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