Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Node.cs
Ben Marsh 6af6c038ea Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2982165)
==========================
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]
2016-05-18 13:26:45 -04:00

283 lines
9.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnrealBuildTool;
using AutomationTool;
using System.Xml;
namespace AutomationTool
{
/// <summary>
/// Reference to a node's output
/// </summary>
class NodeOutput
{
/// <summary>
/// The node which produces the given output
/// </summary>
public Node ProducingNode;
/// <summary>
/// Name of the output
/// </summary>
public string Name;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InProducingNode">Node which produces the given output</param>
/// <param name="InName">Name of the output</param>
public NodeOutput(Node InProducingNode, string InName)
{
ProducingNode = InProducingNode;
Name = InName;
}
/// <summary>
/// Returns a string representation of this output for debugging purposes
/// </summary>
/// <returns>The name of this output</returns>
public override string ToString()
{
return (ProducingNode.Name == Name)? Name : String.Format("{0}: {1}", ProducingNode.Name, Name);
}
}
/// <summary>
/// Defines a node, a container for tasks and the smallest unit of execution that can be run as part of a build graph.
/// </summary>
class Node
{
/// <summary>
/// The node's name
/// </summary>
public string Name;
/// <summary>
/// Array of inputs which this node requires to run
/// </summary>
public NodeOutput[] Inputs;
/// <summary>
/// Array of output names produced by this node
/// </summary>
public NodeOutput[] Outputs;
/// <summary>
/// Nodes which this node has input dependencies on
/// </summary>
public Node[] InputDependencies;
/// <summary>
/// Nodes which this node needs to run after
/// </summary>
public Node[] OrderDependencies;
/// <summary>
/// The trigger which controls whether this node will be executed
/// </summary>
public ManualTrigger ControllingTrigger;
/// <summary>
/// List of tasks to execute
/// </summary>
public List<CustomTask> Tasks = new List<CustomTask>();
/// <summary>
/// List of email addresses to notify if this node fails.
/// </summary>
public HashSet<string> NotifyUsers = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// If set, anyone that has submitted to one of the given paths will be notified on failure of this node
/// </summary>
public HashSet<string> NotifySubmitters = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// Whether to ignore warnings produced by this node
/// </summary>
public bool bNotifyOnWarnings = true;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InName">The name of this node</param>
/// <param name="InInputs">Inputs that this node depends on</param>
/// <param name="InOutputNames">Names of the outputs that this node produces</param>
/// <param name="InInputDependencies">Nodes which this node is dependent on for its inputs</param>
/// <param name="InOrderDependencies">Nodes which this node needs to run after. Should include all input dependencies.</param>
/// <param name="InControllingTrigger">The trigger which this node is behind</param>
public Node(string InName, NodeOutput[] InInputs, string[] InOutputNames, Node[] InInputDependencies, Node[] InOrderDependencies, ManualTrigger InControllingTrigger)
{
Name = InName;
Inputs = InInputs;
Outputs = InOutputNames.Select(x => new NodeOutput(this, x)).ToArray();
InputDependencies = InInputDependencies;
OrderDependencies = InOrderDependencies;
ControllingTrigger = InControllingTrigger;
}
/// <summary>
/// Build all the tasks for this node
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="BuildProducts">Set of build products produced by this node.</param>
/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include. Should be set to contain the node inputs on entry.</param>
/// <returns>Whether the task succeeded or not. Exiting with an exception will be caught and treated as a failure.</returns>
public bool Build(JobContext Job, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
bool bResult = true;
// Allow tasks to merge together
MergeTasks();
// Build everything
HashSet<FileReference> BuildProducts = new HashSet<FileReference>();
foreach(CustomTask Task in Tasks)
{
if(!Task.Execute(Job, BuildProducts, TagNameToFileSet))
{
CommandUtils.Log("Failed to execute task.");
return false;
}
}
// Build a mapping of build product to the outputs it belongs to, using the filesets created by the tasks.
Dictionary<FileReference, NodeOutput> FileToOutput = new Dictionary<FileReference,NodeOutput>();
foreach(NodeOutput Output in Outputs)
{
HashSet<FileReference> FileSet = TagNameToFileSet[Output.Name];
foreach(FileReference File in FileSet)
{
NodeOutput ExistingOutput;
if(FileToOutput.TryGetValue(File, out ExistingOutput))
{
CommandUtils.LogError("Build product is added to multiple outputs; {0} added to {1} and {2}", File.MakeRelativeTo(new DirectoryReference(CommandUtils.CmdEnv.LocalRoot)), ExistingOutput.Name, Output.Name);
bResult = false;
continue;
}
FileToOutput.Add(File, Output);
}
}
// Add any remaining valid build products into the output channel for this node. Since it's a catch-all output whose build products were not explicitly specified by the user, we can remove
// those which are outside the root directory or which no longer exist (they may have been removed by downstream tasks).
HashSet<FileReference> DefaultOutputs = TagNameToFileSet[Name];
foreach(FileReference BuildProduct in BuildProducts)
{
if(!FileToOutput.ContainsKey(BuildProduct) && BuildProduct.IsUnderDirectory(CommandUtils.RootDirectory) && BuildProduct.Exists())
{
DefaultOutputs.Add(BuildProduct);
}
}
return bResult;
}
/// <summary>
/// Merge tasks which can be combined together
/// </summary>
void MergeTasks()
{
List<CustomTask> MergedTasks = new List<CustomTask>();
while(Tasks.Count > 0)
{
CustomTask NextTask = Tasks[0];
Tasks.RemoveAt(0);
NextTask.Merge(Tasks);
MergedTasks.Add(NextTask);
}
Tasks = MergedTasks;
}
/// <summary>
/// Determines the minimal set of direct input dependencies for this node to run
/// </summary>
/// <returns>Sequence of nodes that are direct inputs to this node</returns>
public IEnumerable<Node> GetDirectInputDependencies()
{
HashSet<Node> DirectDependencies = new HashSet<Node>(InputDependencies);
foreach(Node InputDependency in InputDependencies)
{
DirectDependencies.ExceptWith(InputDependency.InputDependencies);
}
return DirectDependencies;
}
/// <summary>
/// Determines the minimal set of direct order dependencies for this node to run
/// </summary>
/// <returns>Sequence of nodes that are direct order dependencies of this node</returns>
public IEnumerable<Node> GetDirectOrderDependencies()
{
HashSet<Node> DirectDependencies = new HashSet<Node>(OrderDependencies);
foreach(Node OrderDependency in OrderDependencies)
{
DirectDependencies.ExceptWith(OrderDependency.OrderDependencies);
}
return DirectDependencies;
}
/// <summary>
/// Checks whether this node is downstream of the given trigger
/// </summary>
/// <param name="Trigger">The trigger to check</param>
/// <returns>True if the node is downstream of the trigger, false otherwise</returns>
public bool IsControlledBy(ManualTrigger Trigger)
{
return Trigger == null || ControllingTrigger == Trigger || (ControllingTrigger != null && ControllingTrigger.IsDownstreamFrom(Trigger));
}
/// <summary>
/// Write this node to an XML writer
/// </summary>
/// <param name="Writer">The writer to output the node to</param>
public void Write(XmlWriter Writer)
{
Writer.WriteStartElement("Node");
Writer.WriteAttributeString("Name", Name);
Node[] RequireNodes = Inputs.Where(x => x.Name == x.ProducingNode.Name).Select(x => x.ProducingNode).ToArray();
string[] RequireNames = RequireNodes.Select(x => x.Name).Union(Inputs.Where(x => !RequireNodes.Contains(x.ProducingNode)).Select(x => "#" + x.Name)).ToArray();
if (RequireNames.Length > 0)
{
Writer.WriteAttributeString("Requires", String.Join(";", RequireNames));
}
string[] ProducesNames = Outputs.Where(x => x.Name != Name).Select(x => "#" + x.Name).ToArray();
if (ProducesNames.Length > 0)
{
Writer.WriteAttributeString("Produces", String.Join(";", ProducesNames));
}
string[] AfterNames = GetDirectOrderDependencies().Except(InputDependencies).Select(x => x.Name).ToArray();
if (AfterNames.Length > 0)
{
Writer.WriteAttributeString("After", String.Join(";", AfterNames));
}
if (!bNotifyOnWarnings)
{
Writer.WriteAttributeString("NotifyOnWarnings", bNotifyOnWarnings.ToString());
}
foreach (CustomTask Task in Tasks)
{
Task.Write(Writer);
}
Writer.WriteEndElement();
}
/// <summary>
/// Returns the name of this node
/// </summary>
/// <returns>The name of this node</returns>
public override string ToString()
{
return Name;
}
}
}