Files
UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.BuildGraph/BgArtifactDef.cs
Ben Marsh 86ccb45313 BuildGraph: Add support for explicitly labeling artifacts from a build using the <Artifact> element.
- Each artifact is named, and by default any files added to a tag with the name of the artifact will be treated as belonging to it.
- Artifacts can have include an optional set of keys that can be queried against on Horde.
- The host system (eg. Horde) is deemed responsible for archiving artifacts for later retrieval.

#preflight none

[CL 25048052 by Ben Marsh in ue5-main branch]
2023-04-14 15:43:33 -04:00

50 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
namespace EpicGames.BuildGraph
{
/// <summary>
/// Defines an artifact produced by the build
/// </summary>
public class BgArtifactDef
{
/// <summary>
/// Name of this artifact
/// </summary>
public string Name { get; }
/// <summary>
/// Tag to use for the artifact. Uses the artifact name by default.
/// </summary>
public string Tag { get; }
/// <summary>
/// Keys that can be used to find the artifact
/// </summary>
public IReadOnlyList<string> Keys { get; }
/// <summary>
/// Constructor
/// </summary>
/// <param name="name">Name of the artifact</param>
/// <param name="tag">Name of the tag producing this artifact</param>
/// <param name="keys">Keys that can be used to find the artifact</param>
public BgArtifactDef(string name, string tag, IReadOnlyList<string> keys)
{
Name = name;
Tag = tag;
Keys = keys;
}
/// <summary>
/// Get the name of this badge
/// </summary>
/// <returns>The name of this badge</returns>
public override string ToString()
{
return Name;
}
}
}