Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/BuildGraph.cs
Ben Marsh 5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00

941 lines
36 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnrealBuildTool;
using BuildGraph;
using System.Reflection;
using System.Collections;
using System.IO;
using System.Xml;
namespace AutomationTool
{
/// <summary>
/// Tool to execute build automation scripts for UE4 projects, which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system).
///
/// Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
///
/// - Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided ('Cook', 'Compile', 'Copy', 'Stage', 'Log', 'PakFile', etc...), and additional tasks may be
/// added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
/// - Nodes: A named sequence of tasks which are executed in order to produce outputs. Nodes may have dependencies on other nodes for their outputs before they can be executed. Declared with the 'Node' element.
/// - Agents: A machine which can execute a sequence of nodes, if running as part of a build system. Has no effect when building locally. Declared with the 'Agent' element.
/// - Triggers: Container for agents which should only be executed when explicitly triggered (using the -Trigger=... or -SkipTriggers command line argument). Declared with the 'Trigger' element.
/// - Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
///
/// Scripts may set properties with the &lt;Property Name="Foo" Value="Bar"/&gt; syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the
/// script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Properties may be sourced from environment variables or the command line using
/// the &lt;EnvVar&gt; and &lt;Option&gt; elements respectively.
///
/// Any elements can be conditionally defined via the "If" attribute. A full grammar for conditions is written up in Condition.cs.
///
/// File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a
/// full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the &lt;Tag&gt; Task, which also allows performing set union/difference
/// style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
///
/// Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=... argument (producing a JSON file listing the nodes
/// and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=... argument. Outputs from different nodes are transferred between
/// agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=... argument. Note that the allocation of machines, and coordination between
/// them, is assumed to be managed by an external system based on the contents of the script generated by -Export=....
///
/// A schema for the known set of tasks can be generated by running UAT with the -Schema=... option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete
/// elements as you type.
/// </summary>
[Help("Tool for creating extensible build processes in UE4 which can be run locally or in parallel across a build farm.")]
[Help("Script=<FileName>", "Path to the script describing the graph")]
[Help("Target=<Name>", "Name of the node or output tag to be built")]
[Help("Schema=<FileName>", "Generate a schema describing valid script documents, including all the known tasks")]
[Help("Set:<Property>=<Value>", "Sets a named property to the given value")]
[Help("Clean", "Cleans all cached state of completed build nodes before running")]
[Help("CleanNode=<Name>[+<Name>...]", "Cleans just the given nodes before running")]
[Help("ListOnly", "Shows the contents of the preprocessed graph, but does not execute it")]
[Help("ShowDeps", "Show node dependencies in the graph output")]
[Help("ShowNotifications", "Show notifications that will be sent for each node in the output")]
[Help("Trigger=<Name>", "Executes only nodes behind the given trigger")]
[Help("SkipTrigger=<Name>[+<Name>...]", "Skips the given triggers, including all the nodes behind them in the graph")]
[Help("SkipTriggers", "Skips all triggers")]
[Help("TokenSignature=<Name>", "Specifies the signature identifying the current job, to be written to tokens for nodes that require them. Tokens are ignored if this parameter is not specified.")]
[Help("SkipTargetsWithoutTokens", "Excludes targets which we can't acquire tokens for, rather than failing")]
[Help("Preprocess=<FileName>", "Writes the preprocessed graph to the given file")]
[Help("Export=<FileName>", "Exports a JSON file containing the preprocessed build graph, for use as part of a build system")]
[Help("PublicTasksOnly", "Only include built-in tasks in the schema, excluding any other UAT modules")]
[Help("SharedStorageDir=<DirName>", "Sets the directory to use to transfer build products between agents in a build farm")]
[Help("SingleNode=<Name>", "Run only the given node. Intended for use on a build system after running with -Export.")]
[Help("WriteToSharedStorage", "Allow writing to shared storage. If not set, but -SharedStorageDir is specified, build products will read but not written")]
public class BuildGraph : BuildCommand
{
/// <summary>
/// Main entry point for the BuildGraph command
/// </summary>
public override ExitCode Execute()
{
// Parse the command line parameters
string ScriptFileName = ParseParamValue("Script", null);
string TargetNames = ParseParamValue("Target", null);
string DocumentationFileName = ParseParamValue("Documentation", null);
string SchemaFileName = ParseParamValue("Schema", null);
string ExportFileName = ParseParamValue("Export", null);
string PreprocessedFileName = ParseParamValue("Preprocess", null);
string SharedStorageDir = ParseParamValue("SharedStorageDir", null);
string SingleNodeName = ParseParamValue("SingleNode", null);
string TriggerName = ParseParamValue("Trigger", null);
string[] SkipTriggerNames = ParseParamValue("SkipTrigger", "").Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).ToArray();
bool bSkipTriggers = ParseParam("SkipTriggers");
string TokenSignature = ParseParamValue("TokenSignature", null);
bool bSkipTargetsWithoutTokens = ParseParam("SkipTargetsWithoutTokens");
bool bClearHistory = ParseParam("Clean") || ParseParam("ClearHistory");
bool bListOnly = ParseParam("ListOnly");
bool bWriteToSharedStorage = ParseParam("WriteToSharedStorage") || CommandUtils.IsBuildMachine;
bool bPublicTasksOnly = ParseParam("PublicTasksOnly");
string ReportName = ParseParamValue("ReportName", null);
GraphPrintOptions PrintOptions = GraphPrintOptions.ShowCommandLineOptions;
if(ParseParam("ShowDeps"))
{
PrintOptions |= GraphPrintOptions.ShowDependencies;
}
if(ParseParam("ShowNotifications"))
{
PrintOptions |= GraphPrintOptions.ShowNotifications;
}
// Parse any specific nodes to clean
List<string> CleanNodes = new List<string>();
foreach(string NodeList in ParseParamValues("CleanNode"))
{
foreach(string NodeName in NodeList.Split('+', ';'))
{
CleanNodes.Add(NodeName);
}
}
// Set up the standard properties which build scripts might need
Dictionary<string, string> DefaultProperties = new Dictionary<string,string>(StringComparer.InvariantCultureIgnoreCase);
DefaultProperties["Branch"] = P4Enabled ? P4Env.BuildRootP4 : "Unknown";
DefaultProperties["EscapedBranch"] = P4Enabled ? P4Env.BuildRootEscaped : "Unknown";
DefaultProperties["Change"] = P4Enabled ? P4Env.Changelist.ToString() : "0";
DefaultProperties["CodeChange"] = P4Enabled ? P4Env.CodeChangelist.ToString() : "0";
DefaultProperties["RootDir"] = CommandUtils.RootDirectory.FullName;
DefaultProperties["IsBuildMachine"] = IsBuildMachine ? "true" : "false";
DefaultProperties["HostPlatform"] = HostPlatform.Current.HostEditorPlatform.ToString();
DefaultProperties["RestrictedFolderNames"] = String.Join(";", PlatformExports.RestrictedFolderNames);
DefaultProperties["RestrictedFolderFilter"] = String.Join(";", PlatformExports.RestrictedFolderNames.Select(x => String.Format(".../{0}/...", x)));
// Attempt to read existing Build Version information
BuildVersion Version;
if (BuildVersion.TryRead(FileReference.Combine(CommandUtils.RootDirectory, "Engine", "Build", "Build.version").FullName, out Version))
{
DefaultProperties["EngineMajorVersion"] = Version.MajorVersion.ToString();
DefaultProperties["EngineMinorVersion"] = Version.MinorVersion.ToString();
DefaultProperties["EnginePatchVersion"] = Version.PatchVersion.ToString();
}
// Add any additional custom arguments from the command line (of the form -Set:X=Y)
Dictionary<string, string> Arguments = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase);
foreach (string Param in Params)
{
const string Prefix = "set:";
if(Param.StartsWith(Prefix, StringComparison.InvariantCultureIgnoreCase))
{
int EqualsIdx = Param.IndexOf('=');
if(EqualsIdx >= 0)
{
Arguments[Param.Substring(Prefix.Length, EqualsIdx - Prefix.Length)] = Param.Substring(EqualsIdx + 1);
}
else
{
LogWarning("Missing value for '{0}'", Param.Substring(Prefix.Length));
}
}
}
// Find all the tasks from the loaded assemblies
Dictionary<string, ScriptTask> NameToTask = new Dictionary<string,ScriptTask>();
if(!FindAvailableTasks(NameToTask, bPublicTasksOnly))
{
return ExitCode.Error_Unknown;
}
// Generate documentation
if(DocumentationFileName != null)
{
GenerateDocumentation(NameToTask, new FileReference(DocumentationFileName));
return ExitCode.Success;
}
// Create a schema for the given tasks
ScriptSchema Schema = new ScriptSchema(NameToTask);
if(SchemaFileName != null)
{
FileReference FullSchemaFileName = new FileReference(SchemaFileName);
Log("Writing schema to {0}...", FullSchemaFileName.FullName);
Schema.Export(FullSchemaFileName);
if(ScriptFileName == null)
{
return ExitCode.Success;
}
}
// Check there was a script specified
if(ScriptFileName == null)
{
LogError("Missing -Script= parameter for BuildGraph");
return ExitCode.Error_Unknown;
}
// Read the script from disk
Graph Graph;
if(!ScriptReader.TryRead(new FileReference(ScriptFileName), Arguments, DefaultProperties, Schema, out Graph))
{
return ExitCode.Error_Unknown;
}
// Create the temp storage handler
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
TempStorage Storage = new TempStorage(RootDir, DirectoryReference.Combine(RootDir, "Engine", "Saved", "BuildGraph"), (SharedStorageDir == null)? null : new DirectoryReference(SharedStorageDir), bWriteToSharedStorage);
if(bClearHistory)
{
Storage.CleanLocal();
}
foreach(string CleanNode in CleanNodes)
{
Storage.CleanLocalNode(CleanNode);
}
// Convert the supplied target references into nodes
HashSet<Node> TargetNodes = new HashSet<Node>();
if(TargetNames == null)
{
if(!bListOnly)
{
LogError("Missing -Target= parameter for BuildGraph");
return ExitCode.Error_Unknown;
}
TargetNodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
}
else
{
foreach(string TargetName in TargetNames.Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).Select(x => x.Trim()))
{
Node[] Nodes;
if(!Graph.TryResolveReference(TargetName, out Nodes))
{
LogError("Target '{0}' is not in graph", TargetName);
return ExitCode.Error_Unknown;
}
TargetNodes.UnionWith(Nodes);
}
}
// Try to acquire tokens for all the target nodes we want to build
if(TokenSignature != null)
{
// Find all the lock files
HashSet<FileReference> RequiredTokens = new HashSet<FileReference>(TargetNodes.SelectMany(x => x.RequiredTokens));
// List out all the required tokens
if(SingleNodeName == null)
{
CommandUtils.Log("Required tokens:");
foreach(Node Node in TargetNodes)
{
foreach(FileReference RequiredToken in Node.RequiredTokens)
{
CommandUtils.Log(" '{0}' requires {1}", Node, RequiredToken);
}
}
}
// Try to create all the lock files
List<FileReference> CreatedTokens = new List<FileReference>();
if(!bListOnly)
{
CreatedTokens.AddRange(RequiredTokens.Where(x => WriteTokenFile(x, TokenSignature)));
}
// Find all the tokens that we don't have
Dictionary<FileReference, string> MissingTokens = new Dictionary<FileReference, string>();
foreach(FileReference RequiredToken in RequiredTokens)
{
string CurrentOwner = ReadTokenFile(RequiredToken);
if(CurrentOwner != null && CurrentOwner != TokenSignature)
{
MissingTokens.Add(RequiredToken, CurrentOwner);
}
}
// If we want to skip all the nodes with missing locks, adjust the target nodes to account for it
if(MissingTokens.Count > 0)
{
if(bSkipTargetsWithoutTokens)
{
// Find all the nodes we're going to skip
HashSet<Node> SkipNodes = new HashSet<Node>();
foreach(IGrouping<string, FileReference> MissingTokensForBuild in MissingTokens.GroupBy(x => x.Value, x => x.Key))
{
Log("Skipping the following nodes due to {0}:", MissingTokensForBuild.Key);
foreach(FileReference MissingToken in MissingTokensForBuild)
{
foreach(Node SkipNode in TargetNodes.Where(x => x.RequiredTokens.Contains(MissingToken) && SkipNodes.Add(x)))
{
Log(" {0}", SkipNode);
}
}
}
// Write a list of everything left over
if(SkipNodes.Count > 0)
{
TargetNodes.ExceptWith(SkipNodes);
Log("Remaining target nodes:");
foreach(Node TargetNode in TargetNodes)
{
Log(" {0}", TargetNode);
}
if(TargetNodes.Count == 0)
{
Log(" None.");
}
}
}
else
{
foreach(KeyValuePair<FileReference, string> Pair in MissingTokens)
{
List<Node> SkipNodes = TargetNodes.Where(x => x.RequiredTokens.Contains(Pair.Key)).ToList();
LogError("Cannot run {0} due to previous build: {1}", String.Join(", ", SkipNodes), Pair.Value);
}
foreach(FileReference CreatedToken in CreatedTokens)
{
FileReference.Delete(CreatedToken);
}
return ExitCode.Error_Unknown;
}
}
}
// Cull the graph to include only those nodes
Graph.Select(TargetNodes);
// Collapse any triggers in the graph which are marked to be skipped
HashSet<ManualTrigger> SkipTriggers = new HashSet<ManualTrigger>();
if(bSkipTriggers)
{
SkipTriggers.UnionWith(Graph.NameToTrigger.Values);
}
else
{
foreach(string SkipTriggerName in SkipTriggerNames)
{
ManualTrigger SkipTrigger;
if(!Graph.NameToTrigger.TryGetValue(TriggerName, out SkipTrigger))
{
LogError("Couldn't find trigger '{0}'", TriggerName);
return ExitCode.Error_Unknown;
}
SkipTriggers.Add(SkipTrigger);
}
}
Graph.SkipTriggers(SkipTriggers);
// If a report for the whole build was requested, insert it into the graph
if (ReportName != null)
{
Report NewReport = new Report(ReportName);
NewReport.Nodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
Graph.NameToReport.Add(ReportName, NewReport);
}
// Write out the preprocessed script
if (PreprocessedFileName != null)
{
Graph.Write(new FileReference(PreprocessedFileName), (SchemaFileName != null)? new FileReference(SchemaFileName) : null);
}
// Find the triggers which we are explicitly running.
ManualTrigger Trigger = null;
if(TriggerName != null && !Graph.NameToTrigger.TryGetValue(TriggerName, out Trigger))
{
LogError("Couldn't find trigger '{0}'", TriggerName);
return ExitCode.Error_Unknown;
}
// If we're just building a single node, find it
Node SingleNode = null;
if(SingleNodeName != null && !Graph.NameToNode.TryGetValue(SingleNodeName, out SingleNode))
{
LogError("Node '{0}' is not in the trimmed graph", SingleNodeName);
return ExitCode.Error_Unknown;
}
// If we just want to show the contents of the graph, do so and exit.
if(bListOnly)
{
HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
Graph.Print(CompletedNodes, PrintOptions);
return ExitCode.Success;
}
// Print out all the diagnostic messages which still apply, unless we're running a step as part of a build system or just listing the contents of the file.
if(SingleNode == null)
{
IEnumerable<GraphDiagnostic> Diagnostics = Graph.Diagnostics.Where(x => x.EnclosingTrigger == Trigger);
foreach(GraphDiagnostic Diagnostic in Diagnostics)
{
if(Diagnostic.EventType == LogEventType.Warning)
{
CommandUtils.LogWarning(Diagnostic.Message);
}
else
{
CommandUtils.LogError(Diagnostic.Message);
}
}
if(Diagnostics.Any(x => x.EventType == LogEventType.Error))
{
return ExitCode.Error_Unknown;
}
}
// Execute the command
if(ExportFileName != null)
{
HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
Graph.Print(CompletedNodes, PrintOptions);
Graph.Export(new FileReference(ExportFileName), Trigger, CompletedNodes);
}
else if(SingleNode != null)
{
if(!BuildNode(new JobContext(this), Graph, SingleNode, Storage, bWithBanner: true))
{
return ExitCode.Error_Unknown;
}
}
else
{
if(!BuildAllNodes(new JobContext(this), Graph, Storage))
{
return ExitCode.Error_Unknown;
}
}
return ExitCode.Success;
}
/// <summary>
/// Find all the tasks which are available from the loaded assemblies
/// </summary>
/// <param name="NameToTask">Mapping from task name to information about how to serialize it</param>
/// <param name="bPublicTasksOnly">Whether to include just public tasks, or all the tasks in any loaded assemblies</param>
static bool FindAvailableTasks(Dictionary<string, ScriptTask> NameToTask, bool bPublicTasksOnly)
{
Assembly[] LoadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
if(bPublicTasksOnly)
{
LoadedAssemblies = LoadedAssemblies.Where(x => IsPublicAssembly(new FileReference(x.Location))).ToArray();
}
foreach (Assembly LoadedAssembly in LoadedAssemblies)
{
Type[] Types;
try
{
Types = LoadedAssembly.GetTypes();
}
catch (ReflectionTypeLoadException ex)
{
LogWarning("Exception {0} while trying to get types from assembly {1}", ex, LoadedAssembly);
continue;
}
foreach(Type Type in Types)
{
foreach(TaskElementAttribute ElementAttribute in Type.GetCustomAttributes<TaskElementAttribute>())
{
if(!Type.IsSubclassOf(typeof(CustomTask)))
{
CommandUtils.LogError("Class '{0}' has TaskElementAttribute, but is not derived from 'Task'", Type.Name);
return false;
}
if(NameToTask.ContainsKey(ElementAttribute.Name))
{
CommandUtils.LogError("Found multiple handlers for task elements called '{0}'", ElementAttribute.Name);
return false;
}
NameToTask.Add(ElementAttribute.Name, new ScriptTask(ElementAttribute.Name, Type, ElementAttribute.ParametersType));
}
}
}
return true;
}
/// <summary>
/// Reads the contents of the given token
/// </summary>
/// <returns>Contents of the token, or null if it does not exist</returns>
public string ReadTokenFile(FileReference Location)
{
return FileReference.Exists(Location)? File.ReadAllText(Location.FullName) : null;
}
/// <summary>
/// Attempts to write an owner to a token file transactionally
/// </summary>
/// <returns>True if the lock was acquired, false otherwise</returns>
public bool WriteTokenFile(FileReference Location, string Signature)
{
// Check it doesn't already exist
if(FileReference.Exists(Location))
{
return false;
}
// Make sure the directory exists
DirectoryReference.CreateDirectory(Location.Directory);
// Create a temp file containing the owner name
string TempFileName;
for(int Idx = 0;;Idx++)
{
TempFileName = String.Format("{0}.{1}.tmp", Location.FullName, Idx);
try
{
byte[] Bytes = Encoding.UTF8.GetBytes(Signature);
using (FileStream Stream = File.Open(TempFileName, FileMode.CreateNew, FileAccess.Write, FileShare.None))
{
Stream.Write(Bytes, 0, Bytes.Length);
}
break;
}
catch(IOException)
{
if(!File.Exists(TempFileName))
{
throw;
}
}
}
// Try to move the temporary file into place.
try
{
File.Move(TempFileName, Location.FullName);
return true;
}
catch
{
if(!File.Exists(TempFileName))
{
throw;
}
return false;
}
}
/// <summary>
/// Checks whether the given assembly is a publically distributed engine assembly.
/// </summary>
/// <param name="File">Assembly location</param>
/// <returns>True if the assembly is distributed publically</returns>
static bool IsPublicAssembly(FileReference File)
{
DirectoryReference EngineDirectory = CommandUtils.EngineDirectory;
if(File.IsUnderDirectory(EngineDirectory))
{
string[] PathFragments = File.MakeRelativeTo(EngineDirectory).Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
if(PathFragments.All(x => !x.Equals("NotForLicensees", StringComparison.InvariantCultureIgnoreCase) && !x.Equals("NoRedist", StringComparison.InvariantCultureIgnoreCase)))
{
return true;
}
}
return false;
}
/// <summary>
/// Find all the nodes in the graph which are already completed
/// </summary>
/// <param name="Graph">The graph instance</param>
/// <param name="Storage">The temp storage backend which stores the shared state</param>
HashSet<Node> FindCompletedNodes(Graph Graph, TempStorage Storage)
{
HashSet<Node> CompletedNodes = new HashSet<Node>();
foreach(Node Node in Graph.Agents.SelectMany(x => x.Nodes))
{
if(Storage.IsComplete(Node.Name))
{
CompletedNodes.Add(Node);
}
}
return CompletedNodes;
}
/// <summary>
/// Builds all the nodes in the graph
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="Graph">The graph instance</param>
/// <param name="Storage">The temp storage backend which stores the shared state</param>
/// <returns>True if everything built successfully</returns>
bool BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage)
{
// Build a flat list of nodes to execute, in order
Node[] NodesToExecute = Graph.Agents.SelectMany(x => x.Nodes).ToArray();
// Check the integrity of any local nodes that have been completed. It's common to run formal builds locally between regular development builds, so we may have
// stale local state. Rather than failing later, detect and clean them up now.
HashSet<Node> CleanedNodes = new HashSet<Node>();
foreach(Node NodeToExecute in NodesToExecute)
{
if(NodeToExecute.InputDependencies.Any(x => CleanedNodes.Contains(x)) || !Storage.CheckLocalIntegrity(NodeToExecute.Name, NodeToExecute.Outputs.Select(x => x.TagName)))
{
Storage.CleanLocalNode(NodeToExecute.Name);
CleanedNodes.Add(NodeToExecute);
}
}
// Execute them in order
int NodeIdx = 0;
foreach(Node NodeToExecute in NodesToExecute)
{
Log("****** [{0}/{1}] {2}", ++NodeIdx, NodesToExecute.Length, NodeToExecute.Name);
if(!Storage.IsComplete(NodeToExecute.Name))
{
Log("");
if(!BuildNode(Job, Graph, NodeToExecute, Storage, false))
{
return false;
}
Log("");
}
}
return true;
}
/// <summary>
/// Build a node
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="Graph">The graph to which the node belongs. Used to determine which outputs need to be transferred to temp storage.</param>
/// <param name="Node">The node to build</param>
/// <param name="Storage">The temp storage backend which stores the shared state</param>
/// <param name="bWithBanner">Whether to write a banner before and after this node's log output</param>
/// <returns>True if the node built successfully, false otherwise.</returns>
bool BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, bool bWithBanner)
{
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
// Create the mapping of tag names to file sets
Dictionary<string, HashSet<FileReference>> TagNameToFileSet = new Dictionary<string,HashSet<FileReference>>();
// Read all the input tags for this node, and build a list of referenced input storage blocks
HashSet<TempStorageBlock> InputStorageBlocks = new HashSet<TempStorageBlock>();
foreach(NodeOutput Input in Node.Inputs)
{
TempStorageFileList FileList = Storage.ReadFileList(Input.ProducingNode.Name, Input.TagName);
TagNameToFileSet[Input.TagName] = FileList.ToFileSet(RootDir);
InputStorageBlocks.UnionWith(FileList.Blocks);
}
// Read all the input storage blocks, keeping track of which block each file came from
Dictionary<FileReference, TempStorageBlock> FileToStorageBlock = new Dictionary<FileReference, TempStorageBlock>();
foreach(TempStorageBlock InputStorageBlock in InputStorageBlocks)
{
TempStorageManifest Manifest = Storage.Retreive(InputStorageBlock.NodeName, InputStorageBlock.OutputName);
foreach(FileReference File in Manifest.Files.Select(x => x.ToFileReference(RootDir)))
{
TempStorageBlock CurrentStorageBlock;
if(FileToStorageBlock.TryGetValue(File, out CurrentStorageBlock))
{
LogError("File '{0}' was produced by {1} and {2}", File, InputStorageBlock, CurrentStorageBlock);
}
FileToStorageBlock[File] = InputStorageBlock;
}
}
// Add placeholder outputs for the current node
foreach(NodeOutput Output in Node.Outputs)
{
TagNameToFileSet.Add(Output.TagName, new HashSet<FileReference>());
}
// Execute the node
if(bWithBanner)
{
Console.WriteLine();
CommandUtils.Log("========== Starting: {0} ==========", Node.Name);
}
if(!Node.Build(Job, TagNameToFileSet))
{
return false;
}
if(bWithBanner)
{
CommandUtils.Log("========== Finished: {0} ==========", Node.Name);
Console.WriteLine();
}
// Determine all the output files which are required to be copied to temp storage (because they're referenced by nodes in another agent)
HashSet<FileReference> ReferencedOutputFiles = new HashSet<FileReference>();
foreach(Agent Agent in Graph.Agents)
{
bool bSameAgent = Agent.Nodes.Contains(Node);
foreach(Node OtherNode in Agent.Nodes)
{
if(!bSameAgent || Node.ControllingTrigger != OtherNode.ControllingTrigger)
{
foreach(NodeOutput Input in OtherNode.Inputs.Where(x => x.ProducingNode == Node))
{
ReferencedOutputFiles.UnionWith(TagNameToFileSet[Input.TagName]);
}
}
}
}
// Find a block name for all new outputs
Dictionary<FileReference, string> FileToOutputName = new Dictionary<FileReference, string>();
foreach(NodeOutput Output in Node.Outputs)
{
HashSet<FileReference> Files = TagNameToFileSet[Output.TagName];
foreach(FileReference File in Files)
{
if(!FileToStorageBlock.ContainsKey(File) && File.IsUnderDirectory(RootDir))
{
if(Output == Node.DefaultOutput)
{
if(!FileToOutputName.ContainsKey(File))
{
FileToOutputName[File] = "";
}
}
else
{
string OutputName;
if(FileToOutputName.TryGetValue(File, out OutputName) && OutputName.Length > 0)
{
FileToOutputName[File] = String.Format("{0}+{1}", OutputName, Output.TagName.Substring(1));
}
else
{
FileToOutputName[File] = Output.TagName.Substring(1);
}
}
}
}
}
// Invert the dictionary to make a mapping of storage block to the files each contains
Dictionary<string, HashSet<FileReference>> OutputStorageBlockToFiles = new Dictionary<string, HashSet<FileReference>>();
foreach(KeyValuePair<FileReference, string> Pair in FileToOutputName)
{
HashSet<FileReference> Files;
if(!OutputStorageBlockToFiles.TryGetValue(Pair.Value, out Files))
{
Files = new HashSet<FileReference>();
OutputStorageBlockToFiles.Add(Pair.Value, Files);
}
Files.Add(Pair.Key);
}
// Write all the storage blocks, and update the mapping from file to storage block
foreach(KeyValuePair<string, HashSet<FileReference>> Pair in OutputStorageBlockToFiles)
{
TempStorageBlock OutputBlock = new TempStorageBlock(Node.Name, Pair.Key);
foreach(FileReference File in Pair.Value)
{
FileToStorageBlock.Add(File, OutputBlock);
}
Storage.Archive(Node.Name, Pair.Key, Pair.Value.ToArray(), Pair.Value.Any(x => ReferencedOutputFiles.Contains(x)));
}
// Publish all the output tags
foreach(NodeOutput Output in Node.Outputs)
{
HashSet<FileReference> Files = TagNameToFileSet[Output.TagName];
HashSet<TempStorageBlock> StorageBlocks = new HashSet<TempStorageBlock>();
foreach(FileReference File in Files)
{
TempStorageBlock StorageBlock;
if(FileToStorageBlock.TryGetValue(File, out StorageBlock))
{
StorageBlocks.Add(StorageBlock);
}
}
Storage.WriteFileList(Node.Name, Output.TagName, Files, StorageBlocks.ToArray());
}
// Mark the node as succeeded
Storage.MarkAsComplete(Node.Name);
return true;
}
/// <summary>
/// Generate HTML documentation for all the tasks
/// </summary>
/// <param name="NameToTask">Map of task name to implementation</param>
/// <param name="OutputFile">Output file</param>
static void GenerateDocumentation(Dictionary<string, ScriptTask> NameToTask, FileReference OutputFile)
{
// Find all the assemblies containing tasks
Assembly[] TaskAssemblies = NameToTask.Values.Select(x => x.ParametersClass.Assembly).Distinct().ToArray();
// Read documentation for each of them
Dictionary<string, XmlElement> MemberNameToElement = new Dictionary<string, XmlElement>();
foreach(Assembly TaskAssembly in TaskAssemblies)
{
string XmlFileName = Path.ChangeExtension(TaskAssembly.Location, ".xml");
if(File.Exists(XmlFileName))
{
// Read the document
XmlDocument Document = new XmlDocument();
Document.Load(XmlFileName);
// Parse all the members, and add them to the map
foreach(XmlElement Element in Document.SelectNodes("/doc/members/member"))
{
string Name = Element.GetAttribute("name");
MemberNameToElement.Add(Name, Element);
}
}
}
// Create the output directory
DirectoryReference.CreateDirectory(OutputFile.Directory);
Log("Writing {0}...", OutputFile);
// Parse the engine version
BuildVersion Version;
if(!BuildVersion.TryRead(out Version))
{
throw new AutomationException("Couldn't read Build.version");
}
// Write the output file
using (StreamWriter Writer = new StreamWriter(OutputFile.FullName))
{
Writer.WriteLine("Availability: NoPublish");
Writer.WriteLine("Title: BuildGraph Predefined Tasks");
Writer.WriteLine("Crumbs: %ROOT%, Programming, Programming/Development, Programming/Development/BuildGraph, Programming/Development/BuildGraph/BuildGraphScriptTasks");
Writer.WriteLine("Description: This is a procedurally generated markdown page.");
Writer.WriteLine("version: {0}.{1}", Version.MajorVersion, Version.MinorVersion);
Writer.WriteLine("parent:Programming/Development/BuildGraph/BuildGraphScriptTasks");
Writer.WriteLine();
foreach(string TaskName in NameToTask.Keys.OrderBy(x => x))
{
// Get the task object
ScriptTask Task = NameToTask[TaskName];
// Get the documentation for this task
XmlElement TaskElement;
if(MemberNameToElement.TryGetValue("T:" + Task.TaskClass.FullName, out TaskElement))
{
// Write the task heading
Writer.WriteLine("### {0}", TaskName);
Writer.WriteLine();
Writer.WriteLine(ConvertToMarkdown(TaskElement.SelectSingleNode("summary")));
Writer.WriteLine();
// Document the parameters
List<string[]> Rows = new List<string[]>();
foreach(string ParameterName in Task.NameToParameter.Keys)
{
// Get the parameter data
ScriptTaskParameter Parameter = Task.NameToParameter[ParameterName];
// Get the documentation for this parameter
XmlElement ParameterElement;
if(MemberNameToElement.TryGetValue("F:" + Parameter.FieldInfo.DeclaringType.FullName + "." + Parameter.Name, out ParameterElement))
{
string TypeName = Parameter.FieldInfo.FieldType.Name;
if(Parameter.ValidationType != TaskParameterValidationType.Default)
{
StringBuilder NewTypeName = new StringBuilder(Parameter.ValidationType.ToString());
for(int Idx = 1; Idx < NewTypeName.Length; Idx++)
{
if(Char.IsLower(NewTypeName[Idx - 1]) && Char.IsUpper(NewTypeName[Idx]))
{
NewTypeName.Insert(Idx, ' ');
}
}
TypeName = NewTypeName.ToString();
}
string[] Columns = new string[4];
Columns[0] = ParameterName;
Columns[1] = TypeName;
Columns[2] = Parameter.bOptional? "Optional" : "Required";
Columns[3] = ConvertToMarkdown(ParameterElement.SelectSingleNode("summary"));
Rows.Add(Columns);
}
}
// Always include the "If" attribute
string[] IfColumns = new string[4];
IfColumns[0] = "If";
IfColumns[1] = "Condition";
IfColumns[2] = "Optional";
IfColumns[3] = "Whether to execute this task. It is ignored if this condition evaluates to false.";
Rows.Add(IfColumns);
// Get the width of each column
int[] Widths = new int[4];
for(int Idx = 0; Idx < 4; Idx++)
{
Widths[Idx] = Rows.Max(x => x[Idx].Length);
}
// Format the markdown table
string Format = String.Format("| {{0,-{0}}} | {{1,-{1}}} | {{2,-{2}}} | {{3,-{3}}} |", Widths[0], Widths[1], Widths[2], Widths[3]);
Writer.WriteLine(Format, "", "", "", "");
Writer.WriteLine(Format, new string('-', Widths[0]), new string('-', Widths[1]), new string('-', Widths[2]), new string('-', Widths[3]));
for(int Idx = 0; Idx < Rows.Count; Idx++)
{
Writer.WriteLine(Format, Rows[Idx][0], Rows[Idx][1], Rows[Idx][2], Rows[Idx][3]);
}
// Blank line before next task
Writer.WriteLine();
}
}
}
}
/// <summary>
/// Converts an XML documentation node to markdown
/// </summary>
/// <param name="Node">The node to read</param>
/// <returns>Text in markdown format</returns>
static string ConvertToMarkdown(XmlNode Node)
{
string Text = Node.InnerXml;
StringBuilder Result = new StringBuilder();
for(int Idx = 0; Idx < Text.Length; Idx++)
{
if(Char.IsWhiteSpace(Text[Idx]))
{
Result.Append(' ');
while(Idx + 1 < Text.Length && Char.IsWhiteSpace(Text[Idx + 1]))
{
Idx++;
}
}
else
{
Result.Append(Text[Idx]);
}
}
return Result.ToString().Trim();
}
}
/// <summary>
/// Legacy command name for compatibility.
/// </summary>
public class Build : BuildGraph
{
}
}