))
, InputResolver(InInputResolver)
, Cache(InCache)
, BuildSystem(InBuildSystem)
{
}
FBuildJob::~FBuildJob()
{
checkf(State == EBuildJobState::NotStarted || State == EBuildJobState::Complete,
TEXT("Job in state %s must complete before being destroyed for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
checkf(!OnComplete,
TEXT("Job in state %s must invoke its completion callback before being destroyed for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
FPlatformProcess::ReturnSynchEventToPool(Event);
}
void FBuildJob::Start(
IBuildScheduler& InScheduler,
EBuildPolicy InPolicy,
EPriority InPriority,
FOnBuildJobComplete&& InOnComplete)
{
checkf(State == EBuildJobState::NotStarted,
TEXT("Job in state %s was previously scheduled for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
Scheduler = &InScheduler;
BuildPolicy = InPolicy;
Priority = InPriority;
OnComplete = MoveTemp(InOnComplete);
return AdvanceToState(EBuildJobState::ResolveKey);
}
void FBuildJob::Schedule()
{
switch (State)
{
case EBuildJobState::ResolveKey: return AdvanceToState(EBuildJobState::ResolveKeyWait);
case EBuildJobState::ResolveInputMeta: return AdvanceToState(EBuildJobState::ResolveInputMetaWait);
case EBuildJobState::CacheQuery: return AdvanceToState(EBuildJobState::CacheQueryWait);
case EBuildJobState::ExecuteRemote: return AdvanceToState(EBuildJobState::ExecuteRemoteWait);
case EBuildJobState::ResolveRemoteInputData: return AdvanceToState(EBuildJobState::ResolveRemoteInputDataWait);
case EBuildJobState::ExecuteRemoteRetry: return AdvanceToState(EBuildJobState::ExecuteRemoteRetryWait);
case EBuildJobState::ResolveInputData: return AdvanceToState(EBuildJobState::ResolveInputDataWait);
case EBuildJobState::ExecuteLocal: return AdvanceToState(EBuildJobState::ExecuteLocalWait);
case EBuildJobState::CacheStore: return AdvanceToState(EBuildJobState::CacheStoreWait);
default:
checkf(false,
TEXT("Job in state %s is not valid to be scheduled for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::SetPriority(EPriority InPriority)
{
IBuildScheduler* LocalScheduler;
{
FWriteScopeLock WriteLock(Lock);
Priority = InPriority;
LocalScheduler = Scheduler;
WaitRequest.SetPriority(InPriority);
}
if (LocalScheduler)
{
LocalScheduler->UpdateJobPriority(this);
}
}
void FBuildJob::Cancel()
{
FRequest LocalRequest;
IBuildScheduler* LocalScheduler;
TRefCountPtr<FBuildJobContext> LocalContext;
if (FReadScopeLock ReadLock(Lock); State == EBuildJobState::Complete)
{
return;
}
else
{
bIsCanceled = true;
LocalRequest = WaitRequest;
LocalScheduler = Scheduler;
if (State == EBuildJobState::ExecuteLocalWait)
{
LocalContext = Context;
}
}
// Cancel the job on the scheduler, which invokes Schedule if the job was queued.
if (LocalScheduler)
{
LocalScheduler->CancelJob(this);
}
// Cancel the request, which invokes End[State] if the request is not complete.
if (LocalRequest)
{
LocalRequest.Cancel();
}
// Cancel the async build, which invokes EndExecuteLocal if the build is not complete.
if (LocalContext)
{
LocalContext->GetFunction().CancelAsyncBuild(*LocalContext);
}
// Most jobs will be complete at this point, but it is possible for a job to reach this point
// because of a race with the scheduler. A job can be removed from every scheduler queue, and
// missed by CancelJob, but not yet have called back into the job.
Wait();
}
void FBuildJob::Wait()
{
FEvent* LocalEvent;
if (FReadScopeLock ReadLock(Lock); State == EBuildJobState::Complete)
{
return;
}
else
{
LocalEvent = Event;
}
SetPriority(EPriority::Blocking);
if (!LocalEvent)
{
if (FWriteScopeLock WriteLock(Lock); State == EBuildJobState::Complete)
{
return;
}
else if (Event)
{
LocalEvent = Event;
}
else
{
LocalEvent = Event = FPlatformProcess::GetSynchEventFromPool(/*bIsManualReset*/ true);
}
}
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::Wait);
LocalEvent->Wait();
}
bool FBuildJob::Poll()
{
FReadScopeLock ReadLock(Lock);
return State == EBuildJobState::Complete;
}
void FBuildJob::AddRef() const
{
ReferenceCount.fetch_add(1, std::memory_order_relaxed);
}
void FBuildJob::Release() const
{
if (ReferenceCount.fetch_sub(1, std::memory_order_acq_rel) == 1)
{
delete this;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::BeginJob()
{
AddRef();
Scheduler->BeginJob(this);
}
void FBuildJob::EndJob()
{
ON_SCOPE_EXIT { Release(); };
if (Event)
{
Event->Trigger();
}
Scheduler->EndJob(this);
FWriteScopeLock WriteLock(Lock);
Scheduler = nullptr;
InputResolver = nullptr;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::CreateContext()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::CreateContext);
const IBuildFunction* Function = BuildSystem.GetFunctionRegistry().FindFunction(FunctionName);
if (BuildSystem.GetVersion() != Action.Get().GetBuildSystemVersion())
{
return CompleteWithError(WriteToString<192>(TEXT("Failed because the build system is version "_SV),
BuildSystem.GetVersion(), TEXT(" when version "_SV),
Action.Get().GetBuildSystemVersion(), TEXT(" is expected."_SV)));
}
else if (!Function)
{
return CompleteWithError(WriteToString<128>(TEXT("Failed because the function "_SV), FunctionName,
TEXT(" was not found."_SV)));
}
else if (!Function->GetVersion().IsValid())
{
return CompleteWithError(WriteToString<128>(TEXT("Failed because the function "_SV), FunctionName,
TEXT(" has a version of zero."_SV)));
}
else if (Function->GetVersion() != Action.Get().GetFunctionVersion())
{
return CompleteWithError(WriteToString<192>(TEXT("Failed because the function "_SV), FunctionName,
TEXT(" is version "_SV), Function->GetVersion(), TEXT(" when version "_SV),
Action.Get().GetFunctionVersion(), TEXT(" is expected."_SV)));
}
else
{
const FCacheKey CacheKey{Cache.CreateBucket(FunctionName), Action.Get().GetKey().Hash};
Context = new FBuildJobContext(*this, CacheKey, *Function, OutputBuilder, BuildPolicy,
[this] { EndExecuteLocal(); });
Function->Configure(*Context);
BuildPolicy = Context->GetBuildPolicy();
bIsExportingBuild = ShouldExportBuild();
}
// Populate the scheduler params with the information that is available now.
SchedulerParams.Key = Action.Get().GetKey();
Action.Get().IterateConstants([this](FStringView Key, FCbObject&& Value)
{
const uint64 ValueSize = Value.GetSize();
SchedulerParams.TotalInputsSize += ValueSize;
SchedulerParams.ResolvedInputsSize += ValueSize;
});
Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize)
{
SchedulerParams.TotalInputsSize += RawSize;
});
if (Inputs)
{
Inputs.Get().IterateInputs([this](FStringView Key, const FCompressedBuffer& Buffer)
{
SchedulerParams.ResolvedInputsSize += Buffer.GetRawSize();
});
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterCacheQuery()
{
ECachePolicy CachePolicy = Context ? Context->GetCachePolicy() : ECachePolicy::None;
if (!EnumHasAnyFlags(CachePolicy, ECachePolicy::Query) ||
EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipCacheGet))
{
return AdvanceToState(EBuildJobState::ExecuteRemote);
}
}
void FBuildJob::BeginCacheQuery()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::CacheQuery);
return ExecuteAsync([this]
{
ECachePolicy CachePolicy = Context->GetCachePolicy();
if (EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipData))
{
CachePolicy |= ECachePolicy::SkipAttachments;
}
return Cache.Get({Context->GetCacheKey()}, Name, CachePolicy, Priority,
[this](FCacheGetCompleteParams&& Params) { EndCacheQuery(MoveTemp(Params)); });
});
}
void FBuildJob::EndCacheQuery(FCacheGetCompleteParams&& Params)
{
if (Params.Status == EStatus::Ok)
{
if (FOptionalBuildOutput CacheOutput = BuildSystem.LoadOutput(Name, FunctionName, Params.Record))
{
bIsCached = true;
return SetOutputNoCheck(MoveTemp(CacheOutput).Get());
}
}
return AdvanceToState(EBuildJobState::ExecuteRemote);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterCacheStore()
{
ECachePolicy CachePolicy = Context ? Context->GetCachePolicy() : ECachePolicy::None;
if (bIsCached ||
!EnumHasAnyFlags(CachePolicy, ECachePolicy::Store) ||
EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipCachePut) ||
Output.Get().HasError())
{
return AdvanceToState(EBuildJobState::Complete);
}
}
void FBuildJob::BeginCacheStore()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::CacheStore);
return ExecuteAsync([this]
{
FCacheRecordBuilder RecordBuilder = Cache.CreateRecord(Context->GetCacheKey());
Output.Get().Save(RecordBuilder);
return Cache.Put({RecordBuilder.Build()}, Name, Context->GetCachePolicy(),
FMath::Min(Priority, EPriority::Highest),
[this](FCachePutCompleteParams&& Params) { EndCacheStore(MoveTemp(Params)); });
});
}
void FBuildJob::EndCacheStore(FCachePutCompleteParams&& Params)
{
bIsCached = Params.Status == EStatus::Ok;
return AdvanceToState(EBuildJobState::Complete);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterResolveKey()
{
if (Action)
{
return AdvanceToState(EBuildJobState::CacheQuery);
}
if (Definition)
{
return AdvanceToState(EBuildJobState::ResolveInputMeta);
}
if (DefinitionKey != FBuildKey::Empty)
{
return CompleteWithError(TEXT("Failed to resolve null key."_SV));
}
if (!InputResolver)
{
return CompleteWithError(TEXT("Failed to resolve key due to null input resolver."_SV));
}
}
void FBuildJob::BeginResolveKey()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ResolveKey);
return ExecuteAsync([this]
{
return InputResolver->ResolveKey(DefinitionKey,
[this](FBuildKeyResolvedParams&& Params) { EndResolveKey(MoveTemp(Params)); });
});
}
void FBuildJob::EndResolveKey(FBuildKeyResolvedParams&& Params)
{
if (Params.Status == EStatus::Ok && Params.Definition)
{
return SetDefinition(MoveTemp(Params.Definition).Get());
}
else
{
return CompleteWithError(WriteToString<128>(TEXT("Failed to resolve key "_SV), Params.Key, TEXT("."_SV)));
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterResolveInputMeta()
{
if (!Definition.Get().HasInputs())
{
return CreateAction({});
}
if (!InputResolver)
{
return CompleteWithError(TEXT("Failed to resolve input metadata due to null input resolver."_SV));
}
}
void FBuildJob::BeginResolveInputMeta()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ResolveInputMeta);
return ExecuteAsync([this]
{
return InputResolver->ResolveInputMeta(Definition.Get(), Priority,
[this](FBuildInputMetaResolvedParams&& Params) { EndResolveInputMeta(MoveTemp(Params)); });
});
}
void FBuildJob::EndResolveInputMeta(FBuildInputMetaResolvedParams&& Params)
{
if (Params.Status == EStatus::Ok)
{
return CreateAction(Params.Inputs);
}
else
{
return CompleteWithError(TEXT("Failed to resolve input metadata."_SV));
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterResolveInputData()
{
SchedulerParams.MissingLocalInputsSize = 0;
SchedulerParams.MissingRemoteInputsSize = 0;
if (State == EBuildJobState::ResolveInputData)
{
MissingInputs.Reset();
Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize)
{
if (!Inputs || Inputs.Get().FindInput(Key).IsNull())
{
MissingInputs.Emplace(Key);
SchedulerParams.MissingLocalInputsSize += RawSize;
}
});
if (MissingInputs.IsEmpty())
{
return AdvanceToState(EBuildJobState::ExecuteLocal);
}
}
else
{
Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize)
{
if (MissingInputs.FindByKey(Key))
{
SchedulerParams.MissingRemoteInputsSize += RawSize;
}
});
}
checkf(!MissingInputs.IsEmpty(),
TEXT("Job is not expected to be in state %s without missing inputs for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
if (!InputResolver)
{
return CompleteWithError(TEXT("Failed to resolve input data due to null input resolver."_SV));
}
}
void FBuildJob::BeginResolveInputData()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ResolveInputData);
return ExecuteAsync([this]
{
if (Definition)
{
return InputResolver->ResolveInputData(Definition.Get(), Priority,
[this](FBuildInputDataResolvedParams&& Params) { EndResolveInputData(MoveTemp(Params)); },
[this](FStringView Key) { return !!Algo::Find(MissingInputs, Key); });
}
else
{
return InputResolver->ResolveInputData(Action.Get(), Priority,
[this](FBuildInputDataResolvedParams&& Params) { EndResolveInputData(MoveTemp(Params)); },
[this](FStringView Key) { return !!Algo::Find(MissingInputs, Key); });
}
});
}
void FBuildJob::EndResolveInputData(FBuildInputDataResolvedParams&& Params)
{
if (Params.Status == EStatus::Ok)
{
FBuildInputsBuilder Builder = BuildSystem.CreateInputs(Name);
for (const FBuildInputDataByKey& Input : Params.Inputs)
{
Builder.AddInput(Input.Key, Input.Data);
SchedulerParams.ResolvedInputsSize += Input.Data.GetRawSize();
}
if (Inputs)
{
Inputs.Get().IterateInputs([&Builder](FStringView Key, const FCompressedBuffer& Buffer)
{
Builder.AddInput(Key, Buffer);
});
}
return SetInputs(Builder.Build());
}
else
{
return CompleteWithError(TEXT("Failed to resolve input data."_SV));
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterExecuteRemote()
{
if (EnumHasAnyFlags(BuildPolicy, EBuildPolicy::SkipBuild))
{
return CompleteWithError(TEXT("Failed because build policy skipped building."_SV));
}
if (!EnumHasAnyFlags(BuildPolicy, EBuildPolicy::Remote) || bIsExportingBuild)
{
return AdvanceToState(EBuildJobState::ResolveInputData);
}
if (!Worker || !WorkerExecutor)
{
Worker = BuildSystem.GetWorkerRegistry().FindWorker(
Action.Get().GetFunction(),
Action.Get().GetFunctionVersion(),
Action.Get().GetBuildSystemVersion(),
WorkerExecutor);
}
if (!Worker || !WorkerExecutor)
{
return AdvanceToState(EBuildJobState::ResolveInputData);
}
}
void FBuildJob::BeginExecuteRemote()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ExecuteRemote);
checkf(Worker && WorkerExecutor, TEXT("Job requires a worker in state %s for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
bTriedRemoteExecution = true;
return ExecuteAsync([this]
{
return WorkerExecutor->BuildAction(Action.Get(), Inputs, *Worker, BuildPolicy, Priority,
[this](FBuildWorkerActionCompleteParams&& Params) { EndExecuteRemote(MoveTemp(Params)); });
});
}
void FBuildJob::EndExecuteRemote(FBuildWorkerActionCompleteParams&& Params)
{
if (Params.Output)
{
return SetOutputNoCheck(MoveTemp(Params.Output).Get());
}
else
{
switch (State)
{
case EBuildJobState::ExecuteRemote:
case EBuildJobState::ExecuteRemoteWait:
MissingInputs.Reset(Params.MissingInputs.Num());
for (const FStringView& Key : Params.MissingInputs)
{
MissingInputs.Emplace(Key);
}
if (!MissingInputs.IsEmpty())
{
MissingInputs.Sort();
return AdvanceToState(EBuildJobState::ResolveRemoteInputData);
}
[[fallthrough]];
case EBuildJobState::ExecuteRemoteRetry:
case EBuildJobState::ExecuteRemoteRetryWait:
default:
return AdvanceToState(EBuildJobState::ResolveInputData);
}
}
}
void FBuildJob::SkipExecuteRemote()
{
checkf(State == EBuildJobState::ResolveRemoteInputData ||
State == EBuildJobState::ExecuteRemote || State == EBuildJobState::ExecuteRemoteRetry,
TEXT("Job is not expecting SkipExecuteRemote to be called in state %s for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
return AdvanceToState(EBuildJobState::ResolveInputData);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::EnterExecuteLocal()
{
if (bIsExportingBuild)
{
ExportBuild();
}
if (!EnumHasAnyFlags(BuildPolicy, EBuildPolicy::Local))
{
if (bTriedRemoteExecution)
{
return CompleteWithError(TEXT("Failed because build policy does not allow local execution, ")
TEXT("and remote execution failed to build."_SV));
}
else
{
return CompleteWithError(TEXT("Failed because build policy does not allow local execution, ")
TEXT("and remote execution was not available."_SV));
}
}
Action.Get().IterateConstants([this](FStringView Key, FCbObject&& Value)
{
Context->AddConstant(Key, MoveTemp(Value));
});
Action.Get().IterateInputs([this](FStringView Key, const FIoHash& RawHash, uint64 RawSize)
{
const FCompressedBuffer& Buffer = Inputs.Get().FindInput(Key);
if (Buffer.GetRawHash() == RawHash && Buffer.GetRawSize() == RawSize)
{
Context->AddInput(Key, Buffer);
}
else
{
CompleteWithError(WriteToString<256>(TEXT("Failed because input '"_SV), Key, TEXT("' with hash "_SV),
RawHash, TEXT(" ("_SV), RawSize, TEXT(" bytes) was resolved with hash "_SV), Buffer.GetRawHash(),
TEXT(" ("_SV), Buffer.GetRawSize(), TEXT(" bytes)."_SV)));
}
});
Action.Reset();
Inputs.Reset();
SchedulerParams.ResolvedInputsSize = 0;
}
void FBuildJob::BeginExecuteLocal()
{
TRACE_CPUPROFILER_EVENT_SCOPE(FBuildJob::ExecuteLocal);
return ExecuteAsync([this]
{
Context->GetFunction().Build(*Context);
if (!Context->IsAsyncBuild())
{
EndExecuteLocal();
}
return FRequest();
});
}
void FBuildJob::EndExecuteLocal()
{
return SetOutputNoCheck(OutputBuilder.Build());
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::CreateAction(TConstArrayView<FBuildInputMetaByKey> InputMeta)
{
const FBuildDefinition& LocalDefinition = Definition.Get();
FBuildActionBuilder Builder = BuildSystem.CreateAction(Name, FunctionName);
LocalDefinition.IterateConstants([this, &Builder](FStringView Key, FCbObject&& Value)
{
Builder.AddConstant(Key, Value);
});
for (const FBuildInputMetaByKey& Input : InputMeta)
{
Builder.AddInput(Input.Key, Input.RawHash, Input.RawSize);
}
return SetAction(Builder.Build());
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::SetDefinition(FBuildDefinition&& InDefinition)
{
Name = InDefinition.GetName();
FunctionName = InDefinition.GetFunction();
checkf(Definition.IsNull(), TEXT("Job already has a definition for build of '%s' by %s."), *Name, *FunctionName);
checkf(State == EBuildJobState::ResolveKey || State == EBuildJobState::ResolveKeyWait,
TEXT("Job is not expecting a definition in state %s for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
OutputBuilder = BuildSystem.CreateOutput(Name, FunctionName);
Definition = MoveTemp(InDefinition);
return AdvanceToState(EBuildJobState::ResolveInputMeta);
}
void FBuildJob::SetAction(FBuildAction&& InAction)
{
checkf(Action.IsNull(), TEXT("Job already has an action for build of '%s' by %s."), *Name, *FunctionName);
checkf(State == EBuildJobState::ResolveKey ||
State == EBuildJobState::ResolveInputMeta || State == EBuildJobState::ResolveInputMetaWait,
TEXT("Job is not expecting an action in state %s for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
Action = MoveTemp(InAction);
return AdvanceToState(EBuildJobState::CacheQuery);
}
void FBuildJob::SetInputs(FBuildInputs&& InInputs)
{
EBuildJobState ExecuteState;
switch (State)
{
case EBuildJobState::ResolveRemoteInputData:
case EBuildJobState::ResolveRemoteInputDataWait:
ExecuteState = EBuildJobState::ExecuteRemoteRetry;
break;
case EBuildJobState::ResolveInputData:
case EBuildJobState::ResolveInputDataWait:
ExecuteState = EBuildJobState::ExecuteLocal;
break;
default:
checkf(false, TEXT("Job is not expecting inputs in state %s for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
return;
}
Inputs = MoveTemp(InInputs);
SchedulerParams.MissingLocalInputsSize = 0;
SchedulerParams.MissingRemoteInputsSize = 0;
return AdvanceToState(ExecuteState);
}
void FBuildJob::SetOutput(const FBuildOutput& InOutput)
{
checkf(State == EBuildJobState::ResolveKey || State == EBuildJobState::ResolveInputMeta ||
State == EBuildJobState::CacheQuery || State == EBuildJobState::ResolveInputData ||
State == EBuildJobState::ExecuteRemote || State == EBuildJobState::ExecuteRemoteRetry ||
State == EBuildJobState::ExecuteLocal,
TEXT("Job is not expecting an output in state %s for build of '%s' by %s."),
LexToString(State), *Name, *FunctionName);
return SetOutputNoCheck(FBuildOutput(InOutput));
}
void FBuildJob::SetOutputNoCheck(FBuildOutput&& InOutput)
{
checkf(Output.IsNull(), TEXT("Job already has an output for build of '%s' by %s."), *Name, *FunctionName);
Output = MoveTemp(InOutput);
if (!bIsCanceled)
{
Scheduler->SetJobOutput(this, SchedulerParams, Output.Get());
}
if (OnComplete)
{
const EStatus Status = bIsCanceled ? EStatus::Canceled : Output.Get().HasError() ? EStatus::Error : EStatus::Ok;
OnComplete({*this, FBuildOutput(Output.Get()), Status});
OnComplete = nullptr;
}
return AdvanceToState(EBuildJobState::CacheStore);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FBuildJob::CompleteWithError(FStringView Error)
{
if (FWriteScopeLock WriteLock(Lock); Output || NextState == EBuildJobState::Complete)
{
return;
}
OutputBuilder.AddError(TEXT("LogDerivedDataBuild"_SV), Error);
return SetOutputNoCheck(OutputBuilder.Build());
}
void FBuildJob::ExecuteAsync(TFunctionRef<FRequest ()> Operation)
{
// An operation may complete and advance to another state before its request has been stored.
// Hold a reference to allow access to this after starting the operation.
const TRequest Self(this);
const EBuildJobState LocalState = State;
if (FRequest LocalRequest = Operation())
{
if (FWriteScopeLock WriteLock(Lock); LocalState == State && !bIsCanceled)
{
// The state flow through the job requires any previous WaitRequest to be complete by
// the time that ExecuteAsync is called because the completion of the async operation
// will request the state transition that leads to another new async operation. It is
// not possible to poll the previous request to validate that it is complete, because
// execution likely reached this point from the completion callback, and a request is
// not complete until its completion callback has returned.
WaitRequest = MoveTemp(LocalRequest);
}
// Cancel the request if it was not moved above due to cancellation or change of state.
LocalRequest.Cancel();
}
}
void FBuildJob::AdvanceToState(EBuildJobState NewState)
{
EBuildJobState OldState = EBuildJobState::Complete;
if (FWriteScopeLock WriteLock(Lock); NextState < NewState)
{
// TODO: Improve CompleteWithError to avoid unexpected state transitions.
//checkf(NextState < NewState,
// TEXT("Job in state %s is requesting an invalid transition from %s to %s for build of '%s' by %s."),
// LexToString(State), LexToString(NextState), LexToString(NewState), *Name, *FunctionName);
if (bIsCanceled)
{
NewState = EBuildJobState::Complete;
}
NextState = NewState;
if (bInAdvanceToState)
{
return;
}
else
{
bInAdvanceToState = true;
OldState = State;
State = NewState;
}
}
while (OldState < NewState)
{
ExecuteTransition(OldState, NewState);
if (NewState == EBuildJobState::Complete)
{
return;
}
if (FWriteScopeLock WriteLock(Lock); NewState < NextState)
{
OldState = NewState;
NewState = NextState;
State = NewState;
}
else
{
bInAdvanceToState = false;
break;
}
}
ExecuteState(NewState);
}
void FBuildJob::ExecuteTransition(EBuildJobState OldState, EBuildJobState NewState)
{
if (OldState == EBuildJobState::NotStarted)
{
BeginJob();
}
if (OldState < EBuildJobState::CacheQuery && EBuildJobState::CacheQuery <= NewState && NewState <= EBuildJobState::CacheStoreWait)
{
CreateContext();
}
if (OldState <= EBuildJobState::ExecuteRemoteRetryWait && EBuildJobState::ExecuteRemoteRetryWait < NewState)
{
Worker = nullptr;
WorkerExecutor = nullptr;
}
if (OldState <= EBuildJobState::ResolveInputDataWait && EBuildJobState::ResolveInputDataWait < NewState)
{
MissingInputs.Empty();
Definition.Reset();
}
if (OldState <= EBuildJobState::ExecuteLocalWait && EBuildJobState::ExecuteLocalWait < NewState)
{
Action.Reset();
Inputs.Reset();
if (Context)
{
Context->ResetInputs();
}
SchedulerParams.ResolvedInputsSize = 0;
}
if (OldState <= EBuildJobState::ExecuteLocalWait && EBuildJobState::ExecuteLocalWait < NewState && !Output)
{
SetOutputNoCheck(OutputBuilder.Build());
}
if (NewState == EBuildJobState::Complete)
{
Output.Reset();
Context = nullptr;
}
switch (NewState)
{
case EBuildJobState::ResolveKey: return EnterResolveKey();
case EBuildJobState::ResolveKeyWait: return BeginResolveKey();
case EBuildJobState::ResolveInputMeta: return EnterResolveInputMeta();
case EBuildJobState::ResolveInputMetaWait: return BeginResolveInputMeta();
case EBuildJobState::CacheQuery: return EnterCacheQuery();
case EBuildJobState::CacheQueryWait: return BeginCacheQuery();
case EBuildJobState::ExecuteRemote: return EnterExecuteRemote();
case EBuildJobState::ExecuteRemoteWait: return BeginExecuteRemote();
case EBuildJobState::ResolveRemoteInputData: return EnterResolveInputData();
case EBuildJobState::ResolveRemoteInputDataWait: return BeginResolveInputData();
case EBuildJobState::ExecuteRemoteRetry: return EnterExecuteRemote();
case EBuildJobState::ExecuteRemoteRetryWait: return BeginExecuteRemote();
case EBuildJobState::ResolveInputData: return EnterResolveInputData();
case EBuildJobState::ResolveInputDataWait: return BeginResolveInputData();
case EBuildJobState::ExecuteLocal: return EnterExecuteLocal();
case EBuildJobState::ExecuteLocalWait: return BeginExecuteLocal();
case EBuildJobState::CacheStore: return EnterCacheStore();
case EBuildJobState::CacheStoreWait: return BeginCacheStore();
case EBuildJobState::Complete: return EndJob();
}
}
void FBuildJob::ExecuteState(EBuildJobState NewState)
{
switch (NewState)
{
case EBuildJobState::ResolveKey: return Scheduler->DispatchResolveKey(this);
case EBuildJobState::ResolveInputMeta: return Scheduler->DispatchResolveInputMeta(this);
case EBuildJobState::CacheQuery: return Scheduler->DispatchCacheQuery(this, SchedulerParams);
case EBuildJobState::ExecuteRemote: return Scheduler->DispatchExecuteRemote(this, SchedulerParams);
case EBuildJobState::ResolveRemoteInputData: return Scheduler->DispatchResolveInputData(this, SchedulerParams);
case EBuildJobState::ExecuteRemoteRetry: return Scheduler->DispatchExecuteRemote(this, SchedulerParams);
case EBuildJobState::ResolveInputData: return Scheduler->DispatchResolveInputData(this, SchedulerParams);
case EBuildJobState::ExecuteLocal: return Scheduler->DispatchExecuteLocal(this, SchedulerParams);
case EBuildJobState::CacheStore: return Scheduler->DispatchCacheStore(this, SchedulerParams);
}
}
void FBuildJob::ExportBuild() const
{
// Export to <SavedDir>/DerivedDataBuildExport/<Bucket>[/<Function>]/<Action>
TStringBuilder<256> ExportPath;
const FCacheKey& Key = Context->GetCacheKey();
FPathViews::Append(ExportPath, FPaths::ProjectSavedDir(), TEXT("DerivedDataBuildExport"), Key.Bucket);
if (FunctionName != Key.Bucket.ToString<TCHAR>())
{
FPathViews::Append(ExportPath, FunctionName);
}
FPathViews::Append(ExportPath, Key.Hash);
int32 ExportRootLen = ExportPath.Len();
TAnsiStringBuilder<512> Meta;
Meta << "Name: " << FTCHARToUTF8(Name) << LINE_TERMINATOR_ANSI;
Meta << "Cache: " << Key << LINE_TERMINATOR_ANSI;
Meta << "Function: " << FTCHARToUTF8(FunctionName) << LINE_TERMINATOR_ANSI;
Meta << "FunctionVersion: " << Action.Get().GetFunctionVersion() << LINE_TERMINATOR_ANSI;
Meta << "BuildSystemVersion: " << Action.Get().GetBuildSystemVersion() << LINE_TERMINATOR_ANSI;
if (Action.Get().HasConstants())
{
Meta << "Constants:" << LINE_TERMINATOR_ANSI;
Action.Get().IterateConstants([&Meta](FStringView Key, FCbObject&& Value)
{
Meta << " " << FTCHARToUTF8(Key) << ":" LINE_TERMINATOR_ANSI;
Meta << " RawHash: " << FIoHash(Value.GetHash()) << LINE_TERMINATOR_ANSI;
Meta << " RawSize: " << Value.GetSize() << LINE_TERMINATOR_ANSI;
});
}
if (Action.Get().HasInputs())
{
Meta << "Inputs:" << LINE_TERMINATOR_ANSI;
Action.Get().IterateInputs([&Meta](FStringView Key, const FIoHash& RawHash, uint64 RawSize)
{
Meta << " " << FTCHARToUTF8(Key) << ":" LINE_TERMINATOR_ANSI;
Meta << " RawHash: " << RawHash << LINE_TERMINATOR_ANSI;
Meta << " RawSize: " << RawSize << LINE_TERMINATOR_ANSI;
});
}
FPathViews::Append(ExportPath, TEXT("Meta.yaml"));
if (TUniquePtr<FArchive> Ar{IFileManager::Get().CreateFileWriter(*ExportPath)})
{
Ar->Serialize(Meta.GetData(), Meta.Len());
}
ExportPath.RemoveSuffix(ExportPath.Len() - ExportRootLen);
FPathViews::Append(ExportPath, TEXT("Build.action"));
if (TUniquePtr<FArchive> Ar{IFileManager::Get().CreateFileWriter(*ExportPath)})
{
FCbWriter Writer;
Action.Get().Save(Writer);
Writer.Save(*Ar);
}
ExportPath.RemoveSuffix(ExportPath.Len() - ExportRootLen);
if (Inputs)
{
Meta << "Inputs:" << LINE_TERMINATOR_ANSI;
FPathViews::Append(ExportPath, TEXT("Inputs"));
ExportRootLen = ExportPath.Len();
Inputs.Get().IterateInputs([&ExportPath, ExportRootLen](FStringView Key, const FCompressedBuffer& Buffer)
{
FPathViews::Append(ExportPath, FIoHash(Buffer.GetRawHash()));
if (TUniquePtr<FArchive> Ar{IFileManager::Get().CreateFileWriter(*ExportPath)})
{
*Ar << const_cast<FCompressedBuffer&>(Buffer);
}
ExportPath.RemoveSuffix(ExportPath.Len() - ExportRootLen);
});
}
}
bool FBuildJob::ShouldExportBuild() const
{
static bool bExportAll;
static TArray<FName> ExportTypes = ParseExportBuildTypes(bExportAll);
return bExportAll
|| Algo::BinarySearch(ExportTypes, FName(FunctionName), FNameFastLess()) != INDEX_NONE
|| Algo::BinarySearch(ExportTypes, FName(Context->GetCacheKey().Bucket.ToString<ANSICHAR>()), FNameFastLess()) != INDEX_NONE;
}
TArray<FName> FBuildJob::ParseExportBuildTypes(bool& bOutExportAll)
{
TArray<FName> ExportTypes;
if (FString ExportTypesArg; FParse::Value(FCommandLine::Get(), TEXT("-ExportBuilds="), ExportTypesArg))
{
String::ParseTokens(ExportTypesArg, TEXT('+'), [&ExportTypes](FStringView Type) { ExportTypes.Emplace(Type); });
ExportTypes.Sort(FNameFastLess());
bOutExportAll = false;
}
else
{
bOutExportAll = FParse::Param(FCommandLine::Get(), TEXT("ExportBuilds"));
}
return ExportTypes;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
TRequest<IBuildJob> CreateBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildKey& Key)
{
return TRequest(new FBuildJob(Cache, BuildSystem, InputResolver, Key));
}
TRequest<IBuildJob> CreateBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildDefinition& Definition)
{
return TRequest(new FBuildJob(Cache, BuildSystem, InputResolver, Definition));
}
TRequest<IBuildJob> CreateBuildJob(ICache& Cache, IBuild& BuildSystem, IBuildInputResolver* InputResolver, const FBuildAction& Action, const FOptionalBuildInputs& Inputs)
{
return TRequest(new FBuildJob(Cache, BuildSystem, InputResolver, Action, Inputs));
}
} // UE::DerivedData::Private