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==========================
MAJOR FEATURES + CHANGES
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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]
85 lines
2.4 KiB
C#
85 lines
2.4 KiB
C#
using AutomationTool;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml;
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using UnrealBuildTool;
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namespace BuildGraph.Tasks
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{
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/// <summary>
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/// Parameters for a task that strips symbols from a set of files
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/// </summary>
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public class SignTaskParameters
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{
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/// <summary>
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/// List of file specifications separated by semicolons (eg. *.cpp;Engine/.../*.bat), or the name of a tag set
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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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/// Tag to be applied to build products of this task
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/// </summary>
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[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.Tag)]
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public string Tag;
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}
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/// <summary>
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/// Task which strips symbols from a set of files
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/// </summary>
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[TaskElement("Sign", typeof(SignTaskParameters))]
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public class SignTask : CustomTask
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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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SignTaskParameters 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="Parameters">Parameters for the task</param>
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public SignTask(SignTaskParameters 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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/// <returns>True if the task succeeded</returns>
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public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Find the matching files
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FileReference[] Files = ResolveFilespec(CommandUtils.RootDirectory, Parameters.Files, TagNameToFileSet).OrderBy(x => x.FullName).ToArray();
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// Sign all the files
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CodeSign.SignMultipleIfEXEOrDLL(Job.OwnerCommand, (Files.Select(x => x.FullName).ToList()));
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// Apply the optional tag to the build products
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if(!String.IsNullOrEmpty(Parameters.Tag))
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{
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FindOrAddTagSet(TagNameToFileSet, Parameters.Tag).UnionWith(Files);
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}
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// Add them to the list of build products
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BuildProducts.UnionWith(Files);
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return true;
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}
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/// <summary>
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/// Output this task out to an XML writer.
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/// </summary>
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public override void Write(XmlWriter Writer)
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{
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Write(Writer, Parameters);
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}
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}
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}
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