Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Task.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

432 lines
16 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using UnrealBuildTool;
namespace AutomationTool
{
/// <summary>
/// Specifies validation that should be performed on a task parameter.
/// </summary>
public enum TaskParameterValidationType
{
/// <summary>
/// Allow any valid values for the field type.
/// </summary>
Default,
/// <summary>
/// A standard name; alphanumeric characters, plus underscore and space. Spaces at the start or end, or more than one in a row are prohibited.
/// </summary>
Name,
/// <summary>
/// A list of names separated by semicolons
/// </summary>
NameList,
/// <summary>
/// A tag name (a regular name with '#' prefix)
/// </summary>
Tag,
/// <summary>
/// A list of tag names separated by semicolons
/// </summary>
TagList,
/// <summary>
/// A standard node/aggregate/agent name or tag name
/// </summary>
Target,
/// <summary>
/// A list of standard name or tag names separated by semicolons
/// </summary>
TargetList,
/// <summary>
/// A file specification, which may contain tags and wildcards.
/// </summary>
FileSpec,
/// <summary>
/// A single file name
/// </summary>
FileName,
/// <summary>
/// A single directory name
/// </summary>
DirectoryName,
}
/// <summary>
/// Attribute to mark parameters to a task, which should be read as XML attributes from the script file.
/// </summary>
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
public class TaskParameterAttribute : Attribute
{
/// <summary>
/// Whether the parameter can be omitted
/// </summary>
public bool Optional
{
get;
set;
}
/// <summary>
/// Sets additional restrictions on how this field is validated in the schema. Default is to allow any valid field type.
/// </summary>
public TaskParameterValidationType ValidationType
{
get;
set;
}
}
/// <summary>
/// Attribute used to associate an XML element name with a parameter block that can be used to construct tasks
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class TaskElementAttribute : Attribute
{
/// <summary>
/// Name of the XML element that can be used to denote this class
/// </summary>
public string Name;
/// <summary>
/// Type to be constructed from the deserialized element
/// </summary>
public Type ParametersType;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InName">Name of the XML element used to denote this object</param>
/// <param name="InParametersType">Type to be constructed from this object</param>
public TaskElementAttribute(string InName, Type InParametersType)
{
Name = InName;
ParametersType = InParametersType;
}
}
/// <summary>
/// Proxy to handle executing multiple tasks simultaneously (such as compile tasks). If a task supports simultaneous execution, it can return a separate
/// executor an executor instance from GetExecutor() callback. If not, it must implement Execute().
/// </summary>
public interface ITaskExecutor
{
/// <summary>
/// Adds another task to this executor
/// </summary>
/// <param name="Task">Task to add</param>
/// <returns>True if the task could be added, false otherwise</returns>
bool Add(CustomTask Task);
/// <summary>
/// Execute all the tasks added to this executor.
/// </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</param>
/// <returns>Whether the task succeeded or not. Exiting with an exception will be caught and treated as a failure.</returns>
bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet);
}
/// <summary>
/// Base class for all custom build tasks
/// </summary>
public abstract class CustomTask
{
/// <summary>
/// Execute 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</param>
/// <returns>Whether the task succeeded or not. Exiting with an exception will be caught and treated as a failure.</returns>
public abstract bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet);
/// <summary>
/// Creates a proxy to execute this node.
/// </summary>
/// <returns>New proxy instance if one is available to execute this task, otherwise null.</returns>
public virtual ITaskExecutor GetExecutor()
{
return null;
}
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public abstract void Write(XmlWriter Writer);
/// <summary>
/// Writes this task to an XML writer, using the given parameters object.
/// </summary>
/// <param name="Writer">Writer for the XML schema</param>
/// <param name="Parameters">Parameters object that this task is constructed with</param>
protected void Write(XmlWriter Writer, object Parameters)
{
TaskElementAttribute Element = GetType().GetCustomAttribute<TaskElementAttribute>();
Writer.WriteStartElement(Element.Name);
foreach (FieldInfo Field in Parameters.GetType().GetFields())
{
if (Field.MemberType == MemberTypes.Field)
{
TaskParameterAttribute ParameterAttribute = Field.GetCustomAttribute<TaskParameterAttribute>();
if (ParameterAttribute != null)
{
object Value = Field.GetValue(Parameters);
if (Value != null && Field.FieldType == typeof(bool) && (bool)Value == false)
{
Value = null;
}
if (Value != null)
{
Writer.WriteAttributeString(Field.Name, Value.ToString());
}
}
}
}
Writer.WriteEndElement();
}
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public abstract IEnumerable<string> FindConsumedTagNames();
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public abstract IEnumerable<string> FindProducedTagNames();
/// <summary>
/// Adds tag names from a filespec
/// </summary>
/// <param name="Filespec">A filespec, as can be passed to ResolveFilespec</param>
/// <returns>Tag names from this filespec</returns>
protected IEnumerable<string> FindTagNamesFromFilespec(string Filespec)
{
if(!String.IsNullOrEmpty(Filespec))
{
foreach(string Pattern in SplitDelimitedList(Filespec))
{
if(Pattern.StartsWith("#"))
{
yield return Pattern;
}
}
}
}
/// <summary>
/// Enumerates tag names from a list
/// </summary>
/// <param name="TagList">List of tags separated by semicolons</param>
/// <returns>Tag names from this filespec</returns>
protected IEnumerable<string> FindTagNamesFromList(string TagList)
{
if(!String.IsNullOrEmpty(TagList))
{
foreach(string TagName in SplitDelimitedList(TagList))
{
yield return TagName;
}
}
}
/// <summary>
/// Resolves a single name to a file reference, resolving relative paths to the root of the current path.
/// </summary>
/// <param name="Name">Name of the file</param>
/// <returns>Fully qualified file reference</returns>
public static FileReference ResolveFile(string Name)
{
if(Path.IsPathRooted(Name))
{
return new FileReference(Name);
}
else
{
return new FileReference(Path.Combine(CommandUtils.CmdEnv.LocalRoot, Name));
}
}
/// <summary>
/// Resolves a directory reference from the given string. Assumes the root directory is the root of the current branch.
/// </summary>
/// <param name="Name">Name of the directory. May be null or empty.</param>
/// <returns>The resolved directory</returns>
public static DirectoryReference ResolveDirectory(string Name)
{
if(String.IsNullOrEmpty(Name))
{
return CommandUtils.RootDirectory;
}
else if(Path.IsPathRooted(Name))
{
return new DirectoryReference(Name);
}
else
{
return DirectoryReference.Combine(CommandUtils.RootDirectory, Name);
}
}
/// <summary>
/// Finds or adds a set containing files with the given tag
/// </summary>
/// <param name="TagNameToFileSet">Map of tag names to the set of files they contain</param>
/// <param name="TagName">The tag name to return a set for. A leading '#' character is required.</param>
/// <returns>Set of files</returns>
public static HashSet<FileReference> FindOrAddTagSet(Dictionary<string, HashSet<FileReference>> TagNameToFileSet, string TagName)
{
// Make sure the tag name contains a single leading hash
if (TagName.LastIndexOf('#') != 0)
{
throw new AutomationException("Tag name '{0}' is not valid - should contain a single leading '#' character", TagName);
}
// Any spaces should be later than the second char - most likely to be a typo if directly after the # character
if (TagName.IndexOf(' ') == 1)
{
throw new AutomationException("Tag name '{0}' is not valid - spaces should only be used to separate words", TagName);
}
// Find the files which match this tag
HashSet<FileReference> Files;
if(!TagNameToFileSet.TryGetValue(TagName, out Files))
{
Files = new HashSet<FileReference>();
TagNameToFileSet.Add(TagName, Files);
}
// If we got a null reference, it's because the tag is not listed as an input for this node (see RunGraph.BuildSingleNode). Fill it in, but only with an error.
if(Files == null)
{
CommandUtils.LogError("Attempt to reference tag '{0}', which is not listed as a dependency of this node.", TagName);
Files = new HashSet<FileReference>();
TagNameToFileSet.Add(TagName, Files);
}
return Files;
}
/// <summary>
/// Resolve a list of files, tag names or file specifications separated by semicolons. Supported entries may be:
/// a) The name of a tag set (eg. #CompiledBinaries)
/// b) Relative or absolute filenames
/// c) A simple file pattern (eg. Foo/*.cpp)
/// d) A full directory wildcard (eg. Engine/...)
/// Note that wildcards may only match the last fragment in a pattern, so matches like "/*/Foo.txt" and "/.../Bar.txt" are illegal.
/// </summary>
/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
/// <returns>Set of matching files.</returns>
public static HashSet<FileReference> ResolveFilespec(DirectoryReference DefaultDirectory, string DelimitedPatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
List<string> ExcludePatterns = new List<string>();
return ResolveFilespecWithExcludePatterns(DefaultDirectory, DelimitedPatterns, ExcludePatterns, TagNameToFileSet);
}
/// <summary>
/// Resolve a list of files, tag names or file specifications separated by semicolons as above, but preserves any directory references for further processing.
/// </summary>
/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
/// <param name="DelimitedPatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
/// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param>
/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
/// <returns>Set of matching files.</returns>
public static HashSet<FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, string DelimitedPatterns, List<string> ExcludePatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Split the argument into a list of patterns
List<string> Patterns = SplitDelimitedList(DelimitedPatterns);
return ResolveFilespecWithExcludePatterns(DefaultDirectory, Patterns, ExcludePatterns, TagNameToFileSet);
}
/// <summary>
/// Resolve a list of files, tag names or file specifications as above, but preserves any directory references for further processing.
/// </summary>
/// <param name="DefaultDirectory">The default directory to resolve relative paths to</param>
/// <param name="FilePatterns">List of files, tag names, or file specifications to include separated by semicolons.</param>
/// <param name="ExcludePatterns">Set of patterns to apply to directory searches. This can greatly speed up enumeration by earlying out of recursive directory searches if large directories are excluded (eg. .../Intermediate/...).</param>
/// <param name="TagNameToFileSet">Mapping of tag name to fileset, as passed to the Execute() method</param>
/// <returns>Set of matching files.</returns>
public static HashSet<FileReference> ResolveFilespecWithExcludePatterns(DirectoryReference DefaultDirectory, List<string> FilePatterns, List<string> ExcludePatterns, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Parse each of the patterns, and add the results into the given sets
HashSet<FileReference> Files = new HashSet<FileReference>();
foreach(string Pattern in FilePatterns)
{
// Check if it's a tag name
if(Pattern.StartsWith("#"))
{
Files.UnionWith(FindOrAddTagSet(TagNameToFileSet, Pattern));
continue;
}
// If it doesn't contain any wildcards, just add the pattern directly
int WildcardIdx = FileFilter.FindWildcardIndex(Pattern);
if(WildcardIdx == -1)
{
Files.Add(FileReference.Combine(DefaultDirectory, Pattern));
continue;
}
// Find the base directory for the search. We construct this in a very deliberate way including the directory separator itself, so matches
// against the OS root directory will resolve correctly both on Mac (where / is the filesystem root) and Windows (where / refers to the current drive).
int LastDirectoryIdx = Pattern.LastIndexOfAny(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }, WildcardIdx);
DirectoryReference BaseDir = DirectoryReference.Combine(DefaultDirectory, Pattern.Substring(0, LastDirectoryIdx + 1));
// Construct the absolute include pattern to match against, re-inserting the resolved base directory to construct a canonical path.
string IncludePattern = BaseDir.FullName.TrimEnd(new char[]{ Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }) + "/" + Pattern.Substring(LastDirectoryIdx + 1);
// Construct a filter and apply it to the directory
if(DirectoryReference.Exists(BaseDir))
{
FileFilter Filter = new FileFilter();
Filter.AddRule(IncludePattern, FileFilterType.Include);
Filter.AddRules(ExcludePatterns, FileFilterType.Exclude);
Files.UnionWith(Filter.ApplyToDirectory(BaseDir, BaseDir.FullName, true));
}
}
// If we have exclude rules, create and run a filter against all the output files to catch things that weren't added from an include
if(ExcludePatterns.Count > 0)
{
FileFilter Filter = new FileFilter(FileFilterType.Include);
Filter.AddRules(ExcludePatterns, FileFilterType.Exclude);
Files.RemoveWhere(x => !Filter.Matches(x.FullName));
}
return Files;
}
/// <summary>
/// Splits a string separated by semicolons into a list, removing empty entries
/// </summary>
/// <param name="Text">The input string</param>
/// <returns>Array of the parsed items</returns>
public static List<string> SplitDelimitedList(string Text)
{
return Text.Split(';').Select(x => x.Trim()).Where(x => x.Length > 0).ToList();
}
}
}