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

1276 lines
49 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Serialization;
using UnrealBuildTool;
using AutomationTool;
namespace AutomationTool
{
/// <summary>
/// Stores the name of a temp storage block
/// </summary>
public class TempStorageBlock
{
/// <summary>
/// Name of the node
/// </summary>
[XmlAttribute]
public string NodeName;
/// <summary>
/// Name of the output from this node
/// </summary>
[XmlAttribute]
public string OutputName;
/// <summary>
/// Default constructor, for XML serialization.
/// </summary>
private TempStorageBlock()
{
}
/// <summary>
/// Construct a temp storage block
/// </summary>
/// <param name="InNodeName">Name of the node</param>
/// <param name="InOutputName">Name of the node's output</param>
public TempStorageBlock(string InNodeName, string InOutputName)
{
NodeName = InNodeName;
OutputName = InOutputName;
}
/// <summary>
/// Tests whether two temp storage blocks are equal
/// </summary>
/// <param name="Other">The object to compare against</param>
/// <returns>True if the blocks are equivalent</returns>
public override bool Equals(object Other)
{
TempStorageBlock OtherBlock = Other as TempStorageBlock;
return OtherBlock != null && NodeName == OtherBlock.NodeName && OutputName == OtherBlock.OutputName;
}
/// <summary>
/// Returns a hash code for this block name
/// </summary>
/// <returns>Hash code for the block</returns>
public override int GetHashCode()
{
return ToString().GetHashCode();
}
/// <summary>
/// Returns the name of this block for debugging purposes
/// </summary>
/// <returns>Name of this block as a string</returns>
public override string ToString()
{
return String.Format("{0}/{1}", NodeName, OutputName);
}
}
/// <summary>
/// Information about a single file in temp storage
/// </summary>
[DebuggerDisplay("{RelativePath}")]
public class TempStorageFile
{
/// <summary>
/// The path of the file, relative to the engine root. Stored using forward slashes.
/// </summary>
[XmlAttribute]
public string RelativePath;
/// <summary>
/// The last modified time of the file, in UTC ticks since the Epoch.
/// </summary>
[XmlAttribute]
public long LastWriteTimeUtcTicks;
/// <summary>
/// Length of the file
/// </summary>
[XmlAttribute]
public long Length;
/// <summary>
/// Default constructor, for XML serialization.
/// </summary>
private TempStorageFile()
{
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="FileInfo">File to be added</param>
/// <param name="RootDir">Root directory to store paths relative to</param>
public TempStorageFile(FileInfo FileInfo, DirectoryReference RootDir)
{
// Check the file exists and is in the right location
FileReference File = new FileReference(FileInfo);
if(!File.IsUnderDirectory(RootDir))
{
throw new AutomationException("Attempt to add file to temp storage manifest that is outside the root directory ({0})", File.FullName);
}
if(!FileInfo.Exists)
{
throw new AutomationException("Attempt to add file to temp storage manifest that does not exist ({0})", File.FullName);
}
RelativePath = File.MakeRelativeTo(RootDir).Replace(Path.DirectorySeparatorChar, '/');
LastWriteTimeUtcTicks = FileInfo.LastWriteTimeUtc.Ticks;
Length = FileInfo.Length;
}
/// <summary>
/// Compare stored for this file with the one on disk, and output an error if they differ.
/// </summary>
/// <param name="RootDir">Root directory for this branch</param>
/// <returns>True if the files are identical, false otherwise</returns>
public bool Compare(DirectoryReference RootDir)
{
FileReference LocalFile = ToFileReference(RootDir);
// Get the local file info, and check it exists
FileInfo Info = new FileInfo(LocalFile.FullName);
if(!Info.Exists)
{
CommandUtils.LogError("Missing file from manifest - {0}", RelativePath);
return false;
}
// Check the size matches
if(Info.Length != Length)
{
CommandUtils.LogError("File size differs from manifest - {0} is {1} bytes, expected {2} bytes", RelativePath, Info.Length, Length);
return false;
}
// Check the timestamp of the file matches. On FAT filesystems writetime has a two seconds resolution (see http://msdn.microsoft.com/en-us/library/windows/desktop/ms724290%28v=vs.85%29.aspx)
TimeSpan TimeDifference = new TimeSpan(Info.LastWriteTimeUtc.Ticks - LastWriteTimeUtcTicks);
if(TimeDifference.TotalSeconds < -2 || TimeDifference.TotalSeconds > +2)
{
DateTime ExpectedLocal = new DateTime(LastWriteTimeUtcTicks, DateTimeKind.Utc).ToLocalTime();
if(RequireMatchingTimestamps())
{
CommandUtils.LogError("File date/time mismatch for {0} - was {1}, expected {2}, TimeDifference {3}", RelativePath, Info.LastWriteTime, ExpectedLocal, TimeDifference);
return false;
}
CommandUtils.Log("File date/time mismatch for {0} - was {1}, expected {2}, TimeDifference {3}", RelativePath, Info.LastWriteTime, ExpectedLocal, TimeDifference);
}
return true;
}
/// <summary>
/// Whether we should compare timestamps for this file. Some build products are harmlessly overwritten as part of the build process, so we flag those here.
/// </summary>
/// <returns>True if we should compare the file's timestamp, false otherwise</returns>
bool RequireMatchingTimestamps()
{
return RelativePath.IndexOf("/Binaries/DotNET/", StringComparison.InvariantCultureIgnoreCase) == -1 && RelativePath.IndexOf("/Binaries/Mac/", StringComparison.InvariantCultureIgnoreCase) == -1;
}
/// <summary>
/// Gets a local file reference for this file, given a root directory to base it from.
/// </summary>
/// <param name="RootDir">The local root directory</param>
/// <returns>Reference to the file</returns>
public FileReference ToFileReference(DirectoryReference RootDir)
{
return FileReference.Combine(RootDir, RelativePath.Replace('/', Path.DirectorySeparatorChar));
}
}
/// <summary>
/// Information about a single file in temp storage
/// </summary>
[DebuggerDisplay("{Name}")]
public class TempStorageZipFile
{
/// <summary>
/// Name of this file, including extension
/// </summary>
[XmlAttribute]
public string Name;
/// <summary>
/// Length of the file in bytes
/// </summary>
[XmlAttribute]
public long Length;
/// <summary>
/// Default constructor, for XML serialization
/// </summary>
private TempStorageZipFile()
{
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="Info">FileInfo for the zip file</param>
public TempStorageZipFile(FileInfo Info)
{
Name = Info.Name;
Length = Info.Length;
}
}
/// <summary>
/// A manifest storing information about build products for a node's output
/// </summary>
public class TempStorageManifest
{
/// <summary>
/// List of output files
/// </summary>
[XmlArray]
[XmlArrayItem("File")]
public TempStorageFile[] Files;
/// <summary>
/// List of compressed archives containing the given files
/// </summary>
[XmlArray]
[XmlArrayItem("ZipFile")]
public TempStorageZipFile[] ZipFiles;
/// <summary>
/// Construct a static Xml serializer to avoid throwing an exception searching for the reflection info at runtime
/// </summary>
static XmlSerializer Serializer = XmlSerializer.FromTypes(new Type[]{ typeof(TempStorageManifest) })[0];
/// <summary>
/// Construct an empty temp storage manifest
/// </summary>
private TempStorageManifest()
{
}
/// <summary>
/// Creates a manifest from a flat list of files (in many folders) and a BaseFolder from which they are rooted.
/// </summary>
/// <param name="InFiles">List of full file paths</param>
/// <param name="RootDir">Root folder for all the files. All files must be relative to this RootDir.</param>
public TempStorageManifest(FileInfo[] InFiles, DirectoryReference RootDir)
{
Files = InFiles.Select(x => new TempStorageFile(x, RootDir)).ToArray();
}
/// <summary>
/// Gets the total size of the files stored in this manifest
/// </summary>
/// <returns>The total size of all files</returns>
public long GetTotalSize()
{
long Result = 0;
foreach(TempStorageFile File in Files)
{
Result += File.Length;
}
return Result;
}
/// <summary>
/// Load a manifest from disk
/// </summary>
/// <param name="File">File to load</param>
static public TempStorageManifest Load(FileReference File)
{
using(StreamReader Reader = new StreamReader(File.FullName))
{
return (TempStorageManifest)Serializer.Deserialize(Reader);
}
}
/// <summary>
/// Saves a manifest to disk
/// </summary>
/// <param name="File">File to save</param>
public void Save(FileReference File)
{
using(StreamWriter Writer = new StreamWriter(File.FullName))
{
Serializer.Serialize(Writer, this);
}
}
}
/// <summary>
/// Stores the contents of a tagged file set
/// </summary>
public class TempStorageFileList
{
/// <summary>
/// List of files that are in this tag set, relative to the root directory
/// </summary>
[XmlArray]
[XmlArrayItem("LocalFile")]
public string[] LocalFiles;
/// <summary>
/// List of files that are in this tag set, but not relative to the root directory
/// </summary>
[XmlArray]
[XmlArrayItem("LocalFile")]
public string[] ExternalFiles;
/// <summary>
/// List of referenced storage blocks
/// </summary>
[XmlArray]
[XmlArrayItem("Block")]
public TempStorageBlock[] Blocks;
/// <summary>
/// Construct a static Xml serializer to avoid throwing an exception searching for the reflection info at runtime
/// </summary>
static XmlSerializer Serializer = XmlSerializer.FromTypes(new Type[]{ typeof(TempStorageFileList) })[0];
/// <summary>
/// Construct an empty file list for deserialization
/// </summary>
private TempStorageFileList()
{
}
/// <summary>
/// Creates a manifest from a flat list of files (in many folders) and a BaseFolder from which they are rooted.
/// </summary>
/// <param name="InFiles">List of full file paths</param>
/// <param name="RootDir">Root folder for all the files. All files must be relative to this RootDir.</param>
/// <param name="InBlocks">Referenced storage blocks required for these files</param>
public TempStorageFileList(IEnumerable<FileReference> InFiles, DirectoryReference RootDir, IEnumerable<TempStorageBlock> InBlocks)
{
List<string> NewLocalFiles = new List<string>();
List<string> NewExternalFiles = new List<string>();
foreach(FileReference File in InFiles)
{
if(File.IsUnderDirectory(RootDir))
{
NewLocalFiles.Add(File.MakeRelativeTo(RootDir).Replace(Path.DirectorySeparatorChar, '/'));
}
else
{
NewExternalFiles.Add(File.FullName.Replace(Path.DirectorySeparatorChar, '/'));
}
}
LocalFiles = NewLocalFiles.ToArray();
ExternalFiles = NewExternalFiles.ToArray();
Blocks = InBlocks.ToArray();
}
/// <summary>
/// Load this list of files from disk
/// </summary>
/// <param name="File">File to load</param>
static public TempStorageFileList Load(FileReference File)
{
using(StreamReader Reader = new StreamReader(File.FullName))
{
return (TempStorageFileList)Serializer.Deserialize(Reader);
}
}
/// <summary>
/// Saves this list of files to disk
/// </summary>
/// <param name="File">File to save</param>
public void Save(FileReference File)
{
using(StreamWriter Writer = new StreamWriter(File.FullName))
{
Serializer.Serialize(Writer, this);
}
}
/// <summary>
/// Converts this file list into a set of FileReference objects
/// </summary>
/// <param name="RootDir">The root directory to rebase local files</param>
/// <returns>Set of files</returns>
public HashSet<FileReference> ToFileSet(DirectoryReference RootDir)
{
HashSet<FileReference> Files = new HashSet<FileReference>();
Files.UnionWith(LocalFiles.Select(x => FileReference.Combine(RootDir, x)));
Files.UnionWith(ExternalFiles.Select(x => new FileReference(x)));
return Files;
}
}
/// <summary>
/// Tracks the state of the current build job using the filesystem, allowing jobs to be restarted after a failure or expanded to include larger targets, and
/// providing a proxy for different machines executing parts of the build in parallel to transfer build products and share state as part of a build system.
///
/// If a shared temp storage directory is provided - typically a mounted path on a network share - all build products potentially needed as inputs by another node
/// are compressed and copied over, along with metadata for them (see TempStorageFile) and flags for build events that have occurred (see TempStorageEvent).
///
/// The local temp storage directory contains the same information, with the exception of the archived build products. Metadata is still kept to detect modified
/// build products between runs. If data is not present in local temp storage, it's retrieved from shared temp storage and cached in local storage.
/// </summary>
class TempStorage
{
/// <summary>
/// Root directory for this branch.
/// </summary>
DirectoryReference RootDir;
/// <summary>
/// The local temp storage directory (typically somewhere under /Engine/Saved directory).
/// </summary>
DirectoryReference LocalDir;
/// <summary>
/// The shared temp storage directory; typically a network location. May be null.
/// </summary>
DirectoryReference SharedDir;
/// <summary>
/// Whether to allow writes to shared storage
/// </summary>
bool bWriteToSharedStorage;
/// <summary>
/// Constructor
/// </summary>
/// <param name="InRootDir">Root directory for this branch</param>
/// <param name="InLocalDir">The local temp storage directory.</param>
/// <param name="InSharedDir">The shared temp storage directory. May be null.</param>
/// <param name="bInWriteToSharedStorage">Whether to write to shared storage, or only permit reads from it</param>
public TempStorage(DirectoryReference InRootDir, DirectoryReference InLocalDir, DirectoryReference InSharedDir, bool bInWriteToSharedStorage)
{
RootDir = InRootDir;
LocalDir = InLocalDir;
SharedDir = InSharedDir;
bWriteToSharedStorage = bInWriteToSharedStorage;
}
/// <summary>
/// Cleans all cached local state. We never remove shared storage.
/// </summary>
public void CleanLocal()
{
CommandUtils.DeleteDirectoryContents(LocalDir.FullName);
}
/// <summary>
/// Cleans local build products for a given node. Does not modify shared storage.
/// </summary>
/// <param name="NodeName">Name of the node</param>
public void CleanLocalNode(string NodeName)
{
DirectoryReference NodeDir = GetDirectoryForNode(LocalDir, NodeName);
if(DirectoryReference.Exists(NodeDir))
{
CommandUtils.DeleteDirectoryContents(NodeDir.FullName);
CommandUtils.DeleteDirectory_NoExceptions(NodeDir.FullName);
}
}
/// <summary>
/// Check whether the given node is complete
/// </summary>
/// <param name="NodeName">Name of the node</param>
/// <returns>True if the node is complete</returns>
public bool IsComplete(string NodeName)
{
// Check if it already exists locally
FileReference LocalFile = GetCompleteMarkerFile(LocalDir, NodeName);
if(FileReference.Exists(LocalFile))
{
return true;
}
// Check if it exists in shared storage
if(SharedDir != null)
{
FileReference SharedFile = GetCompleteMarkerFile(SharedDir, NodeName);
if(FileReference.Exists(SharedFile))
{
return true;
}
}
// Otherwise we don't have any data
return false;
}
/// <summary>
/// Mark the given node as complete
/// </summary>
/// <param name="NodeName">Name of the node</param>
public void MarkAsComplete(string NodeName)
{
// Create the marker locally
FileReference LocalFile = GetCompleteMarkerFile(LocalDir, NodeName);
DirectoryReference.CreateDirectory(LocalFile.Directory);
File.OpenWrite(LocalFile.FullName).Close();
// Create the marker in the shared directory
if(SharedDir != null && bWriteToSharedStorage)
{
FileReference SharedFile = GetCompleteMarkerFile(SharedDir, NodeName);
DirectoryReference.CreateDirectory(SharedFile.Directory);
File.OpenWrite(SharedFile.FullName).Close();
}
}
/// <summary>
/// Checks the integrity of the give node's local build products.
/// </summary>
/// <param name="NodeName">The node to retrieve build products for</param>
/// <param name="TagNames">List of tag names from this node.</param>
/// <returns>True if the node is complete and valid, false if not (and typically followed by a call to CleanNode()).</returns>
public bool CheckLocalIntegrity(string NodeName, IEnumerable<string> TagNames)
{
// If the node is not locally complete, fail immediately.
FileReference CompleteMarkerFile = GetCompleteMarkerFile(LocalDir, NodeName);
if(!FileReference.Exists(CompleteMarkerFile))
{
return false;
}
// Check that each of the tags exist
HashSet<TempStorageBlock> Blocks = new HashSet<TempStorageBlock>();
foreach(string TagName in TagNames)
{
// Check the local manifest exists
FileReference LocalFileListLocation = GetTaggedFileListLocation(LocalDir, NodeName, TagName);
if(!FileReference.Exists(LocalFileListLocation))
{
return false;
}
// Check the local manifest matches the shared manifest
if(SharedDir != null)
{
// Check the shared manifest exists
FileReference SharedFileListLocation = GetManifestLocation(SharedDir, NodeName, TagName);
if(!FileReference.Exists(SharedFileListLocation))
{
return false;
}
// Check the manifests are identical, byte by byte
byte[] LocalManifestBytes = File.ReadAllBytes(LocalFileListLocation.FullName);
byte[] SharedManifestBytes = File.ReadAllBytes(SharedFileListLocation.FullName);
if(!LocalManifestBytes.SequenceEqual(SharedManifestBytes))
{
return false;
}
}
// Read the manifest and add the referenced blocks to be checked
TempStorageFileList LocalFileList = TempStorageFileList.Load(LocalFileListLocation);
Blocks.UnionWith(LocalFileList.Blocks);
}
// Check that each of the outputs match
foreach(TempStorageBlock Block in Blocks)
{
// Check the local manifest exists
FileReference LocalManifestFile = GetManifestLocation(LocalDir, Block.NodeName, Block.OutputName);
if(!FileReference.Exists(LocalManifestFile))
{
return false;
}
// Check the local manifest matches the shared manifest
if(SharedDir != null)
{
// Check the shared manifest exists
FileReference SharedManifestFile = GetManifestLocation(SharedDir, Block.NodeName, Block.OutputName);
if(!FileReference.Exists(SharedManifestFile))
{
return false;
}
// Check the manifests are identical, byte by byte
byte[] LocalManifestBytes = File.ReadAllBytes(LocalManifestFile.FullName);
byte[] SharedManifestBytes = File.ReadAllBytes(SharedManifestFile.FullName);
if(!LocalManifestBytes.SequenceEqual(SharedManifestBytes))
{
return false;
}
}
// Read the manifest and check the files
TempStorageManifest LocalManifest = TempStorageManifest.Load(LocalManifestFile);
if(LocalManifest.Files.Any(x => !x.Compare(RootDir)))
{
return false;
}
}
return true;
}
/// <summary>
/// Reads a set of tagged files from disk
/// </summary>
/// <param name="NodeName">Name of the node which produced the tag set</param>
/// <param name="TagName">Name of the tag, with a '#' prefix</param>
/// <returns>The set of files</returns>
public TempStorageFileList ReadFileList(string NodeName, string TagName)
{
TempStorageFileList FileList;
// Try to read the tag set from the local directory
FileReference LocalFileListLocation = GetTaggedFileListLocation(LocalDir, NodeName, TagName);
if(FileReference.Exists(LocalFileListLocation))
{
CommandUtils.Log("Reading local file list from {0}", LocalFileListLocation.FullName);
FileList = TempStorageFileList.Load(LocalFileListLocation);
}
else
{
// Check we have shared storage
if(SharedDir == null)
{
throw new AutomationException("Missing local file list - {0}", LocalFileListLocation.FullName);
}
// Make sure the manifest exists
FileReference SharedFileListLocation = GetTaggedFileListLocation(SharedDir, NodeName, TagName);
if(!FileReference.Exists(SharedFileListLocation))
{
throw new AutomationException("Missing local or shared file list - {0}", SharedFileListLocation.FullName);
}
// Read the shared manifest
CommandUtils.Log("Copying shared tag set from {0} to {1}", SharedFileListLocation.FullName, LocalFileListLocation.FullName);
FileList = TempStorageFileList.Load(SharedFileListLocation);
// Save the manifest locally
DirectoryReference.CreateDirectory(LocalFileListLocation.Directory);
FileList.Save(LocalFileListLocation);
}
return FileList;
}
/// <summary>
/// Writes a list of tagged files to disk
/// </summary>
/// <param name="NodeName">Name of the node which produced the tag set</param>
/// <param name="TagName">Name of the tag, with a '#' prefix</param>
/// <param name="Files">List of files in this set</param>
/// <param name="Blocks">List of referenced storage blocks</param>
/// <returns>The set of files</returns>
public void WriteFileList(string NodeName, string TagName, IEnumerable<FileReference> Files, IEnumerable<TempStorageBlock> Blocks)
{
// Create the file list
TempStorageFileList FileList = new TempStorageFileList(Files, RootDir, Blocks);
// Save the set of files to the local and shared locations
FileReference LocalFileListLocation = GetTaggedFileListLocation(LocalDir, NodeName, TagName);
if(SharedDir != null && bWriteToSharedStorage)
{
FileReference SharedFileListLocation = GetTaggedFileListLocation(SharedDir, NodeName, TagName);
CommandUtils.Log("Saving file list to {0} and {1}", LocalFileListLocation.FullName, SharedFileListLocation.FullName);
DirectoryReference.CreateDirectory(SharedFileListLocation.Directory);
FileList.Save(SharedFileListLocation);
}
else
{
CommandUtils.Log("Saving file list to {0}", LocalFileListLocation.FullName);
}
// Save the local file list
DirectoryReference.CreateDirectory(LocalFileListLocation.Directory);
FileList.Save(LocalFileListLocation);
}
/// <summary>
/// Saves the given files (that should be rooted at the branch root) to a shared temp storage manifest with the given temp storage node and game.
/// </summary>
/// <param name="NodeName">The node which created the storage block</param>
/// <param name="BlockName">Name of the block to retrieve. May be null or empty.</param>
/// <param name="BuildProducts">Array of build products to be archived</param>
/// <param name="bPushToRemote">Allow skipping the copying of this manifest to shared storage, because it's not required by any other agent</param>
/// <returns>The created manifest instance (which has already been saved to disk).</returns>
public TempStorageManifest Archive(string NodeName, string BlockName, FileReference[] BuildProducts, bool bPushToRemote = true)
{
using(TelemetryStopwatch TelemetryStopwatch = new TelemetryStopwatch("StoreToTempStorage"))
{
// Create a manifest for the given build products
FileInfo[] Files = BuildProducts.Select(x => new FileInfo(x.FullName)).ToArray();
TempStorageManifest Manifest = new TempStorageManifest(Files, RootDir);
// Create the local directory for this node
DirectoryReference LocalNodeDir = GetDirectoryForNode(LocalDir, NodeName);
DirectoryReference.CreateDirectory(LocalNodeDir);
// Compress the files and copy to shared storage if necessary
bool bRemote = SharedDir != null && bPushToRemote && bWriteToSharedStorage;
if(bRemote)
{
// Create the shared directory for this node
FileReference SharedManifestFile = GetManifestLocation(SharedDir, NodeName, BlockName);
DirectoryReference.CreateDirectory(SharedManifestFile.Directory);
// Zip all the build products
FileInfo[] ZipFiles = ParallelZipFiles(Files, RootDir, SharedManifestFile.Directory, LocalNodeDir, SharedManifestFile.GetFileNameWithoutExtension());
Manifest.ZipFiles = ZipFiles.Select(x => new TempStorageZipFile(x)).ToArray();
// Save the shared manifest
CommandUtils.Log("Saving shared manifest to {0}", SharedManifestFile.FullName);
Manifest.Save(SharedManifestFile);
}
// Save the local manifest
FileReference LocalManifestFile = GetManifestLocation(LocalDir, NodeName, BlockName);
CommandUtils.Log("Saving local manifest to {0}", LocalManifestFile.FullName);
Manifest.Save(LocalManifestFile);
// Update the stats
long ZipFilesTotalSize = (Manifest.ZipFiles == null)? 0 : Manifest.ZipFiles.Sum(x => x.Length);
TelemetryStopwatch.Finish(string.Format("StoreToTempStorage.{0}.{1}.{2}.{3}.{4}.{5}.{6}", Files.Length, Manifest.GetTotalSize(), ZipFilesTotalSize, bRemote? "Remote" : "Local", 0, 0, BlockName));
return Manifest;
}
}
/// <summary>
/// Retrieve an output of the given node. Fetches and decompresses the files from shared storage if necessary, or validates the local files.
/// </summary>
/// <param name="NodeName">The node which created the storage block</param>
/// <param name="OutputName">Name of the block to retrieve. May be null or empty.</param>
/// <returns>Manifest of the files retrieved</returns>
public TempStorageManifest Retreive(string NodeName, string OutputName)
{
using(var TelemetryStopwatch = new TelemetryStopwatch("RetrieveFromTempStorage"))
{
// Get the path to the local manifest
FileReference LocalManifestFile = GetManifestLocation(LocalDir, NodeName, OutputName);
bool bLocal = FileReference.Exists(LocalManifestFile);
// Read the manifest, either from local storage or shared storage
TempStorageManifest Manifest;
if(bLocal)
{
CommandUtils.Log("Reading shared manifest from {0}", LocalManifestFile.FullName);
Manifest = TempStorageManifest.Load(LocalManifestFile);
}
else
{
// Check we have shared storage
if(SharedDir == null)
{
throw new AutomationException("Missing local manifest for node - {0}", LocalManifestFile.FullName);
}
// Get the shared directory for this node
FileReference SharedManifestFile = GetManifestLocation(SharedDir, NodeName, OutputName);
// Make sure the manifest exists
if(!FileReference.Exists(SharedManifestFile))
{
throw new AutomationException("Missing local or shared manifest for node - {0}", SharedManifestFile.FullName);
}
// Read the shared manifest
CommandUtils.Log("Copying shared manifest from {0} to {1}", SharedManifestFile.FullName, LocalManifestFile.FullName);
Manifest = TempStorageManifest.Load(SharedManifestFile);
// Unzip all the build products
DirectoryReference SharedNodeDir = GetDirectoryForNode(SharedDir, NodeName);
FileInfo[] ZipFiles = Manifest.ZipFiles.Select(x => new FileInfo(FileReference.Combine(SharedNodeDir, x.Name).FullName)).ToArray();
ParallelUnzipFiles(ZipFiles, RootDir);
// Fix any Unix permissions/chmod issues, and update the timestamps to match the manifest. Zip files only use local time, and there's no guarantee it matches the local clock.
foreach(TempStorageFile ManifestFile in Manifest.Files)
{
FileReference File = ManifestFile.ToFileReference(RootDir);
if (Utils.IsRunningOnMono)
{
CommandUtils.FixUnixFilePermissions(File.FullName);
}
System.IO.File.SetLastWriteTimeUtc(File.FullName, new DateTime(ManifestFile.LastWriteTimeUtcTicks, DateTimeKind.Utc));
}
// Save the manifest locally
DirectoryReference.CreateDirectory(LocalManifestFile.Directory);
Manifest.Save(LocalManifestFile);
}
// Check all the local files are as expected
bool bAllMatch = true;
foreach(TempStorageFile File in Manifest.Files)
{
bAllMatch &= File.Compare(RootDir);
}
if(!bAllMatch)
{
throw new AutomationException("Files have been modified");
}
// Update the stats and return
TelemetryStopwatch.Finish(string.Format("RetrieveFromTempStorage.{0}.{1}.{2}.{3}.{4}.{5}.{6}", Manifest.Files.Length, Manifest.Files.Sum(x => x.Length), bLocal? 0 : Manifest.ZipFiles.Sum(x => x.Length), bLocal? "Local" : "Remote", 0, 0, OutputName));
return Manifest;
}
}
/// <summary>
/// Zips a set of files (that must be rooted at the given RootDir) to a set of zip files in the given OutputDir. The files will be prefixed with the given basename.
/// </summary>
/// <param name="InputFiles">Fully qualified list of files to zip (must be rooted at RootDir).</param>
/// <param name="RootDir">Root Directory where all files will be extracted.</param>
/// <param name="OutputDir">Location to place the set of zip files created.</param>
/// <param name="StagingDir">Location to create zip files before copying them to the OutputDir. If the OutputDir is on a remote file share, staging may be more efficient. Use null to avoid using a staging copy.</param>
/// <param name="ZipBaseName">The basename of the set of zip files.</param>
/// <returns>Some metrics about the zip process.</returns>
/// <remarks>
/// This function tries to zip the files in parallel as fast as it can. It makes no guarantees about how many zip files will be created or which files will be in which zip,
/// but it does try to reasonably balance the file sizes.
/// </remarks>
private static FileInfo[] ParallelZipFiles(FileInfo[] InputFiles, DirectoryReference RootDir, DirectoryReference OutputDir, DirectoryReference StagingDir, string ZipBaseName)
{
// First get the sizes of all the files. We won't parallelize if there isn't enough data to keep the number of zips down.
var FilesInfo = InputFiles
.Select(InputFile => new { File = new FileReference(InputFile), FileSize = InputFile.Length })
.ToList();
// Profiling results show that we can zip 100MB quite fast and it is not worth parallelizing that case and creating a bunch of zips that are relatively small.
const long MinFileSizeToZipInParallel = 1024 * 1024 * 100L;
var bZipInParallel = FilesInfo.Sum(FileInfo => FileInfo.FileSize) >= MinFileSizeToZipInParallel;
// order the files in descending order so our threads pick up the biggest ones first.
// We want to end with the smaller files to more effectively fill in the gaps
var FilesToZip = new ConcurrentQueue<FileReference>(FilesInfo.OrderByDescending(FileInfo => FileInfo.FileSize).Select(FileInfo => FileInfo.File));
// We deliberately avoid Parallel.ForEach here because profiles have shown that dynamic partitioning creates
// too many zip files, and they can be of too varying size, creating uneven work when unzipping later,
// as ZipFile cannot unzip files in parallel from a single archive.
// We can safely assume the build system will not be doing more important things at the same time, so we simply use all our logical cores,
// which has shown to be optimal via profiling, and limits the number of resulting zip files to the number of logical cores.
//
// Sadly, mono implementation of System.IO.Compression is really poor (as of 2015/Aug), causing OOM when parallel zipping a large set of files.
// However, Ionic is MUCH slower than .NET's native implementation (2x+ slower in our build farm), so we stick to the faster solution on PC.
// The code duplication in the threadprocs is unfortunate here, and hopefully we can settle on .NET's implementation on both platforms eventually.
List<Thread> ZipThreads;
ConcurrentBag<FileInfo> ZipFiles = new ConcurrentBag<FileInfo>();
DirectoryReference ZipDir = StagingDir ?? OutputDir;
if (Utils.IsRunningOnMono)
{
ZipThreads = (
from CoreNum in Enumerable.Range(0, bZipInParallel ? Environment.ProcessorCount : 1)
let ZipFileName = FileReference.Combine(ZipDir, string.Format("{0}{1}.zip", ZipBaseName, bZipInParallel ? "-" + CoreNum.ToString("00") : ""))
select new Thread(() =>
{
// don't create the zip unless we have at least one file to add
FileReference File;
if (FilesToZip.TryDequeue(out File))
{
// Create one zip per thread using the given basename
using (var ZipArchive = new Ionic.Zip.ZipFile(ZipFileName.FullName) { CompressionLevel = Ionic.Zlib.CompressionLevel.BestSpeed })
{
// pull from the queue until we are out of files.
do
{
// use fastest compression. In our best case we are CPU bound, so this is a good tradeoff,
// cutting overall time by 2/3 while only modestly increasing the compression ratio (22.7% -> 23.8% for RootEditor PDBs).
// This is in cases of a super hot cache, so the operation was largely CPU bound.
ZipArchive.AddFile(File.FullName, CommandUtils.ConvertSeparators(PathSeparator.Slash, File.Directory.MakeRelativeTo(RootDir)));
} while (FilesToZip.TryDequeue(out File));
ZipArchive.Save();
}
// if we are using a staging dir, copy to the final location and delete the staged copy.
FileInfo ZipFile = new FileInfo(ZipFileName.FullName);
if (StagingDir != null)
{
FileInfo NewZipFile = ZipFile.CopyTo(CommandUtils.MakeRerootedFilePath(ZipFile.FullName, StagingDir.FullName, OutputDir.FullName));
ZipFile.Delete();
ZipFile = NewZipFile;
}
ZipFiles.Add(ZipFile);
}
})).ToList();
}
else
{
ZipThreads = (
from CoreNum in Enumerable.Range(0, bZipInParallel ? Environment.ProcessorCount : 1)
let ZipFileName = FileReference.Combine(ZipDir, string.Format("{0}{1}.zip", ZipBaseName, bZipInParallel ? "-" + CoreNum.ToString("00") : ""))
select new Thread(() =>
{
// don't create the zip unless we have at least one file to add
FileReference File;
if (FilesToZip.TryDequeue(out File))
{
// Create one zip per thread using the given basename
using (var ZipArchive = System.IO.Compression.ZipFile.Open(ZipFileName.FullName, System.IO.Compression.ZipArchiveMode.Create))
{
// pull from the queue until we are out of files.
do
{
// use fastest compression. In our best case we are CPU bound, so this is a good tradeoff,
// cutting overall time by 2/3 while only modestly increasing the compression ratio (22.7% -> 23.8% for RootEditor PDBs).
// This is in cases of a super hot cache, so the operation was largely CPU bound.
// Also, sadly, mono appears to have a bug where nothing you can do will properly set the LastWriteTime on the created entry,
// so we have to ignore timestamps on files extracted from a zip, since it may have been created on a Mac.
ZipFileExtensions.CreateEntryFromFile(ZipArchive, File.FullName, CommandUtils.ConvertSeparators(PathSeparator.Slash, File.MakeRelativeTo(RootDir)), System.IO.Compression.CompressionLevel.Fastest);
} while (FilesToZip.TryDequeue(out File));
}
// if we are using a staging dir, copy to the final location and delete the staged copy.
FileInfo ZipFile = new FileInfo(ZipFileName.FullName);
if (StagingDir != null)
{
FileInfo NewZipFile = ZipFile.CopyTo(CommandUtils.MakeRerootedFilePath(ZipFile.FullName, StagingDir.FullName, OutputDir.FullName));
ZipFile.Delete();
ZipFile = NewZipFile;
}
ZipFiles.Add(ZipFile);
}
})).ToList();
}
ZipThreads.ForEach(thread => thread.Start());
ZipThreads.ForEach(thread => thread.Join());
return ZipFiles.OrderBy(x => x.Name).ToArray();
}
/// <summary>
/// Unzips a set of zip files with a given basename in a given folder to a given RootDir.
/// </summary>
/// <param name="ZipFiles">Files to extract</param>
/// <param name="RootDir">Root Directory where all files will be extracted.</param>
/// <returns>Some metrics about the unzip process.</returns>
/// <remarks>
/// The code is expected to be the used as the symmetrical inverse of <see cref="ParallelZipFiles"/>, but could be used independently, as long as the files in the zip do not overlap.
/// </remarks>
private static void ParallelUnzipFiles(FileInfo[] ZipFiles, DirectoryReference RootDir)
{
// Sadly, mono implemention of System.IO.Compression is really poor (as of 2015/Aug), causing OOM when parallel zipping a large set of files.
// However, Ionic is MUCH slower than .NET's native implementation (2x+ slower in our build farm), so we stick to the faster solution on PC.
// The code duplication in the threadprocs is unfortunate here, and hopefully we can settle on .NET's implementation on both platforms eventually.
if (Utils.IsRunningOnMono)
{
Parallel.ForEach(ZipFiles,
(ZipFile) =>
{
using (var ZipArchive = Ionic.Zip.ZipFile.Read(ZipFile.FullName))
{
ZipArchive.ExtractAll(RootDir.FullName, Ionic.Zip.ExtractExistingFileAction.OverwriteSilently);
}
});
}
else
{
Parallel.ForEach(ZipFiles,
(ZipFile) =>
{
// unzip the files manually instead of caling ZipFile.ExtractToDirectory() because we need to overwrite readonly files. Because of this, creating the directories is up to us as well.
using (var ZipArchive = System.IO.Compression.ZipFile.OpenRead(ZipFile.FullName))
{
foreach (var Entry in ZipArchive.Entries)
{
// Use CommandUtils.CombinePaths to ensure directory separators get converted correctly. On mono on *nix, if the path has backslashes it will not convert it.
var ExtractedFilename = CommandUtils.CombinePaths(RootDir.FullName, Entry.FullName);
// Zips can contain empty dirs. Ours usually don't have them, but we should support it.
if (Path.GetFileName(ExtractedFilename).Length == 0)
{
Directory.CreateDirectory(ExtractedFilename);
}
else
{
// We must delete any existing file, even if it's readonly. .Net does not do this by default.
if (File.Exists(ExtractedFilename))
{
InternalUtils.SafeDeleteFile(ExtractedFilename, true);
}
else
{
Directory.CreateDirectory(Path.GetDirectoryName(ExtractedFilename));
}
Entry.ExtractToFile(ExtractedFilename, true);
}
}
}
});
}
}
/// <summary>
/// Gets the directory used to store data for the given node
/// </summary>
/// <param name="BaseDir">A local or shared temp storage root directory.</param>
/// <param name="NodeName">Name of the node</param>
/// <returns>Directory to contain a node's data</returns>
static DirectoryReference GetDirectoryForNode(DirectoryReference BaseDir, string NodeName)
{
return DirectoryReference.Combine(BaseDir, NodeName);
}
/// <summary>
/// Gets the path to the manifest created for a node's output.
/// </summary>
/// <param name="BaseDir">A local or shared temp storage root directory.</param>
/// <param name="NodeName">Name of the node to get the file for</param>
/// <param name="BlockName">Name of the output block to get the manifest for</param>
static FileReference GetManifestLocation(DirectoryReference BaseDir, string NodeName, string BlockName)
{
return FileReference.Combine(BaseDir, NodeName, String.IsNullOrEmpty(BlockName)? "Manifest.xml" : String.Format("Manifest-{0}.xml", BlockName));
}
/// <summary>
/// Gets the path to the file created to store a tag manifest for a node
/// </summary>
/// <param name="BaseDir">A local or shared temp storage root directory.</param>
/// <param name="NodeName">Name of the node to get the file for</param>
/// <param name="TagName">Name of the tag to get the manifest for</param>
static FileReference GetTaggedFileListLocation(DirectoryReference BaseDir, string NodeName, string TagName)
{
Debug.Assert(TagName.StartsWith("#"));
return FileReference.Combine(BaseDir, NodeName, String.Format("Tag-{0}.xml", TagName.Substring(1)));
}
/// <summary>
/// Gets the path to a file created to indicate that a node is complete, under the given base directory.
/// </summary>
/// <param name="BaseDir">A local or shared temp storage root directory.</param>
/// <param name="NodeName">Name of the node to get the file for</param>
static FileReference GetCompleteMarkerFile(DirectoryReference BaseDir, string NodeName)
{
return FileReference.Combine(GetDirectoryForNode(BaseDir, NodeName), "Complete");
}
}
/// <summary>
/// Automated tests for temp storage
/// </summary>
class TempStorageTests : BuildCommand
{
/// <summary>
/// Run the automated tests
/// </summary>
public override void ExecuteBuild()
{
// Get all the shared directories
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
DirectoryReference LocalDir = DirectoryReference.Combine(RootDir, "Engine", "Saved", "TestTempStorage-Local");
CommandUtils.CreateDirectory_NoExceptions(LocalDir.FullName);
CommandUtils.DeleteDirectoryContents(LocalDir.FullName);
DirectoryReference SharedDir = DirectoryReference.Combine(RootDir, "Engine", "Saved", "TestTempStorage-Shared");
CommandUtils.CreateDirectory_NoExceptions(SharedDir.FullName);
CommandUtils.DeleteDirectoryContents(SharedDir.FullName);
DirectoryReference WorkingDir = DirectoryReference.Combine(RootDir, "Engine", "Saved", "TestTempStorage-Working");
CommandUtils.CreateDirectory_NoExceptions(WorkingDir.FullName);
CommandUtils.DeleteDirectoryContents(WorkingDir.FullName);
// Create the temp storage object
TempStorage TempStore = new TempStorage(WorkingDir, LocalDir, SharedDir, true);
// Create a working directory, and copy some source files into it
DirectoryReference SourceDir = DirectoryReference.Combine(RootDir, "Engine", "Source", "Runtime");
if(!CommandUtils.CopyDirectory_NoExceptions(SourceDir.FullName, WorkingDir.FullName, true))
{
throw new AutomationException("Couldn't copy {0} to {1}", SourceDir.FullName, WorkingDir.FullName);
}
// Save the default output
Dictionary<FileReference, DateTime> DefaultOutput = SelectFiles(WorkingDir, 'a', 'f');
TempStore.Archive("TestNode", null, DefaultOutput.Keys.ToArray(), false);
Dictionary<FileReference, DateTime> NamedOutput = SelectFiles(WorkingDir, 'g', 'i');
TempStore.Archive("TestNode", "NamedOutput", NamedOutput.Keys.ToArray(), true);
// Check both outputs are still ok
TempStorageManifest DefaultManifest = TempStore.Retreive("TestNode", null);
CheckManifest(WorkingDir, DefaultManifest, DefaultOutput);
TempStorageManifest NamedManifest = TempStore.Retreive("TestNode", "NamedOutput");
CheckManifest(WorkingDir, NamedManifest, NamedOutput);
// Delete local temp storage and the working directory and try again
CommandUtils.Log("Clearing local folders...");
CommandUtils.DeleteDirectoryContents(WorkingDir.FullName);
CommandUtils.DeleteDirectoryContents(LocalDir.FullName);
// First output should fail
CommandUtils.Log("Checking default manifest is now unavailable...");
bool bGotManifest = false;
try
{
TempStore.Retreive("TestNode", null);
bGotManifest = true;
}
catch
{
bGotManifest = false;
}
if(bGotManifest)
{
throw new AutomationException("Did not expect shared temp storage manifest to exist");
}
// Second one should be fine
TempStorageManifest NamedManifestFromShared = TempStore.Retreive("TestNode", "NamedOutput");
CheckManifest(WorkingDir, NamedManifestFromShared, NamedOutput);
}
/// <summary>
/// Enumerate all the files beginning with a letter within a certain range
/// </summary>
/// <param name="SourceDir">The directory to read from</param>
/// <param name="CharRangeBegin">First character in the range to files to return</param>
/// <param name="CharRangeEnd">Last character (inclusive) in the range of files to return</param>
/// <returns>Mapping from filename to timestamp</returns>
static Dictionary<FileReference, DateTime> SelectFiles(DirectoryReference SourceDir, char CharRangeBegin, char CharRangeEnd)
{
Dictionary<FileReference, DateTime> ArchiveFileToTime = new Dictionary<FileReference,DateTime>();
foreach(FileInfo FileInfo in new DirectoryInfo(SourceDir.FullName).EnumerateFiles("*", SearchOption.AllDirectories))
{
char FirstCharacter = Char.ToLower(FileInfo.Name[0]);
if(FirstCharacter >= CharRangeBegin && FirstCharacter <= CharRangeEnd)
{
ArchiveFileToTime.Add(new FileReference(FileInfo), FileInfo.LastWriteTimeUtc);
}
}
return ArchiveFileToTime;
}
/// <summary>
/// Checks that a manifest matches the files on disk
/// </summary>
/// <param name="RootDir">Root directory for relative paths in the manifest</param>
/// <param name="Manifest">Manifest to check</param>
/// <param name="Files">Mapping of filename to timestamp as expected in the manifest</param>
static void CheckManifest(DirectoryReference RootDir, TempStorageManifest Manifest, Dictionary<FileReference, DateTime> Files)
{
if(Files.Count != Manifest.Files.Length)
{
throw new AutomationException("Number of files in manifest does not match");
}
foreach(TempStorageFile ManifestFile in Manifest.Files)
{
FileReference File = ManifestFile.ToFileReference(RootDir);
if(!FileReference.Exists(File))
{
throw new AutomationException("File in manifest does not exist");
}
DateTime OriginalTime;
if(!Files.TryGetValue(File, out OriginalTime))
{
throw new AutomationException("File in manifest did not exist previously");
}
double DiffSeconds = (new FileInfo(File.FullName).LastWriteTimeUtc - OriginalTime).TotalSeconds;
if(Math.Abs(DiffSeconds) > 2)
{
throw new AutomationException("Incorrect timestamp for {0}", ManifestFile.RelativePath);
}
}
}
}
/// <summary>
/// Commandlet to clean up all folders under a temp storage root that are older than a given number of days
/// </summary>
[Help("Removes folders in a given temp storage directory that are older than a certain time.")]
[Help("TempStorageDir=<Directory>", "Path to the root temp storage directory")]
[Help("Days=<N>", "Number of days to keep in temp storage")]
class CleanTempStorage : BuildCommand
{
/// <summary>
/// Entry point for the commandlet
/// </summary>
public override void ExecuteBuild()
{
string TempStorageDir = ParseParamValue("TempStorageDir", null);
if (TempStorageDir == null)
{
throw new AutomationException("Missing -TempStorageDir parameter");
}
string Days = ParseParamValue("Days", null);
if (Days == null)
{
throw new AutomationException("Missing -Days parameter");
}
double DaysValue;
if (!Double.TryParse(Days, out DaysValue))
{
throw new AutomationException("'{0}' is not a valid value for the -Days parameter", Days);
}
DateTime RetainTime = DateTime.UtcNow - TimeSpan.FromDays(DaysValue);
// Enumerate all the build directories
CommandUtils.Log("Scanning {0}...", TempStorageDir);
int NumBuilds = 0;
List<DirectoryInfo> BuildsToDelete = new List<DirectoryInfo>();
foreach (DirectoryInfo StreamDirectory in new DirectoryInfo(TempStorageDir).EnumerateDirectories().OrderBy(x => x.Name))
{
CommandUtils.Log("Scanning {0}...", StreamDirectory.FullName);
foreach (DirectoryInfo BuildDirectory in StreamDirectory.EnumerateDirectories())
{
if(!BuildDirectory.EnumerateFiles("*", SearchOption.AllDirectories).Any(x => x.LastWriteTimeUtc > RetainTime))
{
BuildsToDelete.Add(BuildDirectory);
}
NumBuilds++;
}
}
CommandUtils.Log("Found {0} builds; {1} to delete.", NumBuilds, BuildsToDelete.Count);
// Loop through them all, checking for files older than the delete time
for (int Idx = 0; Idx < BuildsToDelete.Count; Idx++)
{
try
{
CommandUtils.Log("[{0}/{1}] Deleting {2}...", Idx + 1, BuildsToDelete.Count, BuildsToDelete[Idx].FullName);
BuildsToDelete[Idx].Delete(true);
}
catch (Exception Ex)
{
CommandUtils.LogWarning("Failed to delete old manifest folder; will try one file at a time: {0}", Ex);
CommandUtils.DeleteDirectory_NoExceptions(true, BuildsToDelete[Idx].FullName);
}
}
// Try to delete any empty branch folders
foreach (DirectoryInfo StreamDirectory in new DirectoryInfo(TempStorageDir).EnumerateDirectories())
{
if(StreamDirectory.EnumerateDirectories().Count() == 0 && StreamDirectory.EnumerateFiles().Count() == 0)
{
try
{
StreamDirectory.Delete();
}
catch (IOException)
{
// only catch "directory is not empty type exceptions, if possible. Best we can do is check for IOException.
}
catch (Exception Ex)
{
CommandUtils.LogWarning("Unexpected failure trying to delete (potentially empty) stream directory {0}: {1}", StreamDirectory.FullName, Ex);
}
}
}
}
}
}