Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/TempStorage.cs
Ben Marsh 2d3ea5e946 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 4042043 by Steve.Robb

	GitHub #4705 : Added weak lambda's for delegates and multicast delegates.

Change 4042056 by Robert.Manuszewski

	Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need.

Change 4042104 by Robert.Manuszewski

	Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects

	+ Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize
	+ Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command

Change 4042377 by Robert.Manuszewski

	Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability.

	+ added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame

Change 4042427 by Robert.Manuszewski

	Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running

Change 4042482 by Robert.Manuszewski

	Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection

Change 4042635 by Robert.Manuszewski

	Fix for a potential assert when incremental purge garbage is pending and something forces a full purge

Change 4044092 by Steve.Robb

	Fix for forward declared CoreUObject weakobject types in delegates when building in Clang.

Change 4044102 by Robert.Manuszewski

	Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled

Change 4044113 by Steve.Robb

	Another Clang fix.

Change 4044160 by Robert.Manuszewski

	Disregard For GC pool will now be enabled by default in cooked builds

Change 4044287 by Steve.Robb

	Typo fix.

Change 4047723 by Graeme.Thornton

	TBA: Fixes for import/export name cache and object resolving

Change 4048015 by Graeme.Thornton

	TBA: Weak/Soft/Lazy pointer serialization changes

	* Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future.
	* Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference.
	* FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization.

Change 4048021 by Steve.Robb

	Fix for binding an unbound TFunction to another TFunction with a different signature.  Also all null pointers now count as unbindings, not just nullptr.
	TIsMemberPointer added.
	TIsATFunction and TIsATFunctionRef renamed to remove the 'A's.

Change 4048544 by Robert.Manuszewski

	Fixing ConditionalBeginDestroy profiling after changes to incremental CBD.

Change 4051028 by Graeme.Thornton

	TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false

Change 4051056 by Graeme.Thornton

	TBA: High level tagged property / UObject base class text serialization
	 - UObject serialize converted to structured archive
	 - Properties written to text individually with text tags, and then binary adapted values
	 - Only saves, doesn't load

Change 4051111 by Graeme.Thornton

	TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up

Change 4051154 by Graeme.Thornton

	TBA: Convert a few uobject serializers to structured archive format for example purposes

Change 4051181 by Graeme.Thornton

	TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty

Change 4051197 by Graeme.Thornton

	TBA: ObjectProperty text serialization

Change 4051216 by Graeme.Thornton

	Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to.

Change 4051261 by Graeme.Thornton

	TBA: Convert UMetaData to structured archive

Change 4051374 by Steve.Robb

	Incorrect assert removed.

Change 4051562 by Robert.Manuszewski

	Adding stats for the new GC internal functions

Change 4051614 by Graeme.Thornton

	TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial.

Change 4052512 by Graeme.Thornton

	TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them.

Change 4053917 by Robert.Manuszewski

	Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects

Change 4053919 by Robert.Manuszewski

	Added the ability to disable incremental BeginDestroy in ini/project settings

Change 4055518 by Daniel.Lamb

	Fixup for deterministic audio generation issue.
	Submitted on behalf of Rich.Whitehouse

	#jira nojira
	#test prefilght automated test.

Change 4056854 by Graeme.Thornton

	TBA: Added a test asset to EngineTest which contains all the different property types and test cases.

Change 4056858 by Graeme.Thornton

	TBA: Updated USetProperty to proper structured archive usage

Change 4056872 by Graeme.Thornton

	TBA: Add map property field to test object

Change 4056873 by Graeme.Thornton

	TBA: Convert UMapProperty to full structured archive

Change 4056994 by Graeme.Thornton

	TBA: Converted FText over to structured archive. Implemented saving, but not loading.

Change 4059728 by Ben.Marsh

	UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories.

Change 4059805 by Graeme.Thornton

	Fixed typo in text serialization. Fixes CIS automation test errors

Change 4060007 by Graeme.Thornton

	TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive.

Change 4060092 by Stefan.Boberg

	Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset)

	When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp).

	At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place.

Change 4060108 by Stefan.Boberg

	Introduced some additional target platform utilities to help with asset cook optimizations

	* We now assign each ITargetPlatform a zero-based ordinal value
	* Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently.

	These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures.

Change 4060143 by Graeme.Thornton

	Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007

	Needs some other changes that I haven't checked in yet...

Change 4062432 by Ben.Marsh

	Fix error message when enumerating P4 changes.

Change 4062648 by Ben.Marsh

	Add missing p4 integration action.

Change 4063620 by Graeme.Thornton

	Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size.

	(https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html)

Change 4066963 by Robert.Manuszewski

	Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list.

Change 4067133 by Robert.Manuszewski

	Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks.

Change 4067443 by Steve.Robb

	FString can now be constructed from any char pointer type and length.

Change 4068156 by Steve.Robb

	Fix necessary because of FString constructor change in CL# 4067443.

Change 4070258 by Graeme.Thornton

	Fixes for VSCode

Change 4070372 by Graeme.Thornton

	TBA: Script struct serialization to structured archives

Change 4071913 by Ben.Marsh

	Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor.

Change 4071914 by Ben.Marsh

	Missing files.

Change 4071937 by Ben.Marsh

	Missing header.

Change 4072015 by Ben.Marsh

	Fixes for compiling PakFileUtilities as part of the editor.

Change 4072826 by Steve.Robb

	TBitArray::Reserve() added.
	TBitArray::Add() overloaded to allow adding multiple bits.
	TSparseArray::Reserve() optimized to call the overloaded Add().

Change 4073271 by Daniel.Lamb

	Fixed add patch tier in project launcher passing the wrong commandline option to UAT.

	#test none

Change 4074708 by James.Hopkin

	#core Removed redundant Casts

Change 4074763 by Steve.Robb

	Fix for TSparseArray::Reserve() size.

Change 4076063 by Ben.Marsh

	Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options.

Change 4077064 by Robert.Manuszewski

	Fixing compile error in PakFileUtilities

Change 4077144 by Graeme.Thornton

	TBA: TextAssetCommandlet improvements

	* Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end
	* After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid

Change 4077412 by Ben.Marsh

	Set the correct exit code for UnrealPak. Should return 0 on success, not 1.

Change 4077760 by Graeme.Thornton

	TBA: Loading fixed for tagged property serialization

	Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives

	Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it.

	Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work.

	Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items.

Change 4078800 by Ben.Marsh

	Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file.

Change 4079745 by Graeme.Thornton

	TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags)

Change 4079847 by Graeme.Thornton

	TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases.

Change 4079925 by Ben.Marsh

	Fix incorrect assignment when deriving name for chunked pak file.

Change 4080214 by Ben.Marsh

	Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects.

Change 4082394 by Graeme.Thornton

	CIS fix for variable shadowing warning

Change 4082583 by Ben.Marsh

	Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing.

Change 4082652 by Ben.Marsh

	Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory.

Change 4082755 by Graeme.Thornton

	Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program.

Change 4082756 by Graeme.Thornton

	Fixed some incorrect documentation for pakfile compressed chunk headers

Change 4082883 by Graeme.Thornton

	Static analysis warning fix

Change 4082912 by Ben.Marsh

	Move ExceptionUtils into DotNETUtilities.

Change 4085291 by Graeme.Thornton

	TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input

Change 4085523 by Graeme.Thornton

	TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code.

Change 4086037 by Robert.Manuszewski

	Fix for a potential race condition when two threads want to acquire GC lock

Change 4088655 by Graeme.Thornton

	Pak creation now uses the bEnablePakSigning setting from the crypto config json file

Change 4091474 by Steve.Robb

	Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit().
	Unused variables removed.

Change 4093632 by Steve.Robb

	CIS fixes.

Change 4093656 by Graeme.Thornton

	Build fix

Change 4093744 by Ben.Marsh

	Allow per-chunk settings for whether to enable compression in UnrealPak.

Change 4099712 by Gil.Gribb

	UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks.

	#jira UE-59686

Change 4099912 by Stefan.Boberg

	Cooking timer optimizations:

	- Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals.
	- Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test)
	- Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently
	- Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code

	This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC

Change 4100519 by Stefan.Boberg

	Quick fix for Linux build issue introduced in 4099927

Change 4105327 by Stefan.Boberg

	Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more.

	Fixes check when using -FullLoadAndSave to cook

Change 4105448 by Stefan.Boberg

	- Fixed Linux build warning re: member initialization order
	- Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine)
	- Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading.

Change 4109031 by Ben.Marsh

	Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing.

Change 4109588 by Ben.Marsh

	UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter.

Change 4109595 by Ben.Marsh

	Missing project file for DotNETUtilities.

Change 4110724 by Stefan.Boberg

	Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time.

	The locking was redundant since the annotation maps are managed per thread anyway.

Change 4111304 by Ben.Marsh

	UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block.

	As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners.

Change 4112708 by Steve.Robb

	Fix for TBitArray::MaxBits in assignment.

Change 4114133 by Stefan.Boberg

	Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads.

	Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit.

	- This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented.
	- The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call.
	- The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit

	Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave)

Change 4115010 by Robert.Manuszewski

	Fixing CIS

Change 4115249 by Robert.Manuszewski

	Fixing async loading code asserts when exiting game very early due to an error

	#jira UE-56267

Change 4117091 by Ben.Marsh

	Prevent doubled-up lines when writing status updates with console log verbosity.

Change 4117207 by Ben.Marsh

	UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace.

Change 4119175 by Ben.Marsh

	UGS: Fix crash writing version files when directory does not already exist.

Change 4119987 by Ben.Marsh

	UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt.

	Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog).

Change 4119991 by Ben.Marsh

	Update version number for UGS launcher to 1.13.

Change 4121943 by Robert.Manuszewski

	Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE)

Change 4122592 by Steve.Robb

	GitHub #4762 : Improve wording and grammar of Math comments
	Also includes improved accuracy in FMath::ComputeBoundingSphereForCone().

Change 4122819 by Stefan.Boberg

	Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter

	This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime.

Change 4122872 by Stefan.Boberg

	CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file.

Change 4123109 by Stefan.Boberg

	- Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads
	- Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion

Change 4123455 by Ben.Marsh

	PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall)


Change 4124207 by Ben.Marsh

	UBT: Remove some unnecessary indirection for generated code paths.

Change 4124217 by Ben.Marsh

	UBT: Remove another unused variable from UEBuildModuleCPP.

Change 4124377 by Stefan.Boberg

	In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again

	Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion

Change 4125071 by Stefan.Boberg

	Some tweaks to FQueuedThreadPoolBase scheduling and memory management

	- Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards
	- Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since
	no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally)
	- Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work

Change 4126132 by Ben.Marsh

	UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor.

Change 4126867 by Graeme.Thornton

	TBA: Fix tagged binary formatter

Change 4127010 by Robert.Manuszewski

	AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues.

Change 4127932 by Ben.Marsh

	WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected.

Change 4129050 by Ben.Marsh

	UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade.

Change 4129459 by Graeme.Thornton

	TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory

Change 4129515 by Graeme.Thornton

	TBA: Add EnterRecord overload that allows outputting of available field names when loading.

Change 4129517 by Graeme.Thornton

	TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end

Change 4129518 by Graeme.Thornton

	TBA: Added a local const bool to allow easy hacking out of text asset loading support

Change 4129558 by Graeme.Thornton

	TBA: Build fix for textasset-less configs

Change 4129614 by Ben.Marsh

	UGS: Main window is now restored to normal size when activated by clicking on the tray icon.

	#jira UE-60490

Change 4129618 by Ben.Marsh

	UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down.

Change 4131936 by Robert.Manuszewski

	Removing some WIP code accidentally checked in with CL #4121943

Change 4133490 by Ben.Marsh

	UGS: Allow the $(Change) variable to be used in more places than just the context menu.

	#jira UE-60573

Change 4133550 by Ben.Marsh

	UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps.

	#jira UE-60554

Change 4133681 by Ben.Marsh

	UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category).

	The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default.

	The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted.

	Example:

	 [Default]
	+SafeToDeleteFolders=/MyGame/Test/
	+SafeToDeleteFolders=/DataService/
	+SafeToDeleteExtensions=.xx1
	+SafeToDeleteExtensions=.xx2

	#jira UE-60575

Change 4135449 by Ben.Marsh

	Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake)

Change 4135730 by Ben.Marsh

	UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module.

Change 4135823 by Ben.Marsh

	UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose.

Change 4135945 by Ben.Marsh

	UBT: Fix error running programs with no explicitly enabled or disabled plugins.

Change 4137207 by Ben.Marsh

	UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName".

Change 4137311 by Stefan.Boberg

	Removed child cooker support.

	In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity.

Change 4137393 by Ben.Marsh

	UGS: Fix display of multiline errors in the status panel.

Change 4141708 by Steve.Robb

	GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate

	#jira UE-45490

Change 4146655 by Stefan.Boberg

	Removed FullGCAssetClasses logic - no longer necessary nor useful

Change 4147318 by Ben.Marsh

	UGS: Compress build badges in a column if it shrinks below the size that they would be visible.

Change 4148207 by Ben.Marsh

	UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so:

	+ServiceBadges=RoboMerge

Change 4148282 by Stefan.Boberg

	Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value

Change 4148344 by Stefan.Boberg

	Fixed minor indentation error (most likely caused by sloppy merge)

Change 4148521 by Stefan.Boberg

	Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp

Change 4148639 by Ben.Marsh

	UGS: Fix tooltips not showing for changes that have description badges.

Change 4149373 by Ben.Marsh

	UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax:

	+Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor")
	+Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android")

	Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically.

Change 4149399 by Ben.Marsh

	UGS: Update version to 1.143.

Change 4155660 by Steve.Robb

	PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments.

Change 4157117 by Ben.Marsh

	Fix warning due to plugins disabled in .target.cs file.

Change 4158011 by Ben.Marsh

	UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails.

Change 4158646 by Ben.Marsh

	UGS: Fix exception when login is discovered to have expired during a workspace update.

Change 4158678 by Ben.Marsh

	UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed.

Change 4158683 by Ben.Marsh

	UGS: Add an unhandled exception filter which sends the exception data to the backend.

Change 4159131 by Ben.Marsh

	UGS: Reduce the number of characters displayed for build badges based on the available space.

Change 4159194 by Graeme.Thornton

	TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types

Change 4159239 by Steve.Robb

	Improved readability and compliance with coding standards.

Change 4159246 by Ben.Marsh

	UGS: Allow syncing projects where source code is not available (and various version files don't exist).

	#jira UE-60985

Change 4159286 by Ben.Marsh

	UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project.

	#jira UE-60986

Change 4159302 by Ben.Marsh

	UGS: Update version to 1.144.

Change 4160308 by Ben.Marsh

	All staging client executables for blueprint projects.

	#jira UE-60983

Change 4161567 by Steve.Robb

	GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended

Change 4162641 by Ben.Marsh

	UGS: Allow customizing the position of custom columns, via the Index=N attribute.

Change 4162647 by Ben.Marsh

	UGS: Update version to 1.145.

Change 4165319 by Robert.Manuszewski

	PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn)


Change 4166150 by Ben.Marsh

	UGS: Include *.inl when looking for code changes.

Change 4166551 by Steve.Robb

	Whitespace fixes caused by a bad merge.

Change 4168483 by Ben.Marsh

	UGS: Add a more useful error if a file to be synced exceeds the max allowed path length.

Change 4168490 by Ben.Marsh

	UGS: Update version to 1.146.

Change 4168551 by Ben.Marsh

	UBT: Move bBuildLargeAddressAwareBinary into an exposed setting.

Change 4168560 by Ben.Marsh

	UBT: Remove static config variable for controlling which configuration of UHT to use.

Change 4171296 by Ben.Marsh

	UGS: Move the check for overlong paths earlier.

Change 4171531 by Ben.Marsh

	UBT: Fix exception if BuildConfiguration.xml contains an unknown category.

Change 4183371 by Robert.Manuszewski

	Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early

Change 4184312 by Ben.Marsh

	UGS: Update version to 1.148

Change 4184480 by Robert.Manuszewski

	Removing unused async loading stat

Change 4186390 by Ben.Marsh

	UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio.

Change 4188644 by Ben.Marsh

	UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT.

Change 4188647 by Ben.Marsh

	UBT: Fix exception in target receipt when architecture is null.

Change 4189617 by Ben.Marsh

	Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too).

Change 4189740 by Ben.Marsh

	UAT: Remote code to build UnrealPak when packaging; we use the editor now.

Change 4189860 by Ben.Marsh

	UGS: Make the filter for excluding automated lighting rebuilds more explicit.

Change 4190082 by Ben.Marsh

	Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use.

	- Allow edit and continue for any configuration, not just debug.
	- Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory.
	- Removed code that tracks PDB output files, since they're modified multiple times during a build.
	- Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option.
	- Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower.

	#jira

Change 4192949 by Ben.Marsh

	UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles)

Change 4193218 by Ben.Marsh

	Fix formatting.

Change 4197252 by Mike.Erwin

	UAT: Fix log output w/ correct count of non-code projects.

	#jira none

Change 4197941 by Ben.Marsh

	UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix.

Change 4197964 by Ben.Marsh

	UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing.

Change 4198144 by Ben.Marsh

	UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry".

Change 4198413 by Ben.Marsh

	UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly.

Change 4198779 by Ben.Marsh

	UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument.

Change 4198825 by Ben.Marsh

	UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT.

Change 4199341 by Ben.Marsh

	UGS: Update version to 1.149

Change 4199642 by Chad.Garyet

	- Deprecate CISController
	- Add BuildController to replace CIS GET/POST for builds
	- Add LatestController, GET does what CIS/GET used to do
	- Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids
	- Latest/GET now returns "LatestData" object instead of array of longs
	- Updated EventMonitor to match all API changes
	- Fixed bug where IDs were getting reset to initial startup values every update loop

Change 4199663 by Chad.Garyet

	CIS controller still needs to return an array of longs
	#jira none

Change 4199680 by Ben.Marsh

	UGS: Update version to 1.150

Change 4200457 by Ben.Marsh

	Merging CIS fix for non-development configurations.

Change 4200472 by Mike.Erwin

	UAT: fix -skipbuildclient param default

	It was defaulting to skipbuildeditor's value, likely a copy-paste error.

	#jira none

Change 4202595 by Ben.Marsh

	Fix static analysis warning due to constant comparison against macro.

Change 4203250 by Ben.Marsh

	UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available.

Change 4206191 by Ben.Marsh

	Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out.

Change 4213011 by Ben.Marsh

	UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies.

Change 4213487 by Ben.Marsh

	UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor.

Change 4213609 by Ben.Marsh

	Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not.

Change 4215971 by Ben.Marsh

	UBT: Remove action graph visualization code; no longer used.

Change 4215996 by Ben.Marsh

	UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed.

Change 4216022 by Ben.Marsh

	UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder.

Change 4216031 by Ben.Marsh

	UBT: Move all the action executors into their own folder in the project.

Change 4216526 by Ben.Marsh

	Fix CIS warnings.

Change 4216544 by Ben.Marsh

	Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation.

Change 4216633 by Ben.Marsh

	Add support for UnrealPak plugins.

	* Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs.
	* Programs can now load any runtime modules, as long as they are whitelisted.
	* Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory.
	* UnrealPak is now always built by default when packaging
	* Convert UnrealPak to a modular configuration

Change 4216736 by Ben.Marsh

	UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc...

Change 4217447 by Ben.Marsh

	Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml

Change 4217451 by Ben.Marsh

	Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs

Change 4217617 by Ben.Marsh

	Back out changelist 4217451

Change 4222552 by Ben.Marsh

	Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported.

Change 4222630 by Ben.Marsh

	UBT: Fix spam while generating project files if Clang isn't installed.

Change 4223316 by Ben.Marsh

	UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases.

Change 4223318 by Ben.Marsh

	UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes).

	Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered.

Change 4223401 by Ben.Marsh

	UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects.

Change 4223899 by Ben.Marsh

	UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified.

Change 4224637 by Ben.Marsh

	Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins.

	Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program.

Change 4224710 by Ben.Marsh

	UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph.

Change 4224715 by Ben.Marsh

	UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention.

Change 4224726 by Ben.Marsh

	Remove commented out line.

Change 4224903 by Ben.Marsh

	Fix non-unity compile error in Stats2.h.

Change 4225051 by Ben.Marsh

	Back out changelist 4224710; causing CIS errors due to receipts not matching.

Change 4225134 by Ben.Marsh

	Fixing non-unity errors.

Change 4225203 by Ben.Marsh

	Another non-unity fix.

Change 4225249 by Ben.Marsh

	Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms.

	#jira UE-62001

Change 4225512 by Ben.Marsh

	BuildGraph: Allow setting the target to build when using the <CsCompile> task.

Change 4228815 by Ben.Marsh

	UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run.

Change 4228944 by Ben.Marsh

	UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19.

Change 4229028 by Ben.Marsh

	UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid.

Change 4229065 by Ben.Marsh

	UBT: Move another target setting into the rules assembly.

Change 4229105 by Ben.Marsh

	Fix BPT exception when generating project files.

Change 4229311 by Ben.Marsh

	UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance.

Change 4229421 by Ben.Marsh

	UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs.

Change 4229817 by Ben.Marsh

	UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT.

Change 4229824 by Ben.Marsh

	UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass.

Change 4229841 by Ben.Marsh

	UBT: Remove some legacy code from auto-detecting PCHs.

Change 4230521 by Ben.Marsh

	UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message)

Change 4230871 by Ben.Marsh

	UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used.

Change 4230882 by Ben.Marsh

	UAT: Add StreamUtils back into UAT, seems like it's still used there.

Change 4230896 by Ben.Marsh

	UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors.

Change 4231014 by Ben.Marsh

	WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes.

Change 4231032 by Ben.Marsh

	Fix CIS.

Change 4231096 by Ben.Marsh

	Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files.

Change 4231446 by Ben.Marsh

	UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir).

Change 4231460 by Ben.Marsh

	Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties.

Change 4233909 by Robert.Manuszewski

	PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist)


Change 4233910 by Ben.Marsh

	Enable PCHs on IOS. Reduces build time by ~25%.

Change 4234176 by Ben.Marsh

	UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion.

Change 4234193 by Ben.Marsh

	Add the Delete command to Perforce wrapper in DotNETUtilities.

Change 4234688 by Ben.Marsh

	UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies.

Change 4234711 by Ben.Marsh

	UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir).

	Example usage (from a .build.cs file):

	RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS);

Change 4234872 by Ben.Marsh

	Expose a flag for whether the engine is installed, to fix issues generating project files.

Change 4234929 by Ben.Marsh

	Fix null reference generating receipts when UBT makefiles are active.

Change 4235883 by Chad.Garyet

	Merging 4231245 to core

	Giving Coordinator its own sln. This should fix what 4158155 was supposed to.
	#jira UE-61955

Change 4236075 by Ben.Marsh

	CIS fix

Change 4237066 by Robert.Manuszewski

	Fix for a potential crash when terminating the engine while it's being initialized

	#jira UE-60545

Change 4237078 by Robert.Manuszewski

	The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor

Change 4237116 by Ben.Marsh

	Rewrite some Windows utility functions to support paths longer than MAX_PATH.

Change 4237158 by Ben.Marsh

	Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd().

Change 4237159 by Ben.Marsh

	Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers.

Change 4239050 by Ben.Marsh

	Missing file

Change 4239318 by Ben.Marsh

	Linux CIS fix.

Change 4239685 by Ben.Marsh

	Static analysis CIS fix.

Change 4240800 by Ben.Marsh

	WorkspaceTool: Include the full command line in the log for any P4 commands.

Change 4240903 by Ben.Marsh

	PR #4909: Update copyright notices to 2018 (Contributed by projectgheist)


Change 4241025 by Ben.Marsh

	UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE.

Change 4241770 by Ben.Marsh

	UBT: Include action number in parallel executor output.

	#jira UE-62032

Change 4243469 by Ben.Marsh

	TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface.

Change 4245723 by Robert.Manuszewski

	Fixing another creash when terminating the engine while initializing.

	#jira UE-60545

Change 4245862 by Steve.Robb

	VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister.

Change 4246412 by Robert.Manuszewski

	The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened.

Change 4246612 by Ben.Marsh

	UBT: Fix spelling of "Intellisense".

Change 4249454 by Robert.Manuszewski

	Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read

Change 4249513 by Robert.Manuszewski

	Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread

Change 4255207 by Ben.Marsh

	UGS: Add additional logging whenever a P4 command fails, and when the user is logged out.

Change 4255288 by Ben.Marsh

	PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin)


Change 4256422 by Ben.Marsh

	UBT: Add an error if a module referenced by a plugin descriptor doesn't exist.

Change 4257385 by Robert.Manuszewski

	Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them.

Change 4257454 by Robert.Manuszewski

	Added the option to filter clusters listed with gc.ListClusters by objects within them.

	Usage:

	gc.ListClusters Hierachy With=ObjectName1,ObjectName2...

Change 4257526 by Robert.Manuszewski

	It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line

Change 4257822 by Ben.Marsh

	Fixes for PlatformShowcase compile errors.

Change 4258771 by Ben.Marsh

	UBT: Fix project files not being generated for foreign projects when creating .stub files.

	#jira UE-62462

Change 4258790 by Ben.Marsh

	UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names.

Change 4259276 by Ben.Marsh

	UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary.

Change 4259280 by Ben.Marsh

	UBT: Fix embedded framework zips not being uploaded for plugins.

	#jira UE-62485

Change 4260236 by Ben.Marsh

	UBT: Fix path to generated engine project file.

Change 4260334 by Ben.Marsh

	UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place.

Change 4260361 by Ben.Marsh

	UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...)

Change 4260559 by Ben.Marsh

	UGS: Update version.

Change 4261160 by Robert.Manuszewski

	MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash)

	#jira UE-62495

Change 4261421 by Ben.Marsh

	Force-sync files for building documentation, to fix issues with files not being updated.

	#jira UE-62413

Change 4261425 by Ben.Marsh

	UBT: Remove some leftover functions for handling the remote toolchain.

Change 4261530 by Ben.Marsh

	UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS.

Change 4261611 by Ben.Marsh

	UBT: Downgrade warning to a log message, since it appears when generating project files.

Change 4261710 by Ben.Marsh

	Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore.

	#jira UE-62545

Change 4261831 by Ben.Marsh

	Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set.

	#jira UE-62463, UE-62384

Change 4262723 by Ben.Marsh

	Whitelist plugins that need to be loaded by UFE.

	#jira UE-62564

Change 4265444 by Ben.Marsh

	Fix incorrect executable name for DebugGame configurations in Xcode.

	#jira UE-62574

Change 4265892 by Ben.Marsh

	Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored.

	#jira UE-62575, UE-62603, UE-62597

Change 4266019 by Josh.Adams

	- Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE

Change 4266264 by Ben.Marsh

	Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS.

	This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not.

	#jira UE-62578

Change 4266273 by Ben.Marsh

	Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action.

Change 4266614 by Graeme.Thornton

	Fix crash when cooking nativized blueprints due to removal of child cooker system.

Change 4266763 by Ben.Marsh

	Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform.

	#jira UE-62584

Change 4267985 by Robert.Manuszewski

	When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated

	#jira UE-62600

Change 4268558 by Robert.Manuszewski

	PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior.

	#jira UE-62600

Change 4269011 by Chad.Garyet

	- Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/
	  Wildcard match was only substringing to 3 chars.
	- Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab
	Published to ugsapi server 8/8/17
	#jira none

Change 4270788 by Ben.Marsh

	Fix IOS provisioning data being using when remote compiling on TVOS.

	#jira UE-62705

Change 4271916 by Ben.Marsh

	Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file.

Change 4271934 by Ben.Marsh

	Upload all static libraries in plugin folders as part of remote builds.

	#jira UE-62694

Change 4273368 by Ben.Marsh

	Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely.

	#jira UE-62705

Change 4274049 by Ben.Marsh

	Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different.

	#jira UE-62751

Change 4274823 by Ben.Marsh

	Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line.

Change 4275838 by Ben.Marsh

	Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build.

Change 4275913 by Ben.Marsh

	Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0.

Change 4284161 by Ben.Marsh

	Allow mirroring Oodle files to remote Mac.

Change 4074774 by Steve.Robb

	Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct.
	TUniqueFunction added, which is a move-only TFunction which can hold move-only functors.
	Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did.
	FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general.
	TArray::HeapPop() made to work with move-only types.

Change 4082591 by Ben.Marsh

	Move the Log class from UBT to DotNetUtilities.

Change 4083236 by Ben.Marsh

	Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log)

Change 4084107 by Ben.Marsh

	UAT: Remove the unused -SkipHeader argument to UE4Build.

Change 4089771 by Steve.Robb

	GitHub #4743 : modified VirtualAlloc function flag

	https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411

Change 4091456 by Steve.Robb

	Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit.

Change 4156437 by Ben.Marsh

	Lots and lots of fixes compiling for Clang on Windows.

	Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO!

	* Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion.
	* Clang is now supported through AutoSDKs; will be added to CIS.
	* The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows.
	* UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup.
	* SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks)

Change 4157389 by Ben.Marsh

	Few more fixes for compiling the editor with Clang.

Change 4183911 by Ben.Marsh

	Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled.

	* Incremental linking no longer forces PDB files to be enabled for source files.
	* Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain.
	* Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again.
	* Icon update is disabled for Windows when incremental linking is enabled.
	* Removed rarely-used setting to always delete produced items before each build.

Change 4184311 by Ben.Marsh

	UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS.

	The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary):

	    [Default]
	    ; Set this to a network share which contains the SDK installers for your site
	    SdkInstallerDir=

	    ; All the required SDKs for the current version of the engine
	    +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android")
	    +SdkInfo=(Category="Windows", Description="Visual Studio 2017")
	    +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128")
	    +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0")

	Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively.

	The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file).

Change 4200452 by Ben.Marsh

	UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors.

	Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration.

Change 4206189 by Ben.Marsh

	UBT: Simplify logic for precompiling binaries.

	* Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds.
	* Precompiled file lists have been removed from target receipts.
	* The manifest now includes all generated headers and precompiled files when run with the -Precompile option.
	* Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph.

Change 4215466 by Ben.Marsh

	UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform.

Change 4215975 by Ben.Marsh

	UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled).

Change 4220154 by Ben.Marsh

	Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore.

Change 4224708 by Ben.Marsh

	Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities.

Change 4224958 by Ben.Marsh

	Remove CoreMinimal.h includes from Core.

Change 4229059 by Ben.Marsh

	UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function.

Change 4230508 by Ben.Marsh

	Fixup precompiled header setting for samples and games.

Change 4231457 by Ben.Marsh

	Fix exceptions in log messages having trailing newlines.

Change 4232406 by Ben.Marsh

	UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile.

Change 4234177 by Ben.Marsh

	Set up private PCH files everywhere that previously used them.

Change 4235973 by Ben.Marsh

	Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH.

Change 4238842 by Ben.Marsh

	Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file).

	Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example).

	* Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without.
	* The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro.
	* The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED
	* The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED.
	* Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths.
	* Fix 512 character maximum length on editor commands.

	260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths.

Change 4255042 by Ben.Marsh

	UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously.

	The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version.

Change 4260567 by Ben.Marsh

	UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class.

#rb none

[CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00

1314 lines
50 KiB
C#

// Copyright 1998-2018 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;
using Tools.DotNETCommon;
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)
{
string Message;
if(Compare(RootDir, out Message))
{
if(Message != null)
{
CommandUtils.LogInformation(Message);
}
return true;
}
else
{
if(Message != null)
{
CommandUtils.LogError(Message);
}
return false;
}
}
/// <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>
/// <param name="Message">Message describing the difference</param>
/// <returns>True if the files are identical, false otherwise</returns>
public bool Compare(DirectoryReference RootDir, out string Message)
{
FileReference LocalFile = ToFileReference(RootDir);
// Get the local file info, and check it exists
FileInfo Info = new FileInfo(LocalFile.FullName);
if(!Info.Exists)
{
Message = String.Format("Missing file from manifest - {0}", RelativePath);
return false;
}
// Check the size matches
if(Info.Length != Length)
{
Message = String.Format("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())
{
Message = String.Format("File date/time mismatch for {0} - was {1}, expected {2}, TimeDifference {3}", RelativePath, Info.LastWriteTime, ExpectedLocal, TimeDifference);
return false;
}
else
{
Message = String.Format("Ignored file date/time mismatch for {0} - was {1}, expected {2}, TimeDifference {3}", RelativePath, Info.LastWriteTime, ExpectedLocal, TimeDifference);
return true;
}
}
else
{
Message = null;
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.LogInformation("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.LogInformation("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.LogInformation("Saving file list to {0} and {1}", LocalFileListLocation.FullName, SharedFileListLocation.FullName);
DirectoryReference.CreateDirectory(SharedFileListLocation.Directory);
FileList.Save(SharedFileListLocation);
}
else
{
CommandUtils.LogInformation("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.LogInformation("Saving shared manifest to {0}", SharedManifestFile.FullName);
Manifest.Save(SharedManifestFile);
}
// Save the local manifest
FileReference LocalManifestFile = GetManifestLocation(LocalDir, NodeName, BlockName);
CommandUtils.LogInformation("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.LogInformation("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.LogInformation("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(LocalDir);
CommandUtils.DeleteDirectoryContents(LocalDir.FullName);
DirectoryReference SharedDir = DirectoryReference.Combine(RootDir, "Engine", "Saved", "TestTempStorage-Shared");
CommandUtils.CreateDirectory(SharedDir);
CommandUtils.DeleteDirectoryContents(SharedDir.FullName);
DirectoryReference WorkingDir = DirectoryReference.Combine(RootDir, "Engine", "Saved", "TestTempStorage-Working");
CommandUtils.CreateDirectory(WorkingDir);
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.LogInformation("Clearing local folders...");
CommandUtils.DeleteDirectoryContents(WorkingDir.FullName);
CommandUtils.DeleteDirectoryContents(LocalDir.FullName);
// First output should fail
CommandUtils.LogInformation("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.LogInformation("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.LogInformation("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.LogInformation("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.LogInformation("[{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);
}
}
}
}
}
}